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make archwing great (at last)


majorchord96
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we all more or less agree archwing needs some improving. Here are some ideas on improvements that might make the whole ordeal less of an ordeal. Feel free to bring up your own thoughts in the comments.

-increase the size of corpus tilesets. Not as in # of rooms, but in the size of entryways, hallways, etc. You can see normal doorways (from non-archwing tilesets) on the corpus sabotage tilesets that imply that either the warframes grew or the corpus ship is full of tiny people. Increasing the amount of space in which to maneuver would also help with the flow of gameplay in corpus archwing, especially in the timed mission where you have to catch up the the ships before they leave (without bumping into every single keyhole-sized doorway on the way)

-drop some archwing mods outside of archwing missions, as well as some unique non-archwing mods in the archwing missions. As it stands, the only reason to do archwing missions (aside from node progression) is for the sake of archwing. You actually have to play archwing missions in order to make your archwing setup good for archwing missions. While I agree that archwing missions should drop mostly archwing related items, a bit of cross-requirement might do archwing some good: farm an archwing mission to get a rare warframe mod, find a damage mod for archguns as a rotation reward in a mars defense mission, etc.

-more than 1 node per planet, and a few new mission types to go with it. If variety is the spice of life, then archwing is a plain baked potato. In addition to a more numerous presence in the system, it could use some differentiation. Perhaps an archwing defense where you're defending a kavor defector ship as it leaves. The ship has a laser turret to fend off attackers, but it won't be enough. Occasionally, the ship will have to stop to use its turret to cut a hole in some sort of roadblock, perhaps. Bringing back corpus defense might be good, although the two-room thing didn't sit well with me personally. 

-archwing movement seems clumsy compared to normal ground transportation. What if, for instance, blocking with archmelee equipped caused you to kick off of walls and soar off at an angle related to your angle of collision instead of bouncing off like an ungraceful walnut? While I agree that ramming a wall full speed in space would still probably hurt, the fact is that these are space ninja warriors. They could probably invent archwing parkour with relative ease.

-increase the effect of dashing in submersible archwing. Its fine to float around slowly when you want to, but if archwing itself wasn't the best thing since sliced bread, then archwing through molasses probably isn't much better.

-perhaps add a feature to the "5" key, since transference in space is unlikely at best. Perhaps have it jettison the frame forward, sending it spiralling forward. In this mode, the frame's own health and shields are drained akin to when a window is broken on corpus ship tilesets. You can use bullet jumping and wall grabbing in this form, but any other kind of movement in 0G is impossible. Pressing 5 or jumping into an enemy reunites the frame and archwing. If the frame hits an enemy, it will pull off a zero gravity archwing style finisher and then reunite with the archwing.

let me know what y'all think.

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You know, honestly all of the things u want to change about archwing i dont have a problem with anymore. Infact its grown on me a bit.

The only thing i dislike about archwing is the combat. I dislike how it feels getting shot at in my archwing and returning fire. It simply just feels... weird... Id VERY much prefer fighting in space on my ship!!! Leaving archwing just to be a way for us to have another option of transportation.

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25 minutes ago, majorchord96 said:

-increase the size of corpus tilesets. Not as in # of rooms, but in the size of entryways, hallways, etc. You can see normal doorways (from non-archwing tilesets) on the corpus sabotage tilesets that imply that either the warframes grew or the corpus ship is full of tiny people. Increasing the amount of space in which to maneuver would also help with the flow of gameplay in corpus archwing, especially in the timed mission where you have to catch up the the ships before they leave (without bumping into every single keyhole-sized doorway on the way)

that seems to be a classic case of git gud.

 

25 minutes ago, majorchord96 said:

-drop some archwing mods outside of archwing missions, as well as some unique non-archwing mods in the archwing missions. As it stands, the only reason to do archwing missions (aside from node progression) is for the sake of archwing. You actually have to play archwing missions in order to make your archwing setup good for archwing missions. While I agree that archwing missions should drop mostly archwing related items, a bit of cross-requirement might do archwing some good: farm an archwing mission to get a rare warframe mod, find a damage mod for archguns as a rotation reward in a mars defense mission, etc.

This will be punishment for players who don't like Archwing, as you get mod you don't want outside of archwing and are forced to play archwing if you want to be effective in stuff you like.

 

27 minutes ago, majorchord96 said:

-more than 1 node per planet, and a few new mission types to go with it. If variety is the spice of life, then archwing is a plain baked potato. In addition to a more numerous presence in the system, it could use some differentiation. Perhaps an archwing defense where you're defending a kavor defector ship as it leaves. The ship has a laser turret to fend off attackers, but it won't be enough. Occasionally, the ship will have to stop to use its turret to cut a hole in some sort of roadblock, perhaps. Bringing back corpus defense might be good, although the two-room thing didn't sit well with me personally. 

that would spread the already small archwing community even thinner across more nodes and inventing new game modes is easier said than done, also we already have at least two archwing exclusive game modes.

 

29 minutes ago, majorchord96 said:

-archwing movement seems clumsy compared to normal ground transportation. What if, for instance, blocking with archmelee equipped caused you to kick off of walls and soar off at an angle related to your angle of collision instead of bouncing off like an ungraceful walnut? While I agree that ramming a wall full speed in space would still probably hurt, the fact is that these are space ninja warriors. They could probably invent archwing parkour with relative ease.

That would actually be cool.

 

29 minutes ago, majorchord96 said:

-increase the effect of dashing in submersible archwing. Its fine to float around slowly when you want to, but if archwing itself wasn't the best thing since sliced bread, then archwing through molasses probably isn't much better.

Yes please

 

30 minutes ago, majorchord96 said:

-perhaps add a feature to the "5" key, since transference in space is unlikely at best. Perhaps have it jettison the frame forward, sending it spiralling forward. In this mode, the frame's own health and shields are drained akin to when a window is broken on corpus ship tilesets. You can use bullet jumping and wall grabbing in this form, but any other kind of movement in 0G is impossible. Pressing 5 or jumping into an enemy reunites the frame and archwing. If the frame hits an enemy, it will pull off a zero gravity archwing style finisher and then reunite with the archwing.

that seems like a cool and unnecessary feature.

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