kyori Posted September 13, 2020 Share Posted September 13, 2020 Please just let Necramech be used in Hydron, so it's easier to level it up. lol Link to comment Share on other sites More sharing options...
Gaikki Posted September 14, 2020 Share Posted September 14, 2020 Suggestion: Why not let Tennogen artists have fun with Necramechs? I really like its robust design, but at the same time I am kinda sad about how limited the customisations are. I would love to see a Graxx Necramech or something. Link to comment Share on other sites More sharing options...
TheNeonGod Posted September 14, 2020 Share Posted September 14, 2020 Necramechs don't have shield-gating and they should have their energy regen like archwings do, since they don't benefit from energizing dash. Link to comment Share on other sites More sharing options...
topsicles Posted September 14, 2020 Share Posted September 14, 2020 Not sure where the Necramechs fit? I think they're cool looking and kind of powerful in some sense. The 4 is good for the few seconds you can keep it up. But they're not vehicles and they're not warframes. They don't carry your frame like an archwing. You currently can't seem to heal them. No health orbs or squad restores or warframe abilities (there is the one operator ability). Possibly a bug, but if my mech gets destroyed and I re summon it, it has base level health? They eat energy orbs but not anything else (no squad restores, warframe or operator abilities)? You can't dismiss them like an archwing? Archwing has no cool down (though archgun does, I guess to limit OP free ammo). Without healing or energy restore they are very limited. Maybe with healing and energy restore they could be OP? But only in the three open worlds? Archwing / Sharkwing has more utility. Will we get necramech only missions? Mods are hard to get. I've gotten a few, and more from Loid, but it's a grind with 4:30 seconds (plus travel time) on trivial stages in the front of each isolation vault. Also, twelve mods slots for hard to farm mods with only 60 drain? How can you ever fill that? So, make them a vehicle, like an archwing, that can be summoned and dismissed (as well as buffed, healed and energised), or just turn them into another warframe? Or make them into a WTF summon that you pull out for the limited time OP in dire circumstances? But having your warframe and your mech exist simultaneously in the world is, to me, just confusing and odd and hard to manage. I leave my mech to enter my warframe, run about for a bit and then, where the hell is my mech? I think the Necramech is cool, and went to the effort of getting mine as soon as i could, but I'm guessing DE put in less thought of how it integrates into game as as whole, as to the coolness and wow factor. Off topic, but Railjack was similar. I got my intrinsics to 8/10/10/10 solo before I lost interest. For Necramech to be relevant, it needs to provide some general in game utility. Archwing (or K-drive) is kind of mandatory for open world just because of the speed benefit. What benefit does Necramech bring? Edit: Also, companion mods like fetch not working (but I guess they don't for archwing)? Just feels like if you're walking around they should. Link to comment Share on other sites More sharing options...
Orakan Posted September 14, 2020 Share Posted September 14, 2020 We have removed stamina from warfame many years ago why every new content has stamina in (Necramchs,Railjack . I mean I kinda gave sense to the boost of railjack but heating mechanic would be more logical instad of refilling boost and railjacks realy needs more speed. But in Necramechs' case it is totally unlogical and unfun as gameplay. When npcs points out Necramech are the old war era proto defense systems before warframe and said they are reliable and give those machines a stamina bar it will create a ludonarrative dissonance. So please remove the stamina from Necramechs Link to comment Share on other sites More sharing options...
kyori Posted September 14, 2020 Share Posted September 14, 2020 Is this no Necramech Flow? Link to comment Share on other sites More sharing options...
--Aegis--RocketPenguin Posted September 14, 2020 Share Posted September 14, 2020 1. Give them vacuum 2. Allow arcanes to work on them like energize since energizing dash doesnt work either 3. Maybe let the use archmelees since they melee damage is so soooo low 4. Make the mods at least give us a little hope that we might get them putting a 2% chance within a 10% chance for mechs that have different levels and drops is too much 5. Lower the timer by 1min to respawn, at least if your mech is still alive. Having to get out go into archwing then respawning in each bounty sometimes the cooldown is still ticking and im not walking all the way there(TY) Link to comment Share on other sites More sharing options...
