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Neo_Ganryu

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Posts posted by Neo_Ganryu

  1. 7 minutes ago, [DE]Helen said:

    We’re also working on fracture improvements

    If I might make a suggestion (assuming this isn't already the plan), an improvement for the fissures that I'd recommend is speeding up the process in which the fissures are closed. As it is now, the process is very slow for what can be seen as a pseudo mobile defense procedure.

    • Like 1
  2. 5 minutes ago, Soulless_Spartan said:

    Now did they say how often this event would reappear? Sure, sure, it's a reoccurring event, but how often? As often as PLAGUE STAR, perhaps??? That'd be pretty effin' stupid.

    DE said they would have it as a reoccurring event in the same fashion as the Ghoul Purge events, so it'll likely be the same wait time that we have in between each of the Ghoul Purge events. It's not going to be the once-in-a-blue-moon Plague Star levels of a reoccurring event.

  3. I recently noticed during a run through Hydron that there appeared to be openings in one of the Nox's left leg, specifically around the knee area. At first, I thought I might have just been seeing things, but after looking through my codex today, I saw the openings in its left leg again (circled in the image below).
    pojHTVw.png

    I'm fairly certain that this was not intended for the model, so I have to assume that there are either a few reversed faces in that area of the Nox's model, or there are holes in the Nox's model that need to be patched up.

    Just thought I'd bring this to attention. It's a small detail and isn't a very major bug, but it's definitely something that caught my attention.

  4. I can confirm that this bug exists, as well as point out that the more multishot you have in general seems to influence the bug even further. Using the riven I have equipped in conjunction with Split Chamber and Vigilante Armaments, I get a total of 281% multishot; this somehow seems to result in Kinetic Ricochet only bouncing the projectiles only once (sometimes twice, and sometimes even not at all), as well as reducing the range to about 100 meters (I say about, because it actually looks like it might be less than that).

    Could @[DE]Rebecca or someone else possibly take a look into this? As effective as this mod would be when working properly, it doesn't seem to be working as intended whatsoever.

  5. Vauban Prime. A few friends of mine decided to get me a Vauban Prime set as a welcome back gift when I came back to the game a couple years ago (I originally started when the game had first hit Steam and still had founder's packs, but had to stop due to hardware issues).

  6. 2 hours ago, VeraMimica said:

    I'm not receiving Twitch Drops from <The Sacrifice> drop event when i see Streamers during 60 minutes.

    I have the accounts linked and the state 60 minutes watching the stream.

    Did you happen to get the drops before when the Twitch drops for The Sacrifice originally occurred?

  7. Hey there, folks.

    After the recent devstream and how DE pointed out that they're taking a look into working on Vauban's kit, I thought this would actually be a decent time to pitch a few suggestions of my own that might be of interest (at least to a few people). I've been working on this list for a while, taking both my own personal experiences with the warframe and the experiences of others into effect and compiling a rough idea of some cons behind the current setup for Vauban and coming up with a few alternative concepts for what could work out.

    Current cons:
    As a warframe that's based around the theme of being an engineer, Vauban's current kit doesn't really have much of an engineer feel to it. By definition, an engineer is a person who designs, builds, or otherwise maintains engines/machines/buildings, none of which Vauban actually does outside of occasionally re-casting a few abilities every now and then to refresh (or maintain) their duration. And when you consider the fact that several other warframes basically do the same thing with some of their own abilities, it's not exactly something that stands out as unique for what an engineer-themed warframe could do. With that in mind, some of the ability suggestions below are better oriented for fitting the theme of an engineer, while also providing some minor buffs/upgrades to his stats.

    Stats:
    - Relatively low armor (50 and 100). Lack of armor makes Vauban rather weak and prone to being downed more often during late-game/end-game instances.
    - Relatively low energy pool versus the general energy cost of abilities at rank 30 (Flow and Primed Flow don’t really compensate well for this, and building around efficiency doesn't seem to help either).
    - Relatively low shields at rank 30. Shields tend to be wiped immediately by most enemies very quickly.
    - Relatively low health at rank 30. Coupled with the lack of armor, health tends to be wiped very quickly.

