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Arunasoul

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Posts posted by Arunasoul

  1. Token systems have been nearly endlessly advocated for, and DE seems to either be blind to them, or simply don't want to do it. I can understand that the concept behind RNG is to give players a reason to continuously come back to the game on regular intervals, but the RNG system has been wildly out of control in Warframe for years. I personally think there's some guy at DE who gets hard everytime the RNG screws someone out of what they really want or need, and instead gives them 2000 endo in the case of sorties, or in the case of situations like Ivara or Nidus who are farmed from mission rewards (Ivara being unknown mission rewards that are cashed in after the mission), we get whatever else is on the pool instead of those frames (because after you have them you don't want it so the drops should naturally lower). Don't get me wrong, that endo will eventually be useful, but when there's already a 4000 endo reward on the table 2000 feels like a kick in the crotch.

     

    I wholeheartedly agree that a token system is necessary, and should be implemented, however don't limit it to just sortie rewards, make them wide ranging to deal with the rampant disease that RNG has become. Some stuff needs to be left to RNG, like enemy X drops Y scenarios when it comes to mods, that's relatively fair, because whatever Y mod is, it's just a matter of grinding through a pile of them and multiple, possibly hundreds of that enemy (in the case of survival) will come out in a single mission. Stuff like warframe bits SHOULD be made more accessible than making us plow through seemingly endless fields of manure to finally find the needle in the crap stack. The token system, if implemented, should be more wide ranging to deal with theses scenarios, but new things (just released) should remain RNG only for about a month to prevent people from stockpiling a bazillion tokens and having the new stuff without having to work for it, since that would just reduce player attachment or interest in new things.

     

    Also, I've seen a few saying this already, but we should get X tokens from sortie missions alongside and RNG reward. They can make the things we're looking for rarer on the RNG side so we dump tokens on them to keep us poor enough that we want to farm some stuff and flat out buy other things. I realize I've been talking about warframe bits quiet a bit here, but it's not like I'm particularly 'grumpy' with that in particular, it's just that it seems like a cheap shot at new players or returning vets who come back, see something frigging amazing, and then find out 2000 hours of grinding may be necessary to even begin the 3-5 day journey called warframe crafting. Some stuff like the Javlok's crafting component could be added to the token shop as well, because I feel like 'crafting supplies' are fair game for a token shop, as well as some rarities (like Rivens), but ultra rare treasure (like legendary cores) needs to be kept ultra rare to be really appreciated when you get it. I also really like the idea of Arcanes being token shop and raid only, because the RNG list on Sorties is bad enough already without having however many types of arcanes added to the RNG list making everything else rarer as a function of the way RNG works.

  2. 6 hours ago, Akavakaku said:

    I agree that the difference in viability of damage types is a problem, but I don't think damage conversion is the solution. That still wouldn't have us going out and doing impact damage. Ideally, we should be going out using puncture for Grineer, impact for Corpus, and slash for Infested, as was probably intended.

    So I nstead, I just think enemy defensive capacities should be changed. For shields, their vulnerability to magnetic could be addressed by making magnetic do very poorly on unshielded Corpus, while impact retains some use. Toxic and slash procs could be balanced by reducing those elements' effect on shields, and forcing the proc health damage to scale down to match that low vs-shields damage. 

    For Grineer, most people prefer to just reduce their armor and then use only slash. So to encourage the use of puncture, armor reduction could be replaced with armor impairment: the armor remains, but its weaknesses are amplified. This way Corrosive Projection would actually encourage, not discourage, the use of puncture.

    Using slash vs the Infested is fine. 

    Good points. I figured a damage conversion mod would allow us to do something more than just go from one of the 3 standard damage types (impact, puncture, slash) to another one, I was thinking more like converting it so you could take the original damage types on the gun and replace them with a single damage type (so your 4 slash, 6 impact, 10 puncture could become 20 toxin). This would reduce some of the issues around 'proc pools' where you have 5 damage types on your gun and only 1 status proc can fire off at a time, so even though you have 100% proc chance, you have a 20% chance to proc the one you want. It also has a built in trade off, in that you go from dealing some of everything so that it'll be effective in at least 1 category to dealing only 1 type of damage that will naturally have weaknesses. I do like the idea of amplifying damage weaknesses, since it effectively increases the importance of building weapons towards dealing with particular threats.

     

    Also, impact damage does has some use right now, but it's only really in it's ability to proc a knock down effect, for which blast overlaps and is far more effective because it knocks down a radius instead of a single target. That was part of the reason for the 'status effect' changes I was proposing along with it. The overlap in effectiveness of particular types of procs ends up making 1 better than another. For instance, the heat proc is effectively a weaker variant of the Gas (AoE DOTs that stack) or Toxin (shield bypass DOT that stacks) status because it can't stack damage, but it DOES have a stun built in, of course if your looking for a stun, impact and blast procs do it better while radiation is simply better for CC purposes in most cases if that's why you want to stun someone. 

    15 hours ago, JohnKable said:

    TBH i always found the current armor scaling formula kinda brilliant, it perfectly reflects the wished resistance in levels ranging from 1 to 110ish that are the levels we can find in the starmap + sorties.

    If we want to go further we can do only in endless missions where we are supposed to stay as long as we can (yes not forever). And if we plan to stay for really long we should plan accordingly and that means 4x CP team or any other trick that works.

    As for damage revisit, i think we definitely should get rid of pure damage mods, yeh even elemental mods- i mean not erasing from the game but make them work in a different way. The system as now works fine enough, its really hard to figure out something that can work out better without doing BIG changes. And even considering something really big its still hard because it will need an enemy rework too.

