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


[DE]Danielle
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i really like the level design and visual part of the update, but i'm not happy with drop rates being too low and missions being the same as their regular starchart variants except they take longer to complete. if i want to do corpus exterminate/defence, i'd go and do a void fissure/syndicate/nightmare/etc mission instead of RJ. except i'll avoid doing corpus ship defence because the map is just massive, although enemies no longer ignore the defence objective because they spawn too far from it (which made sortie defence missions take about 30 minutes to complete, so thanks for the fix). and where are all the corpus skirmish missions? i want to try some new RJ mods and weapons but crewship spawns are pretty low.

about the drop rates - please remove those useless 100-150 endo caches from drop tables. endo drops pretty much from every resource container, and it's a good passive source of endo, considering that you have to level all those new railjack mods. and maybe change the rotation pattern for orphix missions like you did with disruption. and finally, ash blueprints drop only from rotation C corpus railjack defence with 10% chance - this is much worse than octavia neuroptics or maybe even harrow systems grind. 

also during the devstream you said that you'll remove gian point node and make the objectives rewarding. 10000 exp for completing a POI is too low, i could do another gian point run by the time i clear out the pulse turbine or whatever. and objectives also require you to have some survivability and damage which level 0 warframes/weapons may not have. little suggestion - let your artillery crewman break the radiators outside of POIs so players won't have to run back to the exit everytime.

what else... new corpus enemies don't drop archwing mods like grineer RJ enemies do, but i'm not sure, i haven't scanned all of them yet.

Edited by Ursoon
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If I'm just focusing on the new missions themselves for Railjack, I believe this is a step down from the regular Skirmishes we had before.

Instead of the new missions focusing on integrating the unique gameplay of the Railjack into the actual completion of the core objective, these new missions are essentially Two-Parters, with one part dogfighting in the Railjack as a prerequisite to a completely unrelated mission-type on foot.

As a result it makes the missions feel slower than before. For instance: 

  • If you want to do an Orphix mission, you now have a several minute sequence of Railjack dogfighting that has nothing to do with the Orphix mission itself, before you can actually unlock the Orphix mission proper. If someone on the team hit "Join Open Crew" and is happily firing away at enemy ships in space without noticing the "Get to the objective 3/4" message, they would then delay the entire party actually entering the Orphix half of the mission.
  • Likewise, if you just hit "Join Open Crew" and you WANT to do some Railjack dogfighting – say, as a means to generate Intrinsics or level the Plexus – you now have a very stripped-down mission with a cutoff point when you can be pulled away from the Railjack to focus on a completely separate objective that doesn't even seem to reward those types of affinity. You still have the Grineer Proxima regions for that, but this just means Corpus Railjack simply isn't for building on or playing with the Railjack.

For how many systems go into it, the Railjack feels more like a bus taking us to an objective rather than the core of the mission types made for it.
Now, in a way I think that could have been a fine experiment for one mission type, like if you had an Assassination where you have to dodge Ramsleds on the way to the boss in lieu of trash mobs... but this same mechanic is used for all four of the new missions. You get to the objective and completely forget about the Railjack you left parked in front of a Cyclops Array while you do Endless Defense or Orphix for an hour – literally longer than you spent in the Railjack.

(Incidentally, the Defense uses the most annoying available map. It's big so enemies take forever to come out, and its structure is a constant LoS issue that turns the last enemy into a new game of hide-and-seek.)

I think when we heard "New mission types coming to Railjack" and "Integrating Railjack into core systems," what a lot of us expected was that we would see more missions that focus on the unique qualities of Railjack, like "Send an away team to do X while the board crew does Y." Things you wouldn't normally do in a regular mission type.
I know when I heard Railjack was getting a Defense, I expected something like sending an away team to defend one objective while the other part of the team defends the Railjack itself as an Endless mission.
Maybe you could have Volatile mission type be similar to what it is now, but have someone stay in the Railjack changing modifiers for what's going on at the objective from the outside. Hit the enemy ship at certain times or in certain places to control the rate of heating while people inside prevent it from being cooled or restored, or just destroy Engineer vessels before they land. That sort of thing.
You could even have a counterpart to Orphix (and just integrate the original Orphix into terrestrial missions) where the people who don't have a Mech and don't want to pilot the loaners could just stay on the ship, perhaps fighting off Sentient drones (we already have Splintrixes, but haven't seen them since Scarlet Spear) to slow down Sentient Control or weaken an Orphix for the away team. We get "Sentient Scalpel" as a mod but presently have zero use for it!