    Abilities:
    - Passive ability too reliant on having allies nearby for bonus armor, which does not work well in most situations. Players usually don’t get the armor buff due to allies constantly spreading out further than the range that the passive ability has, rendering the ability ineffective for its intended purpose and leaving the player without an armor buff in most cases. This is a regular occurrence since most players tend to space themselves out, usually going further than the range of the passive ability more often than staying within its range.

    - 1st ability (Tesla), while effective after placing several down for a trap, seems a bit ineffective due to the singular bursts between each charge. They’re basically restricted to a single target on their own, which doesn’t do much for crowd control, and the damage isn’t particularly great without throwing a bunch of them down.

    - 2nd ability (Minelayer) impractical/not fun for current state of the game:
         - Geared for a slower-paced game, which Warframe is most certainly not.
         - Current set of mine types are underwhelming in terms of crowd control and armor/shield stripping, does not help at all in most situations.
                - Bounce pads virtually useless; enemies usually walk around or ignore them, and the few who do touch it barely seem to be affected by it. It’s generally unfeasible in terms of being used for strategic purposes, and seems to be more for fun.
                - Trip lasers not very effective for intended purpose; enemies tend to refuse passing through doorways if a trip laser is present or attempt to find alternative routes to get around it (seems intended, but slows down the gameplay overall). Doesn’t really serve much of a purpose beyond interrupting the game by slowing things down too much.
                - Shred mines are not very effective; explosion radius is very small and barely has any effect on enemy units in terms of damage, knockdown, and armor reduction (based on input from others). Other weapons and warframe abilities tend to do a much better job of stripping armor, doing damage, and knocking down enemies.
                - Concuss mines are not very effective; much like Shred mines, the explosion radius is very small and barely has any effect on enemy units (based on input from others).

    - 3rd and 4th abilities behave in a very similar way in terms of trapping enemies in a given area, which makes it seem a bit redundant to have the 3rd ability (Bastille) and 4th ability (Vortex) be two separate abilities. The only real difference between the two abilities is that Bastille only does contact damage when the trap ball hits an enemy, while Vortex does damage over time after ragdolling enemies and pulling them into its center. With how both abilities are often used, however, they both essentially work the same way and have little variation between them. Both have their uses, but not quite enough of a difference to really warrant the need to have them be separate abilities.

    Possible solutions:
    Stats:
    - Increase base armor values for Vauban/Vauban Prime to 150 / 200 respectively instead of the current 50 / 100.
    - Increase max energy pool at rank 30 to 250 energy instead of the current 225.
    - Increase shields to 300 / 375 at rank 30 for Vauban/Vauban Prime respectively instead of the current 225 / 300.

    Abilities:
    - Passive ability could be replaced with something more effective and in-line for an engineer-styled warframe. One possible option is to have an aerial combat drone (similar to a sentinel) appear alongside Vauban/Vauban Prime that grants additional armor (while active) to both Vauban/Vauban Prime and any nearby players within a set range (most likely his affinity range). The aerial drone would come with a three-round burst fire mode, similarly to Burston/Burston Prime. The aerial combat drone would also play a part in Vauban’s/Vauban Prime’s abilities, as the drone could also be considered as a form of exalted weapon, making it so that it can be modified to improve its effectiveness through its damage output (with the option to attack specific targets through Vauban's/Vauban Prime's ability input).
                - A possible rename for the passive ability could be "Battle Proxy". Alternatively, "Proxy Reinforcement" could also be used.
                - Grants 10% / 20% / 30% / 40% additional armor to Vauban/Vauban Prime and any nearby warframes, based on ability rank and affinity range.
                - Aerial drone comes with a three-round burst fire mode for built-in weapon.
                - Aerial drone's armor/health/shields based on Vauban/Vauban Prime's stats, and influenced by any armor/health/shield mods installed on Vauban/Vauban Prime.
                - Weapon range would be around 17.5m / 30m as the base/max range respectively (similar to Dethcube's range).
                - Survivability of the drone/sentinel (armor/health/shields) would be influenced by the mods installed on Vauban/Vauban Prime directly, effectively mimicking his own armor/health/shields.
                     - Alternatively, the base stats and max stats (armor/health/shields) of the drone/sentinel could be similar to that of the Dethcube sentinel’s stats, while still drawing influence from Vauban's/Vauban Prime's equipped mods for armor/health/shields.

