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Tusk Thumper Feedback


MirageKnight
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On 2019-07-27 at 10:22 PM, NigglesAU said:

I like Thumpers. Annoying as hell to kill though.

Any chance devs can stop them from spawning around a mission point or block them from encroaching on one?

 

i dont agree that they dissapear from missions, they are the only functional enemy in the area &  but i do think we can foresee that the rewards and intrigue gets better when the developers give the thumper some new abilities and rewards, so i agree with some of your feedback, my ideas for fixing the robot in a mission is that with the added bonus NPC(s) or enemies over the radios, nightwave and cinematics that thumper will have ways to keep everyone interested and causing raid scenes of ships and enemies to drop off reinforments and types of robots with the need for keeping players away from mining and fishing everything up, part of the way with this suggestion but they serve a purpose so atleast give a MID-COMBAT REWARD from the breakables and first turn over of half of its HP or partial disfunctions/hacks/and motes which can be achievements, floof and data to convert into furnishings or decorations and glamour or fish, it really depends, am sure we can turn thumper into a requirement for upgrading or making a new BP, new skates or boosters eventually a BP and mods can be added to players to scan him in stealth position, mid combat and after its defeated along with its new, mid-combat-rewards and new features so that its not so annoying .......all i can offer is that there be some machines which temporary distract him but he becomes invincible like a dog after a bone, this can be a light or beacon which is activated, or some offerings or hacks, but nothing which is used to defeat it cheaply, but enhances its rewards or performance, like i said before maybe that failed attempts and repetitive causes it to enter berserk modes and linear lasers are shoot at anything withing its condroks but like the plains of eidolon largest enemy it should leave behind things to scan and collect.

 further than just gimping the only difficult enemy it should just be that a person or specialist is detecting that your taking too long in a mission and assassins are sent, while the thumper can sit there recharging and giving tactical support from farther away behind a shield so its not just stomping on players sending in rollers and collecting data or scanning players for Kuvalitch in space, so its popular to add that thumper is a bot that will eventually have more immortality, eidolon or not, the drop rate is too low, and its weapons are mediocre, and there are no dedicated BP or cards

added, its defenses and recharging, i don't think it should just blow up and breakables should contain rewards, ammunitions and if its scanned it should give insight into its mods or drops, scanning it should allow you to obtain some energy and power ups for using rated that the player transposes into melee or shooting when the parts are exposed more importantly

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On 2019-04-14 at 8:36 AM, Twisted_Intent said:

Rhino's stomp helps hold the thumper for while. Nova (Slowva) with Rhino is good combo. Archwing is also useful. Have soloed a few (using immortal inaros build) and doesn't take long anymore. Just keep hammering away at it.

to this i say that some shield should be allowed on thumper and guidance rocket sysem, not just machinegun fire to be completely fair otherwise the game will feel too easy, obviosly this works out in single player and solo missions, but in a squadron defeating the robot will be too easy, also the rewards are somewhat mediocre, i think some archwing and heavy weapons should be added to the pool in the form of broken parts like the [Barrel & Zaw & Kitgun parts] which should be aquired upon defeating or in a new bounty for players to solo thumper escape in a forests, the savage or extreme version should be foun din another planet with new archwing or warframe parts and ovious mods and parts to collect midcombat while scanning it and using the various tools lances and minning to disect for parrts, that scanning can reward the players instant-data to powerup shots, increase accuracy and visual effect like a megaman cannon, say explosion damage is added to critical hits for a short time or toxic after a scan without having to mod anything it can be learned in combat then passed over as a BP for the mod or riven. A new set of riven mods from thumper with some untradable exclusives and dub choices.

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On 2019-04-10 at 9:22 AM, [DE]Marcus said:

@Squick

I like it that there were TWO or THREE types of thumpers added which sit in a charging dock if disturbed are enraged but could be scanned or studied to aquise data, i have a new system for the scanners which can be added to all the functional missions to have some mods that can only be aquired through scanning, with some untradable that can be good for making fishing spears into weapons, gaining kitgun knowledge or mining lasers more useful, the drops for the monster(thumper) were rather interesting honestly i think they were small and unpredictable but i was dissapointed that you have to pay so much for a fluffyfloof, i was expecting a new warframe or some archwing weapons and parts for the kitgun unique to players who defeat and scan the robot so that its not easily bought over the trade/chat and market, until you develop actual rivens and mods worthy of trading that encourage fighting grineer and thumpers for replayability, extending resources or doubling credits is a good set of ideas which might translate to improved droprates for cetus bounties, minning and fishing enhanced or made more visually fun, or funny, new types of fish robots and pests to aaquire in the water, weapon parts, fossils, and cosmetics which can be of fishman, fishermen in a ppearance of sahagin and equipment or robotics for kubrow functionality as well as actual eggs and BP, ever scan a minning point instead of blowing up randomly,? i know you just dint push that button!" in failing some lasers can damage the resources or cause the gemstones to change forms, the accuracy thing is defenitly good, however it'd be interesting that the robots get a hand in fishing and minning as assistants and protectors for the new mods can have added shields and defences, but anytways, scanning is another method of aquiring lesser or great rewards, also that some points of interest and hacking failed to do functionality and access codes or bonus codes added to redeem from some enemies back at the base for the playaers who like being sneaky and not killing things, usually the conservators coming up with new chemics and medicine for the sick peopl eof cetus, the thumper bot collects data for kuvalitch or guardians which is telecast using the towers but can be also turned into powerful death lasers and explosions or shields to protect the thumper from archwing attacks and snipers.

