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Llwynn

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Posts posted by Llwynn

  1. Someone salty.

     

    But, like some of the others, I disagree. Years of having someone stall the mission out of progress because they either left at the 5-minute marker OR because they go to extract and stand there caused more animosity than the small annoyance of host migrating.

     

    As plenty of people stated, communicate with your team, pre-plan a team before jumping into a mission, play solo and on an on. Besides, it's DE style to introduce a feature, see how the community uses it, then adjust as needed. 

     

    The fact is, there are too many missions where you will actively ask how long you're staying, advise of drops, strategize and so on, and there is absolute complete silence from the rest of the team. You essentially want them to drop a feature that was needed for people who don't want to be forced into 5-10 minutes/5 wave missions because of 2 people on the team because your internet is bad.

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  2. Tested more. It seems to be most commonly triggered by going to multiple capacitors to "pre charge" them before ramming ropa into them. It loses track of which one is supposed to flag the next sequence. It also seems to be triggered by riding it with more than one cap charged.

  3. Just found out in my last match after experimenting that if Lolercopter bugs on you, you can tenno beam him to make him ridable again, then fly him into the LAST capacitor you rammed him into. It visually won't be there, but on "contact" it animates him getting fried and teleports all to mid again where he will continue as normal allowing you to progress. You visually won't see the cap being charged, but you can fire the beam once he collapses and proceed to the next cap.

     

    Posted about it in: Temporary Ropalolyst Bug Fix if anyone wants to test and confirm, then add to the other post different ways it's been possible to continue

  4. Just found out in my last match after experimenting that if Lolercopter bugs on you, you can tenno beam him to make him ridable again, then fly him into the LAST capacitor you rammed him into. It visually won't be there, but on "contact" it animates him getting fried and teleports all to mid again where he will continue as normal allowing you to progress. You visually won't see the cap being charged, but you can fire the beam once he collapses and proceed to the next cap.

  5. Just found out in my last match after experimenting that if Lolercopter bugs on you, you can tenno beam him to make him ridable again, then fly him into the LAST capacitor you rammed him into. It visually won't be there, but on "contact" it animates him getting fried and teleports all to mid again where he will continue as normal allowing you to progress. You visually wont see the cap being charged, but you can fire the beam once he collapses and proceed to the next cap.

  6. Is it by any chance an interest of other players, or the dev team, to possibly look at a style of weapons for assassin frames known as a Katar?

     

    I feel Ash would be far better suited for this first example of weapon, but the second is just as viable

    Katar:

    Image Search for Katar Examples

    Ornamental_katar.jpg

     

    Or another weapon that died out, the gauntlet Pata:

    Image Search for Pata

    200px-Pata-1-Archit-Patel.jpg

     

    I do see someone requested a pata circa 2013 at Warframe Forum Topic

  7. Gunsen alignment with all of Ash's teleportation skills (Fatal Teleport, Blade Storm, etc) causes misalignment with positioning. While Gunsen is equipped, his teleports often have him arrive back to back with the target or off to the side of the target attacking open air. Also, Gunsens combo maneuver where the warframe picks the target up and slams them has them going the direction opposite of the current direction faced, the blades animate the target going forward and the target is hanging off the back of Ash before falling to the ground, often causing the attack to not deal damage.

  8. There are instances of enemies dropping from high ledges and "rolling" The rolling animation carries the enemies through the wall and allows them to pass through.

    Also, if an enemy seeks "cover" and subsequently runs along cover that is being clipped through with the wall, this animation allows enemies to cover run through the wall.

     

    Update: This also includes any Infestation enemy jumping into the area or map, their jump animation carries them through the wall.

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