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Spacetronaut

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Posts posted by Spacetronaut

  1. I understand the sense of uselessness from the credit alerts. 2k to 5k for Capture? Totally pointless. Might be a lot for a new player literally JUST starting the game, but chancea are that new player doesn't have the mission node unlocked yet.

     

    However, I do appreciate the immense repeat cosmetics drops. Working two jobs myself, I can understand that I can't be playing 24/7. I'm still collecting helmets I haven't had already, and I've been playing since Day 1 of the Open Beta release. (Granted a LOT of new helmets have been added since then, but still.)

     

    Here's an idea: Somehow make it so the minor rewards and cosmetic alerts occupy the lower-levelled planets. Make the high-tier rewards, such as the Treasury ship you mentioned, occupy higher-levelled planets.

  2. I personally love the Relic system compared to the old system. You are now able to increase your chances at a different item you want, and there are a LOT more "keys" to spread out the items.

     

    See, the issue with the last system was that there were so many prime parts/drops on a single key type that the keys were diluted with junk parts and made it a lot less of a chance of the part you want dropping.

     

    I'm looking at you, Latron Prime.

     

    The bad news is now you have to grind to get the Relic you want, but hey. You can level weapons you haven't mastered yet and try out new builds in the process. Multi-task, dude. Have fun with the game. Don't let one mechanic ruin the game for you because there's SO much more to this game than Primes.

  3. I feel like it's Update 8 all over again. If some sort of force (ground-slamming with melee for example) is applied near a mod drop, it goes absolutely flying.

     

    6HOpces.jpg

     

    The mod that drops from Kela De Thaym flew out of the map and was unobtainable.

  4. I'm going to take this time to give my opinion of your opinion, topic-by-topic. I see where you're going with this, but the overall message you seem to be giving is that, if we remove all the annoying, albeit difficult aspects of the game, we'll feel more powerful and challenged. The problem is, if we remove the difficulty, there is no challenge. It just becomes another grind-fest again.

    Now the topic-by-topic part:

    - Cooldowns on energy pads and Energy Vampire.

    There are cool-downs. An large energy pad goes off four times about every five seconds (just basing time off of memory of usage). It gives around 100 energy/pulse. For a large energy pad, and having to rebuild them over and over again, as well as being a Syndicate reward for what could be a Syndicate you could be very negative in, I feel that is a fair, balanced gear item.

    There also is a cool-down on Energy Vampire, but with the help of the Mod system, you can significantly lower that cool-down. It's a strategic choice.

    - Diminishing returns on Auras: first gives a higher bonus than now, but all subsequent repeating ones offer smaller and smaller bonus additions.

    This would be redundant and render Auras useless and used nothing more than extra Mod capacity. They are the smallest of small buffs (Energy Siphon gives 0.6 energy/second maxed out) besides Arcanes, and they only have a strong impact on gameplay if you coordinate with your team and decide which Aura everyone should use. And that's one of DE's main goals. Usage of teammwork.

    - Prevent corrupted power mods from stacking with their regular variants.

    This also doesn't make much sense to me and I'd like some depth about it. I'm not fully understanding it.

    - Removal of Eximi (move Oberon parts to some of the enemies described below). These enemies no longer have a reason to exist. Maybe have them only for Nightmare missions and things of that type, but they shouldn't appear outside of special occurences.

    While Eximi can be annoying (especially when they spawn A LOT in at once all of a sudden (thanks RNG)), they are a more interesting turn-out when they show up. They aren't the hardest thing to kill and, if anything, are just another obstacle in the mission. Which is the point of them.

    - Rework Bombard rockets to have a cone of vision-- if the player leaves that vision cone, the rockets will travel forward and not continue following the player. This makes escaping rockets more practical.

    I 100% agree with this. Rockets that make sharp 90 degree turns is ridiculous and I experienced this all too much in the last Tacticool Alert.

    - Rework Nullifiers: make them a rare, low-health deployable cover for Corpus. Kill the enemy before it deploys the Nullifier and you don't have to worry about it. Otherwise, you can shrink the bubble or run inside to destroy the generator.

    I disagree with this, although I do agree with this if I think more about high-level missions and how abundant they are then. They should at least have a soft-cap on how many can spawn at one time. That would be very nice.

