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Messages - Alex2199

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Gameplay Feedback / Re: Card system feedback
 on: October 01, 2019, 09:39:10 PM 
I agree, I love the new system even the destroying of old cards to get a new one which a lot of people dislike. However, the rush time cost is insane. A raider's max cost is 180k so why are the cards 200k+? A card shouldn't cost more than a raider. The wait period is extremely long to. As someone who played Warframe the wait period was annoying but to my knowledge nothing was longer than 2 to 3 days and it felt like that was understandable. I still wanted to rush it but I knew in the long run I didn't have to wait that long.

That being said it is a new system and I expect MSE will make changes later, I just hope they don't make it too easy because then new players will never experiment with cards and just go for what the community says is the best cards to use.

Gameplay Feedback / Re: Hive Nerf
 on: October 01, 2019, 06:43:49 PM 
Personally, Im not a big fan of Hive. Yes, she is amazing and fun to play I just never play her that much. However, I have to agree that this nerf to her overall gameplay is just terrible. All her guns in her kit were perfect the way it was with a tiny expect of plague. Plague was the only gun in her kit that I could understand why it would receive some sort of work on it but her other guns were perfect. MSE nerfs so many good things and I cant help but blame the community for it. I do have faith that her nerf wont last long though. Eventually MSE will realize no one is picking Hive anymore and change her back.

Bug report & Technical Support / Re: Heavy Metal Bug?
 on: October 01, 2019, 06:38:45 PM 

This is a known bug,  we are working on a fix.

Sorry for the inconvenience.

Thank you MSE_TENKA, no inconvenience to me just wanted to make sure it was known <3

Gameplay Feedback / Hive's major nerf?!
 on: October 01, 2019, 03:09:44 AM 
Hey so why has all of Hive's leech ranges been nerfed to the ground? Her only gun that is useful now is Raceme or Plague if you are purely focused on CQC which now that unlimited ammo is a thing is there even a point to getting into CQC anymore? As Hive you now have to be basically slow dance with the enemy just to leech them. This is ridiculous.

Bug report & Technical Support / Heavy Metal Bug?
 on: September 30, 2019, 05:43:07 PM 
So as I was building guns I noticed that every time I try to build or even equip the starter guns for any of the raiders my screen would lock up? Not like freeze but I wont be able to back out, anytime I try to click something nothing happens, and I cant even close the game without having to shut down my laptop. Is anyone else experiencing this or just me? I already sent a message through the trouble shooting just to be safe.

Gameplay Feedback / Re: Lore question
 on: September 28, 2019, 08:48:26 PM 
Alright that makes sense. Thanks

Gameplay Feedback / Lore question
 on: September 22, 2019, 01:08:18 AM 
I don't know where else to ask this but I am really curious and get mixed answers. So Valeria believes she in a simulation...but in one of the cut scenes she winks as Konstantin and says "Okay...lets play this 'simulation'" which to me makes it seem like she knows she isn't in a simulation anymore. That or she has the hots for Konstantin and that's her attempt at flirting...

MSE can you clear this up for me? Its not important gameplay wise but for lore purposes I am curious

Suggestions / Re: An option for the heavy metal update
 on: September 16, 2019, 11:33:35 PM 
@MSE_Ojuel I have a question regarding to cards. Not so much the rolling aspect of them but more how they appear in the matches. In the early stages of Raiders of the Broken Planet had the cards next to your health and other things on the screen and it even showed what cards were active at the time. Will we ever get that back? I would enjoy having that because cards like "Unlimited surge" have a high charge time and at most times I have no clue when the buff is available.... Will this be in the heavy metal update or any future updates?

Suggestions / Re: Can we PLEASE get a buff to The Whip?
 on: September 16, 2019, 08:58:31 PM 
I have used it quite often and really like the Whip now.  My biggest concern is the size and proximity of the thing. You have to be so close, that you can't see anything when firing at it.

Damage seems to be fine, and it moved pretty slow so you can keep up. I have to use cards that cause the downtime on portal timer to be lower otherwise the tactical effectiveness of it goes down the tube. It's strange that the ability cool down on this weapon is the longest of all her guns.

You would think the harder to use, the shorter the cool down, but with Valeria's guns that's completely the opposite.

Everything about whip is fine to me in all honesty. Do I wish the damage was more? Yes, but I can get that with cards. My biggest issue and the number one reason why I want it to be buffed is the fact you have to be so close to the sphere (In this case Thomas) to be able to use it. I shouldn't have to walk Thomas down the path like he is getting married. And like you said if you are walking him it can be hard to see things so if an antagonist, or elite, sneaks up on you they can get an easy kill on you. It needs to be buffed and Shakura needs to be nerfed. Earthing and Little Girl are perfect please do not change them MSE.

