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I_am_Mr_E

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Posts posted by I_am_Mr_E

  1. Adding a "Me Too" verification with the addition that Artemis Bow horizontal-only bug is omnipresent, not just on the Plains. And I *really* hope that no one decides this is a feature. Please don't.

  2. We had just completed an Incursion after completing the level 2 five part Bounty - Both were completed. Aperior was host. I got a host migration and the message from the  *@##$ Lotus that I'd failed and she was going to report me.
    Rage quit. That was about 45 min out there... Grrr.

    Thank you for the truly awesome and amazing update. Bugs come with the territory. Imma go have a beer.

    Cheers,

    Mr E

  3. On 9/16/2017 at 3:58 PM, DarkFlameZealot said:

    I've never once dropped full combo when everyone is slept around me and no alarms are on while running Adaro with Ivara/Equinox.

    Dude. You are not contributing to the conversation. Aside from you, everyone else agrees. If you are so much better than the rest of us, good for you. But you're not. And you can't maintain a stealth multi for an entire run any more than the rest of us can.

  4. 17 hours ago, DarkFlameZealot said:

     

    I'm not sure how this is so hard to figure out...? If you kill any enemy without any of them alerted into a state other than meandering like morons, it's a stealth kill that adds to the multiplier.

     

    I'm going to try really hard not to be condescending in my response because I'm not sure you were trying to be condescending, but it seems like it to me. So, with a supportive, friendly smile on my face, I will re-iterate:
    The statements that you make above and below are not true in all cases. You are describing what I would agree is the logical way that stealth should work. However - and again, I test this almost every day - it absolutely, positively does not work that way with 100% certainty. I often equip Ivara with a bow, Spira, Pox (or sometimes a suppressed secondary), and a covert lethality dagger and put everyone to sleep, make sure they're all in an un-alerted state and then try to maintain a 5x affinity multi for as long as I can. I consistently find that the behavior with regard to stealth multi is... inconsistent. That is why I'm writing this post and asking someone from DE to respond.

    17 hours ago, DarkFlameZealot said:

    1) Killing any enemy while cloaked or silenced weaponry is being used will result in a +1 stealth kill.

    2) If you are seen killing an enemy and are shot at, you lose stealth bonuses and the enemies will take a while to calm down before any kills will count towards stealth. The only exception to this is if an enemy is slept by Ivara or Equinox within a certain time after being alerted.

    3) Any kills to slept enemies will count as stealth kills as long as you heed #2.

    Simply not true. Try one run at Adaro with Ivara equipped with silent and significantly (over)powered weapons to one-shot and/or one-strike level 40 enemies and you will experience inconsistencies. Guaranteed.

    @UmiRyoshu Thanks, but this is not about sightlines. I'm invisible (98%) or directly behind the enemy in question (2%). Sightlines are not part of the equation, but I agree that it would be nice to have a better indicator of sightlines and fields-of-view. The original Metal Gear Solid had what I think was an excellent solution: Enemies had a visible cone of view on the HUD that was fuzzy around the edges like a flashlight. I'd love something more like that, but it's out of scope as far as my post is concerned. Thanks again all the same :satisfied:

    @Loswaith I think that you are close, and that's why I'm asking someone from DE to respond with the exact answer rather than us continuing to extrapolate and speculate from our experience. We may be experiencing buggy behavior. The fact that you say "sometimes" indicates to me that you observe inconsistent behavior as well. Thanks for your contribution.

    @OvisCaedo has clearly also spent some time examining this and I thank him for his contribution to the discussion I'm hoping those of us who enjoy stealth play will be able to have with some of the DE devs.

    Cheers

     

     

  5. EDIT: Because apparently this was not clear:

    I understand the three states of awareness AND

    I have read the wiki - probably every single entry in the whole thing at least once. Seriously. I have three tabs open on the wiki right now.