    I agree that the resistance increase on most enemies is handled well, it's more for the longer duration stuff that I have a difference of opinion. I like the way enemies scale and become more difficult to kill, I'm not a fan of how it forces particular build types, and effectively narrows player choice from the ridiculous number of choices we have when looking at level 50 and below content, to like 5 guns and a couple of warframes that can handle end game well with the current system. I also think that some of the various issues regarding damage mods stem more from the difference in mod effectiveness between different weapon types. For instance, rifles have 90% multishot (rivens aside) at max rank on their multishot mod, while Pistols can reach 180% (granted between two mods, but one alone does 120%), and shotguns can reach 120%, since this effect is basically a damage multiplier, there's automatically a decrease in most rifle's damage that shotguns or pistols simply don't face. That's just in talking about multishot, if you look at the damage increasing mods that do flat damage, the variance becomes even more insane. This automatically means that there's going to be a tendency for rifle type weapons (I know the soma exists, it's an outlier because critical damage skewed it outside the norm) to be less effective than shotguns, snipers, or launchers, so the majority became mastery fodder while some with crazy stats in an easy to exploit area (hello soma, and synapse) could tap into a different multiplier that made them nuts despite the weakness of mods for that category of weapons (namely, the crit multiplier which can easily go over 4 times as much damage depending on the gun). 

     

    The reason I'm aiming at armor reduction methods is weapons like say the flux rifle, that could be fairly good and interesting if every individual hit dealt armor reduction, even in small amounts. I don't know if there's anything that can drag the Supra out of the hole it's in, aside from a complete rework of the weapon, but continuous beam weapons could step up a bit as a result of the changes proposed (the synapse would, of course, be buffed too by this, which is somewhat unfortunate because it really doesn't need it), weapons with crazy bullet output like the grakatas or gorgon, maybe even the Supra but I doubt it would be enough on it's own, would take a serious step up in their considerations for endgame content. Probably not quite enough to make everything viable on it's own, but enough to drag the list of 5 guns that are good for end game up to a list of 20, maybe more that are entirely viable.

     

    Every possible system where guns can be modded the way we can now would automatically have a gun everyone needs (Soma Prime anyone?), the only way to get around that would be a system where guns scaled with usage, but that system would be near impossible to balance as if DE balanced enemies towards players who have been around a million years using the same gun, then new players coming in would get wrecked by low levels that they couldn't possibly do enough damage to without spending more time in the game. So while getting rid of the damage boosting mods completely might deal with some issues, technically 'crits' aren't direct damage boosts so they'd be an outlier in a system that aims at removing flat damage, causing critical weapons to completely dominate the damage scene a billion times more than they do right now. Rainbow builds would disappear and only weapons with a crit chance above 25% would be anywhere near viable. So while they 'could' get rid of direct damage boosting mods (and i'd file crit dmg +x% in that category) the system for crits would still exist. Balancing it would require the removal of crits or making crits and headshots the samething, removing the chance to crit and making the multiplier on the gun apply directly to headshots. Even then, if a gun came out with a medium range damage value and a godly crit multiplier came out it would completely dominate and nothing else would matter. So while I think you have some point with the damage mods, I don't directly agree that removal of their effects or a massive decrease in them is the correct answer since it would make the crit scene even more horrifyingly unbalanced than it already is for many guns.

  3. 6 minutes ago, WhiteCopain said:

    Thinking of the "Right now" is not the proper way to redesign something. Your entire post hinges on armor numbers and concepts never changing. All you really want is to counter armor so you can get to higher levels easier.

    Not a bad point. The major reason I have so many 'armor' related changes listed is because the only things right now that aim at dealing with enemy armor is Corrosive Projection auras or the Corrosive proc itself. This pushes their value up so high that it almost feels mandatory to bring them for higher level content, which pulls away from free choice. Also, there's a lot of stuff in the proc changes that aren't simple anti-armor changes, and aren't dependent on armor numbers and concepts never changing. I also don't believe that the current system is completely flawed, just in need of a rework, not a redesign, which is why I said rework.

  4. A while ago DE Steve mentioned on a devstream that he constantly hears damage needs a rework, but doesn't tend to get feedback beyond that so I'm tossing this up because I have thoughts. Those thoughts revolve around a few major things I see in the current damage 2.0 that realistically could be dealt with in a few ways, that may not even require a complete rework or rebuild of the current damage 2.0 system.

     

    Essentially, the problems I see with the current system is the 'weakness' of several damage types versus the massive armor numbers of enemies as they grow in level has seriously damaged the value of damage types. For instance, I find Impact damage just doesn't feel like it has a place in my kit at all, since shields are generally a non-issue to me in comparison to 'flesh' or 'armor', as such, any time I see a weapon come out with 90% impact, 5% slash, 5% puncture, I instantly relegate it to 'mastery fodder'. Max it and purge it when my weapon slots get full, effectively. This is because if I wanted to kill shields better, magnetic damage works a million times better, even more so if it procs. Slash and toxin kinda fill the same role

     

    First and foremost, primary and secondary weapons have a LOT of very good, very LARGE mods that pretty much require forma to get to a good build in a lot of cases. So to alleviate that issue, and because stances were a great idea that helped alot, I was thinking about 'stances' for primaries and secondaries. This also helps deal with the major issue of 'that's an awesome or cool gun, but it's damage type sucks', since what I'm looking at is 'damage conversion' with primary and secondary weapon 'stances'.

    So, the 'stances' could be a 'coating' for bullet type weapons, or 'payloads' for launchers. The mods themselves would convert the damage of a weapon completely, as well as provide a slight bonus to other things (ammo capacity, damage, status chance, crit chance, etc.). This is so that their more than just converters, since converters alone wouldn't be as exciting or interesting for the players. 

     

    The second thing I'd like to see for damage 3.0 is revamping status procs, which I'll do in list form cause it'd be a thick paragraph. The vast majority are meant to be 'in addition to current effects', so unless I mention reducing the current effect, like I do in puncture's case to balance it a bit with the proposed additional effect, basically assume I mean 'on top of' the current effects. Also, I wanted to add some dynamic effects and interactions to statuses that would make them more enticing to use in certain combos, and overall more interesting as their kinda bland in their current form. Also, I used the damage type name that inflicts the status for the statuses for ease of use.

     

    1) Impact, reduce armor value permanently at a much lower rate than corrosive procs.

