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(PC) Empyrean: Railjack General Feedback Megathread


SilverBones
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ok ive made a couple of posts about railjack but this is going to be the largest ive made and encompass many of the other posts ive made on it too. excluding bugs.

progression

railjack progression is probably the most luck driven progression system ive ever seen in a game. in virtually all aspects.. and its kinda ridiculous since the aim was to make a mode that it doesnt matter what your entry level is since everyone starts over. but thats not entirely true

for the repairing functions people with experience in orb vallis and POE will have a rough idea of how to handle repairs and items like the omni. as for fighting the enemies directly the level scaling for their armor and damage is SO inconsistent its painful. why is a level 1 fight 1/10th the strength in both armor and damage of a level 3-5 fighter? and then level 5 to level 10 its only 1/7th the strength and then from 40 onward it just feels like they get exponentially harder to kill in both ground and space for every level. not every 15 not every 10. not even every 5. the entry enemies in veil proxima's last node are twice the difficulty for me to kill than the first node enemies which are only a couple levels higher.

not to mention the absurd base armor scalings on ALL the new grineer enemies. im MR 25 and dont have some of the mods i need or forma numbers on weapons i need to make builds with weapons capable of actualyl being a threat. their damage output also means youre limited to a very specific thread of frame building which METAs down to this. either permanently CC them or one shot them with absurd powers and broken exploits with mod combinations if you dont have a good riven for slash weapons. right now the best META my clan has found for efficiently dealing with the enemies in a reasonable amount of time in the veil is either stat stick cheesing with shattering impact to strip raw armor. or hunters munitions crit slash builds to just ignore the armor outright. and without a riven only the melee rout really works cause of the stat diversity most weapons need to pull it off without pumping 6 formas into my fulmin or kohm.

intrinsic progression. beyond intrinsic level 3 in all categories tactical and gunnery clearly have the advantages and incentive to leve lthem up first. tactical gives you access to recall and helpful teamwide abilities and gunnery gives INSANELY valuable buffs to weapon performance especialyl if you use stuff from zetki for the overheat buffs. and you dont get all that much in return anyway.

clan research progression feels completely disjointed from the gamemode as well. 12 hours to repair and once you grin and bear it through one mission and get weapon blueprints clan research becomes a waste of time? why???i was in veil proxima before the first round of research in the clan dojo was finished and everything you can get from the mission drops is substantialyl better than clan research. why do the researches ALL take 3 days. why did you put random stats on components with such wonky variable ranges that clan research is pointless anyway? if it takes 3 days for that reactor research to finish why not just grind saturn for 4 hours and get a good reactor there. which leads me to my next issue. drop rates.
 

Economy

 

oh boy... this probably is the worst part of the existing system my major gripe is the drop table balance. the gamemode can encourage two ways to play. railjack focus. and tenno focus. tenno focus relies on weapons and avionic skills with the tactical map. which requires flux energy.
or it can be railjack focus which relies on gunnery, integrated avionics. and components. now with this in mind there are 3 houses. 3 components. 3 houses and 5 weapons. which means all in all you SHOULD have 24 items in total in the drop tables. 15 weapon variants, and 9 component variants. so explain to me why 80% all wreckage drops are zetki. and 90% of all wreckage drops are weapons even beyond all being zetki.

theres so little documentation about the loot tables right now im not even entirely sure its a bug but when the houses seem to imply they have dramatically different focuses for their equipment its kinda absurd i get 90% weapons when the weapons arent randomized and the components which are the most crucial part of a built that determine whether you can or cant progress by limiting your shields, or speeds or avionics and flux capacity are so rare and on top of that RANDOMIZED STATS to the point wher eyou can get mk3 items that are only SLIGHTLY better than some mk 1 items....


material costs are also a huge problem. right now the mode is bording on pay to win AND pay to play.12 hour repair times on top of material costs that can take hours to farm if youre even the slightest bit unlucky. seriously 15k titanium? 10k copernics? hell ive had resource doublers on and used rush drones for the first few items and then decided not to rush dorne anymore and find i dont have enough asterite after going and finishing the veil to repair even a SINGLE piece of equipment at mk3 wtf DE.

