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Zayn-Vss

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  1. Some bugs that were already in the game or arrived in recent updates: - The arm holding the Necramech weapon does not follow the aim in vertical movements. And it used to be possible to retreat with the Necramech by giving a backward impulse while aiming, somewhat like it's possible to do with the Warframe holding aim buttons (left-click) + moving backward (S) and pressing Shift, making the Warframe jump backward while keeping the aim in the same position, without losing sight of the enemy. Could you reintroduce (or fix) this movement in the Necramech?; - The sound of the Ayanga Kuva projectile explosion doesn't work when used on the ground (Warframe and Necramech), only in space (Archwing); - The sound of the Morgha projectile explosion also no longer works (primary shot); - Bramma Kuva blocks the ability to run (pressing Shift) with the Warframe for almost 5 seconds right after the shot, especially with the Critical DElay mod equipped...; - Lenz's area damage (including Prisma version) is not penetrating walls, whereas it used to happen before, so I assume it's a bug. Also, its Lower Bow is visually bugged; it remains in the "Armed" position instead of going back to the normal position. It should only go back when the bow is charging the shot and stay in that position until the shot is fired; - Tenet Plinx's secondary shot takes longer than it should (almost three times as long) to recharge the battery after being holstered right after the secondary shot before the battery finishes charging or starts reloading, causing the reload to restart (including the reload DElay of the secondary shot) if the weapon is equipped again before the reload finishes while it was holstered, taking almost three times as long to reload after that; - The projectile from the secondary shot of Larkspur (including the Prime "Skin") does not explode upon colliding with enemies but does explode on collisions with walls and the like. I don't know if this is intentional or a bug, but the fact that the projectile from the secondary shot passes through the enemy and explodes 10km away is not very useful. Some improvement suggestions: - Increase the projectile speed of the Tenet Envoy while it is being controlled, and allow mods that increase projectile speed to have effects in these conditions; - Improve the explosive status effect, as they have done with other status effects (piercing and viral, for example); - Allow the toggle of the firing mode using the secondary fire button on weapons like the Tenet Diplos, where the firing mode is conditioned to the aim state (aiming, secondary fire / not aiming, primary fire, and vice versa...). Many people don't use these types of weapons precisely because of this. Thanks.
  2. Ferrox Tenet's aerial damage visual effects for multiple shots are bugged, and it seems like the damage caused by multiple shots is also affected.
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