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(PC) Empyrean: Railjack Mission and Difficulty Feedback Megathread


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2 hours ago, Ramflare said:

You can apparently access intrinsics through the escape menu > profile - you might have to be in your orbiter. DE you really  need to signpost this stuff though!

@Ramflare I didn't even know about this, so thank you for posting it (I'll be able to inform others that might mention they have no Intrinsics, or to friends with no Intrinsics). And, DE does need to mention somewhere that you can access these through the Profile Escape menu, because it certainly wasn't in the patch notes.

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1 hour ago, Alukard661 said:

Just tried to fly solo first railjack combat mission

Sweet god, the difficulty. It is almost impossible to complete it solo. I've killed half of the fighters and one boarding ship, and after that my railjack literally started to break apart without any possibility to stop that. It's just impossible to control the ship, crafting revolite, repelling boarders, patching hull breaches and shoot down attacking fighters AT THE SAME TIME.

And the ship itself is fragile as hell. With no speed, maneuverability, almost no defences and hull that giant it feels like i'm piloting a flying casket. And how exactly we must fight sentients with the ship that can be easily turned into burning wreckage by the bunch of grineer fighters?

The ship itself must be crewed with at least eight players - one pilot, two gunners, one artillerist, two for crafting, patching and repelling boarders, and two in space on archwings. And in my opinion, for the beginners you must have missions with no space combat. Just jumping in, parking your railjack in asteroids, collecting resources inside the structures/in space and jumping out.

Really - railjack now is just not suited for space combat

I'd like to echo the squad size thing here, especially: Railjack missions should be run with a minimum of 8 crew, with the possibility of more.

A mix of NPC/AI crew and regular players might be acceptable, so any spot not taken by a player is automatically filled by an NPC crewperson who can be assigned a general task (like "Repair Hull" or "Man Starboard Turret") before launching, and they do all of the things needed to do so - I mean all. If you put an NPC crewperson on firewatch duty, they not only put out fires and fix the hull, they craft the revolite. If you assign an NPC to pilot the ship, you tell them "fly evasive" or "fly aggressive" and they do that. 

 

Edited by Ham_Grenabe
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I concur with other posts that Archwings are  far too squishy. Grineer Crew Ship missiles do so much damage we get downed as soon as we exit if they so happen to be firing at the Railjack. Their AoE is so large I believe Archwing anti-missile countermeasures (Core-Vent, Disarray, etc.) are useless since they hit anyway. I have a maxed Hyperion Thrusters and they still hit reliably. The Grineer Crew Ships can even shoot backwards, so trying to flank them does not work. I cannot shoot backwards when I hijack them. Whats with that? 😛

Archwing offensive abilities are also moot since enemies are really distant and really fast. In Elytron's case, the missiles are far too slow. Itzal's Fighter Escort won't shoot at anything (Too far). Some archguns (like Fluctus) cannot hit anything because of their slow projectiles. Grattler has too-short a range.

I also want to belatedly add that Itzal's new 1 ability is a poor replacement and only lets us crash into things. May we have Loki's Decoy rather than Valkyr's Ripline? Blink was my missile-evade and now its gone. Missiles maintain their last heading when losing lock so Penumbra is less than ideal now.

In addition to the doors sometimes not opening and also not letting me exit after boarding, forcing me to remain until a team mate blows it up, Grineer Crew Ship interior random generation sometimes creates areas that are too cramped to navigate through. Sometimes I had to slide/parkour through open doorways.

Concur with earlier messages regarding looting. I thought we learned this lesson already with Archwing regarding widely spaced drops and tiny loot radius. Would greatly appreciate archwings being able to loot Diracs and ship Avionics as well.

I strongly feel Arch wings are simply not designed for this kind of open combat. Overall though, this addition to the game has a lot of potential.

Good grief the repair costs for drops. You guys really want us to buy those Rush Repair Drones don't you?

Edited by Therys
Repair cost complaint
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Not exactly to do with railjack but since its update I've tried doing some invasions only to be put into the wrong invasion mission (a different node, say i tried to do spear on mars but it instead put me on war). Another person told me the same happened to them in kuva litch territory  control missions.

