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JustAn0ther

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Posts posted by JustAn0ther

  1. Still no fix for weapons becoming invisible if you unselect "visible while holstered", then holster and pull out the weapon in mission. Can be fixed for melee weapons by attacking, but primaries and secondaries stay invisible the entire mission.

  2. Wait wait so your telling me that there working on making enemy's acting more realistically to being blinded in a game where explosive weapons are silent? god help us all.

     

    I think you might be misunderstanding what was meant by things like "Penta is silent". The actual act of shooting the grenade is silent, because yeah it doesn't make that much noise and even in real life it'd be like a small "fwoomp". However, the actual explosion that's caused on detonation is not silent and can be heard by enemies.

  3. For the around 9 months I've been playing this game, I've never understand why this hasn't been a feature. Just now I wanted to leave an Excavation mission (on public with four people) after 600 points, as my teammates were constantly throwing all the power cores into one excavator when it was already at 100% with 10 seconds left and I was getting frustrated. So I asked them if they would kindly head to evac so that I could leave. One person responded with "3000" and that was the only response I got as they continued to bring down excavators. So I went to evac and had to sit around for ELEVEN minutes waiting until one person finally decided to come to me to start the 60 second countdown timer. This is just one small example. I imagine there are many people who have had to simply quit out of a mission halfway and lose all their rewards because something urgent comes up or they run out of time and need to go to work/school.

     

    Then Archwing came out, and they introduced a way to evac mid-mission by yourself. Before this was fixed to happen far less frequently, going even slightly out of bounds in the Grineer Interception tilesets would cause the Lotus to issue you a warning stating that if you continued to do this, she would be forced to extract you from the mission. Staying out of bounds would cause you to be extracted on the spot and every other player in the mission could continue playing as normal. I understand that rewards are given at the end of a mission and not when they're actually given out (which is why crashing/disconnecting 40 minutes into a T4 Survival will cause you to lose all your rewards). But this is honestly something that DE should be working hard on fixing as it's been a major issue for many players, especially those who have poor internet connections/hardware and have frequent issues maintaining connection. Even for players I know who have Google as their internet provider and a high-end computer, sometimes crashes and disconnects just happen and it can be very devastating if something like a Loki Prime Systems drops and it's lost. It would also lighten the load on the support team as they don't have to deal with the constant flood of players complaining about lost loot due to this issue, as I've noticed for the past few months the support site says that it's under heavy load.

     

    I understand that saying "DE implement this" isn't as easy as just saying it because even something simple can be riddled with bugs and cause issues that you wouldn't even expect. And it has the potential to maybe be abused by players depending on how it's done (like when Void Sabotage keys were first introduced). I don't make games, I don't know the issues that come with adding features. But maybe it can be something like, anything acquired in a mission (mods, resources, keys, etc.) is saved by the host in addition to the information of who has gotten it. This way if someone drops and reconnects, when they reconnect the host passes the information back and says "hey this is what you have gotten". If that's too much stress on the host (I think loot drops can spawn in different places for host and client so there might end up being some issue there) even just saving rewards on rotation is a HUGE step in the right direction and seems like it shouldn't be an issue, since it is very little overall information and if the host is the one who drops in a void mission you get kicked anyway, so saving it on the host shouldn't cause a problem. Maybe you can have everyone save the information of what rewards are gotten when they're gotten (locally probably, since disconnects are disconnects and you can potentially lose connection with DE's servers where they store this type of information), but have an additional parameter added within drops of "this loot cannot be added to the profile until the mission it's gotten from is completed, if the reconnect option is declined then all loot that is being held but not gotten yet disappears". These are just some ideas and again I don't know how viable they are, but something of this nature has to be a solution that can work.

