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Wanderwhys

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Posts posted by Wanderwhys

  1. The 27.5.1or2 update seems to have fixed this bug THANK YOU DE!!!

    P.S. The fly in cut seen at the beginning of a level can not be skipped with a controller any more but this is a super minor issue in comparison. 

    P.P.S. there are also other places such as when editing the gear wheel where (B) will not work and in order to leave gear wheel you will need to use the mouse and keyboard.

  2. 8 hours ago, [DE]Megan said:

    Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’. 

    • The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!

     

     

    8 hours ago, [DE]Megan said:

    Controller Changes & Fixes: 

    • Selecting “Defaults” in the ‘Customize Controller’ Options will now give you the option to choose to either default ‘All’ bindings or just those in the current tab. 
    • 188d2065ec2d145f4627bff2e3ca0c2d.jpg 
    • Fixed some issues with controller bindings not saving if swapping between using a controller or KBM to select bindings tabs. 
      • Any changes made in individual tabs will now save locally in the tab until you close out of Options, at which point it’ll save them if desired. 

    Thank you for controller support but currently (27.4.1) Warframe is still thoroughly frustrating to play on controller as the LB (left bumper) on Xbox controllers is stuck on the roll action even if you change it in customize controller. You can see my previously posted bug report here: 

    Please fix LB on Xbox controllers let me know if I can help provide more info.

    • Like 1
  3. The 27.4 updates to warframe have added controller support and fixes that are good but the most game breaking controller bug right now was sadly not included. I am here to beg for a fix to this bug as it is still present in the 27.4.1 build. I have footage demonstrating the inability to change LB to any other action than roll and of the unavoidable problems in the workarounds. like how trying to activate 3 or 4 abilities (after relearning where they are) while aim gliding can open chat then chat filter and after you back out of the menus that pop up blocking your game the RB ability menu registered as pressed down locking you out of reloading,crouching, jumping, swapping, rolling/sprinting, or meleeing till you press RB it again. Please make it so melee can be bound to LB again if there is any thing I can do to help fix this customize controller bug let me know.

  4. OK I had this brain burst and got this wonderful idea for a new frame: Dullahan a Headshot crit sniper based frame. If Harrow is crit CC support then Dullahan is crit assault tank. his idle animation first looks like he's nodding off, but instead of snapping his head back up awake, his head falls and he catches it and puts it back.

    passive: Head Collector, Headshot kills "collect" the enemy head indicated by a shrunken head that form a belt or float around you when skull armor is active. After 20 heads they start to form a belt rather than floating capping at 100 heads like nidus stacks

    Skull Armor(toggle very low energy drain): grants 5% damage reduction per collected head capping and 95%(like Nova but with the heads bobbing in a cylindrical motion rather than spherical).

    Head Hunter(toggle very low energy drain): 10% head shot multiplier damage increase per head collected but 2%(caps at 40%) non-headshot damage decrease per head collected. scales with strength

    Neural Net(toggle consumes 1 collected head): slows enemies in front of you by 20%(hipfire) and 50% (caps at 95%) when you are aiming down sights. also get 4% damage reduction per collected head capping at 76% against enemies behind you when you are aiming down sights. Both effects have a 180^ range that caps at 300^ when ADS and the hip fire slow has a 60^range. scales with strength and range

    Neuron Bomb(consumes 1 collected head): Basically an Ogris in ability form. fires head, big boom, DoT zone. counts as a thrown melee bring a stat stick. 10m range 1000 base void damage scales with strength and range

  5. I have been Playing Warframe on PC with a Xbox Elite controller for years now but just recently the customize controller lost partial functionality. I've always played with this same layout with melee on left bumper, sprint/roll on left stick click, and B for toggle crouch. I also replaced the right and left D-pad for gear hotkeys and this still functions fine but no matter what I try to set left bumper for it now only causes the roll action even if the settings say otherwise. I have had to remap my controller itself with the xbox accessories app but this only gets me so far as the ability menu will not let me remap transference to B or ability C to left bumper and menus are a lost cause. Is there any way I can regain a functioning customize controller? I have tried changing my settings with only the controller as one post said, resetting my settings and rebooting, and changing setting in mission or in orbiter all don't fix it. Is this a new bug others have gotten as well with the recent railjack controller support update?

