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Update 29.10.0: Corpus Missions & Points of Interest Feedback Megathread (Read First Post!)


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On 2021-03-20 at 10:15 AM, kyori said:
Veil/Calabash (Caches)

<---- the 'caches' means mission reward is it? Or hidden caches like star chart node sabotage missions? Could you please explain?

Caches in this are objectives not a cache to find as in usually 'cache' missions. Go to the white marker point of interest, enter the freighlinker, hack the console, done.

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  • TYPE: [In-Game]
  • DESCRIPTION: Railjack Skirmish, NSU Grid, Veil Proxima - Disable the pulse turbine, Disable the shipkiller platform.
    Bug where can't enter through door is still there, so had to abort, lost all loot. Wasted 30min hoping to fix it. This bug has been here a long time.
  • VISUAL: https://ibb.co/7VsSFfY
    https://ibb.co/xjGBKCj
  • REPRODUCTION: [unknown at this time (by me)]
  • EXPECTED RESULT: [Expect the door to open so can continue with mission to completion]
  • OBSERVED RESULT: [But had to abort as can't complete mission because door that is green lit for being unlocked, won't open.]
  • REPRODUCTION RATE: [Don't want to continue with Railjack until more hotfixes have been done.]
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On 2021-03-31 at 1:17 AM, UnderRevision said:

3. This might be more nitpicky, but the inside vs outside scaling issues feel really pronounced in Corpus railjack, almost to the point of parody. I really love the contrast of the Corpus crewships being build vertically, but they are comically tiny in space compared to their massive interiors. The Corpus capital ships suffer from this too. It's especially weird since I never really felt this way in the Grineer missions. Their big asteroid bases and galleons never looked jarringly out of place, but pretty much every Corpus interior is ludicrously out of whack, with the curious exception of the robot factories. I know this is a common thing in games, but this is the one time that it has truly messed with my immersion.

Out of curiosity, I actually used the distance marker to measure the size of things... and it's the correct size. Park your Railjack at one end of a capital ship, archwing to the other and you'll see that it's kilometers long. And your Railjack looks "correct" next to it. The reason that the Corpus installations feel so "small" seems to be two-fold:

  1. Archwing/Warframes are oversized - that's really noticeable when you fly to your own Railjack and compare the size to the Dojo Railjack. Some of it is the camera, but some of it is the actual size (you need to fly right into the collision to notice that). Same is true for the Grineer models, though.
  2. The Corpus entrances are huge compared to the Grineer ones - for the Grineer models, especially the asteroids, they were quite clever with having the big door shape with a much smaller door in the centre. On the Corpus stations/ships, the doors look much bigger... so when you transition into the interior, the scale feels all wrong.

I think the first point is very much a gameplay concession so you can actually see stuff. It'd be nice if they iterated on the perspective/model size a little bit (even like a shrink by a quarter or third would bring the scales much closer to each other).

But the real culprit is the latter, I think, and if they remodelled the docking ports or doors to have that "smaller door" in the centre of the big visible model, it would sell the transition in a much more believable and immersive way.

Edited by EtherPigeon
fixed typos
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7 hours ago, EtherPigeon said:

 

  1. Archwing/Warframes are oversized - that's really noticeable when you fly to your own Railjack and compare the size to the Dojo Railjack. Some of it is the camera, but some of it is the actual size (you need to fly right into the collision to notice that). Same is true for the Grineer models, though.
  2. The Corpus entrances are huge compared to the Grineer ones - for the Grineer models, especially the asteroids, they were quite clever with having the big door shape with a much smaller door in the centre. On the Corpus stations/ships, the doors look much bigger... so when you transition into the interior, the scale feels all wrong.

That's very interesting.  It hadn't occurred to me to consider that it might be the player that was too big.  Like you said, I took the doors as a point of reference because they looked like they were supposed to correspond directly between the interior and exterior, precisely because their Grineer counterparts did.  I'm going to have to take another look at this, maybe revise my feedback.  Thank you for your insight on this.

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Before we start, just want to say that, all that will be said in here is the point of view of a solo player, I know every thing is easier with a team, but not everyone can afford to go public or have people around to play, also is a bit long but I tried my best to resume and give a general overview of things, thank you and nice reading.

 

PS. English is no my main language so there may be some mistakes along the way.

 

Corpus Proxima missions are not enjoyable and without purpose, at least to my view point, and the rewards are very underwhelming,

  • Orphix is bad, here are some reasons why,
  1. Arcanes only on rotation C is a pain, image going through all that trouble to earn an arcane ice, gives me chills.
  2. No vendor? Father needs some love.
  3. Cramped tilesets, Parvos needs to get some ideas from the grinners for more open spaces.
  4. No necramech mods? what is this, where they out of stock for the second coming?
  • Defense and Exterminate are the same from normal star chart, only with railjack goods that you can get in the grinner proximas, spare the guns.
  • Volatile is nice, very enjoyable, somewhat quick if you don't mess up.
  • Why no skirmish?

 

Corpus Proxima POIs are bad, but the grinner's are still worse,

  • Corpus POIs are basically,
  1. get in,
  2. use terminal,
  3. destroy drones,
  4. kill bad guy,
  5. use terminal,
  6. go out and back to taxi.
  • Grinner POIs are basically,
  1. get in,
  2. use terminal,
  3. get out,
  4. pop radiator,
  5. repeat 1 to 4 one more time, from more enjoyability,
  6. use terminal/destroy private property,
  7. go to railjack.