    2) Corrosive, procs with slight damage over time. Each 'tick' decreases armor value permanently by a small amount. (

    3) Radiation, procs causing continual damage in a radius around the affected target. Radiation proc chance increases for every instance of radiation damage taken. (increased chance to proc stacks up to 90%, and goes up by 1% per instance of damage taken by radiation sources.)

    4) Magnetic, procs causing projectile weapons to 'home in' a bit on the affected target. Gas, causing reduced accuracy for proc affected enemies.

    5) Viral, causing regular enemies (non-boss) to stop and cough at times (kinda like a stun), causing viral spread around the coughing target. Additional procs of Viral on an affected target cause a stacking slight decrease in status resistance, crit resistance, and damage. (by slight I mean like 1% or less.) This decrease would reduce every 'tick' (basically the enemy would get their status, crit resist, and damage returning by like 1% per 'tick'. So if you reduced it by 10%, then it 'ticked', it would be 9%) and the current timer for it's effect would refresh on application while retaining the decreased stats.

    6) Blast, causing slowed enemy movement (say like a short duration concussion where their disoriented), and more vulnerable to crits (like a 5% increased crit chance against them for 3-6 seconds). 

    7) Puncture, would reduce damage by a lower amount (same duration as before) and reduce their armor values (permanently).

    8) Cold, would increase the effect of armor permanent decreases (proposed in this list), as well as temporarily boost incoming Impact, Puncture, Electricity, Blast and Corrosive damage. Heat procs would remove Cold procs.

    9) Heat, interacts with toxin procs by causing 'gas procs' and consuming the toxin status. (remember, the current gas status DOES damage over time, thus this doesn't 'remove your DOT', just changes it's form.) Armor values decrease each tick (permanent reduction to armor done on the ticks, not up front) while impact, slash, and puncture damage are increased against the afflicted.

    10) Electricity, interacts with the environment similar to volt's overload, causing 'tech' and 'charged enemies' (basically others with electrical procs) close (short range, like 3-5 meters) to deal another instance of the damage that caused the proc (so if an attack did like 300 damage and scored a proc, the effect would deal another 300 damage to the target. for balancing purposes this will likely need to be toned down to about 20% or less of the overall damage inflicted being dealt, so instead of another 300 being dealt, it would be 60.)

    11) Toxin, interacts with Electricity procs by amplifying the radius of the electrical proc (double?, testing with the idea would be needed to balance it), as well as causing the toxin damage over time to increase by 2%-ish. (too much of a damage amp, like say 100% so it deals double after an electrical proc would get insane too quickly, plus it would be stacking. So toxin proc would be dealing X, then X+2%, then {X+2%}+2%, etc. Since toxin is relatively short duration, the number of electrical procs in a short time shouldn't be enough to get it to deal more damage than the bullets coming out of your gun each tick.)

    12) Slash, reduces the duration of toxin and viral stacks by 1 second each time a slash 'tick' happens. Electricity and corrosive damage increases to targets with a slash proc, and targets under the effects of a Slash proc taking an additional Slash proc have a chance to fall down (like a blast proc does right now).

     

    You'll notice a lot of armor reducing effects in my change list there, the reason for that is because the way armor scales right now pretty much makes damage impossible after they reach a certain level. While I love overcoming an uphill battle, there's a difference between having a battle that feels 'winnable' if I'm using all the tools the game gives me to bring enemies down, and a battle that feels like I'm not given a way to win simply because numbers got too big. Don't get me wrong, I've played games where you literally 'could' win a battle with a boss you were dealing 1 damage to while they've got a bajillion health, but when I'm fighting a mob of a hundred dudes with more damage reduction and health than most of the indestructible trees in the environment, I begin to feel like it's not worth dealing with and just not fun to do.

    Granted, most of the enemies that hit that category are above level 150, I still want to feel like I 'could win' if I fight anyone, no matter how many tricks I have to pull out to do it, and the scaling armor values alongside health do reduce that. At the sametime, if it was more the beginning of the fight with them where their armor had the biggest impact, and we wear it down until their completely kill-able, it would provide a better experience than the current system where we just all of a sudden have to fight these gods of war that we don't have the tools to fight. This brings me to point number 3...

     

    Third, and my last point, make armor values decrease by at least 1 point per instance of damage outside of a proc PERMANENTLY. Anytime a bullet hits something it's armor goes down by 1, launchers would decrease armor by like 10 (much more of an impact than bullets because the number of individual hits from launchers are generally much lower, with the exception of the Zarr which has cluster bombs). Warframe powers that deal damage would also decrease armor, but by much more than bullet hits or launcher explosions. This makes it so that the enemies with massive levels would come out with massive HP and armor, but players CAN, eventually, take the enemies out and they become more manageable as the enemy gets hit more. As we all know, the difference of 600 armor between Valkyr and Banshee makes a massive difference in survive-ability and it's the same for our enemies, so if you empty 100 rounds of a grakata into an enemy with 600 armor, they now have 500 armor so they'd still be tough, but more manageable than they were before all those hits.

  5. 1 minute ago, Cenevieve said:

    The negativity in this Thread for no reason at all is REAL...

     

    Interesting story you got there OP, I'm aware of the Tsundere stereotype and, if I may say so myself, it doesn't quite fit Rebecca from the very little I know her.

    I'd say if you took off the "Negative" half of Deres and just kept the Happy-Go-Lucky part, with just a tad of innocent/light-hearted, then it would fit Rebecca perfectly.

    But I'm too guilty to be able to say much, last time I managed to spend any ingame time with a DE staff other than Chat or PM was years ago (The memories...)

    Regardless, it's saddening to see such an innocent OP getting called so many negative things. I expected more from our community.

    Anyway, thanks for sharing your story, and happy giggles.

    I meant the Dere in the first place, with DereBecca, I guess that did get a little lost in translation after I explained the joke more.

