Jump to content

MurderHoboDinosaur

PC Member
  • Posts

    140
  • Joined

  • Last visited

Posts posted by MurderHoboDinosaur

  1. Before this update, I've always had "C" bound to toggle crouch. When I was mid mission, changing some controls, I couldn't leave because the prompt demanded I put something in toggle crouch.

     

    I tried putting C, but it kepy saying "not bound" and refused to put it there.

     

    Please fix this bug!

  2. 2 hours ago, czcbibliothekar said:

    The only time I ever have to revive my Kubrow is a) when they're freshly forma-ed (/e: and even that stopped since stuff starts with your MR as energy pool) or b) when I modded it for health/shields but my frame is modded for health/armor.

    Well, yes, the AI has (a lot of) room for improvement, but that's something you can't just fix with a handful of new mods.

    The mods ensure that no matter the AI, viability, or dam output, they can serve a purpose passively.

  3. 3 hours ago, czcbibliothekar said:

    Except for the upkeep cost and no Vacuum, Kubrows are already better than sentinels in every regard. They have more health, shields and armor than your own warframe, they deal ridiculous amounts of damage, Huras cloaks better than Shade, Sunika tackles and holds capture targets for you to catch up, you can restore their health with melee attacks and even revive them, should they decide to facetank a Napalm.

    The quest sounds like a cool idea, though, I'd love to see more civilians.

    When you constantly have to revive them, its an inconvenience.

     

    They do selective damage, and have to get up close, as opposed to any sentinel that shoots from a distance with often high tier mods and can proc/fire support.

     

    Huras like shade have infrequent and random cloaks.

     

    Kubrows usually attack one enemy at once, and the "VIP" they tackle can be almost anything, and often die when tackling a freaking elite lancer from other enemies.

     

    Sunika is useless, because your often killing enemies so fast that by the time its tackled someone, you've killed 30+ enemies.

     

    Kubrows also suffer heavily from either lag or just poor AI, randomly moving around and not attack, while a Sentinel will always lock onto an enemy and just keep killing.

     

    When it comes to damage dealing or even as a distraction, they fail miserably.

  4. As a bit of a "fun" and lore quest, the Lotus informs us the kennels are being raided by the Corpus, because executives with more money than sense want them as a display of wealth? Or exotic "pets" for their zoo with their collection that funnily enough includes broken warframes, various grineer, all the animals in game, and even infested?

     

    We could get into the finer lore about kubrows during the height of the Orokin, have the absurdity of fighting alongside a large mass of kubrows, meet their handlers, etc. How Lotus's operatives use them, how children get "kubrow therapy" IE being comforted by a intelligent fluffy animal.

     

    Plus the quest could come with buffs and a "enhancement" system for kubrows to make them on equal footing with sentinels. What I'm talking about, is cyborg dogs. Corpus modifications introduce the enhancement system, both mechanical and biological.

     

    Metal teeth, carbon skin, integrated redundant health systems(like a regen for sentinels.), replacing squishy parts of a kubrow with a energy siphoning machine, magnets attracting resources(after all we're competing with sentinels).

     

     

    This quests gives players a bit of humor and lightheartedness, the absurdity of fighting with a dozen kubrow in a mission. It gives more lore for players to devour. It also brings a new system in the game, injecting life into Warframe AND buffs the kubrows so they're on par with sentinels, albeit at a cost. Of course there are limits to the enhancement system.

     

    Sorta like mod cost, a energy siphon mod for kubrows to assist you cost like 13, a life steal augment and a attack speed cost 10, but something like a "magnet"(not a vacuum) costs just 6 or 7. I'm a little iffy on making them mods, I'd rather they were detachable biological/mechanical parts as opposed to mods. Not every enhancement needs to be mods, sorta like arcanes.

     

    Of course this quest wouldn't be complete without the first talking intelligent kubrow wouldn't it? Or meeting a "boss" feral kubrow on earth to collect necessary things?

  5. Are you talking about people creating their own personal servers or co-op games with friends through Steam or something like that?

     

    I think I messed up the wording. But in essence, I mean that would I still have all my "stuff", experience, the ability to play with others, etc and so forth.

     

    The warframe online times and all that it entails without offical support(like if the login kept saying "invalid login" over and over.

     

    It'd be a shame all the cash and time I've put into warframes goes away.