Things worth noting,

  • Fighters affinity only go to intrinsic, so after you have all the intrinsic tree maxed, you are effective loosing all that XP.
  • There is no quick paced missions, all of them have chores to be made. No Gain Point shenanigans around here kids, you need to do those pesky POIs.
  • Railjack in the corpus proxima is basically a taxi, a very expensive one, a think the archwings are a motorcycle in that case then.
  • Crew ships and POIs give way less affinity, than the missions did before 3.0 launched, I feel taxed.
  • Gain Point removal is understandable, but I'm not seeing the quick affinity or fast paced feel, mentioned in its removal, in any other nodes.
  • Every thing is so slow, that animation on the corpus crew ship raising is pretty, and slow.
  • The grinner captains on Flexa when on vacation, didn't even say where they where be going, really miss the 100% change to get my ass kicked by them on the node.
  • The icemaker keeps shooting ice shards after being disabled, seems to me that the corpus where envious of the ship killer firing forever after being disabled.

Overall a solid update, still a lot to be fixed and implemented, not really a reason to play it after you have a maxed railjack and its goods, I would give this update a solid 7/10 (not evaluating the bugs and nerfs, because that would put the update in a very low rating like 3/10).

 

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5 hours ago, UnderRevision said:

That's very interesting.  It hadn't occurred to me to consider that it might be the player that was too big.  Like you said, I took the doors as a point of reference because they looked like they were supposed to correspond directly between the interior and exterior, precisely because their Grineer counterparts did.  I'm going to have to take another look at this, maybe revise my feedback.  Thank you for your insight on this.

Just to illustrate what I mean, here's the door on a Grineer missile platform: the "port" is about 25m wide (see waypoint) and the actual door probably less than half of that. That means the door is actually quite close to the width of corridors in-game. You'll also note how the frame itself is probably a bit oversized with that as scale reference - but it doesn't stand out - it almost looks like a perspective issue.

Spoiler

S2NCcnR.jpg

Now let's have a look at a Corpus Stanchion next to the Railjack - that really shows how huge even a Stanchion is! The giant thing you see in the Dry Dock? It's dwarfed by that ship! It almost fits in that hangar bay at the back of the ship... wait? Hangar bay?

Spoiler

GpISSYe.jpg

Oh no, that's not a hangar bay, that's how you get into the ship isn't it? Let's go closer and measure that thing with a way point... revealing that that "door" is over 120m wide! And that also reveals that the frame is probably oversized by a factor of two or so, that's not 120m wide compared to your frame!

Spoiler

qn7eALC.jpg

But when you then enter the ship, it drops you in a narrow corridor or airlock, breaking the illusion.

Edited by EtherPigeon
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5 hours ago, EtherPigeon said:

Just to illustrate what I mean, here's the door on a Grineer missile platform: the "port" is about 25m wide (see waypoint) and the actual door probably less than half of that. That means the door is actually quite close to the width of corridors in-game. You'll also note how the frame itself is probably a bit oversized with that as scale reference - but it doesn't stand out - it almost looks like a perspective issue.

  Reveal hidden contents

S2NCcnR.jpg

Now let's have a look at a Corpus Stanchion next to the Railjack - that really shows how huge even a Stanchion is! The giant thing you see in the Dry Dock? It's dwarfed by that ship! It almost fits in that hangar bay at the back of the ship... wait? Hangar bay?

  Reveal hidden contents

GpISSYe.jpg

Oh no, that's not a hangar bay, that's how you get into the ship isn't it? Let's go closer and measure that thing with a way point... revealing that that "door" is over 120m wide! And that also reveals that the frame is probably oversized by a factor of two or so, that's not 120m wide compared to your frame!

  Reveal hidden contents

qn7eALC.jpg

But when you then enter the ship, it drops you in a narrow corridor or airlock, breaking the illusion.

I went back in to do some measurements myself and I think you've really hit the nail on the head.  Even the crewships checked out when I did some waypoint measuring, and I was convinced that they were halfway to being TARDISes!  I went back into the game to park my ship next to a bunch of things for scale like in your screenshot and it honestly floored me what a difference it makes to have a point of reference like that.  I've rewritten that section of my feedback entirely with all this in mind.  Thank you so much for pointing all this out to me.

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This is not yet complete; i will update this sentence once it is.

I wanted to get it out already as it's taking me too much time and at least some of it should reach DE before it becomes useless.

What I liked

  • Environments look great.
  • Crew members.
  • Endless waves of enemies as opposed to Grineer missions which feel empty.
  • Shields of Corpus Crew ships. (For those who find them hard to take down, you have the new blink option; I think blackout pulse also stops shields from rotating it doesn't but this would be a nice feature;)
  • Blind you with red sun and blink abilities of fighters.
  • Volatile is fun and engaging.
  • Kill blocker drones is nice.
  • Exploding the big ship by using the artillery, at the end of the mission.

 

What I would like

Enemies:

  •          are really easy, especially fighters. If I have two gunners there is not even a remote chance that they will do any harm to me, when soloing.
  •          they should have multiple maneuvers like: scramble and attack from multiple directions, evasive maneuvers, help bigger ships get closer. It’s like all of them come straight for you. It’s space and these are military pilots, not mindless drones.
  •          spawn more than 4 at a time – they should increase their numbers the longer you stay in mission.

