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Tiltskillet

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Everything posted by Tiltskillet

  1. Who knows? But I did notice the word "exclusive" wasn't used for the digital pack goodies, which is different than at least some previous years. e.g., https://www.warframe.com/news/tennocon-2021-en
  2. Yeah, there was no way I would have found it there if Avernal hadn't said it was mentioned in that specific devstream. If they'd just said "a devstream" I would have assumed the last one, not one from February.
  3. And didn't consider that knowledge important enough to highlight, or even mention in text for those looking for information afterwards, in their overviews or anything else. Sorry, not good enough, especially with the mentioned ticket issues. The time is the overview for that stream. https://www.warframe.com/news/header-devstream-177-overview But I agree with you that it's easy to think of ways that this could have been handled better.
  4. Looks like it's a Known Issue. The implication is that hosting the session is a workaround. (Solo would be the simplest way to force this if you can manage it.) I
  5. Oh, got it. Since there is apparently way more demand for them than supply, I wonder if it's intentional that they don't put out a time until an hour beforehand. I did get an email about it at about 20 minutes before they went on sale.
  6. I agree on Reload. I disagree on Accuracy--the new format is far more useful to me. Ammo Maximum I don't particularly care whether it gets its own line or not, although it seems like it would be intuitive to combine it in the same line with magazine. One thing I absolutely love is damage type proportions under Status Chance. There is still some information missing that I'd like to have available via hover: beam length and projectile speed, where applicable. Also I wish Punch Through would be disabled or hard set to 0 on weapons where it does nothing.
  7. Always room for improvement on how DE puts information out, but there were news posts about it last week. https://www.warframe.com/news/tennocon-2024-digital-pack https://www.warframe.com/news/pax-east-highlights
  8. Thank you. The only two things I've found so far that are still working are Magnetized Discharge and Chesa Neutralize. So two disarms, although I don't think any of the ones that weren't working before have been enabled. I do have more to test. Anyway I'm going to wait on revisions for a few days at least, in case a hotfix fixes the bugfixes. Or, more likely, adds to them. I'm supercurious if any of the things that seemingly should work through Overguard but didn't have also been changed.
  9. That's odd. I looked at them both in the Market almost right after the update. Anyway I think you can contact support and ask for a refund.
  10. At least one of the ways to do this allowed a person to heavy attack without losing combo at all. i.e.,infinite 12x heavies.
  11. The picture doesn't show your active boosters. To see those, you can hover your cursor above the button immediately to the left of your credits in the "escape" screen. In case you didn't know already, boosters don't go into inventory. Instead they're activated as soon as you get them, and add to the timer of any you already have running.
  12. This is mostly correct except for the way a standing finisher is initiated. A melee attack won't initiate a standing finisher. Just like a Mercy or a stealth finisher, the context action key is required. The other correction is that normally the melee weapon doesn't have to be in hand, just slotted. Hex, just follow the instructions I gave up above. If you want to be absolutely sure you're not performing a stealth finisher, stand in front of the target. That depends on the weapon. Some have better stealth finishers than standing finishers. Some have better front finishers than back (non-stealth) and vice versa. It's the same with eligible stuns and blinds. I just verified Dizzying Rounds, Paralysis, Savage Silence, and Radial Blind all induce vulnerability to standing finishers, 100% reliably as long as the visual indicator shows up. Just like those from Rest or Sleep Arrow, they do have to be activated via the context key. Hopefully you'll be flattered to hear that this is such a great plan DE already implemented it!
  13. I think we've pinned down why they're not working for you! :P Seriously: sleep a valid target get into point blank range press context action button rejoice The only time I can think of where this is dodgy is when there is another interactable very near the enemy. Two specific security consoles in spy vaults come to mind.
  14. That's not my experience, especially not with sleeps. But I wouldn't expect standing finishers to work more than zero% of the time without using my context action key.
  15. I'm confused. Sleeped enemies are normally open to standing and stealth finishers, which are contextual actions like Mercy. Only difference with standing finishers is there is no "x" prompt, just the new "open to finisher" visual. Get close, hit "x" (or whatever your control is)... execute finisher. If you're talking about ground finishers--which are more finicky-- I don't understand the relevance of Sleep.
  16. The thing that bothers me about the Jackal patch notes is that it feels to me like it bugging out was the primary issue, not difficulty. They did address one aspect of this with Silence (Albeit in the most unsatisfactory way: by not allowing it to affect Jackal's ability use at all.) but if it still locks up from other causes, the fight is still going to be very frustrating.
  17. I don't know yet that it compares in power to some of these others. But Damage Decoy is, at the very least, super fun.
  18. Interesting. Stomp and Mag's augmented 3 and 4 CC aren't working through Overguard in the Sim. Loki's 4 didn't disarm through Overguard before, so that's not a surprise. Breach Surge also doesn't look like its blinding them anymore. There are bunch more to test, although I did notice that Mag's augmented 2 can still disarm them. You can hope. After all, I can't tell that there were any patch notes about it. And yet these ability CCs working through Overguard seem very clearly to be the original bugs.
  19. It would certainly behandy in situations where there isn't a convenient targetable enemy, especially for low range Loki builds.
  20. What melee weapon(s) are you using? I can't remember which offhand, but I know there are a few where this has been a longstanding issue. Just did a run with Endura, and the camera is working fine with it.
  21. I added notes about Loki's new Damage Decoy augment not allowing the targeting of OGs, and Titania drones being very good at drawing OG aggro. I'll have some more additions soon. @KitMeHarder Thank you for the explanations on Sunder. I planned on adding the note about scaling but decided I want to do some retesting first.
  22. I played around with this in the Sim, and Damage Decoy gives an additional function: targeted. If untargeted, it produces a Loki copy as before, and this has no special status spread. (I didn't test the damage component.) If targeted on an enemy, other enemies can aggro it, and if they hit it the status spread occurs. Like you, I expected the Loki Decoy to spread status too, but the augment description is actually pretty clear. "Decoy can be cast on enemies. Enemies who attack that Decoy receive 5 random status effects..."
  23. You should try support. But FYI, there is a warning in the subsume "type confirm" screen saying that any shards will be lost. If you ever got these back before, that would have been the (very weird) bug. I think so. Unfortunately a warning screen is what we've got for now. Maybe it's not as easy to fix as it seems like.
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