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Kenror

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Posts posted by Kenror

  1. Apparently this is a bug appearing on all new legs, weapons fire from toes... According to a post this does not happen with the first legs introduced (the basic ones with no polarity). Waiting for a fix here as the weapons in such an awkward firing setup have all sorts of trouble with geometry and placement.

  2. Just to add to the crowd of posts and topics a small note to the DE devs and ppl responsable for bringing us all that shiny stuff every update.

     

    Please make a priority to fix the old stuff than to add new stuff.

     

    Though we all like the shiny new stuff and thing that can make us go "whaaaaaa!" "whoooo" and all that, i presonally think that the majority of the playerbase will agree that some things are becoming an .... eyesore, being holes/loops or balance/review issues (not gonna point them all myself because i can only speak for one person).

     

    To make matter constructivelly we can try make a list with issues that bother us as playerbase; one per person with comments as suscint as possible (to avoid flame stuff and whatnot).

     

    Here ill start:

     

    *.Status chance mods on weapons: Need review to make them usable/feasible as to its chance addition/% on total % chance pool, or rewording/numbering of the mod for better understanding of mechanics.

     

    I hope this topic helps.

  3. Well for the prime parts theres the Void Vendor Baro-whateveritsspelled.

    As to mods, well theyre niche like the corrupted.

    Void containers are RNG zone: i have a several sanctuaries and only managed to get a shotgun spazz two days ago.

    Agreed status chance mods need a total review.

    Utility mods have their uses... and im not sure what you mean by "band aid mods".

  4. Well since the beggining of the game were acustomed to a mercenary look: The grineer and corpus each pay us for battling in their wars, and we take on assasination contracts from whoknowswhat. No sense of property or direction or belonging to almost anything.

    Keeping to that idea, the rewards in such runs after the first one are slim to none, and after getting the vandal imperator (which i have) i dont have the need or the slightest will to even try a second or (God forbid) third run at them fomorian. Sad thing is i like archwing stuff very much but the hassle of crafting/laggin/disconnecting or constantly reviving random ppl that get killed for either being ...unaware of their surroundings or plain lagstrikes, makes succesive runs a pain.

     

    On the other hand if the relays were playerbase-made or we had a sense of belonging to them, the story would have been different.

  5. Archwing affinity/experience gain feels imho good as it is; Like clockworkspectre said, just expect newer content since thats the direction hinted by the most recent event (not saying eyes of blight was succesfull, but at least a stride in any direction is made)

  6. +1 on OP; This game is great and have a lot of potential, but it lacks purpouse as to why were doing this (whatever mission objective) besides plain spite for corpus/grineer or battlepay general excuse. Grind isnt bad, undirectional grind is what kills the mood after a while. The OP idea is to bring a kind of drection to that grind in order to achieve something, even if-in-itself is a grind, but at least a profitable integrational grind meaning:

     

    1.Removing unnecesary/common/fodder/garbage stuff from loottables (yes im looking at you void keys and sentinel precepts) inside DS, so making them more desirable and possibly more group attractive (since theyre difficult and stuff) but without endangering the solo population (yeah i preffer solo play, lags and dc's are horribro).

     

    2.New avenues to adopt/use or at least think about mods that are currently at the messy and smelly corner of our proverbial mod bin, such as element proof mods (to deal with OP's potential natural/manufactured hazards).

     

    3.Providing a integrated potential comfort zone for the (yeah i know its ugly but they do match things) player archetypes hanging about at the game: Lush big places to explore with some very inticing loot (for explorers), Lots of bloodthirsty monsters/proxies/humies... err grineer lurking about (for the bloodminded individual with only killing stuff in his mind), and deadly hazards that could be dealt with speed and mobility to open the passage for those more on the pacing side (yeah im looking at you rushers).

     

    All in all a beautyfull idea, at least on script. I hope DE is reading this topic and picking stuff here and there.

     

    Also and most importantly: Lasers. That is all.

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