     

    I'm more surprised that you were shocked by the negativity in the forums. Even when they first started up there were plenty here waiting to cast judgement all over anyone who would dare to post things on forums. I mostly ignore it because it's something they do for reactions. The ones I put more stock in are critiques and intelligible responses. ;)

     

    It's good to know there's at least some out there willing to find light humor and laugh a little are still in the forums! Thanks man!

  6. https://forums.warframe.com/profile/4-derebecca/

    derebecca for whatever reason entered my eyeballs as DereBecca, and I have to admit, She seems very Dere alot of the time. Happy and a downright bundle of enjoyment for most of the streams I see her in. Now for those of you who aren't anime fans or aren't fan enough to have heard the term 'Tsundere' in the past, you probably won't get why I giggled. That said, those of you that do get it, let me know if you too find this amusing, cause I know I do.

     

    Explaining the amusement a bit for those who are unfamiliar with Tsundere, the Tsun part basically means they aren't honest or have difficulty expressing themselves, nearly always this translates to the character (I've met like 1 live human Tsundere in the past) essentially expressing themselves using double negatives or with unclear statements. "It's not like I like you or anything!" being a relatively common line when their embarrassed about those feelings or trying to hide things. The Dere part essentially means their sweet, happy or bubbly, generally on the inside. Now there's about a million itterations of Dere, including Tsundere, but I'm focusing on the DereBecca, and I'd love to see that term popularized because I think it would be fitting, fun and funny.

     

    That said, I mean no offense so if THE DereBecca herself dislikes this and outright tells us, please stop. This was primarily because this tickled my anime silly bone, and I fully intend to respect DereBecca's opinion on the matter should she state one.

    Till then, I'm gonna giggle hard! Bye guys!

  7. 1.) The Idea

     

    Plasma Weapons use an energy cell in their inside to shoot energy bolts onto their enemies.

    They don't own regular ammunition like bullets or grenades, they only have energy stored in batteries.

    Batteries can store high amounts of energy, much more than the stuff that can be shot in each magazine today.

    Only thing that manages the amount of projectiles is the generated heat per shot, after a certain amount of shoots each plasma weapon is pretty hot and is unable to fire unless u want it to melt.

     

    2.) The Concept

     

    I'd suggest that all Plasma Based weapon have their magazines and reloading removed and get a "heat" bar instead.

    U can shoot all the time around as long as your weapon does not overheat.

     

    After each shot there is a one second delay after which the weapon will start cooling itself. Shooting again when the weapon is not fully cooled down will stop the cooling until you stop firing again. If you overheat your weapon by shooting beyond the limit you will have to wait the whole heating bar to come down to point zero (it's kind of a punishment for LMB pushing). The cooling will continue (or start) too if you switch your weapons and the energy weapon is put away.

     

    3.) The Details

     

    The weapons heat bar and cooling rates are not the same of course, so read the text below for more information. The schematic is like NAME; Shooting time until max cooldown; Cooling rate in % of max. cooling bar per second

     

    Cestra; 7 Seconds; 40% per second

    (Secura) Dual Cestra; 10 seconds; 40% per second

    Spectra; 12 seonds; 25% per second

    Flux Rifle; 15 seconds; 33% per second

    Dera; 8 seconds; 66% per second

    Supra; 20 seconds; 20% per second

    Amprex; 5 seconds; 50% per second

    Synapse; 8 seconds; 45% per second

    Quanta; 10 seconds; 33% per second [Quanta Cubes will count as 2,5 seconds]

    Tetra; 15 seconds; 33% per second

    Mutalist Quanta; 11 seconds; 25% per second

    Opticor; Needs to cool after each shot done for half a second

     

    4.) Mods

    4.1) Old Mods with the new mechanic

     

    Of course the old mods like Magazine Size, Ammunition Maximum or similiar won't work with those new weapons in the classical way. This why I would like to change the effect of mods for energy weapons like this

     

    Magazine Size: Increases the cooling rate of weapons

    Increase in Maximum Ammunition: Increases the total time a weapon can fire without any cooling

     

    4.2.) New Mods for the new mechanic

     

    Some new mods are nice of course for those new weapons. They are exclusively for energy based weapons with the heating mechanic. Some ideas could be

     

    Advanced Cooling Circuits

    Decreases the delay after which the weapon will start cooling down by 25/50/75/100 percent.

     

    Conductive Capacitors

    Decreases the heat development by 15/30/45/60 percent

     

    Heating Discharger

    Increases the weapon damage dealth by 20/40/80/100% of the weapon's current heat.

    Like the idea but it completely leaves the 'reload' key out. Why not have it as a 'begin heat sinking' button, you know, start purging heat from the gun so you can get back to pwnfest 2015?

     

    The biggest problem I foresee with these weapons is dealt with by using the reload key as a begin heat sink key, and that's the 'high speed' this game is played at. Yes, I've been thinking for a long time an 'infinite ammo' main or side arm weapon would be valuble, however, the obvious problem is 'defense' or 'survival' where it's going to take multiple shots to take down the enemy and heat based weapons would no longer be a viable answer to enemies unless they had a mechanic that lets them purge the heat in short order or on command for a short time. Capture, exterminate, mobile defense to a point, a weapon that overheats would mean you switch to a another gun or melee for a time while waiting for the heat to purge, because you have more time for that.

     

    In short, while I do like the concept of 'heat' instead of 'ammo' for at least 1 weapon slot out of the 2 we have assigned for guns, I don't think it's a good idea to have us wait until the gun decides to purge heat on it's own with mods to speed that up. Waiting drives players insane, and waiting in the middle of a massive gunfight with 30-40 guys on all sides would just increase the likely hood that heat weapons would be shelved due to that mechanic. Reload button to purge works, and 'reload speed' mods can function as 'heat purging speed' mods to deal with the overlap. Otherwise, I support the idea.

  8. Well Chroma, I showed you the World. I potatoed you, I fed you formas. Then, a glare. They saw you as unfair, now I'll have to lock you in a closet, others best you in your current state. I enjoyed our brief friendship.

