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[DE]Rebecca

Dev Workshop: Railjack Revisited Information

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Alright

i didn't have acces to the closed server but i have seen bronzimes stream and his psa video so im going to grab some points from him and add a few extra notes in that i think are needed.

1]Enemies[

For the most part well recieved except that damage avionic for railjack is currently still a bit too weak. Current stat gives a 120% damage boost, increasing it to 200% would be sufficient for veil proxima.

2] Movement[

Feels much better but boosting is not worth it. Change it to -50% original boost instead of -75% and boost boosting regeneration. Automatically deactivating the boost when stamina is fully depleted would be a good QoL change that could come

3]Parts transferring[

Currently costs too many resources a 50% refund when fusing would be a good comprimise

4]Weapons [

Changes are overall an improvement but there are still some key points that needs to be adressed.

- Falloff damage reduction is too high (90%) reducing it to 50% would be better

-Range of weapons is on some weapons too low.

-Cryophon in general, it needs to generate less heat and needs to get some of its range back. Currently also has issues with distroying barrier from crewships as it hits an invunerable hitbox first before it hits a node which eliminates the shot.

5]Avionics [

Arguably the worst part of the update, most changes especially on nerf side are bad. Battle avionics are now in a worse spot.

- Revert changes on munitions vortex 

- Particle ram can stay as is but damage needs an improvement.

- Void hole needs more duration but less than it used to have, 16-20 seconds is a middlepoint.

- For other avionics they are still not worth using due to two key points. a) lack of substantial damage. They need good scaling damage, especially ones focussed on damage. b) Severe lack of range, most avionics need at least 300m+ range for them to work appropriatly. 

- Lastly there is a lack of avionic space to put in all slots. To change that reactor avionic boosts need to increased, on averige by 30.

Zekti: 110 avionic space.

Lavan: 120 avionic space.

Vidar: 130 avionic space.

Zetki having 110 space allows it at least to have all mandatory slots in and actually compete and maybe considered by for example its greater flux pool.

- Lastly some high costing avionic needs a (very little) adjustment.

Main offenders being Hullweave, Bulkhead and ripload having 17 cost. Needs to be ajusted to 15.

 

These are the changes i heard from others, bronzime and some of my own.

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 EVIL IDEAS TO LINK MURREX & LOOT & ALLOW THOSE COOL MONSTERS TO PERSIST IN NEW AREAS

AFTER SCARLET SPEAR THE CRAWLING ENEMIES EVOLVE PER

SEEN IN OTHER PLANETS such as the moon or excavation missions leeching at lockers and bullying electronics, or hardening, exploding if players get too close 

PERMANENT ALIENS / RESIDENTS, BUGS FOR ALL NODES

i think it would be good to add some dog enemies and murrex/sentients which come in with the ballista, because they move quickly, also some enemies which obstruct the vision or weapons of the railjacks and abilities being hindered or nets like we felt in scarlet spear, the smaller sentients with machine guns, and lasers and the ones seen in scarlet spear to make a permanent home in most of the nodes for all modes, the crawling monsters which pop up should be made PERMANENT, overall all the scarlet spear enemies should spread to different nodes and planets, but crawlers being adaptive escape and lay eggs, evolve, and have various types forming dragons in their respective caves or deserts, pokemon with hardened skin, and alligiences the lakes and eidolons, cephalons, cults (electric touching, bandwith and network interferance murex are seen invading the ships in the event, but not in cache,extractions points, or extractor missions, fortuna, they move fast enough to clog up player targets and cold be interesting to remove, many computers and consoles, lockers are too easy to get, there are hampered by fakes or mimics, machineguns, security, or cameras, a doppelganger mimic minning point or exploding gas in some areas or enemy ships which are more organic, scarlet spear had alot of organic areas but no actual interactive or points of interest in the dungeons there were only a few doors which opened interesting  orb or treasure chest which dropped random space tentacles,but no security or defending, rare monster guardian, or defenses, so it was just going into interesting spire tilesets with nothing to with the open spaces in the murax ship, maybe runes or things to scan, eventually those can be made to decorations or technology for ourships if we got a bunch of codes and parts but anyways, a fish/sahagin who transforms could been a survivalist egglin, with really hairy fibers like penguins, and slimy skin which ocillates or regenerates, maybe can be like monster hunter where some melee attacks bounce back, or recoil found or awakaned in some areas like the juggeranauth, where players abuse too many enemies or uncover their nests, could escapes/dodge bullets and can run away from players, appearing with parachuts and machineguns later on my windshield, maybe it smell good, or use magic,  its interesting to see other armored animals ankle bitting obstructions, 

the basement areas and upper floors or flamethrower people who focus on thrashing the ship instead of damaging players, there should be a kuva lich or some higher up enemy once in a while which the players can encounter, with extra dings, o something like a sphere or key, i heard there were some point system coming out in the next patch but not sure whats going on, the ships dont have alot interactive toys, the alert message (REQUIRES LEVEL 5 PILOT, could be changed into something interesting or useful computer, upgrade)

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Posted (edited)
On 2020-04-25 at 8:20 PM, Ssschah said:

Are you going to adjust the Integrated Avionics capacity cost too?
At the moment the highest valued Avionics have the highest drain too. It's impossible to equip 9 of them fully upgraded on a ship with +100 avionic cap Reactor unless you drop all Tactical Avionics and 1 or 2 Battle Avionics.

