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Heart of Deimos: Necramech Feedback Megathread


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3 minutes ago, TheGeckoKing said:

Duplicate Necramech parts are building up already (and ofc I can't get the ones I need to drop) - could we get the ability to trade Damaged Necramech components?

Yes. I would like that too. I have so many of one of the parts that I am ready to exchange them for other parts at a price of 5:1.

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9 hours ago, ixidron92 said:

Cannot heal and cannot be healed. Only the regeneration aura seems to work.

Huh. Snake regenerated when you got shot while the lightning shield is up. I'd supposed that normal necramechs worked similarly, but you're saying player mechs don't heal and can't be healed? Yeah, that sounds utter pants. DE needs to fix it.

 

Anyway, having done some more vaults and learned more of necramechs and their move patterns and weaknesses, I find my opinion on enemy mechs hasn't changed much. The slow is unfun nonsense, the shield is unfun nonsense even though I learned that operator dash can disable it for a very short period. When operator dash actually works, that is; half the time it doesn't let me dash in the mech's presence at all, and whenever it stops letting me dash, I have to chill in void mode for five seconds before it lets me dash again. Also, when you dash to disable their shield, it completely turns off any abilities you have on, including stuff like renewal. Which is punishing as all get out. All this to disable an inconsistent damage reflection ability that really doesn't belong in a game where player DPS outpaces player durability to such an extent in the first place, and which the mech will simply recast within a few seconds. It's immensely frustrating fighting necramechs with the way their shields are set up.

Honestly, DE, if you absolutely have to keep the shields on enemy necramechs, you should make it so that void damage from any source straight up turns the shield off for a good long while, no need to get fiddly with dashing. This would make Xata's whisper power actually situationally useful for something since you made it so that eidolons can't be affected by it, and would fit thematically with the deimos warframe being particularly effective on deimos, just like how gara's great on the plains and hildryn is pretty great on the vallis.

 

What bugs me the most is that I can see the glimmers of an amazingly fun bossfight here. Take away the shield, take away the slow, make them a little slower to turn/make their self stun when you bait them into charging walls just a few seconds longer and we'd be cooking with Ember here.

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I have just one thing to say:

You can only use it in open worlds.

Brilliant idea DE, how to kill entire point of Necramech in one simple step. At some point i would be just mildly surprised if you made a simple mistake, but this? Oh boi oh BOI. I cant believe my eyes. Lock the cool new mechanic for just tiny bit of game.

Yeah of course you cant use archwing in normal missions, would be too op, too fast, and not make any sense.
K-drives? No-one cares, (sadly). But yeah, Archwing makes them completely obsolete. The only point of using these is the 1 million meters achievement on Steam. OOF
Railjack? Yeah, that does not make any sense, how would you fit an entire ship into small rooms?

But how would this mech be an issue? Too big to fit doors? You literally made a crouch animation for the mech........at this point, i am at loss for words. Plus the 12 equipment slots. You like want us to spend 10 Formas on it? Did you even try leveling this thing up in open worlds? It will take ages.

Maybe a bit too "harsh" kind of feedback, but seriously. What is the point if you lock the cool new mechanic exclusively for open worlds? No-one will care for Necramechs in a few days once they realize YOU locked it behind 3 maps.

EDIT 1: Necramech Summon should work in a different way. 3 minutes cooldown is bad idea. While it should be "punishing" for players having their mechs destroyed, i am also against removing the cooldown completely. Instead, make the cooldown based on how much HP necramech had before re-summoned. Ie 50% HP left would mean 1 min and 30 sec cooldown.
EDIT 2: Ranking up Necramech is completely broken. If you summon it, gain some levels with it, and RE-SUMMON IT, it reverts back its rank of what it had before it ranked up.
EDIT 3: About ranking up the Necramech being broken, it is actually worse than i thought. I lost all its rank ups without re-summoning it. So, in other words, something else is causing it.

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54 minutes ago, Inquizitor said:

I have just one thing to say:

You can only use it in open worlds.

