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Ext3h

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Posts posted by Ext3h

  1. Had the "fun" chance of fighting a couple of nullifiers yesterday. You know, these funny little "bubble" guys, which invite every other enemy to stay with them inside their cozy bubble.

    Fighting them has become just plain awful now. Everyone hiding in them bubble with them is blocking hits, since they stand so close that their hitboxes touch.
    So even if you one-hit enemies, you still need 3-4 full swings in order to take down that cluster of enemies. Meanwhile they get to do target practice at point blank. The mine layer drones appear to make it even worse, as their mine fields are also blocking hits against enemy units standing amidst.

    This isn't even level geometry killing the fun (or the player), heavy melee just stopped working against clusters of enemies entirely.

    You get used to the level geomtry part, just performing spin-2-win mid-air (with the added headshot multiplier and - surprise - macro usage since the timing is too difficult to get right manually) already works around most of the obstacles. Both obstacles which are part of terrain, as well as corpses, since they nicely drop out of the headshot zone.

  2. vor 10 Stunden schrieb RealPandemonium:

    The reason spin2win is the meta now is because memeing strike is a silly mod and its interaction with bloodrush allows quick access to inordinately high damage.

    "inordinately high damage"? The risk when going melee is significantly higher. Stand still for a second, and you are done for with most factions. Against Grineer all it needs is a Bombard or some other stupid fire AoE, to break Melee unless you can instant hit. And it's not like all the other weapon classes couldn't be built for instant-kill either.

    Yes, spin-to-win is a broken design in terms of damage scaling. But only since Melee is otherwise missing builds which would solve the need-for-instant-hit issue. (Except for a few not-so-close-combat Zaw builds.)

    What was (and is) working great about spin-to-win, is mobility.

    The mobility on these slide attacks is just so much better than all the stances, which reduces enemy hit chance significantly and allows you to actually get from enemy to enemy in an acceptable time. Something which the existing stances completely fail to provide. Plus this nice "glide" effect, which helps a lot traversing the chasm filled design of most maps, without stopping the attack.

  3. 31 minutes ago, UnweIcomeD said:

    so must the riven have slash ? i have crit dmg and -cc but not slash it's range xD

    Don't want to loose range, sorry. Loosing range would make attacking through walls difficult.

    +CD +range would force me to replace Primed Reach, which means a -33% loss in range (too much!) for only a +30% effective damage increase.
    Replacing Organ Shatter with that Riven would be even a worse deal. -15% damage for only +28% effective range.
    Only replacing both Organ Shatter and Primed Reach together for this Riven and Buzz Kill would yield something remotely acceptable, a +60% damage increase but still a -33% range loss.

    Slash bonus is the only attribute missing in that build, so that's what I need to be able to improve the build at all.

  4. Minimum +60% slash.

    Minimum +60% CD or +45% speed.

    Negative preferably -CC / -finisher / -channeling, no -CD / -slide / -speed / -combo / -range / -status.

     

    Please no other offers, unless you are absolutely sure that they are actually an improvement compared to this (riven-free) build:

    QeRS3IF.png

    Please note that Weeping Wounds / Drifting Contact is required for this build, as the damage is mostly dealt in slash procs.

    Only Organ Shatter or Berserker can be replaced by a Riven mod, and the stats must meet the requirements listed above or it would be a downgrade! Disposition is to low to replace any of the primed mods or Maiming Strike!

  5. Ever since the mission resource screen was overhauled, Endo is now missing from the screen in Arena missions. Occasionally it shows up, but most times it's missing during the mission and in the summary after completion.

    The Endo is actually rewarded, it's only missing entirely from the display.

    This only one of the current UI problems with Arena mode, among others the kill counter for teams / enemies also goes missing as soon as you respawn, and the minimap does not correctly goes back to full screen after a respawn.

  6. 7 minutes ago, Horonelius said:

    If a body still exists, then any Nekros can try to desecrate it. That includes body parts.

    When it still exists for whom? The host? Each individual player? Accounting for ping or not accounting for ping? Which body parts are instantiated per client and which are managed by the host?

    It's not THAT easy.

  7. Yeah, this question has been answered many times before. But most of the answers ("it doesn't") appear to be plain wrong.

    So far I have seen at least 4 different interpretations:

    1. A body desecrated can only be desecrated by 1 Nekros. Even a failed attempt consumes the body.
    2. If a body was not successfully desecrated by the first Nekros, another Nekros can still attempt. Up to an effective +97% chance on extra loot with 4 Nekros.
    3. Multiple Nekros can desecrate the same body multiple times. No limits, the effects stack, for an effective +240% extra loot with 4 Nekros.
    4. Each main(!) body can only be desecrated (successfully) once, but the additional body parts created from slash kills can be desecrated by each Nekros individually.

    Which one of these is correct? I can most certainly rule out the 1st option. Quoted most often, but even just a quick test run reveals that this isn't true.

    Option 2 sounds somewhat plausible, but to be honest: It doesn't explain why e.g. the Endo yield from an Vodyanoi Rathuum run with 4 Nekros is in the range of 400-1k, while a run with a single Nekros only yields 100-300 Endo. That is far above the results that formula should yield.

    That only leaves option 3 and 4. I don't think option 3 is true, the community would surely have noticed such an ideal scaling.

    I reckon that it's actually option 4, that body parts created from slash kills are not synchronized and hence can be desecrated far more often than originally intended.

