selig_fay Posted August 28, 2020 Share Posted August 28, 2020 Ok. I made my mech and it suits me. I didn't notice any problems with survival (I tested it on the steel path). Apparently mech is considered an object, so vazarin and anything that heals an object can heal mech (Yes, 500 hp from vazarin, but still). Resists also work (50% cap, but Trinity blessing shows 75%.). But, Wisp flowers don't work, I think this is a bug that should be fixed. Very strange, but health orb sometimes works sometimes not. I made Moa to give me health orbs, but it doesn't always work. Moa also refuses to reload my shield. But I'm still having fun with him. Hope you make it for normal missions. And Yes, I forgot. The last ability is energy drain. Please get rid of it. Let it waste stamina, but not energy. Link to comment Share on other sites More sharing options...
Eyn_Sof Posted August 28, 2020 Share Posted August 28, 2020 2 hours ago, (PS4)Spider_Enigma said: HOW,??? I have done 15 hours of vaults for only 1 broken part Rng, also was running ivara with stropha, so everytime i killed one i was standing right up to it to catch the part. Now the grind shouldnt be too bad(if consoles received the latest hotfix) since parts dont fall through the floor now. Link to comment Share on other sites More sharing options...
Eyn_Sof Posted August 28, 2020 Share Posted August 28, 2020 So legit feedback now, the acquisition of mods is pretty hard, since they can only be received from enemy necramechs(i think) and thats only in vaults right now, maybe add the mods to some other enemy? The flying slam is nice, but it has a very limited drop time and feels jarring when you start the slam and it ends right before ground. Link to comment Share on other sites More sharing options...
Eyn_Sof Posted August 28, 2020 Share Posted August 28, 2020 Another feedback after getting my own necramech, do something for energy generation, like a mod or just passively regen energy because energy spheres are not a reliable source of energy(except if you play protea and for some reason protea looks perfect for mechs? Is this cause she is an engineer?) Link to comment Share on other sites More sharing options...
(XBOX)Mechanized Mind Posted August 28, 2020 Share Posted August 28, 2020 My bad if this has already been mentioned, but having the hover be a toggle instead of holding the “A” button would be a huge usability improvement for controller users. The only way for me to fly and shoot is by using a weird claw grip, which makes my aim bad enough that it’s not worth doing in a fight. Another alternative could be giving the Necramechs their own customizable controls, that way I could put the jump button on a trigger or bumper instead. Link to comment Share on other sites More sharing options...
selig_fay Posted August 28, 2020 Share Posted August 28, 2020 18 minutes ago, Eyn_Sof said: Another feedback after getting my own necramech, do something for energy generation, like a mod or just passively regen energy because energy spheres are not a reliable source of energy(except if you play protea and for some reason protea looks perfect for mechs? Is this cause she is an engineer?) Any frame can now get a dispenser. Link to comment Share on other sites More sharing options...
(PSN)Kyrrial Posted August 28, 2020 Share Posted August 28, 2020 1 hour ago, (XB1)Mechanized Mind said: My bad if this has already been mentioned, but having the hover be a toggle instead of holding the “A” button would be a huge usability improvement for controller users. The only way for me to fly and shoot is by using a weird claw grip, which makes my aim bad enough that it’s not worth doing in a fight. Another alternative could be giving the Necramechs their own customizable controls, that way I could put the jump button on a trigger or bumper instead. I came here to post about this (specifically about making it a toggle) for the PS4. So X instead of A, but fundamentally the same issue. I can't really do the claw grip you mentioned—I've tried, but my fingers just don't work using that method, really—so my options are either aim or hover, not both. Customizable controls I don't think would resolve the issue at all since chances are they'll have hover bound to jump, so you'd have to put jump on a separate button for necramechs, which just isn't really a good solution. Link to comment Share on other sites More sharing options...
selig_fay Posted August 28, 2020 Share Posted August 28, 2020 I have a bug where every 2 mech call leaves me unarmed and I only have fists. I do not know what this is due to, but it is unpleasant, given the cd in 6 minutes. Link to comment Share on other sites More sharing options...