  6. Please make it so killing the kuva larvling with a kuva weapon forces that weapon to spawn.

     

    As I see it the RNG weapon selection is good for forcing varied play and helps diversify and spice the starting flow of the lich system. But once a player has all the lich weapons and just wants to refine their builds the 2hrs (on a bad day) of kuva larvaling farming is not fun or good for the system. The focus of lich hunting should be just that. Once a player has shown they have completed the requisite RNG kuva weapon unlocking portion the tail end of the farm should be less painful.

     

  7. After playing Grendel for a few days, I have some balance tweak suggestions. In my tier list Grendel ranks at a C; he is tanky and has mediocre CC and healing, but has low DPS, and is slow and clunky. I find Grendel's 4th to be rather underwhelming (IMO not even worth activating) compared to just using your melee there is little to no incentive to use it. I think the range of the ground slam range and damage needs buffed and as a weight based frame why not give him an attraction pulse on crouch press to pull enemies toward you (possibly in a syndicate mod) so you can run them over like magus anomaly.

    His 2nd is nice but not nice quite there. all the buffs are low and short compared to other buff frames, so why not make 1 cast activate all 4 buffs? or even 2 casts and heavy units activate one set while fodder does the other? anyway with that short duration and smaller buff it should need less casts IMO. 

    now some other thoughts while not as important as buffing his 4th or 2nd I think his flow could use some work. If his 3rd was moved to a tap press of his 1st (1st being long press now) then the available space could be used for some mediocre persistent area CC like hollowed ground or thermal sunder (maybe Bile or Flatulence) to solidify his strength in CC and bring him closer to similar CC tank frames like frost. don't mind this part to much as I'm just popping ideas

    lastly a possible syndicate mod for his 1st/3rd that turns regurgitated baddies into allies for a duration (for more minor CC). 

  8. I just started today and checked that my standing was at 4,000/10,000. Then I did 3 assassination (3,000)+ 3 sabotage (3,000)+ 150 bullet jumps(1,000)+ 6 fugitive captures(300). When I checked my nightwave standing expecting a new reward it was at 7,150/10,000. this is now the 5th time I've noticed this happen where for whatever reason my gained standing isn't applying properly. It is annoying beyond most of the bugs I've encountered to date and it may even cost me the chance to get the umbral forma that I should have by now.

  9. Shields! With the drop of Hindryn I hope this means shields are starting to get some end game support. Warframe is like a game of rock-paper-scissors-lizard-spock with it's damage types and health types and it has saddened me that shields are so inferior to health at endgame. I believe that shield based warframes deserve some support so they can be more in line with health based warframes at endgame. with that in mind here are some things I've been hoping to be added to the game someday:

     

    Mods:
     

    Spoiler

     

    Shield conversion- convert 40% damage on shields to health;

    Energy absorption- convert 25% damage on shields to energy(like rage for shields);

    Proto-shields- upgrades shields to the proto-shield health type with 50% damage reduction (like steel fiber for shields);

    Surplus boost(exilus)- full shields boost sprint speed +25% and +10% parkour velocity, over shields double the boost (like a conditional rush / endurance drift)

    Battery link(cycron)- 40% shield charge (like winds of purity but for shields not health)


     

    Melee:
     

    Spoiler

     

    Bulwark(corpus)- A shield only melee weapon, that looks somewhat similar to a Shield lancer shield in that it covers the whole front of the body but is semi-transparent with energy color being most prominent. (as a solo shield melee weapon it should function like a throwing type melee weapon in that you can use a secondary and the shield at the same time like a shield lancer)

    -As a solo shield this melee does next to no damage dealing only 20 impact damage but it blocks 95% of damage as opposed to the 85% blocked by hammer, heavy blade, machete, polearm, scythe, and sword and shield type weapons.

    Attack speed 0.75

    Impact damage 20.0

    Crit chance 5%

    Crit damage multiplier 1.5x

    Status chance 30%

    Stance: forceful reflection

    -The quick melee charge attack behaves the same as blocking and pulls out and blocks with the force shield as long as you hold the quick melee button down. The quick melee block does not reflect damage (blocking like this only lasts as long as a charge attack and is affected by melee speed)

    with the Bulwark as your active weapon:

    -blocking reflects 100% of projectiles with travel time (including bombard rockets without them exploding similar to shatter shield)

    -All reflected projectiles/damage has melee mods and status/crit chance/type applied

    -Melee attacking  performs a shield bash rag-dolling and throwing enemies within melee range back (similar to void blast), the charge attack has an increased range.

    -Blocking and meleeing at the same time performs a shield dash rag-dolling and knocking back enemies caught it the way (similar to a very short rhino charge). The speed of the shield dash scales off melee speed mods and the distance of the dash scales off of melee reach mods (should be much faster than rhino charge, but shorter range).