  8. Still happening a lot.

    Always visible to other players too, the head is simply gone. The following actions have a chance of restoring head, syandana and other attachments:

    • Going operator mode
    • Activating focus abilitiy
    • Using full-body animations
    • Getting stealthed and then unstealthed

    Not limited to being a client, happens as well when being host. Can happen to all warframes, but seems to be limited to using Shade / Huras as a companion.

  9. Apparently the cause wasn't the first mission bonus alone...

    Tried again today, and at 100k I actually got the "Daily focus limit reached" message and both focus orbs and regular Focus from kills stopped.

     

    But for some strange reason, every time I died or got downed, I could afterwards continue farming focus again. And every single time I could farm more focus than I actually had lost.

  10. Go by the sound. One of the red markers can become invisible. You can still hear it, but it doesn't actually show up.

    There is unfortunately also a variation of this bug where a blue marker vanishes, in that case you have to restart.

     

    Other than that? Do not die or fall of the map during ANY dialog. It WILL break the mission.

  11. BaUgnTU.jpg

     

    Yes, that's over 100k focus from a single mission. Focus orbs kept spawning, and the weapons kept accumulating focus even after reaching the 100k limit.

    This was the first mission of the day, so likely focus kept on being accounted based on the non-boosted affinity rate. Maybe tomorrow I will check and see if the first daily mission by chance even allows MORE than 200k focus.

     

    As for how to get even that much focus in a single mission? Affinity booster + login bonus + Naramon affitiny bonus + Fissure affinity boost + Greater lenses + Speed Nova + Full Maiming Strike team.

  12. b0u1uId.jpg

     

    The FIRST time per scene the average brightness of the scene surpasses a certain level, a negative of that image overlays all other bright scenes till the scene gets reloaded.

    The intensity of that overlay scales with the current brightness of the scene - the brighter it is, the stronger the contrast of the broken effect.

    A lense flare during a loading scene, or the bright light behind the operators chair is very likely to trigger this bug.

     

    It's only a single frame which gets frozen, and once a frame is burnt in, it won't change either for the rest of the scene.

  13. When you slide downwards (just try it on the Orbiter, on the split ramp from the armory down to the operator room), the cloth physics will occasionally break. Slide all the way down till you hit the wall (where the character will still be able to slide for a split second without any actual movement).

    When the character gets back into upright posture, all cloth will occasionally get pulled 90° to the right instead of downwards. Performing another slide will often correct the gravity vector.

     

    The cloth does not continue the "wind effect" is has during the slide animation itself. It simply "hangs" sidewards. This does not effect the Syandana, but in case of e.g. Equinox also the "flaps" on the arms.

  14. I can confirm the issue with being headless.

    It just happens without any obvious trigger. The head simply gets missing entirely.

    Getting into any full-body posture (activating 5), or activating Warframe-abilities with fixed head bones will restore the head to where it should be.

     

    So the most likely explanation appears to be that the head bone for some reason get's an illegal offset which places the entire head termporarily out of the scene.

  15. Well, there are all sorts of bug happening, whenever the host for some reason manages to drop below acceptable sim speed. Tabbing out and doing other stuff in the background appears to be a good trigger for bugs on the client side. If you want to replicate, just go forth and halt the host process via debugger occasionally for a short period.

    Combine that with CC effects, door open events or any other action performed by any of the clients and you get a fun time. Mostly it will just cause the "stuck doors" bug / desync though, even though that is just as bad. Once the simulation is far enough out of sync, it breaks. In this case, it might be an issue with the enemy recycling system, which breaks during a desync.

    It's not the same as lag / constant latency. Lag is annoying, and can also cause doors and alike to respond slower than they should, but they do respond eventually, within 2-3x the roundtrip time.

  16. In Melee only missions, the mods installed on an (inaccessible) secondary weapon still boost the Peacemaker ability, rendering the restrictions ineffective.

    Apparently the same also applies to other frames where Warframe abilities inherit a boost from the equipped weapons. Even of the weapon type is forbidden in that mission, the abilities still inherit the full damage boosts.

    This is not so much about whether Mesa, Ivara, Titania or other frames should be able to activate their special weapon abilities if it's against the mission conditions, but only about being able to profit from mods on equipment which the mission doesn't even allow in the first place.

     

    This wasn't an issue back then when you were forced to unequip forbidden equipment parts before the group could start the mission! This exploit was only introduced since weapons are "auto-removed" on mission start. Well, obviously they are not removed soon enough.

  17. 20 hours ago, LittleArachnid said:

    Dude mirage makes any weapon strong with Hall of Mirrors people like you just sook because you can't whine about ashhole players anymore.

    It's not about making the damage, heck, there are enough builds which can outperform Mirage with Simulor by magnitudes.

    It's about the ****** annoying graphic effects, and the S#&$load of bugs the Simulor is causing. Mostly due to that stupid gravity effect, which often launches loot completely out of the map for other players.

  18. The letter symbol for deployed excavators on the map is missing for clients since TWW.

    It does show for the host.

    It shortly blinks up when the excavator is being deployed, and then disappears together with the yellow way point marker.

    There is also a slight discrepancy between "time left" and "power left" on the client, with "time left" being 0.1 to 0.2 seconds ahead on the client, resulting in the excavator pausing at odd times such as 19.9 seconds.

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