 

More Railjack centered mission modes:

1. Mobile defense – where a Capital Ship tries to leave the sector but encounters several dificulties:

  •          until it’s engines start running/ are fixed
  •          they were boarded in secrete and were sabotaged, triggering another defend (maybe split between some tenno killing boarding party – core gameplay – and some defending the ship from additional Ramsleds – railjack gameplay)
  •          an anomaly blocks their passage
  •          we gather x amount of Ticor Plates/Cubic Diods/TItanium to help fix the hull/navigation computer
  •          ship we are defending is searching for survivors in debris fields

2. Defection – escort convoys of defector ships:

  • through asteroid fields
  • out of huge space stations or
  • out of LUA
  • out of Jupiters atmosphere against Corpus Gas City defenses

3. Defense – mission where you have to fight:

  • only against fighters and Crewships
  • split between RJ killing Ramsleds from Crewships and warframes killing boarding parties that make it on station. This could end up leveraging any party composition advantages - some might be able to defend only in space, others on foot and others combined.

4. Crossfire exterminate – imagine how epic it could be if you joined an active conflict where fighters, Crewships and capital ships would be duking it out. And you would obliterate everything…or invasion in space would be nice too.

 

Crew members

  • Improve AI to also use artillery
  • Add a second (backup) role option for crew member so if I take the gunners seat, he/she doesn’t just stand around doing nothing, awaiting my command. Or they should do whatever is needed, combat/repair or gun when above are not needed.
  • Let me remove automatically a crew member from the seat when I want to take that seat. I shouldn’t have to access the menu when I’m next to the pilot or gunner seats.
  • Kill the exterior weak points when left to pilot the RJ while everybody is inside.
  • Lich are there for aesthetics or lower level missions because they get outmatched by regular crew using moded weapons.

 

Others:

Exploding Capital ship - I liked the original blinding explosion more. Some more debris would be nice.

RJ being invulnerable while we are doing foot work is kind of meh. At least give a bit more context like, we parked inside the hangar or in a Titanium rich asteroid where we can’t be detected or idk.

Slingshot directly into Points of Interest/ Derelict/ Other mission objectives that use core. Aim for the door, maybe? Now i see the yellow reticle on objectives but it just slams into the door like any other object.

Edited by Shodoman
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The is something that frustrates me a bit,

1- general design
I kinda wished missions were longer. I feel like alternating only once from railjack to onfoot makes it too short.
It's in that weird spot where the missions are too long to be farmed for components, but too short to feel like an impactful and memorable mission

What i hoped was to have a mission where you would use the railjack in an intense fight against corpus ship (just like in skirmish)
but the amount of enemies early on is insufficient, and when the extermination end, there is no culminating point, no cool explosion
it's not even a stealth missions.

Something that feels missing are also correlated mission roles, having the railjack do something outside while someone else does something inside is one of my favorite thing about railjack.

I also hoped that for once we would get a survival + spy in the same mission
the new content is cool , but it doesn't encourage cooperativeness,
the fact that we have crewmates should tell you that there is something interesting to be done
And crewmates are clearly here to replace players when experiencing solo railjack, so why not commit all the way through ?

2- crewmates
Probably the best part, i love having crewmates, i love that they have stats, i love that you can customize them and give them weapons !
There are a few points on which i am not as happy however,

1> There aren't enough stats
some stats should be split in my opinion , such as shield and health

2> you only need 1 stat + endurance for your crewmate (with the exception of the technicial that may need 3  stats, pilots and "gunner" are both reliant on 1 stat and they don't really get to fight the invaders)

3> Leveling up your crewmate is amazing but it need to go further, right now i only have 1 technician with a great weapon that follow me on earth (amazing feature btw)

3- Integration of the systems together

you may wonder why i talked about the crewmates when the scope of this thread is the new corpus missions

Well the reason is simple and i already talked about it in part 1 :
Crewmates feel useless in these missions, i don't feel like i need them and that's problematic

the overall feel is that it need to be threaded even tighter,
crewmate play NO ROLE in these missions and are only optional which contribute to making the missions underwhelming.
There is also a general misuse of the archwing that feels like it is not integrated well (it's cool that the new corpus ship are easier to destroy with archwing at least !)

these mission had some sparks of "it's all coming together" feeling , but they fail to light up the fire
when i started using some weapons i never used in order for the new missions to make sense, it felt SO GOOD
but it quickly burned out when i saw how limited those missions were.

4- conclusion
So in general i'd say that it's on the right track, using all the system in warframe felt very good and it brought the game together
It's disappointing that it doesn't commit more to be a sort of warframe+ experience, where all you did, all that farming, all those riven,  all this time collecting stuff is going to be put to a test.

i agree that's it's a better thing that it is not a totally separate gamemode like it used to be, the new gamemodes introduced are amazing ! (the one where you manage the heat)
and in the end i'd say it's a majorly positive thing, and i'm looking forward to push it even further

(also, please , let me pay for crewmates skins, or let me use operator suits for that)
 

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The Good:

  • Really beautiful maps! I'm the kind of player that will spend 10-15 mins flying around collecting resources and generally just enjoying flying a spaceship so thank you for the effort in making the maps look so great!
  • Music and soundscape are great, hats off to the team that put it all together.
  • The new mission types are a good variation of things we already have and they are enjoyable, more please.
  • The immersion that comes with Corpus ship commanders giving orders is cool as is your crew having little things they say as well.
  • The ice mines and freighters are fun as well
  • I think the changes overall are much more friendly for a new player. I started playing Warframe last year and while I found RJ fun I would have struggled a lot to even get a foot in the door and improve my ship if I didn't have a good guild.