 

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1 hour ago, (PS4)santospizarro said:

i think if you are shooting its recoild point it should have a gangers reflex on its defensive intelligence which sprouts areal attacks and alerts with a weeeeohweeeeohh alarm and other noises wich can cause nightwaves and fear induction to players since the mechanic otherwise is exhausted and the bot has no resonable way of calling for help or deploying various shields or drones which its rather unfortunate, if it was my robot i'd make sure it at least gets a bursa or two squadrons of laser drones, and more grenades.

Its like a usb. You have to spin it a few times till it goes in.

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9 minutes ago, Nibelhim said:

Its like a usb. You have to spin it a few times till it goes in.

thankyou for reading my posts are usually difficult to decypher, yeah terribly, the bot is actually fun to play against in PVE though i'd love to see it come to fruition in single player or story missions in the forest with unique rewards and replayability. Its easy this way to get data from scanning it and BPs which serve as stealing data for creating them untradable and tradable mods or inventions since i can picture a frost cannon being made and some new melee magical weapons or frost generators, so king thumper can be found in the later invasion in another faction modified or stolen by the engineers and scientist of another syndicate with new weapons and rewards, while in survival missions it can be dropped off by a large carrier, one or two will do, though i still think the infested enemie version is a total masacre to the tenno, so it can only workout in cetus and the deserts then again maybe in the sea side where all those fisher men piule up LOL nier automata taughme that much. otherwise getting ripped off yeah. LOL

Edited by (PS4)santospizarro
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On 2019-04-06 at 11:47 PM, MirageKnight said:
  • Allow us to target and disable the Thumper's disc.
  • Allow us to outright destroy its guns. When its guns are destroyed and in addition to its "thump" attack, it should try to squash us with a jump attack if its legs are still functional and jump height permits it.

this i have to dissagree with because these things are the heart of the thumper and are weaved and bereak the functionality, its already bad enough because it doesn thave shields and doesnt summon ships or defending personel or smallere enemies and lasers to distract, its weakkpoints like you said are wayyyy to vulnerable and should indeed make sense to weapon one or two of them before any damage to weapons or functionality are in effect but the robot shoud be able to recover or escape to a regenerations pad which tenno can hack or can disable but iwht some traps an damage or distractions it should be safe that the thumper is better off getting aerial support and its own archwing buddies to keep things off its thumpers, the guns shoulnt be destroyed but should suffer from being temporarily malfunctioning and overheating unless it has a converter and also it can jump in a lake to escape damage and fire different proton cannons and jets can be used for mobility or attacks, streamlining with water lasers unless its is fought in a forest or desert iun the future missions or a infested version approaches with new rewards to compensate for all this bullS#&$, what is most iumportnat is that the thumper gets a shield and some new rewards otherwise people will keep complaining when it decides to raid players, though i have other ideas like it can get some wheels, and that it can be scanned to aquire mods and data to redeem or use instantaneously on the weapons and abilities of your machine or tenno modes, to deal special attacks, and to pin point or geotag for bounties and submissions/specialist of the syndicates might need the data and are willing to reward for stealth and defeated which they sell  to the other factions to improve the robots capabilities, its already in effect because the kuva litches in space aquire player data and the thumper is performing scans and can be found in other planets and missions in the future defeating it and fighting it are two rewarding/replay conscripts that have their own sets of assets, the breakable pieces can explode and be on the battlefield as hazards and hidden beacons to further dismantle and extingish otherwise they summon more enemies and help from the kuvalitches: assasins, and kuva warriors, but all this comes with great kitguns, rivens/mods, archwing components for kubrow and new ships in the future BPs and untradable items or unique warframes, lunaro and pvp can be interweaved, or cosmetics, the floofs are not enough as a good rewards, it was something i somewhat found, am not sure whwat else does defeating the thumper bot do or will prove, but it should be able to get back up and have some magnetic powers and mods pertaining each warframe it has collected data from, and a good escape plan when its defeated or made into S#&$ from its low hp and malfunctions, all i came up with was trying to recover hp and loosing its core to move quickly, the core can be like a treasure chests but has to be decyphered with fish, stones, data or mods to scan, but it has large AOE shields and turets protecting it and a infernal beacon, maybe a dog or creature or operator inside or brain matrix which leads the players to a new warframe or weapons creation/studies and syndicate udates.