(the screenshot was taken from iFlynn video: https://youtu.be/kDryWiVGrdo?t=1714 )
5dKXVcC.png

This image confirms to me that the capacity cost of the Integrated Avionics wasn't adjusted at all and it perfectly shows the problem I have stated in my previous post.
I will repeat my question:

Are you going to adjust the Integrated Avionics capacity cost or maybe increase the Reactor's avionic capacity?

 

Edit:   
It was just confirmed on Home Time #6 that the Integrated Avionics drain will be reduced by ca. 20% across the board.

Thank You  ❤️
 

Edited by Ssschah
Home Time #6
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hace 3 horas, (XB1)toughdragon17 dijo:

I like railjack but right now it feels not that good to play i mean there taking the right steps in revisiting it but theres a lot more that needs to be done like capacity rebalancing, additional tweeks and slides, a decrease in the grindy feel of it, ect... railjack isnt redy to be a full experiance just yet it needs to feel more fun but chalanging than what it is right now im not saying chalanging like increased RNG no i mean fun chalanges like new game types that put you up against bosses like flag ships, carryers, destroyers and the more chalanging the better rewards you get or war like conflicts that you half to chose a side and fight the other side or a mobble defense like senario were you half to gard a ship of civilions, defectors, or cargo while they get out of enemy space things like that which can be fun and chalamging at the same time not just adding RNG to somthing to make it chalanging that will deter most players it has to be fun and most RNG isnt fun 

Honestly It should be the case for the entire game, and the fact that you like RJ is awesome, hope DE can consider one of those ideas. .

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I play a fair amount of Railjack as it is, and these changes look very good, with the possible exception of hard caps on the number of onboard repairs can be needed at once, which seems like oversimplifying.  But despite my opinion there, anything that helps with Warframe's issue of making new modes of gameplay start out as total misery is good progress.

But am I the only one desperate for the Command intrinsic to go live?  I collected all those Kuva Liches for a reason!

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Can you add some more rewards for operators, and affinity/ focus passive or temporary enhancements, operator play can seem really dull requiring lenses and exp, its really easy to think maybe some new amps or zaws could be found in space, or kitguns to make the update somewhat exciting you make the smaller crawling murrax permanent in conflict invading the corpus ships and open worlds, siphon introders, or make them lay eggs or larvae to showcase the ideas i wrote, so at least new arcana's and amplification augments could be added, the extractors in the planets put on by players should be hampered or attacked, unless they go undisturbed, kuva lich got most of our personal belongings without even trying after EVERY mission, so its not hard to see thieves and murrex who have survived scarlet spear by hidding and laying eggs, if they were just using teh whole large ship and mom as a deflecting distraction, having spread to other planets, taking over the lotus missions and earth bounties you could see how they could be popular and over grow if they eat a lot of grasses and mingle with the platoons after all the environmental vampire and ethical (they lactched, killed, and finally learned to co-exist with other factions) new NPC and rewards could mean things like talking monsters, and new passive for warframes, or operator attacks to unlock, OUR RELOAD DOES NOTHING IN TENNO-MODE, so does for rail jack, we have no power over the fires and electrical damages even if we were to use intense chakra or dash to blow out some smaller flames, at least something intersting for towns and rail jack life, seen the idea of introducing more organic elements to the tilesets like flying debris which contains trees and dead animals near earth like the archwing missions, later some enemy ships could have dens and protected areas for players to enter like those of destiny2 with more magical enemies, surviving areas usually have alot of water and nitrogen (lightning reactions which power up dead robots or computers, making for some new guns which have crouching and slide in their neuroptics to trigger special abilities, which can enfeeble nearby player's deathcubes and kubrows, etc.) the arcane which uses reload is my favorite, but it has few interesting features, there should be more uses for the energy pickups and ocasional bats or vine which grabs players legs, spiderweb, or things which slow down gravity, firerate, and melee speed if the planet or molecular area is said to contain counter ether from abilities maybe other team mates will benefit with temporary or flashier things to make combat interesting,

for space combat you have alot of empty pockets waiting for blink to be active or looking for things to scan, maybe some areas in space it can rain or have higher heat, or status effects which ships and archwings have to go through depending the planet or nebular atmospherics, it could be that the gases have beneficial or detrimental effects which affect the enemies, loot, and dropped blueprints / mods, this causes them to have new rims and frames (flawed mods are an example) thinking that some could be gained through scanning, and training missions as an additional reward for replaying, some machines which the players use parazon on have more rewards, or trigger bursas, and other enemies with higher rewards.

bursas and corpus should appear in ramsleed attacks, as well as many many smaller robots with hardened shields, or camuflage like the leecher murrax (crawler types) and those that attach to machines they should have hardened defenses and shells which makes them want to latch to players and machines on the ships, nodes, they get faster, their eyes start glowing red, or they beep alot of swear words, maybe they can also explode/implode causing knockback, their parts are cores, and could explode further jam-weapons, clogging, ships are armed with sprinklers ever?

