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Artekkor

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Posts posted by Artekkor

  1. MOAR TRACES.
    Like... A LOT MORE.

    You want people to play RJ? That's how you get them to play RJ. Default planetary trace earning are crap, but at least missions are fast.
    RJ is stupid slow. Average RJ mission is 2-3 times slower than average planet relic mission.

    Want to make RJ desirable? Triple or maybe even quadruple void trace earning in there. People will immediately start seriously considering it.

    • Like 2
  2. Find a friend or relative to beat it for you i suppose. Either invite them home directly or give them remote access with one of those "remote play" programs. I can't remember any right now, but i know they exist.

    No quiting here, unfortunately. You were warned by the game and pressed the accept button. The contract is sealed.

  3. Back when i did it - i just played Rhino (as always) with Exergis shotgun built for Viral/Heat status combo. It melted low tier grunts in a single shot and took out bigger guys in 2-3, especially with a headshot.

    These days there's also Tenet Spirex - people are kinda sleeping on it, that things MELTS people in SP.

    But of course: if i really wanted to cheese and rush SP - i would probably settle for maxed out Phenmor and Laetum, it's not even a contest. Those guns are insane at the moment, until their eventual nerf comes around.

    • Like 1
  4. I think he looks alright. I really like his design of a brutal armored jailer.

    There is one glaring issue with him however - his textures are too oversaturated and are exceptionally hard to colour. Especially the goddamn metal bits running through his arms - its very hard to find a good combo that doesn't look out of place or doesn't cause the bits to blend with the rest of the arm.

  5. If high status - Heat, for extra painful burn procs.
    If high crits - rad, for maximum armor penetration.
    If hybrid - either way really, but probably still crits.

    That's how i went about it anyway.
    ...
    But Tenet Spirex does greatly with Impact, fascinatingly enough. Put that one mod on it that causes impact to proc slash as well and enjoy a very powerful DoT melter.

  6. 21 минуту назад, Tiltskillet сказал:

    But I don't play Rhino, so maybe there's some obvious problem with it I'm missing.

    No, it really is one of the more balanced abilities out there. Not stupid OP, not silly weak, just right in the middle - gets the job done.
    It is Rhino's personal "TIME OUT!" panic button.

    Possibly the only bad thing to say about it: the casting animation in combination with shockwave delay can mean a life and death in some scenarios - it comes close to something like 2 seconds between pressing the button and actually getting the stun.
    Seen many a defense target go down as i'm desperately trying to save it. But frankly that's just a skill issue of letting the defense target get jumped like that to begin with.

    • Like 1
  7. 11 минут назад, CoffeeElemental сказал:

    Only Charge? Stomp and passive are also quite bad imo.

    Stomp is perfectly fine. Putting 25m radius worth of enemies on pause for good 8 seconds is great when things hit the fan. I often use it in defense missions to save the objective, or even when reviving someone to make sure i don't get killed in the process as well. And just generally great for decreasing incoming DPS against the team.
    On low levels it can be used as a lazy quick nuke too.

    The passive though... Yeah, it's sort of bad. It makes perfect sense for Rhino and i already got too used to the DZOOOM sound it makes, so I don't want to lose that particular effect of it, but i wouldn't mind improvements for sure. Frankly, the only thing it needs is to increase the shockwave range to like 10m at least and maybe make it deal damage proportional to Rhino's HP and Armor (and maybe even Iron Skin).

  8. 1 час назад, Raarsi сказал:

    Maybe they could make Rhino Charge work more like a slow-motion Mach Rush.

    Then again, I'm more confused as to why the OP insists on not using augments.  Seems like a weird hill to die on, especially with this game....

    That's exactly what i would want. When i played Gauss (who i really enjoyed) i immediately went "That's just Rhino's charge... But better and cooler. Dammit!"

    I'm not insisting on not using the augments, but i am insisting on not taking them into evaluation of a default ability.

    As far as i'm concerned - augments are NOT meant to be bandaids that "fix" broken underpowered abilities. They are meant to be fun little gimmicks that provide alternative ways to play. Like Atlas' augment that combines his 2 rock warriors into 1, things like that. Not needed, not mandatory, but interesting nonetheless.
    When the state of ability is "why would i ever use it?..." and then once augmented "okay, maybe NOW i will use it..." - then it is a bad ability, pure and simple.
    At this point the augment is THE ability. The only state in which it is worthwhile. The state... in which it should've been released to begin with.
    That is just not a good game design to me, simple as.

