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Railjack : a critism


(NSW)Broekie.
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Railjack: a critism

 

Quick introduction:

This is my first thread and its about specific changes that i want for railjack. First off, im not native english and im typing this from my old phone so horrible formatting choices are being made. I currently play warframe on the nintendo switch so my Expirience is from that. Currently have 8/8/8/7 Intrisics and haven't used Ivara exploit, i now have about 20 hours of railjack under my belt.

 

Chapter one: The railjack

1.[] Increase animation speed from forward artillary cannon

2.[] Incease size of door and remove collision

3.[] Allow to craft in all four crafting benches in railjack when selecting one crafting bench.

Reasoning: 1. It is currently very slow, it takes at times so long that crewships have long moved away from view. 2. Recent reworks of tilesets have increased the size of hallways for more free movement, i feel like these doors are a big step backwards, especially now that you spend so much time in your railjack. Also remove collision of doors, this might cause sometimes that you phase through a door but now you won't get stuck. 3. This change is very needed, current system is so slow that by the time im with crafting that my ship already gets a critical failure, this is a QoL feature.

Chapter two: Movement feeling

1.[] Increase Steering movement of railjack drastically and un-tie it from movement speed stat.

2.[] Remove stamina system from warframe (again).

3.[] (console exlusive) rework motion controls

Reasoning: 1. Currently camera movement is way too slow, im never properly able to hit enemies, thats why munitions vortex and void hole are currently so popular, not because they are broken but they fix a big issue railjack has. 2. This should come in three modes, normal speed, fast and very fast, relying on a speedbar constatly overcomplicates railjack and waters down the expirience like stamina on warframes did in the past, you gave us parkour 2.0 and it was positively recieved. 3. There is currently a big issue with motion controls, it does not take into account the extra weight that is added to railjack camera making motion controls even on 100% Intensity very hard to move camera. I'd also like to report a bug, X axis is always inverted in pilot mode regardless what you put in your options.

Chapter three: The enemy

1. [] Reduce movement speed of enemies by 50% except boarding party vessels.

2. [] Remove crewship barriers

3. [] Reduce crewship damage output

4. [] Decrease Crewship requirement

5. [] New enemy: Grineer railjack, It takes the same layout as railjack but more grineer style. Grineer railjack are protected by a barrier, remove barrier nodes to enter railjack. Railjack cannot be damaged by artillary. You will always spawn near their crafting benches, you can refine their resources but doing so will instantly alert enemies, destroy their core to destroy their fleet. One one railjack spawns per missions in advanced missions, usually at the end of a mission.

Reasoning: 1. This is the number one issue with railjack, enemies are unbalanced fast, you can rarely hit them, this is not a mosquito simulator this is warframe and this should've never been made a feature in railjack. 2. Its unnecessary for a mildly common enemy, it only servers to c*ckblock any solo player or now archwing players and punishing them for it. Whats even funnier is that you can't evem hit their small barrier nodes with your railjack weapons, which might be an oversight by DE. 3. Its crazy, they deal 90% of all incoming damage and it its very unbalanced, they should deal more but not THAT much. 4. Six crewships in waves is alot and really waters down the pacing of the gamemode, reducing them would help alot. 5. This would go along very will with number four, by reducing crewship numbers you can introduce a more potent and dangerous enemy which requires archwing to compete.

Chapter four: A cryophonic disaster

Sorry to jab DE for this but i feel like DE is chronically unaware what range is in railjack, all weapons have very steep fallof and low range making it pretty unfun to play any weapons, especially Cryophon. What happened to cryophon? Alot of targeted nerfs because people were using them alot. Why were they using cryophon alot? Not because it was overpowering but they heard some warframe youtubers say that it was the best weapon in the game while argueably it wasn't. And i can already guess that the data DE uses they will still see cryophon as most used because alot don't play railjack anymore and never bothered removing it from their arsenal which will forever curse the land of cryophon distaster. 