    - The 1st ability (Tesla) could have extra bursts shoot out based on how many enemies are nearby when the device discharges. Maybe up to a maximum of 3 or 4 bursts at once. This will, however, consume more charges per burst if more enemies are being hit at once. Damage could also be increased slightly for the discharge (95 / 115 / 135 / 165 Electricity damage instead of 80 / 100 / 120 / 150 Electricity damage) to compensate for the additional charge consumptions when multiple enemies are hit.
         - Alternatively, the 1st ability could also be replaced with another deployable that sets down a small field of electrified cables, with any enemy units that walk into the field being zapped for 80 / 100 / 120 / 150 Electricity damage per charge, or having it be chargeable to increase the damage output per charge. Devstream #114 showed that the ability will now be chargeable to increase its damage output, so this suggested solution is technically not needed anymore (though I'll leave it here with a strike-through, in case it offers any other ideas for the ability).

    - The 2nd ability, in conjunction with the suggested passive ability, could be replaced with a command for the aerial combat drone that lets the player choose what specific targets to have it attack (up to a total of three targets), as well as allowing players to deploy a new drone if the current one has been destroyed (after a 10-second cooldown; open to adjustment). Much like a sentinel, it would also be tethered to the player and stay relatively close to them.
                - A possible rename for the ability could be "Guardian Protocol".
                - The cost of commanding the aerial drone to attack a specific target would be 25 energy upon activation (open for further adjustment).
                - The cost of deploying a new aerial drone after the previous one was destroyed would be 50 energy (open for further adjustment) after a 10-second cooldown.
                     - Alternatively, players can wait an additional 35 seconds for a new drone to appear automatically after the 10-second cooldown expires.
                - Fire rate for the drone's weapon would be set around of 11.35.
                - Base weapon damage/critical damage/critical chance/status chance can be improved via Rifle mods. Applied mods would not be restricted from use on other weapons.
                     - Base damage would be split evenly between impact damage (25.0), puncture damage (25.0), and slash damage (25.0), totalling out to 75 damage.
                     - Base critical chance would be 22%.
                     - Base critical damage multiplier would be 2.3x.
                     - Base status chance would be 22%.
                - Comes with two Madurai polarities and one Naramon polarity for modding purposes.

    - The current 3rd ability (Bastille) could be buffed to do a small amount of damage over time while enemy units are held in the energy field (10 / 20 / 30 / 50 Electricity damage per tick), effectively allowing for both crowd control and damaging the enemy for as long as they are held in place. The current 4th ability (Vortex) could also be merged into the current 3rd ability to fit a sort of toggle setup while also granting the aforementioned trait of dealing damage over time to Bastille, allowing players to switch between controlling an area with a bit of distance between the enemy and the epicenter of the net or controlling an area by drawing enemies into the center and dealing damage over time.
                - A possible rename for the ability could be "Field Assumption" since the merged abilities would effectively allow players to take control of a given area in two different ways.
                     - Conventional naming of the two deployables (Bastille and Vortex) would still be present when toggling them, but the main ability would be referred to by its new name instead.
                - Bastille's damage output over time would be influenced by Vauban's/Vauban Prime's ability strength, but probably wouldn't do any more damage than what Vortex is capable of.
                     - To avoid having the ability be too offense-oriented, the damage ticks would probably be set to happen every two or three seconds (open to adjustment). This would allow it to still fulfill its role as a crowd-control ability while giving it just a small touch of offensive power, as well as allow the possibility of suspending other enemies on its own if enemy units die while suspended in the air by Bastille.
                - Vortex, if merged into Bastille, would retain its current overall stats as a separate deployable under a combined ability, with the exception of costing 75 energy to cast (like Bastille) instead of 100 energy.
                - If merged with Vortex into a single ability, the augments for both Bastille and Vortex could also be adjusted so that they're either interchangeable (basically just swapping one augment mod out for the other to incorporate whichever ability's augment into the player's build). Alternatively, they could be merged together (similar to how Equinox's augments have two different effects based on the day and night form) to suit the toggle setup more effectively as a single augment.
                - Bastille and Vortex could both have a separate icon appear as a buff, showing their timers separately should players cast either ability while one or the other is currently active.