    • Like 1
  9. 18 минут назад, (XBOX)Ampathetiic сказал:

    Whether OP uses the augment or not isn't known (they probably do. It's a really strong augment). The idea is just that augments and Helminth aren't relevant in evaluating if an ability is designed well or not. That's typically why whenever we ask for buffs for frames, we really don't want them to be in the form of augments, because an augment that makes a bad ability good just feels like a band aid that only partially fixes the problem. 

    Pretty much this. And no, i don't use the augment.

    I use one for Iron Skin though, just to be able to dispel it whenever i want (should be a default feature already, but you know... the game taketh, the game giveth back... as an augment... for f*cks sake)

  10. "The Glast Gambit" is a Quest. Quests are a completely separate thing from Syndicates.

    The only thing that counts in the syndicate system is pledging yourself to the one you like. There will be no story consequences for doing so.
    Hell, i'm at war with Perrin Sequence (not because of me, mind you) and they still allowed me to do the quest when it was released.

    The only negative you'll get for pissing off some syndicates is that they will occasionally send eximus death squads after you, which is more of a blessing than a curse - they are great sources of extra affinity when they decide to show up.

    And you won't be able to buy their stuff from them, of course. But you can trade for it with other players.

    • Like 1
  11. 6 часов назад, BroDutt сказал:

    They should change the status effect from ragdolling enemy to stagger for 30s. Or able to armor strip, let's say 30-50% depends on your strength.

    I think stagger is too aesthetically weak for what the ability is supposed to represent - which is Rhino violently crashing into his opponents. Knockdown is not quite it either (used to be the old feature, before ragdolls).

    Without having to come up with some kind of custom animations we could use... Rhino Stomp animations. From what i understand - they are already custom.
    I don't know of another ability or weapon that forces enemies to get knocked down by being launched into the air first. And no, those are not ragdolls. Those are proper animations that play. You can stomp someone and just watch them and it becomes evidently clear.

    Why not just give Rhino Charge those animations, just without the slowed time effect? It looks appropriate enough and it will not launch enemies gods know where. I'm sure they could be modified to look like enemies get thrown backwards too.

    Armor strip would be useful for certain, even if a little bit. Although i would prefer to have some kind of DoT instead, like a forced Slash proc. Internal bleeding and all that.

  12. 29 минут назад, (XBOX)Ampathetiic сказал:

    I might be boring, but I'd be fine if Rhino Charge just lost the energy cost, as weird as that would be. Currently I'm not sure how you can make Rhino Charge a good ability without adding complexity that doesn't fit with Rhino's kit, so I'd prefer if it was just a free mobility tool (and then the augment makes it effective in combat).

    You know what... That probably would be a good quick-draw solution, at least for a time being.
    All the inconveniences that i listed pretty much lead to one conclusion - why would i pay 25 energy just to make my life harder? Because that's exactly the conundrum i find myself in when genuinely WANTING to use Rhino Charge.

    A picture, if you will: i'm starring at a LV80 heavy gunner and maybe a couple lancers for a good measure, all standing in a tight corridor. I could charge them... I could do that...
    But what would the effect me? They all just end up scattered around the entire corridor and now i have to go and deal with them manually anyway.
    When i could just use the gun (not like they can hurt me under iron skin), kill them then and there and save 25+ energy for the big boys in the kit.

    This scenario happened so many times in the past... Paying 25 energy for proactively making your life harder is just not a conundrum ANY warframe should have.
    For free though?
    "Alright, fine, give me your discounted funny ragdoll..."

    • Like 2
  13. 10 минут назад, Famecans сказал:

    there are confused players who say that a frame tank like Rhino works well and is fun when using [ballet gameplay] [Ninja gameplay] + [Rolling guard] builds.

    I disagree about this as the frame tank must withstand damage through EHP, show itself strong after combing stacks of health are the real thematic of strong frames.

    I have no idea what any of this has to do with this particular topic. Are you sure you haven't posted in the wrong thread?...

    • Like 4
  14. DISCLAIMER: I'm talking vanilla state only. I'm not interested in either Augment or Helminth discussions.
    If ability needs an augment to be good - then it is not good.
    If its a "primary Helminth victim" - then it means it provides nothing of value to Warframe's default kit. Which is bad.
    So i will not engage in those lines of discussion.

     

    Intro and context:
    I'm a Rhino main. It is THE warframe that i default to when i just want to play, and is exclusively the warframe i bring for Quests - more so for role-playing, than any practical reasons.
    He makes up 58% of my warframe usage. If you ever catch me playing someone else - its either because i'm MR grinding or i was exceptionally bored that day.