Something to do with railjack itself; It seems connection/ping can break some things. For example, playing with a buddy across the ocean, sometimes if I world board an enemy crew ship I world get stuck; unable to pass the door to get farther in the ship or interact to leave the ship. There was also one time that when I left the railjack that I did not deploy with my archwing so I was just walking on top of what i assume to be the play space as when he tried to pick me up he could not get high enough for me to re-enter the ship (flipping the ship upside down did allow me to re-enter and finish the mission).: https://imgur.com/a/JfpYfuN

 

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il y a une heure, Ham_Grenabe a dit :

I'd like to echo the squad size thing here, especially: Railjack missions should be run with a minimum of 8 crew, with the possibility of more.

A mix of NPC/AI crew and regular players might be acceptable, so any spot not taken by a player is automatically filled by an NPC crewperson who can be assigned a general task (like "Repair Hull" or "Man Starboard Turret") before launching, and they do all of the things needed to do so - I mean all. If you put an NPC crewperson on firewatch duty, they not only put out fires and fix the hull, they craft the revolite. If you assign an NPC to pilot the ship, you tell them "fly evasive" or "fly aggressive" and they do that. 

Get rid of this useless craft, no one wants to do that. Fire duty isn't fun and no player should be doing that. I mean, come on, RJ is a flying space ship, why can't it solve its fire issues by itself, even a stupid mall from the 20st century can do that.

I got the whole let's manage our space submarine from Subnautica, but we are space ninjas, we have other things to do than that. If i want to play some survivability solo game i'd go for subnautica, repairing the ship hull felt like a duty, not like a chore. Plus i wasn't oneshot by stupid missiles each time i was exiting in some deep water to repair from the outside. If De wants to do that, let's do that at 100% and make some survival content, but sadly Empyrean is not - so they'd better skip the annoying parts, especially since we already have to deal with tons of annoying things.

Edited by 000l000
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That's interesting, the Subnautica analogy was the first thing I thought of too. In fact, the ship even moves like the Subnautica sub. 

I would prefer the "repair stations" that house Omnitools, like someone mentioned up top. they have limited "ammo" when you grab them out of a repair station, but they get refilled when you put them back. And the amount of repair juice is infinite, which I definitely agree should be done. 

Alternatively, I'd really like the ability to buy / research / build a repair drone that just trundles about the ship repairing damage. Maybe the Engineering intrinsic lets you field more of these drones simultaneously. 

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Revolite should be cheaper to build and consume fewer charges on use. At the moment it's not very cost effective to use it, especially when playing solo. I know the system is not really meant to be played solo, but still. Usually you will have one player handling ship repairs and I feel it might be too taxing, especially when starting out. I also don't understand why the forge needs a cooldown. 

In general, the entry mission seems to be very unfriendly when beginning with Empyrean. In addition to skirmish, maybe turn the free flight into exploration/resource gathering type of mission, so we could prepare for more difficult things easier. Because at the moment free flight is pretty much useless. Just add a random point of interest that we could explore, maybe set the objective to explore it and award an amount of resources. I don't feel like spend my time mining rather than playing the new update so I can play the new update.

Next, archwings seem to be very vulnerable against enemy ships. Maybe consider increasing their stats when you eventually revisit archwing abilities.

I also think railjacks could be bigger on the outside, if it is at all possible. Right now there is a noticeable discrepancy between their size inside and outside.

 

Finally, I don't like how you put paid ways to upgrade the ship. First you were selling requiem mods to skip gameplay and now you're selling Dirac. I don't think it's a good trend.

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They hotfixed the crewships... to make them harder to kill with AW weapons - then, naturally, I end up in a buggy desync'd mess of a Railjack mission where the doors inside crewships won't open.  So the option of killing the sucker by the "approved" method of popping the reactor won't work.

Let's face it, all the Railjack balance numbers right now are a mess.

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Don't know why, but it feels like all the ship (Our Railjack and enemy Crewship, especially) feels really small compared to when you are boarding them.

Also, can you fix the Crewship tileset not functioning? I've got into that a bunch of time, the door isn't functional, can't leave that ship, and sometime it just randomly kills you without any reason at all. Oh, and if you manage to blow up the reactor on that bugged tile, you will get shot into the Void. Literally. At least it shot me close to the gamespace through, but what's gonna happen if it shot someone far, far away from gamespace?

Maybe you might want to revisit the Archwing again too. The Corvas description said that "Perfect for taking down fast-moving Interceptor" yet I bet someone could actually score a hit with that. I really like the idea of all arch-gun turns to Projectile instead of Hit-Scan, but I think the base projectile speed should be much faster. Also makes other Arch-wing viable too, right now only Amesha is able to survive outside of our Railjack (At least in my experience). Speed is ok, it's just the survivalbility.

