SevenLetterKWord Posted February 11, 2014 Share Posted February 11, 2014 (edited) Original: The Phage's beam focusing is jumpy. The Phage immediately goes to full spread if the focused beam is interrupted. (Jump, roll, run, trigger release, etc.) Instead of that, let's attach a simple persistent focus variable. At focus = 0, the beam is fully unfocused. At focus = 1, the beam is fully focused. The focus variable should increase gradually (per timeframe) while the weapon is aimed. The focus variable should decrease gradually at all other times. This would make gameplay with the Phage smoother and more intuitive. (And possibly more realistic. Not sure how realistic you can get with laser tentacle molestation, though.) Addendum: Currently, the Phage starts unfocused and becomes focused while the weapon is being aimed and fired. Interrupting the aim will prevent further focusing, but will not reset the focus. Interrupting the continuous fire will cause the focus to be reset. Let's talk about the hypothetical gameplay experience this proposition would produce. The Phage focuses when aimed. Whether or not the weapon is currently being fired would be irrelevant. Focusing is completely independent of firing. If the user is aiming, the Phage is focusing. At all other times, the Phage is gradually defocusing. Theoretically, the user could aim, wait for the Phage to focus, and then begin to fire with the beams fully focused. If the user performs a quick roll or jump, the Phage would gradually defocus while this occurs. Thereafter, the Phage could resume fire at partial focus. (If not aimed, the Phage would slowly defocus while firing.) Ideally, the rate of defocusing would be slightly slower than the rate of focusing. Pseudocode: if aiming then increase focus else decrease focus end Note that firing is not the same as the trigger being held down. The trigger could be held down during a roll, but the Phage wouldn't be firing. (The same applies for aiming.) Alternative: The Phage's beam focusing is jumpy. The Phage immediately goes to full spread if the focused beam is interrupted. (Jump, roll, run, trigger release, etc.) Instead of that, let's attach a simple persistent focus variable. At focus = 0, the beam is fully unfocused. At focus = 1, the beam is fully focused. The focus variable should increase gradually (per timeframe) while the weapon is aimed. The focus variable should decrease gradually while the Phage is inactive (not currently firing). (If the Phage is not being aimed but is being fired, then the focus variable should not change. This means that a focused beam can be held outside of aiming.) This would make gameplay with the Phage smoother and more intuitive. (And possibly more realistic. Not sure how realistic you can get with laser tentacle molestation, though.) Addendum: Currently, the Phage starts unfocused and becomes focused while the weapon is being aimed and fired. Interrupting the aim will prevent further focusing, but will not reset the focus. Interrupting the continuous fire will cause the focus to be reset. Let's talk about the hypothetical gameplay experience this proposition would produce. The Phage focuses when aimed. Whether or not the weapon is currently being fired would be irrelevant. Focusing is completely independent of firing. If the user is aiming, the Phage is focusing. While inactive, the Phage is gradually defocusing. Theoretically, the user could aim, wait for the Phage to focus, and then begin to fire with the beams fully focused. If the user performs a quick roll or jump, the Phage would gradually defocus while this occurs. Thereafter, the Phage could resume fire at partial focus. (The Phage would maintain its current focus even if not aimed.) Ideally, the rate of defocusing would be slightly faster than the rate of focusing. Pseudocode: if aiming then increase focus else if not firing then decrease focus end Note that firing is not the same as the trigger being held down. The trigger could be held down during a roll, but the Phage wouldn't be firing. (The same applies for aiming.) By the way, BBCode color formatting borks if layered inside spoiler tags. Edited February 13, 2014 by Knaimhe Link to comment Share on other sites More sharing options...
TheSeannachaidh Posted February 11, 2014 Share Posted February 11, 2014 Good suggestion! :) Link to comment Share on other sites More sharing options...
Namacyst Posted February 11, 2014 Share Posted February 11, 2014 Easy fix would be letting fire rate increase focus time like on the Drakgoon. Link to comment Share on other sites More sharing options...
Hooride Posted February 11, 2014 Share Posted February 11, 2014 It works as is. Link to comment Share on other sites More sharing options...
Phoenix86 Posted February 11, 2014 Share Posted February 11, 2014 good suggestion, support it Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted February 11, 2014 Author Share Posted February 11, 2014 (edited) Easy fix would be letting fire rate increase focus time like on the Drakgoon. I don't mind the focus time. That has nothing to do with what I'm saying here. Okay, wait, it's also about the Phage. But aside from that, nothing. It works as is. The point is that it could work better. Edited February 11, 2014 by Knaimhe Link to comment Share on other sites More sharing options...
Mr.ominous Posted February 12, 2014 Share Posted February 12, 2014 This is a great suggestion. Any time a phage user slides, sprints, climbs, or really does anything besides walk, the beam needs to be focused again. Warframe is based on agility at its core, and the phage hampers agility a ton. This change would be simple, and would add only a little bit more strength while increasing the "fun factor" dramatically. +1 Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted February 12, 2014 Author Share Posted February 12, 2014 (edited) This is a great suggestion. Any time a phage user slides, sprints, climbs, or really does anything besides walk, the beam needs to be focused again. Warframe is based on agility at its core, and the phage hampers agility a ton. This change would be simple, and would add only a little bit more strength while increasing the "fun factor" dramatically. +1 Whether the Phage becomes more "powerful" or not is irrelevant. The focusing speed could easily be reduced to compensate. I just don't want jumpy beams. Edited February 12, 2014 by Knaimhe Link to comment Share on other sites More sharing options...