    For the most part - his kit is almost perfect.
    Iron Skin provides durability, Roar provides increased damage output for the whole squad (which technically makes him a support) and Stomp is a great crowd control tool that you can use to put the whole room on pause and go get your coffee. Great.

    However: i cannot find a legit use for vanilla Rhino Charge that does not frustrates me somehow. There are some. But they're not great, situational at best and are not worth 25 energy.
    There are elements to this ability that frankly baffle me or just straight up give me headache. So lets explore.
     

     

    Ability Description:
    Rhino charges forward dealing preset Impact damage and ragdolling enemies (meaning: enemies are sent flying, controlled only by the physics engine).

    • Consequent casts activate and preserve an up to x4 combo multiplier increasing damage and range of the ability.
    • Iron Skin synergy: victims additionally suffer a single guaranteed Blast status effect.
    • Roar synergy: none, ignoring the obvious effect of the ability itself.
    • Stomp synergy: stunned enemies receive double damage.

     

    The good:

    • Feels good to catch a whole squad of 5+ grineer on Earth in a single charge.
    • Can be used as a cheap crowd control ability against clustered grunts or big opponents like Heavy Gunners, Bombards, etc.
    • Ragdolling enemies can be fun (Subjective).

     

    The bad:

    • Right off the bat: inconvenient to aim.
      • Rhino Charge only works in a horizontal environment and is manual targeted - targets must be in the same horizontal axis with you, or it will miss...
        • ...In this game where Bullet Jump is a conventional form of movement and flying enemies grow in numbers with each update.
      • It is not precisely clear WHERE exactly Rhino charges to, or how far, or how big his hitbox is. Thus - it is not clear who he will or will not hit.
        • Nidus' 1st ability shares a lot of these issues. But he has a unique feature: holding the ability button instead of tapping projects a special UI element that shows you EXACTLY where your ability will hit. Why can't Rhino have that?
           
    • The ability exists in a limbo of binary efficacy: If it oneshots - then it is fun. If it doesn't oneshot - then it is not fun, it is frustrating.
      Most of the issues found below pretty much directly grow from this predicament.
       
    • The damage is neither great, nor terrible. With high enough power strength and utilising both Roar and Stomp one can oneshot enemies up to levels 40 and maybe even 50.
      But no oneshotting will occur after that, and other issues become apparent.
      • It doesn't help that the ability deals one of the worst damage types in the game (Impact) and applies no DoT status effects.
         
    • Ragdolling the enemy (and then have him survive) has the same issue old Blast status effect used to have, prior to its' rework.
       
      • Did you know Blast used to knock-down enemies on status proc?
        People hated it. Because it made enemies harder to shoot at: you were aiming for the head of a Heavy Gunner and suddenly she gets knocked down, feet first in your direction, making continuous application of lead to her skull notably more inconvenient and thus requiring extra effort to finish the kill.
         
      • Rhino Charge Ragdoll is like that, but worse. At least the old Blast left the enemy where he was, so its not like you lose sight of your victim.
        Rhino Charge does 2 things:
        • It violently launches the target across the room, hitting walls and other elements of environment in that janky Warframe engine fashion.
          NOT Source Engine polished smooth realistic fashion.
        • It also violently moves you across the room as well.
          Not in a random direction - granted - but just quick enough and far enough that just recalibrating your own position in the game world is already a task on your menu.
          So you lost the sight of both yourself AND your target. You know what that means?
          It means it is not dead and will continue not to be dead until it gets up and shoots at you again revealing their new position.
          • It doesn't help that both enemies that survived and didn't survive the initial charge look exactly the same when ragdolled, so additional time is needed to discern who is still alive and who isn't. Just... A giant inconvenience all over.
             
    • The consequent cast combo timer is annoyingly short - only 1 second.
      • This encourages to spam the ability as quickly as possible with little consideration for properly aligning enemies.
        • Which, in turn, further enhances the disorientation effect mentioned previously.
      • So how do you kill a level 80 enemy that survived your initial 1st charge?
        • A) You stop charging, lose the combo, find the victim manually and kill them using different means.
        • B) You keep charging forever, keeping the combo going, until you accidentally stumble upon the guy you already charged again and now you can finish the job.
           
    • Eximus units are immune to Rhino Charge. So you can't even crowd control them. That was the ONE THING i used to use it for. And now i can't even do that anymore.
       
    • Iron Skin synergy (forced Blast proc) is worthless.
      • I don't remember when it was introduced - prior to Blast rework or after - but either way it makes no sense.
        The enemy is already crowd controlled by currently ping-ponging off every wall in the room. What difference is it going to make that his accuracy is now reduced by 30% for 6 seconds? Because that's exactly what a single Blast proc does. Hell, the enemy will probably take 4 seconds just to get back up.
      • The only observably positive effect i see here is that enemies killed by Rhino Charge now explode instead of simply being gored.
        • So a purely cosmetic function then?...
           
