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Autissima

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Posts posted by Autissima

  1. If this is a bug, and glaives are supposed to crit on the explosion, then it is a bug that affects all glaives (at least the ones I own, Cerata, Halikar, Glaive (Prime)). (During a few dozen throws with each, no crit)

    I think this is intended behaviour, and the explosion after the damage ticks is the same as when you manually trigger the explosion of a glaive midflight, which might not be intended to crit.
    But filing a bug report can't hurt and will give clarity here.

  2. 1 hour ago, taiiat said:

    not exactly the same thing, one is a tap/hold button, the other is just tap. it's there so that you have the option of having control whether you have a compound Button or if the button only switches between your Guns and nothing else.

    No, both combine the Tap/Hold functionality, I also at first suspected that one might miss the hold functionality, or just cycles through your weapons
    I.e. Primary->Secondary->Melee->Primary) but no.

    [Addendum begin]
    Tested it again, with ^ and f, both have the same functionality for me

    1 hour ago, taiiat said:

    however i can't say that i want hitting Melee to switch to Exclusive Melee mode, having Melee instant switch is a Weapon Handling improvement that i want. maybe you do not want it, however i do.

    it does make manually Blocking in Melee not possible without Exclsuively switching, but it is what it is.
    you can do Block swings if you hold Aim/Block and then start pressing Melee. it does mean sometimes you'll Zoom in then back out when you start swinging your Melee Weapon however.

    I don't want quick melee to not work, I want a button I can tap to switch to melee, I am not criticizing the new system, I am just giving reasons as to why I sometimes want/need an alternative. I like the hybrid mode, as it allows for more fluent switching between melee and guns, but sometimes, I want to use melee exclusively for more than a few seconds/attacks and, as I had addressed before my edit, the zooming is one of the reasons why... [Addendum End]

    1 hour ago, Kainosh said:

    You can do ALL combos with "quick melee" now.  No need to go "Melee mode" it unless you want to Manually block and hold your weapon in your hand with guns disabled.

    Yes, I tested this before posting, and I forgot to remove this point, I am aware, but as I said, holding RMB causes you to zoom in for a moment, which, especially with scoped weapons, feels very awkward, I even address this in the same paragraph, but apparently we both aren't infallable eh? I 'corrected' the paragraph now, because admittedly, the explanation as to why it would be a problem came in the bracket after.

    And, I don't think I really complained about the new system?
    Just that I have some personal problems with the implementation of the differing modes?

    1 hour ago, Xaero said:

    I guess you forgot about melee having a dedicated button.

    And that would be?
    In this case I am sorry, but I went through the options and only found the switch weapon and switch gun controls, both of which require you to hold the button to switch to melee mode, instead of tapping it.

  3. 1 hour ago, Katinka said:

    You might find a list of locations to find the evidence, but there's three possible clues at each spot and each player gets their own random selection.  I could tell you that I found a data-pad that said '6.3' but that wont help you as yours might say '3.6'.

    Yeah I know that there is a pool of a few pieces of evidence, and not every player has the same combination, my problem is rather with going to the crime scene again, walking in circles until I find all the evidence, even with a map that probably takes me some time.

  4. Hi to you all,

    I probably had similar thoughts when the changes to the switching between Primary/secondary (Guns) and Melee were first introduced, but never really bothered with it.

    Now, I recently started to notice how melee mode switching (weapon switching in general) is really feeling inconsistent, I know the changes have been here for a few months now, but I couldn't play much Warframe since then. .-.

    Quickly beforehand: By "Held" I mean that you are carrying that weapon at the moment, like f.e. choosing it in your arsenal, and by 'Equipped' I mean that the weapon is the one you are using right now and have in your hands.

    Before, quick melee did not equip your melee weapon, but you also couldn't do basic stance combos (except for a few stances), and I don't remember if you could do spin attacks and slams, I think you couldn't but I might be wrong on that.
    But, since quick melee does now, kind of, switch to your melee, I would like to be able to well, block. (Further, using RMB for combos feels awkward in many cases, because if you are not timing it correctly, you zoom with your weapon for a short moment, especially annoying with scoped weapons)

    I would like for my quick melee to completely switch to melee mode, which I think is not possible, or, not have to hold a key to switch to melee mode.

