HolySoul77 Posted April 6, 2014 Share Posted April 6, 2014 With melee 2.0, everyone is happy and cant wait to test the new ninja moves and stuff. But something still concerns me, Warframe is described as a fast paced TPS, but my view of this description has changed over this 7 or 8 months(or a whole year...idk anymore) playing this game. For me ONLY THE PLAYERS are fast paced, looks like we are playing counter strike 1.6 and the enemies are playing ghost recon online...they hide more than attack and we just run around killing everyone and heading to objective and extraction.The AI in tight corridors hide (usually showing only their heads for convenient headshots) and at distance shoot like theres no tomorrow, missing almost all of the shots(they have terrible eyesight when you are in stealth mode (even if you are 10 meters in front of them), but when the alarms sound, they turn into bionic bald eagles, they still miss MOST of the shots, but can see you anywhere in the map. If you go mid-range, they will run and "hide" and they will start attacking or stay "hidden" for a while, and sometimes throw a grenade backwards or at the ceilling (looking at you lancers and crewman) and if you close the distance, they cant do much than shoot you or make that super elbow strike thats not really effective...what about butchers,scorpions,prod crewman and the infested dog-like-things? you can run, wait for the telegraphed attacks and just take a step back to see them miss every hit, you can repeat this process over and over and over and forever and they still wont hit you, because they dont have the ability to strike and run at the same time ....the only fast paced combat right now is against the stalker and phorid, also the G3, but if you have the ghost sentinel, you can kill them(G3) just with warframe powers, i did that twice and they still dont know what hit them...After the melee 2.0 what will be/should be the next big change for you guys? i think the AI needs some agressive/strategic thinking and better defensive positions... Link to comment Share on other sites More sharing options...
--GOOLOO_GOOLOO_GOOLOO-- Posted April 6, 2014 Share Posted April 6, 2014 We need enemies that are speedy and knock you everywhere and teleport and supa stuns and grab and throw you and stuff Link to comment Share on other sites More sharing options...
spysweeper242 Posted April 6, 2014 Share Posted April 6, 2014 Buffing Hek, Long live Vay Hek. Link to comment Share on other sites More sharing options...
unknow99 Posted April 6, 2014 Share Posted April 6, 2014 Totally! Let's introduce of Animations/Stealth/Parkour 2.0 :D After fixing and adding the things from all the previous devstreams, we definitely need more moves for everyone, 'cause after months of playing, the enemies seem too much predictable. We need enemies that are speedy and knock you everywhere and teleport and supa stuns and grab and throw you and stuff Hey, grab attacks are a great idea too! (for us tenno and the melee/heavy units) Link to comment Share on other sites More sharing options...
HolySoul77 Posted April 6, 2014 Author Share Posted April 6, 2014 We need enemies that are speedy and knock you everywhere and teleport and supa stuns and grab and throw you and stuff Agreed! since we can counter attack those moves, and i also forgot rollers...but they are kinda annoying....=/ Link to comment Share on other sites More sharing options...
DeccanTraps Posted April 6, 2014 Share Posted April 6, 2014 How about the next big thing being a move away from Big revolutionary changes that are victim to delays and seem to consume all attention, in favor of smaller evolutionary changes that leave time for balance fixes, performance boosts, and other quality of life issues to be added? Link to comment Share on other sites More sharing options...
Tienxia Posted April 6, 2014 Share Posted April 6, 2014 (edited) We need stronger, tougher, faster, and more complicated melee enemies. As is, melee enemies are a joke right now with their squishiness and slow movement. What we need is to make melee enemies into mini-bosses. To this effect, I propose that they... Be able to do Parkour Move 5 times as fast as they do currently Do 6x the damage they currently do Have more complicated melee attacks (grappling, heavy/light strike combos, sliding attacks, etc.) Be able to use incredibly fast pounces/dashes/teleports (a little bit faster than Excalibur's dash slash). With this, a player will feel terrifying "omg, wtf! RUNRUNRUNRUUUUUN, I'M GONNA DIIIIIEEEE!!!" fear when they spot a melee enemy, instead of just saying in their heads "Oh, one more free kill for my tally"as they do now. Edited April 6, 2014 by LangFu Link to comment Share on other sites More sharing options...
