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CaptainJLP

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Posts posted by CaptainJLP

  1. I believe the new effects brightness on the simulor series weapons needs to be toned down by a lot, it can be very annoying when someone else that isn't me comes into a squad and all you see is this. The brightness of many orbs clustered together creates this monster, which will in any instance, make you want to break you monitor and burn a hole through it because you cannot see anything at all.
    Warframe2908.jpgAnd this all the way through the mission
    Warframe2910.jpgAnd eventually this:
    Warframe2909.jpg

    As far as I'm aware this must have gone past the testing of the new simulor, because the first thing I did when I got the new simulor revamp, I used mirage.

  2. Arch-guns that are deployed in normal mission use default appearance. This might only be the case for the fluctus as that's my only arch-gun with a gravimag.

    EDIT: I'm a complete spoon, I was using config C on my normal arch-gun which the in mission arch-gun went off of my Config A on my fluctus.

  3. Synoid simulor and possibly the normal simulor (though I currently don't own the normal version) are now supposed to be able to equip firestorm and terminal velocity as of update 24.2.
    Right now only terminal velocity can be equipped on the synoid / simulor but not firestorm.

    I checked the 5 hotfixes that came out after the initial update and they had no information on the synoid / simulor not being able to equip firestorm.
     

    On 2018-12-19 at 12:59 AM, [DE]Megan said:

    Simulor series Changes:

    • Changed from semi auto to automatic.
    • Added a small amount of recoil for feedback when firing.
    • now has proper accuracy stats so mods will effect it
    • Firestorm and Terminal Velocity Mods can now be equipped.
    • Reduced Aim Zoom from 2.23 to 1.6x.
    • Damage-over-Time damage is now affected by +damage mods
    • Updated the overall FX.   
  4. Either its intended to work this way, or it is a new bug.
    I'm only saying this because acolyte mods do not work on exalted melee weapons, for what reason? The developers thought blood  rush and body count shouldn't apply to them for whatever reason years ago.
    It is possible that this is the reason because, it effects combo duration, but I don't understand why the developers thought it was a good idea to allow the player to use all the other gladiator set mods and also use drifting contact on melee exalted weapons.

    Also this seems to effect all melee exalted weapons and not just *Valkyr's talons.
    This includes exalted blade / prime and exalted umbra blade as well as valkyr (prime) talons.

  5. For reference, in terms of video evidence, these links have details that may or may not help, as you can probably tell, if you are or are not reading this, it has been around for quite some time. It is really hard to play the mission with this bug effecting it, it gives me headaches after playing it for 30 minutes or so, because I and the other players are not used to having a random blood element on screen when It shouldn't be.

     

     

  6. This has been a very long persisting bug, I think the developers are trying to nail it down, but they don't know how to reproduce it, It's just so random. If you have any idea of how to get it to happen, which is pretty hard to understand, seeing as stuff like this can simply happen after some random button combination, report it immediately. In the time that this happens, also try switching to a tranq rifle or mining laser, fishing spear etc if you have them, through the gear wheel and switching back to your weapons normally (f), This may fix it up a little bit.
     

    I've had a similar problem where my weapon switching soft-locks it self, until I use operator or pull out a gear wheel item such as a fishing spear, after bullet jumping a lot, or something like reloading mid bullet jump.

  7. In the Infested  Salvage mission Oestrus, Eris, the "blood" HUD element is visible on the HUD regardless of what value your armor integrity is and also regardless of whether your in an antiserum injectors field or not.
    Only the users Warframe is effected by this HUD element however, Operators are not effected by the HUD element. This is visible on both the tilesets on Oestrus.

    The HUD element is visible on your warframes HUD from the start (as soon as the loading screen is finished) of the mission to the end, I tried removing my companions, tried switching focus schools and even went in with an unmodded warframe, and the HUD element still persisted, I even went to the matter of un-equipping my antiserum injector that is now an exclusive drop to those that got through a third of Jordas Verdict. It appears this is a fault in the mission, rather than a fault in mods or the players gear.