MortalTurtle Posted August 28, 2020 Share Posted August 28, 2020 Necramechs feel so awesome and heavy. You guys did a great job. I would love to see more content related to them and I also would love to be able to use necramechs on any mission😍 Link to comment Share on other sites More sharing options...
Yamazuki Posted August 29, 2020 Share Posted August 29, 2020 One main thing that would be a great change, is being able to use archmelee weapons. The current melee looks and feels bad to use. It would also have added an actual use for the archmelee weapons and provide an additional incentive to invest in them. Link to comment Share on other sites More sharing options...
FreelanceZero Posted August 29, 2020 Share Posted August 29, 2020 Maybe they can put Necramech mods in Necraloid's inventory? Would make it a lot less of a hassle to get. Link to comment Share on other sites More sharing options...
Althaline Posted August 29, 2020 Share Posted August 29, 2020 So we've learned nothing from the Aerolyst debacle. Invulnerability abilities on enemies need a cooldown, otherwise the enemy will spam that ability and be literally unkillable. It's especially grievous in this case since the invulnerability also kills you if it activates. Link to comment Share on other sites More sharing options...
Klokwerkaos Posted August 29, 2020 Share Posted August 29, 2020 FIRST IMPRESSIONS: Needs customization skins/tennogen ASAP. The design is cool and all, but like... customization is where it's at, it's like the main selling point oF your game. Speaking oF customization... why is this not modular? We should be Full on Mech Warrior/WH40k power Fantasy enabled, yeah? Let me put missiles on this thing! I need a high Fire rate weapon with a grenade launcher alt Fire (even iF it has a cooldown or whatever) as a weapon, this is mandatory. These things are designed For mowing down hoards, like... in a situation where you would want a mech, this is what you would want it For. Needs regalia... why am I not able to represent my clan when out and about? It's like these things were made to have decals put on them. Needs camera angle rush like guass. Thank you For adding a mini dungeon with the isolation vaults... I Feel like that is underpraised For what it is... to be honest you guys did bury that as a lead though. It is a mini dungeon oF sorts... More oF that and bigger with 8 players and you have a raid... add in a mech assault section in the start For tons oF Fun with a small barrier to entry (ie, mechs are hard to get in the First week, they won't be a month From now, most people will have one) These things should actually perForm better than WarFrames iF you lightly mod them (IE, better than an umbral nidus with riven'd bramma)... like, why not just use my warFrame instead? and be used in areas where you would actually need them (IE Future big boss Fights). I never want to be able to say that my warFrame is just better, otherwise you end up with the same problem we have with arch guns in regular use, there's literally no point to using it nor good place to use it outside oF content where it gets shoehorned in as mandatory. IF you want to put 12 mods on here, we need to be ranking this to 40, just like with the Railjacks at launch, it makes no sense to have more slots than we can actually use. Alternately, iF my pet is going to be active, Fetch and Animal instinct should still work, which they don't. Also I need to heal my pet iF it is active. Needs some innate radar/vacuum, or it comes with those mods as options just like smeeta comes with charm. These are like, essential things in all manners oF play. I think giving the mods is best, since it lets the player decide how to use their mod capacity. Edit: My arch gun was able to target the grineer deFense objective in the kill contest quest, and instantly destroyed him. I did not have a radiation proc. This is not good, pls Fix. The xp is also SEVERELY broken on these. I run around and get level 7... then exit to extract at the city because you can't extract otherwise... then still level 6... this is beyond buggy and Frustrating. Thinking I don't want to play this until this is Fixed. Link to comment Share on other sites More sharing options...
