Bobtm Posted May 7, 2017 Posted May 7, 2017 7 hours ago, Ragingwasabi said: they could have easily made them one handed abilities but they didnt. considering how EV works where shooting a target releases all the energy, EV being a 1 handed abillity would have been great. but nope. its not That's because Trinity is nigh unstoppable in her supportive role. Not allowing her the option for one-handed casts serves as a limiter to her usability. This speaks precisely to why such animation and mechanical variations are important. If you look across various frames, most of the ones with one-handed casts are generally less strong with regards to their defensive powers. And those specific one-handed casts usually are some sort of semi-defensive maneuver. Having this trait accentuates their use and purpose, giving them a solid reason to exist. It's literally part of the core reason that one-handed casts exist at a conceptual level. 7 hours ago, Ragingwasabi said: Im not sure how not being able to reload would hurt them It's impossible to not be able to know how losing this is a drawback to the frames that are supposed to be able to take advantage of this trait. Going back to Volt as an example, let's say I'm using the Rubico (which has a 3 second reload) and I'm halfway through said reload. I'm supposed to be able to quickly throw out a Shock to ward off incoming foes without issue, finishing the reload then popping the incoming foes. Currently, because of this bug I cannot. That's a bad thing, realism/immersion be damned. If Shock is going to interrupt a reload, why would I not just go ahead and cast Discharge? What you want and are asking for is bad for Warframe, period. Realism for the sake of realism at the cost of mechanics is bad. Immersion for the sake of immersion at the cost of mechanics is bad.
Lucavee Posted May 7, 2017 Posted May 7, 2017 Asking for logic in a sci-fi action game where you play as a MAGICAL SPACE NINJAS with near unlimited energy to decimate an entire galaxy worth of armies...really?? Im sorry mate but i think you're playing the wrong game
Ragingwasabi Posted May 7, 2017 Posted May 7, 2017 5 minutes ago, Lucavee said: Asking for logic in a sci-fi action game where you play as a MAGICAL SPACE NINJAS with near unlimited energy to decimate an entire galaxy worth of armies...really?? Im sorry mate but i think you're playing the wrong game Sci fi =/= magical
PookieNumnums Posted May 7, 2017 Posted May 7, 2017 interrupts firing too. casting antimatter drop while shooting stops the shooting ... with tigris i have to click a second time, unclicking does nothing
Ragingwasabi Posted May 7, 2017 Posted May 7, 2017 (edited) "Realism for the sake of realism at the cost of mechanics is bad. Immersion for the sake of immersion at the cost of mechanics is bad." Reloading is not a complex issue. An easy fix: Ability can interrupt reload but not reset it. After cast animation, reload resumes where it left off. A complex issue u can let go would be enemies dropping health and energy. Or getting arrows from sniper ammo. also why do the frames have weak defensive powers in the first place? they should mould the frame to fit the universe they created instead of breaking the universe to fit the frame. Edited May 7, 2017 by Ragingwasabi
Rolunde Posted May 7, 2017 Posted May 7, 2017 3 hours ago, Ragingwasabi said: Sci fi =/= magical Sci-Fi Fantasy Sci-Fantasy Space Opera se·man·tics Also: Game =/= Reality
Ragingwasabi Posted May 8, 2017 Posted May 8, 2017 2 hours ago, Rolunde said: Sci-Fi Fantasy Sci-Fantasy Space Opera se·man·tics Also: Game =/= Reality he calls the game sci fi then continues to call warframes magical? why is my correction a strawman argument? game =/= reality? and that stops a game from being as logically immersive as possible?
Neightrix Posted May 8, 2017 Posted May 8, 2017 I would assume it is a bug since nothing was in the update notes. I had only noticed it on Volt and posted it in the bug section, but it appears it's effecting some or all 1-handed abilities.
Ascarith Posted May 8, 2017 Posted May 8, 2017 19 minutes ago, Ragingwasabi said: game =/= reality? and that stops a game from being as logically immersive as possible? Are you actually arguing that WF should be as "logically immersive" as possible? What does that even mean? See below for my confusion. 6 hours ago, Ragingwasabi said: "Realism for the sake of realism at the cost of mechanics is bad. Immersion for the sake of immersion at the cost of mechanics is bad." Reloading is not a complex issue. An easy fix: Ability can interrupt reload but not reset it. After cast animation, reload resumes where it left off. A complex issue u can let go would be enemies dropping health and energy. Or getting arrows from sniper ammo. I don't see how this "easy" fix "logically immersive." Is my clip just going to hang out in mid-air while I'm casting? Is my clip going to follow me around while I'm casting, perfectly positioned so I can resume my reload from the point where I left off? Or do I just get really fast at reloading because I partially did it before I started casting (and then lose my newfound reloading prowess on subsequent reloads)? Why are health/energy orbs "complex" while reloading is not?