and whats with only getting back 50% of resources spent? on a system with randomized components? thats insulting honestly. youre basically saying "you gotta really know what youre gonna wait for to spend on this cruel and unusually punishing RNG system for your equipment cause once you spend it youre stuck with it"


depth

its not noticeable in the first two planets. but once you reach the veil and have to deal with the immense sheer unreasonable tankiness of the endgame enemies you realize "i have a grind to do to upgrade" now granted part of this for me was negated by rushing the costs of the gear i used previously. but when youre limited to only 30 wreckages and have to. HAVE TO repair stuff to even be tanky and strong enough to handle the veil it hits you in the face like a ten million pound bullet train. and once you get there the excitement of the gameplay is peeled away as you realize youre almost at the end of the railjack content and the endgame depth, is just oyu at the mercy of the RNG loot table goblins while you sit and twiddle your thumbs wondering how strong you need to actualyl be to handle whats coming in the next update. and then you get to second guess yourgrind the entire time either by thinking "oh theres no numbers better than what i have cause i havent seen any better yet" or "this must be the best stats you can find on equipment and mods" and the game depth becomes very artificially shallow. and it shatters the immersion and excitement of having oyur own ship as youre suddenly hit with this wall of coded artificial struggle.

Suggestions 

 

  • even out intrinsic progression to give all trees something valuable outside what should be basic skills like the railjack recall or target lead reticles in gunnery
  • add a tutorial to explain basic functions like omni usage. forge information. control explanations etc
  • tune the new grineer units to actually be interesting and new instead of just health sponges with armor so thick a modern battle tank would be jealous
  • tone down damage and takniness on grineer crewships specifically to match the scaling of the mode so new players arent one shot and S#&$ out of luck if they dont get a good avionic drop
  • reduce research time on clan research for railjack gear to 12 hours for components and 6 hours for weapons. material costs on fabricating seem to be fine atm
  • reduce repair costs for gear ACROSS THE BOARD. everything costs way too much for how fast you could potentially drop it. ESPECIALLY components if youre set on keeping the random rolls
  • even out random gear rolls on components so mk1 is a clear improvement than 0 and 2 is over 1 and etc. dont keep this massive range of potential stats that can make mk 2 reactors more effective than mk 3 ones from the same house
  • dont punish players for not getting good loot by adding sheer cliffs of progression in the loot tables
  • remove wreckage limits in inventory and increase resources returned on salvaging repaired gear to at minimum 80% return. absolutely zero reason for it not to be 100% with how the system is currently.
  • add universal loot vacuum mapwide. anything on the map in railjack missions. anywhere. away team or in space. all of it is picked up automatically. if youre set on the system for loot dropping to stay the way it is do NOT punish players for not being albe to pick up all of it to bend to the whims of the RNG gods. and even then you need to still do SOMETHING about loot visibility
  • even out drop tables so you dont get nothing but zetki gear.
  • make components more common than weapons in wreckage drops.
  • add an alternate way to upgrade avionics capacity sort of like we already upgrade our grid with dirac. if we can upgrade our railjack grid directly theres absolutely no reason we cant upgrade avionics capacity with it to.
  • remove the artificial depth wall of RNG and add more objectives in later railjack content instead of making the "fun part" of enjoying the content in reality just you wrestling with loot table goblins for good component stats
Edited by IconianCat
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railjack equipment research is taking my resources instead of going through dojo resources first when the is clearly well over 5million of the resources is there going to be a fix at any point? and yes I am of the rank in the clan for it to do that for me.

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My feedback so far:

1.Forge animation takes just way too long. Its cool yes but when you are desperate for revolite with 3 fires and a hull breach you dont want to see your warframe grapple a box. Make it faster ir just remove it. make a normal forge like the foundry in the orbiter. Press X to enter -> menu display ->do what you must -> Escape to exit and done we get precios seconds with that.

2.The overall design of the ship is weird. Why is there a hole between the forges? it should be a plain platform to make it easier to move between each station. Why is there no ramp or ladder to the top floor? (where the catapult is) that weird thing cannot be called a ramp. If we are gonna be running around the ship to repair, craft and kill boarders, make it intuitive. There is no need of doors between the guns room and the reactor room. Make it easier to move around the ship. 

3.Weapon and components families dont really make sense. From what i read each one focuses on either cost/effiency/or overall power so i dont think of them as "upgrades" right now zekti feels like an upgrade from lavan and since (from what i can tell) a zekti component is more expensive to repair it works just as an upgrade.

