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MaxSaga

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Posts posted by MaxSaga

  1. Could you change the current icon to represent the users of other platforms, precisely the console ones, with the icon of a generic joystick/joypad?

    An example, the same joystick icon that can be seen from the game options menu.

    I have commented it in the first patches/hotfixes thread.


    Thanks.

  2. hace 27 minutos, rachjumper dijo:

    skaut lander doesn't have any of the white grineer markings on it, and it's missing an underwater mission end animation
    also the default colors before you change anything are a bit weird, the emissives and particles don't workM9Whr8J.png

    The same thing happened to me, it's because of the rendering method, with the classic rendering it looks like this, but if you change it to enhanced it looks normal.

    The problem is that my pc does not support this rendering and as I said before apparently they are going to eliminate it :(

    • Like 1
  3. hace 9 horas, [DE]Megan dijo:

    Echoes of Veilbreaker: Update 32.1

    fb6bc8d067656be7a625f44333d09830.jpg

    New Landing Craft - Skaut

    A Grineer Bolkor remodeled for Tenno reinforcement. Skaut’s Air Support “Kahl Beacon” calls Kahl and his allies for backup. When backup is active, subsequent uses replenishes health for Kahl and his team. Each player can call one additional Grineer brother to join the fight.

    The Skaut can be purchased via in-game Market or in Chipper’s offerings in Kahl’s Garrison for Stock once you have completed the Veilbreaker Quest.

    The new landing craft looks different when using the "Classic" rendering mode or graphics mode.

    Some parts are not visible, such as the white line.


    Graphics/Rendering Classic:

    Spoiler

    mi0exbB.png

    Graphics/Rendering Enhanced:

    Spoiler

    JDHwVr1.png


    PS: I know they have commented in the devstream that they are planning to remove the classic rendering, but I would like to ask that they still keep it, especially for our potatos PC.

    • Like 3
  4. Hello.

    As the title says, I'm making this thread to suggest that you could add some extra options and changes when placing a Loc-pin.

    For example:

    - Adding different text/icon sizes.
    - Change the color of the text or use the same color as the icon.
    - Add more icons according to the open world (Toroids, Fish, Gems)
    - Highlight text with a background (Very useful in the Orb Vallis and for those with sight problems).

    Example: 

    WgIgpI7.png

     I know it's not very important, but it would be nice to see some of these little options in the future.

    Thanks.

    • Like 2
  5. There's a bug with the Tactical Menu, which has been around since before it Spear Scarlet

    The bug is that if I change the default key ("L" key) for another new key, when I'm using the warframe/tenno or I'm out of the railjack, the menu doesn't open with the new assigned key.

    It only works if I'm using the railjack arsenal as a pilot, turrets and so on.

    I know it's not a "serious" bug, but in my case it makes me uncomfortable to use the "L" key to open the tactical menu.

    Thanks

    • Like 2
  6. This bug occurs long before Scarlet Spear, the bug is from Railjack. Since the current event requires a railjack, I'm taking advantage of this thread to report it.

    • TYPE: In-Game - Railjack - Menu - Key Settings.
    • DESCRIPTION: By changing the default key in the Railjack section's Tactical Menu.
    • VISUAL: I don't have (Not a visual bug)
    • REPRODUCTION: Change the default key that opens the Railjack Tactical Menu (the default is the "L" key) to another key.
    • EXPECTED RESULT: Correct operation of the new key assigned to the tactical menu, whether you are on foot or using a railjack station.
    • OBSERVED RESULT: The key is changed, but the tactical menu does not open when you are using the Warframe/Tenno/Archwing, it only works when you are using some railjack station, like for example Pilot, Turrets, Artillery and others.
    • REPRODUCTION RATE: Whenever the tactical menu key is changed, whether it is the primary or secondary key, it always gives the same result.

     

    • TYPE: In-game, Mission (Delay)
    • DESCRIPTION: Waiting for codes to come to me.
    • VISUAL: I don't.
    • REPRODUCTION: Start the mission normally and wait.
    • EXPECTED RESULT: The codes should have arrived almost instantly after the link was set.
    • OBSERVED RESULT: When I'm the host, the game alerts the ground squads very late that I'm in space and that's why the codes never arrive.
    • REPRODUCTION RATE: Since the last updates, always.
    • MORE DETAILS: https://forums.warframe.com/topic/1180203-bug-scarlet-spear-delay-to-receive-codes/

    EDIT:  At the moment it seems to have been solved

  7. Hello.

    As the title says, I have a problem with my Railjack in the Scarlet Spear event, especially when receiving the codes.

