[DE]AstroBoy
-
Posts
25 -
Joined
-
Last visited
Posts posted by [DE]AstroBoy
-
-
It's interesting to read all the theories y'all come up with wrt what's wrong. Having looked into this today, I've diagnosed the issue: the actual range of melee weapons has not been affected at all, but the "fatness" of melee weapons was inadvertently gimped.
So for example in a horizontal swing there used to be considerable "hit box" above and below the sword making it easy enough to hit things above or below you, but currently this "fatness" is not as big as it should be. Similarly in a vertical swing there would be hit box to the left and right of your melee weapon, but currently your aim needs to be dead on.
Reach not only increases the length of a weapon, but also this "fatness" factor and is likely why those who used reach are feeling this bug the most.
tl;dr
Your sword didn't visually have to hit dudes before and now it does :( but we'll fix it Soon
-
99.1% proc chance is still going to give ~37.6% proc chance per pellet on the Strun Wraith. But yeah, if you're only hitting with one pellet per shot (maybe shooting from a distance) it will be far below your expectation of 99%.
-
The Veil's syndana already triggers on any kill where the enemy is unaware. The effect is doubled for the "stealth kill takedown finisher" thing or whatever we call it.
I hadn't thought about melee counter kills/bladestorm kills, though. If they're not already affecting the Veil's syndana, I'll consider making that work too.
-
I've used the Bolto with Entropy Spike ever since it was released and I've never seen an explosion. ...the actual explosion with NORMAL BOLTS isn't happening.
Strictly speaking, the mod is setup correctly and the explosions are triggering, but the Bolto's explosions deal 0 dmg.
:V
-
It seems like you guys are right; the "chance for extra shot" is not present for the Angstrum.
But I can't remember if I made it that way for a good reason.... I will check it out and if there isn't a good reason, I'll bring back "chance for extra shot" on the Angstrum.
-
Easily fixed. Sorry for letting this one slip through.
-
mm indeed. Iron Skin applies before anything else is considered, but this is perhaps not ideal if the player could have parried the attack.
-
Thanks a lot Jock.
*Spends weeks and weeks overhauling melee*
*Gets a shoutout for adding the option to not equip a melee weapon*
( -___- )
You're welcome tho.
-
From what I can see, it always deals damage even though the effect stops working after the first impact.
-
Personally i can not see the reason as to why the DE
made these changes to the continouse wepons in the
first place.
They did not to my knowlage cause lag, cause crashes,
stopped functioning or have any other issues that needed
adressing by making them out to be dmg/tick weapons
instead of continouse fire weapons.
And as we see so many issues now with these weapons I
cant really understand why DE just does not revert the
states of the weapons to function like they did before
they completely destroyed them.
Don't take this the wrong way, but I think it's a little silly to pretend that you know everything that's going on under the hood of the game. Continuous fire weapons dealing damage every frame did cause lag, and that type of lag did cause crashes. Further, the issue of not being able to damage traps and reactor cores and the like is 100% unrelated to us limiting how often continuous fire weapons deal damage.
If you want complain that the weapons don't feel as good anymore, that's perfectly fine. I won't argue with you :) But leave the technical reasoning to us.
-
As client, if non-crit damage kills an enemy then it won't roll for crit. Any time the crit damage would have mattered, it functions as normal.
Your high crit sniper rifle isn't critting very often? Congratulations! Your sniper rifle is so radical that it is killing guys in 1 shot without the help of crit.
-
Yeah, classic 3rd person shooter issue. Indeed, if the thing you're trying to shoot at is "behind" your character (or at least, closer to the camera than the spawn location of the bullets) then we don't let the gun shoot backwards (sideways shooting, yes, but not backwards). This lets you shoot at a far away enemy while standing next to a pillar, even if the pillar obstructs your reticle. But sometimes you are actually trying to hit the pillar (or enemy, or whatever), which forces you to adjust your position slightly.
As mentioned the real culprit may be the projectile's spawn offset; if it's really far forward it will exacerbate the problem.
-
Is mire supposed to not have poison damage anymore cause I tried to set my poison weapons so id have one with each combination damage type "gas=torid corrosive=acrid" but i cant get any mods on my mire to combine with poison?