    • Rhino Stomp synergy (extra damage against Stomped enemies) pretty much exactly mirrors the issues explained above.
      • If damage was enough to oneshot the target - great.
      • If damage was NOT enough to oneshot the target - i just knocked out a perfectly crowd controlled enemy, who was frozen mid-air for a convenient headshot, into an inferior form of crowd control - currently ragdolling all over the place and presumably falling in a crevasse between a couple of cargo crates, where he will successfully recover and continue as usual.
         
    • Aesthetically and subjectively - the ability is very anti-climatic to use, especially if Rhino hits a wall dead on and just spends the last bits of animation just kinda starring at a wall in an awkward position. I expect to hear a loud BONKINATUS when something like Rhino crashes into a sheer metal wall.
      • Ragdolls will also often look goofy, especially with a bad high-ping host.

     

     

    Abilities that work similarly to Rhino Charge, but better:

    • Previously mentioned Nidus, and his custom UI to know exactly where his ability will hit.
    • Excalibur's Slash Dash which auto-targets enemies (including flying ones) and simply knocks them down so even if they survive - you know where to find them after the fact.
      Also has an utility use as a movement tool, including vertically.
    • Gauss' Mach Rush, which has an exceptionally cool gimmick of creating explosions when hitting walls and other solid objects.
      Why can't Rhino do that?... Maybe under the effects of Iron Skin, for example?...

     

     

    That's about all i had to say about this one specific starter frame ability.
    I would love to provides ideas on how to improve / replace it, but frankly i already spent all my mental resources on just dissecting all of its' current issues. Maybe next time.
    DE - please consider. I'm sure Pablo can come up with something better.

    • Like 4
  15. If anything we need more "serious" emotes. Maybe even military signs. I'd love to express myself through in-game emotes, but they're all cringe. Especially the dancing ones.

    "Sit down" is the single best emote in the game and that's that.

    • Like 1
  16. 20 минут назад, (XBOX)Upl0rdYT сказал:

    Ok ok, remember when DE made such a big deal about Styanax, and then he disappeared after a couple weeks? 

    Like he had so much going for him: grouping cc, tons of energy Regen, crit chance, armor strip, and a decent 4th ability and even then, he still disappeared very quickly. 

    Not only that, but it's funny that he basically has made no mention since his release, and (outside of possibly getting augments) he probably won't be mentioned until he gets a prime Warframe.

     

    10 минут назад, Pakaku сказал:

    Every warframe gets that

    That's pretty much the circle of life at this point.

    I'm a Rhino main. I play Rhino. The only times when i play anything else is when i'm either bored or just... I don't know, wanna get quirky.
    I like Styanax, i really do, but he's just... He's just not Rhino. Its that simple. I will blow dust off him occasionally for fun and maybe some extra if he gets a Graxx skin.

    From what i've noticed: the only warframes that actually do stick around on a community scale are the ones that are just... Stupidly OP.
    ... Who's a good example of a recent Warframe that genuinely stuck around?... Hmmm...

    The first that comes to mind is Wisp with her stupid power-flowers.
    Harrow and his silly crits and infinite energy generation.
    Hildryn effectively being immortal... Warframes like that.

    I don't even remember who was released before Styanax... Lavos? He's pretty much gone too. The... water girl? She's gone, even with the rework.
    Hell, even fresh-off-conveyor Voruna is barely getting action because she just didn't bring anything new, interesting, or stupidly broken to the table.

    So yeah... That's normal.

    • Like 4
  17. Good day.

    So, recently i finished a long-term background project, which was unlocking and maxing out all of Focus School's abilities. Yes, all of them.
    And now that i'm finished with... this particular side-project i'm slowly re-lensing all my gear back to my one and only school: Unairu.

    However there is an issue that haunts me:
    why on earth am i doing this other than sentimental reasons?

    I'm currently sitting on 3.000.000+ Unairu focus points and i'm earning more with each mission that i play.
    I acquired everything there was to get from "REPRESENT" tab.
    No, i'm not buying 3 more Unairu related ship decorations, 1 is more than enough and frankly the game takes long enough to load as it is.

    So, the request: could we get a little expansion to this subsystem?
    Maybe weekly relic packs (like recently changed Teshin), maybe Kuva packs,... You know: useless crap like that. Just something.
    Hell, i'd trade it for credits at 1>1 ratio at this point.

    • Like 18
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