CBAROG Posted June 4, 2014 Share Posted June 4, 2014 Also, I'm not forcing you making Blitzes having teleport. It's up to you after all. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 4, 2014 Author Share Posted June 4, 2014 All of my yes. Maybe symbols should be on helmets? And maybe different Eximi belong to different members of the Board.For example, Frohd Bek invested into Blitz Eximus and has a private army of them. That was what I was thinking when I was editing my post. Add the symbols on the shoulders as well, so players can still admire them without facing them head-on (and probably would not have time to enjoy it anyway if they see it head-on due to the instant killing. Just a bit of eye candy for stealth as people are almost always grateful for the small things). Link to comment Share on other sites More sharing options...
Renegade343 Posted June 4, 2014 Author Share Posted June 4, 2014 (edited) Also, I'm not forcing you making Blitzes having teleport. It's up to you after all. No, it actually makes more sense and fits its description more. And speaking of cloaking, cloaking technology (5-6 cloaking period) for Corpus Snipers (disappear from the radar, even with Enemy Sense [except for Extermination]) and radar-scrambling for Ballistas (radius = 10m) (All regulators will just have attack speed + damage buff to all friendly units within range)! As both of them need a bit of stealth to survive and pick off their enemies, that would help them a bit towards their goal (although there will need to be more improvements to make them a viable enemy to fight against, instead of free XP [my goal of game design is to reward players for skill]). Edited June 4, 2014 by Renegade343 Link to comment Share on other sites More sharing options...
CBAROG Posted June 4, 2014 Share Posted June 4, 2014 Just like clan emblem on Warframe's shoulder. Would be nice. Link to comment Share on other sites More sharing options...
CBAROG Posted June 4, 2014 Share Posted June 4, 2014 No, it actually makes more sense and fits its description more. If you say so. (although there will need to be more improvements to make them a viable enemy to fight against, instead of free XP [my goal of game design is to reward players for skill]). When Corpus Snipers aim at you , there's a ray of light that becomes thicker as weapon charges. 2 seconds charge is enough to be a threat but still be avoidable (I'm bad with numbers so you are free to change it). As for Ballistas, maybe a sound of charging. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 4, 2014 Author Share Posted June 4, 2014 (edited) After watching and analysing The Profit trailer, I decided I will use the symbols tattooed/branded on the members of the Board's scalps to indicate the sub-faction the Crewman are aligned to (e.g.: Two lines with a small arch in between the gap to indicate that the Crewman wearing this symbol is under Alad V's army). Drawings for the symbols will be posted onto the original post on 2014-07-01. Edited June 4, 2014 by Renegade343 Link to comment Share on other sites More sharing options...
Renegade343 Posted June 4, 2014 Author Share Posted June 4, 2014 When Corpus Snipers aim at you , there's a ray of light that becomes thicker as weapon charges. 2 seconds charge is enough to be a threat but still be avoidable (I'm bad with numbers so you are free to change it). As for Ballistas, maybe a sound of charging. Corpus Snipers, yes. I think the Ballistas need something else other than charging (since they use bullets anyway, and given the appearance of the gun, I do not think there is any charging mechanism anywhere). I will think about this and place this on my to-do list of Warframe. Link to comment Share on other sites More sharing options...
CBAROG Posted June 4, 2014 Share Posted June 4, 2014 Oops, I forgot. Maybe smoke from shots? Link to comment Share on other sites More sharing options...
Renegade343 Posted June 4, 2014 Author Share Posted June 4, 2014 (edited) Oops, I forgot. Maybe smoke from shots? Maybe. Probably will start thinking about all of these (and my to-do list of Warframe improvements) after my SAT exams. Edited June 4, 2014 by Renegade343 Link to comment Share on other sites More sharing options...
CBAROG Posted June 4, 2014 Share Posted June 4, 2014 Good luck with them. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 5, 2014 Author Share Posted June 5, 2014 EDIT 10: A little suggestion for Melee 2.0! Link to comment Share on other sites More sharing options...
CBAROG Posted June 5, 2014 Share Posted June 5, 2014 (edited) "one press of R = pause, 2 presses of R = hold". I don't know how you came up with this idea. Why make the system even more sophisticated? When the answer is pretty simple. Heavy attacks that can only be used in combo. For example LMB LMB RMB - some finishing move. So you can't spam heavy attacks. And when you are not attacking you block with RMB. Nope, it won't work. Need some way to cancel the combo. Edited June 5, 2014 by CBAROG Link to comment Share on other sites More sharing options...