     

     

     

    To tank maybe?, oh valkyr is invulnerable... To give bonuses? Trinity, augments... To damage? ...

    He's all around avearage, very good survivability but no chance on scaling though.

     

     

     

    Credit booster + Special weekend + special frame powers = 140k for 1 mission reward. It's nothing on a large scale, it was the beggining of reducing the credits grind.

     

    Not long ago void missions gave a similar amount, and there were non of the absurd credit sinks we have currently. DE seriously should revise this.

     

    Edit: Forgot to mention, credit rewards don't even scale (wave5 = wave 60, *nudge* *nudge*).

    Sure, mostly there's someone better in any category, but Chroma does have one thing no other frame does. He can pick his melee weapon then use it for frigging ever (Valkyr is basically locked down to 1 melee weeapon), mixed with duration, rage, and life strike he's nearly unkillable, and while Vex armor is up, he can turn 3000 damage PER HIT from a rakta balistica into 21000 or more PER HIT. Non-crit I might add.

     

    Mix in thunder chroma for mad vegeance when they hit you, Chroma because a melee monstrosity that doesn't care what you bring to the table because this dragon's got claws. Hek, if you go poison you can use the breath move to bypass shields entirely to wipe low levels out nearly immediately, and poison procs stack indefinitely making it possible to bleed down entire groups of mid-level enemies if built for that.

     

    I would suggest actually trying to use a frame before saying it has no value now that a 'non-essential function' was practically removed. That was a for fun thing that got out of hand so they scaled it back. Calm your bum bum.

  9. For half a second I was about to ask if you were playing a Chroma, because I fire 20K non-crit charge up arrows without a max focus build, I actually build for duration usually. But anyway, yeah, if Chroma, damage numbers make sense, but you didn't even have one in party so I dunno what you did son. What I do know is that you probably created a sonic boom that shattered planets and blew up the sun. Thanks for doing that, the thing was wayyyy too bright anyway.

  10. I have a slightly better idea, ditch the dropped pad of silly and have the warframe emit the pulses instead, that way it actually MOVES with the user and there's no waste. Granted, in an environment where everyone's split up it wouldn't be as valuable, but let's face it, if your split up a stationary silly pad doesn't help you much anyway.

  11. But... But Excalibur Prime doesn't have anything different when it comes to stats... It's basically, literally a Prime skin, like most other primes are (except Loki Prime and Volt Prime).

     

    It has a different polarity slot (Not even an extra one at that) than regular Excal, but those REALLY shouldn't matter, as you can always put in a bit of extra work and forma an Excalibur once and they're practically identical. 

    Opps, got so used to the extra stats on all primes that I forgot to check that bit first. Looks like it's just different polarities. Thanks for pointing that out.

  12. I think the biggest problem is that DE's not sure what to do with Excalibur since changing it pisses off current fans but not changing it means it's going to get left in the dust. The new answer to 'balance' appears to be augment mods which tear down customization in favor of making your frame 'viable' in some cases, and in others it's actually a cool new ability that makes your frame more epic.

     

    The other problem is that Excal prime is founder only so making excal too good actually gives founders an 'unfair advantage' over other players since they would have stats on their Excal that makes it better than others. Add in the fact that Excalibur is a starter frame, and you end up with something that they really can't buff because noobs need a reason to seek other frames. If Excal gets to be endgame worthy, then they don't have a reason to go for whatever the other 2 available frames are and would probably re-roll their account if they found out soon enough they made the wrong starter frame pick.

     

    Too many reasons to leave Excalibur in a garbage can, so while I do agree that Excal could use a rework to fit in with the awesome that the newer frames are becoming, it's tough to really create a viable argument for why the current Excalibur should change. This, of course, means that 'workload added to already overworked team' needs to provide a real benefit to players, which I'm fairly positive it won't. So while I do understand the feeling of 'why does excalibur feel so weak' is overcoming you, I can't see DE actually putting people onto doing anything about it. I mean really, their crushing him with a nerf bat, never buffing, only nerfing, so clearly they feel it's balanced and working well enough to call it 'working as intended'.

  13. We could have the mighty morphin Chroma Rangers out in full Force.

    http://imgur.com/ENE2tej

    If all the 4's could combine into the ultimate robot of destruction, which maybe referred to as the Megazord, maybe not due to copyright, but it would be hilarious.

     

    I mean, the original series even gave DE a starting block for it. :P

    http://static.comicvine.com/uploads/original/6/64395/1232779-mmpr_dragonzord.jpg

    Could they have made it any easier? ;)

  14. I have thought about this in the past but never said anything because it would get silly having stances for guns way too fast. Shotgun pistols wielded by the user as if it was firing like a machinegun, machineguns that look like they have the kick of a shotgun... it just got stupid too fast. 

     

    I do 100% agree that primaries and secondaries could benefit from a 'form' of aura slot because the mods are so horrendously expensive for primaries and secondaries in comparison to melee weapons, but the closest thing I could come to was something that's technically already been added, and that's 'ammo mods'.

     

    Basically, the tenno swaps out standard FMJ (full metal jacket, these are generally used by the military) for more exotic rounds like incindeary, explosive, plasma. I'm avoiding the idea of lasers because a weapon like the Soma which is originally designed for firing bullets would be hugely affected by firing lasers, becoming an entirely different weapon (think supra, somewhat, because I doubt it would start to suck that much, but you know, high fire rate and magazine laser-ness).

     

    Energy weapons could use 'battery' slots which charge the weapon with different types of energy (electric, thermal, etc.) which would give them an equivalent of sorts without looking totally screwed, in most cases, but I do admit a supra firing thermal rounds would probably look like a frigging flame thrower instead of a pew pew tickle gun. At the bare minimum, the ability to add crit chance to energy weapons using some particular energy like 'void juice' or something would be spectacular on many energy weapons.

