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Somnia

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Posts posted by Somnia

  1. None of the proposed changes to Magnetic would encourage me to use it at all.
    Magnetic's core problem is that it only affects shields, which Toxin & Slash bypasses outright.

    (Gas used to be a preferred option against the Corpus because in the past it applied Toxin procs, too.)

    Perhaps Magnetic should have an additional CC effect? Mag, superconductors, & metals in MRI machines come to mind.

    • Like 4
  2. How about:

    • You don't include platinum/aya in the pack at all,
    • discount the price,
    • make the skins available for platinum purchase, (you still get the money this way, from someone, somewhere)
    • and don't make them available for a limited time. (they will bring in more money over time)


    I bought it, you can see that I bought it, and I can plainly see all of that needs to be changed. You think it would be unfair to me to remove the time limit? Nah, this is unfair to your community. It's predatory and preys on FOMO. This isn't Excal Prime in those critical early days, and I was there for that, too.

    • Like 24
  3.  I hope DE is happy with their Bramma usage stats now, because I certainly won't be using it after these changes. The ammo economy is horrible on it, regardless of what they've done to the bomblets.

    To think we could've had a nice endgame weapon for once, after so long and so many hours of game and grind. Back to Shedu and Fulmin.

  4. On 2020-05-26 at 10:22 AM, BahamutVoid said:

    They have to be different species/sub-species. Getting more than 1 perfect capture on a Sunny Pobber will not increase the counter. You also only need to get to the Outworlder rank to be able to complete this challenge, as you can satisfy the requirements with Sunny/Delicate/Subterranean Pobbers and White-Breasted/Dusty-Headed/Red-Crested Virminks. Or you can join somebody who has other echo-lures unlocked.

    That's a useful clarification, the inclusion of subspecies. Having only two lures, it explains how it progressed.

  5. The Bramma changes are disappointing, though not surprising. As it was, it was exactly everything I hoped for in an endgame Warframe weapon after hundreds of hours, several years, and numerous boss fights.

    Even with proper aiming, I'm running out of ammo for it fairly frequently now, with vigilante supplies, and it's still very potent for high level enemies. The ammo capacity could be bumped up a bit. You already reduced the bomblet count. 

  6. 5 hours ago, parabashka said:

    Have you tried to use search on forum before posting?

     

    I have seen that there are older threads on the topic from last year, and assuming it's a bug, this is May 2020; a reminder feels warranted if it's been left to the wayside.

    If it's a deliberate feature and not a bug, that also needs to be clarified and fixed, and so, again, a reminder of the issue is warranted.

  7. Nightwave still frequently does not count perfect captures, at least in the Orb Vallis. After reaching 4/6, I've gotten 4 in a row with only one counted, giving me 5/6. I try to catch two per sandbox instance, then head back to Fortuna, then back out. Still happens.

    This is very frustrating.

  8. The vacuum increases are all well and good, but I fail to see why manual pick-up is needed at all on Railjack missions, when you can just *bloop* loot drops directly into the player's inventory. It'd be forgiven and convenient for the type of gameplay it facilitates. Kill something, you get the notice on your HUD that you got something for it; simple.

    • Like 5
  9. I just want a chill-out game mode I can bring any frame or weapon to flex for some mindless fun every once in awhile.

    Suggested mission type: Distraction (Chill Survival)

    • The Tenno are here to create a distraction for operatives elsewhere. The mission progresses on a timer, but the timer stagnates if the Distraction meter is allowed to deplete.
    1. Unlike survival life support, the distraction meter depleting won't get you killed, it will only halt the mission timer until you contribute more distraction.
    2. Unlike survival life support, contributions to the distraction meter can be guaranteed with kills, not a random drop.
    3. This can serve as a more casual chill-out mission type, where you're free to roam and kill enemies on a non-linear map, without having to keep a careful eye on a kill timer or defense objective, only your own skin. Survival without a gun to your head to keep up a particular pace/efficiency.
    • Like 2
  10. Not sure if this is an issue with Titania as well, but Titania Prime's razorwing archmelee attack lunge currently takes you to an enemy target's feet fairly consistently, right into the ground, obfuscating some visibility and definitely putting a hiccup in her mobility. And I mean when flying at enemy head height most of the time. Mostly it obfuscates visibility and it's always followed by having to ascend out of it every time. If I'm near the enemy's uppermost body bits, shouldn't I be pulled towards those areas, instead?

