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the_ladybug

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Posts posted by the_ladybug

  1. All the frames besides Wisp have customized dioramas for their abilities screen in the arsenal but the Wisp one only displays the default colors and helmet. I would like to see my chosen customizations because she too is a beautiful girl and she's worth it. ❤️❤️❤️ 

  2. So. I've sunk a fair amount of resources (RIP Gallium) in my too-large-for-one-tenno  dojo and (amongst many, many other things) ended up making an aquarium-style Hall of Inspiration. Something that I think would be neat to add to the decorations as an, uh, "atmospheric" (yeah, sounds about right *cough*) are fish. Fish (or servofish) that "swim" around à la Falling Leaves atmospheric on a loop. Using player caught fish as resources instead of the bog standard ferrite/plastids/gallium ones maybe? That would be neat and a lot cooler than donating taxidermy (is that even the right word for making those fish trophies?) fish that you stick on walls. Contribute X fish of Y type: boom, animated fish decoration that, I don't know, swims in a circle, or a figure eight, or whatever.

    (I wonder if we will ever be able to fish for Lanx?)

    Even making an aquarium decoration like the orbiter hab-compartment fish tank that people can contribute fish to would be nice if not nearly as awesome. Obviously they wouldn't be able to get them back, but would be typical of dojo decorating with the usual warnings.

    Also, a bigger, less fizzy version of the bubbles decoration, similar to all those different versions of flames that are available! Or even "soap bubbles." Something larger scale and slower moving than the ones we have now.

    I would also like bigger and/or more varied types of waterfalls.

    ....If you can't tell, I would like more water themed stuff to dress up dojos with. We have a lot of fire, and rocks, and plants now (which I love to death), and while the water themed decorations count has increased with the dojo updates a while ago, I would dearly like to see more of them.

    I also want to fill the "Empyrean"/Railjack docking bay to the brim with space fish swimming around. Because reasons. Also outside the observatory fishbowl. Because more reasons.

    Anyone else have any particular decorations they want to see in their dojos?

  3. There are two ways to access the focus schools. The original method of using the rear compartment of the orbiter and the new method through the arsenal. The problem is that when you access the focus schools from the arsenal, there is a (very disorienting) distortion of the background. The original interface lacks said distortion or wobble. Please make the arsenal view the same as the operator view. I can't take looking at the arsenal version, my brain goes "nope" and I quickly either exit or open up a school so I don't have to look at it anymore. It seems like a camera problem in the arsenal view, moving the view with the operator's animations instead of holding steady from a fixed point as in the original operator view.

  4. Gammacor and Sonicor are also ignoring equipped animations. I checked my entire inventory of primaries and secondaries after noticing this bug on Atomos because that funky arm-massaging/neck-rolling action is definitely NOT included in Octavia's or Mirage's animation sets. T'was jarring to see my Nova Prime. D:

    I can't place the animations and wondered if it was from Atlas or something but... No. It looks like poor Atlas has a bad enough itch in his armpit he is putting his hand through his shoulder to scratch at it from the other side. DDD:

  5. I recently farmed the parts for Broken War doing 40ish minute bouts on Lua/Tycho. They spawn every 5-7 minutes with increasing numbers of spawns each time. I slapped an enemy radar/primed animal instinct on so I could go directly from spawn to spawn for Life Support drops and took my Umbra for his built-in resistance-resetting Howl/Umbral mods for bonus sentient damage. Playing survival means the Oculysts spawn pretty close by since the enemies are always running toward you.

  6. The dreaded "Ability in use" bug makes its return in Stage 4 of Plague Star. Mirage's performance also suffers in prior stages but not to the point of only being to: shoot your gun, reload, and move around.

    Loadout: Mirage Prime, Opticor, Pyrana Prime, Sarpa

    Once you get next to the boil and it ticks over into Stage 4, if you attempt to use Hall of Mirrors at any point in time it locks just about everything up. It makes you unable to use quick melee and attempting to switch to melee mode had me randomly pull out my melee weapon ~10 seconds after I'd given up on it and could not use it to attack with. Hall of Mirrors never actually activates (the dopelgangers might flicker in and out of existence around Mirage but they do nothing) meaning no buff to damage output, and leaves you unable to use Sleight of Hand, Eclipse, or Prism. I was unable to use Transference, revive other tenno, and could not quick-revive myself. I also could not use any gear (archwing, pizzas, etc). Upon leaving the plains, I could hear the Hall of Mirrors deactivation noise as if the no-abilities zone in the loading zone was deactivating Hall of Mirrors long after the ability should have expired (over a minimum of 4 minutes after attempting to activate it).

