Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Archwing - What It Needs To Be Played


gkuoni
 Share

Recommended Posts

To start off, the reason this is in General, is because it is talking about a general feedback overview of everything Archwing related, such as: Map, mods and even level gain. It will include some concepts but most of those are concepts reflecting on things that I feel are missing while playing Archwing (aka feedback on the existing).

 

If any of the moderators or Admins believes that this topic belongs elsewhere, please feel free to place this post where you believe it belongs.

 

Quality of life changes:

 

This section is all about how Archwing is not rewarding and needs changes such as more XP or faster missions, etc.

- Either add another 50% XP gain or double the amount you get. There is no way to level Archwing efficiently and the missions take too long for what the game mode is worth. Archwing itself already has a huge difficuly scaling towards the later levels, so having to farm for levels should be something that isn't a hassle. (Leveling for 2 levels by doing 25 minutes of archwing with a booster is the current system). {gkuoni} - and a lot of other people

 

- make all rare resources more common in archwing, expand weapon part loot tables, give massive junks of credits and fusion cores would be good way to go too. {SofeSNBR} - and a lot of other people

 

The map:

 

This section is all about the map of Archwing and how it could be improved upon.

General:

- All missions need to have more drop chance of materials (especially Telerium), drop more credits, give more mods, have a drop chance for weapons and a lot of other additions. - A lot of people suggest this

 

Grineer Tilesets:

- Some Asteroids in the grineer Tileset need to drop quite a lot of one resource that are from the resources that the planet contains when destroyed (some Asteroids are destroyable btw). This will only occur with around 2-5 asteroids per run and the rarer a resource is the less likely it will drop. Doing this will allow for a somewhat efficient alternative to having a nekros farm on solid ground. It will also give Archwing a bit more purpose. {gkuoni}

 

Corpus Tilesets:

- Loot rooms or Loot crates, that the Corpus have left there to pick up and send throughout the galaxy. These are 'hidden' within some areas of the Corpus tilesets, where you can destroy/open the crates/caches and collect the resources/loot it gives. They work similarly to the Asteroids from the grineer tileset suggestion I made before. It doesn't need to only be resources, it could also be whatever works such as parts or blueprints aswell. {gkuoni}

 

- A fun addition could be that when you blow out the windows on a corpus ship there is actual suction that can pull you out into space (which of course you can prevent by not standing too close to the windows and moving against it (the console would probably have to be in a place where you cant be sucked out)) and if you get sucked out Ordis admonishes you, pops your Archwing on you and you have the option to fly back in or circumvent a part of the level by flying outside the ship and finding another entry point. {sickness24}

 

Mission types:

 

This section is all about the improvements old missions could obtain and adding on new missions to improve the gameplay.

New missions:

- Escort: Escort friendly ship from point A to point B. Use large open space area for this mission. {SofeSNBR}

 

- Destroy: Attack against grineer/corpus ship. Similar to that eyes of blight event, but this time against those grineer ships you see background in grineer interseption and those corpus ships what you see from liset. Naturally these ships are protected by regular mobs and ships itself can fire rockets, lasers etc at you and are supported by other ships too. Find weakpoints of their shields and then find weakpoints of hulls to make a breach. {SofeSNBR}

 

- Ground to air/air to ground: Just make quest mission avaible for starchart and make another mission out of it, but reverse it.{SofeSNBR}

 

-Orokin void destroy: Fly in the void space, find neural sentry(or part of it) and destroy it. {SofeSNBR}

 

- Free Roam. Would require much more work, but the missions are so open and fun to fly around, having objectives feels so limiting. {EchoesOfRain}

 

- Fast Paced. This is mainly a personal request, but I want a mission where you're quickly escaping something at high speeds rather than dash, stop and shoot, dash, stop and shoot, etc. For example, being on a corpus ice tileset, and before you can make it to extraction Lotus suddenly orders Ordis to drop the Archwing in and tells you to escape ASAP. Turns out there's a giant monster under the ice and breaking through, and you have to use Archwing to fly away as it chases after you. {EchoesOfRain}

 

 

More sections to be added soon!

