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Drasiel

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Everything posted by Drasiel

  1. Honestly, if you don't assume the worst kind of spaghetti code is at fault there is actually a much simpler and potentially more likely reason the size of the model appears like it affects the radius of vacuum: The measurement is being taken from the centre of the model not the outer edge of the model's hit box. This would guarantee that no matter what model is being used the vacuum range remains mechanically the same. The problem with doing that is that from the end user's point of view they appear to be getting a much smaller effective vacuum range due to the size of the model.
  2. So you didn't think to check the drop locations on the wiki to see that you can get them from the Cenote isolation vault map where they drop off the Deimos Jugulus Rex mini boss. You then went to the trade channel and, this is assumed from what you wrote here, asked for those mods with nothing offered in trade, which is considered begging and pretty strongly frowned upon. Then came onto the forums not to find out if there was a new place to get them but to beg again in the completely wrong section of the forums for exchanging items. Might I suggest farming other items to gain something worth trading for those mods in the appropriate channels/forum locations or farming them yourselfe from the jugulus rex?
  3. I don't know what any of those breakdance moves are but have you looked at the Narta emotes? The camera thing has always been a limitation of the 3rd person camera, and while it would be ideal for the model to go transparent I kind of wonder what you are doing to make this so necessary.
  4. Sorry you either need to manually find it or use the clear room decorations option. I really wish there was a "placed" category in the decoration menu where you could easily see and return items to your inventory.
  5. All right, you caught me, It is a lukewarm take at best, but referring to things just ever so slightly incorrectly will at the very least get more engaged if only to go "ummm actually" lol. Partially I think some of the reason was that Necramechs are older tech in universe and they wanted to add back in resource management. However, in a game where necramechs and warframes can exist in the same place it just ends up feeling really bad. I prefer the stamina bar for hovering with a necramech more than the wall latch system for warframes, I never really know how much more time I have to wall latch and I can't really hear the audio change as you start to run out so it's total guesswork for me. Hovering does get used with a necramech a lot more than wall latching with a warframe for me, so maybe i could just get used to the time like with aim gliding. I brought up removing stamina (engine) from running for necramechs because they added 3 years ago with stamina so clearly someone wanted it really badly and as the running is the most frustrating usage maybe we can at least get that changed. Ideally, the slide (what you call the slide dash) wouldn't require stamina either, it already has a big drawback in minimal directional changes and having to go through two animations to slide, jump, and return to slide if there is any obstruction. It's not so fast even with the mods to improve it that operator dashing, bullet jumping, and archwing blink isn't still comparable in speed or faster. Necramech mobility is just clunky and old fashioned mechanically to such an extent it just feels like they use the lore of older technology as an excuse to keep around what has become a frustrating system.
  6. the lack of stealth has been a thing since day 1, or at least since open beta started. I've never really understood why they went with ninja, when I'm pretty sure they meant assassin. Actually all archon missions spawn a very common enemy that can one shot every pure health tank. The narmer common unit's glowy energy attack has hit people for over 100k damage in a single shot. You only survive it if you have some form of gating ability or shield. Yeah it can be avoided for the most part, but it also can be cast behind you and outside the range of it's audio cue, so "dodge-able" mileage may vary.
  7. Oh there were definitely some bad ones, and it wasn't even just rare mods (rivens didn't exist yet) you know how you just get the warframe parts in your EOM rewards? those used to drop off of the bosses onto the ground. You can thank the older versions of the Raptor and Nova for that going away lol. Half the time you'd go to farm nova and the Free Frying Raptor would drop the part outside the bounds of the map where no one could get it. It wasn't a guaranteed drop at that time yet, if I recall correctly, either so you had to get a part to drop first then hope to hell it didn't end up in a mountain. That had been my big hope too, clearly it was considered necessary enough that the place we can't have pets got it's own version so maybe we could just you know squeeze that into the rest of the game? Might be a few years out though there have been a lot of changes that don't fit super tightly to Steve and Scott's original vision and even though Reb is creative director of warframe and Pablo is the <title I can't remember right now here> you do have to give people time to adjust and make peace with the differing directions of the next "generation". Especially when the community response is overwhelmingly positive to those changes because managing people's pride is important even if we wish it wasn't. Human foibles you know, we all get like that.