Renegade343 Posted June 5, 2014 Author Share Posted June 5, 2014 (edited) "one press of R = pause, 2 presses of R = hold". I don't know how you came up with this idea. Why make the system even more sophisticated? When the answer is pretty simple. Heavy attacks that can only be used in combo. For example LMB LMB RMB - some finishing move. So you can't spam heavy attacks. And when you are not attacking you block with RMB. It is not really making the system sophisticated, for one thing. From my experience and first hand observations of other players using melee (not watching videos, but actually sitting beside them and watching them play), the current mechanism of holding and pausing is difficult to execute in gameplay due to the speed of missions. I tested my method with the same group of players (via a very small computer program that shows what key is pressed), and I got better results with my proposed mechanism under similar conditions (in the form of percentage that a chosen combo can be successfully performed). Of course, the program cannot check for pauses, but I believe based on extrapolation of my data, I should obtain similar, if not the same, results. Edited June 5, 2014 by Renegade343 Link to comment Share on other sites More sharing options...
CBAROG Posted June 5, 2014 Share Posted June 5, 2014 Yeah, I know it's difficult to execute combos with pauses and holds. But still, it does make it sophisticated. Adding another key is not necessary. Just have block act as pause. And for hold, you just hold attack. I don't understand why you assign another key to it. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 5, 2014 Author Share Posted June 5, 2014 Yeah, I know it's difficult to execute combos with pauses and holds. But still, it does make it sophisticated. Adding another key is not necessary. Just have block act as pause. And for hold, you just hold attack. I don't understand why you assign another key to it. There is very little indication that whether or not your hold is successful as of this build (some combos can show at times, but it is difficult to determine whether or not the holding works), and the block acting as part of a combo feels buggy currently. Besides, I wrote down the R key (Reload key) in mind because it is not used when melee is equipped (just expanding on one key to make it feel a bit more at home with player habits) (So basically, the key used for reloading is now used to execute certain combos if melee is equipped, which is technically not assigning another key to it). Link to comment Share on other sites More sharing options...
CBAROG Posted June 5, 2014 Share Posted June 5, 2014 So in the end we haven't come to an agreement. But I will give feedback on your ideas anyway. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 5, 2014 Author Share Posted June 5, 2014 So in the end we haven't come to an agreement. But I will give feedback on your ideas anyway. It does not matter, as long as the discussion is civil and level-headed. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 6, 2014 Author Share Posted June 6, 2014 Shock Eximus V2.1 done and merged with EDIT 9. Link to comment Share on other sites More sharing options...
Warlord1400 Posted June 6, 2014 Share Posted June 6, 2014 My whine-thread https://forums.warframe.com/index.php?/topic/241774-obtaining-hydroid-the-lions-the-witch-and-the-wardrobe/#entry2805635 Link to comment Share on other sites More sharing options...
CBAROG Posted June 6, 2014 Share Posted June 6, 2014 My whine-thread https://forums.warframe.com/index.php?/topic/241774-obtaining-hydroid-the-lions-the-witch-and-the-wardrobe/#entry2805635 Could you delete it yourself? I don't want you get a warning point for spam. Link to comment Share on other sites More sharing options...
CBAROG Posted June 6, 2014 Share Posted June 6, 2014 Shock Eximus V2.1 done and merged with EDIT 9. Brilliant. I want it in game. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 6, 2014 Author Share Posted June 6, 2014 My whine-thread https://forums.warframe.com/index.php?/topic/241774-obtaining-hydroid-the-lions-the-witch-and-the-wardrobe/#entry2805635 What for? Link to comment Share on other sites More sharing options...
Renegade343 Posted June 8, 2014 Author Share Posted June 8, 2014 Gas Eximus and Radial Disarm modification is now added to the list of suggestions. Link to comment Share on other sites More sharing options...
CBAROG Posted June 8, 2014 Share Posted June 8, 2014 Gas Eximus seems interesting. But I don't play Loki, so I can't say anything about Radial disarm. Only that it's dangerous to use in solo. Link to comment Share on other sites More sharing options...
Renegade343 Posted June 8, 2014 Author Share Posted June 8, 2014 Gas Eximus seems interesting. But I don't play Loki, so I can't say anything about Radial disarm. Only that it's dangerous to use in solo. It is just that based on my brief gameplay using Loki and seeing Loki in Defence, I feel that the skill is borderline "press 4 to win", as the enemies slowly run with their batons in an attempt to whack at you. So, by changing the melee weapons held by enemies and giving them a last ditch charge effect (movement speed and attack damage buff), it will make less room for spamming and encourage more skilful usage. Link to comment Share on other sites More sharing options...
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