Chapter five: Avionics galore

1. [] Increase avionic slots from 9 to 16 like the tennocon build, reduces cost

2. [] Increase tactical avionic slots from 3 to 4 like the tennocon build, reduced cost

3. [] Increase battle avionic slots from 3 to 4 like warframe abillities, reduced cost

4. [] Allow battle avionics to be used in any slot instead of one

5. [] (general) Add more avionics

6. [] Avionic rework

Reasoning: 1. Currently all occupied slots are mandatory avionics anyone need which reduces build variëty to about as much as your averige crit build, don't know why they removed it when it was in tennocon build 2. Same reason as one. 3. Same reason as one. 4. This allows more build variety because currently alot of avionics are overshadowed by others while they are still good. 5. There are currently give or take 30-40 avionics which is not alot adding a few more would be nice, especially ones that touch battle avionic stats like: strenght, duration, range, efficiency. Makes it more like warframe. 6. What is currently ia shown in the devworkshop patches its disasterous. I watched Bronzimes five hour stream about railjack revised and seen alot of feedback on the forums and this ain't good. Particle ram, Munitions vortex and void hole nerfs are overboard and other changes aren't good. The key part of avionic problems are two things, poor range and poor damage. Range: Make most avionic to have at least 300-400 meter range, 100-150 is not alot. Damage: all avionics won't scale to lvl 40 enemies, this is why only munitions vortex is used because it scales from your weapons instead of flat (low) damage output making it a no brainer but certainlty not broken. The problem with avionic changes is not that muntions vortex, void hole and particle ram are OP but that other avionics are just too weak.

Chapter six: Weapons AGAIN!?

Lets tackle poor game design. First of chaning to remove zekti,lavan and vidar from avionics is going in a good direction. Lets now cut ties with with the weapon faction and tiering too. Let me tell you a little secret. The reason why this was implemented is to 'Artificially pump up content' this is really bad, like mobile phone app bad. There isn't alot to do in railjack, we know it, Devs know it, so don't pump up those statistics just to increase content if you don't have it. 

1.[] Remove Zekti, Lavan, Vidar

2.[] Remove MK I II III

3.[] Remove random stat bonus

4.[] Add alot of new unique weapons, take warframe weapons as inspiration

5. [] Specific weapons are rare drop, specifix weapons are dojo craftables, specific weapons are blueprints from the market. 

Chapter Seven: Components

1. [] Remove random stats

2. [] Remove tiering I II III

3. [] Remove zekti, lavan, vidar

4. [] Instead of faction and random stats add alot of diffrent components

Reasoning: 1/2/3/4 all tie in very well together with the problems with weapons. Articicially cranking up thar content stat. For example all cores now have between 80-100 avionic capacity however 80 avionic stat means alot more flux and better passives as tradeoff, and i don't mean the passives we currently have on components, those are pathethic and ignorable and should get a rework of their own.

Chapter eight: Objectives

Railjack needs new objectives, if this revised update will launch without them the update will fail, im sorry, content is the biggest part of railjack and there is none, what can we test the new update on if there s nothing to test it on? Here are some ideas, i will also add a railjack and warframe meter, this will indicate how much you do in railjack and how much is vanilla content.

0. [] Barrier, first of this will be a side objective applied to other objective and ia not a mission on its own. What does barrier do? It blocks you from getting near an objective? How to break it? A random objective will appear so you can break it. 

Randomly chosen objectives:

- Break 8-10 barrier weakpoints

- Distroy 20-30 Ships

- Distroy crewship(s) powering barriers

- Explore and distroy ancient derelict tower that powers barrier

- Distroy grineer sidebase powering barrier

 

1. [] Rescue,  Railjack: 50 Warframe: 50

Distroy barrier from galleon ship and rescue rarget. Enemies stop spawning when barrier is distroyed

 

2. [] Defense, Railjack: 100

three wave defense instead of five but your railjack is the objective. Three waves because railjack tends to take longer. Once critical breach is reached mission will end. If you completed at least three waves you will finish quest regardless.

 

3. []Exploration, Railjack 10 warframe 90. Explore diffrent weird bases or sentient ship, enemy ships won't spawn in this mission, pure relaxed exploration.

4. [] Heist, Railjack 50 warframe 50

Just like spy but one objective, enter a base but its guarded by lasers, make your way through it without your railjack touching the lasers. Once in the base alarm triggers and yoy have two minutes to open the vault. Triggering traps reduces timer by 10 seconds. Triggering lasers in railjack will make alarms go off prematurely.

5. [] Assasination, railjack 50 warframe 50

Please look up the tennocon nef anyo railjack fight and pretty much copypaste that ingame.