When we discuss Railjack as a content island, we're talking about how the grind for it doesn't feel like it impacts or rewards the core gameplay loop; you grind Railjack for power advancements that only affect Railjack. These new Railjack missions don't really resolve that issue, but flip it on its head – we get rewards to buff the Railjack out of normal gameplay, but with the Railjack portions themselves diminished, we now have less time or reason to actually use the Railjack in the first place. So instead of rewarding the grind for Intrinsics and the Plexus and Railjack components by having it loop around to affect non-Railjack missions, we now have non-Railjack missions circumventing the need to play Railjack for its own advancement! It's reductive, not productive.

As it is right now, the Corpus Proxima regions don't feel like "Railjack Missions", they feel like regular missions with Railjack tacked on as a framing device.

Edited by Archwizard
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i'll be honest with you, i don't like the new update, i have a lot to talk about when it comes to stuff i don't like about it so prepare yourself for a massive read :

Most of the gamemodes added to railjack is just stuff we've seen before but you have to perform extra steps to do it with the only gamemodes introduced that are good or alright and make sense being volatile and orphix, exterminate and defence are just awful, if i wanted to do either of those gamemodes, i'd just go to hydron for defence or any of the other defence nodes and exterminate nodes on the normal starchart, it doesn't make sense for defence either cause for defence, you're supposed to be defending an objective until you are able to extract, for railjack defence, you put yourself into that situation to defend something on the enemies ship, it feels pointless, it would make sense if it was a new gamemode, which was in the form was a hybrid of rescue, defence and hijack where you have to find the warframe cryopod and escort it to extraction inorder to get it out of the enemies ship cause they stole it and when you've completed it, you get to see the cryopod inside your railjack ready to be delivered to the dry dock to save the warframe, it sounds like a great idea and would have been way more interesting then what we got, same logic with exterminate, why kill everyone onboard when i can just blow up the ship and kill everyone onboard that way and skirmish was fun to do, the different methods to destroying the crewships, the side objectives being somewhat enjoyable to do, i don't understand why we went from that to doing a generic exterminate with boring extra steps, orphix is back, which was something i was happy with if it wasn't on the worst tileset to do it with during the operation and the orphix spawn rate wasn't massively increased to make it more frustrating to do, i actually had fun with the orphix event but this mission type isn't fun to do anymore, another thing that irritates me about these generic objectives is that the whole squad has to do it, when i jumped in, i was hoping to go into that ship and exterminate everything while the railjack team guarded the railjack but... no, everyone has to be in the ship at the same time, its honestly terrible, why can't the main objectives be like the side objectives from the skirmish grineer nodes?

The crew members are somewhat useless, especially since the pilot just keeps making things difficult to kill crewships or blowing up the weakpoints in volatile with the forward artillery and doing nothing when there are no enemies when they could be doing something like flying around and collecting the loot scattered about the mission, engineers take forever to repair stuff, the gunner is the only useful one and kuva liches still have the problem of being too weak, it bothers me enough i can't have a full squad of kuva liches but the fact that they don't do much damage makes them pretty much useless, they exist just to be a tank and its annoying cause enemies get on my railjack, the kuva lich takes 2 or 3 minutes to kill them and by that point, they've already done enough damage for a catastrophic failure, it might not help that i picked the kuva lich which uses the kuva shieldg since they never use the hammer for melee attacks and thats been a problem since the kuva lich system was introduced ( i need to point out that i have these the roles i want them to perform at max level so the fact they are unable to do their jobs despite max levelled is ridiculous ), you don't even get any exp from the kills they get in railjack for the plexus ( it works fine with intrinsics at least ), you only get exp from other players so it makes having an ai crew useless

I find it unfair how the grineer have a lot less tiles then the corpus do and i feel they need to add a third grineer promima inorder to compensate for this, my idea is to add a planet like sedna or maybe even the kuva fortress for those that have completed the war within, that and having an equal amount of grineer tiles to corpus tiles in the veil would also help cause at the minute, the grineer have been stripped down and now there is barely any nodes for them since you removed a lot of them.

Changing it so that oberon and ash need to be obtained from railjack was an awful idea, not only is it taking away any specialness to manics and eximus' but its making them significantly more annoying to grind out and isn't this whole update supposed to be about making stuff less grindy? how are you doing that when you're making one of the easiest warframes to grind and a warframe that isn't too much of a pain to get, its just time consuming harder to get harder to grind? it takes away anything the manics ever had and takes away more specialness from the eximus enemies which some of it already got taken away since you can't get steel essence from them anymore.