The Issues:

  • One thing that makes the Grineer missions better is that the RJ portion of the mission actually matters. You destroy X amount of fighters and X amount of crewships and that opens up your path to get to your main objective. This isn't the case for Corpus missions as there's infinite spawns but killing these enemies doesn't affect the mission either way, this then makes me wonder what the point is especially if the mission you're jumping into is just going to be a normal defence mission? I think you have a great framework with the Grineer missions and can make the Corpus ones simillar in terms of the way they play out. The RJ portion of the mission absolutely must matter, all it needs to be is kill X amount of crewships/fighters to open the path to the main objective - it's a very small thing but it makes a big difference to the actual feel of the missions.
  • I'm in two minds about the energy change but I err on the side of the ship having it's own energy was better, I also feel as though things have become a whole lot easier with the damage changes. Playing with a couple of my guildies with a fully stripped back RJ in some of the Corpus missions we didn't need to touch the side guns or use the Omni to repair anything.  I think some of the changes in this area actually promote less need for teamplay though I guess this is fine if you're a solo player. Overall I think the changes in energy and damage have reduced the need for players to learn these roles and function as a team.
  • Having crew members is cool but I do question the AI at times, like why does the engineer not use the forge? Or why can't I command them to use it? I might be missing something in the tactical menu here.
  • Very new player friendly changes (which is good!) but I do wonder if certain things could've been scaled so higher level nodes continue to act as a gear-check and challenge of sorts. Before the update I had to play Saturn nodes very carefully as I was still in the process of improving my RJ gear but now I just burn through them with ease and I don't even need to use abilities.

Some changes/additions

  • I think core Warframe Defence missions were the wrong mission type to go with. I think Sabotage or Rescue would have worked better. I think for something like defence to make sense the defence portion of the mission needs to take place in your RJ e.g. Corpus have stolen a freighter carrying supplies to a colony in need, you would first need to get rid of some small amount of fighters, enter the ship to save it's captain/crew and the supplies, then do the defence mission using your RJ to protect the freighter from waves of enemies. I also think you can utilize Archwing in RJ for some new mission types (as well as the current ones) instead of something like Defence.
  • We do need also need at least 3-4 nodes which are just a basic mission where you fight a select group of enmies with no ground mission or if it has to have sub-missions make them pure RJ focused. I believe Gian Point and a few others were missions like these. Sometimes I just want to dogfight and then chill while flying around the map :D
  • I think you can do a lot more with the ice mines if you take some of the optional depth the vaults on Deimos have. Having some more depth to them will give players who want to play longer the option to and those who don't can just do the normal smash and grab portion then exit. I don't know if there's plans on introducing a grineer equivalent e.g those asteroids with machinery on them in the Saturn maps. More depth would be awesome as these areas are very cool.
  • I think it would be cool if we could resuce the miners in these places, similar to how we can rescue Solaris members from the Corpus ships in the normal maps. The rewards don't have to be Solaris standing but you could get e.g. Miner ID codes/Records and once you have enough you can use those to summon a miniboss (Corpus Mine Overseer) sort of like you do in some Fortuna missions, kill him/her drop a key that allows Cephalon Cy to hack some Corpus payment system that rewards you with 100k credits. Just a thought.
  • I don't know if you have plans to integrate RJ/Archwing more but some missions might have the scope to include Archwing portions especially if they're part of further optional objectives like the point I made above about Ice Mines etc having more depth like the Deimos vaults.
  • Being able to boost all the time has removed something that was tied to getting better parts and also added a degree of strategy to RJ. Worth a look at again imo
  • When it comes to damage I understand the frustration that was felt with hull breaches being damn near all the time in 2.0, I think a slight reduction was needed (maybe some git gud from some players too) but I also think better damage mitigation options were needed. E.G. Engineers operate forges and wait for issues to come up but can there be some hacking minigames on the RJ where they can hack the the reactor to temporarily boost armour/hull/shields or give the RJ some damage mitigation focussed status effect/buff? I think some of the solution lies in a mix of damage/hull breaches needing to be reduced somewhat but greater depth being applied to roles/teamwork as well to mitigate said damage.

Overall I think this is a positive step in the right direction but you cut a lot of things that imo really worked well in 2.0. I started with 2.0 and felt as though it was fine as is and that what was mainly needed was smaller QOL changes (e.g. material cost, which you have done) plus making new bounties in cetus/fortuna which included RJ portions of the missions, I posted some ideas here: https://forums.warframe.com/topic/1247148-post-devstream-railjack-feedback/?do=findComment&comment=12100266

I think smaller QOL changes which players have spoken about will cumulatively improve things across the board/a larger amount and then put any larger changes in a different light and make it easier to see if they are needed or not. I hope all of this helps :D

 

 

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14 hours ago, Ice-Ragex said:

...

2- crewmates
...

1> There aren't enough stats
some stats should be split in my opinion , such as shield and health

2> you only need 1 stat + endurance for your crewmate (with the exception of the technicial that may need 3  stats, pilots and "gunner" are both reliant on 1 stat and they don't really get to fight the invaders)

3> Leveling up your crewmate is amazing but it need to go further, right now i only have 1 technician with a great weapon that follow me on earth (amazing feature btw)

3- Integration of the systems together

...

Crewmates feel useless in these missions, i don't feel like i need them and that's problematic

the overall feel is that it need to be threaded even tighter,
crewmate play NO ROLE in these missions and are only optional which contribute to making the missions underwhelming.

I'm not sure it's clear what you want here. Let's see if we are talking the same language:

Crew members can take up any role (Defender, Gunner, Engineer, Pilot). They get increased performance via their stats:

Endurance - more health and shield, Piloting - RJ speed when they are piloting, Gunner - Accuracy and how slow the gun heats up, Repair - heal rate and repair efficiency and Combat +% damage with their weapon (not the Turret).