Thanks for reading, also sorry if I make a bunch of mistake because I'm not that good in English.
Have a nice day.

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Why does it feel like the railjack is made of flammable tinfoil?  Also thought this was going to bridge the islands yet brand new resources are required for the basic repair tool to be used. Which the repair tool having to have something built to use is terrible for game flow. If you demanded we have to craft things to fix the ship couldn't it be out of common things we already have, also if there is a cap on how much we can preload into the ship why not just put it on a cooldown/recharge and cut out the middle man. Crafting feels more impact on game flow than energy management could have been.

 

This is highly advance space warship yet it has not auto suppression system standard, doesn't have automated point defense systems, and only has 3 gun emplacements with no coverage on the rear, top, or bottom. It also feels like this is hollow without the crew to help handle parts of the maintenance of the ship. 

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I feel that the biggest problem is just how barebones Railjacks are without mods, and how much of a power jump crewships are to fighters. It makes sense that a large combat vessel probably a hundred times the mass of a fighter is way more dangerous than individual fighters, but it means that playing the first Railjack mission without any upgrades or gear for your Railjack is like jumping into a shark filled pool.

There should be a Railjack node before the current lowest-level mission that's only fighters and ramsleds, with no crewships. This would give players a kiddie pool which they could use to familiarize themselves with the Railjack and grind up basic upgrades and resources. Solo players or pubbing players would probably appreciate this lower-intensity experience, even if the rewards were notably lower, because it would help them grind out some upgrades and do something with their railjacks.

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Id say the only fix for it is to remove all the boring running around putting out fires and micromanaging junk. Having to protect the worlds most fragile ship is the least fun thing I've encountered in a video game since the single player mode in Rise of the Robots. Oh and the whole clan construction stuff is absolutely ridiculous. 

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I've soloed the lowest level mission on Earth a handful of times. The difficulty of doing this seems like 90% RNG once you understand it. 

Sometimes no enemy ships ever even get near my ship and it's faceroll easy to solo. It takes no damage, never have any fires or anything. Other times ships spawn right on top of your ship and it's a nightmare/borderline impossible, at least with a low level ship with minimal upgrades. This is using the same strat every time of parking my ship next to an asteroid and doing it 90% in archwing + boarding crewships to blow up their reactors quick some of the time. It's also very difficult to tell when you need to return to your ship. I've been in missions where he tells me I have X amount of time to fix a critical issue so I have time to go back and deal with it. In my last mission it just randomly failed without warning me. My ship had been on lower health, but I had no warnings about fires/breaches or anything.

I realize you specifically said it wasn't designed for solo, but that doesn't mean there shouldn't be more consistency, particularly with giving you sufficient information to know when you need to go back to your ship. You also lose all indication of the status of your ship while on a crewship, which may be why I failed the last mission since it failed while I was on a crewship.

The indicator of your ships health should be shown at all times, even if you're on a crewship and it should show icons indicating if there are fires/breaches up on your ship that need to be fixed. This indicator is very buggy even in space. I've had the indicator of my ships health vanish once on the UI in a mission while I was out fighting in my Archwing. I don't know under what circumstances it happened, but it showed the mission progress crewships/fighters that needed to be destroyed, but the indicator for my own ship was just gone.

I feel like even Amesha just randomly dies unexpectedly, so there should probably be better indicators or ways of dealing with things that are a higher threat to Archwings than standard fire. It's also unclear what ignores Amesha's 2, but clearly some things just shoot through it or something. There should probably be some in-game information indicating that that's the case if it's intended. I also think Archwing energy should regen a lot faster since outside of Amesha's 4 giving you tons of energy (if you're not using her 1 at the same time), I don't think other Archwings would have a great time with energy in this mode. Alternatively, if you greatly improve their Vacuum radius (which you definitely need to do) maybe make ships drop larger energy orbs or something. 

Vacuum radius needs to be dramatically increased, not just increased by 50m. I have way too much going on to have to worry about looting. Yes, I can fly around after I do the mission and blow up stuff to farm minor resources, which is boring, but I shouldn't have to try to hunt down resources that dropped during the mission. If I blow something up and it drops something, just give it to me. Picking crap up is not interesting gameplay. It isn't in the normal game and is even dramatically less so in space missions. It's not even easy to see if anything dropped and needs to be picked up when you destroy it at a distance. I have no idea why you'd have started looting range at such a small radius after presumably testing this quite a lot, but whatever your reasons were for it, I completely 100% disagree with all of them. This really needs a substantial change, not just a minor barely noticeable bump. 

