Jump to content

Zhnigo

PC Member
  • Posts

    73
  • Joined

  • Last visited

Posts posted by Zhnigo

  1. I thought I'd bring my frog waifu Ivara to the plains so I could fish while standing on a comfy dashwire above the middle of the lake, but no. While being situated on a dashwire with a fishing spear in hand you:

    Can't throw the spear with Primary Fire

    Can't throw the bait/dye with Secondary Fire

    Holding Aim (RMB) leads to the warframe looping the spear throw animation

    While holding Aim (RMB) it's possible to throw spears with Primary Fire and dyes with Secondary Fire, but it happens with a large and inconsistent delay

    Can't use the radial menu to select different spears, baits and dyes

  2. Flying sentinels (Helios, Carrier, etc) follow the warframe with a slight delay, and the higher the fps, the smaller that delay is. This may not seem like a harfmul bug, but I've been playing at 144 fps and I find that my sentinel is constantly dangling right before the camera, blocking my sight and creating visual noise. My friends, who are playing at 60 fps or lower, all say that they're not bothered by this, and that they don't even notice the sentinel most of the time. I tried locking the fps to 60 and indeed, the sentinel is now a larger distance away from the warframe while moving, and off the screen most of the time. Its movements are also less jittery, and it is less distracting when rapidly changing directions of movement and aim. Back to 144 fps and the problem is back again, it's following the warframe more closely and mimicking its movement more readily, creating more jitter. Even more noticeable with larger sentinels like Carrier.

    I understand this is a minor bug, but it's really bothersome to play at 144 fps knowing this. I can record a video demonstration if necessary.

  3. For quick bulk selling.

    Or at least make the counter which appears after left clicking a mod stack roll over. This way players can just press the minus button once to functionally select the whole stack, or twice to select all-but-one:

    1eb4e9323363bc544527836809118c1d.jpg

     

    Or at the very least make the input field with the number active by default, so that players can keep one hand on the mouse and one hand on the numpad and just punch in the numbers without having to click on the field first.

    Thanks.

  4. My controls are slightly customized (sprint, crouch and melee), but Lunaro always uses default bindings. Very annoying.

    What's more annoying, when the ball harness disappears from your hand after a goal has been scored, the controls revert to my customized ones for the brief duration before the harness reappears again.

    There was a topic with the same issue in January 2017 and it still hasn't been fixed.

    pls

  5. Index is the preferred mode for farming credits. Right now the average match on Index looks like this: The team collects the amount of points needed for the wager target, and then it turns into an AFK bizarro deathmatch. People either Alt-Tab to do something productive or try to get themselves killed on purpose to make the enemy team score, substract seconds from the timer and therefore make the match end sooner, since it was already won the moment the wager target was hit. This is not only counterintuitive, but fundamentally un-fun, but this is also what happens every match since it's the most optimal way to win.

    The obvious solution to this would be to end the match with a victory as soon as the wager target is hit. To make matches last the same amount of time as they do now (including the afk/suicide part), it's possible to raise the wager target about 20-30%, or make some adjustments to the scoring system.

    The less obvious solution and one possibly more desired by players would be to scale the Index monetary reward up with the total tenno score, or maybe with the score difference between the teams, to give the players incentive to keep scoring after the wager target has been hit.

    Another problem is the difficulty tiers. Right now everybody is exclusively using the Medium Risk Investment since the High Risk Investment offers the credits-earned-per-time-spent-playing ratio that is about the same if not lower than the Medium Risk, while having more risk of losing and being considerably more difficult, even with top tier equipment.

    Thanks for attention.

    (while you're at it, add customizable separate archwing controls pls)

  6. I'm using a slightly customized control scheme, and it doesn't mesh well with the Archwing controls. Is there a way to implement a custom control scheme for the Archwing which isn't dependent on regular controls? If not, are there any plans for it? I find it weird that in the options you can rebind up/down movement and rolls for the Archwing, but not sprint/boost.

×
×
  • Create New...