    - Make Bursas more as intended: big, slow enemies that only spawn in certain rooms of non-endless missions to impede progress. They should be like minibosses within normal missions.

    Again, I 100% agree with this. This also should play into the Eximi topic; they are mini-bosses, but they shouldn't completely impede your ability to play the game (stun-locks pls), and they especially shouldn't spawn abundantly all at once.

    - Add a laser sight for Ballistas with a small cone of vision. If the player leaves that vision cone, the Ballista will have to drop their weapon and move to re-establish a lane to shoot.

    This is a very unique concept and I fully agree with it, considering the strength of a Ballista. It would make the player more aware that they showed up and they wouldn't just take out a whole team in a few seconds while the Tenno scramble to find it.

    - Return ancient healers to their old form, but with faster health replenishing. Swarm Moas provide the health buffs in a better way, while Tar Moas provide th ranged attacks better too.

    I'm not fully understanding this one as well. One thing I'll add, though, is please remove the rapple ability of the Ancients. It's so dang annoying.

    - Remove ground shockwaves from Grineer heavies. This game has tons of enemies; as long as they each do one thing well players can prioritize without being overwhelmed by too much happening at once.

    I partially agree with this, but maybe they shouldn't be removed but limited to something other than "used as soon as a Tenno comes anywhere near them".

    One thing I'd like to say about this, and many other enemies that stun Tenno: taking the ability to play the game from the player is NOT FUN. Stun-locks are the most annoying, worst things a game can do to a player and it is not enjoyable in any way.

    - Decrease Seeker pistol damage, but increase Seeker latcher damage.

    I agree with the latcher damage aspect, but I disagree with the pistol aspect because I've never experienced a Seeker pistol doing any significant damage to me.

    - Significantly reduce damage of Juggernaut Spine Spikes, increase size of Juggernaut belly weak-point, and add two small weak points right above its eyes, and on its back.

    Spine Spikes seem fine to me considering the Juggernaut is supposed to be an "optional" enemy that is especially difficult, but the Infested Swamp power (the one where he yells and there's a bunch of Infested climbing out of the ground) needs to definitely be nerfed, because not only does it normally down Tenno in mere seconds, it spawns MANY enemies that hinder the ability to revive your teammates. Not to mention the already-large amount of enemies attacking the Tenno in general since it's Infested, AND because the Tenno are most likely focusing more on the Juggernaut than they are on the minor enemies.

    The two small weak-points on his eyes and his back would completely remove how the Juggernaut battle is intended to work. The point is to attack it when it is getting ready to attack you. Perhaps make the animations last a bit longer, but don't play with the weak-spots.

    - Decrease amount of time Sapping Osprey death-rings operate; give it only two ticks of damage.

    I agree with this and most other ways to nerf Sappers because they are the bane of my existance, at the moment. They are way too powerful for what they are. At the VERY LEAST make them more noticeable.

    - Add Hyenas, big (lower health) Manics, Baliffs, Manic Bombards, and reduced health versions of some of the old, pre-rework bosses to high level missions.

    Hyenas are meant to be major bosses. Big Manics and Baliffs are event enemies and can stay that way, but I have no complaints if they're added to the game. Manic Bombards would be a nice touch as well as the old, pre-work bosses.

  5. As of now, I've been getting strange framedrops. I can start a mission at a solid, completely 100% perfect 60FPS, and then it seems when a group of enemies spawn in and/or my teammate(s) run way ahead of me, my frames get cut in half.

    Over the course of one mission I can go from 60FPS to >20FPS and back up. Very inconsistent. It feels like it has to do with the amount of enemies spawned in.

    Furthermore, my RAM usage has gone up from ~800MB to ~1200MB.

    Occassional frame stutters that I haven't been able to feel out to figure out what causes it yet.

    -----

    I'm running a 3-4 year old Acer Aspire v3 something or another.

    GPU - NVIDIA GeForce GT 730M

    CPU - Intel Core i7 3630QM 2.40 GHz

    Windows 10 x64

    WF settings lowest possible.

    -----

    Hopefully performance will improve. Thanks, DE!

