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(PC) Empyrean: Railjack General Feedback Megathread


SilverBones
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Fire Suppression Avionic should reduce cooldown as it's upgraded. I almost never have more than 1 or 2 fires simultaneously occuring during a mission, so having it extinguish more than that is a complete waste. Unless there's something that's going to cause 6+ fires at once?

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I'm just going to give feedback on everything I've experienced thus far. I know there are other threads for some of this but I want to keep all of it together.

  • Entered a mission with my Railjack, waited for several minutes and no one joined. Aborted because I thought maybe I was set to solo. Repeat with same outcome. Eventually I got others joining. Not sure what can be done.
  • When I attempt to join a pub mission for Railjack, i get a message that missions must be launched from the dry dock. Though i still get connected to a host.
  • The MK-1 research in the dojo takes to long for what its worth. Right now I have MK-2 parts from drops that I repaired and put on my ship. Maybe drop the research time to 12 hours.
  • Enemy Crewships have to much HP and way to high damage output for the first few Earth Railjack missions. Would suggest dropping there health to be slightly higher then base Railjack and drop the damage for the first few nodes.
  • Free roam seems kinda pointless. Maybe add some target dummies with different levels to test damage output of our weapons. 
  • Archwings are not holding up great against the enemies. Crewships deal to much damage they can down/kill a tenno in one volley most of the time. Fighters are to fast to keep up with and fire to accurately against something thats smaller then the railjack. Also Archwing abilities seem to not work as good against them or at all at times. Not sure what to suggest fo this.
  • Crafting materials should carry over from mission to mission. They are in the cargo bay after all, and should only truly be lost if going back to the dry dock without refining. To which a prompt should be given warning tenno of such.
  • On joining or being joined I feel like Cy should announce that "x" has joined the crew where "x" is the highest intrinsic that tenno has. For example if i join the squad would hear "A Tenno Engineer has joined the crew" as that is my current highest. For those that have two or more of the same level he should say "A Tenno Specialist has joined the crew".

This is all my feedback for now. Overall though I am really enjoying myself.

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Can we please get an additional fourth House for Railjack components that come from the Dojo / the basic starter Avionics? Its pretty mind bobbling how in the lore of Empyrean we have three different Old War era manufactures for the Orokin Railjacks with their own design philosophy and stat differentiation, and then there’s houseless stuff built by the clan that seems skipped over and exists solely in gameplay terms rather than contributing to the lore of Empyrean. A sore sight.

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Hey DE, I'm guessing you're working on NPC crews for future versions of Empyrean. Might we have a bandaid in the meantime?

Two suggestions:
1) Add Railjack-specific commands to Specters (e.g. instead of just Follow and Hold Position, add Pilot, Forge, Omni, Gunner).
2) Make Nekros' Shadows, Nyx's Mind Controlled Enemies and Revenant's Thralls start performing these tasks with priorities: Forge, Omni, Gunner, Pilot ... I know  these abilities are temporary, but it would be way cool!

Edited by nslay
Forgot Gunner!
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So now that I've finally gotten some battle and tactical avionics to drop, I have to as:  why are they competing with mods for our limited avionics capacity?  Isn't the entire reason frame abilities stopped working this way was the fact that people would just skip weak abilities in favor of freeing up space in their build?  Just looking at the capacity cost of the better mods I've gotten, it feels like I'm going to need a max roll mk 3 reactor to be able to fit both the necessary passives and have some abilities to use.

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3 hours ago, RedDirtTrooper said:

Overflow is distributed to the crew, or at least it's supposed to be.

Can anyone confirm this? Far too many people are reporting confusion between refining and losing rewards either due to a bug or not refining. 

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Railjack has the arsenal but not available in missions. Currently in order to use it and change gears, you have to go back to Dry Deck. I would like to use them in missions so that we can avoid getting bored in multiple runs with same gears. 