 

This topic is long from done. It will be updated with new ideas whenever I have the time and I will mention ideas from people who post their ideas in this topic aswell, while giving them full credit for the idea (with {NAME}). So with that, comment away on your thoughts, ideas, views and feedback on Archwing and this topic. Also, if you are posting a suggestion that you want to be added to this post, please mention that by saying in your post something like this: (add this/ improving upon this/ etc).

 

Edit:

Wow, never thought this would make it into community hot topics, thanks everyone ^.^

Edited by gkuoni
Link to comment
Share on other sites

Something I'd really love to see implemented would be a kind of free roam mode, where you simply jump out of your Orbiter/Liset with your archwing and fly around to collect resources. Another fun thing that expands upon that could be that there are Grineer or Corpus ships flying around the area that we can enter and loot.

 

But those suggestions are pretty nice! Did most of my leveling with the Ogma Elite Tac. alert, but I've not been able to get my Itzal up to rank 30 yet since that alert is long gone...

Link to comment
Share on other sites

I love Archwing :D

 

 

and the new boss is going to make it amazing! >_<

The biggest problem about Archwing is that it's just there. There is no real incentive to play Archwing and thus when people are forced to use their low leveled gear against some challenges they complain about it being bad.

Link to comment
Share on other sites

Imo all that archwing needs to be played is

1)more content

2)allowing it to be playable without ever touching ground combat

3)reduction of grind

 

I warned community and de what will become of archwing, either it woud outshine ground combat or it wouldnt be played cause de wont be able to put equal amount of care about it and ground combat without either suffering and even though i love mechanics on archwing i dont play it simply because theres nothing else for me to do there except lvling mods and this is done more efficiently on ground combat.

Edited by Davoodoo
Link to comment
Share on other sites

I agree on the exp front completely. It's way too tedious to level anything in there, and we don't have that much stuff for our lifters to begin with.

 

Archwing needs way way way more content to even be back on anyone's radar. 

 

Which brings me to a huge concern i have since the last devstream. They said that the golem rework is going to be a raid. Which means, the only actual content archwing would be getting since its release will be essentially gated away from a large chunk of players (i'm sure i'm not the only one that has no desire to deal with everything organizing a raid brings with it, not in warframe in any case) .

 

Archwing imho cannot afford to segment it's already micro-sized playerbase even further. It needs good content and a good amount of it too, this raid thing basically means archwing gets no new content yet again for me.

 

It saddens me that archwing went the way of the kubrows, forgotten and neglected since it's initial release.

Edited by belcebub
Link to comment
Share on other sites

Some lesser discussed issues with archwing:

1. You don't start with one, you have to do a quest. You can't jump right in so by the time you get one you already have a rhythm down and doing any archwing breaks this.

2. The starter archwing is utter trash. Odonata starts off people who are new to archwing with a bad taste of futility. The abilities are useless, shield is the only decent skill. In comparison starter Warframes are still used (prenerf excal).

3. Power seem lame. When you compare powers to Warframes who can clear whole rooms, charge enemies and a variety of other things Archwing feels underwhelming. Ultimates are rarely used since they don't compare to warframe ultimates. Obviously DE doesn't want more "4towin" but the difference turns people away.

These in addition to lack of content for arch are my main issues.

Link to comment
Share on other sites

The reason of Archwing being not too popular is the fact that you can obtain there items that are not tradeable. All knows that it's always good to play hard for profit.

 

2. The starter archwing is utter trash. Odonata starts off people who are new to archwing with a bad taste of futility. The abilities are useless, shield is the only decent skill. In comparison starter Warframes are still used (prenerf excal).

Can't agree wtih this one. Odonata is great Archwing; the only weak point of it is 3rd skill - rockets deal pitiful dmg to high lvl enemies. But 2nd skill is absolutely amazing.

Link to comment
Share on other sites

There's no point to playing Archwing because it doesn't help you progress with the rest of the game. Yeah, sure, I'll run it once or twice for fun, then never touch it again. 

 

If archwing missions rewarded valuable stuff (prime parts, rare stances, bigger chance at o-cells/neural sensors/neurodes) everybody would be playing them. 

