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Vorcov

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Posts posted by Vorcov

  1. 4 hours ago, Numerikuu said:

    Mercy kills on thralls sometimes throw you out of the map/skybox.

    20191108021459_1.jpg

    20191108125905_1.jpg
     

    Or planet 😂

    Got this too once today, during the same mission as the above-mentioned UI lockup (should also be in the same EE.log, but a bit earlier in the log).

    imtSpR3.jpg

  2. Got stuck when going to Vanquish a Kuva Lich in Public multiplayer as a client. The UI locked up when looking at the Kuva Lich on their knee, and the Parazon was not attached to the Warframe and was instead floating between the Lich and the Warframe. I was able to type in chat, but I couldn't see it until the end of the mission.

    I've sent the EE.log in ticket #1946846. If the devs search for "can't move" in the file, it will be the section directly above this.

     

    First time I see this occur, not sure what exactly caused it either. Hope the log helps!

     

    ul4XAWn.jpg

  3. THE GAMEPLAY

    1.            The Return of Equipped Melee and Manual Blocking!

    - Thank you. This was the only aspect that I missed from the previous changes. With how it is now, I think everyone can be happy. When not holding down the switch weapon button, it will function as it did previously i.e. switch to a gun if you aim. When holding the switch weapon button, we get the melee equipped state.

    2.            Dodge Cancelling and Tactical Dodging

    - A new era of spin to win with Cleaving Whirlwind? 😄 But in all seriousness, this feels really fluid.

    THE COMBOS

    3.            Stance Changes, Combos and You!

    - Combos are quite a bit easier to use now. I imagine this will be embraced by those who had trouble pulling them off previously. For the rest, just taking a little bit of learning to get used to them.

    4.            Smoother Combo Transitions

    - N/A I don't currently have enough time spent to provide proper feedback on this, so will leave for now and perhaps return later to update.

    5.            Combo Counter Rework

    - N/A I don't currently have enough time spent to provide proper feedback on this, so will leave for now and perhaps return later to update.

    THE TOOLS

    6.            Changes to Slam Attacks

    - N/A I don't currently have enough time spent to provide proper feedback on this, so will leave for now and perhaps return later to update.

    7.            Goodbye Channeling, Hello Heavy Attacks and Lifting!

    - In regards to this part, for me this has brought about a small issue. As I use the left click to perform melee attacks when melee is equipped, I was thinking of perhaps binding the heavy attack to one of my two side-mouse buttons. The catch here, is that I have the current melee attack bound on one of those two. I thought sure, I can move this somewhere else I guess. So I moved the normal melee attack to Z, so it would be out of the way since we can now go into a melee state again. This is where the issue comes in for me. Z is now also used for the Operator's blast. I think a potentially easy solution to this would be to add another section in Controls that are specific to the Operator. There is a separate Lunaro section, so perhaps a new section for the Operator as well could be nice to have.

    8.            Weapon Stats, Mastery Limits and General Melee Changes

    - N/A I don't currently have enough time spent to provide proper feedback on this, so will leave for now and perhaps return later to update.

    9.            Mod Rebalancing / Functionality

    - N/A I don't currently have enough time spent to provide proper feedback on this, so will leave for now and perhaps return later to update.

    10.          Exalted Weapons

    - N/A I don't currently have enough time spent to provide proper feedback on this, so will leave for now and perhaps return later to update.

    11.          The Screens: Arsenal Changes

    - I really like the changes made here. Everything is easily accessible and the UI is clean.

    THE TECHNICAL BITS

    12.          Aim Assist

    - Good for some I suppose, but for me this is always turned off in every game where it's possible to do so, so thanks for that option! (flashbacks of aiming at someone in the distance with a sniper, and someone walks in front of them when I'm about to shoot and the bullet sails harmlessly between the two).

    I will say this however: melee in Too Human was pretty great for how fluid and easy to use it was. If the system ends up being similar to that one day, I might turn this option back on to give it a...spin... 🙂

    13.          Sticky Fingers when Equipping Melee!

    - Thanks, greatly appreciated! I also like that it seems to prioritize going from Melee to a Sidearm when aiming down the sights. Definitely a step in the right direction, but now the question remains for what can be done if you don't have a Sidearm equipped and only a Primary and Melee, it will still be dropped when aiming down the sights. Is this something that will eventually be addressed or looked into, or is it the final iteration that we will see for this for the moment?

    THE FUTURE

    14.          Channelling 2.0 AKA “Rage Mode” and Future Plans! 

    - Looking forward to seeing this in action! Wondering if it will be similar to the Fury/Awakening forms that were present in Dynasty Warriors: Strikeforce 🤔

     

    • Like 1
  4. Just some quick thoughts after playing Ember a little bit after the rework:

     

    Fireball: I find myself still only wanting to use the Fireball Frenzy augment for this, as it isn't the most effective ability.