Nyraxx Posted September 14, 2020 Share Posted September 14, 2020 The Necramech is steadily improving, however I believe it needs 3 things to be more viable. 1) Health regen, it doesn't need to be an insane amount, but enough that in between major engagements your mech can regen a bit. 2) Energy regen, again it doesn't need to be an insane amount, but if you post your necramech in a high position, you're pretty much out of luck on energy once you've expended your pool. 3) innate vacuum of some sort, it can be a bit buggy trying to walk directly on top of items. Idea: give the crouch a restore function, when crouching (but not doing anything else) you regen health and energy. possible bug: If the necramech is destroyed and you call another one in later, it is not healed, example: my necramech has 4000 hp, is destroyed, i call in another one later on and it has 1500 hp. Link to comment Share on other sites More sharing options...
(PSN)NostrathomasJ Posted September 14, 2020 Share Posted September 14, 2020 On 2020-08-31 at 7:04 PM, (PS4)NostrathomasJ said: Necramech Damaged Part/Mod/Economy constructive criticism: I was able to max my reputation with the Necraloid syndicate before acquiring all the damaged parts to even craft a my own Necramech. In addition, I was able to purchase all the blueprints Loid offers. This seems completely backwards. At the time of writing this I still don't have one part to complete my own Necramech. I am also on console and at the time of writing this we cannot trade parts. Instead of just "adding" part trades I have some suggestions to make this syndicate more engaging or rewarding to rank up: Increase the number of Necraloid syndicate ranks. With each rank you acquire the next blueprint to create each part of the Necramech. The damaged part you need to complete the blueprint is a guaranteed drop from tier 1 for the first part, then tier 2, then tier 3 and so on. This way you are rewarded for completing the vault AND ranking up. Upon acquiring the guaranteed drop I would suggest Loid (not Otak as his is pure cringe) announce that you "found a piece of the Necramech." Upon completion of mission you can go to foundry to craft the part (if you have the other resources more on that later). This would be WAY more rewarding than a small drop percentage chance to acquire a part in an already diluted loot pool. Additionally this would eliminate the duplicates you receive from running vaults. I would like to point out that I AM NOT implying more grind for each syndicate rank with this suggestion. The developer would need to simply need to adjust the tribute costs/requirements for each rank and scale down appropriately. By removing the "damaged mech" parts you are opening up the loot pool for the mods and or scintillant. I understand that their are damaged weapon parts and keeping those in the pool would be a way to keep players engaged in running iso vaults after acquiring their mech. Necramech fighting mechanics (as a warframe battling a mech)criticism: DE has never been really good at telling the player where to hit a boss style enemy. The audio prompt for destroying the arms is great but DE's crit spots on enemies has always been pretty vague and or down right tiny. Please change the crit spot color to something other BLUE. The color blue is the same one used for the mech's shield and is a poor choice. I would suggest yellow or purple like you do on eidolons. This way the player is aware of what to shoot. Please consider adding a way for us to know when we can damage the arms and or the crit spot. An example of this is the eidolon red flash before the damage phase. It's a small change that would help players know what they are doing. I can think of so many games that give you a prompt for DPS/damage, WF isn't really good at doing that. Necramech combat UI criticism: I have only experienced the quest and mechs in the open world so my playtime is limited here. The UI is all a brownish color and blends in with the landscape of HoD. Please consider allowing us to use our purchased main UI colors or simply color the mech UI internally (at DE). Besides blending into the landscape it was so lackluster to look at. Iconography is fine but it does nothing when you have to strain to look at the UI to see what you have available to use. Icons and numbers are little small. Please allow us to scale those up or down depending on how we play the game. Some people wear corrective lenses, other play within feet of a screen and then their those that are on a TV and distanced from the screen. Straining to look at UI is not ideal. Necramech crafting costs: Saved this for last as it could be contentious. Mining resources and crafting them takes a lot of time for some players. Personally, I didn't have an issue with acquiring resources. Were they fun to acquire, no. Did I do it anyway, yes. Have I done this withe 3 open worlds now, yes. My biggest issue is the time sink in mining. You ask players to acquire resources, that's all well and good because this time around we have options (mining, void towers, vaults). The