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AugmentedJustice

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Posts posted by AugmentedJustice

  1. On 2020-11-28 at 11:06 AM, Desdemona-XI said:

    Ive never had any difficulties with disabling abilities or transference around mechs, enemy, allied or owned. so Not sure what the problem is there.

    as for the arc vaults. tbh i dont really see a problem. except people who overfarmed the first month and now dont see a reason to do any more. the problem with making arc vaults available is they require the access to the vault, which is randomly generated and locked. so.. Not entirely sure how you want them to make that work just so you dont have to do a couple bounties before doing a couple bounties.

    Just because YOU don't have any difficulties with disabling of abilities and transference for no reason around mechs doesn't mean it's not a problem that shouldn't be addressed. This becomes increasingly problematic with laggy hosts. Only rarely do I get a full squad with no downs after a nech encounter. Other games atleast one person goes down, due to not being able to transference into operator to avoid grenades or they didn't escape it's aoe or rollguard/shield gate out it. The other problem is there's NO visual or indication when the ability and transference disabling is going to happen sort of how like corpus combas were horribly designed before their change. Nullifiers have bubbles. Combas now have visual expanding bubbles. demolysts have an audible and a visual bubble and disable only if you are close to it. As I said, being in the general vicinity of nech's when you happen to be in the wrong place at the wrong time, and they let off that one shotting grenade attack, you have only a few choices. take the hit and go down which normally happens because transference gets blocked, abuse shield gating if you can roll out of the multiple exploding blast ranges in time and you better hope you have knockdown immunity. This is a repeat problem after ropapolyst who also disables gameplay mechanics for no reason.

     

    Um....how about making them work by creating entirely new underground vaults??? specifically dedicated to arc vaults!? just a thought...............If you don't see the problem of locking new content behind old content you are part of the problem. I've seen few people defending this decision by DE. this is exacerbated even more when these missions break....and they still do, whether the hud freezes so missions can't be started, the juggernaught's ai freezes, you fall through the map, obj items will disappear, enemies won't spawn, like all things warframe this contributes to player frustration and their time not being respected and you think it's totally fine to lock new content behind 15-25 minutes of old vaults just to unlock the new ones? I'm genuinely curious to know why you think this is fine.

    • Like 3
  2. Just now, Blyker said:

    So next time they are better off delaying the first part if this is the goal?

    Oh and the new player cannot do Mars missions, it is locked behind earth i mean what is up with that?

    What are you talking about? this is strictly deimos I'm talking about. I'm not talking about star chart. Locking the new vaults behind 3 iso vaults IS disrespectful to player time. I haven't seen anyone defending this.

    • Like 1
  3. 19 hours ago, phoenix1992 said:

    Sure, expect edit in 10 minutes.

    Video showcasing couple of weapons on which the skin works (and couple on which it doesn't) with alt fire modes :



    Side view in small frame's hand

    lVPcLGT.png?1

    Side view in Chroma Prime's hands
    nsQ0nmJ.png?1

    I use the thingy on all Kuva pistols and a lot of standard sidearms, I love it.


    Edit, Edit : Adding a Captura Spin, please tell me if i can provide you with further assistance: 

     

    Thanks very much Phoenix!! excellent showcase. It was more than I expected if I'm honest. 

    • Like 1
  4. 56 minutes ago, anonymous14z said:

    To be simplistically agreeing

    I'm an avid user of a [Larkspur] and often whenever I'm in a mission that has a pick-up-able-item I often have to delegate the task of transporting the item to another player which moderately inhibits my gameplay, since -as the OP said- if I were to pick it up myself, I'd have to deal with the archgun reload timer (amounting to 30-60 seconds) before I can use it again, as another -mildly annoying- solution, I could just bring up a backup gun as a solution -indeed it can be easily done- but it's still annoying that I have to put up with this.

    As a fix (quality of life improvement), I would like it if archguns would temporarily "disappear" like if you brought only a primary weapon in a data-mass mission when carrying an item rendering the player "unarmed" and would return to you with the same amount of ammo when you drop the item.

    Someone who gets it.

  5. 3 hours ago, Nichivo said:

    Just do not put the archgun launcher on one of the first 12 gear wheel slots, and assign a keybind. Absolutely nobody should have that kind of convenience. It's larger than a primary, and we can't use them while carrying a data mass either.

    I'm NOT asking to be able to use archguns whilst carry a datamas or other items. I'm asking for the archgun to still be equipped after using said items. and I play with a controller. Key binds aren't an option for me.

     

    3 hours ago, OvisCaedo said:

    We can't use primaries while carrying a datamass, but if you only have a primary equipped, carrying a datamass just makes you go unarmed. The same could be applied to archguns, with you pulling it back out when the datamass is dropped.