Edited by alseltas
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Options:

-Give me auto pilot mode, where I command Cy to fly in circles or figure 8s. While I go kick some ass. 

-Let my companions (kavats and kubrows)  and Sentinels (everyone I own) roam the ship, hot ready to engage and repel boards. Let me assign Sentinels to repair my ship when damaged. (If R2D2 can fix stuff so can our Sentinels)

-Let me assign MOAs to create ammo. Let me upgrade thier efficiency and speed at which they do thier assinged jobs. Let me stick a fire extinguisher in my MOA and let it scan for fires and extinguish them. 

-Let me recruit NPCs to create ammo or other remedial tasks on the ship. Let us upgrade their efficiency and speed at which they do thier jobs. 

-Let me have Ordis hack the turrets and give cover fire. With upgradable efficiency and accuracy (if Umbra can auto f S#&$ up, Ordis should be able too also). 

-Give me a fire supression system I can activate using transference, my parazon or WF energy that heals the ship with varying upgradable efficiencies and speed.

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My main feedback is I want stuff that are picked up inside objective places be shared. Not everybody leaves the ship and not everybody will tell you that "X" rare Blueprint drop. I know some are even scummy enough, that they will actively not tell the crew that an Umbra Forma or something rare dropped so they are the only one with that said drop for the whole run. I am stuck piloting because if nobody does it, the ship usually will be a sitting duck even somebody hides it. I also feel bad for people that stick with me inside the ship considering 3 people is usually needed to be inside the ship at all times to keep it running, while 1 jumps out and destroy major objectives. I've been playing this mode since the patch day and I know I've missed out on God knows how many drops including blueprints inside the missions.

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Zakti weapons have absurdly inflated heat generation stats and do not have nearly enough extra firepower to make up for it. The worst offender is probably the Zakti Apocs, which generate something like 3 times the heat of standard Apocs but deal only around 1.4-1.5 times the damage.

In fact, weapon heat generation feels overly high in general, especially given that Railjack weapons take a bit of fire to chip down enemy ships, and probably could do with an across-the-board cut of 30-50% or so, with Zaktis getting an additional haircut beyond that.

In general, Railjacks are a bit too fragile and their weapons a bit too weak when unupgraded. I feel that base hull should be increased to at least 2000, with the magnitude of hull increasing avionics reduced a bit to keep lategame numbers under control. And the Railjack absolutely needs some sort of upgradeable "hull" component so you're not stuck hoping that you can get a Zakti +hull and Zakti +armor mod for progression. If Railjacks had a base hull component that could be upgraded by research or dropped wreckage, you could reduce the percentage bonuses on Bulkheads and Hull Weave to keep numbers under control.

Like, going into the first Railjack mission with no upgrades was incredibly painful because of just how many core functions are locked behind intrinsics and how fragile Railjacks are.

Also, Railjack needs a tutorial because it's a very significant change-up from normal gameplay. It's the Battlefield to normal Warframe's Call of Duty, and it's certainly fun but the drastic changes in how the game plays need some sort of tutorial mission rather than just 'free flight.'

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My god we need some more objectives soon...

  • Pulse Station (don't actually remember what this one is called)
  • Asteroid Hangar
  • Shipkiller Platform
  • Missile Battery

Are all effectively the same mission with an ever so slightly different exterior, shipkiller being the only significant change because it's actually an immediate threat. You can get a crew ship from the hangar but they don't do much damage anyway so I always end up destroying it to progress the "Destroy 6 Crew Ships" objective.

Then there are the assassinates, which just kind of have you jump in a generic tile set to kill a generic enemy. I'm fine with the tile set being used because it makes sense that we can find an asteroid base or galleon out there, but there's no interaction with the railjack team at all during assassinates, as opposed to the first tennocon demo where, instead of assassinate, you scanned and fired the heavy artillery at the core of the ship from the outside, along with hacking doors open.

