Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

(PC) Empyrean: Railjack General Feedback Megathread


SilverBones
 Share

Recommended Posts

I think that for consideration of the progression system for further railjack, maybe DE should have a quick little revisit on which nodes the weapons should be dropping at, amongst a couple other things.

 

Weapon Drops being shifted by a couple of nodes

To this day, in order to progress in railjack, the best way to do so is to still hitchhike a ride on a decked out railjack in the veil proxima and build em accordingly for your railjack whenever you get all the resources you are required to do so, which is also preferably done on someone else's railjack in the Veil. While I appreciate the fact that DE removed rush repair drones, imo the damage has already kind of been done. While I don't suggest bringing them back, I would suggest toning down the build requirements of the earlier mk 1s and 2s.

Most importantly, I think that mk ls should be a very common drop in most of Earth's railjack nodes. However, mk 2s should drop not only on Saturn, but on the last few nodes on Earth (perhaps as a possible end of mission reward). Likewise, mk 3s should not only drop in Veil proxima, but also on the last few nodes of Saturn.  Please correct me if I am wrong to assume that they only drop on the separate proximas.

Why?

The reason why I ask for this is because as of right now, players have no reason to actually experience railjack, with their railjack. They are prompted to just get onto someone else's ship who has everything decked out already. And how did we manage to reach Veil proxima upon 2 days of Empyrean's release? Rush repair drones. So basically, this was all possible thanks to a group of brave ones spending plat on those robotic upgrades. However, instead of suggesting that rush repair drones be brought back, I'd rather the gamemode be doable from start to finish more smoothly for a player who is new to railjack, has just constructed theirs, and is starry eyed, having their mind run wild with imagination, as he roleplays as Cpt Hydroid, fixing hull breaches, smashing into crewships, and perhaps together with other fellow mates on board. 

As someone who has already basically gotten every railjack upgrade from Empyrean from long back, I find it fun to hop into new players' sessions and helping em out. That is why this appears to be such an issue to me. I don't mind the beginning weapons being absolutely terrible. However, perhaps they could not have to consistently struggle with weapons that are consistently outclassed by the sheer tankiness of the fighters in their current Proxima?

 

 

Connecting the Proximas

Moreover, for all this talk about connection, there isn't even a reason why Earth, Saturn and the Veil proxima are connected. Even on the vanilla starchart, you have to fight a specter boss, and then open an amazing looking portal on the little ship. Has DE considered doing something along those lines for Railjack? We could have the Railjack open some sort of 'space stream' or giant 'portal' in order to gain access to Saturn, and Veil proxima and likewise in the future.

 

Decoration

I'm certain many have mentioned this before me, and it's arguably a suggestion that merits little attention for now, but eventually I hope you would consider allowing players to customise their railjack.

Link to comment
Share on other sites

Before proceeding further with Railjack, please tighten the RNG of other items like you did with reactor capacity, just because it was the main one mentioned, doesn't mean you should stop there.

 

Just an example of how it could go

 

Shields

Lavan: High shields (1000 - 1200), low delay (0.5 - 1s), moderate recharge (3-5%)

Vidar: moderate shields (500 - 600), high delay (3 - 4s), low recharge (2 - 4%)

Zetki: low shields (300 - 400), moderate delay (2 - 3s), high recharge (6 - 8%)

 

Engines (not sure what the RNG variables for these are)

Lavan: High boost, low speed

Vidar: High speed, low boost

Zetki: Moderate boost and speed

 

 

Also 2 more things

 

Make it so engines and shields give multiple bonuses, some of them are just not useful.

And make Flux capacity only be given in multiples of 50, bit of a nitpick, but it just annoys me to have 449 capacity atm while only 1 railjack ability I know of and have uses flux/s as a drain rather than just a 100 or 50 flux cost. Also please tighten the Flux rng too.

Link to comment
Share on other sites

Waiting for boost to recharge contributes negatively to the flow of gameplay.

I suggest to enable infinite boost, but make less flux energy immediately available the lower the boost meter is. Also, make boost meter always be charging with variable charge rate that approaches zero when full, and increases the lower the boost meter level is. 