    - The 4th ability could be replaced with a separate deployable in the form of a cluster of small ground-based "rally drones" that move and attack in a similar manner to the Corpus Ratel units, with the exception of using a short- to medium-range ballistic weapon to attack from a distance instead of an electrical beam to attack up close. The rally drones would not have the same amount of armor/health/shields as the aerial drone or Vauban/Vauban Prime, and would deal damage akin to the aerial combat drone from the suggested passive ability (with the same weapon mods for the aerial drone having an effect on the turret as well).
                - A possible rename for the ability could be "Garrison Protocol" since you can deploy additional ground-based drones (similar to the Corpus Ratel units).
                - The cost of deploying a cluster of rally drones would be 100 energy.
                - Drones spawn in clusters of 2 / 3 / 4 / 5 upon deploying, based on ability rank.
                     - Rally drones have 45% / 30% / 15% / 0% less armor/health/shields than the aerial drone (depending on ability rank).
                     - Rally drones explode upon death, dealing 150 / 200 / 250 / 400 Puncture damage and releasing a small cluster of explosives (3 / 4 / 5 / 6 explosives, depending on ability rank).
                          - Each explosive deals and additional 200 / 250 / 300 / 400 Blast damage (depending on ability rank) with a guaranteed Knockdown proc.
                     - Re-casting the ability causes any existing drones that remain to explode before deploying new drones. Drones destroyed in this manner do not release a cluster of explosives, but still deals the initial 150 / 200 / 250 / 400 Puncture damage upon death.
                - A possible augment replacement could make it so that only one slightly larger rally drone is spawned at any given time (similarly to how Atlas' augment for his Rumblers ability only summons one rumbler), but with buffs to specific traits.
                     - Drone size increased by 50%.
                     - Health and shields increased by 45% / 50% / 55% / 60% (depending on augment rank).
                     - Drone movement speed and weapon fire rate increased by 35% / 40% / 45% / 50% respectively (depending on augment rank).
                     - Damage increased by 50% / 55% / 60% / 65% (depending on augment rank).
                     - Blast radius of explosives on death increased by 1m / 2m / 3m / 4m (depending on augment rank).

    Sorry for the long post, but I hope this is something that sounds appealing enough to at least offer some inspiration.

  8. This seems to be a bit of a long-standing bug (or at least it feels like a possible bug; someone please correct me if this is actually an intended feature), but the Nikana Prime's accent coloring doesn't seem to actually do anything to change the weapon's appearance for the main coloring options of the weapon. If it is supposed to change anything, I honestly don't know what that would be. I already went into Captura mode to examine it a bit more closely, and the accents option for the main color options seriously doesn't seem to have any effect on the weapon's appearance.

    And before people start telling me, I'm well aware that changing the colors of the attachments on the weapon colors the sheath as well. I'm referring to the main set of color options, before going into the attachment options of the weapon.

  9. I posted about this in the recent update thread from today, but I'll re-post it here as well. There's a bit of a problem with the Oberon Blade Of The Lotus skin that you guys might want to address. Despite not owning the skin, a lot of people are seeing the shoulder attachments for it as being already owned in their inventory and when viewing shoulder attachments in their arsenal station. They're even equippable too, but the rest of the skin is still requiring payment as per usual.

