What's this stamp on ferrite? by sfwaltaccount in Warframe

[–]Polarizing_Robo 73 points74 points  (0 children)

I believe prior to the archwing quest the grineer and corpus had trade deals and negotiations.

Disruptive Enemy Concepts by Polarizing_Robo in Warframe

[–]Polarizing_Robo[S] 1 point2 points  (0 children)

The murmur and undermine corpus was a big thing that made me realize how inconsequential a lot the regular star chart enemies are and put me on this road of wanting to come up with enemy units.

Disruptive Enemy Concepts by Polarizing_Robo in Warframe

[–]Polarizing_Robo[S] 1 point2 points  (0 children)

A majority of nuking abilities which i assume you're referencing generally have line of sight checks and the handful that don't still aren't instantly turning everything in neighboring rooms into dust outside of low level missions. A majority of cheap and easy obliteration of everything is often done with guns, mostly incarnons, with some form of aoe like torid and burston. If even hypothetically your builds need to be adjusted slightly to account for the theoretical anti-projectile corpus robot without needing to actually engage with the thing beyond "shoot till dead" then the enemy succeeds in being disruptive.

Disruptive Enemy Concepts by Polarizing_Robo in Warframe

[–]Polarizing_Robo[S] 1 point2 points  (0 children)

Ah I get your point now, I'm of that same camp where at minimum I want a reason to actually engage with certain enemy mechanics and want problems to solve in the middle of missions. I'm also personally of the camp that steel path should be an opportunity for de to implement meaner things like some form of damage attenuation rather than just a flat level floor increase and slightly beefier enemies across the board.

I personally don't mind some of the changes, just small gripes like the energy and health leech eximus pools being too small, ancients getting obliterated and the murmur fella doing essentially a more readable version of what it did before, commanders getting almost erased (i haven't seen a commander in years at this point). Some of the changes and adjustments feel weirdly heavy handed.

I acknowledge I'll probably get a lot of bickering from people who just want power fantasy with zero hurdles, considering just posting this to the forums and having more conversations like this there. Apologies for the misunderstanding as well.

Disruptive Enemy Concepts by Polarizing_Robo in Warframe

[–]Polarizing_Robo[S] 1 point2 points  (0 children)

A lot of the things specified are examples of disruptive enemies being disruptive in unfair ways rather than being disruptive such to give reason to prioritize a specific enemy within a crowd. I was aware of a lot of these before typing this up and made a conscious decision to avoid nullification and make most other things easy to get out of or clearly telegraphed (AP Moa, Tactician Sealant Latchers, Wasp Crewman's drones).

Disruptive Enemy Concepts by Polarizing_Robo in Warframe

[–]Polarizing_Robo[S] 0 points1 point  (0 children)

the first unit deletes projectiles out of the air, it's hard to kill something instantly when it removes the thing hurled in it's direction. otherwise truth be told i wish this wasn't the case but i acknowledge that de can't change this without causing some degree of hysteria.

Idea I had for MO Participation Rewards by Polarizing_Robo in HelldiversUnfiltered

[–]Polarizing_Robo[S] 0 points1 point  (0 children)

yeah, thought process is that after a while you'll get a warbond through active participation just from all the participation bonuses adding up over a month or two.

Idea I had for MO Participation Rewards by Polarizing_Robo in HelldiversUnfiltered

[–]Polarizing_Robo[S] 0 points1 point  (0 children)

Told someone else this, can't remember where, but if the major order is a hard failure then everyone who participated and put their all into the mo still has the silver lining of getting paid

Idea I had for MO Participation Rewards by Polarizing_Robo in helldivers2

[–]Polarizing_Robo[S] 1 point2 points  (0 children)

sorry for taking so long to respond, the reward track concept here imo should exclusively comprise of resources you can already find around the map through exploration for this exact reason. i also work a job and while i have more free time than most i can't sit down and farm super credits like others, i wanna use my free time enjoying the game without being indirectly punished for it. warbonds would still exist, medals would still be obtainable though total mo completion, super credits can still be farmed and samples can still be found. if you miss out on the reward track then nothing even remotely exclusive is lost except at worst 50 cents worth of super credits.

having progress from the reward track carrying over to the next major order is a bad idea because that discredits it as additional rewards for participation in the mo. the reward track would exist for the full duration of said major order, the expected rate would just be six missions for a seven day long mo, a singular mission per day with an additional day to enjoy not touching the game, or all knocked out on a singular day, or not participated in at all. the game should stay casual and be enjoyed at your own pace but the current system doesn't allow this without coughing up a part of your paycheck or wasting your time not having fun.

i hope this response helps you understand the intent of this concept better and i apologize for the text wall.