4.I dont want to repair/research/fabricate components or weapons because the materials are really hard to collect and i feel like if i were wasting materials on a new reactor when i now a better reactor can drop at anytime. 

 

Edited by Xcilion
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Need ability to restrict access to pilot seat/Main gun/munitions......aaaaaannnnnnd blueprints

I cant tell you how many times someone loads into my railjack, hops on the gunner seat, and just unloads all my missiles on pointless targets. This is my railjack, why can i not restrict who can and cannot use my ammo?

Now most people are respectful when it comes to giving the captain back their pilot seat, but i have seen the occasional....person... who refuses to relinquish the helm to the proper owner of the ship. The captain should always be able to force boot a player out of the pilot seat.

People firing my main gun off into the unknown regions of space....that energy blast they just launched into the black abyss could possibly hit some poor souls home 100,000,000 light-years away, and we cannot have that.

aaaaaannnnnd the whole "we all have to exit the railjack and clamber on the galleon to pick up 1 blueprint.... hopefully, assuming the first guy doesn't leave the galleon first, locking us all out of it. When one person picks up the blueprint for the Pennant or Quellor for example, all the players should get it as well.

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I cannot stand the Avionics UI. This is partly because of the fact you have different avionics/mods of varying strength (and some of those avionics/mods include the starter mods). If I'm upgrading an avionic/mod I have to triple check if I'm upgrading one that's actually installed, or a duplicate of one that's installed, or a less-upgraded dupe of one that I have installed and it's just a mess

Just cut the pretense and replace it with the same UI used for Warframes and Weapons. That UI we know and love very clearly presents installed mods and uninstalled mods on the same screen, installed at the top and uninstalled at the bottom, uninstalled even coming complete with its own search bar. And you can click directly on one specific mod you want to upgrade and upgrade only that one

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The most distasteful thing in this mode, Me smashing my keys to get the job done an the idiot host, cant wait for the others to loot and navigates back to the dock even without refining.Not to mention the amount of Host Migrations and mission lockups I have gotten. So this is me suffering at the cost of DE laughing. Big announcement Railjack is live, big disappointment cant even release a proper working DLC.

I so badly want to do this solo, Mostly everything I did is solo so i cant be bothered or hassled.

Edited by GingaNinjah
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When it comes to the shield arrays, I wish they would improve the base shields of the rail jack and not just be a hard addition to them.

That way the maxima mod can actually be worth using and it could lead players to making truly different ships.

As it is now, just like warframes, we are rewarded the most for having high health and armor on the railjacks. I think it would be nice if shields were actually competitive so people can make high shield-speed based rail jacks that get hull damaged less often but once the shields get popped they will be shredded.

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After playing for a while one things that REALLY sucks is reviving in space. As the enemies are totally over the top and not balanced at all with how much damage they deal, it simply happens: you die. And then your teammates have basically 0% chance to reach you because of the immense distances. The normal timer is simply NOT long enough. And not getting any resources for a whole mission really stinks when they are this long, and I am pretty sure you get resources normally, even if you are dead when the mission is over. I just get a "MIssion failed" after returning to the Dojo with the team and get nothing. Does not seem right to me. If that's intended: you are doing it wrong, DE.

 

 

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2 hours ago, GingaNinjah said:

the idiot host, cant wait for the others to loot and navigates back to the dock even without refining.

this single thing is the reason i dont host railjack. people have different goals. turning this into people who go mining during a bounty. its something they should never have done.

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Resource/Economy

  1. All resources are shared, inside crew ships/bases/capital ships. Everyone gets the same thing
  2. All resources are instantly picked up and the range is global. Don't give me the same old "our devs are 50-50 split on universal pickups" story to keep deflecting the fact that Railjack needs it more than ever. 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 to play this game.
  4. Resources should be guaranteed/confirmed after each mission completes. No need to worry about going to dry dock to "hard save" or worried that a bug will eat your rewards from another mission if you choose to continue via navigation.

