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(PC) Empyrean: Railjack General Feedback Megathread


SilverBones
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Having played a fair bit of Railjack, i think i have a good enough grasp (given the circumstances) to give some feedback.
So first things first, despite the crippling bugs, which it has aplenty, the game mode is incredible fun! The coop aspect of it is amazing, and it does push the game into a better place in general. The potential it brings to warframe really makes me want to play even more, and really opens up the game for so much in the future, it's incredible!

Congrats to everyone that made this happen, from Steve who came up with the "hack" to make it work, to everyone that designed the railjack, the systems, etc.! It's a great job, and you guys deserve the holidays!

Now onto some suggestions:

  • Gunnery Rangefinder: Most weapons have a steep falloff and a maximum range, so it would be nice to have some sort of rangefinder option on the reticules to allow us to know when we're in optimal range. Even just a numerical distance indicator under the crossair would do the job, of course, something like a "crosshair" or a dot that changes from black, to red, to green, to blue (from out of range -> max range -> optimal range -> minimum range) would be awesome!
     
  • Ability to mark targets or locations: I mean, if i want to tag that galleon, why can't i? It works on foot and it's hugely lacking in an environment that requires even more coordination.
     
  • Ability to have allies tracked on screen: Right now, if i'm piloting or on guns, 9/10 i can't see when allies are inside a crewship or an objective. This leads to stuff like having two crewships on the screen, and them shifting while i go from piloting to the Artillery cannon, and not knowing which one has my ally inside and which one i should be shooting. And 50% of the time i end up shooting the wrong one and paying the price for that in ordinance and damage while i set up the next shot. Also it doesn't hurt to be able to track where our allies are moving to for a number of reasons.
     
  • Summoning other railjacks: With the current system, the host's railjack is always used. I propose that being able to go to the docks, and use the central console to summon a different player's ship and use that one, without switching hosts would be amazing. Personally, my internet connection is not ideal, so being the host isn't great, but because i tend to play longer than most my mates, i have a better ship, and it sux that we can't use my much better ship because between my not so great connection and the bugs, me being the host isn't a great experience for others. Also would allow people to just switch ships for other reasons (like wanting to see the other guy's color scheme or whatever) without having to reform the squads.
     
  • More Points of Interest and objectives and more randomization: Right now Railjack is new and fun, and is already quite varied, but it wouldn't hurt if the objectives didn't always boil down to "kill x crewships and x fighters" and maybe some third objective. We could do away without having that repetitive "kill X" objective in all missions, and maybe add some stuff like blockade runs (having to escort a syndicate or solaris ship from a point A to a point B in the map while fighting off enemy fighters and crewships, with stuff like destroying turrets or some sort of shield battery as bonus objectives), defensive missions (defend a shield array while it's being brought online), etc.
     
  • Let us use the Arsenal: There's an arsenal in the railjack, but it only works in the docks (where you already can use an arsenal in the dojo), which makes it kinda useless. It would be great if we could use it in those times between mission end and void gating to the next mission (aka the time people usually spend scavenging).
    On this note, archgun affinity gains seem a bit tiny in railjack, but that might be because i've been stuck between earth and saturn for now.
    Also, during missions we should be able to use the arsenal to resupply ammo, on a cooldown, of course.
     
  • Railjack decorations: Pretty sure this one is already in the books, but hey... Would be great if we could give a bit of a personal touch to the railjack. I understand that the need to spawn breaches and the likes might preclude that, but maybe hide the decorations while in a mission, and just show them in the docks or in the time between mission end and next mission start.
     
  • Can we shift the name? Please let us move the name and the Glyph on the ship like we can do with regalia on warframes? Or at least maybe adress how the mirroring works on the name, because, for example on the sungem skin, the names are never on the flat area, and usually overflow to the more wavy area in front, which is just fugly!
     
  • Can we have better resources? I don't mean more, or whatever, i mean a bit less RNG and more identifiable sources. Like I shoot an asteroid, and it can kinda drop several different things, but visually they all look the same... It might be just inexperience, but at the moment many resources share the same visuals, and seem to have randomized sources, which makes it hard to "look for" specific stuff. Having different containers for different resources, and having them look visually different would be a great QoL improvement.
    The ability to see the from further away might also help, i mean the have a glow and all, but sometimes its not enough, and given the nature of the missions, stuff tends to go all over the place, and we kinda don't have loot radar, so it's not ideal... Being able to track where our loot is, would be nice.
    Also, we need a bit better vacuum, especially on archwing, you basically still need to run into the stuff to grab it.
     