Link to comment
Share on other sites

I so agree with exp gain... its so tedious, combine that leveling speed with level/mission variety  what currently have is big turn off. Also what is the point hiding all new weapons behind horrible grindwalls? Speaking off said grindwalls, why wont they expand weapon exe rewards to grineer exe's as well?

 

Adding some new missions like:

 

Escort: Escort friendly ship from point A to point B. Use large open space area for this mission.

 

Destroy: Attack against grineer/corpus ship. Similar to that eyes of blight event, but this time against those grineer ships you see background in grineer interseption and those corpus ships what you see from liset. Naturally these ships are protected by regular mobs and ships itself can fire rockets, lasers etc at you and are supported by other ships too. Find weakpoints of their shields and then find weakpoints of hulls to make a breach.

 

Ground to air/air to ground: Just make quest mission avaible for starchart and make another mission out of it, but reverse it.

 

Orokin void destroy: Fly in the void space, find neural sentry(or part of it) and destroy it.

 

Also regulars: increase exp gain, make all rare resources more common in archwing, expand weapon part loot tables, give massive junks of credits and fusion cores would be good way to go too.

Link to comment
Share on other sites

There's no point to playing Archwing because it doesn't help you progress with the rest of the game. Yeah, sure, I'll run it once or twice for fun, then never touch it again. 

 

If archwing missions rewarded valuable stuff (prime parts, rare stances, bigger chance at o-cells/neural sensors/neurodes) everybody would be playing them. 

But then you arent playing archwing because you want to play archwing, you play since it gives reward for other game mode which turns it into tedious step in progression which everyone wants to skip.

 

Poor design imo.

Link to comment
Share on other sites

Archwing-Warframe connection. Despite which frame we choose, there's absolutely no difference in gameplay at all.

 

Free Roam. Would require much more work, but the missions are so open and fun to fly around, having objectives feels so limiting

 

Fast Paced. This is mainly a personal request, but I want a mission where you're quickly escaping something at high speeds rather than dash, stop and shoot, dash, stop and shoot, etc. For example, being on a corpus ice tileset, and before you can make it to extraction Lotus suddenly orders Ordis to drop the Archwing in and tells you to escape ASAP. Turns out there's a giant monster under the ice and breaking through, and you have to use Archwing to fly away as it chases after you

Link to comment
Share on other sites

Can't agree wtih this one. Odonata is great Archwing; the only weak point of it is 3rd skill - rockets deal pitiful dmg to high lvl enemies. But 2nd skill is absolutely amazing.

4th skill is trash. Pushes enemies away.... Its actually a bad thing to use in Interception since it doesn't (at least when I played Odonata) break their connection to the terminal so they can still capture it and now they are further away from you. Second skill never worked for me, hellions still wreck me when I use the flares. First skill is pretty useful, but that's it. Homing missiles do damage to yourself if they explode close to you. Plus they don't home in well, or maybe the enemy is out of range, which is annoying.

 

I guess I could better phrase it. Odonata is a little less straight forward. I compare it to a Loki, where there are situational skills. I'm not sure if there is an Archwing that would be a good starter one right now. I think Iztal is the most fun in a simple way, but that is likely just be my play style.

Edited by Lightsmith
Link to comment
Share on other sites

Just saw the community hot topics. The free roam maps sound awesome. With the possible inclusion of more planets and moons, we could use the archwing as a method of transport to get between moons of planets, or conduct random assaults on Grineer/Corpus ships. Possibly explore hidden corners of the system.

 

Imagine, a group of tenno in their archwings cloaked in deep space, laying in wait for a Grineer military transport. The tenno can disable the ship from the outside and then infiltrate the ship. This may be too similar to how it works with the Liset though.

 

Personally, I think this would be awesome.

Link to comment
Share on other sites

I think that we should be able to bring our normal weapons to Archwing (excluding ones that don't make sense such as Ignis) and Archwing weapons become available in normal gameplay as heavy weapons. That might create the link between gameplay that people seek.

Link to comment
Share on other sites

I think that we should be able to bring our normal weapons to Archwing (excluding ones that don't make sense such as Ignis) and Archwing weapons become available in normal gameplay as heavy weapons. That might create the link between gameplay that people seek.