shotblade Posted August 29, 2020 Share Posted August 29, 2020 So far I love the feel and idea of the powerful Necramechs! But I'd like to share a personal issue I've found with them. Which is the recharge mechanic instead of reloading for ammo. (I'm not a native English Speaker) I've found that Archguns equipped on a Necramech in my opinion feel limited, due to them recharging like when they're used with Archwings. The nature of how recharge works makes me feel as if I am being punished for using the weapon. Even more so when using rapid-fire Archguns. I've spent more of my time keeping track of my ammo rather than actually using the weapon. Essentially it just doesn't give the player a sense of power or agency, which I think is what Warframe is all about even more so with the idea of the Necramech addition. I'm comparing this to when a player is using a Archgun on foot. In which there is a only a single unmitigable state of downtime. Which is when the player has to stop firing to reload the gun. I'd find this preferred due to the fact it's both a single state of downtime and it's unmitigable. I don't feel like I'm punishing myself when I'm firing my weapon, cause either way I was going to have to reload. I have no way to avoid reloading the weapon, so I don't feel terrible when I spend all my rounds and am forced to retreat. After I finish reloading I go from zero to full magazine capacity. Going from being at a vulnerable state to being at full power, prepared to respond to any incoming hordes or powerful single enemies. But with the recharge mechanic and tying that in with the sluggish and immobile nature of the Necramechs. Alongside the fact this is a horde style shooter with very little downtime aside from outside of fights completely. I almost always feel like I'm punishing myself when I'm firing my gun. Due to the fact that I have to wait the full pause duration until the ammo actually begins recharging. Meaning in the common fights which are almost always extended skirmishes in Warframe, Due to constantly firing my gun and stopping my weapon from loading in any ammo, sooner or later I'll be forced into a state of hovering between little to no ammo. If I do decide to wait an extremely long duration for the full magazine. I am not allowed to respond to threats with my Archgun because it will completely interrupt recharging the ammo. (I know recharging on paper grants a player more flexibility) And firing even a single shot from the weapon halts the recharge completely. Which is terrible when there are enemies blasting you from all sides, and you know you shouldn't retaliate with your Archgun even when you still have ammo left in the mag. Simply because killing the enemy by shooting your weapon is detrimental to your own success. Due to it directly extending the time in which you might not have enough ammo to properly respond to another threat. If you did decide to retaliate however then you're often left with nearly zero ammo and are forced to wait for the gun to recharge. Knowing in the back of your head, you might have been better off just letting the enemy attack you rather than retaliate with your own weapon. In the hopes it will continue to recharge rounds, because now unless you wait for nearly fifteen seconds for the weapon to actually be fully charged. You're constantly firing the gun at low ammo which is a player's most vulnerable state. Unable to deal with multiple hordes in a horde shooter, and unable to properly finish off most priority enemies. Especially with how Archgun reliant this new mech is for the majority of their threat engagement, as they lack any form of on demand crowd control. So you spend the majority of the time in your Necramech feeling weak and vulnerable, at risk of being swarmed by enemies more numerous in comparison to the ammunition in your gun. This is far worse on Archguns like Phaedra or Imperator, which don't have any form of AOE as they're single target machineguns. And seems to reload at the same rate as a AOE flak cannon like the Grattler, which is able to deal with hordes of enemies even when hovering at low ammo. (Still feels punishing to fire more than maybe three shots at a time, due to knowing I'll have to wait an extremely long time for full ammo) This doesn't feel good when you're playing a horde style-looter-shooter, where the main drive of the game in a mission by mission basis. Is to kill as many things as possible and feel good while doing it. Punishing the player for literally firing their weapon against a hostile target due to them directly increasing the downtime until they're able to respond to the common horde of enemies. Is in my opinion the fatal flaw of the recharging system used by Archguns in both Archwing and Necramechs. Though only a issue for Necramechs due to them being pitted against far more enemies at once, In comparison to Archwings whom are often fighting few but more powerful enemies. I've noticed a lot of players who have obtained a Necramech begin to ignore enemies to counteract the ammo issue. Either ignoring enemy groups completely due to saving ammo to deal with high priority threats. Or ignoring high priority threats to save ammo to kill the enemy groups. Which I believe is counteractive to the very nature of the game. When a single Warframe can deal with both enemy groups and high priority targets without needing to spend so much time getting caught up about their resources for after the fact. Honestly it'd think be beneficial if Necramech equipped Archguns simply just reloaded with a magazine like when they're used on foot with your Warframes. It wouldn't punish players for using any of the rapid-fire Archguns like the Phaedra or Imperator, with a comparatively low damage per bullet. And wouldn't incentivize players to ignore enemies when they still have ammo in their Archgun. Link to comment Share on other sites More sharing options...