    -blocking and holding melee performs a shield charge, the speed of the shield charge is equal to your sprint speed (including modifiers like volts speed or the rush mod) and you can still perform jumps, slides, bullet jumps, et cetera unlike shield dash.

    -melee mid air (slam attack) deals only 20 impact damage but rag-dolls and knocks back enemy units within 20m

    -melee mid slide (slide attack) blocks like a shield charge for the remainder of the slide.

    -channeling while blocking also reflects hit scan damage and further increases reflected damage by 200%, channeling mods (including channeling efficiency mods and life strike) should apply to block-channeling and reflected projectiles.

    Bulwark is intended to be used as a low damage CC weapon, for example when equipped with blast damage and status chance block channeling will cause all the reflected fire to blast proc the enemies that are shooting at you. Throw in guardian derisionlingering torment, and healing return or life strike and have fun watching the baddies trip all over themselves. Please note this weapon is meant to be fun niche bit of CC, not a damage dealing melee. if you want to deal good damage with your melee weapon why would you equip a solo shield?

     

     

    Warframe:
     

    Spoiler

     

    Aegis (Shield/Nullifier based warframe)

    Base stats:

    Health 100

    Shield 200 (600 at rank 30)

    Armor 15

    Energy 150

    Sprint speed 1.0

    Polarities 1x madurai (V) and 1x vazarin (D)

    Aura polarity 1x naramon (-)

    passive: head shots replenish 10% shield charge

    1. Shield Obsolescence: Lowers enemy shields and armor 70% within 10 meters for 10 seconds. Cost 25

    scales off range, duration, and power strength mods. (visually this ability looks similar to mags polarize but with a faster expansion speed and lower range)

    syndicate augment: Slows affected units by 60%. Speed reduction is affected by power strength. (basically the same as creeping terrify mod but with no fleeing mechanic)

    Like seeking shuriken or sonic fracture 100% of shields/armor striped at 145%+ power strength

    2. Void shielding: Increases ability duration by 25% and become Immune to all effects caused by enemy abilities/passives/auras. Cost 1 energy per second per ally (does not toggle off energy gain similar to pacify & provoke) This includes things like eximus abilities/auras, nullifier bubbles, scrambus auras, etc.(visually this ability looks like a honeycomb version of warcry)

    syndicate augment: adds 70% status immunity. (scales off power strength) this mod is very useful against infested as Aegis is weak against toxin

    Finally a build that specializes in negating most of the most annoying enemy mechanics letting you fully enjoy your mission even if it is against the corpus

    3. Shield expansion: deploy a 10m(effected by power range) shield bubble with 100% of current warframe shields converted the shield bubble proto-shield type health. all allies within the shield bubble gain 100% effect from void shielding(2) and 50%(effected by power strength) effect from shield overclock(4). cost 100% shields(effected by power efficiency) (warframe shields can recharge after cast, casting again will add health to the shield bubble like snow globe) (visually like a nullifier bubble effectively like a snow globe that sticks to you it does not shrink when damaged)

    syndicate augment: allies that leave the bubble will retain void shielding(2) for 20sec and shield overclock(4) for remainder of timer (like everlasting ward).

    4.Shield overclock: Enables Shield gating(flat 2sec invulnerability when shields are depleted resets when shields are full), Raises shield capacity by 200%, replenishes shields by 70%, lowers shield recharge delay by 50%, and increases shield recharge rate by 70% for 20 seconds. Cost 100 (scales off strength, duration, and efficiency) (if shield recharge delay reduction is raised over 100% then the extra % counts as increased recharge rate)

    visually I imagine a large rotating honey comb patterned sphere embedded in the warframes chest cavity held in by sudo-ribs and large enough to be seen from the front and back. Aegis is intended to be a defensive end game support tank.

     

     

  10. I took a break from Warframe while I was moving and my clans auto-kick nonactive players function kicked me. No big deal, but now I want to make my own clan and can't because I have no clan key or clan key blueprint. Apparently the market no longer sells clan key BPs and I need to join a clan to get a clan key. sense joining a clan is the only way to get a clan key now how can I make my own clan? Please re-add the clan key blueprint to the market.

  11. This is an augment suggestion for Mirages 4th to make prism hover above your head like the Battalyst or Shadow Stalker laser disco- I mean omni-directional laser attack. The ability will function the same other than being anchored above your head instead of flying off in the direction you're aiming. Of course you probably guessed all that just from the title.