Example:

Energyregen.jpg

Example taken from Star Conflict (2012). The dropoff in energy regeneration rate at very low energy levels is highly optional in Warframe, as in Star Conflict it is possible to build a stronger energy regeneration to never go below a certain percentage. Star Conflict is also a hyper-competitive PVP game.

 

Edited by Fran_Bow_Dagenhart
Link to comment
Share on other sites

  What you do or do not like:
Railjack wreckage inventory management.

Why you do or do not like it:
- Railjack wreckage cannot be accessed or assessed without having a railjack?
- Railjack wreckage inventory is limited (to 30?)
- Going over the inventory limit seems to prevent the ability to deploy on railjack missions, will boot a player from their current squad, and the player must convert excess wreckage?

And what you would like to see differently:
Allow players to manage wreckage even if they do not yet have a functional railjack.

 

Spoiler

At least, this recently happened to me after my squad completed a mission and returned to Dry Dock.
When we went to redeploy I was booted from the squad and prompted to manage my wrecks by choosing from my inventory which I had not previously, nor since, managed to access as I'm still 'repairing' my railjack.
It was during a time-gated Sentient Anomaly mission window of opportunity, so this was unfortunate.

 

  • Like 1
Link to comment
Share on other sites

Can we please stop with the randomized stat rolling? The Riven system was already bad enough, the Lich system was worse, and now the Railjack RNG stat rolling takes the crown. I can understand RNG stat rolling for weapons because they are just "bonus" stats, but why does RNG have be be in parts that are crucial to our ship's functionality? It just makes everyone feel really bad when they spend all their time trying to get that one part, only for it to not be the best roll. The reasoning behind the randomized stats is really poor as well. "We want everyone to have a unique ship" There are other ways people can achieve that. It doesn't have to be through stats. In fact it already exists in-game. It's called cosmetics, modding to your playstyle, using different combinations of armaments, components, etc. Why do you feel the need to have some people have the same exact equipment, but because the other guy was lucky and has a better roll than you, he does the job better, faster, and more efficiently than you? Again, if your goal was to give everyone their own "unique" Railjack, then find another way to do so without tampering with the ship's stats. Please. 

In devstream 137 you introduced the idea of fusing duplicates to increase the stat bonuses and that you would extend this to Railjack as well in the future. While I think it's an excellent idea, it's also very unnecessary. If you would just stop with the RNG stat rolling in the first place, we wouldn't need this kind of fix. You wouldn't need to devote so much time and power to write it into the game and maybe work on something else that desperately needs fixing. But the damage is already done so I'll stop with the hindsight. With the Valence Fusion being extended to Railjack, PLEASE make it so that everything in Railjack can be upgraded through fusing, not only weapons, but also reactors, engines, and shield arrays.

It's really unfortunate and I really don't want to think of it this way, but I feel like Warframe is really not respecting me and the time I put into it. The RNG stat rolling is really toxic to the game and there was no need or reason to include it in the game at all. I invest 10 minutes into a mission, only to not get the reward I want or get a bad roll one. That 10 mins then becomes 20, 30, 40, and so on until I eventually do get what I want. I'm not even being compensated for the time I've spent when I don't get the part I want. Instead I'm given useless relics that can also be farmed elsewhere in the game and probably faster and easier as well. Railjack parts are not the same, they're not farmable elsewhere in the game. Farming in Railjack feels like I'm gambling. If I wanted to do that I'd go to a casino or play a EA game. Please reconsider this stat system and stop with the RNG stat rolling. 

And for the love of God please don't include RNG stat rolling in future content. PLEASE.

Link to comment
Share on other sites

So far, aside from the RNG compounded with RNG discussed here and the mutant indestructible Grineer, my largest issue has been projectile speed and damage falloff in space. Fighting in space leads you to engage at ranges spanning multiple kilometers. It makes no sense for projectile speed and damage falloff to be as low as they are when you're having an engagement like this. It seems to be even more of a problem with the arch guns that were already in the game. My general strategy for ensuring I hit a ship with my arch gun is to just blink into it and shoot it point blank.