Cy needs upgrades, and should also make an entrance into the regular orbiters lifes with bounties and offerings giving players the chance to enter space missions or earth nodes to craft new amps and kitguns, zaws, given the planet or location there should be many active wars and syndicate nodes on going bounties from cetus and fortuna with added rewards that cy-will want players to find blueprints while minning some special areas in other planets and fishing or doing underwater missions in neptune to keep those story missions going, and old bossfights, the adept players has additional task in regular nodes to complete, and machines to operate or scanning for data like how lotus did very good with cy-pre railjack, he has players defending areas, maybe this can be introduced as an additional or bonus to openworld to start off to give way to the space enemies, liches, and murrax who have survived, as well as allowing the corpus to enter those maps and planets which they dont often frequent, with freeze guns to slow down acrobatic players, and other new technology / tricks they learned from the grineer or weapons, airbag shields on a corpus.

one bodyguard or recluse could be hired or have a timer like those syndicate missions have bodyguards, railjack needs crew members, and are hard to solo, resources run-out, there are no packages or any NPC to impress other than Cy, and our ships have no camuflage to allow for exploring space with archwing or defensive - AUTONAMOUS weapons, so you never get to infiltrate enemy ships and get those blueprint weapons which are said to be hidden in enemyships, ALSO ramsled parties never have interesting loot, getting focus points is not fun rightnow because theres nothing new to unlock, or features during teh focus/orb should do far more than just count-down, enhancing the HUDS and UI, maybe giving the operators a few reload and zoom tricks, arcane, or slide motor, jetpack, or armors, keys, or parts which they can craft later on just making the red lockers more generic, and hacks with parazon easier ways to get loot from central compuers, defense, or fishing could be really funny,

hunts and rescue mission rewards for non-railjack node are a great place to start giving tenno who have completed teh second dream useful skins, amps, parts for kitgun/kitbow,zaw npc to give blueprints and items rewards in other atmospheres and replay content, especially for boss--fights and archwing, minning, and fishing, maybe some just flying in space you encounter, or those skies in openworld have new enemies and syndicates get involved, to give konzu a break, there are new bounties and optional content related to the murrex, infested, and space/ railjack which Cy, and the relays can instruct further the lotus can help or maru-darvo logically tenshin should join the railjack forces, occionally the higher NPC should come to help players in railjack when they solo, unless they have hired a few tribal feyarch spectre, or have relay officers intheir steed, the same goes for the fortuna docks and navigation areas of each plaza, they should have a bonus or incentive launch pad, and extraction which makes the location or planet more interesting to visit, like how vampire mode has low gravity and exploding enemeis, maybe there are more bounties in each syndicate, pertaining both railjack and non-railjack which sends players to openworld areas to fight off new enemies and playstest with other hunters or players, syndicates, strange weather effects, or destructive areas where we can target practice, it doesnt have to be monsters all the time, it can be that lunaro is required, or PVP, or that a racing game, or time-attack has more loot everyweek, something is added so players can use their mastery ranks and sigils, glyphs to engage or gain some passive, darvo and other NPC will catch up having blacksmiths and enfeebleing mages, or machines which power up robotics before heading out to missions and bounties, the relays for example could have bonuses to shields and railjacks because they are in space if the player uses the navigations gates or synadicate launchpads, elavators grant bonus movement speed, darvo has other arcanes and shop assistants, npc, visitors, and aliens or music which makes the stays more rewarding per nebula, planet, or node, regarding the nightwave and shift we could use her in space.

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For the love of god please REMOVE the refine button from the forges.

"Oh I'll go make more Revolite since we're down to 30ish."

And we're out of all materials because SOMEONE refined them all.

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One of the biggest resource problems is very few players are stopping after mission to pick up mods and therefore the resource to as there usually floating nearby. They treat every run as a speed run. Come kill leave and repeat. There NOT farming the space debris fields and getting the full resource available on every star map. A solution would be to add a resource collected/ resource available counter or move the fights further into the star map to allow resource gathering first rather than after mission, as it is now. There NO shortage with new changes DE have implemented, just bad farming practice. As for refinement this should be automatic on, one of to instants only returning to dojo or returning to relay/ flotilla and NOT on exit of an area because this would stop players farming multiple mission with nice fully resourced forges.

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9 hours ago, TheNeoVid said:

But am I the only one desperate for the Command intrinsic to go live?  I collected all those Kuva Liches for a reason!

They are cheesing this game mode to solo it. What do you expect ?

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Posted (edited)

Will there be anything to address Boost for railjack being depleted as long as boost is toggled on? I feel quite strongly that it should automatically begin it's cooldown at some point to override that.. either like heat accretion cooldown or otherwise.
 