Im stuck using radiation"fire+ice" and that doesnt display its new visual effect! i just get fire? is mire bugged now or am i doing something wrong?
Indeed, the innate poison mod of the Mire was using the old way of adding damage. Nice find!
-
Ah, ok that last video made it clear what's going on. The "auto-resolve" feature of the loadout screen will now equip "the best mod of equal or lesser fusion level", rather than "the first mod of equal or lesser fusion level it finds".
I dont see these changes or did you mean the changes are ready to be implemented within a future hotfix ?
Indeed, we didn't launch a hotfix just for those changes. They will likely be included in our next "regularly scheduled update".
-
...while shade gun can use same mode as my hikou does....
I wasn't aware that there were any sentinel weapons that used pistol mods... that might be a mistake, but thank you for pointing it out. I have added a check to prevent you from using the same mod on your secondary weapon and your sentinel's weapon.
..."stack" ONLY the rank 0 mods (It's not like I'm going to have a hundred copies of the same mod at various ranks)...
I agree with this 100%, and have made the necessary changes.
-
Milles excuses pour mon français mal.
Il y a du logique pour resoudre cette exacte situation. Je viens d'y essayer et il n'y avait pas de problème. Dans le video par BachThao, on voit la logique donc je parle. En français, c'est écrit "Impossible d'appliquer ce changement: |ARME1| et |ARME2| utilisent le même |MOD|. Résolution auto?". Si vous répondez "OUI" et vous avez un autre MOD de même type et de niveau égale ou moins, ce MOD est équippé sur l'arme du Sentinelle. Est-ce different pour vous?
--------------------------------------------------------------------------------
English words now
There's some code to handle the exact situation described. Just to check that it wasn't broken, I tested it out on the build you guys are playing and it seemed to work fine. You can even see it briefly in BachThao's video; you'll get a prompt asking if you want to auto-resolve. If you answer yes to auto resolve, and you've got another mod of the same type of equal or lesser fusion level, then it will equip that other mod to your Sentinel's weapon.
So yes, initially you are stuck equipping the same mod to both, but either by re-entering the screen or by just using the auto-resolve feature, there shouldn't be any problems. Unless I've missed something?
-
Either add a little info window when you mouse over a mod, showing which weapons it's currently on...
Maybe it doesn't stand out enough, but the tooltip for the "equipped" icon is in fact a list of all the weapons currently using that mod.
-
Mult-shot on Paris does fire several arrows. However, because the accuracy is so high, they end up right on top of each other which makes it hard to tell.
-
Nice find! This sort of thing was easy to fix but easy to miss as well.
Fun fact: In addition to the 'J' key messing with things, you can press 'Y' to equip your rifle while carrying the datamass (you're normally stuck with the pistol).
-
MULTISHOT n% - BROKEN? - As far as I can tell, it doesn't work. Might allow 2 or more shots to be fired with one click.
It does work, but if you have a mod like 40% multishot applied to a pistol, adding 40% of 1 shot still leaves you with just 1 shot. Applied to something like a shotgun, you'll be able to easily see the difference.
(secret pro tip: if you stack a couple of multishot mods on a pistol or rifle, you'll be able to push the shot count to 2)
-
New Mod bug
- I added +48% more armor but my armor is still at 200
I don't think we display the player's armour values on any screen. The 200 you're seeing is probably your shields (which is improved by Shield Capacity mods). Armour is a value which reduces the damage you take once shields are down. Grineer are heavily armoured, and you may have noticed they take less damage per bullet than other enemy types. So although you may not be able to directly see the effects of an armour mod, it is affecting the amount of damage you take.
-
-
Maximum rank issue: filling all nodes will leave the player with 15 extra points that are unusable. (times encountered: 4)
I do believe that the last 15 nodes are unlocked when you "upgrade your gun to pro".
Clan rank stuck at rank 3
in Players helping Players
Posted
We are aware of an issue where research projects can cause a delay to receiving clan XP from other projects or room constructions. We'll have a fix eventually, but just waiting will also fix it. So either way; just wait