  6. Presenting my inventory of Primes that I'd like to sell! It is organized alphabetically and more popular buys are in bold font. I will periodically update this as I sell stuff.

    If/when this post gets bigger as I add more to it, you can press "Ctrl+F" (or Cmd+F if you're on Mac I think) for a keyword search and quickly find what you'd like to buy!

    Key: (x#) = how many of these I have.

    Ankyros P BP (x2) - 10p/part

    Ankyros P Gauntlet - 10p

    Boltor P SET - 130p

    Boltor P Barrel (x3) - 15p/part

    Boltor P Receiver (x2) - 20p/part

    Fang P Handle - 30p

    Latron P BP (x10) - 20p/part

    Latron P Barrel (x6) - 25p/part

    Latron P Stock (x4) - 10p/part

    Mag P BP (x11) - 20p/part

    Mag P Chassis (x13) - 10p/part

    Mag P Helm (x2) - 100p/part

    Orthos P SET - 20p

    Rhino P Chassis (x3) - 45p/part

    Rhino P Systems (x9) - 15p/part

    Strun Wraith SET - 200p

    Wyrm P Carapace - 10p

     

    PM me on the Forums or in-game if you see that I'm online. I'll check this thread frequently. I'm also set up on "warframe.market".

  7. DESCRIPTION: Swapping from guns to Redeemer and back glitch out. Depending on how the bug feels (all of these symptoms are a possible thing; they do not happen every time it seems):


     


    - It can prevent you from reloading automatically AND manually


    - You will no longer be able to pick up rare resources (seems to be only rare for me, also counts Mods)


    - You cannot switch to another weapon, whether it be melee or secondary.


    - Your Warframe's arms will snap backwards and get sucked into themselves.


    - Your Redeemer will replace your primary/secondary's graphical model for a second and go back repeatedly



     


    What: Banshee, <any primary>,<any secondary>, Redeemer.


    Where: Any mission.


     


    CAN YOU REPRODUCE THE BUG? Yes.


     


    REPRODUCTION STEPS:


     


    1. Equip the Redeemer and one primary, secondary, or both.


    2. Go to any mission.


    3. Use the "Hold F" function to swap to melee AND slide/jump/roll/do something involving the basic movements besides walking at the same time.


     


    4. Use melee as intended.


    5. Repeat step 3 to return to your primary/secondary.


    6. Reproduction should be complete.


     


    TEMPORARY TREATMENT: 


     


    Apparently my friend uses a separate keybinding to swap to melee and they have no issue like this. Besides that, there is no way I am aware of to get around the issue until further notice.


     


  8. So long story short, I've been experiencing a bug fairly commonly and it's hindering my gameplay performance greatly.

     

    WEAPONS OF USE: <primary and/or secondary>, Redeemer. (HAVE NOT TESTED IT WITH OTHER MELEE)

     

    RECREATION: It seems to occur when swapping to melee using the "Hold F" function while doing some other action at the same time, whether it be rolling, jumping, or sliding, then switching back to a primary or secondary. Only seems to "activate" after switching back to primary/secondary.

     

    SYMPTOMS: I am no longer able to switch weapons and/or it is very finnicky and only does it sometimes. Same thing with reloading a weapon. Also occasionally prevents me from picking up rare resources. It will simply replay the pick-up sound effect over and over again without actually picking it up until the bug somehow gets fixed.

     

    TREATMENT: (Obviously temporary) As of right now, I can't find a solid solution to fixing this bug directly. Besides binding your separate "Switch to Melee" keybind elsewhere, there is no solution I am aware of to fix it once it has already been recreated. It simply seems to wear off after awhile and/or swapping weapons over and over again.

     

    Bonus Symptom: Also makes your weapon sometimes "auto-swap" from the Redeemer to whatever weapon you're actually using. Does not affect performance but looks wonky as Hek. Also does the same thing only goes from holding a weapon normally to, well... take a look at the screenshot.

     

    mtL2nuF.jpg?1

     

    Anyways, thank you for reading. This is a nasty bug and I hope to see it fixed soon.

