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Empyrean: Ivara Prime 27.0.11 - 27.0.11.3


[DE]Megan

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Would be great if we could get a fix for sideguns/wing turrets having black boxes around them in AR mode, blocking half your view when looking in specific directions.

Also would be great if you could fix the unfixable hull ruptures. It happens all the time - if you join a crew AFTER a hull breach occured but hasn't been fixed, you are unable to fix it. You can see it, but you can't fix it.

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4 hours ago, [DE]Megan said:

Empyrean: Ivara Prime 27.0.11

The Great Reactor Buffings: 

Just like you and your buff New Year resolutions, we’re here with some of ours (although maybe not as buff as yours - you’re looking great we must say). 

A great start! I'm stoked to see the team listening to feedback, however, the pacing and timing of the changes could have been a lot better, and I wish your QA team had caught all this before launch.


Now that we have some quality of life changes, my questions are these:

1) When is the 'relic shared drop system' coming to railjack parts? If there's randomly instanced variance, its not fair that you don't get to pick a friends roll. This is the expectation set by the game, and should be standardized across the board!

2) When is dirac/plat going to be used to upgrade the tier of guns, and what about rerolling the stats on equipment: Currently it does nothing after you max your slots and get gated by reactor drops.
   2a)I would like to see a cheap option (riven spin equivalent) to randomize the stats, and a more expensive one that guarantees an improvement.(3-4x as much resource per roll)
 2b) Being able to spend Dirac/plat to upgrade parts from earth/saturn is an alternate means of getting good gear, you grind for dirac/pay the difference in resources-for-gear-tier instead of incredibly low drop chances.

3) When are vidar reactors going to be added to the nightwave, plat, simaris or syndicate store? 4% drop chance is better, but still very limited and a 'just buy it so i can play the mode without being squeezed for effort' is sucky. Its rng gated but there isn't even a 'skip grind for plat' option.(thus, I'd really like to see a way to turn a vidar 1 reactor into a vidar 3 with some amount of dirac or plat, even if its expensive to do so, just as an alternate means of making the ships playable)
3b) what about other ship parts? If we have solaris technicians aboard the ship; I'd love to be able to revamp gear or buy parts from Fortuna/cetus directly.

4) When are missions going to see some variance? Its all very stagnant. Here's what I would like to see:
4a) A chance for extra fighters (counts as a POI so more rewards), just to break up the monotony of 90 fighters 6 crewships.. (so it would look like, say, 60 fighters, 4 crewships, bonus spawn/objective for 15-30 more fighters)
4b)  A chance for LESS enemies (1/4 perhaps. You've beat up the grineer so much their forces are thinner here!), on the flipside, just to break up the
4c) the same but for crewships +/- 1/2
4d) The sentient ship to show up off-shedule and unannounced as a rare special bonus.
4e) an elite reinforcement that turns some enemy types tougher (more elites, or an outrider swarm flight?)
4f) anything to break up the objective monotony over time. Different objectives? Double objectives? Surprise fake out and its an ambush?
4g) Liches showing up with a squadron to make your life a little more challenging - like darth vader popping in for a sortie before you can drive him off!

5) Better guns! The photor sucks! The galvarc should really be a triple-beam not a single branching beam, and last longer too. Apoc needs better bullet speed! (so do all the archguns! Why don't archguns have lead indicators either?!)
5a) why aren't there custom ordnance rewards in the drop table? No-lock seeker missiles, galvarc multishots, special veil powers? this seems like an oversight.

6) Squad marking/waypoints to work in space, from all stations. (pilot, gunners, artillery). Other games have ping systems!

