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Corvid

Grand Master
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Everything posted by Corvid

  1. I think what's happening is that the game has a semi-transparent layer of fog that discolours the skybox (note how whether the proper background is present or not, it still follows the same grey to brown gradient). For some reason, the skybox is failing to render while the fog layer isn't, resulting in the murky background seen in the OP. Prior to Echoes of Duviri, I also had occasional cases where a similar bug happened in Undercroft tiles. Actually helped sell the idea that I was in a Void more than the intended look, but that's neither here nor there (pun intended). Disclaimer: I know next to nothing about game development, I'm just making judgments based on what I've observed.
  2. As far as I can tell there are actually two aesthetically identical variants of the tile. In one the terminal does nothing, and the boulder will always move by itself whenever you enter its trigger area and take the left (from its direction of travel) path. In the other, it will stay where it is no matter where you go until you hit the terminal, at which point it will travel down the right path.
  3. IIRC the Valkyr Prime trailer also took place in its own custom environment. It resembles the Corpus Outpost tileset but as far as I'm aware there are no tiles in-game that match its layout.
  4. I've noticed that in some cases (most reliably in the Circuit, but I've also seen it in Empyrean) certain popup numbers and symbols get miscoloured and display at the wrong size. It's been happening for quite a while now (since Corpus Railjack at least). The most common examples are damage numbers showing up in green (often stretched vertically) and Affinity numbers showing up as a weird Salmon colour (which is what I think is happening to you). Also notable are enemy radar icons being scaled up and blacked out. To be clear, I am not using any of the game's built in colour-blindness options, and all of my HUD colours are set to default.
  5. It's worth noting that there are technically two versions of most Orb Vallis enemies. Below a certain level threshold (either 20 or 30, IIRC), they spawn as regular enemies that use similar base stats to non-Terra Corpus. Above that threshold, the game switches to spawning "elite" versions which have higher base stats (and thus are exponentially more durable). The reason for this is that when the Orb Vallis was first released, the enemies all had the higher base stats that are now seen in the elites, which made the area extremely unapproachable to newer/less powerful players. DE decided to switch to the current system so that the lower-levelled activities are more doable for said players while still preserving the original challenge at higher levels.
  6. There's a small non-bottomless pit directly below this vent. Bullet jumping directly up from inside it will take you where you want to go. Alternatively, there's a hackable panel nearby (it should be directly below you in this screenshot) which, when activated, will cause said pit to periodically launch anything in it up into the vent, no bullet jump required.
  7. I'm fairly certain that it's just a nod to the weapon's appearance in the cinematic intro, something that would only be noticed by people who had been paying close attention. If the release order was meant to be swapped, it would probably be more explicit about the connection. Something like "This standard-issue old-war rifle has been tainted by prolonged exposure to the Void".
  8. That logic could also be used to say that Sentinels are Kubrows, since the Kubrow mask was released at exactly the same time as the Hunhow mask (which, for the record, is not a skin. It's an attachment). Sentinels having a cosmetic themed after an in-game entity does not make them the same as that entity, even if the cosmetic predates what it is a reference to. The Sentients were first mentioned very early in the game's history, as part of the Excalibur Codex entry. Suffice to say, DE already had plans for them long before even the Sentinels were first added. This doesn't actually dispute what I said. The Sentinels resemble the Sentients in that they are both mechanical lifeforms, but beyond that we do not know if they are directly related, because we literally do not have conclusive information on the subject.
  9. Not quite. The lore is that they resemble the sentients, but they were discovered after the Old War had already begun (since the Codex entry mentions a degree of apprehension on the Tenno's part) and it is currently inconclusive whether there is an actual connection between the two.
  10. Assuming that it is Interception that's giving you trouble, here's two things I learned a while back that made soloing that mission much more manageable (outside of Steel Path, at least): 1: At the start of the round, it's best to focus on capturing new points rather than retaking ones that the enemy regain control of. So if you capture A and move on to B, and the enemy regains control of A while you're doing so, you should focus on getting C and D before you recapture A. 2: The AI will only ever attack one point at any given moment, and they will never split their forces to try and capture multiple. Once you achieve domination, maintaining it is as simple as keeping an eye on where the enemies are headed and (heh) intercepting them.
  11. It's worth noting that the Grineer weren't originally soldiers. They were slaves used for manual labour which were later weaponised during the Old War when a few individual Grineer showed an aptitude for violence. Their genestamps were then used to generate Grineer soldiers as expendable forces. So to answer your question, there was an unknown but likely high number of progenitors, and while they weren't "ideal" soldiers, the lack of accumulated degradation that we see today means they would have been more physically robust, likely needing few if any cybernetics to function.
  12. No, because that never happened. If you name a game you think is bug free, I can guarantee that I will find a documented bug in it. Poor choice of example, given that Terminator 2 ended up getting a Director's Cut that not only added new scenes, but outright spoiled the movie's twist (by having the T800's view flash "Protect John Connor" upon its arrival, whereas the original release kept its true mission hidden right up until the point where it says "Get down!").
  13. They mentioned last devstream that since this is the first Tennocon in a long time that does not involve previously-announced updates (such as Empyrean and Duviri, which we knew about long before their respective showcases), they're taking extra care to remain tight-lipped about what's coming this year. In other words, this is the first opportunity they've had to surprise us since 2018, so they don't want to waste it.
  14. Worth noting that the Kullervo fight can also be a main objective in normal spirals, dependent on mood. Basically, as long as the mood isn't Joy or Envy, you don't need to spend any pathos clamps for the chance to fight him.
  15. Some of these questions could really do with allowing you to select multiple. For instance, I'd be equally happy with either an indie or AA-scale project, but there's no way for me to reflect that in the survey. There's also the missing genre options mentioned by others. "Open world" is on the list, and that is far less descriptive than FPS (which at least implies some amount of combat). Open world just means that there's a large map. Also, PvP, which is literally just a term for players competing with each other.
  16. While that's the definition that most people jump to (not without merit, given that it is the most common use), the term itself simply means "a word or phrase that has multiple meanings". Double Entendres can have risque connotations, but they can just as easily not have them.
  17. I'm fairly certain that mastery locks apply to plat purchases as well. It's PA and nemesis weapons that bypass them.
  18. Pretty sure Torid still needs headshots, it just doesn't need many to max out (3 IIRC).
  19. Then it's a good thing that it didn't. There have been elements of temporal manipulation ever since Lua's Spy node was added (since that game mode explicitly involves us travelling into the past to retrieve information that is lost in the present), and dialogue referring to non-linear time since the Plains of Eidolon (if not before). Hell, one of the first pieces of lore we ever got (the Excalibur Codex) described the void as a place "where our science and reason failed". If you thought void lore wasn't going to get weird once it finally started to come into the spotlight, that's on you.
  20. Er... it was a one-time competition that already had a winner. How exactly would you expect DE to make it an ongoing thing? I get that you're bitter, but this is not at all equivalent.
  21. Not really. I consider Dereham to be a highly unpleasant place (and I speak of it with similar venom), but that doesn't mean I'll go there when I die.
  22. Except it does, by allowing a single shot a higher chance of damaging more targets. There's a reason why Primed Firestorm had its effect reduced when the AOE changes were made.
  23. This was a thing, and apparently the prize was either the trip to space or a massive amount of money.
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