• 10 Posts
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Joined 2 years ago
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Cake day: June 14th, 2023

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  • Conversley Ivara has always been my favourite stealth frame, just very stress free with her augment, no worrying about an ability running out infront of some enemies and alerting the whole tile set. I don’t play her much in normal missions but I use her to farm simaris standing on steel path Kuva spy as well as for all my fishing and conservatio needs alongside an Oxylus. Wrathful Advance and Motus Signal between them pretty much cover all her mobility needs.






  • As someone in the industry (asset side) I feel there are some legitimate uses for Gen AI but they’re the kind of uses where if done properly you wouldn’t notice:

    • UV seams and unwrapping, its a skill but it adds nothing to to the creative process in many cases. That said there are some caveats though to pull them off you wouldn’t want to use AI anyway.
      • Using tiny UVs and the way game engines interperate them to create gradients and colour mixes on tiny textures (Current AI can’t do this)
      • Texture Atlases, especially non-uniform ones; this is a 50/50 case, you can get super creative with them (Again its too specific for AI) but there are many more cases where it would also be super convenient if I could apply a bunch of seperate materials to faces and then have the AI unwrap and overlap the UVs which us the same materials to create the most efficient Atlas possible, this one kind of already exists as a non AI tool and results in no machine input on the end product, it just saves some texture space and thus potential performance.
    • A basic AI texture generator is generally welcome for minor/throwaway assets, A lot of us are already using node based procedural texturing which is both a skill and an art form or texture libraries (or node libraries). Its not something I’d want to use on a main character or even large props but it would be super handy for small or out of the way details that just don’t merit the production time to give more than a glance.






  • Trinity always feels like a frame that despite the recent re-work is just too much from a different era of the game. On paper bless is an incredible support ability compared to something like wisps motes as it not only provides faster healing but also a full shield gate. And yet wisp is more popular because her motes provide in the moment healing which is far more relevant in the modern game where you’re either immortal or at risk of being one or two shot. It’s also far less reliant on the supporting player to monitor everyones health and hit the button at the right time.



  • Valkitty time!
    First of all yeh she needs a rework badly, her 1 is pre-parkour update, her 2 has been power creeped by so many other frames and her 3 doesn’t even do anything without an augment, Hysteria’s pretty great but the stance is horrid. All in all a frame that could use one of those patented Pablo lite reworks.

    That said she’s still awesome, I’ve been kind of working on a bit of a ‘rework’ lately seeing how modern I can make her kit feel with just in-game mechanics. So far I have.

    • Nightmare Paralysis: Prolonged Paraylsis augment + arcane trickery + arcane crepuscular + ground finishers. Now paralysis does the small grouping/stun thing but ground finishering a group of enemies grants you invisibility and a crit damage buff for 30 seconds, useful both on hysteria and non-hysteria builds.
    • Better Hysteria: Tennokai, + 1 nira mod (I like the exilus one) + seismic wave on her talons. Hysteria heavy attacks are now better used as heavy slams and when you do they’ll nuke a room of level 200 steel path manic bombards without issue, gives her claws a bit more oomph without having to resort to slide attack spam.

    Its… a bit of a work in progress but I still love her as a frame, ████ (too many) hours of in-mission gameplay on just Valkyr prime are proof enough of that. There’s nothing more relaxed than tooling around an exterminate or survival in perfect safety ripping grineer heads off.