Railjack

  1. Remove the doors that require 2 people to open. Why are they even there? In fact, remove them from the entire game except outside rescue missions.
  2. Enemy Crewship visuals should have a different highlight so you can distinguish them from regular fighters and heavy fighters at a distance
  3. Enemy commander should have a distance finder even though its always the same place
  4. Crewship cannons and missiles shouldn't one-shot-volley even the toughest of Archwings instantly.
  5. The Asteroid Base commander base in space is often "invisible" where the only thing you see are the two large red spheres on the left and right side, with the objective indicator on the entrance to the base. A lot of people cannot find the entrance into the base once the commander is killed. Again this wouldn't be a big deal if the blueprint didnt drop here and was shared along with the resources.
  6. People should be able to mark targets in space.
  7. Archwing deployment should give you several seconds of invulnerability so you don't die while exiting.
  8. Normalize all the XP/Affinity/Intrinsic gains so that everyone gets the same gain as long as they contribute past a minimum. There are plenty of ways to deal with afkers but does it really matter?

Tactical

  1. Recall should be lower in the tree, preferably rank 1 and rank 2, due to how many "im stuck" bugs there are, and because space mining takes you 25,000m away from the railjack
  2. Boarding parties should be automatically marked by Cy no matter where they are on the ship

Piloting

  1. The dash/drift should last probably twice as long and have a longer cooldown.
  2. Should be able to mark any resource gatherable within 500m automatically. Or make this part of tactical
  3. Sprint bar is confusing, it needs to be more clear in how it works
  4. Give pilots a large long range beam th

Gunnery

  1. The aim-assist should show up in archwing mode to help you aim with your weapons. 
  2. The lockon-assist auto-aim should also work in archwing mode.
  3. The aim-assist needs to be unique and tailored to each gun module. Right now certain gun modules always miss because it doesn't match the projectile speed and trajectory. 
  4. Fix the bug where forward artillery is blocked by the railjack itself so its impossible to shoot
  5. Forward artillery should literally be 360 artillery so you dont need to rely on the pilot. Plus this does jack damage to crewships unless the armor is stripped completely which makes this weapon almost useless in 99% cases.
  6. Resource popups block half of the cooldown meter.

Engineering 

  1. 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 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." Like seriously, who pulls on some rope to access crafting in a spaceship. We don't even do this on the Orbiter.
  2. All 4 consoles should be linked, and show all 4 cooldowns and associated crafting buttons. This way one console can manage all of engineering, but 4 people connect to it at the same time.
  3. Engineering console could have been a semi-active role where you can heal the ship or power the shields or charge the weapons and increase speed output. Along with managing repairs and fighting boarding crews, this becomes a full time job that's meaningful.
  4. Why on earth is there a 2 second animation windup to access a console and exit the console? This should be near instant like using any control interface.
  5. Engineers past rank X should be able to see the cooldowns and vitals and ship issues on their HUD
  6. Why is there a wall between all the consoles and a hole??

Railjack Interface UX

  1. A new score screen should be created for Railjack. One that shows all the resources you had before and after the mission completed so you can see the yield difference. This also helps players spot check the numerous math bugs that show undercounted intrinsic gain and resource gain that have been posted all over Reddit. The new score screen isn't just for helping debug the game however, it's just necessary to show progression in a way that's easy to digest without having to memorize what you have in storage already. Just look at how confusing intrinsic counting is. Its like its intentionally designed to be a confusing and hard to parse.
  2. Allow players to manage and upgrade their railjack either from the Orbiter or at least inside the railjack too. 
  3. Allow players to go directly to the railjack upgrade interface in the dojo.
  4. The pilot and the sideguns should have separate resources for using missiles so people stop arguing over it. 
  5. Wreckage capacity should be doubled due to the RNG nature of them. The game should also display the total wreckage you have in your inventory so you know when you approach capacity.
  6. Needs better compare/sort functions.

Railjack Ship Design

  1. You should be able to reach the engineering section from the back of the 2nd deck. Put a hole or ramps in there. Its pretty annoying how the edgy tenno kid plot device takes up that entire area while blocking off access to the back.
  2. Slingshot area shouldn't be in some small hidden area at the top of the ship. If anything it should have been in the circular drive area at the observation deck.
  3. Shields feel pretty bad compared to health. Buff shields or give armor to shields. Shields have long not made much sense in warframe aside from a few frames.