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Without reading all 4 pages:

I'm fine with most of their mobility other than the fact that even with a team (unless very coordinated) shooting the last 1-2 legs is a HUGE pain because of how fast they turn and how small the hit box for each leg is and how high their DR is.  Even with Titania, taking out the legs of a mid-level thumper takes quite a while (meanwhile I shred dropships.  Okay.) which I would be fine with if I didn't have to chase the last 2 legs around for several minutes because it just rotates to face me endlessly.  They're a huge pain to fight solely because of their turn speed, imo.

The other issue is that, like everything else in warframe, rewards and drops don't scale based on level, so taking out a higher level thumper isn't even worth it.  It's 10 solid minutes of chasing and shooting (and not in a fun, engaging way, but in a raging "STOP F****** TURNING YOU POS" way.) for...  Literally the same drops you'd get had that thumper spawned on a low level bounty.

Unless it bugs out and drops literally nothing.  Which has to be a bug, right guys?

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6 minutes ago, (XB1)TehChubbyDugan said:

Without reading all 4 pages:

I'm fine with most of their mobility other than the fact that even with a team (unless very coordinated) shooting the last 1-2 legs is a HUGE pain because of how fast they turn and how small the hit box for each leg is and how high their DR is.  Even with Titania, taking out the legs of a mid-level thumper takes quite a while (meanwhile I shred dropships.  Okay.) which I would be fine with if I didn't have to chase the last 2 legs around for several minutes because it just rotates to face me endlessly.  They're a huge pain to fight solely because of their turn speed, imo.

The other issue is that, like everything else in warframe, rewards and drops don't scale based on level, so taking out a higher level thumper isn't even worth it.  It's 10 solid minutes of chasing and shooting (and not in a fun, engaging way, but in a raging "STOP F****** TURNING YOU POS" way.) for...  Literally the same drops you'd get had that thumper spawned on a low level bounty.

Unless it bugs out and drops literally nothing.  Which has to be a bug, right guys?

10 minutes... your build is wrong. Artemis bow. 1 shot each leg. Gg

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Just now, Nibelhim said:

10 minutes... your build is wrong. Artemis bow. 1 shot each leg. Gg

Except I don't want to use Ivara for bounties, and you don't get to make that decision for literally everyone else.  One frame working is not evidence of balance.  GG.

 

Edit:  not to mention the fact that the point flew waaay over your head, or you ignored it so you could be toxic.  The point about high level thumpers is that there is literally no incentive to kill them over lower level ones, unless you're in your specific Ivara build.

Edited by (XB1)TehChubbyDugan
They missed the point.
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On 2019-04-06 at 11:47 PM, MirageKnight said:
  • Reduce max jump range and height by 75%.
  • Reduce running speed by at least 50%.
  • Remove ability to charge at targets.

dissagreing with these things but they do have to be improved or made less predictable, they work well for single player or mission modes, but what can be added or improved is that it should have some annoying alarms and support from aerial troops or ships, there are some larger guns which can be fired from space down on to protect the thumper and there is still the need for a shield and protecting the weapons/and core/regeneration factors, the only thing i found annoying about the machine was the weak plates and rewards and lack of defense, honestly it has no aerial guard and functionality against archwings and skateboarders... if its going to run from A to B it should leave behind bombs and gates and distractions, maybe some NETS or TRAPS which can be deceiving and require destruction, they worked well in Destiny2 but were just tooooo obvios so they 'd have to be camuflaged so players cant easily be deceived enrage increase, that the players ge textra defense or support from space and from the magical crystals around or that they have some S#&$ sent from cetus, there...if it drops the thumper or its destroyed weapons then it should move faster to compensate, while those parts can be hacked, or scanned for parts and rewards the main machine or legs can retreat or escape into the water or air, but its ridiculous to think something likethat can happen anytime by simple dropping or disengaging its mass, so like a dopple doll it can be a second machine which takes off into space or flees to ge ta new hat, but its protected from, am sure you know a few examples, it could host a kubrow or some bird inside so players have to escape harming its hosts, idk.              huge dirt pile version is camuflaged behind a mining point or fished up. that would be ridicoulously effective.                                                       

Edited by (PS4)santospizarro
space ninjas
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6 minutes ago, (XB1)TehChubbyDugan said:

Except I don't want to use Ivara for bounties, and you don't get to make that decision for literally everyone else.  One frame working is not evidence of balance.  GG.

 

Edit:  not to mention the fact that the point flew waaay over your head, or you ignored it so you could be toxic.  The point about high level thumpers is that there is literally no incentive to kill them over lower level ones, unless you're in your specific Ivara build.

How is not caring that high level thumpers having the same drops as low level thumpers being toxic?

Thats the same reasoning as if someone who doesn't drink whiskey saying 10 dollar and 30000 taste the same to me, omg that guy is toxic. 

And fine, you dont want ivara? There are plenty of weapons which 1 shot the limbs, there are other frames which kill the thumper easily as well. Valkyr and wukong kill it fairly quickly. Lanka and rubico kill it quickly and they are very common poe weapons.