    Sure, it might not "make sense" for the archgun to temporarily poof like that, but nothing about the archgun deployers makes any sense at all, or how most weaponry works. Akimbo pistols get turned into one gun with twice the fire rate and magazine size, and there's absolutely no restriction on any of the melee weapons while carrying a datamass, regardless of hands used. frankly the no-primary thing feels like it's a pretty needless mechanic at this point anyhow, not like secondaries are really any weaker.

    This is what I'm simply asking for. To still have the archgun equipped after we have dropped or used the item, rather than auto-unequipped.

  6. Could you please make it so we DON'T unequip archguns when picking up data masses, power cells and other things. It's tedious and annoying when constantly having to go back into the gear wheel, find the archgun, go into the long animation of equipping it everytime, nevermind having to wait for the cooldown everytime, and there's no heavy ammo drops around. We shouldn't be punished like this for using archguns, and it should instead, be more encouraged, less clunky and less disruptive. Thanks.

  7. i don't want anymore explosive weapons as long as the absolute STUPID, self dmg system, continues to exist.....it just ruins them. but with that being said, if other people want a rocket launcher, then give it to em.

  8. It's god awful. hope they fix it but i aint holding my breath. but not only that. and I don't know if its just me, but the way it colors now, is much worse than before. colors look really dried out on it now. dark blues are light dried out blues, dark purples are light dried out purples etc.

  9. Reload speed and weapon swapping particularly is still stuck in warframe 2012. Which is the opposite of warframe 2019, everything is now for the most part, very fast paced, and has caught up, except reload speeds. Quatz is a recent example of horrendous, reload speed time. A nice animation, really nice, but it looks like it's in slow motion though. That's higher than the amprex's 2.6 reload speed by the way. I don't even want to mention the the poor sonicor's. Almost three seconds....pretty elongated. "buy a riven" Well, throwing money at a burning building doesn't put the fire out. Apologies for the odd analogy but hopefully you get my point.

    All the slow reload speeds, most of them are tied to an animation that looks like it's running in slow motion, much like the quatz and it looks unnatural, and it heavily inteferes with where warframe is now. "use reload speed mods" how about about make them passively faster? The slowest reload speed, at the bare minimum should be 2.5, and even then I still think that's too long.

    But I get it, you do this, and it makes the reload speed mods even more unnecessary. But let's face it, reload speed mods wouldn't have to exist, if they reload speeds were something passively fast to begin with. "if they make it passive, then just get rid of the modding system and make everything passive". It's OKAY, to have SOME things passive, and others not passive and still require modding. It's really okay.

    This is one case where the task is so menial but so integral to the gameplay of warframe 2019, and making it even more seamless, where it fits to now be passive.

    And do I even need to go into why, story wise, it's also ridiculous that these warframes we have, who can bullet jump, and do all of this crazy stuff, and are basically gods, still struggle to change to a different weapon in a clunkily and take a full 3 seconds to reload a simple secondary firearm?

    Oh and I know this will never happen because Rivens exist, and no, buying a riven doesn't fix the problem, it hides it. Look, it was just a thought, or "feedback" since I posted it here. I was just excited about the quatz and my heart sank when I reloaded it for the first time. That was when I knew, I was just instantly turned off by it, and it kind of sent me over the edge and inspired me to make this post. I know most will probably disagree, but in my heart and head, I know, this would be an objective improvement to warframe's gunplay/gameplay.

  10. 10 minutes ago, -TSA-warramssie said:

    this bug, doesnt matter Gara as host or as client was introduced with the same patch when Catchmoons (...) couldnt penetrate Garas 2 anymore from inside the ring... (so a recent one)

    maybe this helps in narrowing down the fix path for devs.

    I see. So this was bug was a side effect of fixing another one? okay. and I think you mean Gara's 4 not 2. But thank you for drawing a bit more attention to this as it's gone largely unnoticed and still remains.

  11. The idle animation when your warframe is just STANDING STILL is absolutely fine and was fixed, but after a few seconds when your warframe does the moving part of the idle animation, it's the default animation still. I have Mesa's noble, and what it should be is her putting on hand on her hip and pointer her gun outwards with one arm, whilst turning around, what it actually is, is the default animation where you touch your shoulder and do a little stretch. So the fix only partially fixed the problem.

  12. I had this on mars during a void fissure...not only are the pixel black bits there that you describe, theres a weird blue light surrounding the bits as well, this only occurs for me atleast, when NOT aiming downsights though. When aiming down sight there's no black bits. Hope this gets fixed.

  13. So sometimes when using splinter storm, it will just randomly turn off completely for no reason, (that is without falling out of bounds, nullifiers etc) and the huds for it will disappear completely, including both the dmg accumulated and the timer at the top. Not only that, but the actual effect of the glass disappears and there will be no dmg reduction at all, as if the ability has been turn off completely on your character. The timer at the bottom in the abilities section remains, which I assume is for allies/pets/sentinels/enemies objects etc. But yeah, would be nice this were fixed. Thanks.

    BUGGED: 24ea87db7d.jpg

    NOT BUGGED: a93ce5f2c5.jpg

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