    Immolation: So I've played a decent amount of Vermintide 2, and there was this overheat mechanic that I hated using because it would essentially punish the user for using something too much... That's my only complaint for this ability. Perhaps if when at max it also incorporated some AOE damage not unlike how World on Fire was, I would think more about using something that drains energy.

    Fire Blast: The addition of armor stripping is nice, however I miss the area of denial ring that this used to have. I find myself pretty much only using this to mitigate the heat buildup from Immolation. Also, not to mention that this drains a significant amount of energy by itself.

    Inferno: While I did enjoy World on Fire quite a bit and the feeling it gave of "you shall burn if you approach me", I have to admit that this ability is really nice. Visuals and sound are on-point, and it's pretty fun to use I find. It makes me think of the Wizard from Diablo 3 with the meteors they can drop, an ability I always enjoyed using.

     

    Tl;dr

    I find myself only using Fireball with the Fireball Frenzy augment and Inferno, while the other two abilities collect dust.

  5. Unsure if intended or not, but the background music doesn't sound like it is looping correctly as it cuts out during the 32nd second.

     

    https://www.warframe.com/thesacrifice

    Direct links to the audio from the inspector:

    https://n9e5v4d8.ssl.hwcdn.net/images/sacrifice/teaser/sound/SacrificeTeaserSiteLoop.mp3

    https://n9e5v4d8.ssl.hwcdn.net/images/sacrifice/teaser/sound/SacrificeTeaserSiteLoop.ogg

  6. Wham! - Last Christmas

    Spoiler

    [Chorus 2x]
    Last Tennobaum,
    I gave you my Forma,
    But the very next day, you used it on Braton.
    This year,
    To save me from Tear Azurite,
    I'll give it to the Lotus.

    Once bitten by Quiette Shy,
    I keep my Despair,
    But you catch my Security Eye.
    Tell me, Tenno,
    Do you recognize me?
    Well,
    A year of great Tennogen,
    It doesn't surprise me.

    (Merry Tennobaum)
    I spent Plantinum and sent it,
    With a note saying, "Merry Tennobaum",
    I meant it.
    Now I know what a fool I've been,
    But if you showed me Mirage's Noble Animation,
    I know you'd Mind Control me again.

    [Chorus 2x]

    Oh, oh, Tenno.

    A crowded Relay,
    Tenno with tired eyes.
    I'm hiding from you,
    And your Sentient soul.
    My Void I thought you were someone to rely on.
    Me? I guess I was a Provvok to cry on.

    An Arcane on a lover with Ember in her heart.
    A Slash Kavat under cover but you tore me apart.
    Now I've found real love, you'll never Switch Teleport me again.

    [Chorus 2x]

    An Arcane on a lover with Ember in her heart (I gave you my Forma)
    A Slash Kavat under cover but you tore me apart.
    Maybe next year I'll give it to someone
    I'll give it to the Lotus.

    For...
    The Lotus...

     

  7. I had this issue a few times shortly after the launch of the plains. I came across a tweet Steve had made that mentioned trying to optimize the game's Download Cache (from the launcher, click on the gear/cog at the top-right) in order to help the loading of the plains, and I haven't ran into the issue since. Note that it takes a fair amount of time to complete this, so just start it when you don't intend to be playing right away.

  8. So with the new direction of the schools and the complete redesign of focus, I was wondering if it would be feasible to add back in the primary abilities the schools previously gave (Mind Spike, Void Pulse, Basilisk Flare, Mending Tides, Phoenix Gaze). Personally, I always found the cooldown to be too long, but really enjoyed using Basilisk Flare on PC, and Phoenix Gaze on Xbox One. Perhaps they could be unlocked after completing a school in Focus 2.0? I would do away with the previous charging method, and perhaps make it so that it charges off of the Operator's Amp usage (just have another bar below the Amp ammo that fills up with usage). I see it as another incentive to work on gaining focus and using the Operator. The previous mechanic for exiting the frame could still be used (holding down 5), and if we are already in Operator form, just raise up from the ground and go.

    While I do generally like the direction the new Focus system has gone, based more around the Operator, I find it a shame that we lost the previous primary abilities that made the Operators feel powerful.

    Thoughts?

  9. 1 hour ago, Acersecomic said:

    grineer family camper

    This made my day, thanks for that x)

    As for the rest of the post, I've seen a lot of people experiencing this, and have gotten the issue myself several times as well.

  10. There are two ways around this that I've seen so far. You can pre-load the spear by left-clicking, then when you aim it is launched (I do not prefer this method because if you happen to fall off the wire into the water, you sometimes get stuck). The way I prefer doing it, is a quick succession of clicks - right-click, then immediately left-click and it will launch it.

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