The excuse "players may not have the required intrinsics to perform the actions required for that mission type" is also completely invalidated by needing the team to have level 7 in at least one intrinsic by veil proxima, meaning if the player doesn't have artillery command, or overseer (to access the away team's map) then they just need to find a crew with people who do, which is what the intrinsics system is made to do in the first place. What's the point of gating veil off until you have a tier 7 intrinsic if you could realistically complete the mission with only tier 2 intrinsics?

 

 

TLDR: Ree, I want more diversity in a game mode that's only been out for 3 days

Edited by Disrevoid
Clarified everything I said
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Just had a situation happen where the host used all his revives and we finished the mission but where stuck with no option to use the nav console, in the end everyone aborted. This really ruins the flow of the game. From playing Empyrian, you notice this is actually slightly worse than free roam in PoE or OV. Let's assume the Railjack is the hub like Cetus and Fortuna, that would make the navigation console the bounty giver and the warp is basically the cetus gate or fortuna elevator. In Free roam anyone can simply go back to the gate or elevator if they want to extract, or leave squad if they want to extract solo. This option is not available in the Railjack. The fact that only the host can access the nav console makes it worse at griefing and being held hostage. Also the once you start a mission, there is no way to use the nav console if you simply decide you don't want to do the mission after starting it. In the end you need to abort.

My suggestion is simply to make it so the small area around the nav console be a extraction point or something similar. 50% of the squad (alive) must be standing within the area to access the console, which any of the players can access. Plus the console must not be locked once a mission has started and be free to go to other missions without completing the objective. For example a group of players go to a mission, they find out they can't do the content because they are under equipped. They gather around the nav console and select a new mission, off they go.

TLDR; Make the nav console area a extraction point with 24/7 access while in active missions.

Edited by Xazur
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Let us customize & upgrade Railjack without using the dry dock, that would be very neat. Like, when you climb up into your ship, first two things you see is Arsenal & that thing in the middle of room. Why not make it a console that would let you to do all the stuff you do in dry dock, but right above your sweet lil' orbiter? 

Also, let us get all our resources back from unfinished repair, because RNG stats on stuff for Railjack really ruins the experience.k7iQFoQIWeg.jpg

Edited by Simply_The_Cat
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Does anyone actually like having to sit around watching the forge capacity fill to 200 before refining?

 

1. All resources are shared, inside crew ships/bases/capital ships. Everyone gets the same thing

2. All resources are instantly picked up. No "vacuum" bullS#&$. Global pickups. its already an effort to go around destroying all the containers for resources. Why should the blueprint be unobtainable if someone leaves the asteroid or capital ship locking everyone out?

3. Get rid of the 200 forge capacity. Whoever came up with the idea that the engineer needs to be glued to the console to refine because resources hit capacity doesn't have a clue how players will play this game.

4. Resources should be guaranteed/confirmed after each mission completes. No need to go back to drydock to save. Let people abort mission and save their progress too. This will make it so crashes don't waste all the time spent.

5. The entire engineering, 4 console setup, makes zero sense. Sure maybe you need 4 consoles because 4 players might want to do something (unlikely but I guess that's why its there). But other than that the UX and design is poor. Its clear you want the engineering specialist to handle engineering. They could have been given a console that isn't bogged down by a 2 minute cooldown on each action, and instead be more active where you can heal the ship or power the shields or charge the weapons or speed. Like what part of engineering is "press buttons to craft consumables but its on a cooldown and more importantly your job is to watch if the capacity gets reached."

6. Remove the doors that require 2 people to open. Why are they even there? 

7. The empyrean map should not zoom straight into Earth every time, or should look at the last planet done. 

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1 hour ago, AreeSoothsayer said:

Give weapons random bonuses like the ship equipment. I enjoy the random bonuses and such. Makes everyones ship a bit unique, instead of an army of clone ships.