Me saying artemis bow does not mean it is the only way to fight it. Ive used Tigris to kill it in under a minute. Tysis kills it fast and its a disposition 5 so its not just meta weapons.

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34 minutes ago, Nibelhim said:

How is not caring that high level thumpers having the same drops as low level thumpers being toxic?

Some people just like to say the word. 

I don't even bother to take something that's going to one-shot it and just do it with whatever I have. Works out fine for me, and did, even during Plague Star. 

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14 minutes ago, (PS4)guzmantt1977 said:

Some people just like to say the word. 

I don't even bother to take something that's going to one-shot it and just do it with whatever I have. Works out fine for me, and did, even during Plague Star. 

Thats true. During plaguestar i killed it a couple of times with my redeemer. 

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On 2019-07-29 at 4:29 PM, Nibelhim said:

How is not caring that high level thumpers having the same drops as low level thumpers being toxic?

Thats the same reasoning as if someone who doesn't drink whiskey saying 10 dollar and 30000 taste the same to me, omg that guy is toxic. 

And fine, you dont want ivara? There are plenty of weapons which 1 shot the limbs, there are other frames which kill the thumper easily as well. Valkyr and wukong kill it fairly quickly. Lanka and rubico kill it quickly and they are very common poe weapons.

Me saying artemis bow does not mean it is the only way to fight it. Ive used Tigris to kill it in under a minute. Tysis kills it fast and its a disposition 5 so its not just meta weapons.

Your toxicity lies in the fact that you ignored my point to say "your build is wrong, git gud, /micdrop"  because that's what your response amounted to.  That's not productive and lends zero value to the discussion.  You just wanted to S#&$ on someone's comment.  That's toxic.  You don't like the word?  Fine.  That's you being S#&$ty to another poster for zero reason.  Nothing I said should have been anything for you to take offense to.  It was my position that the time difference it takes to kill low vs high level thumpers should result in rewards that reflect that, and that I didn't agree with the design decision.  Your build or your willingness to put up with it has zero to do with my position.

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29 minutes ago, (XB1)TehChubbyDugan said:

Your toxicity lies in the fact that you ignored my point to say "your build is wrong, git gud, /micdrop"  because that's what your response amounted to.  That's not productive and lends zero value to the discussion.  You just wanted to S#&$ on someone's comment.  That's toxic.  You don't like the word?  Fine.  That's you being S#&$ty to another poster for zero reason.  Nothing I said should have been anything for you to take offense to.  It was my position that the time difference it takes to kill low vs high level thumpers should result in rewards that reflect that, and that I didn't agree with the design decision.  Your build or your willingness to put up with it has zero to do with my position.

So you are saying im toxic because i dont agree with you pretty much. A good enough build has no distinction in kill time between the 3 types. Thumpers are designed to be mid to high tier enemies. If you can kill 1 easily you can kill all 3 rasily. If you cant even beat 1 then its not a problem with the enemy so much as its a problem with your build. 

Just like plaguestar where you had ppl doing 8 minute or less runs and ppl who were doing 30 minute runs without using any of the catalysts. 

When the 3 enemies are so similar in stats with random spawns the  yes, the rewards are balanced. The stronger one has better drops slightly as it is only slightly stronger. 

You say you dont want ivara? There were so many other weapons and frames mentioned in this thread by me and others but you chose to ignore them. 

As for taking offense? I pointed out that your build is wrong  gave a suggestion and you attacked me. But nothing you said was offensive. 

Literally your last post contained nothing to add to the topic except for attacking me. You did not even respond to suggestio s of other weapons or frames etc. 

You cannot expect to kill mid tier monsters without at least slightly planning or building to fight them. If you arent willing to have anything equipped to fight them then avoid them. You are complaining that the drops for the higher tier thumpers are not worth the extea 5 seconds it takes to kill them? Avoid them and find the lower tier ones. 

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On 2019-04-06 at 10:47 PM, MirageKnight said:

First off, the Thumpers are an interesting and odd visual design that suits the Grineer aesthetic. They're ugly as Hek...but that's to be expected for a Grineer unit!

They have reasonable weapons / damage for something their size. Spitting out drones to call in reinforcements is a nice touch and it makes sense. Popping out of the ground is a nice ambush tactic. That they're also affected to some extent by some CC abilities is also a good thing.

That out of the way, Thumpers are arguably NOT difficult / "hard" units to fight. They're not even particularly challenging. However, they do use / employ mechanics that arguably make little sense for the type and size of unit that they are, which in turn makes them arguably annoying and boring to deal with.


Health mechanic:

First...the knees are the ONLY weak-point? We're able to shoot down those big Grineer gunships with some effort and tear up Raknoids, but the Thumper's main body is impervious to even Arch-guns? That strikes me as being arbitrary and inconsistent with other similar size enemies. Also, with all that jumping and running around, shooting out the legs can be really tedious, especially for those players that prefer to run solo.