Railjack weapons are annoying enough to get with the quellor and pennant being only obtainable from the grineer galleon captain but you made two things a lot worse to get by making so that we have to get their parts as well as the blueprint, why? what is the point of that, it makes getting the sentinal and the new penta a nightmare cause you have to do a long mission to get the chance of obtaining one of the parts or the blueprint, it makes it a nightmare for people like me who want to master all the weapons in the game and goes against what you wanted by making railjack a lot more grindy and in an attempt to make it less grindy, you made it so that the nodes of planets are guarenteed to give you the optional area every time which is both a good thing and a bad thing cause its good cause its easier to grind ( even though, its still a massive pain to grind ) but it makes it so that the railjack missions are more boring, before in railjack, there was a chance to run into stuff for example, there is a orokin derelect with infested enemies that would occasionally spawn where you can get loot from, that was cool, that was fun to do even though i rarely ran into them but having something guarenteed to spawn takes that fun away, it makes it more boring cause you know whats going to happen each time.

The new ui looks terrible, i don't know who designed it but the UI looked a lot better before the update, i appreciate the infomation dumps the invasions, sorties and events tabs have but the icons have been shrunk badly and its just annoying to select them now, i would suggest reverting the look of the UI for modding stuff and making the plexus modding similar to that as well as increasing the size of the UI on navigation to make it easier to see and bigger to select.

The system of having your own ammo is a nightmare, removing flux energy and making it so it uses warframe energy is annoying but can be circumvented if you use lavos but that isn't the issue, the issue is dome charges, in the past, you could have a max of 5 dome charges, enough to take out over half the crewships in a grineer veil proxima mission but now with the new system, you can only have 2 ( its also glitched where you get an extra dome charge each time to make new ones but i'd like that bug to stay in since it makes the problem easier to deal with ), this basically leads to a situation where i have to go to the forge and make new ones or energy to use the railjack abilities, leading to wasting a lot more time and thats the problem, the new system wastes time cause i run out of ammo very quickly cause warframe energy depleting fast when using a lot of abilities and dome charges being used up to deal with crewships or weakpoints in volatile, it leads to me having to go to the forge a lot more then i used to when before, when the ammo was shared, one guy was flying, one was on forward artillery, one was on the forge and you had one guy who would either focus on repairs or deal with the side objectives, this was a good system cause the forge person would repair the ship and give the forward artillery person more ammo while the pilot focuses on flying and the away guy did the side objectives leading to railjack being done decently quick, you can't do that in present railjack cause yoiu don't share ammo anymore, that flux energy example was a bad example cause that sounds like the case of a bad squad being together, meaning that if you have a good to competent squad, that issue will never appear, the new system makes repairs much more annoying as well cause you use up all your revolite if there is a catastrophic failure and you then have to stop whatever you're doing to get more, so thats the problem, you decreased resources so badly, the forges have to be used almost all the time inorder to get it back and it wastes time cause only they can replenish their resources now, the system as a whole is just frustrating.

The new hazards onboard are nothing but frustrating to deal with, heat makes it so forward artillery is useless, ice forces you to be unable to use parts of the railjack, catastrophic failures make you unable to fly the railjack and electrical makes the screen look awful, the hazards before were fine, they made it so that protecting the railjack was harder but they were manageable but taking away the ability to use one of the strongest weapons in railjack with most of the malfunctions is beyond frustrating, the system before was fine and you replaced it with something even worse, i don't get that at all.

The only change i didn't mind was the change to melee, its a justified change that i was worried was going to affect the exalted blade but the exalted blade is untouched and i am thankful for that. the size decreasing of the ralijack makes me sad, i liked how big it was before since it felt like i was flying on a colossus of a ship able to tear apart literal stars, this isn't really an issue cause i know how bad it was for console players to navigate the old railjack so i am accepting of this change.

I probably have more to talk about but thats all i have for now, i honestly can't stand this update, i was excited for the stuff they were adding but it all fell apart the moment the update came out, most of the people i know were disappointed or hated the update and i am with them there honestly, i just hope you read what i have to say and do something about the update otherwise, when i am finished with the corpus railjack nodes and grinded my intrinsics, i am never going back.
 

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I like a lot of stuff about the update but I want to point out the main thing that I'm not that jazzed about.

The combination of Railjack mission and regular mission types (such as defense) feels very glued on and creates a clear break of the game play pace and feel. They don't flow together properly. I think this mostly stems from the fact that all players have to do both sections of the mission together and in sequence. If we had the choice to split up and pursue a Railjack objective while the player boarding party works on the standard game mode objective it would feel A LOT better and more like a weave between Railjack and regular modes. Bonus points if you guys make it so that the one team clearing objectives helps the other team complete theirs faster complete. Example: 2 player boarding party goes to defense objective while the Railjack team shoots at the crew quarters of the Corpus ship to stifle reinforcements which makes the defense waves have less enemies and thus shorter.

