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Xyngrr

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Posts posted by Xyngrr

  1. All three of the recent drops disappeared from my twitch inventory, even though I still had 3 hours left to claim Sevagoth on Twitch login.

    In other news, Twitch now blocks you from logging in on any browser other than Edge, Chrome, Mozilla or Firefox. Terminals logged in on other browsers function perfectly except for coded script blocks on browser check, spitting 'not using recommended browser', and attempting to login with them is also script blocked. Will report typo of 'mandated' written as 'recommended' to Twitch.

    Yes, these two facts are related. :/

  2. Accuracy is just hits scored / shots fired. For chuffing numbers, take a Vauban and regularly enjoy 1k thanks to your flechette grenades and even modest trigger control.

    Yep, Irony abounds. :)

  3. The order abilities are in doesn't change - I know that if I'm Vauban and his 2 is on Tether, one click gets me Flechettes. 3 more gets me back to Tethers. A quick glance is all it takes to know where I am, and from there it's muscle memory and knowledge of the set order they are arranged in regardless of what the graphics spin and whizz around.

    That said, I see rosette menus for this being a decent toggleable option for those that like them. I personally wouldn't use them, never really been a fan of them.

    Additionally, I'd like to see a very old method of multiple menus being accessible being implemented - press multi-power button, it remaps your 1-4 to the sub options for two seconds or so. Two button presses gets you any of the available options, and cancels automatically if you don't press the second key. The hold to cast stuff I personally find really cumbersome, moreso when there's animation lock all over the place.

  4. I was chatting in region a few days ago and came up with the idea that Chromas Effigy could be used as a flying leashed hunter killer.
    Instead of acting as a turret like it does now, when activated the effigy seeks out and attacks enemies within it's action radius around the player with both it's breath attack and a focused melee range version of it. When no enemies are present in that radius, it returns to hover around the player, periodically howling. This still consumes energy as it normally would.
    Holdcasting effigy when the ability is active targets a specific enemy for the effigy to attack, which it will do until either is dead. This costs extra energy.
    increased rank both adds range and a slight speed/damage buff.

  5. While as pets beasts are not over or under powered in direct comparison to Moa or Sentinels, Kubrow and Kavat have one significant disadvantage - they lack the extra slots for damage that are provided for on robotic weapons. This directly translates to 8 fewer slots to directly affect their attacks, and possibly more if you consider that in order to use damage mods they have to use their body slots, preventing them to be used for other things.

    I suggest that collars be moddable as if they were beast weapons, allowing us to add damage mods to them and the body slots to be used for utility,surviveability, and precept mods. This would also require additional collars to be obtainable ( aside from the prime one that's rare as hens teeth ).

    Additionally precept slots ( or beast 'exilus' slots ) on the pet itself would be good as well, and perhaps should be a universal addition to all pets. This is a secondary thing and would result in some power creep for companions as a whole but would open up more modding options for them.

    It seems a good time to suggest it as I remember mention on a devstream of kubrow and kavat being reworked.

     

    • Like 3
  6. I had to grind a bit but not much to make  my railjack. standard resources were a non-issue and it was the new resources that had no good volume source that took a bit of time. And it was a small bit, I was easily ready for the next step as soon as the last component was complete. For me, it was not a trek to the andes to commune with the gods to build, but I recognize that just seeing the numbers and time involved was enough to cause many newer folks to decline the attempt.

    The reduction in costs is a good thing, as is the refund of the resources consumed.
    I see it as an iterative step in unchoking the path to the larger vision of the game they are trying to construct.

    • Like 1
  7. All Good changes. there's a few that are highly dependent on if you put your finger on the scale as the numbers are adjusted ( status, armor,arcane cooldowns and values ) but overall it's looking like a strong positive change to the health of the game as a whole. It does strike right where some folks have been hoarding their plat so that's going to be a yelp issue however the effect in mission if the goods are as advertised will be a great improvement.