  • Like 1
Link to comment
Share on other sites

How come when you shoot an enemy crewship's healthdown all the way from railjack it is only permanently disabled, not destroyed? Don't get me wrong, I love boarding enemy ships, but for variety (and perhaps for when I have things to tend to in my own ship during solo), I'd rather see the things explode then and there so I could just continue the mission from the pilot seat if there's no one around to jump over for me. Kinda anti-climatic when I spend 5 minutes strafing around them and shooting and then all of a sudden they just stop and become invulnerable. 

Edited by Gnohme
Link to comment
Share on other sites

We need a kuva railjack farming mission.

 

I remembre hearing " we don't need another kuva farm" when disruption dropped ... instead, for me, it was exactly what made farming kuva more fun and less boring 😄

 

i can choose between allerts (diverse enemies) and maps, survival (camping) or disruption (much action, much fun ❤️

).

 

So, either a railjack kuva allerts or just kuva fortress accesseble on the railjack map wouls be appreciated.

 

It can be standrd grineer mission with an objective inside the forress itself (or an asteroid) where wedestroy a kuva deposit and steal a lot of it, to compensate railjack missions being longer.

 

Link to comment
Share on other sites

The section underneath the Forges, in the middle, of the Railjack is not used. The Artillery Cannon should be added there. A loading/fire control station should be added as well.

Was watching this video: 

Which has nothing to do with Warframe perse, but watching it really honed in on how much work goes into firing large, naval crew guns.

Right now using the artillery cannon in the Veil, against Crewships is not the best experience. It can take anywhere from 2, to 5 or more (depending on builds/luck) shots for a Railjack to take down a crewship using an Artillery Cannon. Which is not ideal, because argueably the Artillery Cannon's primary purpose is to fight Crewships. Nothing else onboard the Railjack's host of armements really is suitable for addressing crewships. The Avionics missile launcher is more for swarms/Itano circus situations. The Ordnance, which is where the Artillery Cannon is somewhat analogous to, also take multiple shots to take down a crew ship. That's when they're not being used for Blackhole/Tycho Missle combo.

The alternative is to Archwing Ram launch a Tenno into a crewship, and have them set the reactor to critical. Which can take approximately 20+25 seconds to accomplish. This is usually in my experience a faster, and less costly in resources method for dealing with crewships. From other gaming experiences, like Sea of Thieves for example, it should be argued that a well organized crew, should be able to take down an enemy vessel, as fast, if not faster, than one vigilante lone wolf player. If you have 1 Pilot, and pontentially 3 other players boarding crewships, than a Railjack crew, on their Railjack, should have the capabilities to take out 3 crewships within the same time, let's say 60 seconds, without leaving the ship with the resources on hand.

So, my proposal is to add the Artillery Cannon, or a generator for it, in the undercroft section of the tail. Also, to add a station in the back middle of the foundry level for a manual loader. That way people who are going engineer, can either speed up the loading process (I'm proposing slowing down refire rate of the cannon), or have a way to increase the charge for the cannon. Maybe have a way to overload the cannon so that it does double damage with one shot, but doing so breaks the cannon, and causes one or more fire or electrical hazards to crop up that the person in the engineering section has to fix to "quench" the barrel. 

Doing it this way, it should take 3 players, working as a team, pilot, gunner, loader, to be able to maximize cannon performance. I think it would add a lot towards gameplay and a general commaraderie feeling when it's working well. It should feel like an actual gun crew. Obviously however all these systems will still happen with some amount of automation. Like if you don't have someone loading, but have overloaded the next Artillery shot, it would still fire, at full power, but would disabled with a hefty cooldown, until someone quenched the cannon in the underside.

Edited by Neumeier
Link to comment
Share on other sites

The damage of the Forward Artillery Cannon (The Tunguska Cannon/BFG) needs to be increased. Even with a ranked grid and fully maxed Zetki Forward Artillery Avionics I am still unable to completely obliterate any crewship in Veil Proxima. The crewships always have one quarter of their hit points left after I shoot them with the Forward Artillery Cannon.