I really love the idea of bringing together more game play types and elements but as it stands, this is not that. I appreciate the work and time that went into all aspects of this update however.

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Orphix missions are a hot mess of overtuning right now.

The accelerated spawn rate of new Orphixes meant that (as a solo player) I could struggle to keep up while using the absolute meta of Mech loadout tuned from the Event incarnation, and consequent to that, I can't even rely on maintaining the predictable spawn sequences since new Orphixes will frequently spawn for the 'twice in the same place' step while I'm still busy with the first in that location.

Also, the incoming damage. My god, the damage. You obviously can't afford to waste time dealing with the enemies when spawns of Orphixes are 5 times faster, and since Railjack ground troops are always absurdly overscaled, good luck keeping your mech alive up to and past the first C-rotation of rewards when you're taking more heat than you were from enemies scaled up to the 36th Orphix spawn in the event.

 

Fallen Mechs were already bad in the event, but here there's basically no reason to bother spawning them - they won't keep up the required output and will melt immediately, right from the start.

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Free Flight does not seem to allow a total training mode for players to be able to bring new railjack players the ability to train and use all functions of a Railjack on the rocks located in the free-form map.  While we can fire our weapons, missile and artillery to our heart's content on the free flight map, it most certainly does not allow new players (and veterans) what is called live-fire training so that they can get a better cohesive feeling of a ship as the foundry is completely disabled and no resources are available, nor does it allow the players to see the time it takes for a foundry to be completely recharged:

VhovJEh.jpg

And it's not as though I don't personally have the materials as I know how to farm: 

HDKxrMX.jpg

(And this is from two missions for Ticor Plate as I'll have more in a couple of days).  

Also because of there being less dome charges provided since the update, the same mechanics for bows (R key) for un-knocking an arrow should be available for Forward Artillery if all the targets have been destroyed.  Further while I didn't take a picture of it, there is very little confirmation for Crewships being destroyed by forward artillery (dome charges) as there was in the previous version of Railjack as it's only showing affinity points and not damage numbers.  

Finally, while it's interesting that you're pulling from a warframe's energy pool in order to power the Battle config for the Railjack, you're posing a problem for players with less energy pools running as pilot.  If you're teaching players the important of efficiency on Origin Map ground missions, why is it that this efficiency is suddenly being hobbled as a pilot?  This might be a good thing with my Nidus (at 425) or my Protea (at 637) for example... But why am I suffering the same fate with say -- my Excalibur which only has 150 for an energy pool yet has an efficiency of 175%?  

As it stands you're going to be causing players to run for their warframes with their biggest energy pools to being pilot and further ignoring the play with whatever you like and want for all missions.  

(pictures as proof): 

OxznZDL.jpg

NNO2S3U.jpg

 

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since over a year(!!!) space gameplay/combat is still just about killing fighters and crewships!

firing at the weakpoints of the capital ship is a small improvement but since all players have to leave the capital ship first before we can fire breaks the flow of those missions.

Remember tennocon where you could fire at the capital ship while some players were still inside the capital ship? And not to mention the other possibilities for the railjack to support the players on the capital ship that was shown at the tennocon then...)

 

a railjack defense mission should be like -> players can defend the target on the capital ship, while railjack crew supports them from space (for example destroying resupply units in space which reduces the duration of each defense round...)

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9 hours ago, Waizard13 said:

You are 99% correct, but to allow for endless rounds is a good thing because i went 20 and got maxed out plexa for using forma. Other than that detail I fully agree with you.

Eh, to me it seems a bit backwards to level your Plexus by doing ground missions

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6 hours ago, Zeddypanda said:

Defense missions stick out like a sore thumb, could use better integration. Maybe have us bring the cryopod on board and then spawn just a butt load of boarders and ships (with some enemies straight up teleporting on board) to really bring every aspect of railjack together. Shoot ships, fend boarders, forge resources, coordinate your crew. Could have been the coolest thing in the whole update with some effort.

I would absolutely play that mission!

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The biggest complaint I see is that the B-side of the mission forces the entire party inside the objective ship, which abandons the entire Railjack part of your Railjack mission. The A-side content is great, and has the right mix of crew and away team gameplay. It could use a little more co-op, like we have in Grineer missions, but you should capitalize on this side and merge in the B-side's gameplay. Allow the crew to remain outside on the ship when the B-side opens up, and let them help with the mission inside by doing objectives outside. Exterior help could speed up objectives compared to their simpler ground counterparts, giving you a reason to play this mode instead. More involvement, but faster.