    Performance drops made it feel like a very high latency and/or unstable match but I never saw it go much higher than 100ms and it generally seemed pretty steady. Could not see projectiles from corpus or infested heads or poison clouds. About 1+ second lag in reporting damage numbers on weak points. And so on, like teleporting/jumping enemies.

    I was not the host for any of these attempts which might make a difference. Not sure if time of day on the Plains might have an affect either, considering Eclipse's light/dark interactions.

  7. Nekros currently stand out like a sore thumb in my profile equipment for being mastered, and yet having a short laundry list of things I haven't managed to build and level yet show up in the list when it is sorted by "Used".

    Completed 415/455

    My mastered Nekros comes after the unowned, unleveled and unmastered: Akbolto Prime, Akbronco Prime, Boar Prime, Carrier Prime, Caustacyst, Dakra Prime, Detron, Dual Kamas Prime, Embolist, Euphona Prime, Hema, Mag Prime, and Nami Skyla Prime.

    Nekros:

    Used 0.0%

    XP 916,413

    Kills 0

    Kill Assists 3

    Might it be the fact that his kills are at 0? He is somehow the only frame that I have leveled that has 0 ability kills. I don't have the non-prime version anymore to test if killing something with him would fix the bug either.

  8. Revenant before the increase in energy cost of Danse Macabre was okay. Now... well...

    From what I understand of his abilities, he is intended to Enthrall enemies to redirect aggro. He kills his thralls to create traps, or kills them with Danse Macabre specifically to gain overshields. This is okay. The problem is, the thralls tend to attack Revenant, have crossfire on their CC, and get murderized by squadmates before they are of any use or he can cast Danse Macabre. At high levels, if you cast Enthrall, then a split second later, said thrall is dead by the mobs they were next to especially with the way that targeting Enthrall is janky since you might hit a trash mob instead of the Corrupted Ancient or X Eximus you wanted to hit which wastes energy. Maybe the thralls should have a short windows of invulnerability (except, maybe, to Revenant's Danse Macabre) upon becoming Enthralled while the ability is active in order to make this ability useful and allow the thralls the spread instead of being cut short as they are coming out of the Enthrall stun. They are, after all, vulnerable to any source of damage.

    He uses Mesmer Skin to stop enemies that are attacking him and open them up to a costless Enthrall. This ability is very slow and locks Revenant into place unless cast midair. It is not recastable, and nor will self damage remove the last few charges, which means that Revenant must be hit by enemies until all charges are gone if there is no convenient location to jump into the void to remove Mesmer Skin. This makes his survivability very questionable on higher levels due to the inability to manage Mesmer Skin in any effective manner. Mesmer Skin is supposed (?) to help when Revenant wades into a horde in order to sweep them up with Danse Macabre. The problem is that the aforementioned issues means that Revenant has to 1) get hit until Mesmer Skin is entirely gone, 2) retreat, 3) find cover, and 4) recast Mesmer Skin if he doesn't go down during step 1. (I suppose that this remains true to the "Eidolon Warframe theme" considering the way that Eidolon fights go, but Revenant is not an Eidolon, he is a warframe controlled by a Tenno.)

    Reave is a costly ability that is supposed to regenerate health and shields and is vastly faster, more mobile and controllable when cast while channeling Danse Macabre. On it's own, it is slow, clunky, and again, costly. Misaiming and getting caught on geometry can be fatal at higher levels when each use of the ability has a slow cast and costs 75 energy. Currently, I cast Danse Macabre, waste 25 energy, and then use Reave before immediately stopping Danse Macabre rather than cast this ability on its own due to the difference in its behavior. This total base cost of this maneuver is 120 energy: 25 energy for casting Danse Macabre, 75 energy to cast Reave, and 20 energy for the duration of Reave, plus whatever extra energy is wasted due to human reaction time. Revenant's base energy pool at level 30 is 188.

    Danse Macabre. What to say... Danse Macabre is the ability that ties Revenant's kit together. It is what makes Enthall okay. It makes Reave a usable ability. It also makes Revenant's kit very power hungry and leaves him extremely vulnerable when he has to stop dealing out damage in order to run away, especially when stopping the ability in order to retreat due to the stop animation. If Revenant's Mesmer Skin is down and he does not have enough energy to cast Reave in order to expedite his retreat or re-position himself, Revenant is dead. It doesn't matter how much health and shields Reave might gain him. Maybe upon the ability being cancelled, Revenant could gain a Reave-like movement without the associated energy cost or benefit from shield/health draining in order to re-position himself in order to run away and if you're not paying attention and just run out of energy he just stops like he does currently. So: Revenant casts Danse Macabre, he twirls around, his Mesmer Skin runs out and he doesn't have enough energy to use Reave, so he cancels the ability and gets to re-position himself. Turn it into a question of: Do I keep attacking or do I need to move?