     

    Anyway, yeah, 'stance', probably not, that would get silly, but an 'ammunition type' slot that acts as an aura slot, that I could see. They could even repurpose a pile of not so commonly used anymore mods that do single element boosts for the position so they don't really have brainstorm new mods, just change their 'category' in the system to match the new slot type. Can't remember the names of the mods, but you guys probably know what I'm talking about. The single element mods that basically got phased out as the nightmare versions became prevalent due to status chance and ele damage being on the same mod.

  15. So we've had a run with elements. We've had sentinels and Kubrows. We've had A chicken that lights people on fire and a Japanese tentacle monster possessing a pirate captain enter the game.

     

    So I figured why not have a 'carrier' warframe? One that deploys drones for utility, offense, defense and basically pwnage, because that's why warframes do, they pwn.

     

    Powers

     

    1) Deploy Harassment Drone - A harassment drone is directed to a target via shooting it, and moves itself into the enemy's line of fire, blocking damage from that one target's gun for it's duration. The drone itself is indestructible, and occasionally triggers a electric proc to stun the target. Up to 5 can be deployed and only 1 will hover on a particular enemy.

     

    2) Deploy Heartseeker Drone -Heartseekers are aggressive drones that seek out and attack enemies, focusing on eximus units. While active they fire laser bursts at a target and move around it. Drones are target able, and on death they explode, causing a fire proc on nearby units.

     

    3) Deploy Chimera Drone -Chimera Drones are variable combat role units (because I'd actually like to say zero energy drain, but their too strong to warrant that) who absorb nearby ammo units during the first 3 seconds of it's life during which time it's invulnerable. Every bullet absorbed by them adds 1 second to the drone's duration, and whatever ammo is absorbed adds abilities to the drone, and the ammo it absorbs the most of decides on it's body type. The body type will have an automatic 40% boost in both firing rate and damage for it's corresponding Chimera Ability. 

    Body types

    -Eagle (pistol) <This body flies, and avoids close combat>

    -Armadillo (Shotgun) <This body rolls up into a ball to approach enemies, the ball has 80% damage resistance>

    -Ape (Sniper) <This body has a powerful melee attack with ragdoll, knocking enemies away, however it tries not to move very far>

    -Wolf (Rifle) <This body constantly moves in and out of melee, performing one bite then gaining distance as it's back mounted mobile turret fires.>

    Chimera Abilities Gained

    Pistol -A medium fire rate medium damage gun fires when not engaged in melee

    Shotgun -Melee attacks made by the drone trigger powerful point blank shotgun blasts from the point of contact

    Sniper -Long range explosive rounds that inflict an automatic blast proc once every 3 shots. This is fired in tandem with the pistol ability, meaning it does not slow the sniper ability's rate of fire nor stop it if the pistol ability is in use.

    Rifle -Increases action speed and firing rate on all abilities by 30%. Action speed means running, melee, and all other forms of motion are faster.

     

    4) Fortress Drone Trio (toggle ability)

    Releases 3 Fortress Drones that create an energy fence between them. The Fortress Drones have a lot of health and damage resistance, however, they can be destroyed (if 1 is destroyed, the 2 remaining will move the only fence left to whatever direction you aim in). The drones are hovering around Unity, and will rotate when Unity aims to clear the line of fire. Fortress Drones also are equipped with Opticor laser cannons, blasting enemies every 3 seconds. The drones will deploy out at around 3 meters away, and enemies inside the fortress will remain inside until their killed. Enemies outside the fortress will be unable to enter, being repelled by the same energy fence that holds enemies in. Allied Tenno will be able to move freely through the energy fence. Due to the massive value of the Fortress Drones, their energy cost is equally significant, costing 100 energy when toggled on, and draining energy while active until toggled off, which refunds 25 energy (net cost is 75+energy drain while on). 

  16. First, let me just mention I didn't really see a 'mods' feedback area so I was thinking about weapons but... well, tossed it in general, moderators, feel free to move me to someone appropriate for MY BODY IS READY!

     

    Now then, in all seriousness, I can't help but notice that there's something very important syndicate mods could do, namely, fill the 'aura/stance' slot on primary and secondary weapons, but instead their locked down to individual weapons. This seems painfully silly in comparison to the obvious possibility of rewiring the primary and secondary weapon variants of the Syndicate mods into a 'Affiliation' slot (comparable to a stance/aura slot which would grant bonus capacity as well as the mod's bonus stats to the gun in question) since they could practically be directly made into such things without any need to really try. The only thing left up in the air is the melee syndicate mods after that.

     

    For Melee syndicate mods I propose something a little different, and hear me out to the end here cause this crap is crazy. What you do, is you slot it into the stance slot (WAIT FOR IT!) and it causes the stance slot to become an 'any polarity slot' which automatically doubles the stance's mod points as if it was slotted into a slot that was the same polarity while providing the syndicate mod's effect in addition to the stance mod's effect. This way, it provides a unique benefit to weapons that have multiple styles without the need to re-polarize the slot for those styles (should a 'better' or more 'preferred' stance be released it gives an edge to the weapon there, beyond the obvious ability to switch to any stance you feel like using at the time) as well as the effects we listed. The key thing is that the mod itself wouldn't take up a slot (to bring it in line with the proposed alteration to other syndicate mods for primary and secondary weapons) and it also can't have a cost even at top rank (this is to prevent it from stacking with the stance mod, which is where the bonus mod points should be coming from due to already pre-made mechanics) while it provides the benefit of becoming an 'anything' slot for the stance slot, in addition to it's previous effects.

     

    Considering the fact that these mods are so specific to the guns in question, I think that these changes would actually have a much higher chance of getting Tenno to seek these weapons tossed to the scrap heap. While I do recognize some of the names as lofty weapons one holding the title of 'preferred weapons' community wide for a time period, however short, the majority appear to be tools that we got in the hopes they'd be amazing which turned out to be garbage with interesting aesthetics (in some cases). Don't get me started on the Skana, there's a limit to trying to retain the use of that overgrown twig. It's supposed to be thrown to the void after you get a Chronus, don't go confusing newbs by making it seem important, that's just bullying. But that is mostly personal prejudice, I TECHNICALLY haven't used it since like, update what? 7 or so? Dunno, either way, before melee 2.0 so yeah, maybe it's actually viable now instead of just that third arm you were born with that gets amputated later so you can fit in with society now.