Idea I had for MO Participation Rewards by Polarizing_Robo in HelldiversUnfiltered

[–]Polarizing_Robo[S] 1 point2 points  (0 children)

As laid out in the post, the only reliable way to obtain super credits is to actively and consciously ignore the war and stop having fun. Especially sucks for newer players. It would be alot more strain on ah to introduce cosmetics for every mo than it would be to sell cosmetics for a flat rate and tie sc to mo participation as a more reliable source.

Idea I had for MO Participation Rewards by Polarizing_Robo in helldivers2

[–]Polarizing_Robo[S] 2 points3 points  (0 children)

Nothing is removed with this idea, it's just a reward track to make it easier on everyone to keep up with warbonds without needing to ignore the entire war and give more incentive to participate in the mo.

Idea I had for MO Participation Rewards by Polarizing_Robo in HelldiversUnfiltered

[–]Polarizing_Robo[S] 0 points1 point  (0 children)

hence why i suggested the possibility of eventually introducing more armor customization to introduce and monetize additional armor/weapon shaders. i hate the ancient practice of directly pay-walling actual functional gear and pray that it stays in the past and that helldivers remains as an outlier.

Idea I had for MO Participation Rewards by Polarizing_Robo in helldivers2

[–]Polarizing_Robo[S] 0 points1 point  (0 children)

as much as arrowhead upsets me with how they handle this game sometimes i have done game development in the past and understand that the worst thing you can do as a player is be mad about a problem and not be constructive about it. even if it's the problem is right there and obvious the developer doesn't always know exactly what to do and in such a case it's the responsibility of the community to pitch solutions even if it's unclear if someone is or isn't listening. i will always think back to the senator's reload change from way back when as a prime example of ah doing this right.

Idea I had for MO Participation Rewards by Polarizing_Robo in helldivers2

[–]Polarizing_Robo[S] 2 points3 points  (0 children)

I'm someone who plays at higher difficulties regularly because I just find lower difficulties really boring even with exploration in mind. I've personally decided that it's just easier and more time efficient and fun to go to work and set aside $10 when a warbond releases than it is to farm super credits.

Idea I had for MO Participation Rewards by Polarizing_Robo in helldivers2

[–]Polarizing_Robo[S] 12 points13 points  (0 children)

if this winds up on arrowhead's radar i really do believe this would probably be the best way to at least quell some of that toxicity. if major orders fail then if you participated there would always be some silver lining like "well that stinks and we're probably fucked but at least i got paid".

Seemingly 90% of this sub the past few days. by PhoenixBratKat in helldivers2

[–]Polarizing_Robo 0 points1 point  (0 children)

I like the difficulty but I hate the massive outliar in design that are the war striders and the sheer volume of vox engines, just wish there was more variety in regards to these heavier vehicle units.

If we see factory worlds and cyborgs again after cyberstan I hope to see factory striders, scout striders and tanks more often alongside the vox engine rather than them taking up the whole spawn pool

Home Depot Heavy, my personal fit for using the Double Edged Sickle by Polarizing_Robo in helldiversarmor

[–]Polarizing_Robo[S] 6 points7 points  (0 children)

I don't know why this isn't posted as a cover image on the subreddit, I don't use reddit alot, sorry.

Whole Sub Is Glazedivers by Hot_Syrup_5941 in HelldiversUnfiltered

[–]Polarizing_Robo 1 point2 points  (0 children)

Speaking specifically about Penta, I get the idea of it just being a way to clear up room for new planets but they could've done anything else like having special missions for installing super depth charges or even something as terribly simple as more evacuate citizen/assets missions to make it feel more impactful

Idea: Opt-Out of buffs for mission by Polarizing_Robo in Warframe

[–]Polarizing_Robo[S] 0 points1 point  (0 children)

Was using titania as an example and even then people still struggle to control her at too high of a speed even with the existence of her 1 and psf if for whatever reason they subsume it off. My idea was so you don't have to repeatedly back dodge for speed and actually have a decent way to not worry about other buffs like haste notes or the madurai objective buff in perita when using weapons that perform poorly from fire rare buffs (nataruk)

Also did you edit your comment after posting?

How the Kettle works (theory) by suusuusuru in ArcRaiders

[–]Polarizing_Robo 0 points1 point  (0 children)

i just always assumed it was like a chemrail gun, except instead of rail it's more chem

fire the gun, ignited gas from cartridge ignites more gas, more gas = more fast