Edited by kapn655321

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Posted (edited)
  • could you add cubic diodes and other space materials to mining, lockers, and fishing?
  • perhaps some bounties or syndicate missions, and PVP are also great places for copeprnics, and repair craft loot, lunaro and conclave dont have many rewards with the comming of space, at least some new NPC's and music, 
  • new crossbows, zaw and eidolon gear built with space items would be good
  • to see new amps and tenno gear for operators who do railjack, or related bounties, maybe trade those items for accesories and treats.
  • scanner needs functionality, 
  • robotics should do the hacking if automatic, or cipher, maybe a new item.
  • kubrow hacking, rework locker mods and add passive for pets, robots, bonuses 
  • relay, visitors bonuses and temporary boosters, can be gained from launching and accepting missions from A or B
  •  navigations consoles = A or B
  • the point is that players can dock their orbiters and railjacks in their favorite locations that they visit or planets to get special boosters and functions access, badges, and represent their clans and dojos respectively, there will be many without, so visitors should be encouraged to PVP and enter lunaro when coming to a populos (planet), or gaining a profficientcy in combat upon deployment, the varios ideas are for the players to arrive at mars and get some small credit boosters while they do all the nodes in mars, not jsut for railjack but for the duration that they repeat missions and enjoy the content with theit friends, new enemies, new rewards, with Cy occasionally popping up to give the lotus a break from everything.
  • for instance that players are floating over the void could have stronger limbos or a new passive which regenerates energy for the squadron/fireteam, so each warframe, operator or weapon gets stuff like arbitration does, this can be daily or based on each planet, relay, syndicate, badges worn, or glyph/chest banner, with the said
  • visiting a syndicate to accept earth bounties, or simply wearing a badge during the process to gain special syndicate items
  • special zaws, kitguns, amps, and focus channels could have variating powers based on the players school or syndicate focus
  • giving the operator a reload function, additional commands, and gear from visiting, participating and winning, it could be a boss fight parts to craft some helmet, or special amp, kitgun, or zaw, depending on the planet there should be some focus changers and in space it should be really interesting what operators replaying and helping low level nodes.
  • keeping murrax and condrix somehow should be permanent
  • at least the murrax and sentients in some levels.
  • can you involve the syndicates and planets representatives intercom, shops, NPC, special guest or enemies for railjack missions and nebula to be more interesting, this is good ground for new reward types and control centers,
  • the scarlet spear kept showing that fire guy and it had generic space missions
  • the only thing that would have made it quickly better were some zaws and amp parts, the better rewards are the posibility of the new enemies staying in other nodes and parts of the game, arcanes, but i would have liked the railjack to get some new color paletes, operator gear, or syndicate involvement, since konzu was involved, the zaws make sense, the earth is under attack, but not many earth enemies showed up, earth mission/nodes lack content, interactive, destructibles, and enemy types to feel like open world, free-roaming, so its really generic doing the condrix missions and then going back to regular combat until one of these days, overall the biggest problem i found in the desert missions was the fact that you cant jump too high or jump in a like.
  • what about a desert in space or sandy landscape, this could be interesting, i think venus or mars is sandy i cant remember what tileset, but this could make archwings and warframe weapons behave slower, reduced fire-rate, like vampire mode, and some other organic traps,
  • new weathers in space,
  • enemies who use chains and magic in railjack, perplanet it makes sense if you are an enemy of the syndicates to have them appear in space, along with the kuva, lich, and the other evil, even the stalker in some missions could be interesting for openworld if you cant do it in railjack, but the rewards definetly have to change,
  • the rewards for stalker should include many new arcanes, mods, and zaws, he should also fight with different weapons, not jsut the war, but variants, the nightwave enemies were really awesome, but most minibosses lack sustinence, die quickly and have REALLY BAD REWARDS.
  • the juggeranaught should be added to ramsleeds, and the infested, robots, and murrax who attack computers, new loot.
  • WATER, MAGIC

over all i found the sentient enemies and condrix abit annoying, some abilities dont work on them and they lack defense or cant be hit while they are flying with melee unless you are really accrobatic, but thats fine, I hope that we can keep some of these spaggeti enemies around, i wrote taht they shoyud evolve or expand into sahagin and beast of each planet, like wilderbeast and the swamp-masters, the condrix could be a giant spider or something later on in openworld and sentients would burst with scarlet credit and more rewards avaliable, this can be a once a day routine for now, but honestly i can see the condrix and orbmother together happy. The problem is adding new loot and keeping the oldstuff avaliable for players, so next time the official scarlet spear comes it can be made to fit the railjack missions and earth bounties, players on cetus have no clue how to even get past story missions.

the same problem goes for fortuna, so railjack is not even a big problem, it could jsut use things like escorts and hirelings, with the relays and docks getting new NPC and travelers who wish to fight alongside your ship like the syndicate missions, so maybe new loka wants to give you a few "mercenaries" to let players who solo do their thing,or those used to fill up a spot in a part like a bot, but there would be fees, they could come in small ships and have their own special attacks and appearances like starwars, guest. like the spectre but for space and archwing combat, this opens up ideas for the people of fortuna to get to space and expansions for their cities, new bounties, links, and enemies such as the condrix, murrax, and bugs to cause problems in the caverns and wars, if the corpus and villagers were fighting and shooting them with flamethrowers or lasers, but like i said in other post, they could become tame or civilazed and have speech paterns and eventually NPC who drift off to relays or not, its importnat to cover this because the remainder could be laying/developing eggs on other planets, just as we players can drop an excavator, a ship could just transport.

uh, maybe more fixes to the mods which seem useless, and i wanted to say that the mods we get in space area could have [special space rims] or plating, even if they are the same, eventually there could be a tag on them or special trigger on the railjacks which help the avionics or cause erradic tempest. [little emoji smirk] it doesnt have to be fire-rate up, but maybe fun things to equip or use temporarily on pickup, ability use, or reload like the arcanes, maybe changes some bullets to fire-type or a special card which teleports some players to the side, knockback from some items and pickups, machines are difficult to acess if they are being shoot at, the recoil, harder to hack, players take damage, security, and other protocols to take back home

