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ulkoko

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Posts posted by ulkoko

  1. Same here. It's about #*!%ing time that they changed the login error messages.

    There's no reason that a typo or capslock on my end produces the same error message than a overloaded, down or unreachable login server.

    If you already know that this distinction isn't made, it's not that bad. You 'just' have to check the forums/reddit if anyone else has login issues.

    But for a newer player it's not exactly a pleasant experience to have to fret for your account just because of some networking problem.

    Edit: Got in eventually btw

     

  2. It's not really a qol improvement, but I'd love the ferrox to be changed into a projectile weapon. (from mini opticor to mini lanka)

    Mag and Ferrox almost have perfect synergy.

    They already have name synergy, idle animation synergy (Mag's idle staff weapon animation is amazing), they just don't suit each other mechanically.

  3. same here

    Just had the exact same issue again (for the third time now)

     

    Just to reiterate, this is NOT the same lack of power cells people are sometimes complaining about on regular excavation missions (especially on the corpus ice planet tileset) which is presumably caused by low spawnrates and awkward pathing

     

    When this problem occurs during fortuna bounties no cell carriers spawn at all, despite enemy reinforcements streaming in at a normal rate.

     

     

  4. Just had a similar issue.

    Regular T5 bounty. (solo)

    Completed two bounties (including excavations) with no issues.

    The excavation on the third bounty had no cell carriers spawn at all. Reinforcements came in at a normal rate, but there was no cell carriers among them.

    Abandoned the objective after 6-7 minutes.

  5. I also had multiple bounties accepted in orb vallis not award standing.

    I Started with ~25k standing (13k remaining till cap)

    Spawned directliy into vallis. (solo)

    Accepted first bounty (Tier 3) from the npc next to fortuna.

    Completed said bounty, which apparently DID award the appropriate amount of standing

    I checked the mission reward screen (+3k -> 28k total)

    Then I liberated a camp (transit depot) and accepted all three bounties from the npc there.

    I completed them and returned to fortuna, but the standing total remained at ~28k (~10k remaining) as if the last three bounties never happened.

     

     

    Edit: Did not have this particular issue again, but encounterd a different bug whereas bonus standing (although properly displayed at stage completion) does not appear to be awarded. Also the final bonus item reward was not given despite completion of all bonus objectives.

  6. Mission: Sao (Neptune) / Corpus Sabotage (1.0) / Neo Void fissure

    Gamemode: Invite only (alone)

    Time: 2018-07-11 07:55 GMT

    Reproducible: not attempted

    Description:
    Most of the mission proceeded normally, (spawned -> deliverded datamass -> collected 10 reactant -> reached reactor -> opened protective hood using adjacent panel) but once the reactor internals (glowing bits) were visible, they already displayed as destroyed and were insusceptible to any damage.
    The red target marker remained, the mission appeared to be unfinishable, and so I aborted.

    Additional Info:
    Frame: Titania

    Neither my Primary or secondary weapons had punch through, but I did attempt to damage the reactor using the lantern explosion. The fact that all of the reactor nodes had destroyed visuals also suggest that the issue was not simply caused by a slightly misaligned hitbox.

    It was also not merely the red target marker persisting beyond it's relevance, the mission objective hud text did not update either. I'm also fairly confident that the doors to extraction remained locked, or at least still had their locked appearance (yellow lights).

  7. After Update 22.6 I've noticed that my sentinel had troubles surviving teralyst-hunts. (at least more so than before)
    After some testing it's clear that Primed Regen doesn't work under some circumstances.

    Undesired Behavior:
    Sentinel dies and stays dead after receiving lethal damage for the first time.

    Test 1:
    Wyrm Prime with R9 Primed Regen
    Plains of Eidolon (Night, T4 Bounty, fresh instance, entered from cetus)
    Gamemode: invite only (solo)
    Source of Damage: Teralyst Stomps (or possibly Vomvalysts)
    Result: PR not working

    Test 2:
    Prisma Shade with R9 Primed Regen
    Phorrid Assassination (lvl33)
    Gamemode: invite only (solo)
    Source of Damage: Phorrid aoe scream
    Result: PR working normally

    Test 3:
    Carrier Prime with R9 Primed Regen
    Plains of Eidolon (Day, T5 Bounty, fresh instance, entered from cetus)
    Gamemode: invite only (solo)
    Source of Damage: Assorted Grineer
    Result: PR working normally

    Test 4:
    Wyrm Prime with R9 Primed Regen
    Plains of Eidolon (Day, T5 Bounty, fresh instance, entered from cetus)
    Gamemode: invite only (solo)
    Source of Damage: Assorted Grineer
    Result: PR working normally

    Test 5:
    Taxon with R9 Primed Regen
    Plains of Eidolon (Night, T4 Bounty, fresh instance, entered from cetus)
    Gamemode: invite only (solo)
    Source of Damage: Teralyst Attacks (or possibly Vomvalysts)
    Result: PR not working

    Conclusion:
    Teralysts or Vomvalysts can kick the S#&$ out of sentinels so hard that primed regen doesn't work.
    Other damage sources don't appear to cause such issues.

  8. Twin Tweedles (obligatory silly working title)
    Dual Daggers with explosive package delivery system

    uA4UdvG.png

    Faction: Gineer
    Stance: Dual dagger

    Codex:
    A skillful thrust with one of these daggers transforms your enemy's armor into a death trap.

    Proposed Mechanics:
    On a critical hit the dagger detaches one of it's explosive charges (on a ~1s cooldown affected by attack speed).
    These charges attach to the enemy and detonate after 3s dealing significant explosive damage in a small AOE.

    Additional notes and potential issues:

    • The mockup model in the picture above is primarily meant to depict function, which I believe is compatible with a wide range of more exciting and lore friendly aesthetics.
    • If physical detachment of the payload is too annoying to implement the, hemispheres on the dagger could be reinterpreted as fixed chambers that glow when a charge is available. Another possibility would be to have both the hemispheres combine into a single spherical charge upon detachment.
    • Even though the daggers are meant to work with a fast tag-and-move-on play style, the proximity to the enemies would make them too dangerous to use if the blast dealt full self damage. So either no or minimal (tonkor-like) self damage is very much preferred.
    • As of now I don't really know how the explosive charge should behave in the likely event that the target dies before the timer expires. Exploding objects stuck to rapidly disappearing corpses seem a bit problematic. Both no detonation and immediate detonation (maybe even with an acid shells like proportional damage effect) are options, I suppose.
    • The horrible temporary name was chosen because when looked at in sideways profile the dagger looks a bit like the Lexx (from the trashy awesome sci-fi show with the same name).
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