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Nerf_SupYo

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Posts posted by Nerf_SupYo

  1. +1

    I know it won't be 4k 120fps but even 1080p/120 would be welcome once the cross progression system works out. I'm ok with the detail levels being very limited and play that way as is anyway just to limit distractions from particle fx and that kind of stuff. Like you said, the series x has the horsepower for it if you tailor it right, no doubt there.

    • Like 2
  2. It's still not too late...we could actually make this thing work if we just didn't forget to keep complaining and complaining and complaining about obvious things like this not being the way they should work.....

    upvote me to fix

    you know you wanna

    mmk

  3. https://forums.warframe.com/topic/1175860-make-heavy-attack-work-properly/

    Heavy attacks don't trigger without the melee weapon already being equipped, so if you make a heavy attack focused build it puts you in the position of having to do either a manual switch or a quick melee to swap to it first. That first quick melee swing may be incredibly slow or just generally breaks the flow of the way weapon switching is supposedly meant to work now.

    The situation with so many of the stance mods being a mess is a huge black eye in it's own right, tempo royale went from being a masterpiece to a meh overnight. Pointed wind doesn't trigger finishers, so many things are just a mess right now that I can't see moving on to any more changes before fixing the things that ended up broken by the last pass.

     

  4. 5 hours ago, LUCIFER-Z said:

    Very true...same has been happening to me for 3 days now. As a bonus, most of the space teams cannot recieve the kill codes too.

    Me (LUCIFER-Z) and grenadelaunche0 were playing together yesterday. Did 17 rounds on ground twice. He was the host. He got 8262 credits while I got only 2538, although we did the missions together. This was the only time i preserved a visual. Happened over 6 to 7 times.

    21_bugframe.png

    Right? Some missions give plenty of credits, others very very little for no apparent reason. The same 17 can be completely random results.

    • TYPE: In-Game
    • DESCRIPTION: Condrix/murex moved to another area etc etc. We started the run at 21/100 and by the time we got to 10 codes it's all over? There were 2.5hrs left on the clock on the flotilla.
    • VISUAL
    • REPRODUCTION: First I've seen this, it's probably common, no idea
    • EXPECTED RESULT:  Every other run I've started low in the ground assaults murex (like 21/100) and we were able to go to the full 17. Since we supposedly didn't finish it before the thing disappeared we only got some tiny amount of spear credits (437 or something ridiculous) and a useless emblem. I'm used to getting the 4k and 4k bonus.
    • OBSERVED RESULT: ....
    • REPRODUCTION RATE: ....
  5. 6 hours ago, Test-995 said:

    Just give us correct information, it only says "bow" and "not on crossbow", this is borderline scam.

    Exactly, that's what I'm getting at. For every 1 player that's actually disappointed in this mod not working on the attica there are 100 that wanted it for the bramma and I highly doubt this thread would even be here if it weren't for those 100. The problem is the label, not the product - and all the debate about changing how the mod should work is completely missing that point. Clarify the classes of bow types and make it clear it works on those, but otherwise this is alot of screaming in the wind about nothing.

  6. Probably, I just finished a run with 1400 something and the stats are still the same as before the mission. There was a note about them working on a script to fix this in the most recent hotfix release notes.

  7. 23 hours ago, Andele3025 said:

    True, hell id go as far as asking for individual slot based keybinds and ability to rebind stances (especially since DE butchered them making most static stances animation lock you forward, most foward combos have animation locked roots, etc), tho in that persons specific request, what they are asking for is functionally already in game as the only difference between quickmelee and melee mode is to have manual instead of auto block thus have to press weapon swap to go back to guns/gun mode quick hip fires if you dont use LMB to melee.

    Or in TLDR: not opposted to being able to heavy slam from gun, i just want to keep melee mode melee.

    So many of the stances are ruined as is for now, you have a good point about setting a system like this up could take a little of the pain while we wait the 2yrs it will inevitably take to get them fixed.

  8. 2 hours ago, Andele3025 said:

    Melee mode exists specifically for melee. Quick hip fire from melee is gun mode if you have the  LMB toggle set for guns instead of melee. Dont muddle/nerf melee even more than it was in terms of clean playstyle than it already was.

    As long as we can individually set it up the way that works for us I'm ok with it, even if it's a dozen toggles in the settings dialogs for how you want melee/weapon switching to behave that's fine with me. How we make it work is the question.

  9. On 2020-03-19 at 1:50 AM, Scar.brother.help.me said:

    I've also started this topic a few times since melee 3.0 launch.

    I also promote a quick-hip-fire from full melee without aiming (manual block) when you press fire key. (Right now it does nothing unless you pick an option to use it as a second button for normal melee attacks - in that case it can stay as it is now).

     

    P.S:"inability to bind heavy attack to work properly from firearms is the ONLY reason I ever switch to full-melee mode".

    It really breaks the flow, right? So many of the changes are great but little touches like this can make a huge difference.

  10. 4 hours ago, Iamabearlulz said:

    What about people like me, who use the same button for Heavy Attack as they do for Alt-fire?

    Good question, I'm sure there's a solution that can work for everyone. A option in the settings to allow the same key to bind for both could work, on for you off for me - as long as it triggers without having to switch with a regular shot or quick melee first.

  11. 8 hours ago, DutchDillon said:

    I have thought of this ever since they added the heavy attack key. It makes no sense that u can use the secondary fire on ur guns when u have ur melee out but not do a heavy attack when u have ur gun out. 

    Agreed

  12. Let's make this happen already, needing to do a quick melee or equip to do a heavy attack after using either of your primary/secondary weapons is awkward slow and completely out of line with the (excellent) goal of fluid weapon switching.

    This problem isn't melee heavy attack only - alt fire on many guns requires the same action and on small magazine weapons with slow reload it can be incredibly lame.

    Example: Euphona Prime - 5 shot magazine - the alt fire is really good and an excellent choice in close up combat where hitting multiple enemies comes in very handy. Fire 1 2 3 4 shots melee a few times and want to use that alt fire up close for a quick finale? No dice, you have to switch (slow) or fire a regular round which would use the last shot in the magazine forcing a slow reload.

    I know these don't seem like huge problems, but hopefully at some point one of the QoL updates gets around to this..

    • Like 7
  13. It's been this way for so long, most of the time I just skip the siphons on Ceres in general to avoid wasting 5 minutes crawling the map in what would otherwise be a 3 minute mission.

    Why Ceres? No idea, please fix this any year now.

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