     

    I realize that this isn't what I began the topic as, but I'm assume these two issues that need to be addressed are probably related in how they need to be fixed and as such I can't simply say "let us evac whenever" and expect them to just do it. However, being able to extract in the middle of an endless mission 100% needs to be a thing and I have some ideas for that:

        For non-endless missions there are no real rewards until the end of the mission. In a Survival/Excavation, after the initial 5 minutes/1 extractor you can at any time simply stand at evac for maybe 10 seconds, and if no one else is there then the Lotus will ask you if you want to leave by yourself, another 10 seconds and you will be solo extracted. In a Defense/Interception mission returning to the spot where the mission begins, again after the initial 5 waves/1 round will cause the same 10 + 10 second solo extraction. The reason the time isn't longer is because I feel that if you're in one of these missions, the only reason you'd go to evac is to go to evac. However, you might go there and then have a teammate convince you to stay for longer, so for that reason the time can and should be extended to the shortest possible time that still gives you a chance to reconsider, and therefore the 10 +10 seconds is only a guideline. There should also be a symbol similar to the one during bleedout to alert the team to when someone is on evac and planning on leaving, so they can decide whether to continue on without the person or join them to leave.

        A second solution, and one that again depends on them adding other features to make it work, is to add some sort of command (like /unstuck) you can only input while standing on evac that will again cause you to leave the mission with what you've gotten while keeping everyone else in like normal. This one does not have any sort of waiting period which can be bad for the team as a whole due to the suddenness of it, but by forcing a manual input on the player's part the player is fully aware of what they're doing and can't accidentally leave. In addition, it almost completely eliminates the waiting time to leave (if you're planning on leaving solo you're probably in a rush to get out as quickly as you can). A downside to this method is that, like the /unstuck command, it's not something that's very intuitive and newer players may not be aware of this feature, however someone asking "can we please leave I need to go" can be simply told to head to evac and enter that command if they wish to go. Both these methods should come with the removal of the whole "two players start a countdown timer that forces everyone out", as while that's very rarely useful for letting two people rush to evac while the rest continue playing that's ultimately against the idea of "everyone work as a team to go to evac" and is far outweighed by the annoyance of being forced out of a mission you want to stay in if just two people want to leave.

     

    So uhh, sorry for the wall of text. And probably poor formatting, and bad sentence structure, and rambling. These are just some of my ideas for how to incorporate this feature, and I feel very strongly that it's something DE should look into doing. If you guys have other ideas or criticisms, feel free to discuss them here.

  4. Just because E Gate/Viver and Survival have the same underlying strategy of staying in one spot and focusing on maximizing your efficiency with killing enemies does not mean that camping in Survival is inherently an exploit. You may not LIKE the strategy, however it is in no way an exploit simply due to the similarity. It's not our fault that many times the game is designed such that standing your ground and funneling the enemies in from one spot with CC spam is the most effective way to play. Is a good Vauban player exploiting the game because they're using their powers of zoning and CC effectively? Is Frost exploiting if he uses a Snow Globe on the pod and everyone stays inside it? What about a Loki who plays a Rescue mission in Invisibility the entire time so that no enemies see him and no alarms are ever triggered? Wait no, Nyx constantly using Chaos is deifnitely exploiting, because it makes all the enemies not attack you anymore and that's too easy, right?

     

    Exploiting, in the context of Warframe and gaming in general, is making use of an unintended mechanic or loophole to play the game and get rewards far beyond what the developers ever intended. Is an Excalibur running around using Radial Javelin incredibly often to clear waves of enemies exploiting? No. Is two Mags and an Excalibur spamming Shield Polarize and Radial Javelin as fast as possible, with a Rhino buffing them with Roar, while standing in a specific spot to cause enemies to continuously respawn and die instantly to hit the max rank of a syndicate the day it comes out exploiting? Yes, yes it is. Is a Banshee standing next to a Mobile Defense data terminal with maximum efficiency and range in Sound Quake to prevent enemies from coming anywhere close to it exploiting? No, it is not. Is it incredibly cheap and undermines the point of playing the game? That's very arguable, and I would lean towards agreeing with it.