Disagree. The last thing people want is RNG rewards for the same effort of time spent. There's already RNG for wreckage parts and people are already complaining how bad it is. If you want your ship to be unique you should play a game that's designed around space ships.

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3 minutes ago, Avss said:

Disagree. The last thing people want is RNG rewards for the same effort of time spent. There's already RNG for wreckage parts and people are already complaining how bad it is. If you want your ship to be unique you should play a game that's designed around space ships.

I'm not the only one to feel this way. There those who will bee against it, and those who want it. It's just the way the hairless apes of the world are. =P

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Suggestion:

Could we have Ability to mark targets? Like 'there is a crewship, get it arcwing'. 

Could we have consumable, which increases vacuum? Looting is still fun, but I think it will get old pretty fast. (Hopefully I'm wrong)

Bug reports: 

Higher priority:

 Mission where you are disabling ship killer platform. After exposing 1st core, the nav markers are not showing the 2nd console. (Nor can I access it., Tried manually all the consoles.

Low priority

) When my solo mission the warframe spawns waist deep in ship. (And after minute or so it gets unstuck. 

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So my main focus is the mouse sensitivity for railjack. Is it possible to seperate the sensitivity for when piloting the railjack and when using the turrets? When piloting the railjack there is a small area to aim with and when using the side turrets most of us have the 360 area to work with and for me personally i have to switch my sensitivity quite a bit cause i like having lower sensitivity.

 

In short sensitivity for gunner and pilot mode should be seperated :D

Oh can there be a function to change reticle color? (If there isn't already one). I play on my laptop most of the time and the reticle barely visible when pointing to something bright or any white colors ingame

 

sorry if my grammar is all over the place and doesn't make sense

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1) SPAWNING OF ENEMY FIGHTERS, CREW SHIPS AND RESOURCES AROUND THE LEVEL
 
The way that enemies are spawning in the space fights is going against the level layout. Usually, in the public squad, you are stuck at the start of the level, because the enemies are spawning around you and after you are done with them, you realize that you have a BIG EMPTY level full of resources that need to be farmed. Spawning of enemies should not be randomized like that around the ship, but they should spawn with some logic around the whole layout of those asteroid fields etc, so the structure of the mission will lead you through the level and you can farm on the way while doing the mission. The way how it is now just breaks the flow of otherwise fun experience.
 
2) PRE-AIM RETICLES FOR GUNNERS ARE USELESS
 
This needs some more testing from my side BUT from my experience, the pre-aim reticles that u get from gunnery skill lies to players. I always need to aim to an absolutely different spot with projectile weapons to be really able to hit the targets. This makes things like APOCS very ineffective. Shame, they have a great feel to shoot but for now, they are useless. should make a bug for this.
 
3) LOOT FROM CASHES IN CREW SHIPS AND BASES IS NOT SHARED AMONGST THE PLAYERS OUTSIDE OF THE BASE
 
This is a BIG nono. There is no reason to push the players to cooperate in different parts of the level (railjack crew, away crew, archwingers), and not let them share ALL loot from the mission. The way how it is now made the whole team wait to finish the mission and only after that ALL players can go inside of let's say pulse turbine base to loot all the stuff. Again, this breaks the flow. Please, make it so that even the loot from the other parts of the level is shared.
 
4) GUNNERS SHOULD HAVE PRE AIM RETICLE FOR ARCHWINGS
 
This is just quality of life wish, not mandatory
 
5) MAKE VOICE CHAT FUNCTIONAL IN PILOT SEAT
 
Already in the bug section, but it's my greatest problem 😀
 


Otherwise (bugs ignoring) great update, love it. Keep it up!
 
 
 
 
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Hoped it would be  fun, is fun as teeth work w/o anesthesia.

Railjack is pinata for any npc, let alone flocks you tend to spawn, especially for anyone new to WF expecting zoomies to fly.

Weapons are categorized in moderately usefull, and useless, Projectile guns in distance over 1km with enemy speeds at 400-600m/s and your approach of 350-400, GL hitting anything if you are in group, and you have latency of any kind.