Again any one of them can pilot the RJ, defend it, repair it or use its side guns.

When you contract Crew members you can choose the ones that have stats which help them be better at their role/s. Depending on you Command intrinsic level, you can Train each up to an additional 3 points.

Ex: I have a Pilot/Gunner that can also Repair (5Piloting, 5Gunnery, 3 Repair), a Gunner/Engineer ( 5Gunnery, 5 Repair) and a Defender (5Combat, 5Endurance, 3Repair)

You can assign them default roles and you can change their role anytime in mission. The 2 gunners can take out anything beside Crewships in Corpus Veil. I don't even have to move the RJ.

So can you please explain again how you want Crew members to be?

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Disable priority target takes too long because they all require us to wait and wait and wait.

If i'm playing solo with the NPC crew is WAYY faster to just leave the mission (pluto exterminate for penta components) and hope the next one doesn't have priority targets to disable, rather than actually doing the side objective waiting game and completing that mission.

This is even after you nerfed leaving the mission to dojo, adding another layer of loading times to enter orbiter or that slow as hell animation of railjack docking, that conveniently prevents from starting another mission right away.

Just make command 10 autocomplete the side objective (in a reasonable manner, not that i have to wait some more with void around me because i annihilated everything and am just waiting for the space doors to open) or make the side objective worth doing and less time consuming (idk maybe just add in the reward pool the weapon components).

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Il y a 10 heures, Shodoman a dit :

I'm not sure it's clear what you want here. Let's see if we are talking the same language:

Crew members can take up any role (Defender, Gunner, Engineer, Pilot). They get increased performance via their stats:

Endurance - more health and shield, Piloting - RJ speed when they are piloting, Gunner - Accuracy and how slow the gun heats up, Repair - heal rate and repair efficiency and Combat +% damage with their weapon (not the Turret).

Again any one of them can pilot the RJ, defend it, repair it or use its side guns.

When you contract Crew members you can choose the ones that have stats which help them be better at their role/s. Depending on you Command intrinsic level, you can Train each up to an additional 3 points.

Ex: I have a Pilot/Gunner that can also Repair (5Piloting, 5Gunnery, 3 Repair), a Gunner/Engineer ( 5Gunnery, 5 Repair) and a Defender (5Combat, 5Endurance, 3Repair)

You can assign them default roles and you can change their role anytime in mission. The 2 gunners can take out anything beside Crewships in Corpus Veil. I don't even have to move the RJ.

So can you please explain again how you want Crew members to be?


you're right , i may not have been clear with my objective and what i tried to explain :

There are 4 roles they can take :

1- pilot
2- technician
3- defender
4- gunner

But here is the catch :

if you are piloting, the pilot becomes a defender,
If there are enemies onboard, there is a big chance your technician becomes a defender too,
The defender is therefore a useless technician
and only the gunner stick to his/her role.

BUT the pilot doesn't fly toward objective, actually , it doesn't do anything interesting and doesn't use the front turret,
So you may aswell put them in gunner if you want them to defend the ship from other ships.

AND the technician becoming a defender when there are no breach
so defender is actually just a useless technician

Therefore instead of 4 roles, you truly only have 2, gunner or technician

in missions themselves, these 2 roles only serve as a mean to keep your railjack alive, and while gunners help in destroying ship, that's literally the only objective they will help to complete.

If pilot could lead the ship toward objective while driving toward there, it would be MUCH MUCH better (like orbiting around the ship you're invading)
From my test gunners DO target radiators (which is amazing when they do) but pilot don't move the ship toward the next radiator.

You actually play with either automatic turret or automatic repair& defend.
for the stats themselves it's mostly because due to this,
of the 5 stats, only 4 are useful (since pilots don't work) especially on corpus missions.

What i would prefer is being able to have separate stat for separate task,
Since pilot don't work , split gunner into 2 stats, with turret heat and turret damage (that's just an example) so that when i pick my crew, i'll pick member accordingly to the mission
not pick the same crewmates over and over again. that's the first part about crewmates.
---------------------------------

The second part is that since they only serve as keeping my railjack alive, i wish they could complete some objective by themselves when i'm not on the ship,
Why can i not send one of my crewmate to go board an enemy crewship ? in the new corpus missions , basically you don't need them all the way through,
and that's problematic they're nice to have and that DOES NOT justify how much effort they can take to get right.

to be specific, they feel like you have a kavat or a sentinel
--------------------------------

This is where my last point and what i wanted/expected with crewmates :
right now they can be replaced by 2 mods (automatically repair ship at a fixed rate and automatically attack turrets) and a specter

I want crewmates to be a bigger investment (more stats meaning maybe harder to form/obtain)
but i also want them to play bigger role than what they currently do.

the outside/inside missions should be where they shine and they don't, corpus actually lack these types of mission.

now that there is a replacement for other player, de can fully commit to make it a true cooperative experience. split objectives CAN be a thing now
and that's what corpus railjack lacked the most.

the ability to have several types of crew, with different specialities, for different missions.

Maybe you will have a mission here the outside objective will require a lot of fighting so you want a balanced crew.
Maybe you just want the railjack to survive attacks so you may have to fight/repair more
Maybe there is no point in piloting in this mission (the defense) so you'd want all your crewmates inside

That will give me an incentive to get my own crew, and change them when i need to.
 

--------------------------------

that does mean overall that i'd rather have missions where you have "Mission for tenno only AND missions for tenno+crewmates"
where teammates basically replace my crew.