LazyKnight Posted February 12, 2014 Share Posted February 12, 2014 Are you suggesting something similar to what the wind-up weapons do, where they hold their spin briefly before it resets? Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted February 12, 2014 Author Share Posted February 12, 2014 Are you suggesting something similar to what the wind-up weapons do, where they hold their spin briefly before it resets? Somewhat. Actually, the accelerative firing of those weapons suggests that the programming mechanism necessary to support this feature already exists. Link to comment Share on other sites More sharing options...
rhoenix Posted February 12, 2014 Share Posted February 12, 2014 I'll give +1 to the OP for this. I really do like the Phage, but the focusing of the beams right now does work a bit strangely due to how the focus completely resets if you stop firing. Link to comment Share on other sites More sharing options...
LurkenLurker Posted February 12, 2014 Share Posted February 12, 2014 use tainted shell and tighten the spread the gun works fine as is Link to comment Share on other sites More sharing options...
LazyKnight Posted February 12, 2014 Share Posted February 12, 2014 (edited) -Snipe- It would likely require giving it an animation sequence for the emitter to slowly reset, I am sure it wouldn't be hard to fix. Sounds like a good idea, +1 for your suggestion. Edited February 12, 2014 by LazyKnight Link to comment Share on other sites More sharing options...
SevenLetterKWord Posted February 12, 2014 Author Share Posted February 12, 2014 (edited) use tainted shell and tighten the spread the gun works fine as is Pay attention. I'm not talking about the initial spread. It's interesting that someone called "LurkenLurker" still needs to lurk moar. It would likely require giving it an animation sequence for the emitter to slowly reset, I am sure it wouldn't be hard to fix. Sounds like a good idea, +1 for your suggestion. Yep, it would literally just be the current focusing animation in reverse. Edited February 12, 2014 by Knaimhe Link to comment Share on other sites More sharing options...
[DE]JohnnyBoomstick Posted February 12, 2014 Share Posted February 12, 2014 It was like that initially...i will look into it, thanks! Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted February 12, 2014 Share Posted February 12, 2014 super +1 OP exactly how it should work IMHO Link to comment Share on other sites More sharing options...
-10no-Dark Posted February 12, 2014 Share Posted February 12, 2014 It was like that initially...i will look into it, thanks! Cool! Thanks. Link to comment Share on other sites More sharing options...
Toom1275 Posted February 12, 2014 Share Posted February 12, 2014 Would be a really nice thing to have around, especially because of short sprints and that evil auto-roll force it to stop firing. Link to comment Share on other sites More sharing options...
Sedant Posted February 12, 2014 Share Posted February 12, 2014 (edited) Add vicious spread to it and do so much damage spread doesn't really matter much. At the 60 minute mark in ODS I usually prefer a slightly wider spread to deal more effectivly with Infested. My phage damage also adds up to about 12000 with 2 different elemental combos and an additional elemental effect, but I just find it works better like this or 75-90% focused. Granted focused headshots on level 75+ heavy gunners crit for like 40k, it is situational what will really work for you. Edited February 12, 2014 by Sedant Link to comment Share on other sites More sharing options...
Agent_of_Change Posted February 12, 2014 Share Posted February 12, 2014 I'm not sure I really want the Phage to be Auto-focusing to a point if that's what the Op is suggesting. part of the appeal/utility of the phage to me is being able to actively and preciously control the spread on the fly to deal with hordes/single targets. If we can keep that a bit make it a bit smoother that would be ideal. Link to comment Share on other sites More sharing options...
Llyssa Posted February 12, 2014 Share Posted February 12, 2014 Wait, so if I aim to focus the phage, I have to *keep aiming* to keep it focused, instead of being able to sweep across enemies now that it's been focused? Why would I want that? As-is, you get extreme control over how tight the beam is. Focus it in, if you need to unfocus it, stop firing. It's great. Also, I imagine it as more realistic for a biological weapon--the "fingers" squeeze in when you force them to, and when you release, it's like opening a hand--immediate. Whilst, mechanical things would be forced to only travel back through their pre-set phases(like what you describe). I really hope they keep it as-is, that would be a really lousy change. Link to comment Share on other sites More sharing options...
Relkin408 Posted February 12, 2014 Share Posted February 12, 2014 The Phage Lord has spoken to me - it demands this. The Phage Lord also demands more sacrifices for its laser tentacles to caress to death. Link to comment Share on other sites More sharing options...
LazyKnight Posted February 12, 2014 Share Posted February 12, 2014 -Snipe- I wouldn't want to have to hold the aim key all the time either, after focus is established it shouldn't be lost till the fire trigger is released. The only thing that bother me is how rapidly the emitter bounce back after the trigger is released, and the fingers should not release faster than they squeeze because it looks wrong. Link to comment Share on other sites More sharing options...
Llyssa Posted February 12, 2014 Share Posted February 12, 2014 Has anyone actually tried closing their fingers together slowly and then opened their hand? It's pretty hard to open slowly. Link to comment Share on other sites More sharing options...
November.Terra Posted February 12, 2014 Share Posted February 12, 2014 (edited) Has anyone actually tried closing their fingers together slowly and then opened their hand? It's pretty hard to open slowly. The problem with that argument is that the phage is not a human hand. It's a weapon/machine. Two entirely different structures. Besides this adds more to the ammo efficiency... although it's already pretty good even without maxed ammo mutation. And you SHOULD still be able to fire while it's focusing and sweep when it's focused already, like as it is now... well, hopefully. Edited February 12, 2014 by November.Terra Link to comment Share on other sites More sharing options...
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