    This is somewhere between a request for information/clarification, a change request, and maybe, depending on DE's response to the first question, a bug report:

    1. Can someone from DE please clarify the "rules" for what qualifies for a stealth kill, as designed? The behavior is inconsistent. For example, sometimes a one-shot kill by standing close, while invisible, to an un-alerted (triangle outline on mini-map, no dot, not solid) enemy and shooting directly in the face (as opposed to behind, when a helmet or other armor can be a factor) results in a stealth kill and other times not. Same weapon, same enemy, and same distance with a ~1m margin of error or less. This is either a bug or there is some mechanic of which I am not aware at work. Please clarify.
    2. Can we have a discussion of what should be the conditions for a kill to be a stealth kill (or what I'd like them to be :shocked:)? For example, any time an enemy is un-alerted and is one-shot by an invisible frame, how can it not be a stealth kill? An enemy is certainly more "aware" of a prompted stealth melee attack than he could possibly be of a 15k shot to the face. What is the difference between Ash sneaking up behind an un-alerted enemy and killing the enemy with a prompted melee attack and (augmented) fatal teleporting with a covert lethality dagger? In both cases, Ash is grabbing the enemy and slitting their throat. Why is the prompted attack (almost always, but not 100%) a stealth kill and the fatal teleport is not?
    3. And finally, what is the deal with syndicate procs - Specifically, Red Veil/Rakta/Blight? When Blight procs, the stealth streak is broken - even if the proc happens when there is only one (dead) enemy in the room/AOE of the proc? I get that the proc should change the alert status of any enemy affected by it, but if no enemy is affected, why does the streak almost always break anyway? This makes all three Rakta weapons unusable for Focus farming when they would otherwise be excellent in that role.

    I realize that I may be in the minority when it comes to preferring stealth play to the "get to the objective ASAP" style of the vast majority of the community, but I'm throwing this out there for consideration and discussion because for me at MR23.99 24 , stringing as many stealth kills as possible is one of the few remaining challenging and fun aspects of the game. There's only one Kuva flood per hour, only one sortie per day and you can only run raids once per day. That leaves a lot of time...

    Cheers,

    Mr E

  6. Thanks for your opinion on stealth, @Sasuda but your responses have little or nothing to do with the questions in my post. I'm also pretty sure we are having some ESL/translation issues. So, with all due respect,

    Your first post... I'm well aware of hitbox detection. There are multiple hitboxes. Head, body, etc. Different flight paths and spread all taken into account. One projectile could ht the head, another body and another could miss entirely. But if the enemy goes from <state=unaware> to <state=dead> with a *single (user) action* whether it's a trigger pull or a melee strike, I don't see the logic behind it ever being anything other than a stealth kill. Sometimes it is. Sometimes it is not.

    In your second post, I have no idea what you are talking about in your first point:

    On 9/3/2017 at 4:16 PM, Sasuda said:

    1) Hiding places to allow you to wait. Stealth is extremely risky for frames who would rely on it solely for survival, unless completely invisible and even then you can be hit with no means of maintaining stealth.

    or your second point:

    On 9/3/2017 at 4:16 PM, Sasuda said:

    2) Ways of getting around without being seen (and given it's complete mission and move on nature, without waiting for half an hour so you're not seen)

    Are we playing the same game? Ivara can remain invis for as long as I want her to. Same with Octavia. I complete entire missions with them invisible the entire time. Loki and Ash can come very close. 25-30 secs of invisibilty with a cheap refresh is not a problem. I can maintain stealth with (after 160 seconds) Naramon and any frame for as long as there are enemies. I have no idea what you mean when you say that:

    On 9/3/2017 at 4:16 PM, Sasuda said:

    doing direct damage to alerted enemies is more reliable than bothering with stealth

    The damage is direct whether the frame is visible or not...

    On 9/3/2017 at 4:16 PM, Sasuda said:

    If you have no way to stealthily open crates that's a big loot loss to add to time wasted attempting stealth.

    Opening a crate right in front of or behind an enemy using a melee weapon, does not alert them. That seems buggy, odd or just wrong to me, but that's not what I care about. I want to string as many stealth kills - at 5x affinty - as I can. I'd like to know, from DE, what the conditions for maintaining stealth are.

    If you read and understood my post, what I am asking is:

    On 8/17/2017 at 3:36 PM, I_am_Mr_E said:

    Can someone from DE please clarify the "rules" for what qualifies for a stealth kill, as designed?

     

    On 9/3/2017 at 4:16 PM, Sasuda said:

    We need to have an effective way of determining enemies nearby, their positions, and their awareness, their visibility

    AHmmm. Are we playing the same game? Do you have your HUD turned on? Do you understand how the mini-map works? Enemy positions, states of awareness and line of sight are all very clearly displayed.

    I thoroughly reject your statement that stealth is too difficult and/or not rewarding. Is there another way to get 5x affinity? (No. There is not)
    I'm going to stop now. I don't want to be insulting. I'm sure that we have a language barrier. At least I hope so.

    Again, can we get a response from @DE_Adam?

