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Necramech vaccum


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I do not understand why does DE struggle so damn much with a simple concept such as vacuum. Why is it so hard to think about it or even implement it, it should be a basic necessity in the looter shooter/grindfest that is warframe.

I understood the fact that mag back in the day was the way to go towards resource gathering before her nerf and afterwards the carrier worked fine as the only sentinel that could use vacuum. But only after almost 4 years, they think about what the community said about making vacuum a normal thing like innate vacuum so they decided that taking out the vacuum mod out of carrier would solve everything, but then nerfed the range. Ok its a bit better but why the nerf it was 12m why is it 6 now? Doesn't make any sense. "Okok alright let's forget about that but also add Fetch as mod for companions so they also have utility." Nice now other sentinels and companions could get more use! "Lets do that but the sentinels one is reduced by 2 meters so companions now have 15m vacuum and sentinels 13.5m." Why? "Because its for balancing purposes."

Guess what.. most sentinels are benched, just as much as kubrows, most useful sentinels are still carrier (for ammo reserves), helios (for the scans an invulnerability) and sometimes shade (for people who likes being stealthy all the time). For companions nothing beats Smeeta Kavat, or the now new vasca kavat for soloing (the survivability with vasca is a bit broken).

IF they spent more time thinking of new ways to make sentinels and companions useful or at least with stats to actually have a role in teams, instead of fumbling about the vacuum nonsense over and over again, they could'ave simply add a universal vacuum and they wouldn't have the backlash they had when they changed the vacuum range from 12m initially to 6m just add a universal vacuum with 12-15m and everyone will be happy, even new players that don't have access to vacuum/fetch until they get that mod. Now in deimos i just use itzal for the damn pull ability to grab items. Also rarely using the necramech for the actual content, and it not being able to even suck energy orbs or hp orbs just kills it for me. 

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Well based from what i observed the vaccum is with your warframe.

Apparently the warframe and the necramech are treated as separate entities. Hence pet vacuum still applies but to the warframe and not the mech. Same goes for enemy radar. 

But yeah necramech vacuum should have been thought of from the get go.

Edited by H.Katsura_999
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I think we need to stop clowning around and just institute universal vacuum already. It's not going to "overpower" us, it's just a QoL feature that serves to make one aspect of the game less fiddly and irritating. Yes, lack of vacuum on a Necramech is annoying, and I see no compelling reason for it. Basic usability features should not be mods or items or other things with a cost any more than I need to slot a mod in order to run above 640x480 resolution or I need a mod to rebind my keys.

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2 hours ago, Steel_Rook said:

Basic usability features should not be mods or items or other things with a cost any more than I need to slot a mod in order to run above 640x480 resolution or I need a mod to rebind my keys.

Well said. Imagine if we needed a mod slot for things like accessing the chat window or using abilities, or if stance mods took capacity.

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2 hours ago, Steel_Rook said:

I think we need to stop clowning around and just institute universal vacuum already. It's not going to "overpower" us, it's just a QoL feature that serves to make one aspect of the game less fiddly and irritating. Yes, lack of vacuum on a Necramech is annoying, and I see no compelling reason for it. Basic usability features should not be mods or items or other things with a cost any more than I need to slot a mod in order to run above 640x480 resolution or I need a mod to rebind my keys.

The problem is not us "clowning around", it's DE lack of management, its a simple concept adding a QoL feature. Same as the ui being altered to be simpler and effective over the years to help players. ( even tho you still have to jump to many menus just to go for example to orbiter customization) Either thy continuously disregard what everyone wants or they do not know how to handle a simple feature as loot gathering ( i still think gungeon has one of the best loot systems, everything just casually goes to you without having to traverse the rooms looking for loot).

 

20 minutes ago, Iamabearlulz said:

Well said. Imagine if we needed a mod slot for things like accessing the chat window or using abilities, or if stance mods took capacity.

I wouldn´t go that far with ranting because at least they got the basic gameplay and game chat features done right ( except for the chat mods which can sometimes depending on the context ban you without even warning you or trying to understand the situation, and i don't mean the kickbot, he even kicks himself xD which is funny enough).

But they could all just decide that loot gathering is a mechanic with gameplay influence, just like there's a counter for item pickups, or mods that increase your armor or ability power if you pick up health orbs or energy orb, that i understand why there's a range on vacuum, but it still does not mean that every single thing should have a personalized vacuum size and or absence of said vacuum just because its new or a separate entity. Archwing/railjack should have an innate vacuum because when you're actually farming for stuff in space the loot gets lost between terrain or just really far away, and in a game thats all about space ninjas you should be able to go fast and not focus on "damn it there's a mod 30k meters behind us, but i don't know what is it no one linked it! Should i go waste about a minute going back and another one going back to the exit or should i just ignore it for the sake of time" Like Steel_Rock said simple QoL things. But they have to fumble around thinking hard about it due to reasons ...

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