Omnitool

  1. Should have about 50% more range so you can repair damaged areas on the ceiling without having to jump.
  2. Hazards like fire/electrical shouldn't have some "minigame". The speed at which the process bar ramps up is too fast in the beginning to meaningfully hit early [ ] targets, its almost easier to just keep using the tool until the circle fills. Just remove the minigame all together. Very few people like your open world mining mechanics anyways.
  3. Instead of having this take up space on your gearwheel, give this tool a hotkey that accesses it anywhere on your gearwheel. Not just a 1-10 gearwheel hotkey that only works on first page items. 
  4. Hazards like fires/frost/electrical should clearly indicate what systems they are affecting (shield 

Avionics

  1. Its pretty much a nightmare to compare and contrast between three different houses at the start when you don't know how it works. Why bother having three types of the same type of Avionics when clearly two of them are garbage compared to the best one? Could have simply gone much clearer naming convention or allow more upgrades from higher tier houses so its easy to tell "at a glance" which Heat avionic is actually better without scrolling around and clicking each of them.
  2. Like Wreckage, is it just me or do we simply not know what's what out there to the point where the next update is for sure going to invalidate all the effort and resources invested in the current "best in class" upgrades?

Other

  1. Please FIX the god damn de-acceleration from trying to spam blink. You should have to HOLD down SHIFT to switch to speed modes so that trying to blink while in combat doesn't suddenly put you out of high speed.
  2. Would be cool if there were more specialized enemy fighter AI. Their ability to evade is annoying however since they can maneuver in ways players cannot. 
  3. Explain all the new damage types. What is Particle damage? Plasma damage? etc.
  4. Archmelee is useless. In fact most archweapons are useless.
  5. Using recall twice while the first one is going bugs it often so it cannot be used to recall again.
  6. There should be a cooldown on entering and exiting environments so you don't bug out in archwing mode or ground mode.
  7. The empyrean map should not zoom straight into Earth every time, or should look at the last planet done. 
  8. Improve visibility of resources. You can barely see them as it is. Just do players a solid.
  9. Dying in space sucks. With how much damage enemies are doing, its impossible to get revived in most scenarios, nevermind reaching someone in 10 seconds.

 

 

 

 

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So far the experience feels ok. A good base that needs a lot of tuning and bug correction, but overall is very refreshing.

Railjack is honestly horrible at first, but when you start knowing a bit more, communicate with your teammates and have an upgraded ship it feels much much better !

So far, the worst experiences come more from players refusing to communicate and taking decision without consulting the team than bugs.

Good points :

•  Flying and fighting mechanics are cool and fluid

•  Design and animation is top notch, as usual

•  I really like the multi-layers progression system (intrinsics, gears, avionics, matrices ...)

•  I like the repair and forge system while flying, make you take care of your ship and stay active, not seated at a turret. The refine mechanics can seems annoying at first but with a    bit of management and communication with your teammates you can upgrade the amount of ressources you get on your mission whitout a risk of failling it. It can really make a differences between a team that works together or not.

•  Overall economy seems ok (without the random stats on parts), it should take a bit of time to get new weapons but you should be sure on how your part stats are compared to others when investing.

What can be improved :

•  Lots of bugs (stuck in arch animation / weapons, part of ship not displayed, parts of ship displayed while in turret, turret cannon clipping with ship body and sometimes unusable)

•  Loots vacuum, even with the latest boosts still feels of.

•  Loots in crewships and base not shared, can be a real problem with a non communicating team and a huge loss of time  

•  Random stats on shields, engines and reactors wreckage are in my opinion a real problem. That's what made me quit destiny and stick with warframe. I hate finally looting something that should be good just to see it has poor stats. I could bare with it if at least there was a bit of consistency in it between houses and their strong points (like having a better houses drops mean guaranted better stats on a sets of stats) and MK levels but it clearly seems it's not the case. I don't want to be wandering forever for the perfect loot, i like to have a precise objective when grinding. If an extra layer of RNG should be added to MK an Houses, i would prefer divide each MK tiers with 4/5 state of 'quality' or 'damage level' that grants a % of max stats for each tiers. As an exemple an heavily damaged MKII part would grants only 50% of max MKII stats of its house. Also higher crafting cost should always mean better stats overall. Either houses have differents strong points and all have the same cost, either houses are a indication of global quality and provide differents ranges stats at differents costs. Mixing both feels weird and very confusing.

•  Wreckage inventory limit is confusing as you can't see the limit and how much you already own. And the 30 limit is way not enough with totally random parts (but is totally ok with differents tiers of loots like for weapons). And what about builded parts, how do they count in this inventory ? Is there an another inventory for them ?  A good option would be to have 1 or 2 inventory space for each builded element (reactor, turret weapons ...) and have to pay plat to expand it and have a much higher limits on unbuilded parts, if random stats are still a thing. That would be much closer to the actual system for weapons and warframes, and i would have no problem to buy and spend plat to upgrade builded parts slots.