Speaking of damaging the legs...shouldn't damaging the legs also impair a Thumper's mobility? Especially its ability to jump?

We can only temporarily disable its guns. What, does it have spares inside there somewhere?


Movement:

Honestly something that bulky and with really short legs shouldn't be able to hop around like a flea. Short power / thruster assisted hops? Fine. However, what we have is just silly and annoying. Having to chase it around as it makes massive leaps all over the place makes a Thumper really irritating.

In addition, it should arguably move much more slowly - especially with those stubby legs. There arguably comes a point when suspension of disbelief should be waived and this is one of those instances.

Now with all that being said, I'd like to offer some constructive suggestions for improving Tusk Thumpers so that they make a bit more sense and reward more tactical gameplay while keeping them tough.


Health:

  • Allow us to do damage to the main body. Change its Health type from Cloned Flesh (seriously?) to Robotic. Keep Alloy armor. It's an armored vehicle, not a giant bug with guns and armor strapped to it  (FIxed / changed in a recent update). Perhaps add a weak-point to the main body to allow for extra damage to the main body. NOTE: Only depleting the health of the main body will destroy it. I'm not advocating a reduction in its ability to tank damage, only changing how we go about damaging it.
  • Keep the leg weak-points and make it so that damaging each leg weak-point reduces movement speed and jumping range / height by 25%: Damaging all four legs effectively cripples / immobilizes the Thumper except maybe for that big drill / disc / plate underneath which it could use to try and bury itself to evade attack.
  • Allow us to target and disable the Thumper's disc.
  • Allow us to outright destroy its guns. When its guns are destroyed and in addition to its "thump" attack, it should try to squash us with a jump attack if its legs are still functional and jump height permits it.

Movement:

The Thumper looks like a walking tank, so it really should move like one.

  • Reduce max jump range and height by 75%.
  • Reduce running speed by at least 50%.
  • Remove ability to charge at targets.

Miscellaneous:

  • Add Salvage and Circuits to the drop table as guaranteed resource drops: This is a mechanical walker. It should leave a decent amount of scrap and salvage behind when it goes boom. The rest of the drop table seems fine and Thumpers drop decent rewards / resources.
  • Give Seeker Drones deployed by a Thumper a chance of calling in another Thumper along with other reinforcements.
  • When critically damaged, immobilized, and de-weaponed, give the Thumper a chance of spawning two Grineer armed with Vipers, representing the crew bailing out of their stricken machine.
     

Mods, feel free to move this topic to a more suitable location. I only stuck this in General as the Feedback section is arguably missing a section devoted specifically to Enemies.

 

  I lost count of how many times you used the word “arguably”. You should probably get a thesaurus or something if you have to rely on one word so many times. 

  While I agree they can be annoying, I don’t agree that it’s a bad enemy design. I enjoy DE experimenting with ways to make a fight a little more mindful. It’s not just point and shoot the enemy. You have adapt to it. I don’t know if it is the best method and they could add some tweaks but I don’t think being able to damage it no matter what side you’re on is a good suggestion. That kind of negates the point of the enemy type. It might have stubby legs but that giant disc has some serious force to it. It makes sense that that much power can propel the giant bubble tank great distances. I do think you might have a point in reducing the mobility as you damage the legs. However, I don’t think you should be able to immobilize it until it is dead. Tanks don’t stop moving or they are sitting ducks. That’s pretty self explanatory. 

  The fact they can repair their weapons is interesting to me. You can also use it to your advantage. They are much more likely to turn their weapon towards you, so you can plan which legs to target based on that. All of your suggestions seem to revolve around the idea that you should just be able to break every part and make it sit still to take all the damage you want. I don’t understand why you would want that. It just makes the fight less of a challenge and kind of a cheese mode.

  75%? 50%? No charging? That seems ridiculous to me. You just took away all of its unique movement features and made it a slow, even more boring bullet sponge. No thanks. Tanky or not, mobility is the whole point of this enemy. It is Warframe. 

Thumpers drop resources from the Plains of Eidolon. Salvage and Circuits are not Plains resources, regardless of what you think they should drop so that’s an odd suggestion. 

I’m going with a hard pass on the ability to summon an additional Thumper. Not only is that a terrible idea, it negates the rarity of them and makes it more exploitable. Those resources, mods, and new weapon it drops are way too hard to come by (if at all) otherwise and making them easier to find would just make farming Thumpers the most efficient, albeit tedious, way to acquire said drops. I don’t like that idea. 

The crew popping out would be cool, but since it relies on your cheese mode suggestions to work, I unfortunately have to veto it. Maybe on the fourth leg, a couple of the crew jump out and abandon their brethren. That would be interesting. 

That’s just my two cents. 