  7. 1 hour ago, Littleman88 said:

    They can still try to provide quality content and maybe fix blatantly broken or imbalanced content.  Mods like rifle aptitude?  Still rank garbage.

    They do try - and often succeed - in providing quality content. Both Octavia and Harrow brought very new dynamics to the game. And if  PoE isn't proof that they're trying, what is? Fixing Rifle Aptitude? We all have our pet peeves. I'd love for JV and the LoR's to get fixes - God knows there are fixes for Conclave in every release. But consider the enormous scope of this game. Fixing every thing is unrealistic and bug lists must be prioritized. And none of us has ANY idea what is going on behind the scenes at DE. All we do know is that they're small by any standard and very small with the scope of this game.

    1 hour ago, Littleman88 said:

    At this point, "it's a beta!" is a catch all for the gullible to white knight them.

    I don't even know what that means and it doesn't matter because my point is that YOU AGREED to it. There are two buttons at the bottom of the EULA. YOU made a choice.

    And your final comment on effective bait. Yes. Their model creates revenue. But they never nag at us like most F2P games out there. Pay for cosmetics. Pay for Prime Access. Or grind. Who else does that?

     

  8. @(PS4)Tactless_Ninja Were you having a bad day? That was pretty negative. I want to point out a couple of things:

    1. DE is not a huge company like EA or Blizzard, etc. They have limited resources and the game is INCREDIBLY ambitious even if DE was a giant company.
    2. No one ever reads EULA's, but the EULA to which you agreed very clearly states that Warframe is a beta. We are all, in fact, beta testers. Nevermind the fact that DE is accepting money for a beta. That is a separate issue/discussion. The fact remains that it's a Beta and all the things you listed are to be expected. No one has made any assurances other than that. You signed up for this. Expect the issues and/or wait for the inevitable five, six, or ten - patches.

    There are aspects of the game that frustrate many of us and it's fun to say, "Well, it is DE..." and "coming soontm", but at the end of the day, I (we?) love the game. Or we wouldn't play. And we wouldn't read and post to forums (1.3K posts for you...). I'm just sayin': Take a deep breath and go easy on the creators. Or is hating fun for you? Imma go run sortie now. Cheers!

     

  9. I'm not asking for any real changes, just a way to reduce the sometimes overly excessive number of clicks required to perform frequent and mundane tasks...

    Sculptures and Stars: Fill All - please!
    With all due respect to the fine artisits at DE and all the hard work they put into the little things that are typically unnoticed and unappreciated - can we please have a "Fill All" button when we are in the Ayatan sub-view of Mod view? The animation of filling the sockets with stars was cool. I appreciate the work that went into it and the transformation of the sculptures with each star added. However, several months later, the act of filling the sculptures feels like a punishment. I used to let sculptures accrue for a week, then I'd go to Maroo's, get the weekly guaranteed sculpture, fill them all, sell them all, rinse & repeat. But even that became extremely tiresome. Now I have 30+ sculptures sitting empty and well over 1.2K stars. I know there are others with 100+ sculptures. A "fill all with available stars" button would be awesome.

    Arcanes:

    It's clear that there was some discussion among the powers that be about Arcanes a while back when the need to buy Arcane distillers was eliminated. Presumably this was to make moving Arcanes from one helm or syandana to another easier. It would be really great if we could go one step further and add a checkbox or other mechanism to simplify and reduce the significant number of clicks required to distill, install and rank up an arcane. If it was maxed on one helm, it's reasonable to assume I'm gonna want it maxed on the new helm. Right now that takes nine clicks, there's no reason it should not be three. If nothing else, the "success" dialog that has to be dismissed is totally unnecessary.

    Focus:
    This is probably not as simple as the other two enhancements, but I understand that Focus is going to be completely overhauled sometime soontm. While you are thinking about that, I'd like to suggest that - assuming we keep schools - the "primary" school should be associated with a certain frame. Zenurick is the default primary for me. However, whenever I use Trinity, Zenurick is a silly choice, Vazarin is (obviously?) far more useful. Similarly, I prefer Naramon on tankier, melee biased, Rage equipped frames - Ash, Excal, Inaros, etc. Over 75% of the time I switch schools, I forget to switch back when I switch frames. Assigning focus schools to a certain frame would eliminate this pesky problem entirely,

    Cheers!

    Mr. E

  10. Thx for trying to help, Ventura, but no one outside of DE can answer the main question definitively. How is it designed and "supposed" to work? I am at a loss to explain the inconsistent behavior I see several times on a single mission. I'm pretty sure I'm seeing and reporting a bug. If not, then I am missing something.

