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Posts posted by -CM-Schnitzel

  1. I have 2 bugs to write about:

    1. When loading into the Slingshot, then firing at an enemy crewship/pod, upon hitting the target, I can't use my archgun and default to primary/secondary/melee for 1-2 minutes before game finally swaps to archgun.

    2. (This one's been happening since 27.0.8). When I join a clannie's squad, everything works okay, until the game suddenly freezes, then unfreezes, then I get host migrated into my own instance, on their ship. I can't pilot, or shoot railjack guns, I can't teleport back to the ship (with Omni and archwing, I have lv4+ tactical). I lose the time I spent playing the mission as well as the rewards (which was kind of disappointing considering I got a shedu handle from that) because the ship's boarded, on fire, and I can't do anything except wait for the mission to fail and lose the loot.

    Doesn't matter who I play it with. The host could be in NA or EU or Asia, and it would near always happen without fail. I can't figure out what is exactly causing it but it always happens. I thought it was my wifi at fault, but I ran some normal missions with some friends and it didn't freeze and host migrate.

  2. When playing as a client with other people, sometimes aiming (RMB) while using railjack's side turrets will result in either the entire ui being a blurry single color, or have black shapes rather than showing the 360 degree view.

    (please ignore the blue box at the bottom left. I added that in there to hide chats.)


    Those black shapes to the top and right side of my screen will often appear looking like that, and sometimes will disappear depending on how I look towards it, but it happens very frequently.

    PC Warframe version : U

    PC specs: 1050ti, i5 7300HQ at 2.5Ghz, Warframe is stored on a 256gb M.2 ssd, Windows 10 1903

    • Like 2
  3. I kinda like this competition. WF is feeling boring lately so I switched over to D2. Not saying that WF is a bad game, but our last main story quest line (chimera prologue) was over a year ago. Raids still have yet to return, melee 3.0 is still not here, neither is the new war, etc. Sure, we could give DE credit for gas city rework, Wisp and Gauss, hostile mergers/disruption and ropalolyst fight (though still buggy), but it gets stale really quick. I still like WF as a game, but hopefully the addition of another looter shooter in the f2p market will make DE feel like they have some kind of competition and will work to get better. 

  4. 23 hours ago, Arneld said:

    Changing daily, weekly automatically with usages data. 

    But it was just another spec-up guarantee mods for 1 tier weapons.

    You can see these happening with the prices of rivens.

    Rubico (0.7) is 16k,

    Miter (1.55) is 4k.

    Maybe, riven's difference is not big enough to rescue those poor ones.

    in the examples you gave, one can one shot the majority of the game even without the riven, and is used for eidolon hunts. The other barely sees usage outside of popping nullifier bubbles. Sure, yes if you rolled into a godly miter riven, you might use it, but for most people's cases, unless you're going for a specific or meme build, you probably wouldn't suddenly buy a miter, or kraken, or hind, (etc) riven.

    On another note, I haven't been keeping up to date with ignis rivens but iirc ignis has the lowest dispo, and a somewhat low plat amount. Dispo doesn't directly correlate to how much a riven/weapon is worth/used. 

  5. only lightly skimmed the post, so something like each ability has its own modding slots ?

    It seems cool on paper but would be really complicated when you think about. Leveling a frame is already pretty painful without a friendly sleepquinox + adaro, to have to forma each ability to fit a build, for all the 40+ frames we have, that sounds like a lot of work.

  6. 22 minutes ago, VotumPrime said:

    Don't doubt.


    They can do 6x6 a night. Making Hydrolyst level 165 would make no difference for them. It will just take slightly longer to do it alone but it will be just as fast with 4 people.

    If we aren't counting load times, 10min solo tricap is impressive, solo 6x3 is great. But the thing is, the eidolons spawn at ~lv50. If you go on wikia and compare the stat value differences between lv50 eidolon vs lv165 eidolon, there's is a big difference. And this is not counting assuming the eidolons always spawn near spawn and the voms always appear in time (sometimes during the final phase, with the dolon down, voms don't spawn).


    11 minutes ago, VotumPrime said:

    Wait. Since when was the timer ever a problem for anyone? Are you the reason why they took out the Terra Mankers in the Profit-taker fight?!

    The terra manker not spawning was the result of a bug: https://warframe.fandom.com/wiki/Terra_Manker (see patch history section)


    Side note, you seem rather defensive, have I said something to upset you? If so, I apologize, that was not my intention.

  7. Just now, VotumPrime said:

    Long as he doesn't die it doesn't matter lol.

    It kind of does.. there's a bit of a timer for profit orb fights. If you fail to kill it before that timer expires, you fail the fight. 

    And I run profit orb for the nice 125k (250k with chroma4) credits, get that every 5-ish minutes. If I wanted to drag out the fight, or a longer time, I would rather just run index.

