Jump to content

R34LM

Grand Master
  • Posts

    2,635
  • Joined

  • Last visited

Posts posted by R34LM

  1. I tend to play solo Railjack just for a bit of fun, but when I'm on the inside doing a grineer base objective, the AI pilot tends to fly the ship with the nose pointing away from the objective, making it nearly impossible for it to actually shoot the radiators. I would might as well not have the pilot and go in and out myself, which is just bothersome legwork. A fix for this would be great.

  2. Granted that both options increase the flat damage of the weapon, the secondary options both require you to have specific loadouts to get the secondary effect, which I personally feel is a little limiting. Some of us aren't going to use all of the Stalker's kit and some of us aren't going to use melee alone; more importantly, some of use are not going to use either option.

    I think keeping the stalker theme requirement is fine, but maybe have a requirement on the other option that doesn't require us to use melee alone? I could argue that 100% combo chance doesn't really need a requirement to activate, but maybe have a sprint speed requirement otherwise, like 1.2 or something similar to other incarnon upgrades.

    • Like 2
  3. A couple of bugs.

     

    1. The forge. At the beginning of missions you start with two dome charges. When you forge more charges, you get an extra to your max capacity. You can potentially get up to the 10s in dome charges this way. This new crafted maximum  will persist as long as you run consecutive railjack missions, or if you only leave to go to your dojo. When leaving anything rail jack related, it will reset.

    This also affects hull heals, where you can increase the max health of your ship. Also present with ordinance ammo.

     

    2. Using the slingshot to aim at a loot dungeon entrance (grineer mission derelict specifically), there is a lock on option where my tenno will fly directly inside. Once inside, my tenno will be in a "floaty" state where they retain the slingshot trajectory animation and be clipped into the ground. They are also only able to move at a walking pace and cannot use any equipment.

    This is fixed for now by exiting the derelict back into archwing and reentering.

  4. So while the Energy from Flux is interesting, it kind of makes it so we can only take certain frames to Railjack. You've basically set up that Hildryn could be used exclusively, since her "energy" regen will be far better than any other option, plus the capacity for energy is nice. With any other frame, you have to build for high energy cap at least have pizzas or Zenurik. With Hildryn you ignore all of that.

    The forward artillery changes make the cannon extremely sluggish. Not only have the charges dropped, but also it is so much slower to recharge. I'd rather slingshot my way in. This is especially frustrating when you have to leave the cannon to build another two charges....even though you have an engineer AI that should be doing that for you...(Mentioned in the other feedback post)

    Moreover, the frigates are no longer incapacitated when you shoot their engines out with turrets? Kind of liked taking them out of the battle until I was able to handle them.

     

    I mean, good changes so far after a couple hours of play, but there are a couple of things that really stand out as annoyances.

     

    Edit: I discovered that the slow artillery recharge was a bug. Still, only having two to start is rough. Unless that's a bug too.

     

     

    • Like 2
  5. Here's a few things:

    1. Have gunners or pilot target "Exterior Weakpoints". The main reason I picked Gian Point was mainly to avoid secondary objectives, but not to speed up the mission. I did it because entering and exiting those areas to get the interior and exterior weakpoints solo was a pain. If I am inside and set up an exterior weakpoint, I expect my gunmen to target it so I don't have to haul myself right back out.

     

    2. Isn't an engineer supposed to keep the resources in the forge topped off?  Many times I ran out of energy using abilities and had to fly back to my forges to top me off again. And, since cannon charges were reduced, I'm having to fly back there more often now, too. The engineer ai only repairs the ship, but at that point they are obsolete when Engineering 10 intrinsic is unlocked. They should be working at the forge in downtime. 

    • Like 19
  6. If you find in feedback that blaz artillery isn't keeping up in high level still, perhaps add a damage synergy with shrapnel grenades? Any enemy in shrapnel field gets more damage from the turret. Just a thought if people feel it needs a bit more.

  7. When in mission, I am able to use the slingshot once, but afterwards the prompt to use becomes unavailable and I can no longer use it.

     

    Update: This specifically happens when you aim at the crewship and punch into it. I had slingshot out, missed the ship and was able to use the slingshot again afterwards, but the next time I used it to enter a crewship, the problem emerged.

    • Like 1
  8. When you open the menu to warp around your ship, the map shifts dynamically depending on your position, to the point where you can't access the forge warp point in the pilot seat and vice versa since it moves off of the clickable area.

    • Like 6
  9. 1 hour ago, GeneralTennobi said:

    There is still an hour left on the timer in our flotilla that has now reach (100/100). We are afraid that if we leave the flotilla then we wont get our rewards for being the leading kill code senders.   Is there any point to staying after it reaches (100/100)? I don't think I get anything for my squad reaching the top of the leader boards. please clarify the situation. Do i need to stay in the Flotilla and run down the clock to get my rewards?