  • Once the Exterminate portion opens up, the away team's progress through the tiles will open up external weak-points which can be destroyed using the forward artillery. This causes explosions internally which reduces the number of enemies that need to be killed for this portion to end.
    • Alternatively, add a fighter kill count to the objective.
      • Kill 50 fighters, kill 100 interior enemies.
    • Alternatively, add optional side-objectives, like the appearance of an MVP (like the captain) or the location of a hostage or the presence of a data-vault.
  • During Defense, enemy shuttles will fly in to dock with the objective ship. When the crew destroys these it cuts a small timer off the inside the wave timer.
  • During the Volatile reactor portion allow external weakpoints to be hacked or blown up, which widens the progress bar and makes the interior portion easier.

To assist with this, one thing I've been thinking is that the NPC crew ought to always be on board regardless of size of the human crew. This way the 3 human teammates can go on the away team for the internal objective, while the host/pilot and 3 NPC crew can stay on board to help from outside.

Edited by PublikDomain
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6 hours ago, Graavarg said:

[...] you are left with the shadow of what a truly integrated Railjack-normal mission could have been: part of you squad fighting inside the capital ship to complete the mission goal while the rest try to keep your Railjack alive, so you can get out of there.

Or something like a data steal mission, where there's a hacking module that takes some time to get in, so you gotta defend the console. You can speed it up by e.g. boarding Crew ships or PoIs to hack their systems / kill their captains for decryption keys. So 1 or 2 go board the platform/ship, start the decryption and defend the console, 1 or 2 go AW / Slingshot to get keys, and 1 stays in the RJ to keep it alive.

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It would be awesome if we had some new proxima nodes that start as a regular Capture or (short) Exterminate mission and turn into Railjack Survival/Defense etc. upon extraction.

Like you've killed or captured some important enemy unit (ahem, Sergeant, ahem) and the faction is reaaally pissed. Now, you have to deal with an armada before escaping.

Edited by pythonxi
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On 2021-03-16 at 6:32 PM, [DE]Danielle said:
  • The New Corpus Railjack Missions
  • New Corpus Enemies

The new missions are okay, but I feel like we could use more connection between the railjack and ground portions - right now, it feels like it turns into a totally normal mission once you board the capital ship, rather than a mission where you've got a railjack offering support on the outside. If I wanted to play a normal corpus mission, I'd go to the old nodes. The old grineer railjack missions did this feeling better, since you have a boarding team and a crew on the ship both helping each other complete objectives. It'd be nice if we got more of that in the corpus missions - eg allow crew to board the ship immediately, while having the guys on the ship shooting objectives on the exterior hull to make things easier/faster for the boarders. The new shoot the vent mission type is the best for this feeling since at least you go back to the ship and have to do something there to win, but it still doesn't feel quite right.

Also, it feels like some of these missions take way too much time for the rewards. Gian point wasn't beloved just because of how much it offered, but because it didn't take twenty minutes to do one mission. I can't see myself going back to the railjack defense mission unless I need something that only drops there for example, because it simply takes too much of my valuable time.  Orphix missions I might visit for the fun of it once and awhile, but, again, it's a major time investment. Even the exterminate missions take a fair chunk of time, and sometimes I just really want a quick mission instead of something that takes twenty minutes.

But the new enemies... Okay, overall I like them, but there's just two big, big issues I have.

One is how shield ospreys have amprexes. Whoever decided on that is doing Hunhow's work. It's completely evil, since you basically can't dodge them and they will murderkill your sentinel if they get close. I do my railjack content with Hildryn so I have a ton of shields and thus am not particularly vulnerable myself, but the amprexes completely obliterate my helios while he's just trying to scan things for my codex if they get within fifty feet of me.

The other is the constant stagger electrical mine things. Get trapped in one of those and it really slows down your play. Beyond that though, I'm pretty happy. The corpus machinegun guys are cool, the other corpus enemy types are reasonable, it's just those two I take issue with.

18 hours ago, Raze4573 said:

Part of the difficulty is the lack of a clear objective. Why isn't there a line saying "Defeat 5 Orphix", personally I manage to take down 1.9 of them but knowing my actual goal would be nice.

Just like in the event, you can extract after 3 orphixes, or stay to kill more for rewards. IIRC it's 36 orphixes in total if you want to get them all, but there's no need for that and it's probably easier to just do 12 for rotation C and then bail and restart.

