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SpycrabSurprise

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Posts posted by SpycrabSurprise

  1. My dojo has never had a lower floor until I made it about an hour ago in anticipation of the dry dock. There is nothing on this floor. It is totally empty except for an elbow connector I made because I thought maybe it needed to be reoriented. Capacity and power are not an issue. How and why the hell does it not fit on a totally empty floor?

    • Like 2
  2. After seeing this happen time and time again, I've come to realize that the core problem with Warframe is that DE seems to refuse to roll anything back. Big examples include The Sacrifice UI rework and the armor scaling changes.  Despite overwhelmingly negative feedback, they stayed in the game and everyone eventually forgot about them. So please, don't shut up about the textures. Keep telling DE to get rid of them. And maybe for once we'll get to go back to what everyone liked.

  3. I've just recently started using the Ohma as a replacement for the Telos Boltace until it gets some love from DE, and noticed that it fails to "compact" when switching from melee to weapon by firing.

    fig. 1: the Ohma as it is supposed to be while holstered

    Warframe0044.jpg

    Fig. 2: the "active" Ohma. Note the extended parts at the top and bottom of the weapon

    Warframe0048.jpg

    fig. 3: the Ohma still in the "active" state after being quick-swapped by firing my Corinth.

    Warframe0046.jpg

    I enjoy this weapon quite a bit (also goes great with my fashionframe, which I substituted with a default Excal for clarity), but this bug hurts my OCD

    pls fix thank

  4. 1 minute ago, (XB1)Zweimander said:

    Ah okay fair enough. But their are also powers like nidus and his spagetti ball and the zenuric focus school albiet a bit slower that do that same thing. If they were going to keep the enemy pulling only though I wouldnt mind a tony cool down like two to three seconds instead of what it has now. The pull passive is quite unique and it could be good on its own, but they need to shorten or straight up remove the coldown in my opinion for it to keep up with the new weapons.

    A shorter cooldown would be nice, but I just want it to be usable again. PLEASE HAVE MERCY DE

  5. 1 minute ago, (XB1)Zweimander said:

    How about it geta reverted to its old passive with the uber long slide attack waves without a cooldown? The only reason it fot changed was because of melee attacks gling through walls amd macros one lf which you cant do anymore and thw other being banned in many cases. They jumped the gun when nerfing it and need to set it straight and bring it back to its old glory!

    IDK man, the vacuum power is kind of fun as a strategic thing. Zaws can do that nowadays without any kind of special.

  6. 1 minute ago, Tiltskillet said:

    I'm only saying that - if - keeping an upper limit is DE's intention, that a cap would be an obvious way to accomplish the same goal.

    I seriously doubt that soft cap was intended. It was just a side effect of the rework.

  7. 16 hours ago, Tiltskillet said:

    Accumulation is limited by duration now.

    Unless I'm confused, what you're suggesting is a hard cap. If it stopped at like 10k it would be useless in endgame content.

    30 seconds is more than enough time to build damage in the tens of thousands.

  8. 3 minutes ago, Voltage said:

    Even the sucking enemies in can be seen as mediocre. I love the parkour velocity, but Stormpath is such a down grade for a weapon made to slide attack (Tonfa).

    Without the second half of the Stormpath, using a second slide attack after cramming enemies into a small area could take out all of them. Without the blowing-away part the Stormpath could be used not only as crowd control, but a means to maximize the effectiveness of the strengths of the weapon.

  9. Nezha's Pyroclastic Flow augment can be devastating, but with the rework it became rather frustrating to use with Fire Walker's new trigger mechanic.

    The solution: have the special attack deploy by holding the ability key, while tapping refreshes the duration as normal.

    Could even reuse the UI from the new Blazing Chakram.

  10. I've loved the Telos Boltace for a very long time (not least because it looks badass), but it fell with melee 2.9

    My solution can be summed up as such:

    The current Telos Boltace has a 3-part Stormpath ability.

    1. Performing a slide attack succs enemies in

    2. A timer starts, slide attacking within that time will throw everything you're currently trying to kill with a fairly short-range melee weapon to the other side of the room

    3. A cooldown timer starts before the Stormpath can be activated again.

    Please DE. Just remove #2. That's all I ask.

    • Like 4
  11. I honestly doubt that DE reads player feedback at all at this point, but maybe this will be straightforward enough.

    The Stormpath has 3 steps.

    1. Performing a slide attack vacuums up enemies

    2. A timer starts, performing another slide attack within this timer blows enemies away

    3. A cooldown begins until the Stormpath can be activated again.

     

    Just remove step 2. That's it. Is that too much to ask?

    • Like 1
  12. With things like this persisting for so long, I have to wonder if DE even checks the forums. Bug reports by the dozens but only a few are even acknowledged.

    Buying ad space on Spider-Man but not fixing bugs like this.

    I honestly cannot comprehend these decisions.

    EDIT: Took seven months but with 25.6.3 this bug has finally been fixed.

    Maybe someone is reading these

  13. 3 hours ago, (PS4)Lei-Lei_23 said:

    It’s a fix that should have been implemented 3 years ago or so. :angry:

    See, it was fine up until melee 2.9, because the Stormpath only activated when you had the weapon equipped; quick melee functioned like a normal Boltace. Now you don't have that choice, so if you try to do more than one slide attack every six seconds you'll throw everything you're trying to kill with a short-ish range melee weapon across the room.

  14. Just now, taiiat said:

    i must ask if you can pose those Eidolon statues or something

    A fair point. But if anything that value would be much more simple than the coordinates, a single number to call up the pose ID. I don't see how that would require a 20x capacity cost over a floof.

  15. I have a friend who constantly *@##$es about not being able to place all of his Eidolon Articula. After actually stopping to think about it I have to ask; why is there a decoration cap, and why do Articula eat up so much of it?

    Please inform me if I'm incorrect, but with the way the rest of the game works it would make sense that the rendering of the decoration models is done entirely on the client end. All that DE needs to store is the item ID, position XYZ, and rotation vector XYZ. 7 values. So why then does one Articula eat up the same amount of capacity as 20 floofs? My friend has a fairly chonky computer, it can handle it.

    Again, please correct me if I'm wrong.

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