Ghosty-Jr Posted September 1, 2020 Share Posted September 1, 2020 Im going to start this post as a place where people can post suggested ideas for Necramechs. For clarification, don't post ideas for abilities and new kit ideas, think more along the lines of QoL improvements. First off I think that Necramechs need some way to regenerate health. Relying on health orbs just doesn't cut it when you are talking about something that can have up to 5k health (Imagine Inaros not having easy healing methods like finishers or devour) Either passive or a mod to do so is in order so that mechs can be used for more than 1 engagement if they take heavy damage. Secondly I think Necramechs should be affected by abilities, the point of a mech is to be a walking tower of destruction right? So why is it that I can get myself an Exergis with wisp buffs and be considerably more useful than a mech can without the buffs. Next,and this is my most glaring issue with mechs, the ammo economy is all wrong. Having your gun regenerate at the same rate regardless of weapon does not work for machine gun type weapons with magazines of 300. The time it takes for the magazine to start regenerating is fine but when your only regenerating at BEST 2 rounds a second, you can see the issue if you equip something like say Mausolon (The default Necramech weapon) Finally, Vacuum of some kind, whether it be a unique Necramech vacuum via mod of passive or mods like Fetch and Vacuum apply to mechs as well, having to walk right on top of something in a hulking suit is somewhat frustrating, especially when most containers are up against walls and such that your warframe might be able to get to but your mech is unable to. Link to comment Share on other sites More sharing options...
Tehcaro Posted September 1, 2020 Share Posted September 1, 2020 Rather than Health being regenerated, I would want the damage to armour scaling on the second ability massively increased. If i can accidentally buff the AI mech to mission abort levels of armour, I want that too! :) Above level 50 a fully levelled mech gets deleted (keep affinity via it being the last thing used before extraction). Running around on orb vallis is barely possible with normal enemies and don't bother with steel path the mech explodes as soon as you enter. Energy is major issue, I mostly have been using the second ability and the 4th, the other two are decent situationally but i never have energy. A fun fix for this would be to add an F1 style ERS to the mech so when we move we generate energy, with walking generating the most energy but slowest travel speed etc Most of the arch guns simply are not usable with the mech due to running out of ammo, even the new Cortege has the same issue. Some balanced of ammo re-gen and ammo max is much needed something like being based of the base fire-rate taking into account the damage per shot. Companions seem to be ignored in some instanced, buffs apply but cannot be seen, enemy and loot radar is not working while in the mech, probably meaning pet mods are being ignored - hence vacum/fetch being broken in the mech?. Fixing the pets working while in the mech is probably all that's needed. Link to comment Share on other sites More sharing options...
(XBOX)KayAitch Posted September 1, 2020 Share Posted September 1, 2020 12 hours ago, Ghosty_Jr said: Im going to start this post as a place where people can post suggested ideas for Necramechs Already exists: Given there is an official feedback post I'd put any feed back there, or create your own thread rather than responding to this one. Link to comment Share on other sites More sharing options...
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