HolySoul77 Posted April 6, 2014 Author Share Posted April 6, 2014 We need stronger, tougher, faster, and more complicated melee enemies. As is, melee enemies are a joke right now with their squishiness and slow movement. What we need is to make melee enemies into mini-bosses. To this effect, I propose that they... Be able to do Parkour Move 5 times as fast as they do currently Do 6x the damage they currently do Have more complicated melee attacks (grappling, heavy/light strike combos, sliding attacks, etc.) Be able to use incredibly fast pounces/dashes/teleports (a little bit faster than Excalibur's dash slash). With this, a player will feel terrifying "omg, wtf! RUNRUNRUNRUUUUUN, I'M GONNA DIIIIIEEEE!!!" fear when they spot a melee enemy, instead of just saying in their heads "Oh, one more free kill for my tally"as they do now. Thats EXACTLY what i had in mind...but the 6x seems a little extreme...right now the flameblades take all of the shields, almost 700 in one hit...making it 6x would be insta-teleport-kill O.O..... but yes to everything else, also lets take a moment here to think about something...infested runners and chargers dont have mouth or teeth, they only use "hands" to attack...thats odd Link to comment Share on other sites More sharing options...
unknow99 Posted April 6, 2014 Share Posted April 6, 2014 We need stronger, tougher, faster, and more complicated melee enemies. As is, melee enemies are a joke right now with their squishiness and slow movement. What we need is to make melee enemies into mini-bosses. To this effect, I propose that they... Be able to do Parkour Move 5 times as fast as they do currently Do 6x the damage they currently do Have more complicated melee attacks (grappling, heavy/light strike combos, sliding attacks, etc.) Be able to use incredibly fast pounces/dashes/teleports (a little bit faster than Excalibur's dash slash). With this, a player will feel terrifying "omg, wtf! RUNRUNRUNRUUUUUN, I'M GONNA DIIIIIEEEE!!!" fear when they spot a melee enemy, instead of just saying in their heads "Oh, one more free kill for my tally"as they do now. Precisely. When I see a butcher I don't feel like he is a threat,my eyes only see his xp... More mid-bosses is also a good path. Link to comment Share on other sites More sharing options...
Deidaku Posted April 6, 2014 Share Posted April 6, 2014 It has to be parkour 2.0 Hubs Or this ; Recovery 1.0 https://forums.warframe.com/index.php?/topic/177682-de-i-know-youre-ultra-busy-with-20-but-i-hope-you-wont-forget-this/ Link to comment Share on other sites More sharing options...
Nampoosh Posted April 6, 2014 Share Posted April 6, 2014 Totally! Let's introduce of Animations/Stealth/Parkour 2.0 :D After fixing and adding the things from all the previous devstreams, we definitely need more moves for everyone, 'cause after months of playing, the enemies seem too much predictable. Hey, grab attacks are a great idea too! (for us tenno and the melee/heavy units) This sounded like a good idea until I imagined two napalms playing catch with a Tenno. I already hate getting stun locked by shield lancers and heavies. I hate it so much I run sure footed, fortitude AND handspring if I have enough room. Link to comment Share on other sites More sharing options...
neKroMancer Posted April 6, 2014 Share Posted April 6, 2014 A lot of room for improvement in the game. 1. Better AI for all factions with faction specific trait. 2. Infest overhaul. They are the most predictable of all factions since all they can do is run and try to melee space ninja armed with LMG and flamethrower. 3. Improvement for leader. 4. Better control for parkour. I hate flying through the air uncontrollably. 5. ODS fix for low spawn. 6. More sensible game mode. Sucking O2 out of Earth's surface in survival mission is absurd. Actually the whole narrative for survival is absurd. Why would you send mook with O2 tank only to be killed by these murderous ninjas when you can just wait for O2 to run out and collect their bodies later? Honorary mention to the Grineer powercore defense. How do we supposed to defense big &#! pillar in middle of the room without any kind of cover? (I mean I can do it but whoever asking is really a pain). Etc. Link to comment Share on other sites More sharing options...