  8. 3 minutes ago, DrakeWurrum said:

    Eh, I'll be honest, this particular Series, unless it was a Syndicate or Sortie challenge, I did them all on Sunday in an afternoon of pure Warframe. Or sometimes Saturday. And even then, I only did the challenges I felt like doing. I reached 30 a while ago, even with skipping challenges each week.

    With the fact that Acts can be "recovered" - I no longer felt any particular pressure to get them done.

    Yeah, that challenge is annoying. I dunno about spending hours to complete it, maybe like half an hour, but it was still such a chore to be forced to explore the whole map.

    I even got a Xiphos part when I did the last one. I bought the Xiphos for plat because I couldn't be bothered with that low drop rate. 😐

    I think I'd hate it less if we only had to do it once, but they want us to do it THREE times?!

    Yea, the recovered acts is nice, but I'm a bit of a completion-ist. I don't like having the reminder constantly on my mind. If I can, I want to finish something as soon as possible.

    And the hours part, on a good run, it might take no more than 20mins max, but when RNG is a pain, I only find 1 or 2 caches, I end up having to leave and come back in, which adds to the "hours" part. 

    I get that DE is trying to make the game active and all, but I really want one (or several) of their staff members to sit down and do the NW challenges. I know they're busy folks with how much content they gotta work on, but that's kind of why I want them to do them. When you have so much RL stuff you have to finish and NW is holding rewards away from you, forcing you to complete them or else you might wait months to maybe years to get the stuff again.. That is very stressful.

  9. On 2019-09-10 at 11:36 AM, DrakeWurrum said:

    As I haven't really been lurking the forums too often, I'd like to ask: Are you still complaining about Nightwave? About the grind being too demanding for you? Being too time-consuming? Have you reached rank 30, or are you struggling to do so? Do the Zealot spawns and Emissary Derelicts help alleviate that stress some?

    Are there specific Acts that you still just LOATHE ENTIRELY?

    I personally hate the Silver Grove one. None of the others bother me half as much as that one. It's not hard, it's just... such a chore. I want to be done with that quest, but Nightwave keeps sending me back. There are other Acts that I can't stand, but that one bothers me the most.

    The Ayatan one is annoying, because I want to turn in my Ayatans for standing, because I actually need the Endo atm, but now instead I hoard unsocketed sculptures... just in case.

    on one side of the spectrum, I see it as a fairly good learning tool for new players to discover all sorts of stuff in warframe (that they realize some are locked behind progression). But as an MR27, everything's pretty much done and maxed out, nightwave is more or less just extra chores that I feel like I have to do every week because I have no clue whether the rewards will be back again. Yes sure, DE might say that it might be back eventually, but how soon is "eventually" and what will we have to do to get those rewards? (Remember Zylok from rebuilding earth relay event? that took months to appear in Baro's stock).

    The challenges I hate are the ones that are either RNG heavy (i.e. mining rare gems) or like you said, the ayatan one. I get sculptures every now and then and my habit is to slot them and turn them into endo but I can't because there's a chance I slot them then next week is the ayatan challenge and I gotta shell out plat to get them again (Ayr's are getting expensive these days). 

    The 3x forma challenge as well. I'm just wasting forma at this point. The stuff I use, I've already forma-ed enough times to fit my build. Why do I have to either farm up forma blueprints and bake some formas or shell out 35p just to finish 1 nw challenge? Or when new weapons come out and I want to forma them, I have to consider if I can or not. What if I forma and put the build on this week, then next week there's the forma challenge? Guess I'm now out of forma and need to cough up 35p again.

    -- Now one might ask "but surely you have plat to spare?" Maybe, yes, but I don't like wasting hard-earned plat on stuff I don't really want to waste on. 

    The caches challenge too, but not for the same reasons as the previous ones I listed. Its that I have to spend hours to complete it (and yes I do run max loot detector + catabomb limbo). If I run solo, it works like it do. If I run with a squad, those people just sit there and leech until I find all 3 caches (literally, click M to open the bigger map and see 3 of them just idling at somewhere). I'm sick of it.

    For me, what it comes down to is this: I want some quick and simple challenges to complete each week (kill X enemies with Y dmg type, sure I can finish that in a few minutes). I work a job and have college classes which take up a large chunk of my daily time. I don't want NW feeling like another set of chores to do, locking time-limited rewards behind a time consuming grind. 


    So far, the only feedback I heard from NW-likers is "its not a big deal, you should just be quiet and do it". See, that's not really the point. A game is a game because it is enjoyable, not when it becomes a new set of chores.

    • Like 1
  10. 1 minute ago, Sylonus said:

    I can throw Exodia Contagion every time by aiming before melee, but I've heard from others this doesn't work for them.

    Yea.. I got it on my polearm kripath zaw, it just seems kind of hit or miss, i.e. where the line between whether you slam attack or launch a projectile is. In many cases, sometimes I want to slam attack, but end up shooting a projectile (and killing myself in the process), or some other times, I want to shoot a projectile but slam into an enemy instead.