  9. For anyone who has ever played "Call of Duty: Modern Warfare 2" - do you remember that little sliding text thingy at the bottom of the screen that showed things such as:

     

    "Total number of OpFor eliminated by players: <insert insane count here>"

     

    What if DE were to implement something like that; to show the amount of Grineer ALL players have killed over time? Or how many Formorian Cores were stolen from Vay Hek? I feel like that would be a fun feature to keep track of.

  10. Honestly, Warframe is one of the most optimizationally advanced (Is that even a word?) games I've ever played. My laptop can still run the game to an acceptable degree even after its countless updates. While the game is not perfectly optimized to suit every single computer, it still has a VERY impressive performance for a game that has as many updates as it does.

     

    Sorry friendo, but I'm sorry to say that you should consider saving up for a newer computer. A lot of people would love for the minimum graphics to be toned down so they can run it better, but it's not as easy as it sounds.

  11. It's the exact same thing that happens to enemies targeted by Loki's Switch Teleport, and the Commanders aren't all that common of an enemy.

    Yes, although any enemy that blatantly takes away a full second of control of your character is not only unfair, but it's not fun to the player at all. What's the point in playing a game if the game takes the control of the game away from you?

  12. I'm all for an enemy that'll occasionally teleport you. I have no complaints about the gameplay feature itself. The feedback I have towards the animation itself is that it should be shorter.

     

    You get "lifted" into the air and your FOV goes inside out. You reappear wherever it decides to teleport you.

     

    Here's where it bothers me: for some reason, you look around confused, unable to control your Warframe in any way still.

     

    There's nearly a full second of not being able to control your Warframe in any way, and, in a lot of cases, unless I bring a half-decent Warframe I'm not levelling, I end up getting downed due to not being able to get out of the way of Grineer fire.

     

    Just my thoughts.

  13. I completely engorge myself in Warframe whenever I'm actually interested in playing it for weeks on end, and then I'll stop one day and it's like a spin-out; I'll shakily fall out of the balance of playing Warframe solely and go play other stuff a little bit and feel less and less dedicated. Then I just stop playing. I haven't logged in for days, only doing so just to keep my Kubrow alive (<higherpower> forbid I forget for a week. I worked damn hard for that Huras.)

     

    Anyone have a cure for this problem? I want to play, but I can't find the interest in even starting up the game. If I do, I might run a mission or, if I'm lucky, two, but then I just get bored and go do something else. Nothing catches my motivation.

     

    TL;DR: How do I get motivation to keep playing after the infamous "burnout" hits?

  14. Perhaps they understand that the Tenno cause was for balance and thinks that we did the proper thing, even if it wasn't good. It was a tough choice either way. They still have hope in the Tenno and are still willing to side with us.

     

    That and they probably have Grineer connections that they can use even more easily now that there's more Grineer control, thanks to the Tenno.

  15. 'Frame: Nyx Prime

    Primary: Paris Prime

    Secondary: Vasto (with my fancy Phased skin)

    Melee: Glaive Prime

     

    Bonus points for me and maybe it'll give some ideas for mod builds for others (or maybe someone can help me with mine):

     

     -My Nyx is a pretty basic build for max Energy and, of course, Vitality and Redirection. Mostly based around power duration and range.

     - Paris Prime has a Crit build with the Split Chamber bonus for extra damage. I can average 6-10k per shot with normal crits and I've hit up to 80k (I think there was a nerf or something that reduced my crits though :c )

     - Vasto is hooked up with Slash damage, including that one event mod that came out a month or two ago. I really need to work on this build though, as well as Forma it a lot.

     - Glaive Prime is for ranged charge attacks plus Melee Channel to get bonus damage from my powers. Reach, Speed, Bounce+ mod, etc.

  16. I could see Tenno being Void touched Humans with cybernetic implants that allow them to channel that energy, rather than be corrupted by it.

    Upon playing the game and observing the animations and interactions with the world that your Tenno has, I've started to believe something like this (I change my mind a lot, don't I?).

     

    The old Tenno we are with our full Warframes could be how you put: "void-touched". The Warframes are ancient technology that we've mastered crafting and also discover throughout the solar system, and they are our way of controlling our void power into melee channeling and our powers. Our Energy, to put it shortly.