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I have to say the minor changes for the Navigation UI feels like I'm looking at a horrible rendition of ANSI graphics (you know from the old DOS days) with the colour choices I have made with my UI.  For example this is my UI choices within the game: 

F0t1TwC.jpg

Isn't it easy on the eyes?  Sure is at least for me it is...  Then I see this in my Navigation UI and all I can think is -- where is the disable button?! 

3MVKiVn.jpg

I don't need the numbers highlighted in such a way as to make it not only retina burning, but so retro, I should be loading up this instead: 

banner-ansi2img_tq_intro.png

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Things I like about the new update (so far):

  • Command is decent enough to be useful. I can pretty safely leave my ship to do an objective and have my engineers repair any ruptures so my ship doesn't die. Gunners feel fairly good, pilots are better than standing still. I also like their banter in the missions
  • They feel a little long, but I like some of the new modes in RJ. Wouldn't mind seeing some of them as main game mission types.
  • New tile sets are really cool looking
     

Things I don't like (so far):

  • Multiplayer RJ is still terrible. Not even talking bug wise, but that's also the case. I hate that I get stuck in a railjack and have to wait for the host to want to go to the dry dock. That's frankly stupid. Why doesn't the matchmaking work like any other game mode? Just let us leave a party whenever we want like any other mode and put us in another RJ if we don't have one. The nav terminal in the RJ should work like any other.
    Plus, if I have my own built and ready RJ with all the MKIII components and guns I want, I'd rather be able to make my self a host.
  • Command is useful in some cases imo, but that doesn't mean it's great. Pilot AI is terrible when you want it to actually do something, especially in some cases when you are trying to slingshot or shoot weakspots. Engineers revert to defenders when done repairing, when I'd rather them be a gunner or a pilot. Kuva liches seem basically useless as crew since they can only be defenders. Your ship only gets boarded so often, and even then I can just clear them out way faster myself.
    Seems like we should be able to set up a secondary role for the crew to do when they can't do their first role. And get rid of all the limitations of liches.
  • The RJ is now just a taxi for the most part? Seems kind of a weird step. I don't mind the change, but I feel like it should have been in addition to the old flow of things. Then we can shoot things in space or take over stations. Or maybe some nodes with more of both? Maybe this could be the corpus flow and then the grineer flow is more of the old? Unless it is, to be fair I haven't tried any of the grineer nodes yet since the update.
  • I like the new hacking mode in RJ, but the tile set makes it really hit and miss, sometimes having to travel eons to get to where the drones spawned in. Especially in the tile with all the stairs and the stacked rooms. Would be a little better if they were more bunched together.
Edited by streak1
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11 hours ago, Edu_lml said:

I'm fine with some of the normal missions tacked on to Railjack, but I don't like the fact that the whole squad is forced to go to the mission. The whole point of Railjack is to be able to divide your squad to complete your objectives more efficiently. With Grineer Railjack you can have a Tenno kill the captain in a galleon, another one go do a bonus objective, and the remaining two staying with the ship to keep it alive. 

This is what I think is the biggest strength in Railjack, making coordination something actually beneficial. 

This for sure.

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I'm in the same boat as the others on the mission styling currently. They're somewhat longish depending on how completionist you are and the switch between RJ and inside ship sorta ends up deleting the railjack content from the mission after a point. but it's also kinda cool at the same time in a way. So it's a decent attempt.

 

As many on the first page alone mentioned I was hoping that the ship would remain engaged while the mission inside continued on and sometimes I might have to bounce to save the railjack if my crew doesn't save it. How you would integrate them together and still keep it railjack based and interesting could probably be something along these lines?

 

Exterminate: Skirmish/Clear out mission. There's be fighters on the outside to kill. But then theres also a large amount of "reinforcements". Reinforcements for enemies would gradually tick up, but defeating ships, enemies on crewships, POIs and the primary ship would tick it down. The objective, pushing their reinforcements into the red zone by killing forces on all fronts and having them need to escape.

The commander/corpus captain guy could be part of the main ship and could cause a massive blow to the reinforcement count or forcing them to retreat could stop the reinforcements from refilling. Also if reinforcements spike too high from inactivity from the player the mission could fail.

Blowing up the side objectives would lay in some extra big damage on their reinforcements and shatter morale quicker.

So this includes the randomly generated mission inside the ship, but players outside the ship can still contribute with fighter kills and crewship explodes and other missions while doing side objectives for bonus loots.

 

Volatile is good stuff, but it needs the external railjack to remain active while the reactor is being heated up by a crew.

