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barretxiii

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Posts posted by barretxiii

  1. in full agreement here. Unless you're kitted out especially for him, it'll be a long slog of a fight. At high levels, his health and armor scales ridiculously, so even a fully built raw Radiation and Crit dmg Rubico Prime takes many shots. Having an encounter that generally boils down to "shoot, dodge, shoot" is no fun, especially for the pitiful rewards you're likely to get.

    The only reason I relish his entrance is because I only need one more sledge part, and have found a nice cheese strategy that doesn't even need high rad/crit weapons. With Garuda, I just use Blood Altar on 2 of the Fugitives, then spam Dread Mirror on the last one. The mirror defends me, I may do some dodging to avoid the wolf's mobility, and just keep spamming 1 on the remaining Pup, while the other 2 are stuck as healing Altars. At the highest level I've had the encounter, the fugitives have about 5.3M health, so one use of Dread Mirror nets about 500K dmg for the meatball. A few spams of that, and I can have millions stored up. My Kavat is around with Sharpened Claws to completely wipe Wolf's armor, then I just jump up, charge the meatball in midair, getting at least 20M dmg, then smack him with a bloody nuke, possibly 1-shotting him. When he's gone, I employ the same tactic on the Pups.

    The thing is not everyone, regardless of level, has the frame or equipment to easily deal with him. Even the Shadow Stalker, with his adaptive armor and invincibility phases, is at most a decent challenge for under-equipped players, and a minor inconvenience for veterans.

  2. bumping.

    This problem is way to prevalent. My settings are already low, and the fps drops are guaranteed if anyone fires the staticor, which happens every few games since it's so powerful, and thus popular. It's even worse with someone plays Mirage, completely tanking the framerate with every shot.

  3. It's time to hunt the Fomorian, so naturally we're getting a message containing a blueprint for the disruptor. Unfortunately, no matter what I do, the message keeps appearing in my inbox. It's not a game breaking issue, but it's severely annoying to get dragged to my inbox after every mission, or after doing something trivial in my landing craft.

  4. The new Nightwave week has just begun, and one of the challenges is to fill 3 sculptures. I just did the autofill on 3 Anasa sculptures, but that didn't count toward the challenge. I tried filling another Anasa manually, and it still didn't count.

    UPDATE: The Nightwave week reset while my game was still open (no log out). After doing a mission, and getting the daily log in reward, it seems to work now, and my sculpture filling counts to the challenge.

  5. A lot of my own gripes have already been mentioned:

    -Baelfire is slow to charge, and even if you charge it slightly it'll still impose a temporary slowdown effect as when charging

    -Shield Pillage has no noticeable affect on unshielded targets

    -Aegis Storm is slow and you can't use Pillage while active, and should either allow use of weapons, or activate baelfire automatically. It's be nice to be able to dash and use sprint to moving quickly in any direction

    --It also needs a slight shift in camera position, since her bulk covers half the screen.

    And this feels like a bug. When using Pillage, even though it's a large outward moving wave like Mag's Polarize it has seemingly no affect on distant targets that clearly were hit by it. It also appears to have a line of sight restriction, unlike Polarize.

    • Like 1
  6. With the latest update, naturally I had to try out the new combat refinements. They're lovely and all, but i noticed that Power Spike from the Naramon Focus failed to work while messing around in the simulacrum. Normally it's supposed to reduce the combo count by 5 (at max rank) upon the combo duration expiring, rather than emptying the entire combo, but it went straight to zero when the combo timer ended.

    I tested it out in a normal mission, and it worked just fine.

  7. I don't know if this bug happens because I have Eternal War equipped, or if it may be an issue depending on whether or not I'm the host or client of the game.

    I noticed that sometimes as Warcry's duration falls around 4-5 seconds left, the speed boost will disappear, despite the time left. And with Eternal War, getting a kill extends the duration, but doesn't give em back my speed, so i may end up with an endless ability that offers nothing, and the only way to fix it is through falling down a pit.

    It doesn't always happen. At least one time as Host it worked perfectly, so it looks like it's connected to the latency between host and client?