  10. A lot of cosmetic armor pieces don't seem to align properly on Limbo Prime's shoulders or legs. Some of the armors either don't stay where they should properly (any shoulder armor; it seems to move with Limbo Prime normally, but the moment you stop walking around, it shifts out of place), end up jutting out at certain angles on one side and not the other (such as with the Riv Elite Guard leg armor; the left leg armor sits fine, but the right leg armor is sitting at an odd angle and has the bottom of the armor jutting out), or the armor is placed in such a way that it ends up hidden from view (the upper part of the Dendra Leg Guard for the left leg and the Nidinia Leg Plate for the right leg).

  11. As of today (at least from what I and a friend of mine experienced in the plains), Zephyr/Zephyr Prime seems to have a bit of a script error with her first ability. When her first ability is used to divebomb enemies while in the plains, she seems to have a chance to bug out and not return to her normal animations (i.e., after impacting with the ground, she's still floating as if she's in the air and falling, despite being on the ground) while still allowing her to attack. This mostly seems to be client-side related, but using the unstuck command or falling into a death trap (such as a small lake) exacerbates the problem even further, rendering her incapable of attacking and only being able to change directions by aim gliding. At this time, the only known fix is to be damaged enough to go into the downed state and wasting a revive in order to reset yourself.

  12. This has most likely already been stated, but it seems like the hitboxes are a bit broken. Shooting at enemy units (regardless of faction) has a tendency to not recognize that the shot is making contact with the enemy unit's body, and what should either be a kill-shot or at least a damaging shot ends up reading as if it missed. Melee seems to be working fine however (at least from what I can tell; region chat has been saying otherwise, so I'm not 100% sure), so I'm not sure if this is affecting melee as well or if it's just primary and secondary weapons.

    Certain abilities (such Excalibur/Excalibur Prime/Excalibur Umbra using their 3rd ability as an immediate example; it seems to be any ability that has a projectile or acts as an attack in general) also don't seem to be making contact with enemies on occasion when used, requiring at least one additional casting (or sometimes more) of the ability to actually kill the enemy units (and before someone says it's because my power strength is too weak, I don't think that's the case when I'm doing some minor testing on random Earth mission nodes that aren't the plains, especially with over 200% power strength).

  13. 12 minutes ago, hellodownthere said:

    Go to zendesk and ask to reset your obiters decorations only thing i can think of that could help

    https://digitalextremes.zendesk.com/hc/en-us

    If I only had the one decoration and nothing else, I might be more inclined to do that. I'd honestly rather not have to re-decorate my entire orbiter just because of the one decoration being bugged, if that's even possible.

  14. Hey there, fellow Tenno.

    I've been having this problem for a while, but never really got around to reporting it until now. Ever since the update to the decoration system a while back, I've had a bit of a problem with one of the displays I placed in the personal quarters room of my Orbiter that has resulted in it being permanently stuck behind the window. No matter what I do, I can't seem to remove to the display from where it's located; it seems to literally be stuck behind the window, and there doesn't seem to be a way for me to remove it. Every attempt I've made at removing this display (even trying to glitch myself out of the orbiter, which I failed to do) has been for naught, so I honestly have no idea what to do to remove this display.
    P7DSt55.jpg

    The only thing I can think of that might be a possible solution to this is to add an additional feature to the current decoration system that allows players to pull up a list of currently-placed decorations with options to edit and/or remove the decoration(s) in question (individually or altogether), but I honestly don't know how feasible it would be to implement a feature like that. Would there happen to be any other solutions I might be able to try in order to remove the display, or am I basically stuck with a permanently-placed display that can't be removed?

  15. 6 hours ago, Dark_RRiderr said:

    Never saw anything indicating that actually. Plus Captain Vor and Vay Hek and all the other big boys of the grineer arent female as well. Its only the Queens beeing the females in charge so far. Didnt saw any other female Commanders, female leaders in their society so far. Where you go this info from they are female the kuva guardians?

    The Warframe wiki page for the Kuva Guardians states that they are female. You can also hear their voices every now and then while fighting them, and that's clearly not a male/masculine voice.

