cromignon Posted June 6, 2016 Share Posted June 6, 2016 Anyhow, the Grineer Ramparts. Nerf their damage output. Lock their swivel bases to a 180* turn radius. Restore punch-through damage to it. Remove the invulnerability to the front face of it. Make the AI hesitant to use them. Limit the number of these things spawned in a 300m radial area. Something. ANYTHING. Nothing is worse than being mobbed my five Arid Hellions, three Heavy Gunners, and a Hyekka Master, just barely tanking all the damage they're whaling on you, then WHAM!, you're never gonna dance again because a grunt just crawled into a Rampart and shot your legs out from under you. Link to comment Share on other sites More sharing options...
-Levian- Posted June 7, 2016 Share Posted June 7, 2016 True their damage output is high. But if u move around they cant hit u. as far as i c this Ramparts. i dont find a use with them and if u dislike getting shot at by it. Move around or simply destroy the rampart. We have parkour 2.0 for a reason we can easily get behind the enemy who mounted the rampart. Link to comment Share on other sites More sharing options...
HarrodTasker Posted June 7, 2016 Share Posted June 7, 2016 The supposed weakness is the turn radius, and they turn far faster than a player can in the same situation. Also I think that their hitpoints need to be a lot lower, even if they are still invulnerable from the front. I shouldn't have to reload my shotgun 3 or more times destroying an unmanned turret on a sortie. Link to comment Share on other sites More sharing options...
cromignon Posted June 7, 2016 Author Share Posted June 7, 2016 On 07/06/2016 at 5:56 AM, -PlutoBubble- said: True their damage output is high. But if u move around they cant hit u. as far as i c this Ramparts. i dont find a use with them and if u dislike getting shot at by it. Move around or simply destroy the rampart. We have parkour 2.0 for a reason we can easily get behind the enemy who mounted the rampart. Parkour is useless against enemies with high ROF and instant hitscan weapons. You can't sneak around them, they track. Link to comment Share on other sites More sharing options...
-Levian- Posted June 7, 2016 Share Posted June 7, 2016 Well i dont c myself getting hit by them unless i turn the corner and the next thing i know is a Revive button. U have to act fast to take it down. if i can do it. u can as well. Parkour is part of combat. Link to comment Share on other sites More sharing options...
HarrodTasker Posted June 7, 2016 Share Posted June 7, 2016 3 minutes ago, cromignon said: Parkour is useless against enemies with high ROF and instant hitscan weapons. You can't sneak around them, they track. I don't think they're hitscan, just fast projectiles. I mean, I agree with the rest of what you're saying here but I wanted to be precise. Link to comment Share on other sites More sharing options...
AuroraSonicBoom Posted June 7, 2016 Share Posted June 7, 2016 All they need is a limited rate of turning. Damage is fine. Link to comment Share on other sites More sharing options...
HarrodTasker Posted June 7, 2016 Share Posted June 7, 2016 Their hitpoints could use being cut to. It should be easy to destroy them when they're empty. On weapon specific sorties it can be a severe ammo drain. Link to comment Share on other sites More sharing options...
Enno69 Posted June 7, 2016 Share Posted June 7, 2016 Just bullet-jump over them and hit the gunner in the back. Also, use defensive abilities. I've done it several times with Mesa and it works fine. They are far from the worst enemy around. Link to comment Share on other sites More sharing options...
Zandermanith222 Posted June 7, 2016 Share Posted June 7, 2016 I like how they are, high damage out put, but easily avoidable with mobility. What I don't like however, is the inconsistent AI. The idea is supposed to be that if you get close enough to the rampart, the pilot gets out (Presumably because he can't turn fast enough with you so close to it.) And while this operates as it should sometimes other times they simply don't. (And show off that they can actually turn pretty quickly.) Preeetty sure this is unintentional, it's also a bit annoying. Link to comment Share on other sites More sharing options...
Genitive Posted June 7, 2016 Share Posted June 7, 2016 Ramparts' AI is quite bugged. Enemies using them can see you from the other side of the map and through walls; I often experienced ramparts shooting in my direction even before I entered the room. Link to comment Share on other sites More sharing options...
Paradoxbomb Posted June 13, 2016 Share Posted June 13, 2016 (edited) Their turn speed when manned by an enemy should definitely be as slow as it is for a player, and the damage of Ramparts could afford to scale based on the actual level of the mission so that there's some tactical advantage to using them at higher levels, but otherwise I can't say much else needs to be changed about them. They're fairly easy to avoid and bullet-jumping above them or using almost any CC ability is all it takes to take the gunner out of commission. EDIT: It would be nice if they had less health or an option to quick-disable them though. Those things are way too tanky to permanently destroy. Edited June 13, 2016 by Paradoxbomb Link to comment Share on other sites More sharing options...