    You can leave the flotilla after reaching your point values. I left one today after getting rank 3 and duck mailed me the stuff like an invasion mission.

  10. 1 hour ago, m0b1us1 said:

    I don't think so. I was in the relay when the mission waves ended. I could not start another mission, ground or railjack. I was in a railjack one at the time when it ended and got forcibly sent back to the relay. I go back to my orbiter from there, and this is what I see, and have seen multiple times. When there is an active wave, you will see a ton more relays to go to. Think like eidolons, when they aren't available, the total number of cetus hub "worlds" is much smaller than when its night on the plains.

    It might be some weird timing, but you get 3 hrs of total event runtime and then a 10 minute cooldown. I do know that, sometimes, upon entering a relay it doesn't quite register that it is currently running until you sit in it for a bit, so that may be the issue as well. If the relay display says "no murrex detected", wait a small bit and see if it updates.

  11. Also, we really need a way to just become crew for the RJ side. My railjack is not fit for the mission because im holding off on it until command gets released (like you really could not complete railjack before doing this event?). I just want to be the guy who goes into the sentient ship so I can break the monotany of doing ground missions.

  12. 1 minute ago, m0b1us1 said:

    2CD2AA005EB6AA077C32F7C5E91E33D331F26846

    Hmm... just got done with yet another... I'm no Einstein or anything, but I don't think that says 10 minutes...

    Care to explain what that timer is then? To me it looks an awful lot like the amount of time before the next wave occurs.

    That timer is the extent of the next wave. So you are able to do runs at this time. If not, then it is a bug.

  13. So now my biggest concern is this:

    I just completed enough missions to get Rank 3 in ground, and now I have to go to work.

    1. Do I all the sudden lose my right to victory payout since I'm not just leaving myself in the relay? Bad design if so.  I did receive the payout despite leaving before the cycle ended.

    2. If that specific flotilla that I ran on doesn't manage to get 100/100 before the cycle end, I wasted my effort. Again, bad design.

    If either of those two apply, then the only assured point gain is just from missions, which as stated is far too low to even warrant ample participation.

    • Like 1
  14. Ok, so I will admit I jumped with my criticism before properly reading how the scoring works. Once you accumulated 5k credits through missions you get up to rank 3 of either individual team. Then, there is a "victory payout" in which you get a load of credits if the flotilla completes the required amount of raids, which is shown in the flotilla. At rank 3 in either team you can get 10k credits once completed. Knowing that, I'm not so much bothered by the grind as much.

     

    However, it seems A LOT of people, like myself, never got this memo for varying reasons. This should've been explained very clearly in game.

    And standing questions, do you need to actually be present in the flotilla to acquire the payout? Do you just get the payout for doing enough to earn a rank? Do ranks persist? How much investment do you need to give to each wave to be eligible for victory payout? We need some clarity.

  15. Honestly, this is kind of standard for all events. It's just repeat one or two objectives over and over until you get what you want. Funny how the need to get more arcanes came some bit before this event, eh?

    But the first thing that a rando squad all said after scanning 7 condrix was "that's all we got?". Considering one of the rewards os 20k points it's really going to force the issue of burnout once again. I've already gotten bored of it, knowing that I'll have to do to get around 70k worth of items, not including repeat purchases of arcanes.

    Could our squad had gone for longer than 7? Sure, but the OpLinks have health, so eventually you'll get booted out. And, since there are no leaderboards, there's hardly incentive to persevere.

    • Like 14
  16. For me, applying the lifted status mid combo is interesting, and having it available to some select stances helps to differentiate the mass we have. The status itself is handy in some cases as it does shut off enemy response by floating them and knocking them on their bum. However, the lifted status, as it stands, can get pretty frustrating when the enemy slowly (or rapidly) floats away from you while you make attempts to land followup shots.

    What the lifted status needs is an anchor point so that enemies affected don't just fly away from you; we've had this discussion about Titania's Lantern. Or, instead of a ragdoll effect, perhaps make it similar to a Rhino Stomp stasis, where they are floated but they remain planted in their location. Either one of these would help in making the lifted status a little less annoying to work with.

    Or, for some, it make be best to remove it entirely. In any event, it could use some final tweaking.

  17. If they got rid of the charges and made the mods permanent, then you have to consider what to do with the section of Requiem Relics that drops those mods. Do they just remove the drop and put it somewhere else? Do they allow the mods to be broken down into kuva, like regular mods to endo, so that those drops still have purpose? It just adds to the tedium; nevertheless, I also would like to see this loop changed to be less RNG based.

×
×
  • Create New...