Loot loss due to de sync of host and rest of people, say ba-by to 2 hour of loot time, and 5 missions.

So far ( saturn ) i found only one approach works for me, solo, use raijack to provoke npc's to spawn crew ship, take over said ship, and play mission as it is supposed to play?

End summary, :

Data share on loot, in case of connection loss/de sync at least you get your due.

Foundry capacity 200... soo, 1 pilot, 2 gunners and 1 hanging in engineering repairing fires/shorts/hull fractures? ,so who is doing EVA then ^^.

Guns are either useless, or useful, but tend to overheat like no ones business.

Research time , o brother, i have already mk II gear on ship from drops, and im still 12 hours from finishing research on mk I  (sarcastic clapping ) reduce time , or "cough up platinum to accelerate".

Hopefully some high grade polishing is coming .

See you in stars.

 

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My biggest current gripe with railjack is looting part , loot is hard to spot especialy loot from enemy ships that may get lost durring the dogfights .

Why not let us use those darn usless resource drones as cosumables to collect loot drops in railjack after enemys and objective has been dealth with .

 

Eddited for tiping mistakes

Edited by bad4youLT
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A couple things I'm sure someone has already mentioned

 

Fires currently are tedious and nearly pointless. Why not have fires only happen to critical components like the engine? Or maybe the portside gunner turret caught on fire and needs to be put out before it can be used. There would need to be a grace period as well to prevent those areas from immediately catching on fire again.

 

Shields on the railjack are worthless. Give them armor and have them benefit from mod resistances as well.

The minimap should have a clear indicator where the front of the ship is.

Gunners/pilot should be able to mark targets with waypoints

Are the winged mods jokes? Rank 8 winged storm is a 17% damage boost within 60 meters. Why would I ever put this on my ship for 8 capacity? There shouldn't be a range limit whatsoever. Turning our railjack into a carrier by using expensive (but powerful) archwing mods sounds like a ton of fun.

 

The Galvarc is a horrible weapon system currently. It has practically no range and does next to no damage compared to the tycho seeker. Why not take away the lock on restriction and turn it to cold damage (or have multiple status variants) and bump up the range A LOT. Turn it into a support weapon instead of just being a worse option for killing fighters. OR if it's stuck the way it is give it about twice the ammo that is has currently.

 

Apoc/pulsar/photor MKII weapons all feel pretty awful at the content you get them in. Maybe I'm just using the wrong variants but they're just not doing the damage I would expect even with 121% damage hyperstrike.

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2 hours ago, Wakata said:
 
1) SPAWNING OF ENEMY FIGHTERS, CREW SHIPS AND RESOURCES AROUND THE LEVEL
 
The way that enemies are spawning in the space fights is going against the level layout. Usually, in the public squad, you are stuck at the start of the level, because the enemies are spawning around you and after you are done with them, you realize that you have a BIG EMPTY level full of resources that need to be farmed. Spawning of enemies should not be randomized like that around the ship, but they should spawn with some logic around the whole layout of those asteroid fields etc, so the structure of the mission will lead you through the level and you can farm on the way while doing the mission. The way how it is now just breaks the flow of otherwise fun experience.

 

 
 
 

This this this this this

 

Little(or big) pockets of enemies here and there would be vastly preferable to an unending horde of fighters that we have currently.

 

Hell why even have a set amount of fighters we have to kill anyway? Pack a node with 2-3 asteroids worth assaulting and post pickets around each one for us to fight through to get to the goodies.

Blasting fighters and crew ships for ten minutes and then slowly traversing fifteen kilometers to get to the real objective is just a slog and annoying.

 

 

Oh and as a pilot I would love it if I could see where my gunners are currently aiming. Just a colored line that shows me where they are currently looking. Make it a toggle if people don't want to use it.

Edited by zakaryx
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