     

    If the game were designed differently, we wouldn't be doing this. If damage abilities could kill easier and more reliably, or if other abilities weren't as powerful, or if enemies didn't one shot us in higher levels, the meta of the game would not be "let enemies come to you and neutralize them with CC then kill them off." But as it is right now, this is just how the game is played most efficiently. People like efficiency, and they will do what makes the most sense to do to minimize failure and time wasted. Have you ever seen the developers come out and say "we do not want people using this camping strategy because it makes winning too reliable"?

     

    tl;dr Camping in survival is a sad truth of how Warframe can be played the most effectively. It is not something you ABSOLUTELY need to do, and it never will be. However, it is a strategy people use because when you need to run your 2 T4 Survivals to 80+ minutes to not waste keys and get that one rare part you want, you don't want to risk losing. But super boring yet effective strategies =/= exploiting, because one is doing things outside what the game is intended or wants you to do, and the other is just lazy as F***.

  5. maybe the corpus

     

    because they able to terraform venus (which is very hot planet) into ice wasteland

     

    such technology...

     

    speaking of which, I remember on one of the more recent devstreams, one of the questions asked was that now that there are pictures of some planet or moon (I forget which one) that is in Warframe, if the devs are planning on adapting the tilesets to more accurately depict the real places they represent and the answer was that yes they were planning on doing so. So that's something I guess.

  6. tl dr . camping isnt an exploit. its just a lazy way of playing

     

    yep, this. Camping in survival isn't attempting to exploit anything because you don't get better spawns or better loot by doing it, it's just a "safer" way to last longer, the same way bringing your best weapons and frames instead of mastery fodder you're leveling is a safer way to last longer. I'm not sure who's arguing against this, unless someone is attempting to say "staying longer on a void survival gives you more rewards and therefore it's not intended" or something in which case lol.

  7. Allow weapon load out options (A, B, C) to have independent polarity locations. For example, on A I can have V,V,V, , -,-. Then on B, I have the same amount of forma, but I can put my "-" polarity in a different order.

     

    I'm not entirely sure how this resolves the problem. If I had the patience to, I could just switch around where the polarities are located on my weapon every single time I wanted to mod the weapon. Yet no amount of switching around WHERE the mods are being placed is going to change the fact that certain mod combinations (ones that are arguably quite useful) are straight up, 100% not possible on the same weapon.

     

    Go ahead and put Hornet Strike, Barrel Diffusion, Lethal Torrent, and Seeker on the top row of your gun. Now, try to put all four pure elemental mods (radiation and viral/corrosive and blast, both considered the best elemental damage combinations for two of the three factions), just one element using both pure elementals and dual mods (such as pure viral for 4x Corrosive Projection, pure radiation/corrosive to concentrate those procs), then maximizing one damage type while having a bit of the second (three pure damage elementals with one dual mod, two pure damage elementals one IPS mod one dual mod, such as three for corrosive and one for heat). It's not possible, because putting an eighth polarity as D prevents you from doing the third case (as mentioned in the OP, a weapon like Despair would be better with radiation, puncture, and toxin which are four - mods and wouldn't fit), and not putting a D prevents you from doing a pure viral loadout. 

  8. I think a lot of people who have responded here are missing the core issue of the OP, which is that with the change of ice mods going from 9 cost to 11 cost it is now impossible to have certain builds on the same weapon due to conflicting mod polarities. Regardless of whether or not you personally feel that a build should be used is irrelevant, because the fact that we are now limited in what builds we can use on the same weapon is the problem. And also, yes, the builds being limited are very important. If you want to put the punch through mod on a secondary, you now cannot have a loadout with all four pure elemental mods and two pure elemental/dual mods on the same weapon. A two pure/two dual setup is very important if you only want to be proccing a single status on an enemy, or otherwise stacking one damage type, like corrosive or viral.