    I see two things worth commenting on beyond the blanket Kudos.
    1) Removal of self damage.
    I'm a proponent of having the choice to use weapons that present danger to the user if not handled with respect, and so am personally disappointed that option has been removed. It needed modification to enter wider circulation, not removal to accomodate the 'I'm a explosionproofs NINJA!' flawed paradigm. For self damage only being a few percent of the available options I can see that presented a potentially more volatile discussion ( heh ) because it would pin risk averse players between 'WANT BRAMMA' and 'WHY MOUSECLICK ON FEET KILL ME?!?' which is the issue that has come up everytime something cool has self damage attached to it.  I think there's a few threads to that effect around so won't labour it here further.
    I'm also a proponent of choosing in loadout to engage that risk having a meaningful but not overpowering reward making it a de facto mandatory for that choice.
    Oneshots are not fun ( especially self oneshots ), so something DID need to change with self damage, and the stagger system does present an inconvenience attached to AOE weapons however it turns a player error from poor trigger control into just a fleeting and easily modded out inconvenience. It removes a gameplay style option without replacing it with something servicing the same segment ( that being those desiring boon or consequence for skill or lack thereof ).
    The bit of extra damage on the affected weps is nice, and in addition have an honest Good job! on expanding the roster of weapons with side effects to other previously non-consequential weapons to change the class from Self damage to AOE. The reclassification does make some sense, but I stated my preferences above.
     

    2)Shield gate become universal, what happens to Hildryns passive and Haven team buffing?
    Shield gating becoming universal is very good, but it also directly nerfs both her passive and the benefits of using haven as a support skill. What are the plans to address this balance change? I understand she was the test case for the concept and she's handled it well, please keep in mind she will be losing a unique aspect and having a skill diminished when gating goes universal and compensate her accordingly.
    Also, I particularly noticed the " and weak spots " for enemy shield gating. Thanks for giving Banshee back some niche.

    Again, GOOD JOB on the changes.
    You've responded to many things that needed atttention, while the list is not all crossed off this is a darn fine start.
    Thanks for re-affirming we're on your team as you are on ours.

    • Like 1
  8. Friendship doors need to stay in the game for teamplay reasons.
    Regardless of how much you overvalue your time, feign ignorance or express disdain of teammate skill levels, and thumb your nose at even giving a passing nod to teamplay in a multiplayer game it still serves the design purpose of rallying some or all of the squad at a set point to promote that everyone gets some play. Multiplayer may be simply more then one pawn controlled by more than one person in a common environment at a digital level, however on a human level you are working with others doing the same for a common goal. If that's not what you want, change your gamemode or reach an accord with the other players by communicating with them.
    If you've chosen to bypass everything and leave your one-man-short team behind to clean up the now-high alert death squads while you lounge around at a locked door as your team dies, that's on you.
    Multi-input doors as operating as designed, requiring multiple people to open impedes traffic. Also sounds like the kind of thing you'd want in a secure facility, right? Maybe they should give two coded badges to the enemies in an area you have to find, or a badge and a remote terminal, or multiple remote terminals that form parts of a common hacking puzzle you need to connect to unlock the door... all kinds of interesting ways to get people doing things for a common goal. Someone mentioned workarounds allowing you to parkour pass the door which is also a good idea, so long as at the exit of the channel it unlocks the door for the rest of your team automatically so you can be the hero specialist helping your team complete the objective faster.

    • Like 1
  9. Just now, grindbert said:

    wait, you've been playing for a year and you're still mr8?

    you should probably consider quitting the game, it's gonna be 2254 until you get anywhere.

    Folks progress at their own pace, regardless of your douchy replies.