•  Avionics UI could be upgraded with differents color for each house, as that would let me find and compare avionics with the same purpose in a much easier way.

•  For intrinsics, removing archwing bonuses from other tree and replace them, and create a whole new archwing tree. Could add interesting bonuses like a protection buff for the few first second after leaving ship or base, allowing you to assert the situation and not get oneshoted from nowhere.

•  Real lack of diversity between missions, even for a first iteration. Would love some missions more oriented on exploration and a bit less on fights, like assault a greener base or orokin tower that does not have a whole fleet to defend and the whole team can go and loot everything inside. That would also allow to separate missions purpose and avoid conflicts in teams on wether looting or go next missions for intrinsics. The fighting would be more to get xp and exploration one more for ressources.

•  Heat capacity cost on Zetki weapons feels too high. If I invest more to have better stats I don't want to be that much more limited on the use of it.

 

I might have forgot to mention a fews things but I think thoose are the main points I wanted to share.

This update is a huge step for the game and I hope it will get the attention it needs to provide a solide base for upcoming updates.

Edited by Akhume
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It's S#&$ty giving all these streamers free rail jacks, even though half of them haven't played the game in over a year+. what do founders get? jack S#&$ yeah that's cool thanks warframe for caring more about streamers than founders.

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3 minutes ago, LvJasper said:

It's S#&$ty giving all these streamers free rail jacks, even though half of them haven't played the game in over a year+. what do founders get? jack S#&$ yeah that's cool thanks warframe for caring more about streamers than founders.

Streamers bring viewers, founder don't. 

 

Resource costs feel a bit too high, although some part of that is how hard it is to collect resources, with no avionics, abilities or intrinsics to improve resource collection.

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meh say what you want, it's still bs. "Streamers bring viewers"  is such a cop out and BS. Resources and the farming is fine it's part of the game, however that being said it's still bs that all these cucks get free S#&$ because they bring in 8 viewers. 

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After playing the RJ for a good week of so. General feel is I like it (maybe because I play flight sims and Zone of the enders a lot). However, as i played those said games alot, I feel that RJ can do with some tweeking:

- Tail Gunner for player who might be in the forge, that way, he can shoot as well rather than meditate in the forge when there are no crewships and all guns are manned.

- Revisit archwing mechanics; enemy cutters are much more powerful than a forma'ed archwing and its weapons. This definitely needs to be rebalanced unless we are getting fighter class archwing to dog fight them in future? Assign the current archwing to normal space and give us bigger and meaner archwing for these DEEP space missions? arch melee able to deflect bullets would be nice as well.

- HIjackable enemy cutters?: as archwing are usless against enemy fighters, give us an option to hijack them and use them against the enemy?

- More invulnerable time when disembarking: it seems like it is the norm now to die when exiting the railjack in the middle of a space battle. it could do with a invulnerable cooldown time so players can get their bearings instead of the homing projectiles hitting us and killing us immediately (like Normandy landings)

- Flares and AWACS: to counter these homing projectiles, it is best we are provided with flares also, a HUD with a directional warning where the projectile is coming from as well as being locked on would be helpful to archwing or railjack pilots to give priority to incoming dangers and act accordingly. Mark incoming missiles so gunners can shoot them down before they hit as well?

- Collision: I was expecting quite a huge explosion when I hijacked 3 crewships and parked them together and blew one up. It would be a nice feature if it were to mimic GTA where nearby vehicles are damaged and blow up together or a chain reaction happens. It would be epic if I can ram a crewship into another crewship to destroy them together 😄

- mining in space using same mechanics as PoE and Orb Vallis - speaks for itself really 😄, If Cephalon Cy contacts Ostrons to strip and salvage the enemy's gear, Why can't we do it ourselves first 😄

- Alien lifeforms something for you guys to consider.

- Economy - This definitely need looking at as the costs to build and repair salvaged equipment is quite high, Right now, I am concentrating on joining other player's missions to "farm" required resources and salvaged equipment rather than flying my own railjack. And with new resources farmed being used in the forge, it is quite difficult to amass the amount required. How about using normal resources gathered ie (polymer, gallium etc) for building forge related items?