Rawnrawn Posted April 6, 2014 Share Posted April 6, 2014 More sophisticated AI, nerf the bloody explosion weapons, directional and attack recovery from knock down (like in JKA) and hurm.....modelling your own missions! What I mean with sophisticated AI is that they set up traps for you. Instead of them all comming at you 3 by 3 in a corridor they locate a big room where they can set up an ambush and house a lot of troops and wait you out there, as soon as you step into the room they will lock it down and start blasting/slashing/pulverazing your buttocks. Link to comment Share on other sites More sharing options...
unknow99 Posted April 6, 2014 Share Posted April 6, 2014 (edited) More sophisticated AI, nerf the bloody explosion weapons, directional and attack recovery from knock down (like in JKA) and hurm.....modelling your own missions! What I mean with sophisticated AI is that they set up traps for you. Instead of them all comming at you 3 by 3 in a corridor they locate a big room where they can set up an ambush and house a lot of troops and wait you out there, as soon as you step into the room they will lock it down and start blasting/slashing/pulverazing your buttocks. Yes! When you look at it, their behaviour is just individual. Sometimes we haven't the feeling of fighting an organized grineer clone army. I would really get that if I see 3 or 4 shield lancers side by side advancing step by step to form a moving wall, or seeing a commander shouting orders like "Tenno ovar here! Faya!" and making signs... Edited April 6, 2014 by unknow99 Link to comment Share on other sites More sharing options...
HolySoul77 Posted April 6, 2014 Author Share Posted April 6, 2014 Yes! When you look at it, their behaviour is just individual. Sometimes we haven't the feeling of fighting an organized grineer clone army. I would really get that if I see 3 or 4 shield lancers side by side advancing step by step to form a moving wall, or seeing a commander shouting orders like "Tenno ovar here! Faya!" and making signs... they try to organize, but their grakatas only takes 1dmg of our shields, we just slash them away before they can do anything....they need better defensive positioning like ambushes for example, or attacking in a more organized way...also the elite lancers should act diferent than the regular ones, THEY ARE THE ELITE OF LANCERS FOR CRYING OUT LOUD!!! but htye do the same dumb things! each type of enemy should have his own tactics and when encounter a diferent squad, they should fuse tactics and create a new one both defensive and offensive Link to comment Share on other sites More sharing options...
InritusOO Posted April 6, 2014 Share Posted April 6, 2014 (edited) While the Grineer are primarily based on human wave tactics, I'd like to see some more squad composition and cooperation. There are brief glimpses of intelligence from the enemy, such as Grineer taking cover behind shield lancers, but those are often few compared to the many times when enemies run around in circles because they can't decide which piece of cover they should go behind. Corpus already show some synergy with their ospreys, but more cooperation would make them a lot more fierce. For example, a bunch of crewmen distracting you while a shielded shockwave moa sneaks up and throws you out to be converted into swiss cheese would be nice. Of course, the primary problem at the moment with enemy AI is that they die too quickly to execute any of these fancy stratagems. So until they get beefed up a bit and not die the moment we so much as look at them, any intelligence we add to them will be for naught. Also, as much as people will probably hate me for this: If the enemies don't get buffed a bit, then the only alternative to "smart difficulty" would be to add more suppression and knock down units, as those are the only things that give them a fighting chance at the moment. Edited April 6, 2014 by InritusOO Link to comment Share on other sites More sharing options...
notHunky Posted April 6, 2014 Share Posted April 6, 2014 We need stronger, tougher, faster, and more complicated melee enemies. As is, melee enemies are a joke right now with their squishiness and slow movement. What we need is to make melee enemies into mini-bosses. To this effect, I propose that they... Be able to do Parkour Move 5 times as fast as they do currently Do 6x the damage they currently do Have more complicated melee attacks (grappling, heavy/light strike combos, sliding attacks, etc.) Be able to use incredibly fast pounces/dashes/teleports (a little bit faster than Excalibur's dash slash). With this, a player will feel terrifying "omg, wtf! RUNRUNRUNRUUUUUN, I'M GONNA DIIIIIEEEE!!!" fear when they spot a melee enemy, instead of just saying in their heads "Oh, one more free kill for my tally"as they do now. I think it was implied in a devstream that some shipyard heavy melee enemies would be implimented? With that being said, it would be interesting if we had something like a tanky melee enemy that rages similar to a Fleshpound or something. Link to comment Share on other sites More sharing options...