  6. <p>What happens to the server and actual play? You always have to sign into Warframe with your password(linked to an email) so if for whatever reason lets say 5 years down the line and DE cannot support WF anymore, how would anyone play it? If the authentication for the password does not work because there is nothing to authenticate to a central/official area, what happens?</p>

  7. Using a Shield Restore will give you an Overshield of over 1000 bonus shields. It's sufficient to allow screw-ups to not result in your death even when dealing with most high level enemies.

     

    There are also more than a few abilities that exist for the purpose of mitigating all damage, which includes shields. With, y'know... Link being one of the big ones. And you've got a Trinity usericon and all that. o 3o

    That need specific resources and frames not all players have. And I said before, no matter how high your shields are they all go down quickly.

     

    If I have a Zephyr, theres no point in shields because they go down quick.

     

    Go to Ceres with a Volt, see how long your shields last if you aren't using the Energy Shield or restores. My point is shields go down laughably fast.

  8. Same concept as armor in game for health. Shields at any level seem to go down fast, so Redirection becomes nulled as you're going to be constantly losing health rather than shields. So why not a mod that makes shields sustain more damage, rather than just increase how much shields there are?

  9. Which is needed moreso for dual weapons such as the dual ichor, as the time taken to do a fancy animation gets you eiher discovered by an enemy thus negating the whole point of stealth attacks, or gets you killed as you go through the 1-2 second animations which leaves you exposed long enough to get killed, moreso on higher levels.

     

     

    Thoughts, ideas on how to quicken them yet retain the unique killing power of each melee weapon? Or is this a bad idea overall?

  10. On further inspection, Toxic Ancient's poison can be dispelled and resisted. However, when I killed a Toxic crawler and it released its poison it went right through the immunity. Ancient healer venomous extimus with their poison procs continually take my health even when they cannot hit me, it goes through the immunity.

  11. i have no issues with this mod and its effects are working. went to simulacarum loaded 5 eximus toxin ancients when the aura was applied and proced toxin i removed it with tidal surge and aura was unable to apply toxin again until the effect wore off.

     

    https://youtu.be/zn5NCROEOEE

    I used Ancient Healer Eximus as the New Loka death squad is made up of them. I also used toxic crawlers. For reference, I used a level 7 Narrow, maxed stock Continuity, and Constitution. So I had nearly maxed duration.

     

    For some reason, maybe a UI glitch even after I used Tidal the red proc indicator was still on 8 Poison.

     

    Even in your own video, at 1:55 to 1:59 you lost health despite having the Tidal's immunity for several seconds. I used different level Ancient Healers and Toxic crawlers, from level 20 to 90.

     

    I'll recheck, but for the most part even when I killed toxic crawlers their poison in the air went through my immunity. Have you had a chance at looking at all of my pictures?

  12. I can see the poison aura still surrounding you, so either it still being there without the poison symbol is a visual bug or the poison sign not being there when the aura along with the actual poison is, as you said. I can't tell for certain just from the pictures exactly what source you took damage from, poison proc or the enemies also in the picture, but I'm willing to take your word for it.

     

    By wondering about it, I meant whether if this is a reproducible bug for others too.

    I did further testing.

    If you have Hyroid I can give you one freebie mod so you can test it yourself.

     

     

     

    Tidal Impunity's description is wrong, and you can test this yourself. Poison procs go through.

     

    https://forums.warframe.com/index.php?/topic/510503-tidal-impunity-is-not-working-at-all-is-broken/

     

    On further testing, heat procs can be resisted and dispelled. Poison is still nigh ultimate.

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958065596

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958065867

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958066005

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958066140

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958066281

     

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958066557

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958066689

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958066829

     

    Heat is resisted and dispelled.

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277958067326

  13. It's not removed? In the first pic you have 8 secs of poison dot left, in the next pic it's gone.

    Thats more because I didn't catch it in time, I used fleeting expertise because I was constantly going off the map.

     

    Here is a much better 2nd phase.

     

     

    My duration build http://steamcommunity.com/sharedfiles/filedetails/?id=499482806

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482824

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482835

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482845

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482860

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482865

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482884

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482893

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482905

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482915

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482922

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482935

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482946

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482952

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482963

     

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482971

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482983

    http://steamcommunity.com/sharedfiles/filedetails/?id=499482992

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499483001

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499483010

     

     

    http://steamcommunity.com/sharedfiles/filedetails/?id=499483016

  14. So a few minutes ago, I was on Draco, wanting to see how tidal impunity could be used in high risk proc happy missions, notably against slash. I get the best chance, someone has a Loka death squad after them, and here comes poison procs.