  17. i also looked at this but if you look at the rewards what they did, well atleast to me, was they looked at weapons and skills people dont really use and used those for the mutator mods as a means of getting people interested again in using them. cuz i mean why use a hek or sobek if there is boar prime in the game, why use skana if there is the nikana etc. but by making these the weapons that benefit from the syndicates it might get people to use them more, i guess that was the ideology they went with.

     

    Wait, wait wait.... that weapons and skills people don't really use part....

     

    Did anyone else see the Hek and Vauban Tesla grenade? >.>

     

    In all honesty though, I did notice the same pattern, however I don't know if it's really a valid concept to give super specific mods to garbage in an attempt to make them used again, it just sounds like they might hit mediocre or average at best in most cases with the mod. The only one I really recognize as 'ground breaking' is the Furis mod which grants lifesteal on a pistol. I mean really, life steal on a gun? Like, I could go down to one health and get my health back up with shooting instead of closing in on a massive group of 50000000000000000000000000000000000000 enemies now? I have to say that one was a great move, though I still think 'life strike' should be added to more weapon categories. The rest of the mods are like 'status chance 20%' on weapons that don't exactly have 60% base status to make a mere 20% actually important in comparison to the cream of the crop +100% base damage boosters.

     

    Honestly, it feels like I shouldn't even bother with most of the non-raw dmg boosters because their on garbage weapons in the first place. I mean really, 20 range on the spectra? The damage of the gun is the biggest limiting factor due to ammo economy of continuous fire weapons, not the fact it's a laser knife, so making it a laser sword doesn't really change much now does it? That's one example of many mods that likely aren't going to make a 'ground breaking' change in a weapon that was already bottom of the barrel. The Hek on the other hand was god-tier before the supreme hammer of all things nerf gave the wet noodle treatment to lady boomstick, then subsequently released the launcher weapons which completely eclipsed all prior weapon types for a VERY, VERY long time before the supreme hammer found it's way to the launcher's patron saint too.

     

    Now, in all honestly, their ARE good ones in that batch of very odd and strangely alluring weapon mods, mostly the Furis mod though. All hail the life steal. Still, the 'status duration' mod on the Acrid? Ooooh how that could 'sting' (Insert over used reference along the lines of 'yeahhhhhh!'), considering the Acrid was once the god of all things ouch, I mean, before being COMPLETELY upstaged by massive burst weapons that flattened entire rooms as the Acrid gave someone the tip of the needle. Grinlock 200% crit chance I don't remember being OVERLY amazing, because when I see that kinda number on a mod, I immediately think I should be approaching if not firmly inside red crit territory with my headshot flag claiming land in the name of noob slaying, but DANG was that an overestimation when I ran the numbers. I think it was still like 67% crit chance even after applying 200% boost with other crit mods. I still applaud the idea of a 200% crit chance booster, but it should have been for something that actually had a solid crit chance in the first place, like a 20 or 25% range kind of weapon. 60% 'Dead Eye' makes no sense to me, considering it's the name of a mod, not an effect, but hey, probably a typo meaning zoom which also means that a super long range sniping weapon may have just been born (not much in demand, but hey, Limbo can make his own killing ground anywhere he wants while phasing himself out of harms way to aim at it so it's not like it's totally wrong for everyone). I think it was the Embolist which had a massive magazine enhancement mod, to which I myself am not personally stoked because a melee range pistol screams 'WHY' at the top of it's extensive lung capacity, but it's got to be nice on the gun, if not really ground breaking for it since a range boost would have likely been far more useful, still a good move to think about 200% magazine caps though. 

     

    I still think that, in summary, 99% of the weapon mods released would have been close to a million times more useful as either 'unlocked' (meaning able to be slotted on anything) or at least on weapons 1 step down from the top range of weapons in the game if DE was trying to boost the number of actually used available weapon models. Mostly because bottom of the barrel really only shifted weapons one step above them to the bottom of the barrel now that mods exist for bottom of the barrel, with the exception of a few old favorites that were unused due to the appearance of so many amazing guns after them (Hek and Acrid were community favorites for a bit, trust me, I have a master's symbol for a reason, I've been here a long time. Dude, I didn't say that made me smart, only patient and supportive of what Warframe could be yet continues to either stray from, miss the mark, or hit it for ten seconds before hotfix X.X.1 hits. I've seen this game hit a whole new level of awesome then self nerf because it fears it's own awesome more times than I can count, and I can count really high!)

     

    Now then, off to start a topic on what Faction Mods could be, not that it's likely to happen but hey, worth a shot. I know they've at least read the forums because a few ideas I had back in 2013 are basically starting to happen now in 2014.

     

    P.S. I'm not taking credit for what DE has brought to the community, however similarity is obvious in U15 to a previous topic I started with a massive wall of text. Primarily the difference appears to be that specific game modes and types i suggested are unused, but the core system appears implemented with the faction system. Either way, DE brought a unique twist to it I did not suggest, so I state again I'm not taking credit. It's clearly their own work, regardless of what percentage was born from ideas I gave them FREELY, as was the purpose of the ideas section, to improve the game. For those curious types who are going to hunt through my profile's topics for the answer, the topic title includes 'Tenno', the rest is yours to find.

  18. I believe it's too late for that. It's kind of hard to restructure the foundation of a skyscraper built in a desert.

     

    I believe the foundation of that skyscraper has undergone several large restructurings in the past. Upgrades 1.0 became mods 1.0, then Warframe abilities were torn out of the mod window where they basically wasted space, and added into a the leveling system of the warframe itself.