    To OP -
    As someone noted above, check youtube for a video iof it and practice at Simaris in the relays ( stairs on the right of his room ).
    GIven how downplayed stealth largely is in regular gameplay, it is not surprising it's not a well practiced concept. Don't worry, you'll get it. :satisfied:

    • Like 4
  10. The server does not host games, it hosts a couple databases. Account info, navigation node states ( the missions on them and such ), and other various databases. there is only so much room to be allocated to each account, thus the limits on riven, slot, and other things - it's to make the Database both more regimented and easier to manage and provide control over the amount of data that needs to be parsed and passed each time you access it. There's alot of us playing all the time, it's alot of data to throw around and would quickly spiral into spaghetti if it had no limits on structure.

    Just sounds like something blocked the database and the client hung waiting to send or recieve data from it. Backups, rollback, or other intense operation can cause it but so can vagaries in the data path between you and it. DE is pretty good about keeping it up all the time given how much we churn it..

    • Like 1
  11. This is what having a chat ban looks like - your comp tries to connect to the chat server which rejects it, so the client continues to try and connect.
    Check with support to see if you've taken a chat ban for some reason, they'll know how long it's for and let you know.
    I think the real bug here is that the chat system simply rejects your connection silently, instead of telling you when you login when your chat ban will be released and what it was for.

  12. This happens because your frame drops below 0 HP, and triggers bleedout. If your frame enters bleedout, it cancels your operator mode and forces you back into the frame ( bugs excepted, sometimes you can revive yourself but it's due to other factors ).
    The Quick Thinking applies and keeps your frame from going into bleed out, but it still cancels your operator mode as the trigger condition occurred.
    It's a design decision, otherwise when any frame using those mods looked close to dropping folks would just operator out and revive themselves which would result in failure of a mission due to running out of revives becoming incredibly rare. Losing has to stay an option.

  13. .. i just did. It's not a keyboard conflict, it's an internal control logic conflict.

    Press aim, then alt fire, then press altfire again. First altfire works, second and any subsequent do not until you release aim and it resets it's input stack.

    ...and for your benefit, aim is right mouse as default, altfire is rebound to x. No emulators, scripts, etc.

    EDIT

    Went back to double check and make sure after I posted this. Straight from the main KB, it works as it's supposed to. The issue is that my gaming mouse buttons seem to be abstracted as controller buttons instead of as a second KB. First time I've had them classed as such, so while annoying to find a new thing Warframe does differently it's good to know. Looks like my mouse is actually a controller emulating a KB contrary to the device registrations.

    So, the problem is that it's consuming a controller input and refusing further clicks when aimed, while direct KB keyboard input works as expected even when the bug is present on the controller channel.

  14. This still happens.

    After further testing, it *seems* that on touching down, the point being used to check height is being pushed beneath the floor as I noted above and then not being restested until there is a notable change. Looks like it broke in an efficiency pass to reduce tests.

    Additionally, only elevational or direct actor changes under the player trigger a retest allowing you to lift again. The plane you are stuck to stays constant even across mulitple coplanar geometry lines but only either the plane below her changing ( angles, object bounds, sometimes a decal ) or passing onto another tile causes it to re-test her height and restore your hovering point and the Aegis ability use.

  15. As title. Happens with every weapon I've tried it with.

    RIghtclick to ADS, press alt fire and you get the secondary fire of the weapon. Press alt fire again without releasing ADS, nothing. Seems to be consuming and then blocking the key instead of resetting on keyup.

  16. You plan has a flaw that makes it unserviceable.

    Larva ball of enemies, leave them and not kill. instant hostile unkillable army to hassle my team with.

    The replies are right in that you don't need stacks that early, though a nice team will sometimes leave your larva ball alone that's not the norm.
    Personally, I use it to collect every enemy within 70m  for my team to dispatch with ease. I'll get stack soon enough if the mission last that long, and i nthe meantime it concentrates the hostiles in one easy to spam spot. This is especially nice with a farm frame as you force the entire room into an easy to loot 5mx5m flower patch.

