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Zahnny

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Everything posted by Zahnny

  1. How does this actually work? Does it have a set amount of smells it can release? Or does the AI try to make a guess at what the enviroment would smell like and combines compounds? I wonder what The Void would smell like, I imagine it'd be minty.
  2. Even if the sentiment was overall that it was a bad idea, I really appreciate you going over all of these abilities. Not that I expect DE to rework Archwing abilities but Disarray and Core Vent don't even work in the Open World. Those Anti-Archwing projectiles are unaffected. So at least with those two I could see them being reworked then maybe being subsumable.
  3. Hi. I'm a player that much prefers the Gunplay in Warframe and I'm not a hugely invested in Warframe Melee combat. So, the Melee I tend to like running are often something unique that either isn't reliant on the Melee combat playstyle or just provides some utility or some sort of fun factor. Some examples of Melee weapons I like to use are, Twin Basolk with the teleport augment, Zenistar, Furax Wraith (It's cosmetic outside of Nekros but the gore augment is fun), and Rakta Dark Dagger. Weapons that either provide some form of use or bonus without sacrificing too much into a hardcore melee build. Obviously Warframe has a long list of Melee weapons and even if I took a glance at every weapon in the game, I might overlook some sort of Passive, Augment mod or Incarnon feature that might benefit me. So I'm hoping people with more knowledge on this have some ideas or a list if possible. Edit: Just realised it was Ripkas that had the gore chance, not the Furax.
  4. I'm kinda sad we never saw more of them. Was hoping after Iron Wake, we'd get a Syndicate specific sub-area for every syndicate, with Perrin Sequence being the Myconians. Which also raises questions as to what happened to the Syndicates during Narmer's reign.
  5. Trying to brainstorm some ideas for Helminth ability augments. In the order these abilities appear on the Helminth page on the wiki. Empower 50% increase in energy cost, "On Next Cast" restriction is removed and uses a Duration instead. lasts for 10 seconds by default. Applies "On Next Cast" for nearby allies Infested Mobility Wall Latching between two opposing walls in succession creates an Infested/Spider Web zipline connecting them. (I'll be honest, I just want a Subsumable Dashwire) Master's Summons (I hope this would get reworked first but) Rework: Temporarily summons your last used Sentinel if using a Moa/Beast and vice versa if using a Sentinel. Augment: Summons your On-Call Crewmate. Bypasses On-Call cooldown (Only one On-Call Crewmate entity can exist at once) Rebuild Shields 10% of your Shields or Health (whichever is higher) is converted into Overguard. This is halved for Inaros and Hildryn. Perspicacity You can now hack Consoles without an alarm (60s cooldown per Console). Hacking a Console drops an Energy Orb and Credits, 10% chance of dropping Two Energy Orbs. If an alarm is triggered in Spy or Rescue, this can be used to pause the alarm briefly. Energized Munitions Rework: Now scales with Duration Augment: Increased Duration. Kills may spawn Omni-Ammo I've been at this for a while and I'm burnt out. Might continue later if I get inspiration.
  6. Turns out we've been submitting Capture Targets to the Helminth after data retrival.
  7. Huh, I'm kinda surprised that there isn't any support at all. I would have thought the idea of getting Odonata's 1 on any frame would excite players and Volt players.
  8. I made a similar thread about Subsumes recently but I hope this is considered distinct enough to warrant a different thread. When looking at the Warframe Abilities unique to the Helminth system I've often thought about if they should be allowed to have Augments made for them, or at the very least reworked since some of them were never interesting enough or have become outdated (Looking at you, Master's Summons) At the same time, I've been curious on the idea of subsuming Archwings and Necramechs. Yes, this would probably mean putting different Necramech/Archwing Abilities onto other Necramechs/Archwings respectively, but I don't think Archwings would see a rise in players if that were to happen. Obviously it'd require certain reworking or fine tuning, but I was more thinking about the idea of putting Necramech/Archwing abilities onto Warframes, or Warframe abilities onto Archwings/Necramechs. I do think there would be a lot of technical hurdles to overcome and some might say it's not worth doing at all since I can't imagine Ice Wave would work well on an Archwing but I'd still like that kind of option to exist.
  9. Ya know, I'm actually kinda surprised they never let us swap it out with an Articula or use the same system for Relay Blessings. Would be a lot more interesting than every dojo having to dress up Loki.