  8. There is actually a universal vacuum distance on warframes. It's 3m which is small enough it's just barely noticeable if you pay attention. It was worse when there was none and you had to be inside the item hitbox to pick it up. The 3m innate vaccuum was added secretly and at the time it felt like Scott was trying to have a gotcha moment when he pointed out they had added it on an early devstream and no one noticed so clearly it wasn't a big deal. The problem was that people did notice, it was just so small we could never be sure. This is what 3m distance is: If you were walking towards an item it was impossible to notice the vacuum at that range. I'm actually pretty sure the necramechs have the 3m universal too, but their model is so big you can't tell. What I'd really like to see see is the Duviri base 5m loot pickup added to all operator/drifter, warframe, and necramech (although to be honest because they are so big necramech should be 8) with the vacuum mods adjusted down so total vacuum with the mods remains the same.
  9. if we are going to hear anything I wouldn't expect it before next year we've still got whispers in the walls and cross save slated for this year so heads are probably down hard to meet those deadlines. Will still be waiting with baited breath though and definitely encourage more poking come new year.
  10. Necramechs can't bullet jump nor do they easily adjust direction while sliding on top having much slower entrance and exit animations to the necramech's slide than a warframe's. These makes their movement compared to warframes a lot slower and when you add stamina use for running it makes their movement feel slow, clunky, and frustrating. I would go so far as to say that Necramech stamina is actually worse than Warframe Stamina was because you can only regenerate it when walking or standing still while warframes regenerated stamina while sliding so were able to maintain momentum and speed. Please just let us better keep pace with warframes and free us from at least a little of frustrating clunk of Necramech mobility. Remove the consumption of stamina while running in a necramech.
  11. out of curiosity are you American? Where I live in Canada we have total control of this on our end even when using an isp provided router/modem.
  12. That's basically where our opinion divides here, The pure health frames are missing an advantage other frames have, but for me that doesn't mean that every frame needs to have that same defensive boost applied, that just exacerbates power creep and cheapens what could be a unique facet to a subcategory of frames. There are also a lot of frame agnostic ways to regain health in the game now too. Since we're talking about tanking and survival, let's keep to that topic, Chroma doesn't need to take health damage to take full advantage of his defensive abilities, he needs health damage to take full advantage of his offensive abilities.
  13. Gating is more costly in mandatory mods, reaction time, and time awareness than any other tanking option. I say that as someone who focuses on tanky options. Gating is also not just a quirky dodge, with the changes to "decay-gate" and the addition of Catalyzing Shields, shield gating is not just an emergent defensive behaviour from the community but a Dev endorsed and validated option. Even once gating is "mastered" all you need is to screw up your timing once or be hit with an energy drain effect to lose the ability to regen your shields on demand and suddenly you're looking death in the face. The problem isn't that high alpha damage takes out health tanks, that's just the result, the problem is that health tanks lose the ability to react to that damage and save themselves. Shield gating at the level where alpha damage is high enough to one shot doesn't save you from death by just existing, it gives you just enough time to react so you *might* be able to save yourself. This might seem like a crazy idea but I actually wonder if might be viable to change Health only frames to take their damage in an "over time" format. So you get hit for the damage but instead of being applied instantly it drains your health at a certain percentage until all damage has been taken. it would give you the chance to react when you take damage that would have one shot you. It might be difficult to come with a clear way to display that on the hud or other exploitable behaviour I haven't considered but it would alleviate the inability to react to high alpha damage and give something unique to pure health frames.
  14. well that's what I get for posting at midnight lol, I'll fix that.
  15. For frames that have 0 shields I will admit that they become more dangerous to use sooner due to the lack of gating but I think it's reasonable to reach a point where any damage means death when you have the option of unlimited mission time. The issue I see instead is that in the situation where a single attack could kill you, any frame with a shield takes 2 shots to kill while the pure health frame only takes 1. Even a gating build is susceptible to death if you mess up, the main difference is they need to mess up twice to fully fail.