     

    Each Warframe is modified with different controls; different powers. The Energy we use is like a neutron in an atom: it can turn into a proton or electron, whatever is needed. Only instead of two choices, we get an amount of choices only limited to the amount of elements, weather, strengths, and other natural and even artificial environments we can throw ourselves in. Rhino gets buff like the Hulk, Trinity controls our vital signs and can even disperse energy to create more from our enemies, Hydroid can use his Energy to shape water into whatever force he pleases and at any speeds, and so on.

     

    The "void-touched"-ness (for lack of a better word) could also explain how us Tenno don't exactly die. We revive. Perhaps there's some "connection" between us and the Void and when a Tenno "dies", they are reborn again like a phoenix but lose part of that connection (4 revives, or you can buy more. That could be like a "meditation cost" thing or something, I don't know). Tenno never die. They can even be mutated, which regards Alad V's Zanuka Project. They cut our Warframes into pieces and morph them into some abomination. However, it looks as though he morphs the ENTIRE Tenno, not just the Warframe.

  17. I really admire how deep you go into this. Have you just followed the story this deeply? Do you have some confirmed lore links by any chance?

    As for the theory, first off I meant that the Tenno were previously infected with the infestation before being put into cryosleep. Perhaps they even thought that was a way to prevent any further spreading of the Infestation and/or cure it, kind of like a final act of their cause. Or seemingly final.

    Also, I got my Halo lore wrong! How could I possibly manage that? Uuuuggghhh-

    Anyways, the Tenno we play as can only be symbiotic in a sense that they can only survive inside a Warframe. They are not bonded to the Warframe and can freely transfer from one Warframe to the next, but if this is true then the process is probably very dangerous but perfected to a degree.

    As for the issue regarding the lost bodies, the Tenno we play as in our full suits... our bodies are lost. If this theory is true, that is. However, the citizens we see today that I'm just going to call "modern Tenno" until I'm confirmed wrong by devs and/or correct lore links or whatever could have found their bodies before they were frozen. Maybe during their Era, they had a resistance of some sort that wasn't infected. Their goal was to help fellow Tenno recover their bodies or put them into the suits we now know as Warframes to preserve their lives in some way. Then they were frozen and awakened again in the present and help fight the modern fight we do now.

    I eagerly await to find out what plot holes I made this time. I'm not as experienced in the lore but think I know more than at least some.

  18. A Warframe is, by and large, most likely a Cybernetic construct in some way, although I'm more inclined to say that it's approaching true Technorganics than Cybernetic. Between the Infested materials we require in a Warframe's construction, and the mechanical, it seems plausible that they're not Armour in the same way as we would understand it. There is actually technology in development now that has Neural interface to mechanical augmentations, as shown in the linked Ted talk. Well worth watching, especially in light of this discussion.

     

    However...from there it gets tricky. Looking at Rhino Prime's Codex, the implication seems to be that a Warframe, or at least a Proto-Warframe, had autonomy. It was only when it neared the supposed Zariman children (I call it Zariman Proximity) in the 'cell/morgue' thing. Which led to a complete change in action, contrary to the prior behaviour of said Proto-Rhino. This leads me to suspect if the Zariman Proto-Tenno 'possessed' the Proto-Rhino as a suitable body. Which takes into a very interesting line of thought.

     

    Personally, I'm of the view that a Warframe is a whole construct. It's a living machine in it's own right, and the reason why we're trying to void being shot to death; the Warframe bleeds, it breathes and by extension, it can die. This Technorganic body is inhabited by a Tenno, akin to how an Ego inhabits a Morph in Eclipse Phase; should the body die, the mind goes with it. I'm currently suspecting if it's possible the Zariman victims were 'decompiled' much like we do Capture Targets, for 'ease of storage' and significantly less evidence to hide.

     

    Meaning that, if this is 'reduced to data/energy' were the case...the space you need to physically store such an 'essence' is significantly reduced. That 'cell/morgue' could have been a massive array of servers, containing...well...who knows how many 'souls'. We're never given an indication of how large the Zariman as a ship was, making it very plausible as to why the children had such an easy time hiding. A 'few' is relative to a value and we don't have that relative comparison.

     

    When we take into account that the Orokin were not only incredibly advanced technologically, but on the genetic engineering level as well, it seems reasonable that the next step would be the union of these disciplines to a new, unclear form. The addition of the Void power Tenno possess, resulted in the Warframes and Tenno being far greater than the sum of their parts.