  17. 1: Make her Balefire Charger (1) turn on automatically when you cast Aegis Storm (4)
    I'd have to disagree on this. You think it's clunky, but it sounds as if you're also not using her Balefires while walking around. For me, I use them onfoot frequently swapping between a primary weapon and the Exalted rockets, and now even moreso with the augment. Further, while in Aegis I also toggle them on and off depending on whether I'm letting someone like hydroid farm and such or going into full on kill mode. When entering Aegis with Balefires off it defaults to your last held weapon meaning you can run a perrin primary and still get the syndicate proc from it until you activate balefires, whereas if you use then dismiss Balefires you default to your secondary weapon allowing you to use a perrin in your secondary and still get the shield procs whenever your Balefires are deactivated. Both can be useful, and allow you a way to passively refresh your shields while not doing damage but simply from your teams affinity share. Having it turn on automatically would kill the ability to use a penta, grinlok, or any other syndicate proc primary weapon in this fashion and also would force a toggling of it to remain passive for secondaries otherwise. It removes options while only saving time if you're not already using Balefires, which is a net downgrade.

    2: Let Hildryn use Pillage (2) to cancel Aegis Storm (4)
    This is an interesting idea. While I would be annoyed by fat fingering myself out of Aegis it could be useful and otherwise does not negatively impact her skills.
    Personally, I would also be in favour of allowing her to use her 2 while in Aegis without the shielding return component - it would just debuff the enemy and cleanse status for Hildryn and friendlies.  Another idea for her Pillage would be having it's shield return value applied as damage to any Aegis suspended targets while providing no shield return to Hildryn herself so it could be used to burst down larger groups more quickly by turning the strength of their affected comrades against them. I like the idea, but it seems like it would be OP.

    " Between that and the rampant Toxin damage, she's really quite useless against the Infested. "
    If you can't stay in overshields then stay out of reach. Both options are quite easily maintained depending on your build choices.  I've been annoyed at folks saying she's weak against infested since she was introduced when it's frankly false.

  18. @Shelneroth Rightmouse on PC is by default Aim Down Scope when using a weapon. * Just tested this - no longer works reliably for entering a held block stance though.

    You can still combo a blockstance attack by holding down your quick melee button and then holding right mouse to block or vice versa, or the more reliable blocking is to hold weaponswap to enter full melee mode - your melee weapon will have a flash on the handle area when it switches to full mode. then rightmouse will manually block.

  19. As noted above, you can block by holding weaponswap key.
    you can also 'quickblock' by hitting the melee key, then holding down rightmouse during the melee swing before it switches back which locks you into the block stance. It's a pain to get used to, but can get your EM sheild up for short bursts pretty easily with practice.
    That said, the larger problem is allies running away because they see a line connecting us and they freak out and run outside range as they don;t know what it does... and it looks alot like the more common Magus Lockdown. Heh.

     

  20. Self-damage is a skill check on it's face, a teamplay check secondarily, and a luck check only peripherally.

    If you treat the explosive weapon in your hands like it can actually kill you and remain aware of both your team and the enemy they work just fine.
    If you ignore your team, you'll likely have the issue with friendlies jumping infront and through you as someone mentioned above. Yes, it really does look like some folks enjoy trying to time their shotblock just to kill you, because it happens WAY too often to be randon chance.
    Sometimes, an enemy will use an AOE or other mechanic that detonates your projectile midair. it's a risk you take when you equip the weapon, but choosing NOT to shoot when an enemy that commonly does this is present is also part of skill and awareness. Sometimes you just get unlucky though.

    There is quite a nice list of explosive non-self damage weapon available for those that want the BOOM without the bust, the AOE without the OW!!OE.The mechanic should stay in for those willing to engage it so I support DE leaving it in, and it's nice to see touches of it here and there still being implemented. It looks like the Bramma in particular may offer enough BOOM that it's a good balance to the risk, which has been kinda nerfed or designed out of the other weapons to avoid them becoming go-to OP.
    Honestly, maybe a meta that required awareness and trigger control isn't such a bad thing. :devil:

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