Brilliant idea DE, how to kill entire point of Necramech in one simple step. At some point i would be just mildly surprised if you made a simple mistake, but this? Oh boi oh BOI. I cant believe my eyes. Lock the cool new mechanic for just tiny bit of game.

Yeah of course you cant use archwing in normal missions, would be too op, too fast, and not make any sense.
K-drives? No-one cares.
Railjack? Yeah, that does not make any sense, how would you fit an entire ship into small rooms?

But how would this mech be an issue? Too big to fit doors? You literally made a crouch animation for the mech........at this point, i am at loss for words. Plus the 12 equipment slots. You like want us to spend 10 Formas on it? Did you even try leveling this thing up in open worlds? It will take ages.

Maybe a bit too "harsh" kind of feedback, but seriously. What is the point if you lock the cool new mechanic exclusively for open worlds? No-one will care for Necramechs in a few days once they realize YOU locked it behind 3 maps.

Really? I was really hoping we could use it as a bullet in railjack archwing slingshot at least, but no, only 3 maps? Even the archgun can be used everywhere..

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1 hour ago, Inquizitor said:

You can only use it in open worlds.

This is my only sorrow with them.

1 hour ago, Inquizitor said:

Yeah of course you cant use archwing in normal missions, would be too op, too fast, and not make any sense.

And at the same time we have Titania razorwing blitz which became unplayble after removing inertia, because you can fly any OW in 10 seconds.

In fact, archwing would be quite playable if it were low speed and the ability to interact with objects, such as wallrunning instead of knockback. 

They just need less speed. It's the same with k-drive. Give them less speed and better interaction with the objects of the world and they will be playable.

Reiljeck, yes, you cannot place an entire ship, but reiljeck has useful tactical menu functions like using an ability to reiljeck energy or teleport to an ally. Also that hack turrets feature is a nice little thing.

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hace 4 horas, Cpl_Facehugger dijo:

Huh. Snake regenerated when you got shot while the lightning shield is up. I'd supposed that normal necramechs worked similarly, but you're saying player mechs don't heal and can't be healed? Yeah, that sounds utter pants. DE needs to fix it.

They changed how the shield work. Now it's like iron skin. You get extra HP. So long as you can keep it up, you should be good, but you can get swarmed pretty easily by ranged enemies.

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59 minutes ago, Iamabearlulz said:

My main gripe with Necramechs is that they're the "Operator" Syndicate for Deimos. How is this Operator-related? It's just Ground Archguns 2.0 and doesn't let me advance my Operator at all.

There doesn't seem to be much left for the tenno maggot to accomplish, we have amps for all tastes and lots of cosmetics, where else would they go?

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Something keeps instakilling people and no-one in any of the groups I've been in has figured out what's causing it. The only thing me and my friend have noticed is that we always have a gas proc on us when we're waiting to be revived. Is there a known bug with gas damage? Perhaps if you're standing in a cloud it's not got a minimum tick interval (e.g. damage every half second or second) - i.e. you're currently being dealt damage every game tick?

I genuinely have no opportunity to react to whatever is killing me, which is making solo play impossible - but the bugs with some bounties not being bonus-completable in squads basically means my choice is die-and-fail or constantly-be-revived-but-no-bonus-reward.

I don't even know if it's a mechanic or bug. No information is given to me about what's killing me. 

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Since there was a hotfix that you dont get parts from dieing within a mech I think you should give the player every time a part of the voidrig.
When you hadnt bring out the hotfix I could have now a voidrig 😭

Im kinda tilted now.

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I've only done the quest instance with the necramech but that's enough for me to hate literally everything about it, both player and enemy.

 

Player:  Slow, weak, and horrible to control with its legs getting stuck literally facing the camera at times so any attempt to dodge or boost would send me careening off in random directions.