  • One cool idea for Nekros to get spikes and fire-attacks, like he's part hellraiser and ghost raider, i know theres a contest for new abilities, but he could have some dual weapons, and sacred guns which can be used when he runs out of mana or is low on HP, inaros and wukong have decent low HP crap, i dont like nekros because he is slow at casting and requires alot of TLC, maybe new passives added ontop of what his first passive, like 2more,. This can be a shadow-magic, or wings, and some other demon related transformatiosn, mogs, and transfigurations, like Zato from guiltygear, but that might be touching with excalibur umbra, so idk, we need those to feel completely different, the murrax event made excalibur feel like garbage against the condrix, the spike attack never does any damage, his sword should have a few charge up attacks and passive while active, gauss problem is simular, and could have some slide mechanics for his guns and during dash from my studies additional accrobatics like mesa, alot of people choosed mesa for her 4th, but she also need rework.
  • tenno will need more rewards for their operators, focus schools,
  • lenses are still boring
  • yellow orb still boring
  • reload for operators still useless
  • orbiter loading variants per planet and temporal changes for replayability, weather, new enmies murax cough, and pancreas, rewards, difficulty for staying, the will to explore.
  • extracting is still not fun.
  • much of what is in the scarlet spear FLOTILLAS could be put into the docks, relays(s), Fortuna, Cetus,  and tenno orbiter particles after the event is over, and like i said, am proud about the crawling monsters, i hope they are permanent and made better, if allowed to evolve, they could have speech and armor plating made from ADAPTATION like the movie, and minning areas have metals, and some areas are cold, so their skins get tough or hairy, metallic is bad for bullets, crystal skin, and warframe genetic codes, synthesys per planet for the alien sentients who remain, i dont mind seing the condrix again in openworld or other planets especially the moon, like the players have darvo and the excavators, barokiter, maybe it can workout for both railjack and not, since its the moon and its got alot of openspace, its not a bad optional content to get arcanes and points from it, as well as planet related loot (NEW LOOT) not just basics, but like special mods for defeating the condrix gets shoot at by the grineer and kuva in other planets it can manifest and cause some enemies to act erradic in time like Nyx, new mods, weapons, zaw parts for introducing primarykitguns, and other bows, quivers, and operators or tennogen which might help, FLOTILLAS!
  • uh, the event is almost over. 9Hrs left. It would be good to have some closure items, its too bad the slowerships made and rush to oplink made flying and freeroaming harsh, enemies really take a while to defeat if ur new railjack just has basic guns and keeps getting damaged, this update will help ALOT, but i think we will need the syndicate and other motherships or allies to join, most players dont even carry spectres, or special items because they forget,

 

Edited by SnakeBadger

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Posted (edited)

I know this is a feedback topic specific to the current changes, but I still think it's the best place to post it because it's still a revise idea and it links into the "solid foundation" goal you're chasing with these revisions. 

INTRINSICS.

Specialization to me means a tree with multiple options on a row and only one, maybe two active choices. 
You missed the mark so hard with this it's not even funny. The entire intrinsic system needs a rework from the ground up. 
I haven't thought of the details, but in my mind here's how it should be in order to have the "specialization" feel you're going for:


You have a passive power-up that you get every time you reach a tier in any intrinsic tree. Things like the recall warp, drift, forging(of all types), slingshot and ship warping should be passives, awarded to everyone who advances in intrinsic tiers. So:
Tier 1 - You get "Forging"(all types, energy, ammo, dome charges, revolite)
Tier 2 - You get "Warping (around the ship and back to it with the Omni)
Tier 3 - You get "Archwing Singshot"
Up to this tier ,which is easy enough to reach, you'll have all the base QoL in order to not be a hindrance to other crews.
Tier 4 - You get "Drifting"
Tier 5 - You get "Command perk, TBD"
By the time you've reached rank 5 in any tree...you'll have all the base perks so that ANY member can at ANY TIME fill ANY OF THE ROLES in a mission.
Tier 5-10, I haven't yet thought of it, although one idea that pops to my mind would be some avionic unlocks, special ones unobtainable as drops. Not sure about it though.


Now...you might wonder, okay...where's the specialization?
Coming right up:
The intrinsics trees themeslves, should be choice based, I'm currently thinking if it should let you choose 2/4(eventually 5) or 1/5.
I think it should be two though, so that you could maybe specialize in two categories.
As for the unlockable tree perks themselves, they should be efficency boosters...so more CDR for abilities, less heat, more damage, more speed, etc. I just came up with the fundamental idea itself, so I don't have specific numbers. I could...start thinking of specific stuff, but the underlying point here is (i'll write it in caps to emphasize it, not yell).
EVERY CREW MEMBER SHOULD BE ABLE TO FILL ANY ROLE. THE PERKES THEY CHOOSE AND TREES THEY "SPECIALIZE" IN SHOULD MAKE THEM BETTER OR THE BEST AT THAT SPECIFIC ROLE, WHILE  NOT MAKING THEM COMPLETELY USELESS AT THE OTHERS.


 

Edited by DeLawrence
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Posted (edited)

intrinsics, from what i got me to LOL that there's one to view what other players are doing at like level 5, which cockblocks my padlocks, everything there after with no special passives or bonuses, soloing will be dumb to get that without extra points, so until they add new stuff or the update drops i have to skip on it, i got two of my skills to level 5, but everything seems slightly to be missing more information details or additions to fit the captain/rule, and operatives roles, i like to at least get some uniforms, unitards, and accesories, or robotics, maybe some mods, or that the syndicate reward the players somehow if they are involved, like how the dojo/clans have additional soldiers to intercept or repair or cover the ship from bounties as we hire extra soldiers when we can't find players to help out, driving, and putting out fires, and then jumping out of the ship, thers no way to tell if ur ship is okay, so we need other rewards and kitguns, zawparts, bow/arrow, crossbow, and secondary weapons come to mind, but i think its posible to add some player and optional or foucs intrinsics later on, to hold transferance or use the reload button during operator mode inside the ships, or have some additional skills, elemental, resistant shield, depending.