     

    There are three solutions to this problem. First, we use lower ranked mods. This solution is out of the question, because we should not have to ever be doing that. Hell, primed mods are basically DE's way of letting us take our power level one step FURTHER once you're capable of doing so. Second, we don't use the conflicting builds on the same weapon. This solution is again out of the question, because the entire point is that we are being limited in our options solely based on a change to the mod system that didn't need to happen, or could have happened differently. If I want to mod my weapon for pure fire rate and magazine size, I should be able to do so freely. The thing that holds me back should be how willing I am to invest in my weapon with forma and time. I should not be being held back from modding a weapon a certain way simply because it's impossible to do so. Why have options then? Which brings me to solution 3. DE takes a hard look at the current state of these mods and adjusts mod drains, polarities, how the positive/negative drain of matching polarities functions, or perhaps even potentially a solution where more slots are added to specially fit these otherwise mostly unused "utility" mods (something that's been suggested many times over warframe's life), or whatever it takes so that the only thing that prevents a weapon from being able to put on any combination of mods is you the player.

     

    Look, here's a potential solution no one's mentioned so far: let us forma a slot multiple times to fit multiple polarities. It can look like V/- or something in the upper right, maybe glow a little to signify the power put into it, idk they can figure that out. Bam, problem solved, everyone's happy. You want the build? You put even more forma into your weapon and work for it, but it's still possible with enough forma.

  9. I never tried the paris in PVP but if you manage to hit someone with a charge that long and an arcing slow traveling arrow you should get an insta kill in my opinion, especially with how fast warframes are. 

     

    Terminal Velocity my friend

  10. Ok, Standard Lex doing FIFTY FIVE MORE DAMAGE than the Lex Prime is absurd. 

     

    I appreciate what's trying to be done but frankly I feel an entirely separate weapons category like Archwing where players are given the only weapons they can use would be much more effective than this.

     

    "oh hey, you've spent hundreds of platinum to buy weapon slots to hold every weapon in the game, then ranked them to 30 so that you have options when PvP comes out? Well joke's on you, we're releasing an entire arsenal of new weapons that are PvP specific. Oh you're an MR3 player who barely has enough credits to make a new weapon and you want to try out PvP to see if you like it? Well you're going to have to make an entire new set of weapons just for this one game type that in no way affects the rest of the game."

  11. I think you're SEVERELY underestimating Synoid Gammacor's raw damage output. And if you're staying long enough to the point where your damage will eventually stop instantly murdering everything, you either already have 4x Corrosive Projection or don't know how to plan ahead. Yes, if you're fighting level 200 enemies with no Corrosive Projections then Braton Prime will be by far the superior gun, but there's just no situation where Synoid Gammacor's damage starts falling off and you haven't already planned out your build to accommodate that.

     

    It's like saying Dread is inferior to Braton Prime because it doesn't proc as often in a given amount of time. Does it need to?

  12. I can't tell if you're trying to troll or not, but Braton Prime and Synoid Gammacor have the same base status chance of 20%. Primaries get a max of +90% multishot, whereas secondaries get a max of +180% multishot, meaning Synoid Gammacor will be getting off an equally massive amount of procs. Also, it actually has base damage. Also also, Corrosive Projection?

  13. i do get the point but it break the fun to get this mods max out in one day 

     

    well then have fun maxing out all the useful primed mods through casual play and not any dedicated farming method. Oh, and then after that being able to max out the lesser primed mods that you might want to use just to see what they can do, like Fast Hands or Pistol Ammo Mutation. See you in a few years when you manage to finish.

  14. That's not how scanning works. 

     

    But that is how scanning works. Once the enemy starts glowing orange (meaning Helios has acquired a lock on them), as long as they remain in sight (not sure if that means on screen or Peacemaker-like LoS), the scan will complete even if they've died during it. But don't take my word for it, go test it out yourself. The only enemies this isn't true for are enemies like the Ospreys and Rollers who explode on death and don't leave a body to finish scanning.

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