Jump to content

TL_Hail

PC Member
  • Posts

    30
  • Joined

  • Last visited

Posts posted by TL_Hail

  1. Being absolutely in love with Warframe's melee combat since around the time it got expanded beyond simple quick-melee, I remember the days of Channeling, the old ways certain Stance Mods worked. The fun of trying to be creative with each combo. That fun remains to this day, and is especially enhanced via Tennokai.

    But, one thing I think Melee weapons could benefit from greatly, is the ability to mix and match the different combos from different Stance Mods. 

    Like, being able to use the Blind Justice Forward Block combo with the Decisive Judgement neutral combo, or any other mix of a weapon type's stance mod combos. 

    My main reason for wanting something like this, is that I find most Stances have one or two combos in them I just don't like. Tranquil Cleave's Neutral Combo completely halting your momentum is one of those I dislike. 

    TL;DR: Ability to Mix and Match the combos of Stance Mods. 

    • Like 3
  2. 2 minutes ago, Omega-Shadowblade said:

    Seems like the sprinting attack is similar in concept the devs are going to implement for "gap closing" Combo starters.

     

    I forgot they were adding that while I was writing it. xD

  3. Throw down your personal ideas on what should be included in Melee 3.0. I'll start.

    Sprinting Attacks: When sprinting perform a light or heavy melee attack that deals boosted damage and can catch enemies off guard.

    Optional Rebind for Finishers: Sometimes when I'm trying to build up combo I don't want to get stuck in an animation. Give an option (maybe off by default) to have a button separate from melee buttons to use a finisher on a stunned or unaware enemy.

    Don't dumb it down too much: More of a personal hope for what they're doing with Melee 3.0 than an Idea. I'd hate to see the melee system twisted into something terribly simple. But by what I've seen it looks pretty nice.

    Open to criticism but don't be rude.

  4. On 2018-05-13 at 4:23 PM, MagusJoseph said:

    Possible Exilus Mods for Dango
    "Follow the Bouncing Ball" This mod affects "Giant Jawbreaker" and allows other Tenno to "kick" and redirect it by sliding into the jawbreaker. The Jawbreaker will also bounce if it rolls off a ledge.

    "Sugar Crash" This mod affects "Candy Toss". Enemies are distracted for longer while under Candy Toss' effect and take toxic damage over time once it finally does wear off.

    "Sticky Footprints" Affecting "Sticky Caramel" it causes enemies that escape the trap to leave gooey footprints behind for a few steps which could potentially slow other opponents down by a little.

    "Sweet Impact" amplifies the abilities of "Sugar Rush" by also buffing melee attack power, jumping ability, and reducing energy costs

    holy S#&$ that first sounds fun as hell

  5. The idea, is that there are randomly generated gatherings of ships (corpus, grineer, and maybe infested) traveling between the planets which can act as alerts or more random missions, with greater level diversity dependent on the planets the ships are traveling to and from, with resources being the ones from the planet the ship is coming from. Perhaps allow this random generation of moving ships to accidentally allow Corpus and Grineer ships to meet, creating invasions and/or some archwing missions.

  6. Also maybe include some way to make 'cutscenes' with tools similar to the new camera making tools in Captura, using text and existing models to simulate a moving plot. Another thing, allow people to give certain enemies different weapons, Letch Kril with an Opticor? Nikana wielding butchers? Maybe even give two grakatas to each member of a horde of non-defective Clem clones that all want to feast on your face, not with teeth, but with booletz.

  7. Why not have it so that players can put rewards in from their own mod inventory instead of having it be a setup custom drop pool. Have the TX Affinity gain scale with what kind of mods you put in as rewards, the gain being determined by the usage stats of a certain mod. Say you put in Hunter's Munitions, or Primed Target Cracker, the TX Affinity gained by players playing your mission would be far greater than a mission that you put a fury or pressure point on, but you would also be discarding the mod. Now to make the TX gain more worthwhile why not have some relatively powerful tools available to those who put enough mods, time, and effort to get a bunch of TX. Now I also say that each Mod should have a minimum enemy difficulty level attached as well as a mission length threshold of some sort. But god damn I'd be fine if custom missions didn't even have rewards, I just wanna play some cool user-made content.

×
×
  • Create New...