  • some mediocre descriptions on items, needs more function or a sound effect i think there can be some finetunning.
  • ayatan star and additional functions for pickups,
  • tenno reload+scanner features, magical spear, upgrades
  • a shield and transference options
  • operator intrinsics uses can be great for getting outfits, and orbiter related decorations as well as focus schools upgrades and warframe mods under a new  NPC, visitor passes, badges, kitgun, toroids, kitbow,
  • scanner features for space, purpose or additional uses for now lets have the syndicates grant special items per scans, and conclave mods added to railjack combat,
  • archwing intrinsics used for orbiter as well, can be given to the syndicate and used in bounties for mercenaries, blacksmiths and additional escorts.
  •  

lunaro changes, conclave additions

  • slippery ice floors, special balls, musicals & vocal music,
  • new operator and new syndicate rewards should involved optional paths for focus, lenses, and orbiter/
  • ordis upgrades, 
  • railjack tileset for conclave. combat,
  • skate,boards,paddles,skins,wheels,orbiters and pet/related or decorations.
  • multiple ships linked sidebyside,
  • archwing rewards, 
  • hats.
3 hours ago, DeLawrence said:

I know this is a feedback topic specific to the current changes, but I still think it's the best place to post it because it's still a revise idea and it links into the "solid foundation" goal you're chasing with these revisions. 

INTRINSICS.

Specialization to me means a tree with multiple options on a row and only one, maybe two active choices. 
You missed the mark so hard with this it's not even funny. The entire intrinsic system needs a rework from the ground up. 
I haven't thought of the details, but in my mind here's how it should be in order to have the "specialization" feel you're going for:


You have a passive power-up that you get every time you reach a tier in any intrinsic tree. Things like the recall warp, drift, forging(of all types), slingshot and ship warping should be passives, awarded to everyone who advances in intrinsic tiers. So:
Tier 1 - You get "Forging"(all types, energy, ammo, dome charges, revolite)
Tier 2 - You get "Warping (around the ship and back to it with the Omni)
Tier 3 - You get "Archwing Singshot"
Up to this tier ,which is easy enough to reach, you'll have all the base QoL in order to not be a hindrance to other crews.
Tier 4 - You get "Drifting"
Tier 5 - You get "Command perk, TBD"
By the time you've reached rank 5 in any tree...you'll have all the base perks so that ANY member can at ANY TIME fill ANY OF THE ROLES in a mission.
Tier 5-10, I haven't yet thought of it, although one idea that pops to my mind would be some avionic unlocks, special ones unobtainable as drops. Not sure about it though.


Now...you might wonder, okay...where's the specialization?
Coming right up:
The intrinsics trees themeslves, should be choice based, I'm currently thinking if it should let you choose 2/4(eventually 5) or 1/5.
I think it should be two though, so that you could maybe specialize in two categories.
As for the unlockable tree perks themselves, they should be efficency boosters...so more CDR for abilities, less heat, more damage, more speed, etc. I just came up with the fundamental idea itself, so I don't have specific numbers. I could...start thinking of specific stuff, but the underlying point here is (i'll write it in caps to emphasize it, not yell).
EVERY CREW MEMBER SHOULD BE ABLE TO FILL ANY ROLE. THE PERKES THEY CHOOSE AND TREES THEY "SPECIALIZE" IN SHOULD MAKE THEM BETTER OR THE BEST AT THAT SPECIFIC ROLE, WHILE  NOT MAKING THEM COMPLETELY USELESS AT THE OTHERS.


 

came up with a buddy style idea for the syndicates to helpout with mercenaries or ships that fly besides your railjack, this is like how the grineer have their own larger ships and stations but also robotics and defenses for the ships to yield and protect the crucial components which are target of the sentients and ramsleed attacks, the sensors get shutdown and theres electrical fires everywhere is a mess during combat, but at least the operators should be able to use the realod button or chanelling for healing the warframe or helping other team mates, since we cant do repairs without the repair gun, minimap is also really underdeveloped, and the ship seems normal without any water leaks like the movies the explosions are the only way to actually know that ur not going to make it, its worse when u jump out from the railjack, its just guessing games, there could be glass and aesthetic upgrades like colorpalets, flags and other ways to use the intrinsics at teh relays and docks with new N{PC, as well as uniforms and focus tree or amps to get, the drydocks are really weird place to situate the wholething with the flotillas being spread we have one on earth but soon after the event it will be shutdown or put-away so i think we can have some other railjack locations and functions especially when the players just want to visit or show, there are no shops, blacksmith or special Cy upgrades to AI, from what i gathered in the story there was a chance Cy was optional if u choose, but i liked Cy so i keept him, this was bad because there was no intrinsics or rewards during teh original build a railjack missions and waiting around before the patches, so Cy needs to move up the ranks in earth nodes and otehr planets giving out bounties, having his own  shops and platinum wares, aughments and mods at the cost of space items could be special zaws, kitguns, archwing components and mods to be added with the railjacks future updates, few operator items or rewards so focus feels the same, get points, thats about it, nothing new for the hard playing tenno who fight 100% in their human or robot forms if they add more operator types then the repo process in fortuna can release more operator types and demigods from each planet can expand the character creation, vestiments and rewards for gametiles, minning, and fishing in space!@!! imposible!

3 hours ago, DeLawrence said:

EVERY CREW MEMBER

felt like gunners and 4th person roles are the hardest lol because they could be using S#&$ty guns or the expensive ammo, so we need some other NPC and shields or co-pilot functions, with like oberon casting magic and chanelling being expanded into something useful for operators and warframes or the railjack itself, that maybe have some temporary uses, aerial attacks and slam attacks are too default especially per tileset they have no modifyers or special followups, so maybe adding a way to hold them down or charge them like zephir, then release AOE or magic depending on the players energy, rage, or nearby functions, there could be some water on the ship or foreign growth and things like that which can be optionally mined, or scanned.

new music, orbiter rewards with intrinsic trade-off for players who have almost everything or just dont want to level up their ships, trade basic items such as the AVIONICS they found helping other players to get tenno gear, mods, zaws, and wheelgear, bulelts / arrows with special quivers or packs, mods for spectre,

  • revolite was awful from the start, nobody know if your low on revolite.
Edited by SnakeBadger

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1 hour ago, SnakeBadger said:

...