------------------------------

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A little late with feedback, plus some things may have already beed said here, but still...

First of all, really nice update. Railjack is my preferred game mode now because of how many different rewards can be obtained there.

1. AI of crewmates lacks priorities. Here's a few examples:

  • If i have, say, 2 active PoIs and a few Exo Crewships, what do I want my crewmate, assigned as pilot, to do? Right, I want him to align railjack's FOW to said Crewship so I could successfully destroy it with my artillery. That is impossible atm.
  • If I have started destroying the Missile Platform PoI what do I want my pilot to do? Mindlessly flying somewhere or getting ready to destroy one of the reactors when the time comes? The crew will occasionally shoot said reactors, but .. occasionally. So it takes (inconsistent amount of) time. 

2. Folks on Reddit were talking about the necessity of an ability to start Railjack mission as a host and I 100% second that. I find little fun and/or comfort in having UI bugged, being unable to enter Abandoned Derelict Caches, no-clipping inside of Railjack when entering turret etc, etc, etc just because the host has S#&amp;&#036; internet connection

3. Gunnery 10 is bs. I'd never need to upgrade that because of:

  • New turret types which don't heavily rely on tracking aim as much as Apoc. Actually, this point can be expanded:
    1. Apoc is a starter type of turret, so to speak 
    2. Artillery 10 takes A LOT of time to earn
    3. By that time player would have LOTS of nice weapons beside Apoc
    4. Why in a world would one need to buy Gunnery 10 by said time?! That upgrade comes a little late, you see?
    5. All that and I didn't even mention the absurd of the "downside" that is overheat buff. I would want to give myself a freedom of quoting Rebb:
Цитата

"*in chat about Piloting 10* -"So, basically, it's a cheat?"

Rebb: -"Well, you've earned it"

What's wrong with Gunnery 10, now?! Is Gunnery 10 something we didn't earn, then?!

  • Seeker volley exist

4. I really do not think that a basic check couldn't be implemented to prevent the animation queue. Here's what I mean here: if your warframe gets crowd controlled while countdown of warping to the Railjack through Omni is going and you're not moving, you can find yourself (after warping) in the queue of 1st animation (escaping crowd control) and then 2nd (entering the Railjack). Yes, it doesn't break anything, but it looks stupid and cheap.

Edited by Darth_Tirannus
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so are you even planning to fix the bugs involving the vents and unhackable consoles in orb vallis bounties and what of the bug on octavia/prime's mandachord that is preventing us to change the song on the deal unless we go to the simulacrum in a relay to do it i think i speak for all of us when i say we don't want to keep going to a relay to do simulacrum everytime we want to change the mandachord.  can you please let us know if you are doing anything about these or have done something about them?
 

Type: In-Game, arsenal

description:

1.  orb vallis bounties impossible to win due to several bugs like unhackable consoles or unbreakable vents or hackable consoles not working when hacked. 
2.  octavia/prime's mandachord almost unable to change.

Reproduction: 

1.  do multiple orb vallis bounties while still in the open world one after another usually after the first bounty is finished.

2. try doing a mission after changing the song in the ship arsenal.

expected result:

1.   vents that seem breakable should only take one hit to break.  hackable consoles should do either open the doors.  the objective console should be have an interactable hacking option.

2. i should be able to change my song without it reverting back to the last saved song.

observed result:

1.  the vents that have a breakable appearance refuse to break and take hit after hit endlessly.  after hacking a console in like say enrichment labs that would normally open a door or raise the force field shield nothing happens.  the objective console doesn't give the option to interact with it.

2.  anytime i change the mandachord on ship and then do a mission whether on my own or with group the song will reset to the last one i had it set to.

reproduction rate:

1.  happened every time i did initiated a second bounty in the open world.

2. happens everytime i go into a mission after changing the mandachord on my ship, unless i do the fix below.

(found a fix for #2 but since this bug appeared on the day the prime was released it is the only way i can change song and it takes longer to do than it should to just do it in my orbiter) (fix: go to relay and enter simulacrum to change the song in the simulacrum arsenal)

Edited by (NSW)Urim512
didn't have format for bug submission
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Feedback:

Corpus railjack defense - Horrible - you took arguably the worst defense map in the game, threw a bit of RJ taxi in front of it to make it even slower.

Corpus Railjack Volatile - Think i have the name right - the one where you break the pipes to keep the coolant in the appropriate zone, stop the engineers from fixing it - 15 seconds or less  is a little quick if you are doing it solo, are across the map breaking a pipe and that timer starts - especially since the terminal is on a a little platform - mad dash across the map, miss the jump at the last second and boom time runs out mission failed.

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So, me and my friend just played through the quest and started doing the Corpus Proxima. To say I'm disappointed is a bit of an understatement. I really liked Railjack before, It was nice to feel like a Railjack Captain since I'm the pilot. Fast forward to this update and I no longer feel like a Railjack Captain, I feel like an underpaid Uber. I do not understand why I have to get off my Railjack to join in on these normal WF missions. Why can't I stay onboard the Railjack and fight AI Fighters while 1-2 other people go into the ship to do the objective? It just doesn't feel right and takes a lot away from the Railjack expierience. It's no longer about the Railjack, it feels like an afterthought. What is the point of having these intrinsics, tactical mods, etc when Railjack takes up like 10% of the overall mission time? It kind of baffles me that it's released in this state. Did no one in testing question the point of needing the entire team to complete those objectives? Why can't 1-2 people focus on the Railjack portion while 1-2 people focus on the ground objective? Seems like a much more fluid and immersive experience then just having a carpool ride to the destination. 

