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SlyBoots

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Posts posted by SlyBoots

  1. On 2019-07-25 at 3:58 PM, Megas_Hyperios said:

    I have the exact same issue as you. For me they appear as "recovered" and "completed", even though I did not complete them, nor did I get any points from them. I hope they fix it or at least lengthen the event so we have time to get all the stuff 🙂

    same here. i did get 3 recovered weekly missions the last week which was my first for round 2. this week i've got 3 recovered weekly missions (1 elite) immediately marked as completed. didn't get to actually do them or get any points. One of those is killing 500 enemies which i should have completed no problem so it is not just a display bug it would seem.

  2. I'd take a guess it's been around since the exalted weapon rework in update 23. Certainly had this happen to me prior to hotfix 23.0.6 (the one with the augments). Most likely it is one of those issues you only get when you're not the host of the session.

  3. There still are bugs with exalted weapons.

    For instance this happened while leveling artemis bow: I was not the host, and the connection was fine, no lag whatsoever. As soon as i started using the artemis bow, pick-ups bugged out meaning my sentinel vacuumed everything to me and nothing would get picked up resulting in constantly repeated pick-up sounds. Since i ran out of energy ivara switched back to the main weapon automatically and then i couldn't use any ability or transference anymore. After getting killed and reviving pick-ups worked again.

    Projectiles now seem to bounce off of targets (and surfaces) instead of sticking, also very noticable with artemis bow.

    The valkyr prime claws have a lot less damage listed than regular valkyr claws.

  4. all i can say is congratz on your ongoing effort to make the whole ui more obtuse, take more clicks and be generally more cumbersome to navigate. it's really baffling to me but then again all forums went the same way from simple organized lists that allow a quick overview at a few glances to searches and curated views because individual items absolutely need take up _sooooo_ much screen space and god forbid users running the risk of having an overview... *ramble, ramble, ramble*

  5. when you selected a mission and while your client is actively searching for a game to join your own game is being treated as a viable host for others to join - which does not cancel your current search - effectively kicking everyone when you found a game to join... only for you to join a host who was in the same situation as you... this has been the situation since some update to matchmaking some time ago and quite frankly its baffling how this hadn't been addressed immediately after it slipped through into the release candidate.

  6. yep, matchmaking for this game is just bad: while my client is looking for a game to join it is being treated as an open host for others so i get others joining on me and then the system decides it has found someone i should join and kicks everyone that had joined me in the meantime... this can go on several times or you can have the pleasure to join someone that the system then decides should join someone else... and you can't even go directly into the mission after the first search anymore so the the more recent change only made it worse.

  7. my system:

    win 7 64 bit,  8gb ram, phenom2 x4 980 cpu, amd/ati radeon hd 6870 gpu

    i'm using rather low/middle-ish settings. my first mission vs grineer was fine - 60 fps as previously. just now tried an infested mission in the infested corpus ship tileset and the game crawls to a halt until the process isn't responding anymore.

  8. I'll admit I also wasn't 100% certain about it on the first mission I did, but it is definitely implied that this is how it works.

     

    so how did you become certain?

     

    And it should be pretty familiar because it seems to be exactly the same as the spawning mechanic for synthesis targets.

     

    that's not actually true, is it? the synthesis target spawns in a random room, but you don't have to enter a certain random room to make it spawn at all? (and you get a minimap icon several rooms ahead i think.)

  9. I believe it to be a great mechanic.

     

    how did you find out? and maybe elaborate?

     

    What does everyone think he means by "poke around"? Do they think he meant "sit and wait"? Or "rush to extraction" perhaps?

     

    i dunno, since when did "poke around" mean "the acolyte spawn is tied to a single random room"?

  10. it is saturday and i'm still running with people who don't know how to make the acolytes spawn. seeing everyone complain about mod drops but frankly this uncommunicated mechanic right here is an even bigger offender i'd argue. it's just, please - to the people who keep designing this stuff - let that sink in.

  11. so range mods are actually working but primal fury is just bad. the overall range you can achieve is capped at a rather low value that you can easily achieve with 50% range with a just few combo points. the damage is nothing to write home about either over regular melee. you might just as well go regular melee with primed reach - on certain weapons your range will actually be better. on top the simple primal fury combo has a ground pound that basically has no range at all.

  12. good god, i didn't want to believe it but apparently it's true. i had joined a random group who had apparently looked in every room but the one right at the start that was opposite of the way to the objective/exit - guess who found it after we got to the exit... a random room is picked that has to be found for the acolyte to spawn. who in their right mind thinks that is a good game mechanic? make players rely on finding every dead end but make sure to not ever tell 'em? come on...

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