  • Make the map in the tactical menu fixed: Right now the map in the tactical menu tends to follow the player more or less, which means that there's situations where, a player in the forges can't use Command Link to fast travel to the cockpit/navigation because it'll be off the top of the menu.
     
  • Multi-squads please? I mean right now it's awesome, but the ship has the space for a second crew, maybe new missions that require more objectives would also allow for more crews? Or even Multiple ships? I mean, that's the future right there!
     
  • PvP? Some people have been calling railjack "Sea of Thieves in space", some PvP in exploratory missions would actually be fun, maybe as a new form of clan warfare? I mean yeah, Railjack is the best coop experience in warframe, but it can also be used to become the best PvP experience too! We could have salvage missions in special maps where you could not only cooperate with other crews for the booty, but also compete and even steal their stuff! The railjack seems to have a big door at the back, could be used for this kinda heist!
     
  • Clan Logo? Also, why not allow us to use our clan logo on the railjack?

I'm not mentioning stuff like canceling repairs and others that the devs have already confirmed are in the works. Just other stuff that i think would improve the experience with railjack.

Edited by ReaverKane
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I feel that munitions as they are now can cause problems. The payload is used ship wide and the problem is when you have another squad mate wasting munitions needlessly, you can be left trying to deal with the likes of outriders and not have any munitions left to deal with them, even though you yourself have not been spaming missiles. If you also factor in that forge supplies are also used ship wide, you can be left not even being able to craft more munitions, even having been frugle with your personal use of them.

I feel that munitions (and possibly forge suppies) should be per player and not ship wide. If nessisery, costs etc could be adjusted to compensate for this, but as things stand now it's too easy for a squad mate either through poor play or possibly worse still, maliciously, can completely hamper the rest of the squads ability to deal with certain enemies.

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So this sort of covers Intrinsics, Economy and so on, hence putting it in General Feedback:

I think the 'gameplay loop' of engineering is kind of broken/awkward.

- The engineer basically doesn't do anything unless they're fixing a broken ship, which a good crew can render irrelevant.
- Restocking expendables is highly dependent primarily on early RNG/drops (Revolite for example, but the above point can mitigate the need for it early-mission)
- Refine as a mechanic punishes players who are unaware of it, or incapable of communication (the host can move to a new node or back to dojo without giving any time to refine)
-- The above is I think being addressed after the holidays, but I'll still lay out my ideas.

So here are my suggestions! Unsolicited and unapproved, and probably unfeasible, but what the hey:

- The railjack should have a larger capacity to store resources, instead of the 200/each; In addition for the sake of future mechanics, it probably should count 'all' empyrean resources like titanium and kesslers. Maybe rare resources have independent caps though?
- Passive Refinement: As you get resources, they can possibly be refined into useful materials (revolite, flux, munitions, dome charges), possibly set up by the host or engineer depending on the needs of the crew.
-- As a related point, the engineer should have a master console that lets them queue up consumables, plus the four timed consoles that everybody can use in a pinch- to emphasize, don't remove the 4 timed consoles; add a 5th 'more powerful' console that benefits a dedicated engineer.

- The engineer should have a dedicated console or 'turret', and specifically that console should have strong moment-to-moment gameplay like a gunner or pilot has.
-- As a prototype to this goal, maybe crib the Shawzin UI/interaction? The idea is that the engineer sits in the console, and they have say 1 or more different 'tunes or Tracks' they can play like a rhythm game. Each tune improves some part of the railjack in 30-60 second chunks (so you don't have to Constantly play, but maybe you're rewarded for it?)
-- As you gain Engineering Intrinsics, your ability to play multiple tracks improves.
-- Track 1 is Refinement: Resources going into the bay are refined out at improved ratios or faster.
-- Track 2 is say Shields/Heat Management; gunners can fire longer and shields recharge faster. Probably nothing that's like a straight DPS boost- because you want to avoid feeling like an engineer is obligatory.
-- Track 3 is Engines, etc.

And maybe there are more tracks, so you can only play a maximum of 3 at a time but you can switch as you need.

The underlying point is that the engineer, regardless of the shawzin idea, needs something active and moment to moment that isn't 'putting out fires', be they breaches, shorts or actual fires.

- As part of the changed refinement mechanics, the point of an engineer on a resource-scouring run, would be to improve the end-of-mission yield. So say like, without an engineer, you can gather up to 1000 common resources each, 100 rare resources, etc. An engineer who maintains the 'doubler' buff or whatever form it takes doubles that end of mission payout in addition to any caches.