  8. On 2018-12-26 at 2:14 PM, hampsptr said:

    This happened in today's Tier 3 sortie. Players slid down into Vay Hek's arena, killed him, and then couldn't exit through the water slide. One of our players had to DC in order to let the others extract, wound up missing out on a riven. Really sucked. 

    This nonsense is STILL happening. When are they gonna revamp the whole structure so we don't have to rely on something so finnicky. Just make the platform his second form sits on into an extraction point!

  9. Given how all new frames have varied and unique agile/noble animation sets for each weapon type, it'd be nice to see all the older sets get revamped. A lot of older sets like Vanilla Excal, Mag, Ember, Saryn, etc all have slightly different stances when still, but their idle animations are pretty much all the same. With a rifle, for example, Mag, Volt, Excal, Ember, and some others will all do a similar *fidget a little bit, then aim to the sides, then back to standing*. Meanwhile every new frame that releases comes with all kinds of neat animations that feel unique to their design and theme, and some have more than just the one animation per weapon type (i.e. Mesa has two different idle animations for single and dual pistols, on both her Noble and Agile sets).

    It was really nice to see the creative animations made for all the frames, new and old, when the Javelin weapons were introduced. It'd be nice to see more of that with old frames on the other weapon types.

  10. Seconded. So far the only real indicator is the title of the buff that appears below the icon... Every few seconds, and has to rotate through all active effects.

    The only reliable indicator currently is the duration. If it's a small 10s, it's energy. 30s is Crit Chance. 120s is affinity and resource doubler. And if there's no duration, it's either a Shield or reload.

    • Like 1
  11. When doing some long endurance survival as Valkyr, I noticed a bug when using Hysteria and deactivating it. I normally would use a Primary to deal with nullifiers, and have a Blood Rush built melee weapon for the bulk of the work, but if health got low the plan is to pop Hysteria, get healed, then deactivate and resume using the other weapons.

    Unfortunately this causes a strange bug where I'll be using my primary as normal, but the Hysteria Talons are still active and I end up using them as my quick melee attack. After some time it may switch back to my normal melee weapon. It got even worse today when I found myself completely locked out of my melee weapon, including quick melee (trying to just plain swap weapons didn't work). I couldn't even use my equipment (like swapping to a codex scanner). All I had was my primary weapon, and abilities, so I could still use Hysteria like normal and continue playing that way.

    Nothing worked to fix it. Switching to operator didn't help, nor did falling down a pit.

    If it helps at all, my setup was:

    Primary: Baza
    Melee: Gram Prime
    Companion: Smeeta Kavat

    I also had the Eternal War augment on Valkyr.

    EDIT: I'll also add that another similar bug occurs where I'll be locked in Hysteria completely, meaning that even trying to deactivate it won't actually deactivate it. I end up with this odd glitch where I have permanently active Valkyr Talons, but the invincibility and energy drain of Hysteria are no longer active. The Life Drain is still there, so I was able to use Rage to keep energy up, and Talons to keep health up, but had no access to any other equipment

  12. 7 hours ago, snorkofob said:

    That doesn't sound like a penalty. Zanuka and G3 are treated as loot pinatas anyway, that'd only make it easier to farm them at the "cost" of getting your invasion rewards early. And I somehow doubt DE would add a win-win "option" that makes waiting for the rewards obsolete.

    DE gains NOTHING by forcing us to wait for Invasion rewards. There's no plat option to get them early, so as it stands now, there's no logical reason for them to keep us waiting when that benefits NO ONE. Not us. Not them.

    The current system is just plain broken. If one side plays, and no one picks the other, then it's a one-sided conflict, and defeats the purpose of the invasion system, giving you the rewards faster, that they may as well be normal alerts. But if lots of people join both sides... We end up waiting days for a single reward. It punishes player participation.

  13. 2 hours ago, peterc3 said:

    Then the reward gets reduced.

    Wait for the end or pay the absurd cost to build the Feldron, Detonite or Mutagen, or even buy them outright from the Market. Pay with your time or your money.

    that makes no sense.

    When you do invasions, what do you (and by extension, pretty much every player) do?