Ragingwasabi Posted May 8, 2017 Posted May 8, 2017 (edited) 17 minutes ago, Ascarith said: Are you actually arguing that WF should be as "logically immersive" as possible? What does that even mean? See below for my confusion. I don't see how this "easy" fix "logically immersive." Is my clip just going to hang out in mid-air while I'm casting? Is my clip going to follow me around while I'm casting, perfectly positioned so I can resume my reload from the point where I left off? Or do I just get really fast at reloading because I partially did it before I started casting (and then lose my newfound reloading prowess on subsequent reloads)? Why are health/energy orbs "complex" while reloading is not? they can hold it in their hand, they have 5 fingers per hand, im sure they can manage. health energy orbs are complex because enemies dropping those colourful bouncing orbs doesnt make too much sense, but without energy/health we are fked. Edited May 8, 2017 by Ragingwasabi
(PSN)Silverback73 Posted May 8, 2017 Posted May 8, 2017 3 hours ago, Rolunde said: Sci-Fi Fantasy Sci-Fantasy Space Opera se·man·tics Also: Game =/= Reality When one uses the very OVERused "Strawman" retort, he or she needs to be absolutely sure it is ironclad. Because it is not in this situation, the red flag is thrown for a coach's challenge and instant replay overturns the call. SOOOO played out. Even if it is Ed and his big guns...
(PSN)Silverback73 Posted May 8, 2017 Posted May 8, 2017 (edited) 15 hours ago, Ragingwasabi said: Im not sure how not being able to reload would hurt them u can still reload right after stunning enemies with volts 1. And his 1 still allows dodging around and is more energy efficient. its pretty different to his 4. if it really is too similar, then isnt that a problem with his abillties and shouldnt they be tweaked? vauban as a purist cc archetype. well that means he just has to throw down a ball and he can spend the next 20 seconds reloading safely right? enemies are being hard CC'ed, no stress, why the rush? im not asking for realism, im asking for logical immersion. what i mean is the warframe universe (and other non trash tier games) should be more consistent and follow its own rules. basically just make up your mechanics with vague explanations and just stick with them. usually reloading requires 2 hands in warframe. so it should always require 2 hands then. like i said above volt and vauban would be just fine without it also why doesnt trinity have 1 handed abilities? 3 of her abilities use the same animation (why DE) and they basically consist of her pointing her left hand outwards and some exaggerated body movement. they could have easily made them one handed abilities but they didnt. considering how EV works where shooting a target releases all the energy, EV being a 1 handed abillity would have been great. but nope. its not. and noone weeps for poor trin. but anyway, shes doing ok without it. An accurate description of Volt is that he is a gunplay/melee AUGMENT frame. If you don't see how stealth reloading weapons while using shock saves your life vs high level enemies both in terms of Aggro, stopping them from advancing, and as an energy saving alternative...I guess we are done debating? Edited May 8, 2017 by (PS4)Silverback73
Voltage Posted May 8, 2017 Posted May 8, 2017 INB4 Stealth nerf to saryn in XP farms. Tinfoil hats people!
Ragingwasabi Posted May 8, 2017 Posted May 8, 2017 (edited) 35 minutes ago, (PS4)Silverback73 said: An accurate description of Volt is that he is a gunplay/melee AUGMENT frame. If you don't see how stealth reloading weapons while using shock saves your life vs high level enemies both in terms of Aggro, stopping them from advancing, and as an energy saving alternative...I guess we are done debating? every new comment that comes i have to keep repeating myself. omg. already talked about mate. Edited May 8, 2017 by Ragingwasabi
Rowbut Posted May 8, 2017 Posted May 8, 2017 I knew something felt funny about Saryn during the event. I noticed the game even counts MOLT as a 2 handed cast. It interrupts my Lanka charge and reload. Just like spore. This needs to be fixed I've been playing Saryn for years it's hard to change the muscle memory on single handed abilities
SupremePotato Posted May 8, 2017 Posted May 8, 2017 New it, Ash shurikens seem to stop reload times too
Kasa_ Posted May 8, 2017 Posted May 8, 2017 I tried to throw several bastille with vauban while reloading my supra vandal and.. nothing, I have to wait 'till my realod finishes to throw any traps.
Jackviator Posted May 8, 2017 Posted May 8, 2017 I can't use Frost's Freeze (1st ability) while reloading anymore. That was pretty much the only use for Freeze I had. Now I am a sad Frost main. ;_; Also, since we're on the topic of reloading, you can't cancel charged arrows by hitting the reload button anymore when using bows. Hmmmm... two reloading bugs appearing simultaneously, in the same update that added the Cycron, a gun without a normal reload function per se. Maybe its implementation has something to do with it?
[DE]Saske Posted May 9, 2017 Posted May 9, 2017 Hey Tenno! We will have a fix for this issue in the next Hotfix.
seashrine Posted May 10, 2017 Posted May 10, 2017 17 hours ago, [DE]Saske said: Hey Tenno! We will have a fix for this issue in the next Hotfix. Keep in mind it also interrupts shooting.
SirLoathe Posted May 11, 2017 Posted May 11, 2017 it actually does cancel reloads, used to not cancel at all nor pause the reload animation. Volt's shock used to never cancel reloads with any weapon, that's one of the most useful attributes for Volt. I've noticed this recently that it cancels reloads and its a real bummer
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