Also, there is a bug where if you fail and it pulls you out you sometimes get stuck with a mission results screen you're stuck on and have to alt+f4 to get out of. Not sure what exactly triggered it. I was pulled out while in a crewship when it happened once. 

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After many, MANY failures I discovered that the best way to play Railjack missions is NOT to play them with your Railjack.

Park it somewhere behind a larger rock, exit in Amesha+Imperator Vandal, drop some energy pizzas, pop some Decoys around your Railjack, turn the Warding Grace/Watchful Swarm on and you're set. If you have enough Power Strength to hit 80% slow aura on Grace, enemy ships turn into snails, becoming easy targets. Just make sure to keep an eye on your Swarm count. 

If you're lucky, you can complete a mission before your ship gets boarded/shot full of holes, even solo. Flooding your Railjack floor with Specters and Xiphos turrets also helps quite a bit since they can at least distract the enemies. 

As for the railjack itself, it's just not viable with its basic loadout. Your turrets deal pathetic damage, your hull is made of paper and your Omnitool capacity is laughable, not to mention the "mining minigame" is way harder compared to the actual mining, with circle filling out quickly and sweet spots being tiny. 

Also, Repair Costs for dropped parts are insane. I found a Lavan Apoc MK-I, but it costs 3,600 Cubic Diodes and 2,400 Pustrels to repair, among other things. Please tell me these are placeholder values you forgot to fix, because it's bonkers. 

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I'd love to know why it is that matchmaking for his mode doesn't match make before the mission starts. DE, you fully put out there that this mode will be impossible with out a crew. Why is it that 99% of the time I've ether joined in on a mission after it's done or started one hoping to gain a crew never to get one?

On top of that, we apparently gain no XP for our own ship progressions in gear unless we're the host. Why? If we're participating in the mission, our own ship's gear should get at least SOME XP off this. As it stands thanks to this system and the broken way match making is being handled, I have yet to gain ANY progression to my ship's gear and only to the mods that I've acquired joining other people. Progression for the mods has been a fight all on its own as people are continually deciding to call it quits instead of doing missions back to back.

Matchmaking NEEDS to start filling as soon as the mission is launched and the start of missions needs to stall until at least one other person is on board.

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1 hour ago, Borg1611 said:

I've soloed the lowest level mission on Earth a handful of times. The difficulty of doing this seems like 90% RNG once you understand it. 

Just wanted to add that this may just be true of the mode in general as this also happened on the next higher up level mission. Completed it a couple times easily solo. Then on another run, a bunch of ships spawned right on top of my ship and I lost in 1-2 minutes because they killed my ship so fast. I was going as fast as possible and trying to use Amesha's 2 to give my ship some cover but it just wasn't good enough since everything was spawning right next to my ship. 

I'm not sure if the spawn points are random or based on your position. I've tried staying further away from my ship and things were spawning further away from the ship and closer to where I was, but sometimes you chase an enemy towards your ship just as more spawns are coming in which might be why enemies spawn right on top of your vacant ship. Or it's just random and you just get unlucky.

I think a change you could make is to disable spawn locations within a certain range of the railjack to prevent these random spawn right on top of your ship scenarios that can drastically change the difficulty of the same mission from one run to the next. 

edit: In the next mission I tried staying away from my railjack and the enemies all spawned a decent distance away from it, but not enough data to know if that's just a coincidence or not. Two small fighters got by me and were attacking my railjack, but I didn't want new spawns to get close to the ship so I just stayed back and fired my imperator vandal at the ships from a great distance. It was too far to destroy them, but just hitting them or shooting at them even from a great distance gets their AI to try to evade you, reducing how often they attack your railjack. You can eventually get them to move away from your ship and come after you if you get closer but not too close... not sure exactly what the distances are. Then the next wave of enemies spawned and were far enough that I had time to jump in the crewship and blow it up and get out and go after the remaining fighters before they were all on my railjack, giving me enough time to finish the mission fairly easily without a ton of ship damage. 