HolySoul77 Posted April 7, 2014 Author Share Posted April 7, 2014 While the Grineer are primarily based on human wave tactics, I'd like to see some more squad composition and cooperation. There are brief glimpses of intelligence from the enemy, such as Grineer taking cover behind shield lancers, but those are often few compared to the many times when enemies run around in circles because they can't decide which piece of cover they should go behind. Corpus already show some synergy with their ospreys, but more cooperation would make them a lot more fierce. For example, a bunch of crewmen distracting you while a shielded shockwave moa sneaks up and throws you out to be converted into swiss cheese would be nice. Of course, the primary problem at the moment with enemy AI is that they die too quickly to execute any of these fancy stratagems. So until they get beefed up a bit and not die the moment we so much as look at them, any intelligence we add to them will be for naught. Also, as much as people will probably hate me for this: If the enemies don't get buffed a bit, then the only alternative to "smart difficulty" would be to add more suppression and knock down units, as those are the only things that give them a fighting chance at the moment. but DE have to be very carefull to not make the same mistake they made when the mod system changed...people could not find the redirection mod easily and started to complain that the enemies were TOO powerfull. Beefing up the enemies is a very dangerous job that requires tons of thinking and balance, you have to think about the new players that will struggle a lot and the old players that will like the challenge or dislike because they like to kill puppies all day long. But thats the spirit, we cant have better AI if we just sweep the whole map in 10 seconds Link to comment Share on other sites More sharing options...
Aggh Posted April 7, 2014 Share Posted April 7, 2014 Considering that they pushed the focus system up to u14, it's prolly getting expanded. Maybe a focus (lol) on more endgame and hopefully on new user experience? Link to comment Share on other sites More sharing options...
CapnFusterCluck Posted April 7, 2014 Share Posted April 7, 2014 A lot of room for improvement in the game. 1. Better AI for all factions with faction specific trait. 2. Infest overhaul. They are the most predictable of all factions since all they can do is run and try to melee space ninja armed with LMG and flamethrower. 3. Improvement for leader. 4. Better control for parkour. I hate flying through the air uncontrollably. 5. ODS fix for low spawn. 6. More sensible game mode. Sucking O2 out of Earth's surface in survival mission is absurd. Actually the whole narrative for survival is absurd. Why would you send mook with O2 tank only to be killed by these murderous ninjas when you can just wait for O2 to run out and collect their bodies later? Honorary mention to the Grineer powercore defense. How do we supposed to defense big &#! pillar in middle of the room without any kind of cover? (I mean I can do it but whoever asking is really a pain). Etc. 1. Gonna be pretty hard. 2. Infested are infested. They are mindless creatures that only seek to consume. They don't think tactically, and never will. 3. Leaders need to be buffed. Except Mag Leaders (sap energy and shields? No thank you.) 4. How else do you expect to fly through the air? We're not birds. 5. ... I don't know how to respond to this, considering I couldn't give less of a crap about Burston Prime. 6. Tenno always find a way. Link to comment Share on other sites More sharing options...
Rawnrawn Posted April 7, 2014 Share Posted April 7, 2014 but DE have to be very carefull to not make the same mistake they made when the mod system changed...people could not find the redirection mod easily and started to complain that the enemies were TOO powerfull. Beefing up the enemies is a very dangerous job that requires tons of thinking and balance, you have to think about the new players that will struggle a lot and the old players that will like the challenge or dislike because they like to kill puppies all day long. But thats the spirit, we cant have better AI if we just sweep the whole map in 10 seconds I would say make enemies more quality rather than quantity, right now there are massive fps issues on survival for any faction when there is a buckload of enemies trickling in, but each are so easy to dispatch. I would at least say beef up the standard grineer units (troopers and lancers) to be much more durable than chargers or moas, grineer used to be the faction with the most quality troops (and less of a horde) but they seem to have brought each factions mook pretty much to the same standards. Link to comment Share on other sites More sharing options...
HolySoul77 Posted April 7, 2014 Author Share Posted April 7, 2014 I would say make enemies more quality rather than quantity, right now there are massive fps issues on survival for any faction when there is a buckload of enemies trickling in, but each are so easy to dispatch. I would at least say beef up the standard grineer units (troopers and lancers) to be much more durable than chargers or moas, grineer used to be the faction with the most quality troops (and less of a horde) but they seem to have brought each factions mook pretty much to the same standards. ye, its kinda sad to see all the factions being thrown at the same bowl, they are all zerglings now, just swarm you with bullets and try to go hide somewhere Link to comment Share on other sites More sharing options...
Killerdude8 Posted April 7, 2014 Share Posted April 7, 2014 We need enemies that are speedy and knock you everywhere and teleport and supa stuns and grab and throw you and stuff God no, No more knockdowns, Please, No more knockdowns... Link to comment Share on other sites More sharing options...
HolySoul77 Posted April 15, 2014 Author Share Posted April 15, 2014 even with the melee 2.0 live, i think the idea of this topic is still alive for discussion Link to comment Share on other sites More sharing options...
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