As a future thought, mission-focused intrinsics might be an interesting design space: Optional things like hackable consoles that require Engineering X to hack. Or to borrow from Kuva Sabotage, a future mission type that requires you to aim one of the missile platforms at another structure.

Really, Railjack is in it's infancy, so I expect lots of cool things to come in the future in addition to the necessary balance changes.

 

 

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Can you please add a button to cancel repairs on wreckage? I'm sick of building a turret only to find something better later and now I gotta finish building the first turret - wasting resources in the process because it doesn't fully refund them when you scrap them - to build the next turret. And you know what happens next? The same thing with a new turret I found that I found that has EVEN BETTER stats while I'm halfway done building the second turret I found.

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6 hours ago, xxswatelitexx said:

Right now Ameesha is the only viable Archwing as shown by Dev stream. That 70% use of Ameesha is most likely because 30% of the people don't own Ameesha. Otherwise it would have been closer to 97%.

The main issue is viability and balance damage for Archwing. 

  • Many Archwing Abilities do very little to no damage even with Maxed Primed Transformer.
  • Many Archwings also have no Defensive abilities that would help them survive in Railjack.

Take Electryon "Nuke" for example. It is extremely slow, the chance to hit a target in rail jack is Zero to Negative Percentage - is close to 0 unless the target is standing still or you are point blank at which case you are hitting your self. 

Odonta's "Dumb Missiles" again same issues because they aren't tracking and the high speed movement of enemies and extremely low damage of the missiles they are pretty much useless in rail jack again.

Iztals cloak requires it to stand still and do nothing. Not even sure why this ability exists. Maybe to let players AFK to use the Bathroom? Maybe rename it to Iztals bathroom break? It is much more accurate description on the usage of the ability.

 

Recommended Changes 

  • Odonta's Missiles - > Should work same Mechanic as Ash's 4th ability. With a massive Buff in Damage
  • Iztals Cloak -> Works like Loki's Invisibility, but decloaks when player is damaged but can shoot while invisible. 
  • Electryon nuke -> AoE Size Drastically increased 2.5x, damage increased by 1000%, increased energy cost by 50% and has a 2s windup time. This way it actually feels like a nuke and can actually not be embarrassing. Right now you hit a target above level 40 in normal archwing mission it may do 5 - 8% of the targets health in damage. 
  • Odonta's Energy Shield -> Should work similar to Iron Skin where the more damage it takes in the first few seconds the bigger the shield. Except the Damage Timer should be 5s. 

 

There are probably a lot more changes to be made but this should be a good starting area.

It's really not enough. Amesha would remain more viable than Itzal or Elytron if you removed any two of her abilities outright, and direct damage like Elytron's will never scale against weapons that can multiply their damage output many times over with mods. There's the ghost of a good ability in Cosmic Crush and Archline, but only at a notional level. Elytron has three different missiles and chaff - there's nothing to salvage there.

Small changes to Odonata are enough, because it's the starter archwing players upgrade from when they get access to the other three. Elytron and Itzal simply have no reason to exist, and that was already true before Railjack but all the more obvious now. They need total reworks with real survivability and CC abilities if they're going to be a viable option. If Elytron's just gotta be all missiles all the time, give her a Pillage missile and an Ensnare missile and a stun spam or something and make everything home. Give Cosmic Crush a range that makes sense in Railjack and make Cold Snap apply to the full range. Make archline target all enemies within range in a wide cone. Give them both some DR and a healing-oriented augment. In short, they both need the full Ember rework treatment.

And Amesha's right at the level of the content right now, so those reworks would need to be balanced to match her level. Especially since the archwings are themselves having to play in the same space as the railjack instead of having more clearly defined roles - they have to find some self-sufficient way to survive the same level of enemies. Alternately, nerf Amesha's 2 and give the railjack a 100m health and energy regen aura, so us jumpers actually have to depend on it for something instead of treating the railjack as a defense target to occasionally attend to in between jumping off to do the rest of the mission. = P

Edited by CopperBezel
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1 hour ago, Adam-De-Locke said:

Can you please add a button to cancel repairs on wreckage? I'm sick of building a turret only to find something better later and now I gotta finish building the first turret - wasting resources in the process because it doesn't fully refund them when you scrap them - to build the next turret. And you know what happens next? The same thing with a new turret I found that I found that has EVEN BETTER stats while I'm halfway done building the second turret I found.

They already said they'll be adding that in the start of next year. No more patches this year either, unless emergency fixes. They're on a (well deserved) break atm.