If that spawn logic is consistent, the best solo strategy would involve staying far away from your railjack in Archwing so that enemies all spawn closer to your Archwing and not the railjack. Other soloers should try this also to see if you can reliably get enemies to spawn further away from your railjack, which would make soloing them a lot easier. 

Edited by Borg1611
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Increased the vacuum radius on Archwing and Railjack 

  • Railjack 200-250 
  • Archwing 25-50

I'm kind of worried here, do devs actually play the game or even read our feedbacks at some point ? Do they actually know how ridiculous 50m is in space, cause unless they have some better idea to make us loot properly and thus solve this way too long archwing issue, perhaps they should log in, join a team (if they can), and try to mark a loot.

50m is pretty much what you get when you're just in front of a loot, we have to deal with objectives that are miles away, so you're going the wrong, really wrong way here.

I don't get why you're stuck with this terrible mechanics, stop looking for a perfect tuning number that doesn't exist, make us loot automatically and call it a day, seriously...

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So, I spent some time watching streams and reading threads to get the basic information about how railjacks work since, and I cannot stress this enough, the game doesn't explain anything about railjacks.  It was enough for me to take my second stab at the first mission in the game.  To date, I have ONLY done that first mission, and then only solo while using a controller, so take the following with that in mind.

The first rank of the engineering intrinsic is not optional, to the point where it comes across as downright bizarre that its bonus is not the default.  Getting that intrinsic rank is the one thing, more than any other, that made completing the mission possible for a solo player like myself.  Once I was able to actually get and upgrade some avionics for health, armor, and damage resistance, Empyrian became a LOT more accessible, but that was only down to the omni working fast enough for me to actually kill a few things between fixing breaches for the first couple of runs.  I strongly suggest improving base omni performance to close the gap between default and getting that intrinsic, at the very least.

That said, I'll echo some of what I've seen about archwings being extremely fragile, to the point of being a liability, even in the very first mission.  This is especially troubling since they're the only effective way to take down an enemy crew ship.  I get the impression that the goal is to strongly discourage the use of archwing for anything other than boarding or getting into tight spaces to get loot outside of the railjack's vacuum range.  If you're dead set against more health or armor, consider giving them more evasion when boosting to encourage that playstyle without simultaneously crippling it.  Furthermore, the weapon projectile speed could do with being boosted a little.  Also, damage dropoff should not be a thing in space for kinetic weaponry at the ranges we're fighting at.  Fancy plasma blasts or lasers or even particle beams, yes, but Newton's First Law says physical projectiles keep going top speed until they hit something.

In reference to my earlier feedback, I am slightly less concerned about the chicken/egg scenario for solo players using the to-be-released command intrinsic, as even failing a few times did let me get a couple of points to invest.  Still, I'm somewhat decently equipped compared to a newer player just starting recently, and I'm concerned that the current difficultly curve will be like slamming into a completely unexplained brick wall.  One thought I had would be to make free flight a real shake-down cruise, with Cy explaining things.  Add an opt-in series of training scenarios (triggered by waypoints or something) that he'll drill you on to explain the various aspects of the ship under the guise of testing the systems.  Dummy targets to practice aiming, simulated fires and hull breaches to teach about omnis, that sort of thing.  No rewards or anything, just explanations and getting the feel for new gear and whatnot.  As bonus points, I think it'd fit Cy's character well to be putting his crew through their paces.  Running a tight ship and all that.

I hope this feedback helps.

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Hello, me again, following up on my original post in this thread, as below
https://forums.warframe.com/topic/1151334-pc-empyrean-railjack-mission-and-difficulty-feedback-megathread/?do=findComment&comment=11238944

 

I'm not going to reread my first post. If I repeat myself, please consider that to mean that things really are this dire. I will, once again, try to be as respectful and constructive as I can.

I can't find the intended direction to make progress. The first thing I'm going to do in this post is detail a loop of logic I've found myself in that hopefully illuminates some very serious issues. All instances included a full squad, either of friends or random players in public matchmaking.