  16. 16 minutes ago, (XB1)Tucker D Dawg said:

    I heard them say that as well. Of course we still have:

    • Master Thief
    • Coaction Drift
    • Enemy sense
    • Pain Threshold (arguably movement I guess but pushing it)
    • Power Drift
    • Retribution
    • Intruder
    • Shock Absorbers (same as pain threshold I guess)
    • Thief's Wit
    • Peculiar Bloom
    • Peculiar Growth

     

     

    Those aren't augment mods, though. I think you misunderstood what I said before, so I'll clarify a bit more. In regards to warframe-specific augment mods (i.e., augments meant specifically for certain warframe abilities, such as Saviour Decoy for Loki or Hall of Malevolence for Mirage; mods that directly affect specific abilities of the warframes), they said that movement-only augments that literally only make it so you can move while using a specific ability that would otherwise stop you from moving until disabled/nullified (such as Mesa's Waltz), which do not add any other features to the ability (i.e., walking through laser grids like Ivara's Infiltrate or being able to attack while moving like Nyx's Assimilate), will be marked as exilus mods. Those mods you listed are warframe mods, but they aren't warframe-specific augment mods since they can be thrown on any warframe without repercussion.

  17. The last I remember checking, DE stated that they'll only make movement-only augments like Mesa's Waltz be marked as exilus mods. If the mod only adds a movement feature and nothing else, then it will be marked as an exilus mod. Otherwise, they don't intend on making augment mods into exilus mods.

    And before someone decides to chime in about how Nyx's Assimilate augment should be an exilus mod, that's not likely to happen since it does more than just allow her to move. It also grants her the ability to actually attack as well.

  18. Outside of Orokin tower containers, tier 1 defense missions have a 10% chance of rewarding the mod on rotation C, tier 3 defense missions have a 2.26% chance of rewarding the mod on rotation C, and General Sargas Ruk has a 1.01% chance of dropping it upon defeat.

  19. A small update regarding this bug.

    After looking into this bug a bit further to see if other weapons were affected by it (prior to update 22.14.0/22.14.1), it appeared that the Baza and Boltor Prime (which means that the Boltor and Telos Boltor were probably also affected) were the only weapons I was able to observe the bug on. However, after update 22.14.0/22.14.1, it seems that the Phage is now also affected by this bug. More specifically, it's now repeating the same problem that the Baza is afflicted with.

  20. Anima (Resonator Augment):
    When combined with Mallet, converts x% of the damage dealt per enemy into health, healing Octavia and any allies within range.
    ===================================================================================================
    Rank stats:
         - UNRANKED: Converts 4% of damage dealt into health
         - RANK 1: Converts 6% of damage dealt into health
         - RANK 2: Converts 8% of damage dealt into health
         - RANK 3: Converts 10% of damage dealt into health


    Detailed Functionality:
         - When activated and combined with Octavia's Mallet ability, the Resonator will have the ability to convert a small percentage of damage dealt per enemy unit from the Mallet into health, allowing players to leech health off of their enemies and effectively heal Octavia and her allies as a result. The range of healing would be relative to Octavia's affinity range instead of her ability range, while the Resonator itself would otherwise function as it normally would by having power range influencing the charm radius of the ability for attracting enemies; this effectively makes it so that the Resonator augment can still do its job of healing Octavia and her allies without interfering with the main function of the ability, but it in turn would require players to be within Octavia's affinity range in order to be healed alongside her instead of having to hover around the Resonator.

    Special Notes:
         - This was inspired by some of the comments I've seen regarding Octavia not having much use in the way of being a supportive healer, as well as being partially influenced by Trinity's Bless ability (in terms making use of the affinity range instead of ability range). While it wouldn't ordinarily too big of an issue in most cases, some of the main reasons I've seen people say that they don't like playing Octavia as a support frame is because she doesn't have any way of healing herself or the team with her abilities. This augment would essentially remedy this problem by adding a form of Life Strike to the Resonator, but only when combined with the Mallet. Otherwise, the Resonator on its own is just a regular Resonator. This effectively also makes it synergize better with her Mallet than it already did.
         - As mentioned before, this augment was also partially inspired by Trinity's Blessing ability (in terms of how the range of the ability is affected by affinity range instead of ability range). While having it being affected by ability range could possibly work out as well, we all know how much the Resonator loves to roll about, and that might make it a bit difficult for the augment to function effectively. As such, having it so that the Resonator can roll around wherever it wants like it usually does and still heal Octavia would make it effective for healing, and having it also heal allies within Octavia's affinity range would allow her to play a supportive healing roll in the event that a Trinity, Oberon, or Inaros isn't available.
         - In music, one of the meanings for Anima is "life". Considering what this augment is based around, it seems like a fitting name for this type of augment.