    Let's talk about 'Switch Gun' and 'Switch Weapon'
    The behaviour of these always weirded me out.

    Instead of doing what the phrasing implied, to me, which is: The former switches between the shooty mode and the stabby mode, the latter switches between the dakka in the shooty mode.
    Turns out, no, both do exactly the same thing. If the assigned key is tapped, it switches between your primary/secondary weapon, and if pressed down, it switches to your melee, but if the key is held in melee, it does nothing at all, and if tapped in melee, it always switches to your primary (Even though it would make more sense to either switch to the weapon you didn't have equipped when you switch to your melee, or just exactly to that weapon.)
    If you could hold more than two shooty weapons at once, I could at least understand WHY there are two different control settings that do exactly the same thing, one button might cycle up:
    Slot 3->2->1
    The other down:
    Slot 1->2->3

    But I couldn't find any situation where you would 3 weapons equipped in either mode at the same time. (Since it is only two weapons, that means that the direction of a Switch is irrelevant, it only switches to or from a weapon: 1->2->1->....), this always has annoyed me.

    Now, I just do not understand why the two controls are doing exactly the same, especially with the unmentioned secondary effect if held down, why is 'held down' not just a modifier for control settings?
    Like, maybe I am overlooking something, but I can't find a way to switch to my melee, without holding down a key and waiting for like half a second?
    For a time, before the melee changes, I set my 'Switch Weapon' to Mousewheel up, and 'Switch Gun' to Mousewheel down. (From default f and Unassigned)
    I don't know why, maybe DE made a mistake somewhere since then, but it worked, I could switch between my two shooties by just scrolling down, and switch to my melee by scrolling up.

    TLDR:
    Is there a way to not have to HOLD a key, to enter the dedicated melee mode, where you can block etc.? And also, why are there two control settings that do exactly the same thing, because IIRC, they also only switched between the dakka, and did never cycle through all slots (including melee)?

  5. I am a bit confused here, I tested this to confirm, but for me, with only a rank 5 sacrifical steel, and a sacrificial pressure (50% crit chance).
    (Outside of the dedicated melee mode that is, so, by doing a quick melee and then a heavy attack (the mode where you can't block because it aims your gun))

    After figuring out that the Melee-Mode still exists and I just forgot about it because quick melee now equips your melee weapon (in a sense), I did a few throws and the explosion when it detaches did never crit, I think this radial attack can't crit, because even in the arsenal, there is no crit chance listed for the radial attack.

  6. On 2020-05-13 at 12:48 PM, BDMblue said:

    I think time gating is a good way to go. If you just have a 25% spawn people are going to run capture all day. Do 60 missions an hour and finish in a day.

    I seriously don't have the time to idle around in Warframe all day.

    I can only play in bursts for a few hours on one or two days in the week, if at all.
    That means, if this is truly time-gated, I only get ~3 maybe 4 resonances per day. 

    The problem is that time-gating asks for another form of maximization than f.e. a spawn chance, or a guarantee on every x-th run.

    Why?
    F.e.:
    If I want a lot of a non time restricted resource, I can adjust my gear, maybe search for good nodes, a good tileset, maybe even look at the enemy types, since iirc, infested generally spawn more enemies than grineer, etc. but the most important thing:
    I can always go into the node, and farm the resource, I don't have to wait for an arbitrary timer to tick down, whilst it still is only a statistical chance, I can almost always make some progress towards my goal, with an expected average per run.

    If I want more of a time restricted resource, like the resonances, I really can barely make it more efficient in its own, maybe get some gear for more resources, but besides that:
    -Getting the cephalites takes far less time than the timer -> Long downtimes between 'runs' -> No point in making the activity itself faster.
    Only thing you can do is organize your actual life around the game, either staying in the game for hours, or logging in every 20~25 minutes.

    Overall, time-gating makes it harder for many people to get the stuff, because they can only play in short bursts, but these short bursts don't allow for many cycles to happen.

  7. Heya there

    I did not want to look up anything about the detective scene, because it is supposed to be a bit of a mystery, so after a day of farming, I jumped off a platform, then after 3 more days, I got a clue wrong.

    Now, I don't really remember where all the evidence is laying around in the crime scene, so is there any way to look up a list of all evidence I gathered?

