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SPAAAACE

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About SPAAAACE

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  1. RIP using Sarpa/Corrisive Projection to make the PT fight not as bad. Guess having the ability to use your loadout to make the fight slightly easier was too OP.
  2. Wondering if we're ever going to see more updates to arbitrations, particularly survivals? Way too often I'm running into being limited less by my own ability to survive the enemies and more by the fact that there's just not enough spawns to keep up life support drops, especially so in infested missions in my experience. Having to stay glued to life support capsules as soon as they drop and still just eventually be pushed out the the mission by RNG instead of my own ability to play the game isn't satisfying at all and is really just disappointing, the same as ESO just seeming to run out of spawns when you start getting further on. I'd like to be tested to the limit of what I can compete against, but instead what's tested is my ability to be upset at being forced out of missions by RNG. I'm already pretty dissuaded from missions other than survival since anything else relies too much on other people to complete the mission, something I'm not too keen to do given the state of migrations still being able to severely mess up your game state; I'm lucky enough that the only migration I've ran into on arbitrations just reset my 1000+ combo counter and not something more important. Also, not sure if this is intended, but I started a survival arbitration at ~8:56 and ended around 10:05, and I was then locked out of the 10-11 arbitration? I know if you finish an arbitration you're not supposed to be able to do the *same* one again, but wasn't counting on being locked out of other potential runs depending on when I finish the current one. I'd be a little less put back if I had gotten out at like 10:40 and couldn't do the 10-11, but less than 10mins into the hour and then having to wait out the hour for the next one was a little bit of a bummer. Gotta get that endo, primed mods won't rank themselves.
  3. Still no fix for stave quick melee, and momentum/move speed while melee-attacking still seams to be bodged
  4. Reminder that quick-melee on stave type weapons is still bugged
  5. Maybe I'll get lucky an the melee fixes will have fixed my zaw.
  6. This still appears to be having issues, I'm not sure where I would submit an actual bug report aside from posting in these threads.
  7. Copied over from my reddit thread, so please forgive any formatting quirks. - Plague Keewar + Shtung stave Zaw - Tested with Clashing Forest and Flailing Branch stances - Tested with and without Reach - Tested with and without any equipped mods or arcanes - Tested Bo, another stave type weapon Since the update I noticed in missions that my Zaw, a stave I lovingly named Osteoporosis, seemed to just not feel as good to use as it used to. Knowing that "feel" wasn't really a good metric to go by, I brought it to the Simulacrum for further testing. Turns out, for some reason the first strike of quick-melee doesn't hit anything unless you're touching the enemy when you use it while facing them, or if the enemy is behind and to the left of you. The second strike of quick-melee has no problem hitting multiple enemies from considerable distance or from the expected direction. I tested with a Bo with and without Reach and it seemed to behave as expected. I don't have another Zaw to test with at the moment. https://gfycat.com/ThornyNegligibleJay - testing while facing an enemy https://gfycat.com/AgreeableWhichBarnacle - tested while facing away from an enemy I'm posting here mostly to see if this is affecting anyone else or if for some reason my awesome Zaw has been individually bugged. This is unfortunately making it annoying to use in missions, even when I'm just trying to open loot containers.
  8. Copied over from my reddit thread, so please forgive any formatting quirks. - Plague Keewar + Shtung stave Zaw - Tested with Clashing Forest and Flailing Branch stances - Tested with and without Reach - Tested with and without any equipped mods or arcanes - Tested Bo, another stave type weapon Since the update I noticed in missions that my Zaw, a stave I lovingly named Osteoporosis, seemed to just not feel as good to use as it used to. Knowing that "feel" wasn't really a good metric to go by, I brought it to the Simulacrum for further testing. Turns out, for some reason the first strike of quick-melee doesn't hit anything unless you're touching the enemy when you use it while facing them, or if the enemy is behind and to the left of you. The second strike of quick-melee has no problem hitting multiple enemies from considerable distance or from the expected direction. I tested with a Bo with and without Reach and it seemed to behave as expected. I don't have another Zaw to test with at the moment. https://gfycat.com/ThornyNegligibleJay - testing while facing an enemy https://gfycat.com/AgreeableWhichBarnacle - tested while facing away from an enemy I'm posting here mostly to see if this is affecting anyone else or if for some reason my awesome Zaw has been individually bugged. This is unfortunately making it annoying to use in missions, even when I'm just trying to open loot containers.
  9. Encountered a bug with my plague keewar/shtung stave zaw where the first strike of quick melee appears to not be able to hit anything. Tested in the simulacrum with different stances and with/without primed reach and the first strike of quick melee will not hit anything unless you are touching it while the second strike seems unaffected. More testing showed that when I'm facing *away* from the enemy then the first strike will appear to damage them while I'm within range. I don't have any other zaws or staves to test with but other melees including my lesion seem to have no issue. I also think that I'm having issues getting some of the stance combos to work, but I haven't tested that as much.
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