I think being able to call crewmates to you probably on a short delay before warp in so you can set them up to defend an area and help you blow the reactor, and also be on the ship to defend that would be ideal.

The entire ship self deleting on the spot and seeming to just get dooted out of existence though at the end is a tiny bit jarring. Parts need to go flying and the place needs to start going red and erupting and stuff as the reactor chain reacts off like crewships do.

 

Defense: Defense is well, defendy. Some suggestions say make it slighty shorter per set so it's not so much of a slog or not having it not be endless or require interaction with an outdoor object which also needs defending, possibly a hacking satellite like the scarlet spear thing that facilitates or accelerates a meter for the defense mission to work so, once again, inside and outside based teamwork. 

It could be styled like a data heist of sorts where you're inside accessing a data core point to steal info (loots). If the data points are busted but you've atleast finished one set, mission complete, come on out. Hacking satellite is an accelerator which makes mission tick faster so rounds go quicker and would need to be properly protected, the satellite would be deployed close to the ship when you activate the main mission piece.

Potentially even replace it with or further add disruption which makes more sense as a type of dash in and rob the the ship type mission.

But with a railjacky addon of having outdoor enemies trying to reinforce to the ship itself and if they get to the ship they can cause some powerful agent mini-bosses to show up and ruin you or hack in extra salty special disruption effects that take hold while inside the ship if they're not dealt with which can get you ended.

Reinforcements inside and outside would obviously get rougher until you extract to railjack and go to a pre-marked escape location which ends the mission as successful and cashes it all in and locks the points so you go to the next.

 

Orphix, I think orphix is fine-ish. I just don't see where the sentients are coming from outside to crash into the ship to start taking it over and the corpus captain doesn't seem concerned either once it starts happening. But it might the rotations accelerated and rate of orphix drops decelerated slightly also. Cause without the point system to get what you need out of it just by playing atleast a bit and using the points to ensure time isn't wasted entirely on bad rng, it's quite the unfortunate slog once again and I hear you get smoked pretty hard cause you barely have time to kill each orphix before another one drops in.

 

Edited by Darkmega18
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1 hour ago, PublikDomain said:

The biggest complaint I see is that the B-side of the mission forces the entire party inside the objective ship, which abandons the entire Railjack part of your Railjack mission. The A-side content is great, and has the right mix of crew and away team gameplay. It could use a little more co-op, like we have in Grineer missions, but you should capitalize on this side and merge in the B-side's gameplay. Allow the crew to remain outside on the ship when the B-side opens up, and let them help with the mission inside by doing objectives outside. Exterior help could speed up objectives compared to their simpler ground counterparts, giving you a reason to play this mode instead. More involvement, but faster.

  • Once the Exterminate portion opens up, the away team's progress through the tiles will open up external weak-points which can be destroyed using the forward artillery. This causes explosions internally which reduces the number of enemies that need to be killed for this portion to end.
    • Alternatively, add a fighter kill count to the objective.
      • Kill 50 fighters, kill 100 interior enemies.
    • Alternatively, add optional side-objectives, like the appearance of an MVP (like the captain) or the location of a hostage or the presence of a data-vault.
  • During Defense, enemy shuttles will fly in to dock with the objective ship. When the crew destroys these it cuts a small timer off the inside the wave timer.
  • During the Volatile reactor portion allow external weakpoints to be hacked or blown up, which widens the progress bar and makes the interior portion easier.

To assist with this, one thing I've been thinking is that the NPC crew ought to always be on board regardless of size of the human crew. This way the 3 human teammates can go on the away team for the internal objective, while the host/pilot and 3 NPC crew can stay on board to help from outside.

Yes. Just yes. That is all.

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Hey DE, first just wanted to say the update looks like a huge step in the right direction for making things more integrated which is awesome!

I did want to express a concern regarding the Dry Docks now found in relays. As a player who has not actually been in a clan since Railjack launched, the announcement of dry docks in relays made me hopeful that I would be able to do the Rising Tide Quest and construct my Railjack to enjoy this content. However, now that I have had the opportunity to log in to the update I have noticed that this doesn’t really appear to be an option.

Im hoping this is something that has just been missed and that it can be added, but if it was intended to be left out I would question: Why is that? For the benefit of long standing players like me who just happen to not want to be in a clan and also for the benefit of new players trying to access the Railjack content, that change would be a serious streamlining of the system and honestly the lack of it atm feels like a glaring omission.

 

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hello before making a return on his point I will prescribe that (I am MR 30 with good equipment and Railjack so i wouldn't talk about difficulty problem)

+
I personally find that the new enemies and biome are very nice. (especially the hunters who make electric balls).