7) The forward cannon is fun, but its not fleshed out as a ROLE. It needs a bit of love for someone who stays there: Being able to mark targets, being able to use Ordnance with the alt-fire (maybe a double tube since its FOV restricted?), and being able to trigger powers. I think a chin-turret that's able to finish off crewships would also be appropriate: Instead of one shotting, it can trigger the death-knell if other sources of damage (archwing, pilot, gunners) kill a crewship's hp bar. Special powers should be triggerable from forward artillery as well. Target lock beam, a radar pulse that helps other crew positions, a big special missile launcher - just SOMEthing to do while you're in the seat and waiting for gun runs.
7a) Forward artillery damage really needs to show in the ship stat blocks.
7b) Forward artillery really needs some huge punch through.  Its total crap that one crewship engine can eat the whole shot and/or you can't line up a wave of fighters and trash them all in one shot.

8 ) There really need to be slot-blockers for ship powers, as in, a module that says: 'lock off power slot 3 for +5/10 reactor, lock off slot 1 for 5 reactor capacity', etc. A middle ground between 'i can't get a better reactor drop' and 'I don't have/use ship powers anyway'

8 ) Blink improvements. Its sucks you can't hold down dodge/roll to boost constantly! Let us map that stuff to 5 or some other key.
9 ) Archwing improvements. Why aren't they able to outfit arcanes and an Aura? They inherit them from a warframe - they should be treated as the same! Give aura slot so the drain is less punishing, an exilus for augments, and ability to set arcanes per archwing!

10) resource cost to repair has to come down still, and the refining mechanic needs to be adjusted to be less adversarial - one person should not be able to screw a whole crew out of reloads; there should be a 'refine excess automatically' that takes into account the highest engineer on the ship's refine bonus, -and- it should affect drops that aren't 'expendable resources', particularly asterite.

11) tractor beam power. gimme an thousand meter aoe loot scoop and be done with it.

12) ideas to swap out hardpoints for sidegrades. What if I don't want the tenno cannon? What if we never use forward artillery? Wouldn't it be neat if we could have a single gunner position that controls both side turrets? what should that cost to equip?

13) Universal loot sharing in all modes. Now that its a thing, it should be everywhere and automatic. Sorry, DE you're on console now! That means lowest/easiest on the user common denominator for everyone.

14) Wreckage slot improvements. There needs to be a way to flag wreckage as 'never dissolve' (right click/green border to make it safe'. You need to be able to buy extra wreckage component storage AND repaired component storage.

15) Riven slots needs to be adjusted upwards again: The last few updates have introduced care to a whole new class of weapons (archguns), tenno reinforcements, primes, AND secret railjack drop guns. Its a whole bunch at once. Taken as a whole, the cap feels more restrictive than ever. Can we get 150/180? I don't care if the price increases after a certain point, before I had a spot to hold rivens for friends, now its just maxed out all the time.
15a) riven max should automatically increase a little as expansions happen to account for inflation of the item pool!

16) Archwing homing melee needs to be fixed across the board. Its inexcusable that the veritux can still do it and the combos are busted for all the rest. This is one of those 'Fix it!' moments!

17) Archmelee needs a status chance/crit chance pass too, as many weapons are unsuited to railjack and/or just in need of a  bit of love/the new melee treatment.

18) CARRIER Bank mod section for a railjack to put winged mods: They sorta suck now and aren't worth slotting since they don't affect the railjack! Bad move, imho. Since its only for a specific station that may or may not see use depending on crew (whereas turret damage is always useful) there really should be a 'winged mod specific tray' (just like tactical and battle avionics (and winged mods should be affinity range/mapwide as well, since 1000m is.... pretty short with how fast railjacks can scoot around. if you equip the mod, all archwings should get the bonus no matter what)
18a) there should definitely be an overshield charger/overshield on launch to prevent instagibs. Like the tier 3 gear power, but a mod, so there's some choice between which winged mods to use.

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5 hours ago, [DE]Megan said:

Fixed a crash that could occur in Railjack if you were inside an enemy Crewship when it's destroyed.

Not fixed fully, still having troubles on exiting it.

Just had a situation when i was LOCKED fully for mission duration(could not see anything but a grey wall, could not use anything except chat, even main menu was locked out(it was not even present o the screen after pressing esc)) and after mission i was floating inside railjack like stationary balloon in the air.