    Augment Example Preview:
    gFyZ8YJ.png

  21. Hey there, folks.

    So, I came across a small idle animation bug with a lot of the primary weapons while I was at my arsenal station, and I can't help but feel that something may have broken in the last update for the Noble animation set for Harrow. Previewed below are two videos of the Noble animation for Harrow; one with the Baza (which shows the right arm twisting in a way that shouldn't happen normally when spinning the weapon while the left arm just drops down after starting the initial spin of the weapon, only to shoot back up to grab the weapon and return to the default idle stance), and one with the Boltor Prime (which shows the same twisting of the right arm, but with the left arm animating as intended). These animation bugs seem to be happening to almost all of the primary weapons in the game (the only weapons not experiencing these animation bugs are spearguns and bows, as they use different idle animations from primary weapons that use the rifle idle animation).

    As stated above, the bug seems to be effecting a majority of the primary weapons (primarily those that use the rifle idle animation, such as shotguns, snipers, and launchers), and the bug also seems to carry over to other warframes that have the Harrow Noble animation set equipped. I don't recall seeing this happen before the update earlier today (it's currently 8:35 PM here at the time this has been posted), so I'm left to assume that something might have gotten messed up during the most recent update, if not the update before it. Whatever the cause may be, I hope the videos provided will help with getting these animation bugs fixed soon.

  22. Hey there, folks.

    My apologies if this isn't the right place to post about this, but due to the given nature of this bug, I think this may be the most fitting place to post it. There seems to be a rather misleading bug relating to the accuracy stat on the Dera and Dera Vandal weapons. From what I can tell by experimenting with the weapon, I'm lead to assume that it's either related to the default accuracy not being shown properly in either weapons' stats before applying mods (which I feel is the most likely case), or the use of mods that lower accuracy seem to effect them both far more drastically than they should. By default, both weapons normally show 100.0 as the accuracy and seems to shoot in a relatively straight line with little to no spread when using singular or sustained fire (since the weapon alternates between firing from the top and bottom rails, I can't really consider that as the weapon having spread). However, upon equipping something that adjusts the accuracy (such as Heavy Caliber), it causes the stat to be drastically cut down by much more than what it should, and increases the spread by quite a bit.

    For the sake of testing and reporting purposes, I recorded a short video here, using the Dera Vandal in its base (unmodded) form, followed by using a maxed out Heavy Caliber (which has a -55% accuracy adjustment as one of the effects on the mod, for any new players that aren't familiar with the mod) only, and then coupling the Dera Vandal with a maxed out Heavy Caliber and a maxed out Split Chamber for an additional example of the accuracy issue. Normally, the default 100.0 accuracy of the Dera and Dera Vandal should only cut the accuracy stat down to 45.0 accuracy due to the -55% accuracy stat on the mod since removing 55% from 100 should leave you with 45.0 as the intended adjustment. Instead, the -55% accuracy adjustment from Heavy Caliber causes the accuracy to be cut down from 100.0 accuracy to 7.2 accuracy instead; that's a 92.8% drop in accuracy (an additional 37.8%), and it certainly shows when the weapon is in use, both with sustained fire and singular shots. An example of how the accuracy is affected by this can be seen in the video linked above. Now, I don't know if the weapon is supposed to have 100.0 accuracy by default or if this was just a typo in the stats list that we see in the game for both weapons, but the accuracy stat itself on both the Dera and Dera Vandal is extremely misleading in either case.

    And again, my apologies if this actually is in the wrong place. I'm honestly not sure if this is an actual problem with the weapon or if it's just a small issue with the UI showing incorrect information.

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