  10. I won't claim to know every detail about Yareli. I started playing her again recently when the Grimoire dropped and found her quite fun. Even abusing her jank in Disruption missions to have my Operator teleport back to Yareli, instead of having Yareli teleport to my Operator. (I think this should be a standard feature in Warframe. Let us choose to take the frame with us, or to go back to our frame) I find her passive a bit annoying to work with, since moving on Merulina makes it hard to aim, and I personally wished her Passive worked more like the Damage Bonus Decree in Duviri that you get for moving, where it builds up and drains overtime, instead of all at once. My biggest issue though, is while I love using Merulina. I honestly kinda hate how Merulina "drifts" which makes it much harder to navigate and parkour with. If Merulina was able to be modded, I'd like to have a K-Drive mod that turns off K-Drive drifting when out of "Sprint" mode. Also someone else mentioned it earlier in the thread but it'd be great if you could choose to ride Merulina with the Augment enabled and have the passive sea snares being cast automatically. P.S. I'm hoping for Ika Musume based Tennogen for Yareli
  11. Nobody was talking about the resource costs of infusing an ability tho.
  12. Wait, it's 25m? I used to main Mag at one point and even with modded range it never felt that large.
  13. One that's always bugged me is Ivara's Quiver. Personally I don't think it's because DE think it's too powerful, but more likely they don't want to give 4 abilities as a Subsume, or they don't want to go through the technical side of making it work on other frames. Regardless, the Subsumed version they give us, kinda fails in all aspects. As a Subsume, you only get access to the Cloak and Noise Arrows as a Tap/Hold mechanic. Cloak can be somewhat useful with enough range if you can tag your own Sentinel but...Noise arrow...I feel like Warframe in general isn't built in a way to support creating distractions. I don't think Noise Arrow is good even on Ivara either, since she can just...go invisible on demand. As a subsume it also makes you lose out on the Augments. Empowered Quiver gives Status Effect immunity for being in Cloak bubbles, but again. Other subsumes do it better and I can understand not wanting to give frames the Critical Damage buff from Dashwire when it's augmented. The Power of Three augment is...well it exists I guess? I think Dashwire is honestly one of the coolest abilities in the game, with or without the augment it's something I would consider putting onto Warframes for fun, just because Ivara is one of the few Warframes in the game that can actually change/manipulate the enviroment in a meaningful way. I guess technically frames like Wisp can do that too, but that's more of utilising chokepoints or defence locations rather than making her own changes.
  14. Wait, so Mag's Pull got completely changed? That I did miss out on, but is it weaker than it used to be?
  15. So, I was looking through the list of Subsumed abilities for something fun or useful I could spam on Hildryn with her huge shield/energy reserves and saw one nerf that felt really odd to me. Mag's Pull has a Range nerf on Subsume and was curious if there are any other abilities that either could do with it being removed, or the reasons for the nerf in the first place are now obsolete. I'm pretty sure the Nerf to Mag's Pull as a Subsume was a result of the Greedy Pull augment. However changes have since been made that at least in my opinion, make this nerf feel unnecessary now. The whole reason Mag's Pull even has a use is because of the Greedy Pull augment, which allows Mag to pull loot drops to herself, and ever since it's introduction it lead to behavior DE wasn't fond of. On release, Mag quickly became a meta unit in loot runs since she could collect all the loot for her squad in Defence missions. DE didn't like this, and nerfed Greedy Pull's augment so that this effect would only apply to Mag, and not to loot for other players. (so for other players, the loot would remain where it was on their client rather than being relocated on everyones end.) While this still gave Mag a use, it was no longer a support tool for squads. Now I'm not sure at which point in time this change was made, but from playtesting I've found that Greedy Pull no longer works on loot through walls. And will only work if there is a clear Line Of Sight to the loot. In my opinion, this kinda kills the whole point of Greedy Pull in the first place, as now it's better to just...collect the loot yourself on foot. So, at least in this example I feel like unless Greedy Pull gets a full rework or a new Pull augment comes out, this Subsume Nerf is honestly kinda obsolete. Sure it can be used for Crowd Control but in that regard I think there's better Subsume options for the same niche.
  16. I'm not a big fan of Eidolon hunts personally. I understand other people are, but I had a Recovery Nightwave mission that required a Hydrolyst to be captured. Mission was going fine, up until we beat the Hydrolyst then it suddenly just decided to despawn on us. I got it on video here. https://imgur.com/a/YP5bgpg https://i.imgur.com/4EJbgTv.mp4 I can only speculate and guess maybe we killed it too fast after getting the final Lure Charged? Since we were on 2/3 Lures Charged then went in for the kill once the third was ready. Edit: Posted both the imgur file link and the album link in case one or the other doesn't work
  17. Hi, I'm not sure when this bug first started but it feels like it's always existed in Warframe at least to me. The issue is, the Dojo map will become messed up, and overlay the entire contents of a Dojo on the map, rather than showing you the Map layout of the current floor. There are multiple ways this can happen. Sometimes it'll happen upon loading into a Dojo, but I often find that this can be triggered by taking teleports or using the Escape menu navigation. It often occurs when entering and exiting the Railjack. As someone who likes to visit Featured Dojos from time to time, this annoying bug frequently makes navigating Featured Dojos a nightmare.