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enemy ships shoud reward with scans for snipers and destruction of them could lead to archwing, toys, decorations and /parachute style mods can be data found to transpose the mods later into useful robotics to find on scan, for example scanningn the thumper could give the players a foundry BP for a laser weapon depending on how many times you scanned the machine or plates that are rewards that can be claimed without destroying the machine in question, while when it jumps it can uncover or upset some of the areas trees and volcanoes, idk, maybe cracks can form with blowholes at times a duskcloud can form where it lands to give it enough cover from enemies if you think about it, thats what its missing, a bunch of effects,visual effects and environmental crap to distract players from just shooting the legs, the scans can yield kitgunparts or certain mods depending on the players accuracy, maybe some NPCs will take the data for other unlockable updates for syndicates. 

Edited by (PS4)santospizarro
ammo for enemy weapons and collectibles, scans = random loot and points.
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On 2019-07-29 at 3:35 PM, (XB1)TehChubbyDugan said:

Without reading all 4 pages:

I'm fine with most of their mobility other than the fact that even with a team (unless very coordinated) shooting the last 1-2 legs is a HUGE pain because of how fast they turn and how small the hit box for each leg is and how high their DR is.  Even with Titania, taking out the legs of a mid-level thumper takes quite a while (meanwhile I shred dropships.  Okay.) which I would be fine with if I didn't have to chase the last 2 legs around for several minutes because it just rotates to face me endlessly.  They're a huge pain to fight solely because of their turn speed, imo.

The other issue is that, like everything else in warframe, rewards and drops don't scale based on level, so taking out a higher level thumper isn't even worth it.  It's 10 solid minutes of chasing and shooting (and not in a fun, engaging way, but in a raging "STOP F****** TURNING YOU POS" way.) for...  Literally the same drops you'd get had that thumper spawned on a low level bounty.

Unless it bugs out and drops literally nothing.  Which has to be a bug, right guys?

What would be good rewards, BPs or Data we can collect from scanning and/or defeating each tier thumper and surrounding enemies? Secret bounties, sidequest reward? A new warframe?

  • machineguns, rocketlaunchers are decent weapons as for side arms a bladebow and shieldgun, 2 kubrow mods, and hair for robots should be easy to get in the middle of the fighting while scan can procure objects, breaking parts can also aquisense data for ordis to make you mods or the foundry syndicate to aclaim to a untradable aughment, that doesn't require defeating the machine ,but allocated, maybe defeating the machine opens you up to a sidequest and secret or bonus bounties?

I think lense upgrades parts for the scanner (nightvision, flashlight, beacons, emotes, and various lasers are a start, but cervvesa will be a good beer or two), the stomping should cause panic in the caverns like falling rocks can damage and earthquakes or explosions, enemyships and other variation of things can make the area of the fight become mroe rewarding, maybe a random extractor can appear or be taken to the minning points which can be harvested from the plates and metals from mining, or the rocks collected can power up a weapon or the warframes abilities to do different S#&$, like a rubedo nearby makes your gun shoot all weird and loud, but if its destroyed S#&$ gets weird with your energy, so scanning will be important to change the RNG/replayability, an ancient paddle for lunaro or archwing paddle can be uncovered from the bones of a giant snake, or fighting shark gun, bubblegum technology, and thumrpedom robotics, flying technology and birds of zephir that can be called zombie infectors and saliva pistol, the guards of the underhells beneath cetus are made from lava and sahagin balls, nets, and headphone BPs so the orbiter would need a new ship to acrue from nearby forest missions and musical changes.

Edited by (PS4)santospizarro
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were thumper struck from space or attacked by a tidalwave or misile the parts would kill all my kuborws, so there needs to be an nescort from the syndicates or specialist NPC who can appear incaser the assasins ar nearing, throw a lunaro ball at it, and lure it into  the water with fishing skills and rivens.

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4 hours ago, (PS4)santospizarro said:

were thumper struck from space or attacked by a tidalwave or misile the parts would kill all my kuborws, so there needs to be an nescort from the syndicates or specialist NPC who can appear incaser the assasins ar nearing, throw a lunaro ball at it, and lure it into  the water with fishing skills and rivens.

Star wars?

In the books they mentioned snow speeder guns are too weak to stop an atat but even a normal tie fighter would rip them apart.

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18 hours ago, Nibelhim said:

So you are saying im toxic because i dont agree with you pretty much. A good enough build has no distinction in kill time between the 3 types. Thumpers are designed to be mid to high tier enemies. If you can kill 1 easily you can kill all 3 rasily. If you cant even beat 1 then its not a problem with the enemy so much as its a problem with your build. 

Just like plaguestar where you had ppl doing 8 minute or less runs and ppl who were doing 30 minute runs without using any of the catalysts. 

When the 3 enemies are so similar in stats with random spawns the  yes, the rewards are balanced. The stronger one has better drops slightly as it is only slightly stronger. 

You say you dont want ivara? There were so many other weapons and frames mentioned in this thread by me and others but you chose to ignore them. 

As for taking offense? I pointed out that your build is wrong  gave a suggestion and you attacked me. But nothing you said was offensive. 

Literally your last post contained nothing to add to the topic except for attacking me. You did not even respond to suggestio s of other weapons or frames etc. 