  8. Heya, I am currently trying to get the 5k points in one flottila to get the Ground and Space emblems.

    The two times I got 5k points during one wave, I did a full run on the ground (~4k) and then, without any pause between, a second run on the same flottila, did 2k points and left.

    And then found myself on another flottila.
    So I thought, hey maybe the flottila did the 100 Murex whilst I started queueing, but I afterwards received two mails from Little Duck, that said my flottila didn't achieve the target...

    What did I do wrong?

  9. So, when Wisp is in the air, she gets the cloak, and companions are nice enough to cloak in that moment too.
    I don't know how it is with other frames and their invisibility affecting companions, but for Wisp, if you hop into an Archwing in the air, so you are cloaked, your companion will not fully de-cloak on landing.
    It looks awesome and there should be a sigil or something for companions, but it is also probably not intended.

    https://imgur.com/a/c5caiME

    Notice the holes in Oxylus after landing, and the colours also changed noticeably.

  10. Hello, after I leveled my Tekko today, I noticed an error in the translation. 
    After the mission I checked my mods for other, similar, errors ([/n] indicates a linebreak in text).


    "Gaia's Tragödie" (Gaia's Tragedy) - This is a genitive, therefore the apostrophe is not necessary. 

    There is an inconsistency with the capitalization on a new word on a linebreak, and/or a connected word, divided by a hyphen. Generally, in Warframe, the first and second word are capitalized. With linebreaks that can be considered a stylistic choice. But some mods, e.g. "Rubedo-[/n]beschichteter Lauf" (Rubedo-Lined Barrel), feature a non-capitalized letter, either after a linebreak, or a hyphen. (Here we have both cases, how exciting!) Propably it's this exciting point that is the reason for this problem, as someone, or maybe the game, didn't know how to handle this.
    However, warframe generally capitalizes the word after a hyphen, which is technically incorrect, but here it is, again technically, not incorrect since you could see the name of the mod as a caption, where you can choose to capitalize every word. But this clashes with some other mods, as well as all of the Riven descriptors, of Rivens I own. For example: "Toxi-critacon" "Hexa-pleciton", and more. Additionally, some weapon names that contain a hyphen, are capitalized inconsistently. The only Riven I own, that exhibits this is the "Plagen-kripath", the problem here could be caused by the weapon being a Zaw part. 

    "Magnet- Schweben" (Maglev); "Katalysator- Link" (Catalyzer Link) - There is a space after the hyphen, other mods with a hyphen, correctly, don't have one. My guess as to why this it, is that the second word is supposed to be on another line, and my resolution is large enough to fit the entire text (1920x1080)

    "Thermomagnetisch[/n]e Patronen" (Thermagnetic Shells) - There is a linebreak before the e, again, possibly connected to resolution (1920x1080)
    "Präzisionsmuniti[/n]on" (Precision Munition) - As aforementioned, propably something to do with resolution.

    The description text of "Blinde Gerechtigkeit" (Blind Justice), "Eiserner Phönix" (Iron Phoenix) and "Drehende Nadel" (Spinning Needle) is missing a full stop. Other descriptions of stances have one. 

    After looking at some more description text, I noticed that full stops are generally inconsistent, most mods that have a full sentence are ended with a full stop.
    Some, for example "Kinetischer Abpraller" (Kinetic Ricochet), do not. On the other side are stances, with text that isn't a valid sentence but does end with a full stop.


    -lasersword

  11. As the title says, Larunda is currently under attack. 
    But this time it correlates with a visit by our dearest salt trader. I thereby propose that we, as an experiment obviously, do not save the relay, and see if he ever returns after being blown up.

    Anyone with me on this?

  12. Sometimes if I touch the portal right as it spawns, I get teleported, but symaris still says that the portal closes soon.
    After the timer runs out, my screen transitions to blank, except for the HUD, but I can still move and interact with the cell.
    If I get to a kill zone, the blank screen gets reset and I can continue to play perfectly fine.

  13. On my first reroll I get a - 178%, but it has +226% Slash. 

    But ok, either 0 damage or healing, both not really interesting or useful, sooooo, I'll close this. 

    Edit: I forgot you cant Close discussions here, but ok.

     

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