    TL;DR: He needs something to balance out the energy drain of Danse Macabre if it is left as is. Since he seems to be working out more as a hit-and-run warframe, adding channel-cancel mobility to Danse Macabre would make him able to run in, cast to start attacking, and flee when necessary to recast Mesmer Skin and pick up a few thralls. It would also encourage toggling the ability. Attack, move, [Mesmer Skin, Enthrall, Enthrall, Enthrall,] attack, move, [Mesmer Skin, Enthrall,] attack, move. (Of course, that wouldn't be a viable strategy in Elite Sanctuary Onslaught, but Revenant wasn't really an ESO viable frame anyway, even before the energy cost of his only real damage dealing ability was increased.)

  9. If you activate Revenant's 4 while sliding you don't gain control over your warframe's movement. Danse Macabre starts and continues to move in the direction of the slide at the same speed that the ability was activated. Sometimes the momentum of the "slide" brings you to a stop while still channeling and you gain normal control over Danse Macabre. Sometimes you do not stop "sliding" and have to deactivate 4, after which you return to sliding and can regain normal control and restart 4.

  10. Finished the quest and have the bp but am missing the last cephalon fragment as well.

    7 hours ago, signsoftree said:

    Ya same at first i went back into the plains at night and didnt kill him right away this time and let the diologe go through then killed him. then i got the fragment

     

    Is there a way to get the specter to respawn? I tried going back out at night with the mask and nothing happened. And I thought that I did let all the dialog happen but when I see something to kill, I kill it, so maybe not? I did hear everything that the wiki notes as being part of the "hidden" transmission when I checked it so I'm just a tad puzzled why I didn't get the fragment. Although... I did build and claim the last two parts without going to the plains in between said parts.

  11. Pet companion (I started testing with Helminth Charger (Metus skin/armor) as that is the pet I had out.) as a Nidus (deluxe) inside the Infested room and as a result the room door stays open even after leaving the room past where the door should close. Transference when the warframe is past where the door should close does not cause the door to close.

    So testing revealed that:

    1. Nidus (deluxe) and Helminth Charger (Metus skin/armor) broke the door.
    2. Nidus (regular skin) and Helminth Charger (Metus skin/armor) broke the door.

    It seems to be some combination of petting a Metus skin/armor Helminth Charger inside the Infested room with a Nidus that breaks the door as the following tests did not cause the bug to occur:

    1. Nidus (regular skin) and Helminth Charger (regular skin/no armor) did not break the door.
    2. Nidus (regular skin) and Helminth Charger (Metus skin/no armor) did not break the door.
    3. Nidus (regular skin) and Helminth Charger (regular skin/Metus armor) did not break the door.
    4. Nidus (regular skin & deluxe) and Smeeta (Moonless skin) did not break the door.
    5. Infected frame (Saryn P) and Smeeta (Moonless skin) did not break the door.
    6. Nidus (regular skin) and Kubrow (Sahasa Metus skin/armor) did not break the door.
    7. Infected frame (Saryn P) and Helminth Charger (Metus skin/armor) did not break the door.

     

  12. I had the same thing occur yesterday. Same exact circumstances, except it might have been a different map/enemies.

    Escape/unstuck/death did not fix. Screen continued to fade to black repeatedly during death. Upon revival, returned to fade-to-black, falling, thud, resetting. Eventually appeared in the Onslaught spawn room before first portal. Continued falling. After a time, the fade-to-black slowed slightly, increasing durations between fades and I might have regained control eventually if the Conduit timer hadn't run down. (Not sure what would have happened then after loading back to spawn room.)

    I have had this occur before outside of Onslaught. In survival, I fell into a pit, got stuck falling, but in that case, like above, eventually the momentum (?) wore off and I regained control by waiting it out. In Onslaught, it takes too much time to regain control and you get left behind.

  13. Events Prior to UI issue: My game crashed while doing a nightmare mode mission. The (extermination) mission was completed and I was on my way to extraction when the crash occurred. Squad member extracted in the meantime.

    (Annoying but understandable symptom: I received no rewards but the mission was not available to run again. Likely caused by the fact that I didn't make extraction before the crash.)

    The UI Issue: The node is the normal white diamond but the text is the red background of nightmare mode. When I click on the node there is no option to run a nightmare mode mission. Running the normal mission does not resolve. Closing and restarting game does not resolve.

    Edit: New alert on node overwrote text appearance again. Post alert, node returned to normal. Supposition: Mission completion made the mission unrepeatable but lack of extraction avoided the normal condition to revert node text to normal. Alert text overwrote the bugged text, returning to normal appearance upon alert completion and extraction. Unknown: If alert had been ignored, the bugged text might have remained.

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