- Space Only Map? - what i meant by this is to combine/integrate the normal archwing maps into this Empyrean mode as it make more sense being able to access them from here as they are all Space missions right?

- Mark items in space resources are difficult to identify amidst all the space debris and asteroids. perhaps you could make them glow brighter or of a different colour entirely? Suggest not marking them like the intact sentient cores as that would make the HUD overly cluttered with white waypoints. Makeing resources glow brighter in a colour which stands out would be a better option.

- Share all gathered resources and items - currently, only items in space are shared across the players but not picked up ones when inside bases. Do you expect all members in the team to go into the base together to kill the grineer boss to get the 2 new weapons? or is this a trick to make it harder to obtain 😉

- Medical bay - As tenno casualty is quite high and often dying whilst in archwing mode, having a "tractor beam" or "beaming" system where pilots can point and retrieve them into the railjack for reviving would be great as there is no way one can revive a team mate without dying themselves much less reach them in time in 10 seconds if they are far away. OR, have the dying player activate the omni himself. Reason being, in normal mode, one can continue to shoot when bleeding out. Why is the tenno unconscious when bleeding out in space? shouldnt it be able to continue to shoot at enemies while bleeding out? if thats the case, cant the player choose to activate the omni so he gets teleported back to the RJ safely for reviving? (this has a star trek vibe to it i think lol)

- Camera angle - In games like Ace Combat, (which I played quite a lot) there is an over the shoulder camera angle which allows players to see what is coming from behind and take appropriate measure to get out of the enemies' sights, prevent being locked on. This could be useful for us as well as I am able to see whats around me and to take evasive actions if required.

- Mechanics improvement "Signing Out"- if no one has realized yet, the Empyrean's code is largely based on Plains and Orb Vallis. If it isnt too difficult, can you implement an option to leave the squad after the mission as currently, one has to stay on the squad until the RJ docks to be able to preserve their SWAG obtained during the mission. There is no "leave squad" option like on PoE and Orb Vallis where you can head back to the Door/Lift if you do not want to continue doing missions with the rest of the squad you are currently in and will be at the mercy of the "captain" of the ship and held hostage on the RJ if he does a Marathon Veil Proxima run. (Or is the solution "Use your own RailJack then so you can get back whenever you want"? The problem with that is my RJ is crap and will not last 2 mins as I do not have the resources to upgrade the best guns and equipment which is why i am joining others in public sessions to farm for said resources)

I will update and edit this post as it comes to my mind 

 

 

Edited by ecwp1981
additional thoughts added
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1 minute ago, LvJasper said:

meh say what you want, it's still bs. "Streamers bring viewers"  is such a cop out and BS. Resources and the farming is fine it's part of the game, however that being said it's still bs that all these cucks get free S#&$ because they bring in 8 viewers. 

I can understand if streamers with as little as 8 viewers are getting free content. But for the bigger ones, even the ones who don't play the game, they're doing a service to the game. More like a job than anything else.

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3 minutes ago, Drago55577 said:

I can understand if streamers with as little as 8 viewers are getting free content. But for the bigger ones, even the ones who don't play the game, they're doing a service to the game. More like a job than anything else.

this dude who's name i wont drop said "haven't played in years" MR 3 and signs in to a free rail jack and key? a job? LMAO i wouldn't consider streamer a job..... it's a hobby, just because you can make money doing it doesn't consider it a job.

 

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26 minutes ago, LvJasper said:

It's S#&$ty giving all these streamers free rail jacks, even though half of them haven't played the game in over a year+. what do founders get? jack S#&$ yeah that's cool thanks warframe for caring more about streamers than founders.

I watched a wf partnered streamer building all the parts of the railjack on the rising tide update and in this update researching/repairing the components they got as loot from missions as there was nothing extra added for streamers. No uber items. I don't know what you are speaking of.

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1 minute ago, DagoDrakh said:

I watched a wf partnered streamer building all the parts of the railjack on the rising tide update and in this update researching/repairing the components they got as loot from missions as there was nothing extra added for streamers. No uber items. I don't know what you are speaking of.

as i said, watched some kid with 8 viewers get a free rail jack and key in the mail. had to do nothing to have it build for him. I don't mind building it. i've spent my share of money in the game i don't want free stuff but i don't think they should get free stuff just because they are a streamer, and yes not all streamers did. I watched a few people i know craft it piece by piece.

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