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LoseFace

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Everything posted by LoseFace

  1. The rooms do not repeat in this location, if another container appears by itself, then you can scan two crates in one mission. Also, with the Cross-Matrix Widget in your synthesis scanner, you can get two scans at a time.
  2. You can only get Thalmin Entrati Coffer from the first press of the button, after which the button is disabled
  3. and again, and again, and again. Players complain about buffs they don't want to get. It started with Volt`s speed and now DE want to nerf Dante. DE is long overdue to answer the question what is easier to implement: every time you add an ability that will buff other players, they will change the effect of many mods, mechanics, other abilities, or simply make switchable buffs in the menu?
  4. In missions the copies show as scanned, but codex shows 2/3. After that I went to look at the last one, but it required one more scan
  5. Confirmed, I found it It also creates two more copies of itself that can be scanned, but the copies are not added to the codex. Perhaps the copies themselves are separate enemies
  6. Here's what I have I tried to get conduit effects: Eximus Wave, but never found a single Gruzzling Eximus. I assume they're just not spawning right now, but there's also a chance I'm just unlucky As for Vitriol Necramite, it only appeared to me before the 35.5.1 update. I managed to scan it a bit I think it just stopped spawning like it did with Deimos Leaper. But I could also be wrong here, maybe certain conditions are required to spawn him
  7. Rogue Bonewidow eximus appears in the Alchemy mission, after 3 or 5 completed crucibles, and only after summoning through Rogue Culervin
  8. Markers of different containers are displayed where they don't need to be, and just get in the way when viewing the mini-map. If the rooms overlap each other, then the markers come out where you do not need, and all because the developers have removed the maximum height for the display of markers. Since parkour and some warframe abilities involve very dynamic movement, the mini-map is starting to just get confusing in medallion retrieval missions. Please roll back "micro-optimizations to the minimap." (U35.5), or make a separate setting to disable this confusion with the minimap.
  9. That's a very good idea. I often use Limbo's Banish for defense missions where the defense target is not static. At the same time, I realize that if a player comes within range of the ability, Banish will trigger on them as well, which will only hinder them. Yes, there is a way to remove this ability from yourself, but it would be nice to have a function to block this buff, instead of having to manually remove buff every time you don't need it. DE, please realize this 🙏
  10. Opponents can block the damage they receive with their shield, our shields should do so as well
  11. Why hasn't Tenno learned to use a shield with their pistols yet? We have enemies that use shield and pistols for very long periods of time, like Shield Lancer, Symbilyst. Tenno only learned to use one type of weapon along with one-handed pistols - Glaive, that's not fair. We have a bunch of one-handed melee weapons that can be used with one-handed pistols, by combining these things like you did with Glaive and Pistol, you could open up new content space and add the comfort of using one-handed weapons together. DE, please consider implementing mechanics for combining melee one-handed weapons and pistols with each other, including Pistol & Shield. We have two hands, but are prevented from using them at the same time!
  12. I've been thinking, this passive ability is also great regardless of what Qorvex will take damage on, i.e. health, shields, overguard. The higher the level of the enemy, the more damage he deals, and the radiation status allows you to divert attention away from the warframe, thereby allowing you to survive and keep the reactor heated up *0*
  13. Hopefully it's not too late, or this idea will be picked up in future patches)
  14. Alternatively, the fourth ability could be redesigned to depend not on energy, but on the superheat scale to release excess reactor energy, narrowly directing it at enemies
  15. I liked the concept of a future warframe. Saw Qorvex's abilities demonstrated on devstream. I think my idea for realizing his abilities will appeal to you, be appropriate for the game, and appeal to the players. For the most part, the idea is its passive ability. The idea is this: Since the warframe is essentially a radioactive reactor, when taking damage, the Qorvex loses reactor stability, heats up, and takes more radiation damage to weapons, depending on the stability of the reactor. The less stable the reactor, the greater the bonus damage (Accordingly, it is necessary to add a reactor stability scale). When the reactor overheats and loses stability, Qorvex will gain a radiation aura that will impose radiation status on enemies around him. Also, with an unstable reactor, the Qorvex itself will start taking radiation damage every second until the reactor is cooled down. I realize that Amber has similar mechanics, but it's a great fit here in concept as well. Abilities can also be improved by overheating the reactor when it is unstable. So in order to cool the reactor, it needs to utilize the abilities. Overall, this won't become akin to Ember due to the fact that Qorvex will need to take damage to increase the effectiveness of abilities. I don't know how the developers intended things, but I want my idea of Qorvex implementation to be taken into consideration. I also discussed this topic with my fellow players, they also liked my idea
  16. I cannot restore other acts because of this bug.
  17. Even according to your primitive, unsupported calculator, EHP is not correct.
  18. So here's the formula based on the wiki for calculating EHP, taking into account that shields now have 50% damage resistance: HP ÷ ( 1 - ( ARMOR ÷ ( ARMOR + 300 ))) + SHIELDS ÷ ( 1 - 0.5 ) But the developers showed us screenshots with a weird EHP calculation, where they just multiply the number of shields instead of getting effective shields: EHP ÷ ( 1 - ( ARMOR ÷ ( ARMOR + 300 ))) + SHIELDS × 1.5 In this case we don't get resistance, but just a trivial increase in shields. The "old" EHP number doesn't match anymore according to both the formulas from the wiki and the one with multiplication : 740 ÷ ( 1 - ( 473 ÷ ( 473 + 300 ))) + 740 ÷ ( 1 - 0.25 ) = 2893.4 740 ÷ ( 1 - ( 473 ÷ ( 473 + 300 ))) + 740 × 1.25 = 2831.7333... So what is the correct way to count now, the way the developers showed us, or the way we used to count?
  19. it's just Sleight of Hand, not a bug.
  20. I kill the enemy in peace? - Yes. The stealth kill affinity bonus is reset. I shoot at the enemy's head every time without preloading the weapon? - Yes. The game doesn't think so. No need to justify the developer who created it. This is definitely a bug that needs to be fixed because it interferes with similar conditions
  21. I already made a post about this bug here: Once again, you implement a condition that completely breaks down because of the bug statuses that deal damage per second. This time the problem is with incarnon toxocysts. Please fix it to the way it was before, when statuses when dealing damage didn't break anything and didn't interfere with other conditions.
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