-
I don't see the use of Railjack at all in new missions and it creates bugs. let me explain:

for hunter / transporter or spaceship destruction missions. the railjack remains the master piece to accomplish the mission.

but for classic extermination, defense, orphix, ... the railjack is only used to arrive, then the team regroup in the ship (if it takes more than 30s there may be bugs) and from now on the mission is done without railjack. from my point of view it would be better if 1,2,3 player goes into the shipmission and the other defends the railjack against waves of reinforcements and at any time the railjack player or shipmission can exchange.
for this, it would be necessary to reduce the duration of the mission. to make the mission shorter is intance and less long and long.

optional mission objectives (indicate in white) are consolle rushes only. it would be better if there was a target to kill or something.

to finish the orphix game mod is made to give arcanes, but it is much less interesting than the Eidolon Teralyst (in 30 min we can capture 6 * 3 Eidolon Teralyst so 18 arcan / in 30 min we can accomplish 15 orphix and the rotations are 1 drop every 3 orphix, so 5 loot if we are lucky are all arcanes we have some 5.) for me it is a problem. which gives me very little desire to play it, so that I had to spend 15 - 20 hours on "Operation: Orphix Venom"
in my opinion it would be necessary to reduce the duration of the mission (rotation of all orphixes) and increase the loot.

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So the things I like so far:

  • The AI crew are surprisingly capable, especially the gunners. The pilots are a little lacking, but I don't exact them to have the same drifting capabilities as a human player. Overall an appreciated addition to the mode. 
  • The new skyboxes and tilesets are gorgeous. The sound design is superb as well. 
  • I actually like the railjack layout change, especially the removal of doors between the pilot and the guns/exit. Really improves the flow. 
  • Conceptually I like the addition of ground missions to railjack and the new ground enemy variants that come with. 
  • The ship being immune while every human player is in the primary objective is a great addition. 
  • The voice acting is fun. 

Some things I don't like so far:

  • The Corpus Ship Defense tileset is a pretty large and time consuming tileset with the main objective being in a room that forces enemies to take a very long time to get to the objective. This being added on top of doing any other tasks beforehand such as crewships and derelicts, unnecessarily stretches the mission out. Reworking the tile is more of a general tileset issue, though, and not intrinsic to the railjack variant.
  • The Orphix spawn rate in the new Orphix missions is too fast, especially solo. It quickly becomes overwhelming, even when using the meta tactics from Operation Orphix Venom. An adjustment to the rate would help this, especially if it adjusts somewhat based on number of players. 
  • There still isn't a lot of variety in railjack mission varieties. While cutting down on the number of skirmish nodes was a good choice, I think the newly pruned and lowered number of nodes means there isn't a lot of room for mission type reworks or expansion. Corpus missions only have three main types, Grineer only have one, and there is only one Sentient point of interest still (that I know of, I haven't been able to get the plating required to dig through Corpus veiljack yet). 
  • Everyone being forced to go into the primary objective. Between bugs locking people out of the airlock (which permanently locks you out of returning to the objective for some reason) and being unable to leave the ship or enter the objective if someone decides they don't wanna, requiring everyone on the objective feels like it can be a wrench in the flow of the mission. Allowing split teams, or at the very least letting people come and go, may help with flow.
  • AI crew doesn't really properly aim at objectives like security nodes and it would be helpful if they could. 

Some suggestions:

  • More mission variety for both factions. Corpus so far only have exterminate, defense, and volatile (Orphix is really just a ported event that could work on Grineer tilesets possibly and more sentient, anyway) and I think there is room for something like the Grineer skirmish assassinations or maybe a multi-target capture or a spy mission in railjack. I also think that the Grineer railjack missions deserve to have ground missions intermixed into their node options. Asteroid hangers could be a good place for an asteroid tileset defense, volatile could be fun to perform on Grineer technology, and exterminate is, well, exterminate. 
  • More sentient content. I really miss the sentient fighters from the space portion of Scarlet Spear and wish they would come back as permanent sentient nodes.
  • Crossfire missions. We already have Grineer v Corpus or Faction v Infested crossfires in the normal starchart, and I think that could be a good way to add some variety. Maybe even as rotating nodes similar to the sentient anomaly? 
  • Maybe add optional objectives for ship players to hit while others are inside an objective? Similar to the reactors on skirmish secondary objectives or the air support ship players could give ground players in the tennocon demos. Being optional would still allow for full away teams/solo play. 
  • Volatile would be fun as a normal starchart mission, perhaps as a Corpus version of Kuva Assault?
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