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railjack needs:

better vacuum - either in general, via intrinsics or by consumable. too much time is wasted by searching and collecting drops and resources by practially flying into them...

far better radar - you translated the frames enemy and loot radar 1:1 into AW and railjack. that just don't cut it at all. what we need is something about every space shooter/sim has since the days of old elite... hell in most games they just copied the radar because it's that good and usefull (no need to re-invent the wheel here - maybe scabble a new name for it like you're so fond of and all is fine ^^)

matchmaking - optimize some points to prevent this awfully annoying behaviour in certain missions (one word: BPs). stop letting player join when an objective was done already and punish uncooperative player (those who come into the mission, fly right to the sentient ship / galleon / base and farm the sentients/captain and then just leave the mission when nothing they want was dropped). combined with the possibility to join after objective were done, this only creates a constant stream of joining, asking and leaving those missions. as for the sentient ship, only let people join this mission once every cycle if they entered the ship in one. if the team is fast enough, then let the mission be redone, but only from within the railjack - if someone is doing the mission objective and then leaves the mission like i described above, let them lost a second chance for this cycle. sadly, this isn't an option for the other missions with a galleon/base in it. maybe making the parts where the BPs can drop only available after the fighter/crewships are eliminated would help in all those cases - though would make it also more annyoing for good teams who wants to split up and doing multiple objectives at once...

Edited by fr4gb4ll
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Kay, after more days of playing, one thing just stands out to mes as being annoying AF. The RJ enemies are simply too fast. Its endlessly frustrating to have a fighter run away from you in his desperate attempt to get far enough away to turn around and shot at you when you are on his six, even" rubberbanding" away from you if you use the useless Archwing blink. This has no merrit and adds exatly nothing to the gameplay. With a look at the over the top damage and tanking capabilities of the RJ enemies, at least not make them faster in comparison to Archwings.

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Greatly appreciate it if you made the crewships unable to fire when their in the process of having their cores overloading. There's been too many times where I enter a crewship, destroy their core, left before the explosion occurred, and was instantly gunned down by the same crewship when I tried to move away from it.

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Controller customization for railjack pilots is currently limited

- The new tactical command option can be bound for general control scheme in options.

However, the same button that is not assigned to anything during railjack pilot control does not activate the tactical command UI.

With the controller already having limited buttons to be assigned to, it would be great to be able to partition and customize a pilot control scheme of its own from the general control layout in railjack.

 

 

Edited by Reshun
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Just now, Reshun said:

Controller customization for railjack pilots is currently limited

- The new tactical command option can be bound for general control scheme in options.

However, the same button that is not assigned to anything during railjack pilot control does not activate the tactical command UI.

With the controller already having limited buttons to be assigned to, it would be great to be able to partition and customize a pilot control scheme of its own from the general control layout in railjack.

 

 

They could expand the ability menu to include the tatical command and other command options. For example, I binded UP to open the ability menu, and use X, Square, Triangle and O for the 4 warframe abilities. I wish I could bind R1 or so to open the Tatical menu.

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55 minutes ago, Adam-De-Locke said:

Greatly appreciate it if you made the crewships unable to fire when their in the process of having their cores overloading. There's been too many times where I enter a crewship, destroy their core, left before the explosion occurred, and was instantly gunned down by the same crewship when I tried to move away from it.

that why i often go out of my way and kill the pilot and the gunners first, before destroying the reactor. won't help if multiple CSs are present though ^^)  but at least last hotfix made them miss more often.

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4 hours ago, Adam-De-Locke said:

Greatly appreciate it if you made the crewships unable to fire when their in the process of having their cores overloading. There's been too many times where I enter a crewship, destroy their core, left before the explosion occurred, and was instantly gunned down by the same crewship when I tried to move away from it.

kill the gunner and pilot to disable them.

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1) Should be able to toggle your ship map while in a pilot or gunner seat. Useful for seeing railjack damage.

2) Might be a bug, but it's somehow happening very often that I'm trying to get off a gunner seat, only for it to immediately insert me. Rolling away seems to prevent it.