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After finally playing now the Corpus railjack missions I can say for sure that they are a downgrade compare to Grineer missions. We don't need regular WF missions in railjack where the railjack is a taxi, what we need is an expansion upon the Grineer Skirmish mission types, more diversity in these missions where the railjack is the core of the gameplay and not just a taxi.

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After spending some time with the update, this has been, at least personally for me, one of the most dissapointing ones. However, there are some positives. 

The quest, while short was very appealing and featured a very well made song that is akin to a sea shanty. Also allowing us to try out sevagoth in the quest was a nice feature and it makes me wonder if something like a testing room for new upcoming frames would be a nice addition to the game. Much like genshin impact allowing players to trial new characters.

Currently my sevagoth is building in the foundry, as I farmed him so I have no feedback on this frame but from what i've seen, his kit looks solid and he does look really cool and felt good to play in the little time we could play him in the quest.

I wanted to write about void storms but I wrote too much so will start a topic about it later instead. Void storms are visually interesting and sound great but could feel more impactful.

The addition of crew is a fantastic feature and the fact we can customize them and give them weapons with custom builds makes it all the more better. Now if only they had idle animations like sitting down and playing cards with eachother rather then running around the ship in circles. 

The main reason why the update disappointed me was the mission structure. It is literally the opposite of what I wanted in railjack missions. If I want to do boots on the ground missions then I will play star chart. I wanted to blow stuff up with my upgraded railjack but instead it's just a taxi to get me to the actual objectives which are all ground objectives.

Why are there no meaningful objectives for railjacks other than blowing up fighters, crewships and weakpoints.

Suggestion: Add mission types with objectives designed around railjack/archwing and space combat. 

I'm just going to spitball a few ideas to attemp to be somewhat constructive

Railjack defence: A lifpod from a ship attack by corpus/grineer, containing a vip is in need of protection until it can be picked up for transport. It would be up to the railjack crew to defend the pod how they see fit from waves of ships and crewships.

Space hijack: Lets be space pirates and raid a corpus transport ship ferrying valuable goods. There are many ways this mission could go. Perhaps this could be an endless mission where the tenno are raiding shipping lanes and for every transport hijacked the number and strength of opposition increases. 

Railjack survival: Railjack crew have to navigate and use as cover a large astroid field and survive while fending off corpus/grineer forces that hunt them. Instead of life support it could be fuel or energy cells but funtionally the same as a normal survival. Perhaps a capital ship in the distant sky box firing off a powerful cannon making cover from the astroid field more important. Doesn't have to be an astroid field. Could be a ship graveyard where you need to distract enemy forces while an agent performes a salvage mission.

I would even take just a simple space exterminate mission just to have a bit of railjack fun.

The removal of gian point was bad call in my opinion. Although there is a high level node with only one ground objective. It is still very tedious.

On to void storms and opening relics. Other than farming sevagoth and seeing a terrifying void snake, these are pretty pointless. Normal missions are faster. I can already pop a relic every 2 minutes or so, why would I want to add another 2 or 3 minutes on top of that completing additional railjack objectives that I don't find enjoyable. 

Anyway that's just my take on it and I hope railjack does get some missions in the future based around space combat instead of trying to be a taxi simulator. 

Edited by (PSN)lydon123
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On 2021-03-19 at 11:53 AM, Juliuszeks said:

Missions seem quite like workaround instead of accual railjack missions, we dont even get enough affinity to level up our plexus in reasonable time, most of missions are focused on ignoring railjack component which is bad, we dont fight hordes of ships etc we just do normal missions but with the usage of exclusive railjack taxi. Crewmembers killing units should grant us railjack exp.

Make missions simple yet involving, simple ideas to make it interesting yet involving RJ:

- Running away from fleet while destroying some roadblocks.

- Basic extermination. (make crewships destroyable with normal guns but while aiming at certain points for it to make it more dynamic and skill dependend or allow using front cannon on secondary hit as a pilot)

- the most basic survival game but including hordes of ships trying to destroy our railjack.(ammount of enemies must be comparable to the flood we get in disruptions)

- scavenge where you need to gather resources around while beeing attacked, stealing them from corpus mostly.

- basic capture where you need to disable crewship and steal it then move it to certain point. this way we get our basic missions translated into railjack but beeing interesting and involving.

These are the types of missions we want, when we are on the mission outside of railjack but still its railjack mission at least allow us to get kuva lich with us for help, thats so anticlimatic to do normal missions in railjack without any involvement from our crew or our railjack except "shoot enemy weakpoint" or "destroy crewship"(which needs to be boarded mostly...)

These are great ideas!! Translating standard missions to Railjack. That is what I have been wanting for over a year, along with some new additions to the Railjack, like a bomb bay or utility turrets, like a harpoon. You could have a salvage mission where you have to harpoon items and get them across enemy infested areas. Archwing could be deployed to assist in keeping off fighters.

I would love to see these ideas implemented!!

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On 2021-03-19 at 5:23 PM, ProTerraMori said:

I'm really enjoying the new mission type (Volatile) and new mechanics on the sub-objectives (shutting down the Moa autofactory). It's a new twist with more complex gameplay than straight defense or kill 'em all. More iteration and expansion on this, please! I'd love to see the Grineer RJ missions given this treatment.

Though I would also say that it feels like some of the Lotus' mission dialogue could use an update - it would be cool to have context-aware dialogue like 'we've located a Warframe cryopod on this Corpus Obelisk, board and defend it until we can transport it out' or similar.