Chapter eight: Epilogue

First off i want to thank DE staff @[DE]Rebecca and others for working and listening to us. The players, especially thanking them to be willing to rework railjack while having a trackrecord to go to 'the next shiny thing'. Railjack has alot of potential, the only thing stopping it is balancing, bugs and content. If thats fulfilled it would be the greatest mode yet, it will be a rough road forward but i am willing to see those improvements being made. Thank you again, you bring a smile to my face 😄 

 

 

 

 

 

 

 

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A lot of your post suggests that you are playing the game solo.  I think it's worth pointing out that while Railjack is do-able solo, it is definitely not recommended.

On a more point by point basis: 

1.  See above, almost all of this is better as a group.

2. Turning while drifting is much faster, if you are still struggling, that sounds like a controller issue, which given you're on the Switch, sounds likely.

3. I personally do not struggle with hitting things in Railjack, but PC/console differences probably account for that.  In addition, your Grineer Railjack sounds a lot like the current Crewship, which again, is best defeated as a group by either lining up a shot for your artillery gunner, or having a crew member board and destroy it from within.

4. Agree, Cryophon is awful, and I would rather just fling a refrigerator at the enemy.

5. I agree with you about the ranges on a lot of Avionics, all the Archwing stuff is far too close in.  As for the rest, all bets are off until this revision comes in.

6. Condescend to DE about game design, cute.  As for your ask to remove all the Tiers and add more unique weapons.  The former allows for a steady increase in power without needing to pile avionics into damage output, and the latter will come with time I imagine.  As for specific house weapons, although I think they could be more unique, I like that they all focus on different things.

7. I agree that this is a bit of a content pad, but then what isn't?

8.  Yeah, Railjack needs more objectives, but again, system is in it's infancy, I'm sure this will come with time.

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Il y a 1 heure, (NSW)Broekie. a dit :

First off i want to thank DE staff @[DE]Rebecca and others for working and listening to us. The players, especially thanking them to be willing to rework railjack while having a trackrecord to go to 'the next shiny thing'. Railjack has alot of potential,

This is all I read. This is all I need to read right now. Too many long posts, too many fingers pointed in every direction. Too much negativity. Time to stop with this mess. 

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2 hours ago, (NSW)Broekie. said:

1.[] Increase animation speed from forward artillary cannon

if you're using it solo, it can be trickier to hit a moving target, that's why you sue your guns to disable the Crewships engines first, giving it no way to escape for a while. you the have plenty of time to position yourself behind the crewship, and aim  at the rear door underneath the main engine - that is the ship's weak point. it's possible for a single well-placed hit to kill the crewship, though enemy level can be a factor.

2 hours ago, (NSW)Broekie. said:

Remove stamina system from warframe (again).

for me the problem is not having boost auto-recharge, instead requiring you to manually "activate" it again after it runs out. hopefully having double speed will make up for how awful boosting is.

2 hours ago, (NSW)Broekie. said:

Reduce movement speed of enemies by 50% except boarding party vessels.

why? they're fighters, they're supposed to be fast and agile, because they are fragile. 

2 hours ago, (NSW)Broekie. said:

Remove crewship barriers

your standard Munition (homing missiles) should wipe out all the shield generators instantly. has always worked for me, Skold Crewships are not that big of a deal.

2 hours ago, (NSW)Broekie. said:

Reduce crewship damage output

or just don't get too close to them? honestly crewships are the only enemies that pose a threat to a fully upgraded railjack. take that away and you're gonna get people saying it's too easy.

 

 

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45 minutes ago, HexOmega111x said:

This is all I read. This is all I need to read right now. Too many long posts, too many fingers pointed in every direction. Too much negativity. Time to stop with this mess. 

I read all his post because/ Yes I play solo too sometimes. If you are not willing to read, contribute or say a feedback about his post then why the hell you post here? 

And yes that negativity was caused by DE. It was their own doing. Don't blame us for it. 

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17 hours ago, Hollow_Knight said:

2. Turning while drifting is much faster, if you are still struggling, that sounds like a controller issue, which given you're on the Switch, sounds likely.