Link to comment
Share on other sites

since we can buy extra storage for railjack weapons and equipment. why can't we buy also some for wreckage? 30 is sure a bit low if you're trying to get good gear and not wanting to scrap the 'only' medicore but rare wrecks... i'm sure that is what most people do and likely for all kind of weapons and equipment. i don't ask for this being free, 4 or 5 more storage space for 20 or 30 plat would be a fair price.

Link to comment
Share on other sites

Once all Grid sockets have been upgraded to level 3 there is no further use for Dirac and even with a +100 Vidar reactor there are still limitations on what you can fit overall because some of the avionics capacity costs are quite high with one of the worst offenders being Zekti Ripload at a whopping 17 points for just +40.7% Ordnance reload.

Perhaps additional levels could be added to the Grid where after level 3 it reduces the cost of the slotted avionic by 1. Also the Winged series of avionics was more popular when they also applied to the railjack itself. Perhaps that could be reconsidered along with another range boost.

  • Like 1
Link to comment
Share on other sites

I may be late to the party about coming to the realization of this but Railjack in it's present state sort of reminds me of Warframe in the beginning. You'd log in pick a mission either on a limited area outside or in a ship corridor complete whatever mission it was collect resources and log off and wait for the next big thing which at the present is now free roaming on planets, right now with Railjack we are in the corridor/limited area stage. My hope is that we can extend this to free roaming space like in Eve and Elite Dangerous, to actually go on patrols or just go exploring. Right now I think I have reached my limit on Railjack, my ship is fully MK3 equipped, which now makes going to other planets other than the Vail pointless. I think, at least for me, we need to move beyond what Railjack is at present, even with adding the Corpus it's just more exterminate missions just with different looking targets. I know many people will probably say now hang on they haven't even fixed all the bugs yet and you want more to be added? I guess that is fair to say, but in it's present state I'm afraid people like myself will begin to feel that Railjack is already becoming stale. I think Railjack has enormous potential but I think the player base will far outpace Railjack in it's present state and maybe drift away. Just some thoughts:)

  • Like 1
Link to comment
Share on other sites

Suggestion

Im not sure how often people use warframe abilities from the tactical menu.   It was pretty cool hearing about Rhino and Saryn and others? affecting your whole railjack with their abilities.  I think that should be a mistake turned into a feature..... (just not how it was before).

I think it would be really cool if each warframe had an ability they could transfer to your railjack.   You went through and picked 1 ability from each from to work on the interior of the ship..  Scrap those....   Make a new list of 1 ability from each frame that affects the SHIP.   Also give the ship abilities their own range stat.  3k is engagement zone.  

But they would work just like the interior abilities do now.   You would open up the tactical menu and hit a warframe power from among your crew.  

Buffs, loot,  debuffs,  utility.........

----------------------------------------------------------------------

Please make Lv7 gunnery have 4k range on slingshot.....   Right now its 3500 and crewships engage at 3k.  Thats only a 500 meter window to get the drop on them.   If your moving towards them, or they are moving towards you chance are your going to get boarded and shot up anyways.   4k would be perfect.  

Railjack in general kind of ignores the most basic law of space.  An object in motion remains in motion unless acted on by an outside force.   Why do guns and cannons and crap have range limits??  There is NOTHING to slow stuff down in space except gravity (and debris which would be horrible for gameplay).   Weapons limits fine...  But slingshot limits.... 

Link to comment
Share on other sites

3 hours ago, (XB1)Nightseid said:

Ok. So away teams. Could there be some way we can teleport from rail team and away team or ... perhaps a timer or objectives of how long the away team has to complete their mission and should they fail an alternate win condition is presented?

Tactical Level 10 allows warping to players outside of a Railjack, and Tactical Level 4 lets you Omni warp back to the ship.

Link to comment
Share on other sites

[respawn position in dojo]

when I invite other players to my dojo to trade,they sometimes respawn  on railjack.pls let them not respawn on railjack.

reason:if they are on railjack ,I cant see their name on trade machine.And some player dont know this thing

so,this respawn  position  is confusing 

thanks  a lot

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...