problem for me is you make us wait 1 minute to craft one batch of resources and then ask the player to craft 5 batches. Thats 5 minutes of sitting in the orbiter doing nothing. Why do mining resources take a 1 minute to complete? This should be instantaneous as we have already invested the time to acquire them. For 3 open worlds now you have asked us to farm and then wait for these resources to bake on the foundry. Sure you can rush them for plat but why would you? Resources nodes are pretty hard to locate on HoD. I do appreciate the addition of the box around the node so you can spot them better however, they spawn in the most obscene locations. The world is already red and brown and then you have an reddish orange resource node? Why this color? It's harder to spot and basically washes the landscape in one color. I hope I have provided some good feedback for you to review. I normally don't take to the forums with suggestions or criticism but this update really needs some love. After more play time I would like to add the following. Combat Controls: Pressing and holding X on the Playstation controller to "hover" in air is removes the ability to aim with right stick. If you have to keep your thumb on X you cant aim at enemies to fire. This takes away from the immersion on console as we are pretty much forced to ground combat only. I noticed many console mechs are all firing from the ground and not in air during my play time. Please allow us to remap controls to make more sense on console. The only current solution would be a controller with more buttons which seems silly just to play with a mech. UI: The mech UI color overrides you theme colors if you use the "options button" to enter the menu on console. For example my theme is purple and blue but if I hit the options button on the controller (while in a mech) my theme will go to the default color of brown. Not a big deal but something to be aware of. Mech and Vehicle UI in Arsenal: When viewing the Arquebex in the arsenal the UI will occasionally put the mods all in a row rather than stacked. When viewing the mech often times your frame or archwing will bug into the background. When this happens the mods will also move to a row rather than stacked (mostly for mech weapons). This does not happen to the mech mod screen. Remove the slide whistle sound in the arsenal vehicle tab. Every time you tab to and from it you hear this silly slide whistle that is just obnoxious. This sound doesn't need to be here. None of the other tabs have a bold sound to let you know you are on that tab so why does the vehicle tab have a sound? I have gotten in the habit of muting my game when going into the arsenal to avoid hearing that slide whistle over and over. Link to comment Share on other sites More sharing options...
kyori Posted September 16, 2020 Share Posted September 16, 2020 It’s been days since players’ warframe disappearing while using necramech and there’s still no fix for this game breaking bug. So I wonder why the design choice of using transference to pilot a mech was given a pass, since transference itself has lots of problem which I’m not sure why. So why can’t design the piloting of necramech like archwing or k-drive which are additional equipment attached to the Warframe hence no transference issue? Link to comment Share on other sites More sharing options...
EDM774 Posted September 16, 2020 Share Posted September 16, 2020 On 2020-09-14 at 12:00 PM, topsicles said: You currently can't seem to heal them. No health orbs or squad restores or warframe abilities (there is the one operator ability) Trinity would like to introduce herself to you. Link to comment Share on other sites More sharing options...
(NSW)Valorean Posted September 16, 2020 Share Posted September 16, 2020 Necramech are fun to use. The only downside are the mods needed for survivability. They have low drop chance tied with enemy necramechs found near end of isolation bounties requiring multiple runs of isolation bounties. With certain mods tied directly with the tier of the isolation bounty. I recommend replacing the relics in the bounty with necramech mods. Common necramech mods in tier one loot pool. Uncommon necramech mods in tier two loot pool. And rare necramech mods in tier three loot pool. Or have Loid sell the necramech mods through a rotation, since after running multiple isolation bounties. I have accumulated hundreds of matices that I have no use for. Link to comment Share on other sites More sharing options...
outseeker Posted September 16, 2020 Share Posted September 16, 2020 13 hours ago, EDM774 said: Trinity would like to introduce herself to you. So in order to repair your mech you can only be trin, then you jump out of the mech as operator, move away, transfer back into trin, cast (well of life?), transfer back out to operator etc. or directly to the mech, then hit the enemy to heal the mech? That is so unco :< Or can u bless a mech that has no operator in it? Still not exactly optimal, but I guess it's something! XD Link to comment Share on other sites More sharing options...
