Teliko_Freedman
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Posts
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Posts posted by Teliko_Freedman
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Oooo Samurai Prime.
Also lovely hip armor.
Even that axe to the crotch...to a lesser degree.
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Hmm...Should the Forward Artillery seat have access to ordinance as well?
I think it should.
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Since Call of the Tempestarii introduced Railjack Spy Mission, are we getting that as nodes on the Starchart soon?
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So looking at the controls, it seems Unbinded buttons on Railjack Controller scheme defaults to normal controller side's binds.
As a result I have to use the button I have assigned on my Normal Warframe side controls to activate powers for the Railjack as well as use the button I have set to reload to use the Gunnery Intrinsic Rank 9 skill.
The issue I have now is that I'm using the "Context button" on my controller with the "Context button includes reload" toggle option. Which doesn't activate the reload function of the Gunnery Intrinsic Rank 9 skill.
Also that context button is the same button I use for dismounting from Pilot/Turret.
I also re-binded my Dismount elsewhere to test that Context button won't reload turret.
My suggestions are:
Allow Context button with (Context Button includes reload) to also reload the Railjack turrets.
Add a secondary dedicated reload bind for Railjack Controller settings.
Other Suggestions:
Include a bind on Railjack Controller settings for accessing Tactical menu. (I planned to use with Focus/Operator button)
Show Dome Charge capacity in Tactical Menu somewhere
Add a bind for toggling Gunnery Intrinsic Rank 10 Skill on or off during combat.
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Was there any word on Critical Deceleration shotgun mod getting the update too?
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Can we add Crew Assignment/Roster to the new Plexus panel we put next to Navigation in our Liset?
That way we don't have to go all the way to the dojo to configure it.
Also: How about allowing Crew members that are not currently selected as Railjack Crew, to be summoned with the Command Intrinsic 9 On Call ability?
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The railjack faction damage mods were nice.
Especially when the Worm's Torment mod allowed crew gunners to outright delete Grineer crewships with a few shots.
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- [DE]Danielle
- TYPE: Railjack Command Crew
- DESCRIPTION: AI crew gunners shooting down Crewships instantly
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VISUAL:
- REPRODUCTION: Crew shoots down Crewships like no one's business.
- EXPECTED RESULT: Crew should shoot and disable crewship.
- OBSERVED RESULT: Crew shot and disabled Crewship out of existence. BannerHulk: "I see this as a complete win!"
- REPRODUCTION RATE: Unsure about reproduction, but I suspect it started after I equipped this Railjack mod that increases damage to Grineer targets by 27% called Worm's Torrent.
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When I first heard of Defense for Railjack. I pictured it more like:
Railjack warps into sector, Cephalon Cy comments, Then yells out "Ambush!"
Then you'd have to defend your Railjack from craploads of enemy fighters and crewships trying to blow up your ride.
Destroying everything would be a wave.
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Any way to make Command Crew target things like Radiators when you expose them?
Additional:
The Gunnery Rank 10 bonus.
Can you add a toggle function that we can turn on and off during combat?
Binding option to keyboard or controller listed in Railjack controller options.
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Blargh, the buffing of Umbra Intensify murdered my Rank 3/10 Umbra Intensify I was using exclusively for my Nyx Prime.
Now it gives 28% strength instead of the 24% I wanted to use for Psychic Bolts.
Would be great if I could get my Rank 3/10 Umbra Intensify reset to 0/10.
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Any chance of getting our Custom Moa's to help around in the Railjack?
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Also where do we post feedback for the things covered in this update that don't fit in the categories of provided Feedback Megathreads?
@[DE]Megan
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Removed Kuva Tonkor’s arming distance from projectiles.
Any chance of doing this for Corinth weapons too?
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What is with the upsurge in Thread Necromancy?
I almost think DE should add a notice system that tells you, you're posting in a thread that's older than a month old.
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33 minutes ago, XRosenkreuz said:
If you already weren't considering it, what, exactly, was the point of making a thread about it?
I would speculate pleading with DE to delete it/Replace it with something else.
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1 hour ago, CptLonesong said:
thanks for the clarification. may I ask does the engine matter or just any engine shot would do?
any engine will do as long as it's an active engine.
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Are you using Forward Artillery on Engines you already took out? Because that does 0 damage.
The oneshot kills happen when you fire the Forward artillery on an ACTIVE engine.
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Personally, I'd rather they remove the syndicate ones.
I just like keeping ULTRA NEUTRAL to all factions.
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not sure what you're asking, so I will guess.
Move big files to another drive.
Until you have enough space.
Organize the files.
Move big files back.
不知道你在问什么,所以我会猜。
将大文件移动到另一个驱动器。
直到您有足够的空间。
整理文件。
移回大文件。
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Minor QoL.
I was thinking, why not include a bit more info like Supply count in the Tactical Menu.
Just stick it at the top of the Tactical Menu so we know how much Revolite/Ordanance/Flux/Dome Charges we have at a glance.
It would suck after all to dash to the Forward Artillery cannon, and see that you have no Dome charges.
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I went to Frame Fighter, changed a warframe's skin, then exited it.
Got it.
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If you have a Vidar Engine 3, you can use a wreckage of Vidar Engine 1,2, or 3.
No need to repair.
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Update 30.9.0: Prime Resurgence
in PC Update Notes
Posted
The Change to Nyx's Psychic bolts...
I hate it, because hitting unalerted enemies now alerts them.
But I have a suggestion.
Alteration: If the target is not alerted, apply Psychic Bolts like it used to. If the Target IS Alerted, Psychic Bolts will now cause the stagger.
Just a suggestion for some of us, who like to weaken an enemy before we stealth kill them.