The loop is as follows:

Quote

I enter the first mission with default equipment. Ballistic weapons, on Railjack and Archwing, are mostly ineffective, and Archwing (even with Forma and full build) is shredded instantly by most enemies. I fail, return, unlock an Intrinsic, and edit my loadout.
With alternate default weapons that are hit-scan, the Amesha, and Larkspur, I deploy again. This time, I'm able to defend my Railjack and use its guns effectively until a Crewship appears. The Crewship ignores Amesha's invincibility and I die repeatedly before I can return to my ship. I fail, return, unlock an Intrinsic, and edit my loadout.
I deploy, expecting to fail, repeatedly. I pick up new mods for the Railjack, some wreckage, and resources. By now, I've managed to gather at least some resources, as they've been periodically disappearing from my inventory even if I complete a run. I am unable to (or unwilling to wait for) repair wreckage because of the enormous resource cost.
I assume others must be doing better somehow, given that the wiki is updating with information. I join other crews for a while. I become 4/3/4/4 in Intrinsics. The remaining Earth nodes spawn three objectives and expect me to use Archwing - which is impractical given that they are so fragile. I have yet to clear all Earth nodes and cannot move on to Saturn, despite meeting the Intrinsic requirement.

 

Therefore, from what I've learned by playing other video games about decoding developer intent from existing mechanics and balance:

Quote

I am not supposed to use Archwing for anything other than Slingshot. It is a living missile to infiltrate Crewships and nothing else.
If an alternate objective exists, I must Slingshot at the start of the mission, slip past all enemies before the invincibility wears out, and make a mad dash to complete the objective while trusting my team to keep the Railjack from imploding.
I cannot bring my existing inventory to a mission to craft much-needed heal juice (Revolite?), and am expected to procure necessary resources on-site.
The Railjack should not take damage and should never engage a Crewship, as it immediately begins to decompress and the forges take longer to cool down than it takes to suffer so many hull ruptures that the crew runs through the entire stock of heal juice.

 

Based on all this, I am expected to only farm the first node on Earth indefinitely until all clan research on upgrades is completed. I must then build and install all possible upgrades to the Railjack before proceeding into any mission, only use my Archwing in the Slingshot, never use ballistic weapons of any kind, never challenge a Crewship in open combat, pick up every single resource that drops to be able to continue living at all, and buy Resource Boosters and Rush Repair droids if I intend to interact with Railjack content at all.

 

Finally, I cannot join other people's crews with friends of mine, as parties are disbanded if the matchmaking starts from an Orbiter. I should not invite my own friends because they can't see me online half the time. And, most importantly, I should never upgrade Tactical past 4, Piloting past 3, but Gunnery and Engineering are required to be rank 10 as soon as possible.

 

 

I hope I didn't miss anything.

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Oh! I did forget! Hijacking Crewships is the developer intended way to clear any mission past the first one, as Crewship weaponry is vastly superior to our own, Crewships have infinite durability as long as a player doesn't destroy the reactor, and once the captured ships are the only ones remaining to clear all mission objectives, they can be safely destroyed!

Again, based on the content and difficulty of missions, and what I've learned about interpreting developer intention from playing so many other video games in my life.

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Il y a 2 heures, iplaygamesZ a dit :

Have you tried playing your own game?

No offense but as an architect, if my projects were as half finished as this content, i would be in jail now. Good job at being satirical though, too bad it has nothing to do in a feedback thread.

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I just want to mention this about the "engineer" : Having someone busy to keep the battlecruiser operational is a great idea, no argue. It prevents the ship from being eventually invulnerable, and it's cool. There will allways a guy like me in a crew who prefer maintains the machines than shoot with a turret. Different roles in coop is mandatory.

But you need to rework 2 things:

- The craft material balance is totally broken. Many have already said this, but burning all this extinguisher fuel because we are out of damn pustrel, the same damn pustrel we need in astronomic quantity for ship upgrades, makes absolutely no sense. You want to keep the material ? You need to multiply the drop by 5 minimum.

- You also need to find other way to keep the engineer busy than shoot on hull cracks with omni, and scratching his head on the craft or refine buttons at the forge. He could buff the ship speed or overclock the shields for a moment, repair localized damages, prepare special ammo for the turrets, or risk his life in the reactor. ( I know i saw too many stupid movies.)

That's all.

Edited by Stonehenge
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Am 12.12.2019 um 21:12 schrieb [DE]Bear:

snip

-drops needs to be more visible.

-pustrels are by far the least dropping ressource, consider a rebalance in that regard maybe ?

-enemies shouldnt spawn right behind a railjack

-the whole area needs some life maybe ? once a mission is done the map is more or less empty and its a boring ressouce-search-and-destory-a-bit

 

note i can only judge the area around earth right now, no clue about the areas after earth.

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