3) There could be a staging area like a relay accessible from the railjack navigation screen where players can more specifically recruit or join up as crews and set up ground rules. Free Flight could be good for this, but you're more likely to frequently get matched up with less experienced players. Maybe if matchmaking had filters, like being able to pick up people who've gained access to at least Saturn as the second tier, and people who've gained Veil access as the third tier. Or perhaps a predetermined criterion checkbox like Player has at least level 3 in at least 3 intrinsics or level 5 in at least one, something for vet for experience

4) We need a way to cancel and refund repairs that haven't been fully funded, whether it's a change of part choice or decision to use a rush repair drone

5) Winged avionic effects (the archwing effecting ones) should be global

Edited by Scorn
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- Blinking past a resource should instantly collect it: if you blink too close to a resource, you go past it without collecting, having to turn 180º, searching for it and turning 180º again to continue

- Increase Archwing Vacuum: you need to literally touch the loot to get it. In regular missions it's already bad enough, requiring companion vacuum. In the space where distances are orders of magnitude greater, the archwing vacuum should also be greatly increased.

- Increase equipped Warframe + sentinel Loot Radar by multiplying them by 100, so a 30m regular radar would become 3000 in Railjack mode, and make it mark items with floating icons instead of just the minimap.

- Make Blink have 3 charges that slowly recharge over time instead of a single charge: as said above, Railjack things are really far away, so you could blink 3 times to reach an enemy and while you kill it, the charges recover and you can reach the next one. It makes things more fluid in Railjack and still prevents people from spamming blink in the PoE/Vallis/Railjack.

- ArchMelee range is really bad: make Melee attacks with an enemy in the aim consume the blink charge to blink up to twice the regular blink distance to close the gap to the enemy, and if you attack him, you will be "magnetized" to the enemy, following it; if you don't melee him for 2 seconds, you stop and the enemy continues. If the idea above of multiple blink charges is combined, instead of double blink distance, consume 1/2/3 blink charges for the needed distance at once.

- Rank 1 Gunnery aim reticle helper in archwing: if you've unlocked the perk, the leading reticle could also be shown while zooming with an archgun. Maybe not in Rank 1, but in a later rank? Projectile weapons in space with long distances and fast moving enemies really need Amesha's 3rd ability to be able to consistently hit them. This could be a way to decrease the need of the slow.

- Collected resources/intrinsic should be squad-shared. As said above multiple times, the great distances make the experience completely different from regular gameplay where people are closer together. To prevent AFKs from farming, if you don't act (pilot, cause damage, use foundry, repair, use tactical) for 1 minute, you stop receiving the loot and experienceuntil you act again. To compensate the increased loot+intrisic gains, reduce the overall numbers dropped by 10% for each squad member after the 2nd.

- The host should be able to remove whoever is in the pilot seat for him to use: he is the ship captain after all, he shouldn't be locked out of piloting his ship because someone else took control of it. The other seats (guns, slingshot) he would still be unable to kick people out of them. Note that removing = dismounting him from the pilot seat, not kicking from the mission.

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On radar, I really think that radar and Adaptation still working in archwing if they're on your frame is a bug that should be fixed. The only other thing that carries over are some of the applicable warframe passives. Archwings should just have their own innate 1km or so radar, and possibly mods to expand it.

On archmelee, it's consistently inconsistent. It's sticking to enemies perfectly for some users and not targeting and auto-dashing at all for others. Buffing it is a discussion that could be had, but I think if it was working consistently for everyone as intended that would be a lot easier to assess. 

On hosting, if hosts are going to have a designated Captain role with special privileges, that needs to be more visible in the game. Folks are asking here for the ability to kick players or elbow them out of stations, and I've seen complaints about other player's ability to like, use the ship ammo. As it is, some hosts will navigate the ship when and how they want and others will ask, and I don't know if any of them know whether the game is telling them and us that they're the captain.

 

Carthago delenda est / Itzal and Elytron must be entirely reworked.

Edited by CopperBezel
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Can we please restrict access to the host / pilot to only be the one that fire the salvo and seeker missle volley. I've joined several games where people just fire everything onboard the ship wasting my munitions at nothing. No enemy target whatsoever, even when I mention to wait for enemies. They don't even help reload them either in the forges.

Please have some sort of controllable setup on which crew member may use which functions, very annoying to deal with. I've grabbed other crew members that are competent but I just simply want to hit a button and play railjack.

While I'm at it can we have crew commands for scavenging and railjacking crewships.

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49 minutes ago, Clarencezer said:

Can we please restrict access to the host / pilot to only be the one that fire the salvo and seeker missle volley. I've joined several games where people just fire everything onboard the ship wasting my munitions at nothing. No enemy target whatsoever, even when I mention to wait for enemies. They don't even help reload them either in the forges.

Ideally you'd have a crewmate other than the pilot with a high Gunnery skill who'd be using a turret and jump to the big gun when required. Like, that seems to be what's intended, at least. Nothing says the host has to also be the pilot, of course.

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