     

    Of course, this is just a theory, and I'm keeping it short as I discuss it more thoroughly here. It's a long read, but if you're interested in what I've said, I'm sure that's no problem.

     

    Also, a small bit of 'argumentative jerkery', and I apologise:

     

    If the Rescue Targets and Cryopod Users are actually Tenno, it would be very easy for DE to simply say 'yes, those are what Tenno look like'. The fact that they have not stated as such and it is only for people to make the assumption these are Tenno, lends weight to the argument that they're just civilians. The Rescue targets are perhaps agents of the Lotus, whilst the Cryopod targets could simply be civilians from the Orokin Era who used the Cryopods, especially in the Void and Derelicts, as a sort of 'escape'. Risk of death was high enough that they hid. There's been no account to imply that Cryopods are only possible to be used by a Tenno, so far as I'm aware; if it has, please, cite and link me the source.

     

    It's entirely possible I'm mistaken. Theory crafting entertains me, so nothing wrong with being proven wrong eventually.

     

    End of the day, the concreteness of our theories are only as good as we can draw reasonable conclusions from the evidence provided.

    First, let me just say that I'm immensely impressed with the amount of information you just shared. That's more than twice the lore I thought I knew originally, all in one post.

    I think the people we find on Rescue missions, in Cryopods and now in the Vesper Tenno Hub, I have two new possible theories.

    1) The Tenno we play as in-game are Tenno that were released from cryostasis. We are the "original" Tenno. The "original" Tenno must be affected somehow by the past; the Infestation they thought they eradicated from the solar system up until the present may have infected them and, perhaps in a way, created them. Under our suits as the original Tenno, we are a "mutalist humanoid" (if that's apparently the name we give the Infestation now. I like it; it's catchy.), in a sense that we take humanoid shape, but are formed by the Infestation. This gives an answer to the shape-shifting required to switch between Warframes. These modern Tenno, the ones we rescue and somewhat interact with, are "purified" Tenno. They are "offspring" of the original Tenno that have managed to genetically advance past the Infestation and clean their genes of the infection.

    I also would like to think that, similar to Master Chief from Halo or <insert name I forgot here> from Crysis, the original Tenno may need the full-body suits in order to keep their vital signs intact. I can't think of an explanation why, due to the fact that the Infestation can exist in an oxygenated environment. Perhaps the Infestation we know how are the stronger genes that have evolved to be able to survive in oxygen, but the infection we posess is unable to survive except for the oxygen its host requires to keep living. If we were to take off our suits, the Infestation we posess but somehow have managed to overcome would die off and take us with it.

    2) As mentioned in my previous posts, the Tenno are cybernetic and/or are heavily modified under the suit artificially, to the point where we're able to transfer all the information from our brains that allows us to be individuals to other Warframes. This would partially support your theory of being in a state similar to Capture Targets, where we're "data" that is stored inside the suits, which are self-sufficient up to the point of needing a pilot to control it. That explains us being transferred to other 'Frames. The modern Tenno we see more and more of each update could be Tenno that have advanced to a different stage of their technological modifications so that their suits are significantly more lightweight than our suits now, but unfortunately weaker and lack the special powers that our Warframes posess. They could also posess powers that are just much weaker to make up for mobility and stealth since the weapons we use are much more advanced than hundreds of years ago. This is supported by the civilian(s) in the Vesper Hub using the revive animation on an object in one of the rooms (I think it was a fountain or something).

    3) The modern Tenno are these "trapped" Tenno you explain. Similar to the "data" or in some other way. These suits make up for the permanent loss of our original bodies. The modern Tenno we see now are "freed" Tenno. They were either not trapped or have escaped the prison that they were once contained in and managed to return to their bodies. The reason we see them now in Rescue missions is because they were in cryostasis along with us but were awakened by Grineer/Corpus forces and captured for whatever use the opposing factions may believe they posess. They are the modern resistance and we're the long lost heroes that will dominate the other factions for the good of our cause.

    Let me know if I've mixed up my info because my ideas are scattered and I might have repeated myself a few times.

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