You cannot expect to kill mid tier monsters without at least slightly planning or building to fight them. If you arent willing to have anything equipped to fight them then avoid them. You are complaining that the drops for the higher tier thumpers are not worth the extea 5 seconds it takes to kill them? Avoid them and find the lower tier ones. 

I'm not addressing any of your suggestions because THAT'S NOT WHAT I'M TALKING ABOUT.  You're making my point about what you want to talk about, and that's not the point I'm making at all.  Taking a build out that runs the bounties completely fine and efficiently but does not kill high level thumpers because it doesn't meet some criteria means they take longer to kill.  You either have to specifically hunt them with gear for hunting them, or you have to take things that are good for them just in case they show up while doing other plains things, and to me that means they aren't worth the time because that's extra effort OR a lot of extra time-to-kill, AGAIN, for the SAME REWARDS YOU GET FOR LOW LEVEL THUMPERS.  Which is my entire goddamn point that you're ignoring.

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1 hour ago, (XB1)TehChubbyDugan said:

I'm not addressing any of your suggestions because THAT'S NOT WHAT I'M TALKING ABOUT.  You're making my point about what you want to talk about, and that's not the point I'm making at all.  Taking a build out that runs the bounties completely fine and efficiently but does not kill high level thumpers because it doesn't meet some criteria means they take longer to kill.  You either have to specifically hunt them with gear for hunting them, or you have to take things that are good for them just in case they show up while doing other plains things, and to me that means they aren't worth the time because that's extra effort OR a lot of extra time-to-kill, AGAIN, for the SAME REWARDS YOU GET FOR LOW LEVEL THUMPERS.  Which is my entire goddamn point that you're ignoring.

You keep saying im ignoring things, three posts now and you are just starting to talk about what ive said.

As for bringing gear that is able to kill them, thats roughly a quarter of the stuff in this game

 You are telling me out of 3 weapon loadouts and your warframe abilities and if you have them your archwing and archgun you brought nothing able to kill one jn a reasonable amount of time but want to do plains with that gear? Especially since they are supposed to be mid tier enemies i would expect you to have at least something that can tickle them.

Then again, it seems more like you care about how people who have different opinions are toxic. Not sure how well toxin dmg affects them but if you came to plains you ahould have some weapons effective against the thumpers. 

Btw, the rewards are not the same for the three thumpers. Their common drops are the same but not the rare drops. Or are you complaining that the rare drops are too rare? Well, thats because they are rare...

See youve been attacking me but not what im saying. You complain about something but do the exact same. Trying to get rep by feigning rage?

Btw dont bother answering. Ignoring your replies now since you went off topic a couple of posts ago. 

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  • 3 years later...

WAAAAY late to the party, but a thread entitled "Tusk Thumper Feedback" seems like the most appropriate place to post something like this.

Full disclosure, this post is going to be admittedly negatively biased because I JUST failed a Narmer bounty out on the Plains due to a thumper interfering with the final objective. I failed exclusively due to the thumper's involvement in said objective, and ONLY because of the thumper's involvement in said objective.

My critique (/complaint, admittedly) is that at higher levels (such a Narmer bounties), tougher thumpers such as the doma variants have high enough stats that they should be treated as independent encounters. "Boss fights" unto themselves, if you will.

The reason I say this is because in order to dispatch them, their stats are easily high enough that you HAVE to focus exclusively on them. They're damage is easily high enough that if you're not playing a tank-frame, every other hit from the thumper forces you to drop what you're doing and heal yourself. And that's not even taking into consideration that several of their attacks have forced-interrupt properties, such as the ground-pound attack.

And then there's their defense to focus on. First off, I get it. They're TANKS. By all rights, they should have astoundingly high defense. HOWEVER, you have to look at it in context. These things are designed to be tough enemies that take several minutes to take down. And that's totally appropriate... when you're fighting them in a vacuum. It is, however, NOT appropriate when they just so happen to kinda wander onto the scene and wrestle priority away from you're time-sensitive objective (which, most bounty objectives are). You CANNOT destroy these things quickly at higher levels. Each individual leg can sponge an absolute boatload damage, even when you're utilizing radiation damage, which their alloy armor is SUPPOSED to be weak to. And if you happen to be playing solo when you encounter one, forget it. If you don't have a team supporting you, then a doma fight is easily going to take several minutes, minimum.

So when one of these things shows up, depending on what you're doing, you aren't really given much of a choice. Depending on the circumstances, you kinda have to engage them. Otherwise, they'll just kill you, or disrupt you're actions so heavily that you'll wind up failing your actual objective. You can't effectively divide your attention between them and something else, certainly not a time-sensitive objective (such as the "control the camp" objective that all Narmer bounties seem to end with). You have to decide to focus on either the objective or the tank.

Edited by Nalabac
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22 hours ago, Nalabac said:

WAAAAY late to the party, but a thread entitled "Tusk Thumper Feedback" seems like the most appropriate place to post something like this.