Frostyinferno Posted August 29, 2020 Share Posted August 29, 2020 6 hours ago, FreelanceZero said: Maybe they can put Necramech mods in Necraloid's inventory? Would make it a lot less of a hassle to get. This would be a very welcome change. Link to comment Share on other sites More sharing options...
(PSN)mahoshonenfox Posted August 29, 2020 Share Posted August 29, 2020 I have a comment about the Mech's aesthetic design. The center part that looks like a cylinder with a skull? Can't our warframes replace that section? Make the Necramech become a tank version of Archwing that slaps on to our warframe like an Aliens Power Loader that wields archguns and archmelee. The lore could be, its old war tech modified for modern times. Link to comment Share on other sites More sharing options...
Hedrax Posted August 29, 2020 Share Posted August 29, 2020 Cons: They are really slow for use on such huge open world maps where you frequently have to move halfway across the map to get to the next objective. Their long cool down does not help with this. Also the fact they have a stamina bar does not help. They can't really operate for long before they start feeling like they are constantly running on fumes. If you don't have a way to generate energy orbs then they never have enough energy since void dash and energy pads don't work for them. They are hard to heal because many healing abilities just don't work on them and health orbs don't work either, not sure if that's a bug. And when their gun starts running low on ammo you might as well ditch the mech since the ammo regen is so slow on it. The melee is pretty useless since it does next to no damage, the mods for it's melee are lacking and they compete with mods for the mech its self. Sure it can ragdoll but that's all it can do. Lacking vacuum on top of being slow and a bit awkward in movement is agonizing I can't speak to the effectiveness of it's abilities since I don't have all the relevant mods and the current affinity bugs preventing me from actually leveling it effectively. Also the fact you can hardly use them due to the energy issues mentioned earlier. They look like they need some work though. For instance the 3 shooting the grenades sideways if you try to use it while strafing. Since it uses archguns it doesn't pack as much punch as I was hoping. Archguns on the ground aren't bad but they aren't exactly top tier. Pros: Cool as hell. Feels nice to be big and stompy. #jaded-vet-views Link to comment Share on other sites More sharing options...
Klokwerkaos Posted August 29, 2020 Share Posted August 29, 2020 Between the xp bugs and this bug this is basically unplayable in the present state. Note that I just summoned this mech right aFter starting a bounty and exiting the hub and it has 1500 health when it should have over 4k, I've had this bug near constantly. I also still have no idea what an arquibex is and apparently it's level 21... whatever it is, it isn't well explained. I know I can mod it, but I have no clue what it does... it apparently does a Butt ton oF damage too, but I have no idea how to use it... less than cool. My plan is to level that, then stop till tomorrow and level the other gun with the rest oF my voidrig. Right now I've been leveling this mech For about 6 hours and I'm all the way to a whopping level 17... with an xp booster. I tried using smeeta aFFinity buFFs but Found no smeeta buFFs work, nor mods (Fetch/animal instinct), which sucks because the cat can still die, does nothing and eats your xp. This is bad, really, really bad. Like you better Fix this beFore most oF the player base gets their hands on it or it will be a trashFire mess on the Forums, like priorize Fixing the XP bugs and the health bug like TODAY as they are legit game breaking. This is like railjack unplayable release bad. Something that looks really cool and releases as a terrible mess... This might be worse than railjack on launch day, at least that you could sorta kinda play like 50% oF the time, this is completely unplayable about 60% oF the time and the other 40% it's incredibly janky and still bug ridden to the point oF being almost completely unplayable. I Feel like an alpha tester, only this is post launch which spells serious problems. The rest oF the update has been pretty cool, but these mechs were not ready to launch. Please stop releasing stuFF that is clearly completely untested state (remember how well the community received railjack and scarlet spear on launch?). I'd rather wait an extra week For mechs than have this mess. Link to comment Share on other sites More sharing options...