At this point you are just spamming this thread all over with walls of often incoherent text that not only are hard to understand, but are also irrelevant to the topic in question.

On this page alone, you're going strong at 6 posts like that.

I'd recommend first to stick to the topic, which is Railjack balance pass. It's not kubrows, it's not operator focus, it's not about ideas around how to expand Railjack gameplay.

Not to say that those ideas aren't interesting, but this is just the wrong thread. There's a whole feedback sub forum that you can use to post those ideas.

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A bit late to the party but every piece of feedback count i guess.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

General Changes:

The boost being able to regen automatically when it's empty would have been nice to have. Other than that, nothing much to say.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

Ship Combat Changes:

  • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised. 

This i am ok with but halving the Health and Armour of Fighters was not necessary, the time to kill was not a problem to me.

What really cause me trouble to kill Fighters is my lack of capacity " to hit them " with my railjack weapons on a controller. The most efficient way to kill Fighters for me is to throw one Void Hole at them then kill most of them with one missile (Tycho Seeker Mk3) once they are all in the middle of my Void Hole. Without using this tactic, killing groups of fighters in the Veil is a big suffering.

Until we have a proper aim assist for Railjack weapons (because Gunnery 10 - Reflex Aim is terrible), aiming at Fighters with a controller is what bother me the most in Railjack gameplay.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

On-Foot Combat Changes:

Nothing to say, these changes are welcomed.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

Pacing Changes:

Just decreasing the frequency of RailJack Hazards happening was necessary, capping to one each Hazards doesn't make sense. The other changes are good.

I would also like to improve how the Forge can be used :

We got four stations. Going to each station to use them one by one especially alone is annoying because of the poor time management : you go to a station, activate it, craft something then go to the next one, repeat. Please add a command panel where we can use all four stations remotely .

Click on the spoiler to know where you could put the command panel.

Révélation

5tJiZHY.jpg

 

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

Archwing Changes / Fixes:

I'll wait and see for the changes but what bother me the most is that the camera is way too close when meleeing Fighters.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

Systemic Changes: 

  • The Kuva Lich ‘Valence Transfer’ has been added for built Armaments and Components - players can now Transfer progress and stats to the new better parts, boosting them.

Glad to see this system into Railjack, i am pleased.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

Avionics Changes: 

I would have preferred having two Manufacturers rather than just one for each avionics :

First Manufacturer => Sigma : The weakest ones, given when your Railjack is fully crafted. Sigma Avionics given are : Bulkhead, Hull Weave, Maxima, Hyperflux, Conic Nozzle and Polar Coil.
Second Manufacturer => One between the three Houses (Lavan,Vidar,Zekti) but flawed : a straight upgrade from Sigma avionics. Found in Earth and Saturn Proxima.
Second Manufacturer => Same as above but intact : these avionics give the best upgrades for a higher capacity cost in exchange. Found in Veil Proxima.

Because we have limited capacity, we can't just put all the best avionics fully upgraded in our avionic slots otherwise some slots will have to stay empty, therefore if we want to use the totality of the slots available we have to make choices. Imo the best solution would be to swap between flawed and intact avionics for optimal results. With what you propose in this " not complete " patch notes we will have to not fully upgrade some of the avionics to be able to use all our avionics slots assuming we have enough avionics capacity to put what we want.

Le 24/04/2020 à 23:08, [DE]Rebecca a dit :

Battle Avionic Refresh:

The duration of Void Hole is now too short even if you increase the attraction strength in compensation, something around 16 seconds would be more reasonable. The other Avionics got good changes.

 

Overall thoughts on what was shown here :

I thank you for the efforts you make to improve the Railjack experience but please do not stop here, there are still improvements needed to be made and i hope to see more content for Railjack that connect it to the main game, please do not abandon this game mode.

 

 

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Posted (edited)

Are we still gonna ignore the fact that I AM THE CAPTAIN OF MY SHIP so no random player can drive it unless i give permission or for using battleavionics? Scralet spear missions many times randoms tried to get my ship and f*** around wasting our time and effort because i couldnt restrict it.Why are we ignoring this fact for real now.

Also do something about avionics capacity. If i have "formaed" my grids and maxxed out my avionics then i think i should be able to max my build too.

The avionics are a mess, like predator giving crit chance and another one giving crit damage.or one giving normal speed on my ship while abotjer giving boost speed.

Why not having one for both crit and crit dmg the same on the speed. Or maxima giving both shield and shield regen.