The volatile node is definitely neat, but I'd rather see it implemented similarly to the ship killer platform in the grineer proximas. 

This way, it doesn't require everyone to do it, and is more connected to the Railjack.  Ultimately, we need more actual Railjack combat and less copy and paste standard modes. 

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Regular defense in railjack missions suffers extremely by how unfit the tile is for defense, this is not exactly something new as we had that issue with the corpus ship rework already but it comes back to haunt us once again. The map is just too large, too layered and too convoluted to be a defense mission. Having one enemy at a time filing in is just boring and pretty much the only alternative players have to waiting is hunting for enemies, which they will also only find one at a time with no way of even seeing multiple enemies. The best solution for railjack missions and regular missions would be to make a new defense tile and use the current one only for interception. The next best solution would be to designate 1 or 2 spawn doors from which all enemies in a defense wave have to come from and then let them all spawn at once. The absurdly long path these enemies have to take will end up keeping the overall enemy density the same.

On a more positive note the point of interest with the decoupling freighter cars is actually a lot of fun. The mobile defense sections are with 30 seconds not nearly as boring as regular defense missions and the tight timer until the decoupling gives a bit of needed urgency in the mission part. An assassination target at the end also rounds out the mission very nicely. As a potential improvement for the mission I suggest placing 1 or 2 turrets aimed at the defense objectives that can and should be disabled (maybe by hacking, maybe by destruction). If nothing is done about those turrets they should be given the damage to destroy the defense objective. Players should in turn have the arsenal to either destroy the turrets, hack them to target enemies instead or disable, control or otherwise prevent the damage with abilities from reacing the defense objective.

Overall I question the need for having both points of interest and full ground missions present. The problem with making railjack and ground mission happen at the same time was given as limitation in the active AI count between space combat, points of interest, loot dungeons, crewships and ground mission. This should IMO be solved by merging ground mission and points of interest, potentially locking the loot dungeons until mission completion aswell. I see no reason why the point of interest with the jamming drones couldnt just be part of a regular exterminate, defense or volatile mission. 
The decoupling freighter car point of interest could be expanded from mobile defense sections to include other mission parts through out a much larger freighter for example spy, sabotage or cache finding objectives while a part is decoupling.
Since the railjack then wouldnt be abandoned anymore for the ground mission, the railjack crew has to be given tasks again aswell. IMO this should include fending off crewships from interfering with the ground mission (for example cooling down the reactor in volatile to normal levels, firing heavy artillery at the defense pod, accelerating freighter car decoupling or charging enemies in exterminate or demolisher style enemies with shields like they can do with other ships).

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I have a new player / returning player accessibility concern for the Orphix and Volatile mission types because they are only available as an embedded activity within a Railjack mission with a long prelude prior to its gameplay.  It's difficult to get a sense for what these mission types demand from the player due to the significant overhead of having to complete the Railjack objectives first.  In my case, despite heavy participation in the Orphix Venom event where I had the luxury of being able to hone my Necramech loadout and practice the mission with immediate feedback, I recently had to invest 25 minutes in solo into clearing 3 crewships and 2 of the interference drone objectives before reaching Orphix mission gameplay, where I found I'd entirely forgotten how to play it.  I am concerned that new players will not have the same opportunity to learn about the mission and adjust their loadout accordingly.

Please consider creating low-reward mission nodes for these types that jump directly into the mission gameplay like the Orphix Venom event did.  It's difficult for me to persuade and reassure new players to try out these missions because of the long Railjack prelude, and I'd appreciate being able to quickly playtest different Necramech setups for the mission or use it as a quick solo warmup before playing in a squad.  Interactive gameplay is the best tutorial that Warframe can offer that cannot be easily replicated by the community; leave the text overviews (like the mission type descriptions in the Codex) to the community, as I worry it will not be kept up to date like how the Cephalon Capture Codex entry still claims you need 3 points to win when it's actually 5.

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My two cents worth...

I like that we now have a bit of diversity in the Railjack missions, or at least more to do than just the old Skirmish. However...
The Defense missions take way too long. There's enough to do just getting in to the Defense itself, then we have 5+ rounds in the slowest Defense map. Don't get me wrong, I like the look of the map, the problem is that it's just too big. Sitting on the Defense target and waiting for the enemy to come to you takes ages. Roam around the map and you're liable to end up miles away fro where the enemy actually is. For the record, I don't particularly like this map for normal missions either for the same reason. The worst case I've had was when the Corpus units decided to hide instead of coming for the target. 5 rounds took just over 20 minutes with a full squad of 4 trying to hunt everyone down.

Orphix missions. I played Orphix Venom when it was out, but only enough to get Lavos and Cedo. In OV I could do them solo and could clear all but the Endurance level. In Railjack (solo), I'm out after 3 Orphix as the Sentient control is already above 75%. Same loadout (Bonewidow and Mausolon) that I used in OV. I haven't tried Voidrig yet - I prefer Bonewidow for the healing capability of her 1.
In addition to this the Orphix missions don't make sense to me. If the Orphix are invading, shouldn't there be Sentient ships in the Railjack side? Or at least a Murex or something?

Lastly, I'd like to see stealth being added to Railjack somehow. Maybe you have to secretly infiltrate an enemy ship and run a Spy mission inside? That would mean entering by archwing (slingshot?) without getting to close to patrolling fighters. Triggering the alarm changes the mission type. Just a random idea.

Thanks for all your hard work on this DE. What you do is most appreciated!

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