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Mic.ph

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Posts posted by Mic.ph

  1. "The Holy War Within"

    byqiT8E.jpeg

    Cast (PC)
    Andromenaught as Shoulder Angel
    RoundDemonBear as Shoulder Devil
    Mic.ph as Meditating Monk

    Location: The War Within Choice Scene

    Screenshot in-game as is (graphics settings mostly in low), cropped elsewhere (no other edits).

    Aside: Looks + Bonus Test Shots

    Spoiler

    d9YptMQ.png

    GrehUjU.jpeg

     

    ✌️

    • Like 1
  2. 13 hours ago, JaThu015 said:
    • TYPE: In-Game, Visual/Texture, Companions.
    • DESCRIPTION: Helminth Charger's size increases a lot if you exit and re-enter the Railjack during a mission.
    • VISUAL: https://imgur.com/a/7MXY9oa
    • REPRODUCTION: Equip the Helminth Charger as a companion, different loadouts and missions didn't make a difference for me. Only ocurred while playing Solo, haven't tried on Multiplayer.
    • EXPECTED RESULT: Helminth maintains regular size.
    • OBSERVED RESULT: Helminth size increases.
    • REPRODUCTION RATE: 100% of the 5-6 times I've tried.
       
    • ADDITIONAL INFO

    • SISTEM SPECS: Ryzen 5 3600, Radeon RX 580, 16 GB Ram
    • GRAPHICS SETTINGS: Preset HIGH, without motion blur
    • MISC: Kubrows don't suffer from this bug; Not sure about the hitbox but looks like it increases accordingly.

    Yep. [Giant/Tiny Space Doggo] 😂
    Also in multiplayer.

  3. Hey, DE!

    About the new Crew UI's Lich: may I suggest to at least show each lich's abilities? Simply for players to choose the lich they want as a crew.

    Right now, when selecting a lich as a crew:

    • Players wouldn't know what the lich abilities are, just the weapon.
    • Also, liches without ephemeras don't have any hints.
    • And for those liches with ephemeras, some players may not be very familiar with it yet (new players) or they simply forgot (returning players).

    Attaching a photo with the proposed lich abilities placement.

    3JhSrWo.png

     

    ✌️

    • Like 1
  4. Hey, DE!

    First impressions about the Plexus Mod UI: generally I like it!

    Keeping Railjack modding aligned with the "signature Warframe modding system" is nice, a short learning curve. Though personally, I feel kinda numb neutral about the forma grind requirement. But overall, a step to become more consistent is a good thing. Keep this up please! 👍

     

    And about the Plexus mod capacity display: since it only affects the Integrated mods anyway, may I suggest to simply hide it when Battle or Tactical tab is active to avoid confusion. Like you've said: simplify.

    • For Integrated, showing the capacity just makes sense since it's the "signature" modding system.
    • But for Battle and Tactical, no point to show it because it doesn't affect the capacity anyway, it comes down to whether the user has enough Endo to max rank a Battle or Tactical mod to its full potential. Showing the capacity in Battle or Tactical just confuses users in general.
    • Also, a higher contrast for the "active icon tab" would be nice, or generally just make it more obvious (like my feedback about the active navigation tab).

    KJo0S9U.png

     

    Lastly, about the Tactical slot polarity: may I suggest to simply remove the Tactical slots' polarity restrictions.

    Slot polarity restriction is fine and makes sense in Battle (even with the "spam limiter"), but not in Tactical with long cooldowns. For example:

    • Tactical before: we can choose to have both [Void Cloak] and [Battle Forge] at the same time.
    • Tactical now: we are forced to choose only one between the two.

    What if someone wants to be more defensive? Or be more offensive? Or better, be more "Super"?!

    Just let us choose our own tactics. That's it.

     

    ✌️

    • Like 3
  5. On 2020-06-30 at 7:15 PM, AZZEL said:

    That's strange because other sigils on the Operator work.

    +1 to always show Bloodshed Sigil on the operator in profile, just like other sigils/ephemeras

    • Observed:
      • From personal point of view, bloodshed sigil is not shown on the operator by default.
        • While in Arsenal, switching loadout then viewing profile again shows bloodshed sigil on the operator.
        • While in Navigation, switching loadout then viewing profile again doesn't show bloodshed sigil on the operator.
      • From other players' point of view, no idea if bloodshed sigil on the operator (or even on the warframe) is shown or not  other players see bloodshed sigil on the warframe by default but not on the operator.
      • TL;DR: bloodshed sigil visibility on the operator is inconsistent in profile view.
    • Expected: In Profile View, equipped bloodshed sigil on the warframe or operator should be shown by default to all players. Like other sigils and ephemeras. On the warframe or on the operator. Consistency.

    ✌️

    P.S. At the very least, please consistently show bloodshed sigil in the profile... given that it won't be shown on the warframe or operator in hubs with no foes, since nobody can attack you to trigger it. LOL.

    :facepalm:

  6. 3 minutes ago, NinjaZeku said:

    Click on it, to (turn it red and) toggle it active, same for Mind Sprint and whatever else you have unbound.