EDM774 Posted September 16, 2020 Share Posted September 16, 2020 4 hours ago, outseeker said: So in order to repair your mech you can only be trin, then you jump out of the mech as operator, move away, transfer back into trin, cast (well of life?), transfer back out to operator etc. or directly to the mech, then hit the enemy to heal the mech? That is so unco :< Or can u bless a mech that has no operator in it? Still not exactly optimal, but I guess it's something! XD Just bless for 75% DR and insta full heal lmao. I run Protea's dispenser in place of my well of life so my trin's energize procks keep the mech topped up on energy as well. and I can just sit on the dispenser as a mech and the orbs it poops keep me in ult longer. Link to comment Share on other sites More sharing options...
kyori Posted September 17, 2020 Share Posted September 17, 2020 I think this is not right. With both necramech streamline and continuity, my guard mode energy drain per second is still in red numbers. It should at least be in green numbers already. So DE forgot to release necramech fleeting expertise?!? or simply trolling? Link to comment Share on other sites More sharing options...
UUDDLRLRBA_START Posted September 18, 2020 Share Posted September 18, 2020 On 2020-09-14 at 4:36 AM, Orakan said: We have removed stamina from warfame many years ago why every new content has stamina in (Necramchs,Railjack . I mean I kinda gave sense to the boost of railjack but heating mechanic would be more logical instad of refilling boost and railjacks realy needs more speed. But in Necramechs' case it is totally unlogical and unfun as gameplay. When npcs points out Necramech are the old war era proto defense systems before warframe and said they are reliable and give those machines a stamina bar it will create a ludonarrative dissonance. So please remove the stamina from Necramechs This actually fits with the lore that the Necramechs predate Dex Soldiers / Warframes. I kinda like it. Link to comment Share on other sites More sharing options...
(PSN)Pandobeer Posted September 18, 2020 Share Posted September 18, 2020 Suggestions: * make inbuilt vacuum for necramech * make transference to warframe by HOLDING transference button right into warframe, and vice versa. Tap - to operator, holding - cycle trough warframe-necramech * make zenurik energize dash and magus repair work on necramech Link to comment Share on other sites More sharing options...
BahamutKaiser Posted September 18, 2020 Share Posted September 18, 2020 12 hours ago, kyori said: I think this is not right. With both necramech streamline and continuity, my guard mode energy drain per second is still in red numbers. It should at least be in green numbers already. So DE forgot to release necramech fleeting expertise?!? or simply trolling? They could reduce the upkeep or remove the initial drain, I don't know why they keep resurrecting bad designs that were removed from most other features... Link to comment Share on other sites More sharing options...
Solarsyphon Posted September 18, 2020 Share Posted September 18, 2020 hot take the stamina on necromechs is fine. Do we really need infitie charge and float? is that a thing you do? Now I get mobility is a problem but to solve that i dont want infinite stamina like some pled. No as a man of culture I want to have the mech equip an archwing like a true power ranger. Link to comment Share on other sites More sharing options...
JackHargreav Posted September 18, 2020 Share Posted September 18, 2020 Necramechs still don't have shield gating. Please add shield gating to them. Their Reflective shield is pretty weak. It doesn't have a lot of health to begin with and it also doesn't multiply the absorbed damage. Both of these make the Necramech a lot less tanky than what they should be. High level enemies and normal Deimos enemies deplete the shields really quick. The modding is really weird. The mechs don't have aura mods so having so many slots and mods with high drain just doesn't make sense to me. Please just give us 10 or 8 mod slots like with any other modable thing. Or give us a way to boost the mod capacity. Link to comment Share on other sites More sharing options...