What a lot of people want and what DE is supposedly working on is being able to move from archwing to normal mode and back again in such a way that it makes sense. One thing that is clear is that we're going to get it update 17 or before, because that's when they said that this feature will be used in the raid that's coming out update 17.

 

Also your suggestion would cause a lot of balancing and gameplay issues. creating a link the way you stated, would not work as well as you might think. Archwing weapons are 'designed' to work in space, same as normal weapons are meant to function on the ground. Any weapon with travel time, damage fall off, or limited range would already not be useful. There are exceptions such as Drakgoon and Opticor however. This would already take out these primary weapons:

Amprex, Attica, Boar, Boar Prime, Boltor, Boltor Prime, Buzzlok, Cernos, Dera, Dread, Flux Rifle, Glaxion, Hek, Ignis, Kohm, Miter, Paris, Mutalist Quanta, Ogris, Panthera, Paracyst, Paris Prime, Penta, Phage, Quanta, Quanta Vandal, Sobek, Strun, Strun Wraith, Supra, Synapse,Tigris, Tonkor, and Torid

 

This is also only listing those primaries that wouldn't work well.This basically means that most of the weapons are useless against archwing enemies because you don't want to get too close to them, meaning that you need to fire from a distance.

Edited by gkuoni
Link to comment
Share on other sites

What a lot of people want and what DE is supposedly working on is being able to move from archwing to normal mode and back again in such a way that it makes sense. One thing that is clear is that we're going to get it update 17 or before, because that's when they said that this feature will be used in the raid that's coming out update 17.

 

Also your suggestion would cause a lot of balancing and gameplay issues. creating a link the way you stated, would not work as well as you might think. Archwing weapons are 'designed' to work in space, same as normal weapons are meant to function on the ground. Any weapon with travel time, damage fall off, or limited range would already not be useful. There are exceptions such as Drakgoon and Opticor however. This would already take out these primary weapons:

Amprex, Attica, Boar, Boar Prime, Boltor, Boltor Prime, Buzzlok, Cernos, Dera, Dread, Flux Rifle, Glaxion, Hek, Ignis, Kohm, Miter, Paris, Mutalist Quanta, Ogris, Panthera, Paracyst, Paris Prime, Penta, Phage, Quanta, Quanta Vandal, Sobek, Strun, Strun Wraith, Supra, Synapse,Tigris, Tonkor, and Torid

 

This is also only listing those primaries that wouldn't work well.This basically means that most of the weapons are useless against archwing enemies because you don't want to get too close to them, meaning that you need to fire from a distance.

I think a better solution would just be to allow Archwing items (the archwing itself, and weapons) to draw from the core mod pool that our original frames and weapons work from. It isn't the most ideal solution for repairing the poor state of connection archwing currently hold with the rest of the game, but given that as you've stated a archwing is not geared in a way non-archwing weapons would be very effective, it's the best solution offered (at least that i can currently think of) and can at least somewhat bridge the large gap between archwing and the rest of the game. I mean at least they then have something reasonable in common instead of just artistic style and combat mechanics.

 

Or, it just occurred to me, DE could invent some kind of holster sort of doo-dad for Archwing that just amplifies aspects of normal gameplay weapons (improves range, travel time, damage fall-off, etc) so that they are viable for the sheer size of those maps. I'm not sure if that would be much of a hassle for the team, I haven't thought much on the math of such an ordeal, but it would certainly be a start to bridging the gap between archwing and warframe. 

 

Either or I honestly hope one of them could arrive before we wind up with the normal to archwing mission events, because so long as this feeling of disparity is going on with archwing people will only be further displeased with more forced archwing situations. Archwing really needs to be kept entirely optional/an extra until DE finds a way to bridge the gap between gameplays, otherwise it just winds up making people feel forced to play something they don't want to. (It's already how I feel with us getting non-archwing items that require archwing exclusive materials)

 

Gradually, after Archwing gets all it's needed improvements however, random events like being shot out into space/archwing during a casual extermination or the like would probably be quite fun. I genuinely feel like we need more situation like that in general, where you start with one mission and a situation arises that changes your objective, keeps things interesting. 

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...