    The problem is that I'm not getting codes from the earth, when there are several squads on the earth and from what you can see in the repeater chat log for the event, the earth squads are sending codes to the squads that are using Railjack, but less so to mine.

    I've noticed that when I'm the host, I have a delay as the repeater chat tells them very late that I'm waiting for codes.

    For example, in one game I was waiting 10-15 minutes for the first code to arrive and while I was still waiting, in the relay's chat I saw that it just sent the message that my squad had recently gone into space.

    In other words, within those 10-15 minutes I was waiting for the codes, for the earth squads my Railjack didn't exist.

    Another example, after I leave the game after getting tired of waiting for the codes, in the relay of the event I can see myself that I'm in space, I can even give myself a support link for a while until my name disappears.

    I don't really know what that could be, I don't think it's a problem with my network, because I can put together a squad, I can invite people, even if I start the mission alone, they can also join.

    That's the only problem I have when I'm the host, when I'm in someone else's squad, the codes come instantly. It seems like my sessions have a "delay" with the relay of event or the earth squads.

    I hope they can fix it soon so I don't miss the event, because while I can play it by joining someone else's squads, I'd also like to play with my own railjack.

    I have already sent a ticket to support, I report it here too to see if anyone else has passed this on or noticed it.

    Thank you.

    PS: Sorry if my English is bad, I had to write this thread with the help of a translator.

  8. There is a bug (long before Scarlet Spear) in which when the default key in the railjack tactical menu is changed (default "L" key).

    This doesn't work properly as pressing the new key won't open the tactical menu. This only happens when you're walking around (Warframe/Tenno/Archwing) either inside the Railjack or outside.

    But when we're using some Railjack weaponry, whether it's Pilot, Turrets or something else, this tactical menu does open with the newly assigned key.

    Just that, thanks

  9. Hello.

    Due to the next "drag-and-drop" change they released today in update 27.2.0, it would be nice if you could reduce the use of these slots, so that we have a more orgnized gear wheel.

    So my suggestion is to reduce the use of the gearwheel slots, the idea would be to implement the same system that is currently used on the fishing rods or the tranquilizer rifle.

    Simply use a single slot for the "Launchers" and be able to choose from the options the launcher you want to throw.

    Poorly edited image:

    QaeckaH.png

    Obviously in normal missions (not open world) the archwing and k-drive would be disabled.

    This could also be applied to the Squad Bonus Consumables. (Energy, Ammo, Health, Shield)

    I think this way we would have our gear wheel more organized, we wouldn't have to go around several times to select the tools we want.

    That's it.

    Thank you.
     

  10. Mmm can be, I only use them when hacking is difficult or when I'm in a hurry.

    Still I should think I should consume 1 single cipher and I see that I'm coming down practically from nowhere.

    Besides lately I'm not playing missions where you have to do a lot of hacking (spy-rescue) at most the few panels that I have activated, will have been to turn off the alarms.
     

  11. Hello.

    I make this thread to get a doubt with the mod "Auto Breach" or to see if I'm not going crazy... ^^

    Maybe it's normal or if I misunderstood its operation ... but it turns out that since I use that mod, I get the feeling that this one consumes "ciphers" by hacking "success", when it should not do it (it doesn't mention anything in its description)


    AutoBreachMod.png

     

    I don't know if the same thing happens to you, but since I use that mod, my ciphers were magically lowered and in large quantities.

    An example: Last week I had about 100 ciphers, today I look and see that I had 13 left, I buy another 100.

    When I do a "successful" hack with that MOD (autohack), I see that now I have 90 left.

    I want to know if the same thing happens to you, if it's normal or if it's a bug, it would be good to comment because if it was a bug, the developers could fix it as soon as possible.

    Thank you

    PS: Sorry if my English is bad, I have helped myself with a translator to make this thread.

  12. hace 3 horas, Corvid dijo:

    There's room for some pretty awesome kill animations given the boss' designs. Perhaps incorporating the enemy's own armaments into the animation could work (For instance, slashing/tearing Sargas Ruk's cannon arm off before introducing him to its business end), as they already have semi-unique death animations. With stuff like Vay Hek's Terra Frame, we could go full Metal Gear Rising if we wanted to.

    I hadn't thought about it, it wouldn't be bad to "execute" him with his own weaponry, apart from using the parazon.

    As long as it is a short animation, so as not to "delay" the game.

  13. hace 3 horas, Endorphinz dijo:

    That sounds really cool. I don't care how they'd decide which player does it, but finishing moves seem like they were meant to be performed on big bosses, instead of just worthless peons.