_Connor Posted September 20, 2020 Share Posted September 20, 2020 If the new necramech is going to be melee based, the movement tech of the mechs definitely needs to be refined. Having to wait half a second after dashing into range of enemies so that you can melee them is going to be infuriating. Link to comment Share on other sites More sharing options...
Solarsyphon Posted September 20, 2020 Share Posted September 20, 2020 10 hours ago, _Connor said: If the new necramech is going to be melee based, the movement tech of the mechs definitely needs to be refined. Having to wait half a second after dashing into range of enemies so that you can melee them is going to be infuriating. They could also just make the movement of the two radically different. The current one could be like slow artillery and the melee can be fast melee Link to comment Share on other sites More sharing options...
motorfirebox Posted September 20, 2020 Share Posted September 20, 2020 I'm really, really not a fan of the screen shake with necramechs. I haven't minded screen shake all that much elsewhere in the game, but the necramech screen shake is just excessive and constant. It actually made me a little motion sick in the ~half hour I spent playing around with it. Link to comment Share on other sites More sharing options...
(XBOX)ZZZZAMBO Posted September 21, 2020 Share Posted September 21, 2020 S Link to comment Share on other sites More sharing options...
master_of_destiny Posted September 21, 2020 Share Posted September 21, 2020 Another week, and a repeat of previous feedback. The 12 mod slots are idiotic. 5 capacity per slot maximum with a form....9 forma required....and still we couldn't equip a mod in each slot because their drains are too high. Did someone not do the basic math here? To be clear, 2 mod which when polarized will have a drain of 4. One base mod that will have a drain of 7 when polarized, with plenty of drain 6 mods when polarized. Drop rates suck. A mod has 2.01% chance from a 10% pool. Yep, that's a 1 in 500 chance of dropping. On an enemy that spawns once every 7-10 minutes at best. This is insane. Imagine a .2% drop chance for the Quellor or Pennant....and you'll understand why there's so much anger here. Stamina sucks. Refuel is nice, but the fix here is to remove the cost for dashing and keep a cost for flight. This will allow us to have mobility, but prevent players from simply bombing open worlds from the skies. It's not really going to break anything, because it's not like the dash makes a mech invincible. This is the same stupidity people complained about in railjack. Either increase base speed again, or just give us an infinite dash. As an aside, the mods to make this less terrible are not a fix when they are a painful grind to get. Make Loid relevant. Selling the mods is point 1. You added a cash shop before even giving us access to usable mechs. Maybe this is contributing to the image that you don't care about the game anymore? Maybe it's time to change. Alternatively, make the Helminth, Mechs, and really all of Deimos another one and done thing. I know that I'm not seeing any reason to come back after I max standing, just like Fortuna, just like Cetus, and just like so much other content that is the hot thing until the grind is done. My only win here is the Vulpaphyla, because they're organic and cheaper Djinn. They won't resurrect you yet, but they also can have a much deeper health pool so they don't immediately die. Even a mech with 8 mods (all survivability ones) seems less capable of damage and punishment than a companion and virtually any warframe. That's not raising my hopes for a melee variant, especially when a standard melee weapon is the meta of the current game. My fix requests remain the same. If each mech has a draw chance from all pools it's a 27.1% drop chance. That is: 72.9% - No Drop 24.3% - One Drop 2.7% - Two Drops 0.1% - Three Drops If you cannot give us reasonable chances, at least give us about a 1 in 4 chance of drop. If we run 6 mechs that means most of the time we're going to get one or two mods. Yeah, the 0.201% drop chance item is going to still be terrible, but it'll be about 100 runs to get 600 potential drops. That's still about 4000 minutes, or 67 hours of grinding. Not good, but infinitely better than our current situation. Alternatively, have Loid sell mods. This will put a finite cap on the required grind of mechs, but it will give us a reason to care. Right now I don't. Once you get the mech and Cortege there's literally nothing worth grinding for given the broken state of mods and their drop chances. Link to comment Share on other sites More sharing options...
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