    WRT multi-shot: My understanding is that multishot is a simultaneous action. Whether there is one, two, three or more projectiles, they are all fired by a single action and it follows that all projectiles would hit the target simultaneously, regardless of hit-scan or said projectiles' flight time. The same forces are working on any and all projectiles. Regardless of the spread or which or how many projectiles hit the target, he's dead. And prior to being dead, his state was unaware and un-alerted.

    Code works in terms of conditions. At it's simplest, If...then...else i.e. "If this and that (are true), then this happens, else that happens". I'm saying that I think the "if, then, else" logic, in over-simplified human terms, should be:

    If <enemy state = unaware> and <enemy state changes to dead> (without any other state change), then <stealth kill count increments (up to 5x) and stealth timer resets>, else <stealth kill count = null>

    I observe that both the "if" statements are true and sometimes the result is "then" and other times, "else". So there is either a bug or there are other conditions that must be met for the stealth kill counter and timer to increment and reset. If the latter is true, I'd like to know what those conditions are and I am suggesting that there should be no other conditions required.

    @[DE]Drew@[DE]Saske - Both of whom have helped me in the past. :satisfied:

  11. Well guys, maybe I should have started by saying I'd read the wiki and that I understand there are three states of awareness. Given the fact that I'm MR23 and I stated that I *prefer* to play stealth, I would have given myself the benefit of the doubt. I don't mean to be a jerk, but I'm gonna have to give all three "answers" a downvote for not being even remotely helpful.

    To be perfectly clear:

    I understand the three states of awareness AND

    I have read the wiki - probably every single entry in the whole thing at least once.

    The wiki is community maintained and though I find it to be helpful and correct often, there are many times when it is neither. If you'd read my post carefully, you might have noticed that I said I'd like an answer "from someone at DE"

  12. EDIT: I moved this to the Feedback Forum. I could have sworn that was where I posted it...


    Because apparently this was not clear:

    I understand the three states of awareness AND

    I have read the wiki - probably every single entry in the whole thing at least once. Seriously. I have three tabs open on the wiki right now.

    This is somewhere between a request for information/clarification, a change request, and maybe, depending on DE's response to the first question, a bug report:

    1. Can someone from DE please clarify the "rules" for what qualifies for a stealth kill, as designed? The behavior is inconsistent. For example, sometimes a one-shot kill by standing close, while invisible, to an un-alerted (triangle outline on mini-map, no dot, not solid) enemy and shooting directly in the face (as opposed to behind, when a helmet or other armor can be a factor) results in a stealth kill and other times not. Same weapon, same enemy, and same distance with a ~1m margin of error or less. This is either a bug or there is some mechanic of which I am not aware at work. Please clarify.
    2. Can we have a discussion of what should be the conditions for a kill to be a stealth kill (or what I'd like them to be :shocked:)? For example, any time an enemy is un-alerted and is one-shot by an invisible frame, how can it not be a stealth kill? An enemy is certainly more "aware" of a prompted stealth melee attack than he could possibly be of a 15k shot to the face. What is the difference between Ash sneaking up behind an un-alerted enemy and killing the enemy with a prompted melee attack and fatal teleporting (augment) with a covert lethality dagger? In both cases, Ash is grabbing the enemy and slitting their throat. Why is the prompted attack (almost always, but not 100%) a stealth kill and the fatal teleport is not?
    3. And finally, what is the deal with syndicate procs - Specifically, Red Veil/Rakta/Blight? When Blight procs, the stealth streak is broken - even if the proc happens when there is only one (dead) enemy in the room/AOE of the proc? I get that the proc should change the alert status of any enemy affected by it, but if no enemy is affected, why does the streak always break anyway? This makes all three Rakta weapons unusable for Focus farming when they would otherwise be excellent in that role.

    I realize that I may be in the minority when it comes to preferring stealth play to the "get to the objective ASAP" style of the vast majority of the community, but I'm throwing this out there for consideration and discussion because for me at MR23.99, stringing as many stealth kills as possible is one of the few remaining challenging and fun aspects of the game. There's only one Kuva flood per hour, only one sortie per day and you can only run raids once per day. That leaves a lot of time...