    Just now, Cephalon_Pestilence said:

    Wait this is still a thing??? 

    I just updated to the most recent hotfix version on PC and I can confirm, if you're in Aegis Storm without Balefire turned on, you get "Ability Use Prevented" notification when trying to use Balefire. But if you turn on Balefire before going into Aegis Storm, it works.

  11. Patiently waiting on the fixes for how Exodia Contagion works in the new melee phase 1 (unless you aim at a specific angle, there's a 50/50 chance you either do a slam attack, or you shoot the projectile), can yall please change this to something like "pressing and holding E while in the air results in a melee slam, while quick pressing E results in a projectile launch").

    Also, if Hildryn is in Aegis Storm, you get "Ability Use Prevented" message when trying to cast Balefire..

  12. Hildryn's Balefire is very buggy: 

    The tldr is that if you cast balefire while an archgun is in your hand, then uncast it, you lose the following:
    - Your melee weapon (until Ordis gives it back to you at extraction)
    - Your archgun (enter the cooldown timer)
    - Your ability to cast Balefire (gives you the "Ability in Use" message)
    - You hold an imaginary gun that doesn't shoot.

  13. When Using Hildryn warframe, switching to Land Archgun (Heavy Weapon) then casting and un-casting Hildryn's Balefire, will result in permanently losing the user's melee weapon after Balefire is turned off. Not only do you lose your melee (until you extract at the end of a mission), but you also end up holding an invisible gun that aims but can't shoot anything.

    The current fix for this is that after un-casting Balefire, press (F) to swap to primary/secondary, however this does not give you back your melee weapon.

    Steps to Reproduce the Bug:

    1. Use Hildryn warframe
    2. Equip Archgun in Land mode
    3. While holding the Archgun and standing on the ground, cast Balefire (1)
    4. Un-cast Balefire and look at bottom right corner, the Balefire ability is now locked in "Ability in Use" and no weapon name/ammo is shown on top of the abilities
    5. Press your melee attack button (and realize you've lost it)
    6. Try to Aim and Fire your imaginary handgun and realize nothing happens.

    PC info:
    Windows 10 64-bit
    PC Warframe Update 24.5.0
    16GB RAM, 1050Ti, i5 7300Q



    Also if a DEv is reading this, on a somewhat related note, can that little slow movement speed caused from shooting an uncharged Balefire shot without Aegis Storm be removed? Because it doesn't always happen (other times it will let you walk around normally like any normal sidearm would, but sometimes, you could be running and shoot it, resulting in Hildryn slowing down for about 1-2 seconds).

  14. Can we please get that little pause of slowness removed after Hildryn fires her Balefire in regular running mode?

    It doesn't feel very fluid compared to other exalted weapons, or other weapons in general, which dont slow down the player after shooting

  15. My biggest dislikes about Hildryn so far include:

    - That slow movement after shooting Balefire in walking mode (it feels kinda clunky. Please let us be able to move around when using it like when we move and shoot with normal guns)

    - Aegis Storm sorta just lets you hover around with some dmg but you can't use weapons unless you use Balefire, so without Balefire, you're kinda just floating there.. (I kind of want to be able to use my normal weapons..)

    - Flying in Aegis Storm is very slow, and even when just hovering, she nearly blocks 1/3 of my screen (its kind of hard to aim at times). If it could be changed to take up about as much space as Archwing does in open world maps, that'd be greatly appreciated.


    • Like 1
  16. (bug starts at the 0:12s mark)

    With the Lenz, when the projectile hits an enemy on the body, they are typically staggered or knocked back a few meters before exploding where the enemy got knocked back to.

    However, when a Lenz bolt hits the enemy on the head and they are knocked flying backwards (with bolt attached to their head), the bolt that hit the enemy's head ends up staying at the original hit location and staying there before exploding, while the actual hit that pushes the enemy backwards also explodes, resulting in 2 explosions.
    This bug isn't just a visual glitch, as you can see when I walked into one of the bolts at (~0:33), when it exploded, my Iron Skin percentage (lower right of screen) goes from above 80 to about 48%.

    This is especially an issue when you're running towards enemies while firing the Lenz and when this bug happens, you end up dying to an explosion that you can't really see until it explodes.

    1. Equip Lenz (mods/skins/arrow skins doesnt matter)
    2. Land a headshot on a moving enemy
    3. See that the place where you hit the headshot now has a yellow-ish orange arrow floating there (but no Lenz cold proc bubble is there), while the actual bolt and enemy flew back a few meters
    4. The arrow that hit the headshot explodes (without ever having a cold proc bubble), followed by a second arrow (the one attached to the enemy) exploding a second afterwards (also no cold proc bubble, but enemies near the enemy are cold proc'ed).

    Laptop Intel 7th gen i5, Nvidia 1050ti, 16gb RAM
    Warframe (PC) U 24.2.14

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