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[DE]Rebecca

Dev Workshop: Railjack Revisited Information

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Posted (edited)

Oh wow, thank you for the summary. This has a bit more than what was just shown on stream :).

EDIT: The formatting seems to be broken Rebecca!  Thank you Taylor.

Edited by Voltage
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Posted (edited)
6 minutes ago, [DE]Rebecca said:

Blackout Pulse

Display range stat on all marked targets while projectile is in flight

Increased radius from 100 to 200

Increased damage from 250 to 500

A relatively minor one, but don't forget to lower its cost from 4 to 2. Compared to the other Defensive Battle Avionics, Blackout Pulse's cost is rather inconsistent.

I'm going to be blunt, but there's still not much reason to use the other Battle Avionics, especially Munitions Vortex over the "Defensive" Battle Avionics. Still halving the Fighter's health and armor may make a difference.

The only thing that remains unaddressed are Crewships, especially since they only reward Affiinity/Intrinsics by "killing" the Crewship after you overload its reactors.

 

Edited by Duality52
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Posted (edited)

Looks good, should make the Railjack gameplay more enjoyable.

 

On the Hazards though, with it now being limited of one hazard of a type at a time, will we see new and more varied ones in the future?

Edited by Sean
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Thanks!

I was going to ask during stream, but the 800 second chat cooldown was a bit much.

Any plans of removing the farming cap for intrinsics for those of us at 10-10-10-10 now that you're making the gain faster? At least let us farm 1023 so we can be prepared for command intrinsics whenever that releases. 

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Posted (edited)

Thanks for the breakdown.

Thought it was just gonna be the document seen in the devstream but appreciate the further breakdown.

Edited by Revanx

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Your text got white background. : )

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Most of these changes are... awful. I am going to lose mods if they are from the wrong house? Everything is made drastically easier? Can't we just have a challenge on some part of the game?

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Looking forward to seeing some of this in action.

Will there be adjustments made to the visuals of Particle Ram and Fiery Phoenix, as a Pilot I often hear Gunners complaining about obscured/blocked/distraced views.

On the subject of Gunners, can there be a direction indicator for where in relation to the ship they are pointing their guns?

How do new Hazards effect rank 10 Engineering drones?

So many questions and this isn't feedback.. I'l; stop sorry. 🤐

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1 minute ago, Kylo. said:

Your text got white background. : )

Should be fixed now!

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If you have no problem doubling intrinsic gain without concern for whether or not it is fair to the players who have already done the grind for 10/10/10/10, then you should also have no problem doubling the drop rate for mutagen samples.

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wait, so the avionics that I used for reasons like cost efficency in some cases, even if they have a lower max effect are going to be removed?

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Can't really say whether they're good or bad yet. But I'm looking forward to test some of these changes. Thanks.

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11 minutes ago, [DE]Rebecca said:

Your Railjack can only have 1 of each Hazard active at a time.

Sound really lame on paper. If the Railjack's badly damaged, it should be damaged all over. This doesn't really make a lot of sense from a logical perspective, as a fire shouldn't prevent other fires from occurring, neither from a gameplay perspective, since it trivializes repairing the ship.

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8 minutes ago, [DE]Rebecca said:

Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”: 

  • Doubled the Railjack’s base Speed. 
  • Lowered Boost Speed by 75% 
  • Increased the Boost Speed cost of dodge. 
  • Increased Boost Drain (8 - 15)

 


This needs to be seen in action before commenting on it in depth, but rule of thumb is that Tenno love speed. 

 

9 minutes ago, [DE]Rebecca said:
  • Reduced the Health of all on-foot Grineer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.


Was this really needed? Most on foot Grineers are basic troops, it is not like an army of Nox ram into the ship (THIS IS NOT AN SUGGESTION).

 

10 minutes ago, [DE]Rebecca said:
  • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
  •  


This is already abused in the current iteration of the RJ. Refusing to fix the breaches *as they will just respawn*, adding a cap will make players more prone to ignore them. However, the other part of this carrot/stick - more dangerous can backfire, needs to be seen.

 

12 minutes ago, [DE]Rebecca said:
  • Archwing Melee Range mods now affects aim assist lock-on range.
  •  


Mind the vomit comet ( I do like Arch melee).
 

 

13 minutes ago, [DE]Rebecca said:
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  •  


Consider instead of removal, leaving them as non functional (and non tradable) curio.

The rest of the changes just need to be seen, hope that the PTC cycle benefits this greatly. 

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2 minutes ago, Takkov said:

wait, so the avionics that I used for reasons like cost efficency in some cases, even if they have a lower max effect are going to be removed?

good question. If we have a mod that doesn't have the manufacturer you are going with, will we just be stripped of that mod with nothing in its place?

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Posted (edited)
25 minutes ago, [DE]Rebecca said:

Avionics Changes: 

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management. 

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.

So players will be punished further for not winning a Zetki Bulkhead by not having any EHP increasing avionic at all?

This is even worse for Hull Weave since deciding whether Zetki is better than Vidar seems pretty hard.

Edited by Thelamaking
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Good stuff.  I'm excited about everything but these two:

6 minutes ago, [DE]Rebecca said:

Particle Ram

Requires forward velocity to be active

As a pilot I spend a lot of time going backwards so I can shoot at pursuing ships.  I feel like this will mostly relegate Particle Ram to resource farming, which is still useful but not nearly as much.  Can you still launch Particle Ram when going backwards?

 

11 minutes ago, [DE]Rebecca said:
  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.

Does that also mean each type of Avionic will also take on the drain of the highest tier version?  With some Avionic types I found it useful to equip the lower tier variation because it provided more bang for a smaller amount of Avionic space.  I understand the need to make things simpler, but this change removes anything differentiating Avionics from being just Mods for Ships.

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21 minutes ago, [DE]Rebecca said:

Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same. 

I'm not sure about this 

 

"It's not always the same" means nothing here when all it affects is mission length and not mission variety.

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Posted (edited)
22 minutes ago, [DE]Rebecca said:

Avionics Changes: 

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management. 

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.

Instead of removing the avionics from the inventory you should transform them into the final version, or at least make a "flawed" version and make them have the"middle" tier stats, so they are still inferior but still allow mission completion. Otherwise people will have to farm them again.

Edited by HolySeraphin
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i loved it all ... OMG thats like a dream that came true .. cant wait to test all the changes if am lucky to get the key 😍

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