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Enfo

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Posts posted by Enfo

  1. Kubrows have been useless for so long (always) and you never see people use them.

    Kavats are far superior and have a use for pretty much every situation when you're not running around with a sentinel which also only uses the Artax (lol) freezegun.

     

    Why not give Kubrows some actual usefulness by giving them defensive buffs such as health regen, healing, defense bonus, etc?

     

    As it is right now they're nothing but MR fodder which will either get sent into space or forever live in a stasis.

  2. 3 hours ago, Thaylien said:

    Okay, explanation of the creation of Archwing and the implementation of it in regular game play, specifically referring to Titania's Razorwing:

    As a quick reference, Enfo here is correct:

    In regular games, for example Overwatch with Mercy's newest Valkyrie ultimate ability, the game designers create 'flying' characters by working into the game engine a function that is able to toggle gravity on and off and grant the player 3D movement with a specific switch to their control set that will control this new movement. It needs specific things like 'preservation of momentum' settings and the ability to move the character in relation to the Game Space rather than the Navigation Mesh (the thing that defines where Gravity is, what is a walk-able surface, what is a wall etc.) and this is, understandably, a bit of work.

    When DE created Archwing, they did not do it this way. DE designed a secondary engine specifically pertaining to Archwing, defining the game space, scaling, movement and controls without needing to break apart their existing in-game engine. It is, in fact, a separate mode.

    The issue here is that things like Loot had to function differently too, if you were in an Archwing mission, Loot couldn't have gravity otherwise it would drop right down to the bottom of the skybox you were in, out of the map. Archwings were given their own native Vacuum to help them suck up loot while it was in this zero-grav state, and everything worked while in archwing mode.

    Unfortunately... This meant they ran into trouble when the fan-base said 'but you have trailers where we go from regular mode to archwing mode and back again, why can we not do this?'

    So they created Sharkwing, the underwater variant, as a test for 'gating' frames in and out of archwing mode. Basically, by passing through a specific 'gate' such as the area around a defined stretch of water, it would toggle you into Archwing mode and give you archwing controls and physics. You were separate from the main game, yes, but because you were in the same game space they could make things like your guns shoot enemies, enemies still know you were there, and other similar things. But, importantly, they couldn't make Companions follow you.

    Why? Because the companions were like the Enemies; they existed only on the Navigation Mesh or in the Archwing mode, not both, they had never been accounted for in the Space Archwing mode, so there was nothing in the archwing engine that allowed for them to exist once you switched over to it.

    DE Then experimented further, bringing in gates like the ones we currently see in the Kuva Fortress, that put us into Space Archwing. And finally, as a test, used an Ability as a toggle to put Titania into full Archwing mode. (As a side note, Wukong was also a test for this, Cloud Walker is a heavily-limited form of archwing.)

    Still, though, Archwing Mode does not have a function for companions, it never has. So Titania can't bring them with her. It's the same with Vacuum for the loot, Archwing has its own built in vacuum, it will draw any loot to you that isn't effected by Gravity. Sadly, in mission, Gravity is still on, so it doesn't work either.

    It's this difference, the fact that Archwing is still a separate Mode, that limits Titania. She can't use any command that requires her to be on the Navigation Mesh, like 'press X to revive' or activate life support, pick up a core or datamass, open a door, use a console... it's not because she's small, scaling has never stopped anything, that's why the enemies seem to randomly change size when we do stealth finishers on them, they shrink to the animation size, or grow to it, depending. It's because she's disconnected from regular mode.

    So, tl;dr

    They are two different physics modes in the game that are not directly compatible and each mode will prevent some of the functions of the other from working.

    To fix this, DE would have to perform a major overhaul of the base game engine to incorporate the Archwing engine into it at the core level, not as an add on that it currently is. And so, as long as going into Archwing Mode anywhere in the game means switching from one mode to the other, we will never get the ability for Sentinels or Pets to follow Titania, nor will we get a working loot vacuum while we're in that mode.

    That doesn't really make sense since Archwings by default have a bigger vacuum range and Itzal has a massive vacuum skill. If it's treated as an archwing why can't they just give her a bigger vacuum range and neglect the pet aspect? I don't see how it's such a big deal if adding companions is "not possible".

  3. 1 minute ago, Genji said:

    TFW you realize the devs have more against archwing & archwing like things than we do...

     

    Honestly it might just because it is more of the ability being a watered down cut and paste from classic archwing mode vs a deliberate cut of the companions.

     

     

     

    Certainly feels like it's just a copy/pasted archwing without the bother to make it compatible with companions...

  4. With how tiny she gets, and how clunky the controls are near the ground, why are we forced to go around and pick up loot with her while in razorwing?

    I don't see how it would affect any core gameplay or balancing having her have sentinels available to her in this state as you spend most of your time in the air and not near the ground.

     

    Is this an impossible addition or what is it that prevents her to have pets/sentinels out during Razorwing?

  5. bla, bla blblbalb bla..

     

     

    0UNpqBV.jpg

     

    bla bla... blbllaalbla

    BLA

    bla blkalbllb blaaah

     

     

    Frhark3.jpg

     

     

     

    bla bla blblblablla blla

     

     

     

     

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    blblab bla bla bla look guys i got the rarest sigil in the game and you don't balblabla bla

    Is all i saw.

  6. Marelok, it even out damages the Brakk (Vaykor preferred)

    Neither Marelok or Vaykor outdamages a properly built Brakk, unless long range sniping. Brakk will both hurt more and kill more at close range. They do have the sexy buffs though, and seeing how most people roll with Boltor Prime which falls off on long range, the Marelok is a great choice for a secondary.

  7. the process of accurately attaching a particle train to every inch of the blade side of a curved weapon is incredibly tedious and time consuming, as well as uses up a lot of processing power. The way it is now gives us a nice light trail and a good FPS rate. 

     

    It has been done with a lot of weapons, and it's not as bad as you make it to be. Look at the Dakra Prime for example.

  8. There are several weapons out there with some pretty poor weapon trail animations. These get pretty annoying to look at compared to others when using said weapons a lot. I thought making a thread showcasing these to get a potential fix to these so that they look more smooth in the future.

     

    I'll start off wit this, the ceramic dagger.

    i7irB8nE6MMO8.png

     

     

    As you can see, it's pretty much just a straight line tossed onto it, with a terrible trail animation compared to some of the newer ones. If anyone else has other animations to submit before i go find some other ones to post, feel free to do so.

  9. It's a nice gun, but really... A third palette to this gun. I feel like this is Mugen all over again, where 90% of the characters have like 12 different alternatives with different movesets. It just doesn't feel very original when a third variation is added, and to an already underwhelming gun.

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