Full disclosure, this post is going to be admittedly negatively biased because I JUST failed a Narmer bounty out on the Plains due to a thumper interfering with the final objective. I failed exclusively due to the thumper's involvement in said objective, and ONLY because of the thumper's involvement in said objective.

My critique (/complaint, admittedly) is that at higher levels (such a Narmer bounties), tougher thumpers such as the doma variants have high enough stats that they should be treated as independent encounters. "Boss fights" unto themselves, if you will.

The reason I say this is because in order to dispatch them, their stats are easily high enough that you HAVE to focus exclusively on them. They're damage is easily high enough that if you're not playing a tank-frame, every other hit from the thumper forces you to drop what you're doing and heal yourself. And that's not even taking into consideration that several of their attacks have forced-interrupt properties, such as the ground-pound attack.

And then there's their defense to focus on. First off, I get it. They're TANKS. By all rights, they should have astoundingly high defense. HOWEVER, you have to look at it in context. These things are designed to be tough enemies that take several minutes to take down. And that's totally appropriate... when you're fighting them in a vacuum. It is, however, NOT appropriate when they just so happen to kinda wander onto the scene and wrestle priority away from you're time-sensitive objective (which, most bounty objectives are). You CANNOT destroy these things quickly at higher levels. Each individual leg can sponge an absolute boatload damage, even when you're utilizing radiation damage, which their alloy armor is SUPPOSED to be weak to. And if you happen to be playing solo when you encounter one, forget it. If you don't have a team supporting you, then a doma fight is easily going to take several minutes, minimum.

So when one of these things shows up, depending on what you're doing, you aren't really given much of a choice. Depending on the circumstances, you kinda have to engage them. Otherwise, they'll just kill you, or disrupt you're actions so heavily that you'll wind up failing your actual objective. You can't effectively divide your attention between them and something else, certainly not a time-sensitive objective (such as the "control the camp" objective that all Narmer bounties seem to end with). You have to decide to focus on either the objective or the tank.

Yeah, these things have a tendency to show up near your objective in tbe worst possible time. What kind of objective did you fail? If its the "keep the area under control" one staying up in the air and killing the upcoming enemies on their ships is a good idea if this happens, Thumpers are indeed a tank and are poor in attacking anyone's who's way higher than them. And when you clear the camp make sure those turrets are already gone, the missile turrets are highly annoying. The Thumpers are usually not included in the objective afaik in any way.

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  • 4 weeks later...

This is true. Thanks for the advice, I'll definitely have to try that next time.

To answer your question I failed two. Not back to back, but close enough. Like, two over an hour or so of gameplay. One was a "clear the camp/hold the point" objective, and the other was a "kill the commander" (I believe? It's been a few weeks).

I'll have to give the flying strategy a shot. If they are truly unable to hit the player whilst airborne (or at least have considerable difficulty doing to), then that pretty much solves my biggest issue with them. I don't really have an issue with how they are inherently designed. They are legitimately meant to be tanks, after all. My issue with them (if the airborne strategy turns out to be less effective than I'm hoping it will be) is that the way they are designed (at higher difficulties, specifically) can make their presence critically disruptive to certain objective types. Whether they are required to clear the objective or not (which, they are not).

Granted, this is all heavily dependent on what frame you decided to play that day, what weapons you decided to bring, and what build you decided to use. Just like everything and everywhere else in the game, some builds are obviously going to fare better than others. What bothers me, I guess, is that if you have chosen to play a somewhat more casual build (not a BAD build, just a casual one) because you're not necessarily anticipating one of these thumpers showing up (because they seldom do, or at least not in such a way that they interfere with your ability to complete objectives), and the game winds up punishing you sufficiently for that.

And what I mean by "punishing you sufficiently" is, because you have chosen to not bring a min-maxed, optimal build, you literally can't kill one of these things in what should be considered a timely manner. To be clear, I'm not suggesting that all weapons, frames, and builds should perform equally well in all possible scenarios. That would be stupid. But I fell like there are different tiers of weapons and builds. Good, decent, average, poor, and bad for example (although in Warframe, it's probably more accurate to just say good, average, and bad). Now, I understand having more difficulty with a particular fight or enemy type because I chose to only bring an "average weapon" to the fight instead of a "good weapon". And I wholly agree with that concept.

However, I feel like the difference between an average and a good weapon should be that if I have an average weapon, the fight/enemy is going to be more challenging (obviously), but as long as I know what I'm doing then the fight is still reasonably doable. It's just going to take a little longer. The difference between an average weapon and a good weapon should not be the difference between a 30 second fight and a 5+ minute fight. That sort of discrepancy should be reserved only for bad weapons.

A good example would Steel Path as is was originally implemented (as in like "first few days" implementation). In that scenario, the difference between a good weapon and an average weapon was "enemy melts the moment you shoot them", and "waste literally all of your ammo killing only a handful of enemies". These thumpers aren't nearly that bad in that regard, but you kinda get the idea.

Edited by Nalabac
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