     

    I could not get pictures in Draco, but I did some tesing against level 90 Acienct Healer extimus's. And for reference, here is the wiki page for TI, and a page for what a status effect and proc is.

     

    http://warframe.wikia.com/wiki/Tidal_Impunity   Note this "Tidal Impunity is a Hydroid Warframe Augment Mod for Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones."

     

    http://warframe.wikia.com/wiki/Status_Effect  And this

    • Elemental
    • And heres the pics from my testing. I do have Fleeting on, however I spammed it enough to show that it was not working. I'll post later with more duration, but this is what I have so far. The first 2 photos have the same effect on, both are within the first casting. The proc is STILL not removed.

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277955560787

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277955567523

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277955564031

     

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277955561259

     

     

     

     

    http://steamcommunity.com/id/spacemarinenightlord/screenshot/1460643277955560787

  15. The infested manic would be an overgrown infested manic, with poison damage procs instead of slash. Due to the increased bulk of the infestation, he moves slightly slower but infested armor and the ability to climb walls and ceilings allows him to ambush enemies(sorta like crocodiles and water, or spiders). He can also blend into his surrondingds, making himself look like a small infested tumor until an unwitting enemy passes by.

     

     

     

     

     

     

    Corpus, in an effort to combat Grineer Manics and fast moving infested have created choke point rooms not only oufitted with Corpus homing rocket turrets(which you can find a vent to go around, or just charge through) but movement restrictive modules, sort of like a large generator protected by strong Corpus-made of the best and finest oxium(drops 15-25 Oxium). Notable characteristics is of course movement restrictions.

     

     

     

    You cannot use parkour, sprint speed is decreased as if you were holding a Hobbled Key, movement based powers such as Ash teleport and Zephyr are slowed down, general warframe casting speed is slowed down, weapon fire rate and reload are longer. Its like you're fighting in mud that goes up to your head.

     

     

    Destroying the Generator requires you to hack it to lower the strong barriers. Destroying it gives you 100%+ movement speed for 1 minute, but also gives an electric proc.

     

     

    What does anyone think of these new ideas?

  16. One of the biggest problems in this game (in my opinion) isn't just power creep or grind or bugs or whatever. It's the fact that everything is about numbers; every piece of high level content is a gear check, and player skill is slowly but surely phased out of relevance.

     

    This is quite a problem, as I'm sure plenty of people have said previously.

     

    When players can dish out DPS in the millions and sustain heavy damage and CC things to oblivion, it's almost all about the numbers. And when it's about the numbers, the only counter is either infinite scaling or things like cheap invulnerability phases and anti-fun enemy design.

     

    Every new enemy unit being created is building on a shaky foundation.

     

    The guys you fight at level 10 are the same guys you fight at level 100, just with more numbers. More health. More damage. More grakata. Hell, maybe even two. Meanwhile in other games, like, say, Killing Floor 2, enemies gain new abilities as they gain levels. Diablo 3 spices things up with more elites and rares, each with randomized modifiers on a random unit type mixed in with random trash mobs.

     

    This is what Warframe needs. It needs VARIETY as enemies get stronger, not just more numbers. Enemies should gain more abilities, move smarter, require skill to beat, instead of just turning into sponges. Enemies becoming more organized as time goes on, becoming more aggressive, gaining new powers.

    Even eximi could be amazing. Have each eximi/special unit spawn with a potential multitude of different abilities. Imagine a nullifier spawning with a smaller shield that reflects bullets, or explodes upon destruction. Imagine an engineer throwing out waves of kamikaze drones, or setting up stationary turrets.

     

     

    It'd be a big change to put in place, but it could be the best thing to happen to this game.

    Borderlands 2 is a great example, moreso when you re-play the game on higher diffcuilty and old enemies get new names and abilties/looks/power.

  17. I think this is exactly the right kind of grind this game needs, semi-randomized potential incremental increases. Essentially a little bit of Borderlands.

    It doesn't have to be limited to direct weapon stats, either. What if that Braton barrel gives you 10% longer aimglide? +5 seconds on wallcling?

    Maybe they could be more like arcanes? You'd apply them to already built weapons. One arcane slot per constituent part.

    All of your thoughts sound pretty intriguing and sustainable, I have long memories of playing BL1/2 and constantly upgrading and getting new weapons.

×
×
  • Create New...