    It should be noted that the HUD element: as stated previously, doesn't effect operators (only warframes), Glitches (dissapears briefly and comes back) a little bit when aiming down sights and is not visible when the escape menu is open (returning back to the mission will make it re-appear, and still persists on screen even when the whole HUD is disabled in the HUD Options.

    On release of infested salvage as an individual mission as opposed to an exclusive mission in the Jordas Verdict Trial, the Infested HUD element only appeared after the player had only 0% armor integrity remaining, and was not currently standing in an antiserum field. This even was the case for the original in the Jordas Verdict Trial. It should be noted also, this can result in very bad headaches for some players (as it did for me), it's not relevant to the bug, but if this is an intended feature (which it shouldn't be), my opinion is it should be reverted back to its prior state.

     

    While the infested HUD element is on screen the Infested HIvemind Sounds DO NOT play until your armor integrity reaches 0% and the player is not standing in the antiserum fields as intended.

  8. I haven't experienced the bug, since I don't do vault runs any more, but this is how I understand it.
    Essentially using operator will cause the debuff from the vault to stack itself multiple times every time you use operator. I'm guessing it goes -75%, Use Operator, 2 x -75% etc until the lowest health can be achieved (10 HP). Also just in case, by any chance did you have transference static active, because that also reduces health (and shields I think) by 15% per operator death up to  a max of -60%. 

    Though I'm sure transference static isn't the case, it's probably just the bleeding vault debuff must be bugged and possibly the others, excluding hobbled.

  9. 27 minutes ago, NoLazyShadow said:

    Wrong. This arcane is useless. With low rite rate you don't have problems with ammo. With high fire rate you spend more time reloading that shooting. What this arcane does is nerf your weapon by doubling / tripling the reload time. Just take the carrier...

    Yeah, that's kinda what I mean't. Mainly effects the automatic weapons, but may effect the other two chambers depending on the build. They really need to triple or double the rate at which it reloads ammo. On my rattleguts with haymaker, it doesn't seem to be an issue till very late endgame.

  10. Pax charge is good on low fire rate weapons, trash on fast firing weapons aka you have no choice on fire-rate gaze chamber. It really needs to be adjusted on the gaze, to compete with weapons like cycron.

  11. 2 minutes ago, krc473 said:

    Oh, I completely agree. This is the logical way for stuff to behave. Some with all rooms, if its not actually supporting said "child rooms" it should be removable. However, this is not how it works. Why this is I do not know. DE really has to update dojos a little. This kind of thing has always been an issue.

    Yeah, Sorry bout the images at start, BBC code has failed me it seems.

  12. 5 minutes ago, krc473 said:

    Here is a picture:

      Reveal hidden contents

    unknown.png

    They are just codes. You have to upload to imgur (fairly useless), or other sites to share images properly. I have found that Discord works the best.

     

    Child components are a complete nightmare. It is possible that you will have to remove the entire floor it is connected to if you want to remove the elevator.

    Sure, The point I'm making is that rooms should adapt to new rooms being added around them, I.e both the elevators should share the same child components in this example.

    That shouldn't be happening with the images btw, weird.

    Should be fixed now, changed all to discord images.

  13. 29 minutes ago, krc473 said:

    Your images are not working.

     

    If its calling a child component you have to destroy everything that is attached to it (top floor perhaps?). The new elevator will not be relevant to this at all. You likely have to destroy the room it is attach to, and the new elevator.

    Yes and that's the problem, because both elevators do the same thing, they both are connected to the child components on the top floor, except the game only recognizes the old one, and not  the new one. And whats this about my images?

    Edit: With that being said I will change the title to better correspond with this.

  14. I'm having a complete overhaul of my dojo and I ran into a very 'slight' problem, and the game doesn't properly recognize it.