selig_fay Posted August 29, 2020 Share Posted August 29, 2020 1 hour ago, Hedrax said: They are really slow for use on such huge open world maps where you frequently have to move halfway across the map to get to the next objective. Their long cool down does not help with this. Also the fact they have a stamina bar does not help. I think the only thing they should do is be able to call a mech without a cd if you left it alive behind. This way you can get to the location on kdrive, archwing, Zephyr, etc and call it. I don't think it should be another transport. But I definitely think it's faster than players who are equipped with a wisp buff by 58%. I saw it myself. Link to comment Share on other sites More sharing options...
selig_fay Posted August 29, 2020 Share Posted August 29, 2020 I have one more question. Will mech have an AI module? And will it be possible to put AI on our frames? Now Excalibur umbra and Wukong look like an army. It would be very interesting if, for example, Titania was used as a personal sentinel. I'm not saying this should work like Umbra, but can add their own behaviors to them, like Frost doesn't walk, but holds the position and refresh the dome. I'm asking this here because it's relevant, since if Wisp, Wukong, and Excalibur can be useful, then the rest of the frames look very lackluster when you control mech. Link to comment Share on other sites More sharing options...
AltheusVI Posted August 29, 2020 Share Posted August 29, 2020 1 hour ago, (PS4)mahoshonenfox said: I have a comment about the Mech's aesthetic design. The center part that looks like a cylinder with a skull? Can't our warframes replace that section? Make the Necramech become a tank version of Archwing that slaps on to our warframe like an Aliens Power Loader that wields archguns and archmelee. The lore could be, its old war tech modified for modern times. Have a like for that idea. Link to comment Share on other sites More sharing options...
vFlitz Posted August 29, 2020 Share Posted August 29, 2020 First part: https://forums.warframe.com/topic/1215592-heart-of-deimos-necramech-feedback-megathread/?do=findComment&comment=11792811 Now that I have a Necramech of my own, I have much more insight. And I have to say.. the situation is even more dire than I ever dared to think. They don't benefit from your companion's vacuum/radar mods and have none of their own. They can't use gear items and aren't affected by pizzas. They don't benefit from Energizing Dash. Archguns recharge dreadfully slowly when used by them. They can't be healed by pretty much anything other than Vazarin's dash, and even that treats them as an object and gives them the weaker version of healing. Mobility, survivability, utility, energy, ammo economy - they're limited and/or unsustainable in all of those things, so why would I ever want to use them over any frame, when frames have it all readily available? I will say I see some potential for them to be fun, but Necramechs need extensive changes to be worth using. They're not an MR 5 gimmick, they're the least accessible piece of content there is currently. Here's some suggestions: Ditch the stamina bar. You've removed it once, you should know better than to add it again. Their mobility will still be more limited than a frame's, but at least it won't be as egregious. Let them benefit from companion's vacuum and radars. Not like they have their own mods for that purpose, anyway. Let them be affected by Operator like the frames are. They should benefit from all focus effects, like Energizing Dash, as well as arcanes like Magus Repair/Elevate. Let them use gear items. If you can use them from an Archwing and from Operator, then why not from a mech? Let us transfer into them without having to aim at them while we have one active. Tap 5 to transfer back into the thing you used last, hold 5 to transfer into the other thing. Simple. Have their archguns recharge as fast as they do in space. Or, you could give them a reload like atmospheric archguns, with slowly regenerating reserves that can also be replenished by ammo pickups. A hybrid of sorts between atmospheric and space ammo systems. Revert the Storm Shroud nerf. The only reason why Iron Skin works as well as it does is because it synergizes with armor and Rhino has ways of buffing his armor value to extremely high levels. Storm Shroud has neither of those, so the amount of damage it can protect you from leaves much to be desired. It's a pretty bad ability now, just like Necraweb and Gravemines are. Their modding system needs tweaks. At present, you wouldn't be able to fill every mod slot even if you have them all polarized. Not that it's exactly a pressing issue, because their mods are ridiculously rare. After doing dozens of Iso Vaults I only have two common ones. Ditch the mods that improve melee stats altogether. Necramech melee is a joke, it can't even damage as low level 20 enemies, and modest improvements taking up slots that should be devoted only to survivability, utility and ability modding won't change that. Let them use archmelee instead. I want to like them. I want them to be worthwhile, I really do. But unless you improve them extensively across the board, they won't be. People like to look at the crazy numbers on the Necramech exalted weapon, but that alone doesn't make them good. Not when we can already obliterate any given enemy without it, not when they they have so many drawbacks for that single, lonely upside. Link to comment Share on other sites More sharing options...