    Cheers,

    Mr E

  13. Except for the Boar, they're all maxed and rolled many times, I think maxing is worth ~50p and knowing you have the weapon and polarity you want is worth ~50p so 100p to roll 'em until they get gud seems like a reasonable starting point to me:

    • Vectis Satitis - MR14 :: 2 rolls :: 91.7% MS :: 112.7% CD :: D Polarity - 100p OBO
    • Rubico Geli-Critadex - MR16 :: 10 rolls :: 153.6% CC :: 94.4% Cold :: 90.4% Status Chance :: - 35.9% Corpus (neg) Dmg :: D polarity - 100p OBO
    • Pox Hexapha - MR9 :: 30 rolls :: 90% Status Chance :: 83.7% Heat :: -59.6 CC (neg) :: Dash Polarity - 100p OBO
    • Dera Visitio - MR14 :: 30 rolls :: 221% Dmg :: 113% Elec :: V polarity - 200p OBO - That one's pretty good as-is, but I have a better one.
    • Boar Hexapha - MR16 :: 0 rolls :: 118% Dmg :: 110.6% Heat :: V polarity - 300p OBO - Shotgun rivens have lowest drop chance of all rivens. It's a Boar. If you like Boar, that's a steal.


     

  14. 7 minutes ago, [DE]Danielle said:

    Fixed the Redeemer not properly alerting enemies when fired. 

    What?!?! So for ALL this time, the Redeemer was broken?!?! First the Sarpa wasn't silent, now the Redeemer is no longer a stealth weapon.

    You're telling me that NO ONE on DE staff noticed that the Redeemer was silent and didn't alert enemies until NOW. I call Bull !@#$:shocked:

    It seems like someone at DE does not think stealth play should be encouraged or rewarded. This is very disappointing.

  15. This one definitely qualifies as obscure and prolly not worth anyone's time, but I'm reporting it nonetheless because it is 100% repeatable...

    Executioner Gorth and Garesh are totally gas-lighting me!

    I've decorated the front of my ship with all the enemy noggles. All enemies are carefully placed and rotated to be menacing my Warframe before every mission. Executioner Gorth and to a lesser extent, Executioner Garesh, do not maintain their very carefully chosen rotation. Gorth turns nearly 180*, so his back is to me when I look out at the stars, and Garesh turns between 30*-45* or so.

    Arghh!! It's only these 2. I have all the Warframe noggles in a similar configuration around the Arsenal, and none of them move. I've tried putting Gorth & Garesh in different positions and even removed them entirely and placed them in a new position. Every time I come back to the ship, Garesh has turned just a little and Gorth has turned a lot.

    This leads me to think that one of the Devs is the actual gas-lighter. I wonder how many others can reproduce the... bug(?):shocked:

    Mr. E

  16. I'm stuck in an endless loop: Launch Warframe (as Admin) -> Checking for Updates -> Updating DirectX Components (no mention of DirectX in the release notes, but I'll guess DirectX is involved in the resolution/display fixes) -> Launcher tells me Windows must be restarted to update -> Restart Windows -> Back to 1...

    3x now.

    Running Windows 10 64bit, Nvidia GTX980 Classified - latest drivers released 04/10/17...
    My card is capable of running DX12, but last time I checked Warframe uses DX9.

    Any suggestions?

    EDIT: Turning off Windows firewall gave me the exact same results as above.

    What DID fix it was (right-clicking the Launcher icon and selecting) running Compatibility Checker. Windows chose Windows 8 compatibility mode, asked permission to update DirectX and everything seems fine though probably not optimal for Windows 10 64b, 3.47GHz Intel Xeon, 32GB Ram & EVGA GTX980 Classified... Oh well. Party on, Wayne. :highfive:

  17. I'm MR23. I play every day. I run Sortie every day and I do all three raids almost every day.

    I'm looking for a Ghost Clan that wants to be competitive in upcoming Clan Events. I want minimum scores and strict enforcement. It absolutely sucked to be in a clan with 14 members and only 2 others even bothered to post a score.

    If TeamSpeak is required, that's a deal-breaker. Why anyone would pay for TS when Discord is better is a mystery to me...

    My personal best was 1128 in the last event. That was the best I could do by herding 1 or two people I knew and then recruiting from general. I'm sure I could've done FAR better if I'd had an organized and strong team.

    In my perfect Warframe Clan, I'd be among the least skilled in the clan. Not that I'd want to be carried, but that I'd like to have to work, strategize, and put in some effort to reach minimums.

    IGN: I_am_Mr_E,
    US West Coast but I play at all hours...

    Staying in my current clan until I get my BP, then looking to make a move and get to know my new mates.

    Cheers

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