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lautalocos

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Posts posted by lautalocos

  1. Interesting idea, why not?

     

     

    (Other than the fact that those mods would be treated as "Band-aid"/Useless mods. Because it would take up a slot that you could put something more useful in.)

    the idea would be to make them more powerful than the base mods, but the downside would be that they it takes longer to reach that amount of power

  2. i believe that the melee weapons would should have some mods that affect/are affected by the combo meter. this would add diversity to the melee system, and it could add more interesting builds to the game

     

    as an example of some basic mods:

    combo meter takes X longer to disappear

    X% more combo multiplier/channeling damage/attack speed/crit chance/multiplier as combo meter increases

    -X% channeling efficiency as combo meter increases

     

    you get the idea

     

    from there, you can add more interesting mods, like:

    infinite stamina/x% increase in stamina capacity/regen when combo meter reaches X for X seconds (AKA infinite blocking/sprinting)

    X energy regain per hit when combo meter reaches X for X seconds

    X power damage/duration/range/speed when combo meter reaches X for X amount of seconds

     

    i believe this would make the combo system way more useful than it currently is, and it would make melee more interesting

     

    PS: also, i believe the combo meter disappears too quickly. maybe it should take 1 or 2 seconds longer to disappear?

  3. Gore needs a pass, because there are extraneous/ridiculous pieces being gibbed. 

     

    bald heads, straight inflexible legs/members which don't fit the kiled units dimensions/race, and such. 

     

    There is NO reason in this game to, after killing a grineer, or corpus, of infested, to have a perfectly bald, severed head with a clean horizontal cut to be rolling on the ground as if it is contained in a perfect invisible cylinder. 

     

    Or to have any of those likewise spawn perfectly formed NAKED HUMAN LEGS. Well, corpus could perhaps spawn perfect human legs, but they likely would be enshrouded by ther clothing. Infested is jumble  of meat mess. And grineer have no legs! they all have cyborg appendages. 

     

    So yeah, we need Gore 2.0. Not necessarily to make the game MORE gory, but for a better immersion of gore with the game art and aesthetics. 

    i completely agree with this. 

     

    if anyone is already uncomfortable with the gore in the game, disable it

  4. why? just crank it to max and go.

    or is there a reason why the exact fov is important to know? for multiple monitors or something?

    i am usually comfortable at an specific amount, and guessing the amount from a slider is pretty bothering. i also don't know what the max or minimum in the slider is.is the maximum 100, 120, or 90?

    also, putting it on max gets mi dizzy, and minim makes the game look as if i was using binoculars (at least for me).

    having the specific number helps a lot

  5. The primary counterpoints to those folks' complaints is that it's 100,000 credits for 12 days worth of puppy-chow (which honestly is not hard at all to get) and that if folks think they won't be playing much for a week or more they can always put their Kubrow in stasis.

     

    Heck, they could put their Kubrow in stasis when they sign off and as long as they don't sign in for at least 3 hours they can revive the Kubrow immediately.

    100000 credits is too much. sometimes you dont put a kubrow on stasis because you think you will have time to play, but in the end you dont, and your kubrow loses it´s health. then you dont have enough credits to buy more stablizers, because you just dont have time to run so many missions just to buy something that isnt really optional, but something that the kubrow actually needs.

     

    maybe if you have time and warframe is the only game you play 100000 credits isnt much, but for any other player, 100000 just for a consumable is too much

  6. i propose a simpler solution to implement this idea.

     

    instead of making compeletely new rank 10 mods (which take forever to max out, would clutter the drop rates even more and), make all of these new special mods a single level mod that changes the normal version of the mod

     

    example: you have a rank 10 redirection. you equip it with a "nimble" modification, changing its 440% bonus to shields to a +300% shield, + 25% jump height/distance, no rolls after falling, slide distance +25%

  7. Ah well, let's see how much Shuriken does even above T2.

     

    Actually, nope. REMOVED. TIME TO PUT SOME RANDOM STAT MOD IN THERE INSTEAD.

     

    And go buy some Forma. There, you can now add polarity to any slot one at a time and have every mod maxed.

     

    Want low level? Level some spare card.

     

    Extra half-half mod will end up like nightmare mod. Unless it's meh like Vigor, people will stack on stats that they need, reducing variety even more.

     

    Added : even if we want to imagine that forma does not exist, it already does so there's no point in that. Again, if they just add more mods that add a certain stat to one of the best stat, player will just stack it and reduce variety even more. Heck, I'm worried about the "Newbie serration" they are planning. If it goes above 70 or 80% at max level to all damage, I'm using it along with serration and all the other damage card unless they start adding in "Diminising Return" mechanic to punish extreme min/max but that will also gut variety in another way.

    i said that they shouldnt add more cards, i said they shoudl tweak the mod system in some way.

     

    and i didnt word well the part about the well made warframe. i meant to say that if the warframe is well made by DE, they all the abilities should be usefull.

  8. i will try to keep this short.

     

    basically, if there is a problem with the mod system, it is the lack of customization. but no, im not speaking of band aid mods, im speaking of player customisation

     

    what i try to say is that, with the current mod system, you have 10 slots in your warframe. 4 are used for skills, and in a well made warframe, you should want your 4 skills equipped all the time(that is to say, if the frame is well made by DE, meaning all the abilities are useful).

     

    this leaves you with 6 slots. imagine i have flow, streamline, intruder(lol), vitality, redirection and continuity, all of them maxed.

     

    the problem here, is that maybe, i want to have continuity at level 2, and stretch at rank 2.

    (of course, with formas, i could easily equip all of these mods at max level, but lets imagine for a sec that forma isnt in the game)

    as you can see, im forced to choose to specialise in a few stats a lot (in this case, health, shields, energy, energy efficiency, hacking(lol) and power duration) when maybe i want to be a jack-of-all-trades, not gaining so much power duration, but gaining a bit of power range.

     

    as an example, i may not want smoke screen to have 30% power duration, but i would be happy with sacrificing 20% of that extra power duration for 20% power range for teleport, smokescreen and bladestorm. maybe i want 10% extra power range, power and duration in my frame.

     

    also, this problem wouldnt be quite fixed by adding mods that adding 15% of one stat and 15% of another, because the same thing that happens with corrupted mods will happen; in that there are 4 mods that give +A stat and -B stat, but not a mod that gives +B stat and -A stat

     

    PS: i used mods that affect powers just as an example. the same explanation could be used for health, shield and armor mods, or even for mods on weapons.

     

    so, basically, is there any way in that the mod system can be worked on a bit so that players like me who want be a jack of all trades aren´t punished because of the mod slot system, and to a lesser stent the mod energy system (because an unranked mod uses a lot of energy for very little gain)?

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