Jump to content

Zhnigo

PC Member
  • Posts

    73
  • Joined

  • Last visited

Posts posted by Zhnigo

  1. Quote

    Fixed detonating a Glaive weapon while dual wielding using the Alternate Fire binding instead of the intended Heavy Melee Attack binding.

    This actually broke glaive dual wielding. Now you need to tap mouse3 twice to detonate the glaive while dual wielding, regardless of whether the pistol has alternate fire or not. The wording also doesn't make much sense since alternate fire and heavy melee are both bound to mouse3 by default iirc.

  2. Hello and thanks for your work!

    With the [Total Eclipse] augment equipped, casting Hall of Mirrors and Eclipse (in any order) removes the see-through effect from the Hall of Mirrors clones. Note that the effect is still present on weapons in the clones' hands.

    Without the augment everything works fine. This occurs in solo and online. Tested with prime and normal skins.

    Thanks!

     

     

    • Like 1
  3. In no particular order:

    The tactical interface is wonky.

    • Until I was directly told about it by one of the players, I never had any idea that the tactical interface is under the L button. I expected it to be on the minimap or tab.
    • Active buttons are too small.
    • The minimap should be static and held in place, as right now it slides up and down depending on your position on the railjack, messing with the teleport icon placement. Instead of small buttons for warping, ideally the entire minimap region that the points are in should be clickable to warp to the desired ship section. (I'm not saying you should be able to warp anywhere on the map with precision, just that every part of the map should be clickable to warp to a hotspot in that area.)
    • The mouse cursor tends to get lost in the visual noise - maybe add orthogonal lines to it to guide the player's sight to the cursor?
    • You should be able to see which and how many intrinsics your team members have, to know what they can do and what they can't, to know which orders to give to whom - which brings us to the most important point:
    • The orders you send via the tactical interface seem to mostly just go unnoticed, which brings endless frustration. I asked many random players I got teamed up with, and most of them didn't even realize I was sending any commands. They weren't ignoring them on purpose, just not registering them, as the commands were getting lost between the rest of Cy's chatter. Some of Cy's word choices also don't imply any kind of urgency. The commands should be more readable for the receiving player, possibly paired with on-screen text and/or accompanied by a distinct audio cue. Though how to make them more noticeable but not overbearing will be a balancing act.
    • The orders wheel should ideally not be a clone of the gear wheel with half the space empty, but its own thing, with orders having larger segments that occupy every segment of the wheel with no dead space left. Makes it quicker to navigate and harder to misclick. The icons are also pretty much going for style instead of any readability, requiring the player to mouse over each icon to see what it does. At least some color coding would be appreciated.
    • The order wheel being fully contextual and dependent on the receiving player's position is nice, but sometimes it lacks options. For example, I can't tell a player aboard the railjack to eject and go for a crewship/objective. Or, while I can tell a remote player to "Return", I can't specify whether it's because I would like one more gunner, or because the ship is on fire and we have 10 seconds until game over. 
    • This is probably obvious and mentioned many times already, but you should be able to mark things, ideally even have the marker system and the order wheel integrated together, so that you could highlight a point of interest and relay an order concerning it - kill a crewship, board an objective, etc. For reference, Apex Legends did an absolutely amazing job at this, though I can only imagine how much work and testing it took.
    • More specific orders would be useful: forge a specific type of item, loot for specific resources, etc. For example, "Board Ship" is too vague, does it refer to the railjack or a crewship?
    • A simple yes-no response that the order's recipient can send back to the commander, if it's possible to make it unintrusive.

    The forge:

    • The forge should have a visual display of when it's in use, and how much time is left until it can be used again. 
    • The opening animation, while short, quickly gets on the nerves, especially when you're checking one forge after another to find a free one. The menu should ideally appear as soon as the button is pressed, with the animation playing in the background.
    • I'm not sure if forge resources are auto-refined when going back to the drydock, but if not, they should be.
    • I feel that the engineering perk that enhances refinement output should be a passive that applies to the entire team if any one member has it. That way you don't feel like you're losing out when you have your hard earned perk, but someone else initiates refinement. Even if know you're not losing much, the feeling is still there.
    • The forge warp point should probably drop you a little bit closer to the actual forges.

    Misc:

    • The hotspot for boarding ships and stations should specifically say "Board Railjack", "Board Crewship", etc, instead of the general "Board Ship". A couple times I was in a cycle of exiting and boarding a station several times because the railjack was parked too close to the station entrance and I couldn't know which "Board Ship" hotspot was for the railjack.

    Suggestions:

    • There should probably be a mechanic for the railjack to eventually start accelerating when going in a straight line for a prolonged time, not enough to be useful in combat, but enough to make crossing from one end of the map to the other, if needed, less boring.

    Thanks.

  4. Engineering seems to be pretty underwhelming past rank 5, Tactical past rank 4.

    Gunnery feels overpowered compared to Piloting, considering the Pilot also gets benefits from Gunner skills but not vice versa. If you want to be a Pilot, you're forced to also level Gunner. Think about splitting them a little bit - adding Pilot skills that power up the Pilot turrets, and making stronger Gunner bonuses exclusive to Gunner turrets. Damage+ while drifting should honestly be in the Pilot tree, not Gunner.

  5. i64qIif.jpg

     

    Bug:
    If a melee weapon has elemental properties, and its energy colors are left on default, then the resulting colors ingame will be inconsistent depending on whether you’re a host or a client.

    Example:
    Here I have a Skiajati with Viral element. On the upper picture, where I’m a host of the session, its effects have the correct pale green color of a Viral melee weapon.
    In the lower screen, however, where I’m a client in someone else’s session, the effects color changes to gold (Skiajati’s default energy color). It still has the smoky, wavy Viral visual effects, but gold colored instead of pale green as they should have been.
    Thanks in advance!

  6. What I'm seeing right now, the lights on all my frames almost completely ignore primary energy color if there's a secondary present. The lights are almost completely secondary colored.

    In addition to that, leaving the primary energy color at default and picking a secondary energy color seems to disregard the default primary color completely.

    All in all, I was happy with how things worked and looked pre-last patch and I don't see why there was a change necessary

    Cheers

     

    • Like 1
  7. As of the last patch, the Smoking Body Ephemera uses the warframe's energy color, making it bright blue/cyan for most warframes (even when energy color is set to default). Before that, it used the attachment energy color and defaulted it to black. I'm pretty sure this is not intended.

  8. U4KJoxb.jpg

    I wanted to have bright red Akira-style light trails on my K-drive, but it turns out the speed lines that appear on your screen when boosting are also affected by energy color.

    Why is that? It's just a visual speed effect for your screen, why would anyone want to be it anything other than the default transparent gray/white? You pretty much can't change your K-Drive energy to any color than the default one, unless you want your whole screen filled by that color when you're boosting.

    It's less prominent in bright areas, but still very much noticeable.

  9. On 2018-11-30 at 3:01 AM, Dark_RRiderr said:

    Same here, DE has added this achievement LATER after they already added the challange ingame. I guess you already completed it as it was just a challange? At least thats what happened here, completed the challange but there wasnt a steam achievement yet. Now its there and even after repeating it, no unlock.

    Feels incomplete to not have it and im a Trophy hunter about things like that.

    *challenge

    No, I competed it after the steam achievement was added, actually

×
×
  • Create New...