     

    Stamina 1.0 I actually liked better than stamina 2.0 because I could actually slot more things to my caster frames to feel more caster-like, but I understand the change. Honestly, Stamina 1.0 may as well have not even had a stamina bar, something quite a few would probably say was far more enjoyable since ninjas could 'ninja their way around properly' instead of the 2.0 system which restricts ninja movement to the point of feeling like clunky Grineer marines holding cool guns or swords that can occasionally decide to be ninja on some warframes with really low stamina totals. My suggestion would be to outright remove sprinting stamina costs, retain wall running costs and guarding costs, which would enable us to 'ninja within reason' without losing our stamina bar before performing 'ninja-like actions', but that's mostly because 2.0 was still just an 'annoyance' bar instead of an interesting game mechanic that brought depth "AND BALANCE TO THE FORCE" or something equally cool.

     

    Also, while I'm not exactly holding my breath on this one because I've found that there's a massive hype train that's probably gotten tensions too high for this already, the 'Focus System' is coming. From what I can tell, that's a significant part of their character customization system that should essentially institute a class system into the game allowing much greater depth. 'Tank' focus Nova obviously wouldn't be the regular choice over 'DPS' focus, but you know what, it might make Nova able to take three shots to the sheet of paper armor she wears without dying, and for that I would probably use it. Personally, I'm hoping there's a 'caster' spec that enables passive energy regen strong enough to maybe cast a power every five, maybe ten seconds so that I can actually try playing a 'wizard' in this game, something I've been hinting at wanting for a VERY long time. Limbo was something that stoked some hopes, because passive regen on Riftwalk is wicked, though I feel like the frame is less of a wizard and more of a thief, assassin, or rogue mixed up with magic, basically a magician like we have who knows how many of here in RL. Regardless of what way 'Focuses' go, there's still a good chance they'll be a good boon to the game's capacity for customization depth at a minimum.

     

    Anyway, long story short I think this topic was a tad too soon, and while I sympathize with the original poster, I do think DE is attempting to do something rare here, by creating a masterpiece they've long dreamed of. Archwings are an interesting addition to the game, I look forward to seeing why they deviated from the core gameplay this game was founded around to bring them in. I understand there's a part of the community who's worried and upset that DE essentially added a scaled down Mobile Suit battle to warframe which was supposed to be about space ninjas, not the RX-78 VS Char's Red Zaku 2, however this has potential as an EXPANSION to existing systems. They added a mastery lock out of 2 to the Archwing's deployment so people have to play what Warframe should be before strapping themselves in to literally fly with dual rockets strapped to their arse, so I can only think of that as a sign that they don't intend to run 2 entirely seperate styles of games under the same name, but rather a single game aimed at giving both ground and space combat EVENTUALLY. The nodes we have as archwing only zones might remain that way, I actually expect that they will, since you've got to learn to pilot it somewhere, however I think the end goal of the Archwing is similar to the last mission in it's quest line, do a ground mission then evac via Archwing to an extraction zone.

     

    P.S. While it was cool to see Ordis trying to be one of the cool kids bringing us the Archwing and dropping it on us, having to fly nearly 1000 meters or so through space while shooting hostiles for him to extract us seems fairly stupid when flying upward 10 inches to the point he literally dropped the Archwing on us from would have clearly allowed him to reach us on his next pass through the zone. If someone could add some kind of plot-like reason for that, that would be great. Not expecting much though, considering Vor's Prize was the last time I really actually saw something I could call a story instead of a game event, the story team is probably still locked within the Void Quarters, prancing with the naked fairies of inspiration, muse, and prose. Using Corpus sentry guns to shoot DE employees attempting to get updates from them in the buttocks with lasers set to singed butt cheek humiliation, meaning that no sane member of the staff approaches the Void Quarters anymore, for strange smoke and smells coming from one's singed buttocks would likely be embarrassing for rational beings to handle.

  19. Whoa, just... okay, I'm gonna put this out there nicely because someone much meaner then myself (which is both common and rare) is likely going to BBQ you with a flame train.

     

    Please put some form of spacing between your ideas because the initial formatting not only makes it difficult to read, but also makes it difficult to tell where idea 1 ends and idea 2 begins. Grammar nazi's refer to such a phenomenon as a paragraph.

     

    Overall, they seem to be interesting ideas.

     

    The plant based warframe feels like a kind of 'infested' kind of frame, which we pretty much don't have, this is cool. I like new. Saryn feels slightly infested in her armor design and 'number 1' (the name is escaping me).

     

    The cowboy warframe has a decent kit of powers, though I do think you might want to tweak the idea a bit. Make it so that the cowboy frame enters 'vasto mode' or something (think Valkyr's berserk, except with a magnum) and it would probably feel a little more like a cowboy. Maybe even make the mode toggle-able. Either way, a 'single shot' from the hip is kinda cowboy, but slamming the hammer and unleashing the chamber feels way more wild and crazy.

     

    Light warframes are something I've offered a few ideas upon in the past because I feel it's a tad underutilized as a 'power mechanic' in a lot of games, and fits the sci-fi feel. Lazorzzzzzzz are generally very 'sci-fi', and not really jumping too far out of the bounds of reality because we can actually USE them right now. Anyway, the concept seems solid overall, but I still would prefer to see someone else use 'solar panels' in their concept design because we only have 1 'energy healer'. The simple idea is deployable 'solar drones' that take in light from the surroundings and send that energy back to the player/teammates as 'suit energy'. For all intents and purposes, they'd be like a second Sentinel that doesn't shoot, but rather hovers around each player in the team indefinitely, and can be destroyed, but are redeployable by using X*E (where X is the number of warframes and E is an amount of energy assigned per drone).

    Feedback given, and most of my 'light warframe' feedback is kind of personal annoyance that we developed solar technology a little while back in our present time, but solar technology is completely unused in almost any sci-fi game to ever exist. Light warframes just tend to take the brunt of that annoyance because every focuses on the lasers and flashiness of light without remembering it's also a completely untapped (as far as I've seen) and VERY abundant power source in the game. Basically, don't let the light rant get to you bro, it's just a pet peeve. Now, I'm going to pry myself away from this keyboard so I stop typing about it.

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