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GaleWin

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Posts posted by GaleWin

  1. Randomly stumbled onto this oddity today, tested in much the same way you did, then found this post. It appears to be a deliberate thing for bows, but is mistakenly carrying over to melee weapons.

    Every bow and every melee I've tested can have this interaction, 100% reproduction rate.

    A few more details I noticed to add onto yours:

    • Aiming down sights not only stops it from happening initially, it will also force the bow back into the correct hand if you've shifted it to the left already.
    • It only affects melee weapons when you pull out your weapon via the Quick Melee button. Holding F to switch to melee-only directly from your bow will not trigger it, but DOES maintain the bug if you go into melee-only while already holding your melee weapon wrongly.

    I also did not notice any changes to hitboxes. I specifically tested the Reaping Spiral stance for scythes, where one of the combos throws the weapon out in front of you. With this bug going on, the scythe stays in the left hand without being thrown at all, but enemies out in front of you do still get hit.

  2. It's been like that since the skin's release. There's an old thread that we kept bumping every once in a while, but it doesn't seem to be searchable anymore.

    Look at it gripping, for instance, Scourge. It's very easy to see that way.

     

    Also, try using Windows+Shift+S to snip just a portion of the screen. That'd help with displaying the issue more clearly.

  3. Can confirm, all heavy blade skins I have display this same issue. It's trying to hold it as though it still has a very long hilt. One possible fix would be to swap out the long-handled axe idle animation set with the normal 2h sword idle set when equipping a sword-type skin.

    Just checked, the reverse also happens. Mortier axe skin applied to a sword like Galatine still grips like a sword, it just doesn't look as obviously wrong as holding a sword like an axe.

    So perhaps this is something that just needs to be applied to skins in general; swap animation sets to match skin if applicable.

  4. This bug is two-fold. First, a picture of the most visible portion of it:

    https://cdn.discordapp.com/attachments/340196318079090699/553777034963189760/selfimpalement.png

     

    While in mission with only a melee weapon, if you equip a scanner it retains some of the new melee-only mechanics. Namely, holding right-click causes it to block. But it ALSO makes you look through the scanner. Letting go of right-click at this point reverts your warframe to a neutral position, as if you are not holding a weapon. In this case, the position is the Hildryn Agile Animation set, which positions the weapon (still stuck to the right hand) so that it appears that you are slicing through your own neck.

    There is also a small functionality facet to this bug. While holding right-click to look through the scanner, you cannot then hold left-click to begin a scan as would normally happen.

  5. As shown in the picture, this little bug presents as a pair of areas in the shape of quadrilaterals, causing distortion in those areas. It's visible when previewing any item in the market.

    A bit of testing reveals that these areas coincide perfectly with the Conclave panel next to the market console. Other similar panels (Navigation, News, Syndicates, Codex) do not cause this distortion; only Conclave.

    Just a note: this can present at any angle. It simply depends on where the camera is pointing when you first interact with the market.

    blurryrectangles.png

  6. The reloading sound plays until a) the magazine reaches full capacity, b) the entire sound finishes playing, or c) the sound is restarted by the beginning of another recharge event.

    "c)" should be entirely redundant, because the sound should cut short if you start firing again before the gun is fully recharged. But it doesn't.

    To hear it yourself, begin firing a kitgun with Pax Charge equipped until you have used up a minimum of 2 ammo, though it's much simpler if you give yourself a larger window than that. Stop firing, allow it to begin recharging, and then start shooting again before it is fully reloaded, and the recharging sound will continue playing until either "b)" or "c)" comes into play.

  7. Edit: Whoops, this should not be in "Art & Animation". I don't see a delete button, though.

     

    The reloading sound plays until a) the magazine reaches full capacity, b) the entire sound finishes playing, or c) the sound is restarted by the beginning of another recharge event.

    "c)" should be entirely redundant, because the sound should cut short if you start firing again before the gun is fully recharged. But it doesn't.

    To hear it yourself, begin firing a kitgun with Pax Charge equipped until you have used up a minimum of 2 ammo, though it's much simpler if you give yourself a larger window than that. Stop firing, allow it to begin recharging, and then start shooting again before it is fully reloaded, and the recharging sound will continue playing until either "b)" or "c)" comes into play.

  8. I'd just like to point out that both the Neuroptics AND Systems require Calda Toroids, and none of his parts require Sola Toroids. This is inconsistent with the pattern displayed by each of the three new sets of amp parts, where, when using Default sort, each item in a set requires Vega, Calda, and Sola Toroids, respectively. Baruuk would fit this pattern if his Systems blueprint were changed to require Sola instead of Calda Toroids.

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