  12. after updates and hot fixes the launcher will ask if i want to speed up loading times and optimize disk space and warns that this may take awhile. if i hit yes it will stall at 94% complete while saying "optimizing download cash" even after leaving it for a half hour it still wont progress further. i have tested to see if it will work on four occasions over the past four or five months now and it always stops at 94%. the game still plays fine if i restart the launcher or hit no when asked if i want to optimize so its not a big issue.

  13. say I (playing as gara) have joe and jill in my squad and joe has 11s left on splinter storm while jill has 50s left (as seen next to their names in the upper right). then I pop in and out of transference and look to see how quickly I have to refresh joe's buff but now it say's they both have 28s left o.0 like it split the difference or something? I have not tested if this is just a UI bug or if it really averages the buff timers.

  14. I thought I'd re-post this as I hear players who use controllers on PC are getting a quality of life patch, I was hoping this bug could receive some attention too.

    Please fix warframe abilities overriding jump/reload/crouch/swap weapons when playing with an Xbox controller on PC and exiting transference.

    For example on PC use an Xbox controller and press RB(ability) + LB(melee) to enter transference then again to leave transference. now if you press X to reload it will instead activate your 2nd warframe ability, A will no longer jump but instead activate your 1st ability and so on.

    After leaving transference the bug will persist until you hold down RB(ability) or cast an ability by holding down RB and tapping A/X/B/Y to undo this bug, or avoid the bug all together by tapping RB to leave transference instead of RB(ability) + LB(melee). [this method of avoiding this bug no longer works and you can't shoot or melee now but the bug triggers less often]

    P.S. I swapped my melee and secondary fire buttons

  15. can't leave orcus relay

    upon selecting "leave relay" when i was done with baro it would put me in a loading screen like normal except instead of loading my orbiter it loads me back to the entrance of the relay. in order to escape the relay i had to close the game.

  16. Hello I don't know for sure what causes this bug but it only happens when I have my Huras Kubrow crossbreed abomination equipped so it's likely not high on the fix list. Sometimes upon becoming visible after Stalk dispels my warframe will be missing its head, armor, and syandana, as well as any extra visual pieces such as the skirt on trinity or the saryn ophila skin. 

  17. Deafening amp: staggers enemies within the amp field once every quarter (once every 4 notes, think banshees resonance but less frequent staggers) standing within the Amp field removes status effects and grants status immunity.

    this mod is designed to improve amps effectiveness in defense style missions.

     

    I also liked these posts:

    4 hours ago, Castellar said:

    Mallet:

    Shooting gives you an ability to charge your mallet with a status of your weapon(primary/secondary/melee)

    3 hours ago, Recel said:

    Metronome - War song:

    Reverses the waves, no longer granting buff to Octavia and her team mates, but inflicts de-buffs to enemies in range.

    Vivace slows down enemies.
    Nocturne highlights enemies through walls.
    Opera reduces enemy accuracy. or preferably Opera % Reduction to enemy Aura effectiveness. (must be able to reach 100% with strength mods)
    Forte reduces enemy damage.

     

  18. when i try to power attack with a thrown melee it freezes mid swing right before releasing about half of the time. this bug is much more prevalent in games with high ping and/or low FPS. I have experienced this bug on thrown melee (glaive, kestrel, orvius, cerata, glaive prime) as well as the zenistar disk. i have not yet tested the halikar or caustacyst but i suspect they will have the same bug. when the animation freezes you stay stuck mid swing until you release the melee button (i'm using a xbox controller on PC) and then have to re-charge up to throw likely just to fail again. I first noticed this bug after the addition of the plains and dual wielding pistols and thrown melee. as the main function of the thrown melee category randomly fails at least half the time it has made an entire melee subcategory unusable please fix this as soon as possible as this bug has been around for awhile now.

  19. The title basically says it all, I would love it if DE added a Eidolon hunt bounty to Konzu's list at night.

    I find it frustrating trying to find a squad to run with on public and loading is so buggy that squads from recruiting rarely load together in the end. However i have rarely had trouble with loading into a public bounty squad and believe an Eidolon hunt bounty would improve the ease and thus enjoy-ability of hunting Eidolons. Why are you still reading the title was all you needed to read I'm just typing for the sake of typing at this point ... point ... a broken pencil is pointless... did you hear about the two half brothers ... the difference between them was a parent... three blonds walk into a bar you think one of them would have seen it... OK, OK, time i wake like my personality and split

  20. The Forshield is intended to be used as a CC weapon, for example when equipped with blast damage and status chance block channeling will cause all the reflected fire to blast proc all the enemies that are shooting at you. throw in guardian derision, lingering torment, and healing return or life strike and have fun watching the baddies trip all over themselves. Please note this weapon is meant to be fun niche bit of CC, not a damage dealing melee. if you want to deal good damage with your melee weapon why would you equip a solo shield?