  18. So, Warframe has several factions (some with more recent attention than others) that are built up of the units, or from a lore perspective, of people from different factions. These are actually my favourite factions. And considering we have several of them, I'd be interested in interactions between them. For a hypothetical Dominant faction of Assimilators to emerge and crown itself the King of these factions. Maybe even Hybridising them further. I should mention I'm not the ultimate lore guy here. So some stuff here may be incorrect. The Corrupted, through the Neural Sentry. Those who stray into Orokin Towers without proper preperations are susceptible to being "Corrupted" a process we aren't given much information on how this actually works. Given Corrupted typically stay in the Void. It's unclear if Sentients can be Corrupted, but staying inside of the Void is poison to them. Unless the Neural Sentry can re-animate them it's unclear if Sentients can be Corrupted. Vor is a weird case as it's unclear if he's actually connected to the Neural Sentry, acting as a speaker for it or if he's simply gone insane. Something which the Neural Sentry doesn't get credit for, is it is capable of assimilating Infested, as seen with the Corrupted Ancients. Whether this is unique to Ancients specifically or Infested in general is unclear. NOTE: This is personal headcanon; I wager that the Neural Sentry might actually make the Technocyte inert as no signs of Infestation appear to occur in the tileset. Even in the Derelict/Deimos the Corrupted that lay dormant are unaffected. P.S. Although Fissure Missions call it "Corrupting" I believe this is actually unrelated to the Corruption process as the Neural Sentry handles it. The Infestation, A bio-organic organism rarely referred to as the Technocyte Virus. Capable of assimilating both Organic and Inorganic materials. I doubt I need to explain the idea of Hyper-Space Zombies to you. What sets it apart is its ability to assimilate Inorganic matter, such as fusing to Corpus and Grineer ships. It appears to struggle with more advanced robotics, as Grineer Rollers and Regulators/Dirigas are unaffected. And required Alad V to synthesize a new strain for it to be able to work with Corpus Proxies. Of note is that the Infestation was stated to be a complete failure as a last resort for the Orokin to fight the Sentient. I assume this relates to the previously mentioned statement. And the Sentient are too advanced as Inorganic entities to be compatible. (Just pray Alad V doesn't make a Sentient) Something stated in the Corrupted Ancient Synthesis for Simaris is that the Infestation is capable of "cloning" its victims. Once a victim has been assimilated, the Infestation seems to learn how to make copies of it. In the Synthesis Codex, two Twin Archimedians with a telepathic link were in the middle of an Infested hive or something similar. When one of the twins was taken, the surviving sister then reported hearing her Sister all around them. This is further backed up by the Helminth system retaining Warframe abilities after subsuming. There's nothing really stopping the Infestation from assimilating Narmer unless stated otherwise. Maybe even Alad V's Sentient Amalgams could be compatible, at least the Corpus parts of them. Narmer, finally the most recent addition. Ballas' cult. Very similar to how the Neural Sentry works minds enslaved to work as footsoldiers, but with the addition of The Sentient willingly being part of its ranks. If the Amalgam Project was to be greatly enhanced, I could imagine it combining the strengths of both the Infested and the Corrupted. The biggest downsides for Narmer is that they miss out on the Infestation (to be fair I don't blame them), and presumably the stronger half of their forces can't even enter the Void. Side Tangent; Why didn't Ballas just use The Corrupted? Is he stupid? Honorable Mentions: Sentient and Amalgams This thread is mostly just a love letter to fictional factions that assimilate others. Thought it might be fun to compare their strengths and weaknesses. Or even to see if (metaphorically) the Corrupted can be Corrupted again? P.S. DE can we please get story/lore content on The Corrupted and The Infested, exploring how they work and etc? 🙏
  19. If Octavia got a Miku skin I hope one day for Yareli to get an Ika Musume skin
  20. Same for Rescue missions. You get Affinity for rescuing the target, rescuing the target without the alarms raised, and killing all the Wardens. Killing all wardens doesn't forfeit the stealth bonus and Wardens are the only units capable of raising the alarm. You can still get the All Wardens killed affinity after rescuing the target regardless of the alarms. So you can still earn that in Sorties since the alarms are auto-activated. Also the obvious being that Wardens are typically Eximus units too, which give more affinity.
  21. To be completely honest, I sort of expected it when I made this thread but because nobody mentioned it, I genuinely forgot until now. Nice to see the Forums be nice for once.
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