  16. 6 has always been too low, and a string of bad luck wastes so much extra time. if you take both extreme ends: for an exceptional relic it's 5 runs if you get 6 or 1 if you get 30. for a flawless relic it's 9 runs if you get 6 or 2 if you get 30. for a Radiant relic it's 17 runs if you get 6 or 4 runs if you get 30. Now obviously that's the most extreme example and all 6's or all 30's isn't likely but a spread that wide makes for an uncomfortable average especially if you get a string of bad luck. 10 should have been the base all along, that means even if you have the worst luck it only takes 3 runs for exceptional, 5 for flawless, and 10 for exceptional.
  17. It's not just our physical age that changed, it's a problem of power creep in the game itself. I used to main the akboltos in the long ago, and back then the fire rate of 10/s wasn't a problem because you never needed to hit max fire rate to kill something. It was killing most enemies at 2-3 shots and while bosses were bullet sponges, they had always been bullet sponges and you weren't spending that long killing them that it hurt much (unless you had really bad luck). Semi-auto guns have always been intended to need less shots than full auto to kill something, but that design intent doesn't work in an endlessly escalating game without very careful management. Even new versions of the weapons face the same issues eventually. I really hope that one day we get an in-game hold toggle for guns and I think the automelee is at least in some ways probably a test of how that behaviour will work before anyone tries to tackle the much more complex issues of trigger types.
  18. well for the afk timer with my atlas it takes about 1 minute for the first spectre to stop picking up points, stop moving, or stop scoring when I don't move. So it's not super short.
  19. all right, then that's definitely not it. Hmm and it's not going to be a difference in our versions of the game either since consoles are synced with PC now due to crossplay. I guess I could check to see if the afk timer is weirdly short in the index or give it a try with Mesa to see if maybe it's frame specific. There is some sort of secret sauce here and it can be hard to pin that down, something you do that seems completely normal and inconsequential could be the cause of the whole issue. For example, something I encountered in railjack was if you disabled a crewship using blackout pulse your crew would fly away from it because they no longer recognised it as an enemy, if you didn't use blackout pulse they would aim towards the crewship like they were supposed to.
  20. Okay finally had a chance to get back to this. I tested all 3 levels of the index levels and both maps. I walled off my goal with tectonics and watched what the spectres did while killing any enemies that wandered into our goal area with either melee or my cedo. It was quite common for the spectres to die mid way to the goal and they definitely prioritise attacking enemies rather than banking their collected points, resulting in a lot of deaths, more so on the indoor map due to it's larger size. They do however, still bank the points, so there is some secret sauce here that is causing the errant behaviour you are seeing. My suspicion is still the anti afk timer but I wonder if rather than movement it might be tied to financial stress or something, I always accidentally picked up at least one point. When you play do you pick up any points?
  21. These questions are best asked to Warframe Support. There is absolutely no way players can give you 100% accurate information.
  22. Hmm. That seems like an odd behaviour but even when playing with groups that weren't full I've seen friendly spectres wandering around with a lot of points, I haven't been paying attention to what they do with them though. I'm going to try to replicate this with my no-enemy-score Atlas build when I have a spare moment but since you mentioned mesa are you walking around at all while you are defending? I'm wondering if you are standing still and that's triggering an anti-afk behaviour where the spectres stop depositing points. Just killing things isn't enough to prevent the anti-afk behaviour from triggering.
  23. That's because a forum isn't the same as social media, social media sites uploads your files to their servers, forums are older technology generally run by smaller companies or other entities who rely on image hosting sites to supply that hosting. Reddit and Reddit's Apps actually kind of cheat in this regard, simply uploading the image to an image hosting site like imgur for you, then inputting the link. Using the old system but hiding it behind a cloth. Since they already posted the image on reddit they could have used the link to the image there to post it on the forums instead of a link to the thread itself. ¯\_(ツ)_/¯ but yeah computer and website competency varies a lot by user. So kind of a Samurai Terminator idea. There's nothing really in the image that makes me go "Oh yes, that's Lavos" while at the same time not being weird enough to justify the lack of connection. Like take Death Watch rhino, Giant beetle but base rhino is somewhat beetle shaped with his design. Harrier Zephyr, she's a plane but at least birds and planes both fly and you aren't going to confuse a plane with any other warframe. Are the tubes filled with liquid? What's kind of the theme here and however tangentially does it relate to lavos?
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