    In my dojo I recently built two new elevators, one to replace an old elevator, and one elevator to go down (irrelevant to this topic and should probably not even consider it). Now that the new elevator to replace the old elevator is place, I can't delete the old one, yet I can still delete the new elevator. As confusing as this sounds, here are some images to make sense of the situation, the old elevator being the thing that should get deleted but will not due to child components, that it shares with the new elevator.

    Spoiler

    Warframe2862.png

    Warframe2863.png

    Now that you have seen where they are positioned, it's quite obvious I should be able to delete both as long as one is still up and not just the new elevator.

    Messages that pop up for both elevators destruction:

    Spoiler

     

    Warframe2865.jpg

    Warframe2866.jpg

     

    And yes both elevators are built, they both have custom messages, only the old one has been poly-chromed, none of them are in state of destruction.

    Any help would be appreciated.

     

  15. In hive sabotage missions and infested ship rescue missions, the magnetic clouds cannot at all be seen, though their effects are still present (the magnetic proc). I'm unaware if this happens with other infested clouds, such as the viral spore cloud which appears from destroying a specific hive in a hive sabotage mission (Gas hive), but I'm guessing it does happen with these clouds aswell.

  16. In summary Bite and pack leader can not be used on helminth chargers because they accidentally froze themselves removing their heals and got their tongue stuck on ice in fortuna making it impossible to bite, k. Funny how those two mods magically disappeared off of my helminth charger, the kubrow type that I only actually use.

  17. 2 minutes ago, (PS4)iceGoose129 said:

    Where are we supposed to submit posters?

    You submit your posters on this forum thread. Easiest way(or at least how I did it) to do it is go to imgur.com, post your image there (it does not require an account), then copy the forums code, post that on the forums and submit the reply. You should be able to find tutorials on the internet for this kind of stuff. Other image websites also work, just don't know how they work with the forums.

    • Like 1
  18. My submission, everything was Captura except the very very very slight eye adjustments and the text which I used paint.net, I really don't like Photoshop much and I hear that it's probably the best program to use for this, so using a program not as great as Photoshop, I am hoping is allowed.

    j66cQJD.png

    https://imgur.com/a/647EAYI Link to the picture on imgur for greater view of detail.

    Anyways how to end this off?

    Don't forget, kiddo... your'e nothing without me.                                                                                        - TMITW (or whatever its called in future :P)

     

    EDIT: I also cropped the picture I took in captura, last time I checked warframe was not played on a vertical screen, thought it was worth mentioning.

     

    • Like 1
  19. I will say, this has been in the game since the start of Mirage Prime / Zephyr Prime access and it still has been overshadowed 'somehow' with the release of Arbitrations.

    Every single time you go into infested salvage, no matter whether you just started the mission, inside an antiserum bubble, running around like a headless chicken, the red blood HUD element will always be displayed on screen. It is infuriating to try and play more than 4 rounds of infested salvage with the HUD element on screen, and it cannot even be disabled by disabling the HUD.

    If it is required here is video reference....

  20. You can just do it solo, the other part of the mission, finding the cores isn't that hard, and in all missions you can use ciphers, but the jack-o-naughts AI is pretty garbage, If I must say so my self.

    The cores and their consoles do show up when you get within ~20 meters of them.

  21. I have no idea what this is, but I completed mastery rank 23 test, and I'm still mastery rank 22 and I need to wait 24 hours.

    If you think I am joking or lying:
    ffntMVO.jpg
    Also I'm sure that banner is supposed to say Mastery Rank 23 with a silver logo, not mastery 22.
    I should be the rank of Silver Dragon, not Dragon and I didn't receive any rewards or changes.

     

    As of this Edit: I did end up recording me doing this a second time, it did end up giving me mastery 23, there must be something wrong with the time in mastery rank 23 test, say finishing at bellow 2 mins time remaining will count as a failure even if you did successfully complete it. I will end up publishing the recording here of me completing it much faster this time, here eventually. There was no way I could reproduce the bug, so I'm estimating its something to do with the completion time.

    Spoiler

     

     

     

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