master_of_destiny Posted August 29, 2020 Share Posted August 29, 2020 4 hours ago, selig_fay said: I have one more question. Will mech have an AI module? And will it be possible to put AI on our frames? Now Excalibur umbra and Wukong look like an army. It would be very interesting if, for example, Titania was used as a personal sentinel. I'm not saying this should work like Umbra, but can add their own behaviors to them, like Frost doesn't walk, but holds the position and refresh the dome. I'm asking this here because it's relevant, since if Wisp, Wukong, and Excalibur can be useful, then the rest of the frames look very lackluster when you control mech. I laughed a little, while biting back bile, when I read this. There was a short period where DE was experimenting with the rewards for disruption on Lua, and they proposed just such a thing. It was a two part drop, once combined it was installed into a single frame, it gave that frame basically the same function as Umbra, and it only lasted 24 hours. The community as a whole rejected it as hot garbage, and not Lua is the primary source to get Axi relics with a secondary focus on the Lua lense. I'd suggest that the permanent AI thing is interesting, but most people found that not being able to count on your warframe to be where it was left and potentially being damaged worse when you return, was a larger problem than the current system. Regarding the Necramech....it'd be interesting. The problem I see is that it'd be a lot like a slow pet. Pets currently often don't know to follow you. Is it going to be better with a large lumbering casket? Link to comment Share on other sites More sharing options...
master_of_destiny Posted August 29, 2020 Share Posted August 29, 2020 DE, I don't get the rewards system for the vault runs. You've decided to weight the thing heavily towards getting relics....and a 15 minute run to be rewarded with two meso relics is a huge kick in the shins. Maybe instead of a two part random reward pool you could have one reward always be a mod and the other be divided amongst the parts, matrices, and some of the resources to dillute the pool a little bit. The question would then become what evergreen rewards you'll have in the pool, and I'd contend that caches of about 10 random standing tokens would be great. It gives us a decent source of the mods, allows for a reasonable standing and component grind, and provides a reason to come back for those people who hate grinding any of the systems in the open world. There could even be a legendary (we're talking like 5%) chance of dropping a shard to create real reasons to keep playing. I know that, as it currently stands, I'm not looking at grinding past when I get the final components for my mech. The current 45ish minute runs propped up by the extended show stopping timers is pretty much a nod to the fact that you thought eidolons and orbs should take longer and are now willing to force that point It's even funnier to think that you nerfed the spawn of the residue so that a group would have to cover the entirety of the map for the first phase. Link to comment Share on other sites More sharing options...
taiiat Posted August 29, 2020 Share Posted August 29, 2020 i'm going to be honest, what the Characters were talking about with these Necromechs, it sounded like they were going to be roaming around the Landscape from time to time. that even literally happens in the Quest, and yet afterwards that no longer happens. i strongly think that they should be doing that, to add to the life-likeness of the Deimos Landscape. (that and Infested actually being a danger out there outside of Bounties, i want to see Necromechs and Infested organically stumbling across each other and fighting to the death!) such Necromechs also should definitely drop stuff, rather than ONLY being able to do one Bounty that's always the same in order to seek Necromech stuff. i'd be totally open to making the Necromechs you face in the Bounty a special 'ancient' version or something so that they can have better drop rates than random Necromechs, but there should be both types of options. Link to comment Share on other sites More sharing options...
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