 

I cant deny the fact that these changes are nice even tho void hole duration nerf hit hard but for me there is some more work needed

 

Edited by Darkstalix
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6 charges bfg pretty please 

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Posted (edited)

My thoughts on the reviahion

 

1 avionics need a capacity increse, the avionics themselves nees to use less capacity or all reactors need an increse to componsate for the avionics all going to there highest values

2 movement the changes to movement arnt that good they were beter before the revishion maby some tweeks and changes can make them better foe wgat your trying to do

3 crewships when a crew ships health fully depleats it should explode not become stationary at half health it should become stationary becouse most of the crew inside is dead

4 munitions volly was fine the way it was maby instead of making the player not able to shoot it decrease the damage a it can absorbe from players by a small margen 

5 salvage and end of mission rewards need a change they dont seem to be buffed like you sead they weee hoing to be maby nake the salvage diffrent like on earth you have a bigger chanse like on earth you get levan gear at a higher volume, satern zekti and the vale vidar gear  and for end of mission rewards they dont seem to have changed much they need a big change you need to get more things you actualy need to make your railjack better like engenes, reactors, sheilds but not guns you can get a lot of those from enemys you kill 

And remove relicse from the drop table so theres better chanses of geting actualy good rewards we dont need another place to get relicse we have plenty of those alredy 

And sinss you incresed the resourse drops can you plese remove resourse drops  from the end reward drop tables and make the rewards just like the planes and orb valis were you have a better chanse at geting somthing good  

 

6 you shouldent half to build the salvage to fuse them that takes more resourses and makes the grind more worse on the player it should be you half to have one fully built vershion and then you can take the nonbuilt ones and feed it to the built one   

 

Edited by (XB1)toughdragon17

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On 2020-04-24 at 6:08 PM, [DE]Rebecca said:

The ‘retired’ Integrated Avionics will be removed from players inventory via a script.

So we will lose our items with that script and then we have to waste time farming them again?

More grind?

I don't even know why I still have warframe installed... well at last I am not logging in anymore...guess I can call it 'hope' for some good changes in the future. But guess what? Just getting worst.

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On 2020-04-26 at 1:47 AM, vinc120 said:

I don't usually post on the forums but I can't keep quiet after reading this. Here's some insights from someone who’s got 10/10/10/10 intrinsic and a fully decked ship with top avionics and mk3 components plus a decent amount of time spent doing Railjack missions. Some of the changes here just sound terrible. Why dumb down Railjack this much? I know that when you start out, it feels really weak and just makes you want to switch to your Amesha to kill everything but when it's fully upgraded, it feels very powerful and rewarding and it's a lot of fun while still not being a complete snooze-fest. I think that some of the suggested changes will just make Railjack less fun and overall worse in the long run. There is still a lot of improvements needed and the difficulty curve feels pretty off at the start (at least it did when I started at the beginning of Railjack), but this is not the answer.

 

This is probably the worst change and I beg you to reconsider. The ability to boost around is actually very enjoyable and adds some layers of skills to piloting the Railjack especially during combat. I don't want to just hold down shift to move between packs of fighters and just unload my weapons without using any maneuvers. I legitimately feel like most of the fun will just be gone if this goes through.

 

Again, why? Instead of having more options, we would be stuck with the one top avionic with much higher cost capacity? Currently, the ability to chose between the different manufacturers gives some form of choices. You can chose to go with the top manufacturer for an avionic and get the highest numbers but the capacity price will also be higher than the others or you can chose to go with a manufacturer with lower numbers but the capacity price also lower. If this goes through, then it pretty much removes all build diversity from Railjack. Why dumb it down this much?

At least are the avionic costs going to be fully revised too so we can fully equip our Railjacks with avionics when we use a mk3 reactor? With the current capacity cost for each avionic, you would barely be able to fully equip your 9 integrated slots let alone equip battle avionics and tactical avionics while using a high end mk3 reactor.

 

While I fully agree that the hazards need to be more harmful to the ship, why cap it at one per type? How about you increase how harmful the hazards are when there's multiple and/or the longer you leave them without repair.

 

Maybe I am talking too fast and the increased attraction will make up for it (along with the reduced health/armor on the fighters), but as of now, I don't think this is necessary. Void hole is very strong but is not game breaking and has no need to be gutted to half it's duration.

Some of the other battle avionics I haven't played around with much but none of them felt like they needed a nerf.

 

So a extremely small sample of players for a extremely short period of time gets to test this out before it goes live? The chosen players are mostly completely random except for a select few and may not even care for or have tried Railjack prior? Seems like a very fair test for very accurate feedback...

Thank you Cpt. Tenno!

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6 minutes ago, DarkSkysz said:

So we will lose our items with that script and then we have to waste time farming them again?

More grind?

I don't even know why I still have warframe installed... well at last I am not logging in anymore...guess I can call it 'hope' for some good changes in the future. But guess what? Just getting worst.

This is my understanding, from seeing warframe partners streaming the play test ( copy pasta from my previous answer ):

Say.. you have 10x Lavan Bulkhead, 5x Vidar Bulkhead, 2x Zekti Bulkhead.

You will end up with 10+5+2=17 "Bulkhead" all with the same stats (maxed to match the current best House version ).

The Dirac you have invested on any avionics is returned to you, and they will all be rank 0. So you will have to upgrade them again and fit them on the avionics slots.

Hope it helps, and do note that this assumes they move forward with the proposed changes and that I got this right from watching streamers.

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On 2020-04-27 at 3:21 AM, KitMeHarder said:
  Reveal hidden contents

 

 

Why in the world would you remove the ability for us to shoot into Munition Vortex? If this change goes through I will not play this game mode, and it will be more dead than ever before.

This

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On 2020-04-25 at 12:08 AM, [DE]Rebecca said:

Made each RJ Hazard type more harmful to the ship.

Good.  I hope its significant enough.   

Make fire hazard grow in size with time (multiply).    And instead of that lame minigame, give each instance of "fire" health.  And then we will just shoot it down with Revolite. 

 

On 2020-04-25 at 12:08 AM, [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.

I think Cap should increase with level difficulty.  In Veil it must be 3.

Too ez otherwise, because you also increased Revolite yields.

 

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