    I'm guessing it's tracking the mob's base location?

    Edit: Also, makes stringing together attacks from one enemy to the next harder, because you're more likely to catch ground geometry.

  11. Would be nice to have an icon that indicates whether the shield gate is available.

    i.e. It indicates whether you've let your shields fully recharge, at a glance. Did your shields fill to full before that chip of damage while you weren't looking? Will it gate the next heavy attack?

    This is immediately useful for knowing whether it's safe to recast Revenant's mesmer skin, and Rhino's iron skin if using iron shrapnel. It may be useful for others, too. e.g. Limbo popping out of the rift to recast or banish enemies in. Perhaps it could be on the leftmost edge of the shield meter.

    • Like 2
  12. Something that's stuck out to me for awhile is that Empyrean/Railjack was noted for a more consistent progression system, and the intrinsics succeed at that for the most part, but the railjack's progression itself is RNG-based and hardly consistent, between hunting for MK 3 Zetki parts, resources, and all the avionics you could want. Also, didn't having both Mark tiers and schools (Vidar, Lavan, etc.) seem a bit redundant? Players can get perplexing situations where a Mk. II can be better than a Mk. III

    If people are stopping at certain intrinsics, as was noted on stream, you should consolidate some useful higher functions down into the lower levels. They don't all need to cap at the same number if they don't all offer the same amount of functionality. Trying to make them all cap at the same level just forces you to fill the transitional ones with more incremental fluff.
     

  13. 1) Should be able to toggle your ship map while in a pilot or gunner seat. Useful for seeing railjack damage.

    2) Might be a bug, but it's somehow happening very often that I'm trying to get off a gunner seat, only for it to immediately insert me. Rolling away seems to prevent it.

    3) There could be a staging area like a relay accessible from the railjack navigation screen where players can more specifically recruit or join up as crews and set up ground rules. Free Flight could be good for this, but you're more likely to frequently get matched up with less experienced players. Maybe if matchmaking had filters, like being able to pick up people who've gained access to at least Saturn as the second tier, and people who've gained Veil access as the third tier. Or perhaps a predetermined criterion checkbox like Player has at least level 3 in at least 3 intrinsics or level 5 in at least one, something for vet for experience

    4) We need a way to cancel and refund repairs that haven't been fully funded, whether it's a change of part choice or decision to use a rush repair drone

    5) Winged avionic effects (the archwing effecting ones) should be global

  14. DE, maybe, just maybe, the Forge would be fine if it didn't consume/need resources. Though I understand keeping dome charges scarce. It's generally enough to have a player take a moment to head back there, restock on stuff and juggle cooldown timers, then get back to the action. Players are encouraged to scower and scrounge the map for resources instead of just performing mission tasks, and if that's your intention by design, suit yourself, but it's definitely unnecessary at best and tedious at worst.

  15. Lost a Kasio's Rest mission due to every single resource drop not being pustrels. Already been to the veil and haven't seen this happen yet. Fantastic RNG for basic repairs. Plenty of cubics and gallo pods, which didn't do the ruptures much good.

    It'd be nice if revolite didn't cost resources or if omnis didn't need revolite for repairs, because apparently even adequate resource collection can be punished. (with pick-ups practically streaming in, back-to-back pop-ups)

  16. Can we get a Railjack skin that has windows/optics corresponding with the existence and distance proportions of the interior layout windows/screens, and at the very least a matching door corresponding to the forge/cargo bay door at the Railjack's aft? 

    Having a cargo door by the forge with no presence on the exterior of the ship is troubling. [Non-Euclidean geometry intensifies]

    This is a request for a skin that acknowledges these interior architectural design features; the game space window projections themselves don't need to actually line up. That's another, more technical topic.

  17. 1) We need a Leave Squad option for when the host refuses to dry dock, there's only the Abort option

    2) Players SHOULD NOT be allowed to Refine during the skirmish, only craft at the forge. People are hitting refine and depleting materials needed more immediately.

    3) Exiting turrets should be faster

    4) The tactical map should be brought up instantly, the animation slows it and the fast travel down

    5) Railjack guns need at least a little bit of aim assist

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