cromignon Posted June 13, 2016 Author Share Posted June 13, 2016 3 hours ago, Paradoxbomb said: Their turn speed when manned by an enemy should definitely by as slow as it is for a player, and the damage of Ramparts could afford to scale based on the actual level of the mission so that there's some tactical advantage to using them at higher levels, but otherwise I can't say much else needs to be changed about them. They're fairly easy to avoid and bullet-jumping above them or using almost any CC ability is all it takes to take the gunner out of commission. The turn speed is nearly "Snap-to" speeds when a trooper gets into one. It could be pointing in the opposite direction, but as soon as that trooper finishes the mounting animation, those barrels are instantly whereever you are. A swivel that's been locked to even just 280* would be easier to deal with (because really, who needs a 360* turret that's right next to a wall or placed in a corner?). Bullet jumping and wall running to avoid one is all well and good, but like I said there's always two more that you have to watch out for too. Most of all, I want to be able to snipe the front face panel again. I have Metal Augur, I have Shred, I have a bow with innate punch-through when charged, that front panel shouldn't be invulnerable to all of that. Link to comment Share on other sites More sharing options...
(PSN)Lord_Gremlin Posted June 13, 2016 Share Posted June 13, 2016 Punchthrough needs to work properly on them. Projectile will kill grineer in it if it has punchthrough, hitscan weapons won't. Any weapon should work if punchthrough is 2 meters or more. Link to comment Share on other sites More sharing options...
Lakais Posted June 14, 2016 Share Posted June 14, 2016 What ramparts need is a vastly slower tracking speed. Let us RUN around a rampart. And then of course there is punchthrough: Bows work but other weapons don't, why? Link to comment Share on other sites More sharing options...
MacabreHaze Posted June 14, 2016 Share Posted June 14, 2016 The main issue I have with them is the BLAM time to revive and run back into cover now that you know there is a rampart there with an enemy. Okay jump jump, takes down. Run to next cornBLAM! dead again. Or Peak around a corner, BLAM! bullet to the brain pan as you try to prepare to do all these parkour things. Link to comment Share on other sites More sharing options...
Magneu Posted June 14, 2016 Share Posted June 14, 2016 Their biggest problem is that they (a) scale with level, and (b) gain sortie modifiers. A rampart in a mission of level 80 will shred...well, anybody. Throw in any damage modifiers and hoooo boy. Link to comment Share on other sites More sharing options...
LordPreda Posted June 19, 2016 Share Posted June 19, 2016 I think the high damage of Ramparts is perfect. It gives lower level Grineer the chance to actually hurt players, making the missions less one-sided and trivial. I find it fun and challenging. Link to comment Share on other sites More sharing options...
cromignon Posted June 22, 2016 Author Share Posted June 22, 2016 High damage is fine. High-swivel rate and a 360* turn radius is not. Link to comment Share on other sites More sharing options...
Vahnkiljoy Posted June 23, 2016 Share Posted June 23, 2016 I think they would be fine if they didn't seem to instantly incap/kill me with no real notice, you'd think they would give the ramparts some actual audio when an enemy is shooting it like the heavy grineer troopers. Link to comment Share on other sites More sharing options...
cromignon Posted June 23, 2016 Author Share Posted June 23, 2016 Another thing is that sometimes they're placed on a ledge, like way in the back, with nothing but empty space on three sides, so there's only one way to approach it. Kinda hard to ninja your way around it then. Link to comment Share on other sites More sharing options...
The__Q Posted June 24, 2016 Share Posted June 24, 2016 On 6/19/2016 at 6:43 PM, LordPreda said: I think the high damage of Ramparts is perfect. It gives lower level Grineer the chance to actually hurt players, making the missions less one-sided and trivial. I find it fun and challenging. in the highest level sorties they just instakill you and are near invincible, you also cannot avoid them by moving because if you see one, you're already dead. Link to comment Share on other sites More sharing options...
MacabreHaze Posted June 24, 2016 Share Posted June 24, 2016 I have had good luck so far running straight at them with my melee weapon (Typically the redeemer) and holding the block button. Link to comment Share on other sites More sharing options...
Teridax68 Posted June 24, 2016 Share Posted June 24, 2016 Perhaps a solution to the damage discrepancy could be to make rampart bullets scale with targets' health (or effective health). We need rampart damage to scale so that we can still have a chance at killing high-level Grineer, but enemy and player health curves are completely different, so what feels alright (or even weak) against a level 30+ Grineer unit will shred a warframe in under a second of continuous fire in terms of flat damage. As for rampart durability, I completely agree to removing the situational invulnerability (damage immunity on anything feels clunky and terrible anyway), and perhaps rampart health should always stay at some level 1 baseline and be destructible with a few well-placed hits. Link to comment Share on other sites More sharing options...
-N7-Leonhart Posted June 24, 2016 Share Posted June 24, 2016 There aren't many other things in this game that make my blood boil with excitement. Link to comment Share on other sites More sharing options...
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