 

Enemy:  That first encounter was horrible.  An enemy that's invincible on 90% of its body that you're forced to fight in an immobile inaccurate and pathetically weak version of the same thing, but with none of those same resistances so it can nuke you if it so much as looks at you funny?  And if you blow off its only weak points, which only does a very small amount of its overall health if any at all thanks to those shields, you have to wait for it to regenerate them before you can damage it again so those shields are back.  And that's when it's not also using its literal invuln ability which it has no problem spamming throughout the fight, just making things take even longer.  Your own abilities do nothing to it, all you can do is mash 2 to shield yourself a little, but since the only way to reliably hit it in the arms which are, again, the only way to damage it at all, you need to get up real close for the pathetic weapons you were given to reliably hit them at all, so if it ever does its minelayer attack you instantly explode from full, shielded or not.

 

Sure you get infinite revives, but needing to die 20 times in an absolute slog of an encounter just to force you to listen to DE's lame-ass MGS reference is pushing it.

 

What does this part of the quest mean to accomplish beyond making me hate literally everything about this entire system?  They're the worst thing ever in your hands, and invincible gods as enemies.

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This is my own take on the current Necramech grind, mine is currently building and so I cannot speak of functionality yet.

  • Part drop rates after the 30% to even drop a part honestly should be all equal, as of the official drop tables they are Casing 38.72% Weapon Pod 38.72% Engine 11.28% and Pod 11.28% which results in an abundance of useless parts, rarely getting the one you need.
  • The hotfix for dying in mechs not giving drops is a terrible idea, just change it to what Sioox said above with entering a Mech giving you the loot if you didn't want us dying to get drops. If you guys really don't want possessed Necramechs to give us anything, add another way to encounter enemy Necramechs.
  • Enemy Necramechs right now can only be encountered in the Isolation Vaults, with mod drops (10% from drop tables) even lower than the part drops I mentioned above making it a boring repetitive grind as two parts of the bounty are just sitting there doing almost nothing while waiting for a timer to count down and the final is a escort mission for an extremely slow ally (I do know the escort part isn't needed to fight the Necramech but it's a waste not to open the vault). In short, increase the mod/part drop rates or make them guaranteed as it is a very unrewarding fight.
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Oof - I've lost my affinity leveling my necramech in so many varied ways its insanity. I've lost more than enough to level it twice over before getting it to 30.

 

Some things I've noticed in that time.

1st - if you get out of your mech, to say heal it with vaz dash (which works fyi), get back into your frame before getting back into the mech, Going straight back in BREAKS affinity. (but not super bad, get back out, get into frame, then get in and you are back in action)

2nd - Do NOT be in a game that might get host migrations.

3rd - Do NOT re-summon your necromech. Heal it before that ever needs to happen.

4th - If its still alive Leave with the necro close to extraction and don't leave with your operator having just jumped out of the mech. BUT better yet let it die where you were farming affinity before leaving (this has been the most reliable method for me personally).

INSERT other random things that can cause that affinity to just disappear....

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so apparently your taking away drops from user piloted mechs that we find and blow up

This grind is already hard enough as is , but going to nerf the drops, with all the issues going on and the feedback, thats were teams focus?? 

https://old.reddit.com/r/Warframe/comments/ihxflm/there_is_just_way_too_much_time_forcibly_spent/

plenty of these out there but honestly , the drops on these things already are to infrequent, fall through the floor to phase out of map, they dont have map icons when one does appear . And truthfully with several hours of grinding i have..2 mech casings  and thats with a booster. and that was from destroying my own mech i found 

now given Danielle states next hotfix thats going to be fixed..yay, but reducing the available options for us , which seemed logical to begin with, is idiosyncratic at best 

Screenshot_20200828-171614_Chrome.jpg

I would honestly push for these to have higher % drops , and more drop locations. and reduce cost to build and get but hey thats just me 

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1 minute ago, (XB1)EternalDrk Mako said:

-snip-

To be fair, i was only lacking the engine part and after running two full vault cycles i was able to get pretty much every part including the engine which i needed. Also as far as i noticed even T1 necramech can drop a part.

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16 minutes ago, Eyn_Sof said:

To be fair, i was only lacking the engine part and after running two full vault cycles i was able to get pretty much every part including the engine which i needed. Also as far as i noticed even T1 necramech can drop a part.

rng and luck is big factor , ive seen some people able to already craft and run theirs 

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