    Haha, it would be great to see things like that and as I said do not necessarily have to be a "massacre" a really short animation or execution, for the bosses is like that gives another "touch" to the game, I do not know how to say it

    • Like 1
  14. hace 39 minutos, Oreades dijo:

    Hmm never left them long enough to notice them bleeding out. 

     

    As for collaboration, you can bet that I'll be waiting at the exit whether I did the most damage (and it wouldn't surprise me if I did) or not. In the grand scheme of things while it would be theoretically nifty I think it's just going to be one more thing the bulk of players ignore after the first week. Then you're going to get people complaining about being locked in some cinematic while they're half way to extraction. 

    Hell I already hate the initial boss spawn cinematic because it cuts into travel time AND for some stupid reason it always seems to face my character 180 degrees from the direction I was facing when I started which is either intentional (to prevent people from one shotting the boss for a whole quarter of a second) and annoying AF for extra points OR it's just bad code that needs to be fixed forever ago. 

    Yes I understand, but they wouldn't be long animations to affect the game either with bugs or to lengthen its duration.

    Not necessarily, they have to be "executions" as in Mortal Kombat (Although it would be great ^^).

    If not "executions" of very short duration, I do not know, an example with the Chief of Phobos, either slit his throat (like the Kuva Thralls), behead him, or if the enemy is "robotic" give him as an electric shock either to "burn" or "deactivate" his systems, and so on.

    In short, short executions, but executions in themselves.

  15. hace 16 minutos, Oreades dijo:

    If they're gonna do anything like that for general bosses (that fit the criteria**), it needs to be open to anyone because while it would feel "good" for the one person who did the most damage or whatever, it also opens up potential for one player to stall the whole level if the refuse to touch the boss. 

    There is always the option of letting them bleed out after a short time but then you've just extended boss "encounter" for a few extra seconds for no real reason. 

     

    ** Clearly not Ambulas because mechanics and probably not Lephantis etc.

    If I understand, that's why he said to use the same kuva system, if no one comes close to "Finish it", just bleed to death.

    The time for that could be much shorter than the kuva larving, to exaggerate, I could say that I have 5 seconds to perform such an action.

    It could also be that it is available to everyone in the squadron (such as the Exploiter Orb).

    But I think that this would make some of the squad not collaborate to wait and be the first to press the X just to want to appear in the animation.

    Regarding the bosses in which it could be done, it would be good that it could be done with everyone, but I also understand that they would have to do it according to the same or ignore the "big ones".
     

     

  16. Hello.

    My suggestion, as the title says, is to add some "Animations" or better yet "Executions" of murder against the bosses, using our Parazon.

    These animations would be available once we've lowered the boss's entire life bar.

    We would do the same as any enemy now, when it is lifeless or short of life, come closer and press the X key.

    They could use the current system used for the kuva larving, that the last player to damage it or the player who did the most damage to it, is who can perform these animations or "Executions".

    Nothing else, I don't know what they think.

    Greetings.

    PS: Sorry if I don't understand much, I had to make this thread with the help of a translator.
     

    • Like 3
  17. hace 4 minutos, ShichiseitenYasha dijo:

    ... 

    What happens when it's a new player and they can't kill their lich? #*!%'em, they just disappear? 

    If the lich spawns across the map while the "owner" is trying to play the objective, and can't leave? 

    The only real option is that if your lich spawns, and you're not within a range of 75 meters within 45 seconds, you die. If you're in that ring and you're not attacking it at least once every 30 seconds, you die. If the objective is active when the lich spawns, it immediately becomes inactive and immune to all damage, effectively halting all progress until you either die or win.

    Image result for you died gif

    I don't know, I guess if the kuva doesn't get hurt it could go or if they go away at a certain distance it could go too.

    Not necessarily the owner of the kuva has to die or the kuva itself has to rise in level.

    The idea is that when a player can't face his kuva Lich, he can have the option of the kuva leaving, so that there's a chance that another's kuva will come out.

  18. Hello.

    My request or suggestion is to add a "timer" to the kuva lichs that appear in the game.

    Why do I ask for this?

    Because sometimes when we're playing an open game and a Kuva Lich comes out from someone in the squad.

    It has happened to me several times that the "owner" of that Kuva Lich, because he doesn't want his Kuva Lich to go up in level or because he doesn't know his requiems mods, chooses to ignore it.

    This causes the Kuva Lich to remain for the duration of the game, which prevents another player from being able to fight his own kuva, because the kuva cannot appear when another player is active.

    That's all.

    PS: Excuse me if this has already been requested.

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