3. I personally do not struggle with hitting things in Railjack, but PC/console differences probably account for that.  In addition, your Grineer Railjack sounds a lot like the current Crewship, which again, is best defeated as a group by either lining up a shot for your artillery gunner, or having a crew member board and destroy it from within.

4. Agree, Cryophon is awful, and I would rather just fling a refrigerator at the enemy.

5. I agree with you about the ranges on a lot of Avionics, all the Archwing stuff is far too close in.  As for the rest, all bets are off until this revision comes in.

Agreed on the drifting. A quick Boost tap helps with spinning the ship quickly. It's not really meant as a great dogfighter, since we're supposed to have side gunners. Hoping that Command will at least have that basic AI.

 

I never understand people wanting to mix it up with the Crewships. Even trying to blast through it with the Archwing slingshot is pointless, get inside and nuke its reactor. Crewship goes BOOM and bye bye. They are not meant to sit and slog through all that armor.

 

I actually like Cryophon for my forward turrets. It hits like a truck and can basically 2-3 shot Veil fighters. The fire rate and range is a little annoying, but eh.

 

I'm also really looking forward to Archwing damage actually being useful. Right now, short of popping the occasional reactors, there's zero point in trying to kill anything with the Arcwing during RJ stuff.

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15 hours ago, (PS4)robotwars7 said:
17 hours ago, (NSW)Broekie. said:

Remove crewship barriers

your standard Munition (homing missiles) should wipe out all the shield generators instantly. has always worked for me, Skold Crewships are not that big of a deal.

Fly right up to them, pop the 3 outside reactors with your Archgun, and hop inside. Turn off your Boost, so you're not overshooting the ship and keep your Amesha shields up too.

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On 2020-04-27 at 2:51 PM, HoustonDragon said:

Fly right up to them, pop the 3 outside reactors with your Archgun, and hop inside. Turn off your Boost, so you're not overshooting the ship and keep your Amesha shields up too.

While this is do-able, so very few players have the skill or indeed the Archwing build to do this reliably.  I've had a few players think they can, and about halfway through the mission I get the inevitable 'out of revives' call.  I keep homing missiles for this exact reason,  for me Skold Crewships shield generators are second priority second only to ramsleds.

I like the idea of Archwing being independently powerful in Empyrean missions, but as soon as you give players the power to be universally helpful outside the Railjack they will just go lone wolf it.  This will lead to missions taking longer, people whingeing about Empyrean being a grind, and more reworks that will dilute the individuality of the mode.

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Just now, Hollow_Knight said:

While this is do-able, so very few players have the skill or indeed the Archwing build to do this reliably.  I've had a few players think they can, and about halfway through the mission I get the inevitable 'out of revives' call.  I keep homing missiles for this exact reason,  for me Skold Crewships shield generators are second priority second only to ramsleds.

That's fair. I'm a little disappointed that Amesha is pretty much the only Archwing currently worth the RJ missions (hopefully that changes with the next patch). Personally, mine is maxed out and just running the basic mods for extra armor/shields/etc. A Larkspur is highly recommended to lessen the skill required, if people are having aim issues.

 

I do agree, the Archwing should not be so powerful as to completely cheese the need for the Railjack itself. I think if they could pew pew pew fighters more efficiently would be nice, though. Most of my time is spent just dodging stuff getting to the objectives.

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I'm still just using my Odo Prime, I'm only in space to transition from one ship to another or farm titanium.

Met a lot of people using Railjack Missions to boost their Archwing affinity, so I'd like them to be a little more powerful so that these slacking leeches are at least doing something.

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5 minutes ago, Hollow_Knight said:

I'm still just using my Odo Prime, I'm only in space to transition from one ship to another or farm titanium.

Met a lot of people using Railjack Missions to boost their Archwing affinity, so I'd like them to be a little more powerful so that these slacking leeches are at least doing something.

The Neptune mobile defense mission is super good for leveling for Archwings and weapons, imo. I still think they should add some more functionality for the Omni in regular missions (like make it a combo scanner or something) just so people know what the heck it is.

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Just now, HoustonDragon said:

The Neptune mobile defense mission is super good for leveling for Archwings and weapons, imo. I still think they should add some more functionality for the Omni in regular missions (like make it a combo scanner or something) just so people know what the heck it is.

Ah well there you go, we're back to why is there no tutorial for all this stuff?

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