    You play the 3(+) missions necessary to get the prize(s) you want, then go off to do other non-invasion things. At that point, you're guaranteed to get the prize, regardless of who wins the invasion.You're not "participating" anymore. You're probably off hunting Orb Mothers and Eidolons, or leveling up weapons and frames at Hydron. Then a few hours/days later, the invasion ends, and you get the prize in the mail; it's the exact one(s) you wanted, and you got them regardless of whether or not you supported the winning side.

    Reducing the rewards just because they want an early payout is simply ridiculous and nonsensical. The average majority of players will do the bare minimum of invasions, so punishing them all for an early payout is just silly.

    I once completed an invasion, and received my reward minutes later, since it was almost finished. Clearly I didn't "participate" much, so would you call it fair to reduce my reward for "not participating"? No, if the same happened to you, and you did have a reduced reward, you'd feel cheated, even though you did what was asked.

    I'm suggesting an OPTION to collect early, but leave the Invasions running. Maybe you wanted the Grineer's battle pay, but decide to help the Corpus win the overall invasion. You could get your prize, and switch sides, and net yourself an instantaneous Death Mark that could possibly trigger on your next mission.

    As it stands now, it's a wholly inconvenient reward system.

  14. It makes no sense to have to wait so long to receive a reward. Regardless of which side wins the invasion, you get whatever reward you went for. If anything, we should just have an instant payout upon completing 3 missions. The Invasion can stay active, and we can still participate, but we aren't waiting hours, or even days to receive our reward

  15. Which is exactly why I want an OPTION. Once the 3 missions are done, and you're slated to receive a certain reward, you would have a selectable OPTION to end your participation in the conflict. You would still be recognized as a participant, and thus could still be marked by G3/Zanuka, but you simply speed things along for receiving your chosen reward.

    You seem to be under the impression I want an option to basically be rewarded both rewards for playing one side. Not the case. I simply want to speed up the process so we aren't spent waiting for very long to receive one or two parts.

    • Like 1
  16. Mechanically, Invasions make sense, but compared to their little brother Alert missions, the rewards are a chore to acquire. Say you've just finished the 3+ missions you need to get those elusive Wraith/Vandal weapon pieces.... Now you gotta wait for the invasion to finish before you can collect those rewards. It'd be a HUGE quality of life change to have an option where we can remove an Invasion node from the available missions, and immediately acquire our chosen rewards. This way, those that want the earned rewards can get them quicker, and just in case someone has second thoughts on their chosen reward they can play the other side and then go for the payout option.

  17. the issue I've noticed with CW and Melee 3.0 is that the Broken Bull combo has some weird timing for the [pause] that changes depending on what frame you're using.

    For instance, with inaros, I have zero problem executing the BB combo. It's like the pause window is so massive I can go into BB even if it looks like I'm nearly back at neutral stance. Then trying to do it while using Nezha (same weapon, same build), all of a sudden the pause window for BB is ridiculously precise and leads to repeated moments of me just either spamming the basic combo, or just the first two hits with an awkward pause in between.

  18. After making some graphical downgrades to optimize framerate (Fortuna/Orb Vallis is quite demanding compared to the rest of the game), all the effects in the game seem to have had their transparency dropped to less than half where they used to be.

    For example, Mesa's Peacemaker reticule used to be very bright (I had a pink energy color) and easy to track at its smallest size. Now unless I give it a super bright energy color, like White, I can't see it at all. The default energy color makes it basically invisible against the blue of Corpus tilesets.

    It's not limited to warframe abilities. ALL effects have reduced transparencies: Arson Eximus Fire Blasts, the Fire status effect, enemy energy projectiles, etc. Even if I bring all visual settings back to where they were (maxed out), the effects are still low transparency. It makes tracking enemy fire difficult (particularly Eidolon shots), as well as making other useful effects like Trinity's Link less useful since the low transparency makes it harder to track enemies on the other sides of walls during heavy action.

    Examplehttps://i.imgur.com/XNmUwZD.jpg

    Focus orbs used to be very bright, to the point where I could spot one across a tile. Now they are halfway invisible (regardless of the Loki stealth color shift, it's the same without ability filters), along with all other similar effects.

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