Suggestions / Can we PLEASE get a buff to The Whip?
 on: September 15, 2019, 07:18:53 PM 
I don't know how others feel but personally, I never saw the whip being overpowered. Sure the damage was stupid strong, but the speed at which the sphere moved was so slow that you could have EASILY moved out of the way. However, the damage isn't where my complaints come from. My biggest problem with the weapon is the fact that Thomas (The squid ball that comes out of the bridge...I named him Thomas. Don't judge me) is now borderline useless. You have to be close to the Thomas to even be able to shoot him. Yes this is good at pushes if you follow him but so is LITERTALLY EVERY OTHER GUN IN HER KIT! Even Earthing which has the smallest explosion radius is useful to make a push. Plus Thomas is so slow that its not even a true "push" its more like a causal walking your dog.

Here is what I suggest. Take away the whole "Be close to Thomas to be able to shoot him" thing. If not that at least make it where Valeria has to be close to the bridge itself and not Thomas. There is a reason no one really uses it...That and you made Shakura too strong. Literally nerfs The Whip into the ground the makes a gun that can kill people through walls and not even require Valeria to present. Makes zero sense and I would love for someone to give their input.

For the most part host migration isn't a major issue. However, When I am play with people across the world it is a serious issue. On missions like "Mind Over Matter" or "A Weapon From the Past", really ALL of the mission. Host migration starts the entire game ALL OVER!?!

I understand in the past there was host migration exploit but let me explain were players suffer. Mission is A Weapon From the Past and your friend who lives in a whole different country is the host. The Sphere is on the final alter and seconds, literally SECONDS, away from winning. Suddenly your friend's connection dips and it host migrates. Well surprise You have to start ALL FUCKIGN OVER with sudden death with a tier 2 Harec who is slaughtering the tier 6. How is this okay? Why are people getting punished for host disconnecting? Not even purposely leaving. To make matters worse I lost a rare blueprint on my pot with a 97%. So not only did I not win which was a waste of a quickplay but I also lost all my gold, faction points, and most importantly XP because I'm a tier 4 who cant level up because I keep getting teamed up against a tier 1 antagonist. I'm slowly drifting away from the game because I understand the rage and frustration that comes with it.

Suggestions / MSE will we ever get custom games?
 on: September 10, 2019, 01:57:43 AM 
I really desire for this game to get a custom game opinion. I wanna be able to antag my close friends without them queueing for one game and I queue for the same one and just gamble that I might join them. Along with custom games I feel like we should be able to manipulate the environment and features. For example, in custom games we can turn off enemy spawns and turn off raider lock ins. This way there can be a team of 4 Shae's and say a Hive as an antagonist. Now you have a friendly game of hide n' seek! I am mostly just concerned on playing with friends though

Suggestions / New Fifth Council Raider Concept(?)
 on: September 08, 2019, 05:35:47 AM 
I am working on a Fifth Council raider concept and I am having way more trouble than I had for my Local raider concept (Kiera). I kept focusing on a raider that was a tank like the other Fifth Council members. Then I realized why not another support raider? I know this could be a issue sense we already have Iune and Sooma along side with certain builds that could take the support role like Hive's Storma card or even Kuzmann with L.Horizon but hear me out.

While watching a streamer playing Spacelords he said something that sparked my interest (Don't remember what exactly he said). I decided to take his random ramble and try to polish it into a full concept.

Ability concept: When a teammate is down [insert raider's name here] can teleport to the downed teammate and draw aggro. This ability doesn't need line of sight to teleport.

To me this sounds like it can be a good idea with some more polishing. However, I cannot think of how it would be even remotely useful in the sense of playing as an antagonist sense the only adds that go down are elites and even then they aren't downed for long sense most of the time they are killed in CQC. To add to that I also fear it is too similar to Doldren but just sorta reversed in the sense of needing a downed teammate instead of an enemy.

Another ability concept is a temporary aleph boost. The raider shoots a syringe at a targeted teammate and gives them a temporary aleph boost causing the boosted teammate to get the effect of having 5 aleph but without actually having it. Keep in mind the effect is temporary and there would be a cooldown so you cant just constantly keep boosting them. However, same fear as before I don't know how it would work as an antagonist.

Gameplay Feedback / Re: Doldren is still too powerful
 on: September 07, 2019, 11:46:15 PM 
If its ping or volume issues then complain to MSE about the game not a single character because then MSE listens to the community about that character or weapon and nerf it into the ground. Also JK5 doesn't need a nerf. It feels fine and how it should be used especially whenever it use to be the most useless weapon in the game. We don't need to change it at all

Gameplay Feedback / Re: Doldren is still too powerful
 on: September 07, 2019, 06:27:36 PM 
This post annoys me. Doldren isn't that powerful even with a melee build. Yes he is strong BUT he is a local which means he has 60 health ALL THE TIME. Move in teams of two AND LISTEN! On top of a giant blue cloud there will be a noise that plays to. Also if he has a melee build learn to dodge it will avoid the punch. If he grapples then learn to punch or get the teammate that is suppose to be moving with you.

The community is making post like this and causing MSE to nerf things into the ground. Stop.

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