  21. Forshield, A shield only melee weapon, that looks somewhat similar to volts shield in that it covers the whole front of the body and is transparent with energy color being most prominent.

    -As a solo shield this melee does next to no damage dealing only 20 impact damage but blocks 95% of damage as opposed to the 85% blocked by hammer, heavy blade, machete, nikana, polearm, scythe, and sword and shield type weapons.

    Attack speed 0.75

    Impact damage 20.0

    Crit chance 2.5

    Crit damage multiplier 1.5

    Status chance 30%

    Stance: forceful reflection

    -The quick melee behaves the same as blocking and pulls out and blocks with the force shield as long as you hold the quick melee button down. The quick melee block does not reflect damage

    with the Forshield as your active weapon:

    -blocking reflects 100% of projectiles with travel time (including bombard rockets without them exploding)

    -All reflected projectiles/damage has melee mods and status chance/type applied

    -Melee attacking  performs a shield bash ragdolling and throwing enemies within melee range back (similar to void blast), the charge attack has an increased range.

    -Blocking and meleeing at the same time performs a shield dash ragdolling and knocking back enemies caught it the way (similar to a very short rhino charge). The speed of the shield dash scales off melee speed mods and the distance of the dash scales off of melee reach mods (should be much faster than shield charge, but shorter range).

    -blocking and holding melee performs a shield charge, the speed of the shield charge is equal to your sprint speed (including modifiers like volts speed or the rush mod) and you can still perform jumps, slides, bullet jumps, et cetera unlike shield dash.

    -melee mid air (slam attack) deals only 20 impact damage but ragdolls and knocks back enemy units within 20m

    -melee mid slide (slide attack) blocks like a shield charge for the remainder of the slide.

    -channeling while blocking also reflects hit scan damage and further increases reflected damage by 200%, channeling mods (including channeling efficiency mods and life strike) should apply to block-channeling.

    Spoiler

     

    Forshield was intended to come with Aegis:

     

    Shield/Nullifier based warframe: Aegis

    Base stats:

    Health 100

    Shield 200 (600 at rank 30)

    Armor 15

    Power 150

    Sprint speed 1.0

    Polarities 1x madurai (V) and 1x vazarin (D)

    Aura polarity 1x naramon (-)

     

    1. Lowers enemy shields and armor 70% within 10 meters for 10 seconds. Cost 25

    scales off range, duration, and power strength mods. (visually this ability looks similar to mags polarize)

    syndicate augment: Slows affected units by 60%. Speed reduction is affected by power strength. (basically the same as creeping terrify mod but no fleeing mechanic)

    Like seeking shuriken or sonic fracture 100% of shields/armor striped at 145%+ power strength

    2. Increases ability duration by 15% and shares abilities (3 and 4) with all allies within 25 meters. Cost 1 energy per second per ally effected (toggle like pacify & provoke, does not disable energy siphon etc.) scales off of Strength (increased duration %), range, and duration (duration of this ability) mods. (visually this ability looks similar to a more transparent nullifier bubble)

    this effect also applies to the cryo pod, excavator, hostage, et cetera allowing Aegis to fill the defensive role in such missions

    syndicate mod: this effect stays applied to allies for the duration of the ability after they leave the effect area.This mod opens the option to have a team play build that can still be good without overextended.

    3. Becomes Immune to all effects caused by enemy abilities/passives/auras for 20 seconds. Cost 50 This includes things like eximus auras, nullifier bubbles, scrambus auras, etc.(visually this ability looks like a honeycomb version of warcry)

    syndicate augment: adds 70% status immunity. (scales off power strength) this mod is very useful against infested as Aegis is weak against toxin

    Finally a build that specializes in negating most of the most annoying enemy mechanics letting you fully enjoy your mission even if it is against the corpus

    4. Raises shield capacity by 200%, replenishes shields by 70%, lowers shield recharge delay by 50%, and increases shield recharge rate by 70% for 20 seconds. Cost 100 scales off strength duration and efficiency (if shield recharge delay reduction is raised over 100% then the extra % counts as double recharge speed.

     

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