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lol I just thought of something a tactical avionic that could allow you to turn off gravity on the ship when enemies board it so they float around, say cheese as i beat you with my bat!

btw whats the point of the derelict in the veil if you cant get anything from it other then just kill a few infested and well i guess after you got your shedu the sentinet ship is kinda pointless now.

 

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5 hours ago, OvisCaedo said:

So you are, for now, only admitting that the massive RNG range on avionics capacity was a bad idea, and not the rest of the parts and stats?

Avionics capacity was definitely the most important one, by a wide margin, but I think it should be pretty obvious that such a massive range in effectiveness is frustrating and disappointing on everything. Though perhaps the other parts have such better drop rates that it doesn't much matter if most of them are garbage?

Don't get confused here. They knew all along. What they did was easy to see, introduce the S#&$ numbers, add in repair drones for plat and wait. After tonnes of people have spent a heap on repair drones because they got a Vidar with +60, then +70 etc, remove Repair Drones from the market. Que applause for not being pay-to-win. Then they fix the drops to what they originally probably we're and suppose to be. Que applause for listening to the community.

It was all staged and yet people will still say how great DE are for listening to the community, and fixing a problem they started on purpose.

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4 minutes ago, Ceanmunt said:

Don't get confused here. They knew all along. What they did was easy to see, introduce the S#&$ numbers, add in repair drones for plat and wait. After tonnes of people have spent a heap on repair drones because they got a Vidar with +60, then +70 etc, remove Repair Drones from the market. Que applause for not being pay-to-win. Then they fix the drops to what they originally probably we're and suppose to be. Que applause for listening to the community.

It was all staged and yet people will still say how great DE are for listening to the community, and fixing a problem they started on purpose.

Whales will be whales. Honestly, my only issue is I wish I hadn't scrapped my bad rolls. But apparently they are reinstating reactors you scrapped, of course you need to go to support.

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@[DE]MeganARE YOU STILL DRUNK?

On 2019-12-13 at 5:34 AM, [DE]Megan said:

HOUSES

Meet House Lavan, makers of Railjack technology from the Old War. Specializing in engines and shields, House Lavan focused on delivering rock-solid technology at a lower resource cost.  Their components were the backbone of the Orokin fleet but lacked the customization required by elite units.

Meet House Vidar, makers of Railjack technology from the Old War. House Vidar were material specialists that made a name for themselves with the shrewd balancing of performance and cost.  The ability of their hull and armor components to withstand extreme elements earned them the loyalty of specialized units.

Meet House Zetki, makers of Railjack technology from the Old War. House Zetki's components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.

There are different Houses of Railjack COMPONENTS, ARMAMENTS, and AVIONICS (Lavan, Vidar, and Zetki) that offer different strengths and weaknesses, allowing you to further customize your Railjack upgrading experience. Many of the same Avionics exist across the Houses. For example, you will find 3 different versions of the Avionic ‘ANODE CELL’ - a Lavan version, a Vidar version, and a Zetki version. 

Why Zekti is the WORST reactor?

 

  

5 hours ago, [DE]Megan said:

Lavan Reactor Mk I: Avionic Capacity now 20 to 30 (from 10 to 20)
Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
Lavan Reactor Mk III: Avionic Capacity now 80 to 90 (from 20 to 70)

Vidar Reactor Mk I: Avionic Capacity now 30 to 40 (from 10 to 25)
Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)
Vidar Reactor Mk III: Avionic Capacity now 90 to 100 (from 30 to 100)

Zetki Reactor Mk I: Avionic Capacity now 10 to 20 (from 5 to 10)
Zetki Reactor Mk II: Avionic Capacity now 40 to 50 (from 5 to 30)
Zetki Reactor Mk III: Avionic Capacity now 70 to 80 (from 10 to 50)

 

"only the fleet's most important vessels could be outfitted with Zetki technology."
change to fleet most scraped vessels than!

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