    (You're gonna need a bigger boat Pool for that, mind you.)

    That's it! LMAO.

    When I made this post, I was recalling using void dash with other schools active,
    but more likely Zenurik was still active in the loadout and I just didn't notice it. My bad. xD

    Thanks, @NinjaZeku!!

  7. On 2019-09-23 at 2:18 AM, NinjaZeku said:

    Just checking, did you activate the Void Flow node in all those other Schools?

    What do you mean by "activate the void flow node in other schools?"

    If you're asking if it is unbound, then yes, void flow is unbound as mentioned in the post title and content.

    MjBkrz1.png

    Also,

    On 2019-09-23 at 1:52 AM, Mic.ph said:

    I'm usually using Zenurik, and I noticed the bug just now after I switched.
    It was working fine before, though I'm not sure after which update the bug started happening. FYI.

    Cheers!

  8. Active Focus School: Unbound Void Flow
    Zenurik    : working
    Vazarin    : not working
    Unairu     : not working
    Madurai   : not working
    Naramon : not working

    I'm usually using Zenurik, and I noticed the bug just now after I switched.
    It was working fine before, though I'm not sure after which update the bug started happening. FYI.

    Also, didn't test the other unbound abilities. Please check 'em too just in case.

    Cheers!

  9. After casting Gauss' Thermal Sunder, Corvas became invisible. Shooting it still works though, just a visual bug. Didn't test other archguns. FYI.

    Update (Corvas): Turns invisible after casting any of Gauss' abilities.
    Update (Cygnas): Didn't turn invisible.

    RlwMN2b.png

  10. TL;DR.
    1. Remove "Melee with Fire Button Input" from the options menu.
    2. Add "Hold [Switch Weapon Key] to equip and lock Melee."
    3. Update "Press [Switch Weapon Key] to switch between Primary and Secondary, or unlock Melee and equip last ranged weapon used."
    4. While Melee is Locked: apply "Melee with Fire Button Input" by default, and replace "Aim/Aim Glide" with "Manual Block/Melee Glide," and disable "Auto-block."
    5. While Melee is Unlocked: remove "Melee with Fire Button Input," and replace "Manual Block/Melee Glide" with "Aim/Aim Glide," and enable "Auto-block."

    As I play more with Melee Phase 1 changes, I still like it overall... except when my intended melee strike becomes an aim or a shot. Again and again. F.

    Happens either: when executing different melee combos consecutively, or while wanting to do a melee attack after a jump or glide; both while "Melee with Fire Button Input" is on. It's more consistent than the weapon switching after the update. LOL.

    One weapon switching issue mentioned in my initial feedback is partly caused by "Melee with Fire Button Input." And yes, it can be hotfixed, but if I may suggest to simply remove it as a toggle option. Removing the toggle option will not just reduce the complexity of the system, but will also make the "gun-melee" mechanics consistent to all players (e.g. For gun-melee play, we have to use only "E" for melee).

    And for us who prefer to set "Fire Button or Left Mouse Button" as melee attack prior to Melee Phase 1, why not just give us an option to lock our melee weapon and auto-apply "Melee with Fire Button Input" there instead? And while melee is locked, replace "aim/aim glide" with "manual block/melee glide." Adding an option to lock melee will not only remove the "oops aim/shoot" during melee combat and break our flow, but will also give players freedom to switch to gun-melee or full melee play on the fly (e.g For full melee play and use Fire Button as Melee, we have to lock melee - no more unequip Primary and Secondary required, and "E" remains as is).

    About auto-block and manual block: sometimes we just want to get hit for that Rage and Hunter Adrenaline. Really. Oof.

    IMO,
     - recognizing the difference between gun-melee and full melee play styles,
     - and emphasizing their differences through default controls for each style, 
     - then providing the option to switch between the two anytime
    will make the new melee system more accessible, more clear, and more simple for all types of players.

    Plus no other changes required to the rest of Melee Phase 1 (maybe except making weapon switching more consistent in relation to power cells, datamass, mining, scanning, tranq, etc. - a QA pass about this would be nice. LOL.)

     

    Cheers!

    • Like 2
  11. Overall, I'm liking the Melee Phase 1 changes, though it would be nice to have a consistent weapon switching while scanning/mining/tranq or during excavation missions or elsewhere. Also, melee block combo and auto-block still feels weird (I prefer manual blocking).

    Here's a suggestion:

    Bring back "Hold Switch Weapon key to equip melee" function, and change it to "Hold Switch Weapon key to equip and lock melee" instead.
    Also change Switch Weapon to "Press Switch Weapon key to switch between Primary and Secondary, and unlock melee."
    So, while melee is locked... manual blocking! While melee is unlocked, auto-blocking!
    No other changes required to blocking-related mods or elsewhere.
    It's same as the old function that players are used to, but now, just add lock/unlock melee and keep the new melee changes. Win-win.

    For players like me using "Melee with Fire Button Input", sometimes we just want to go full melee without gunfire interrupting our flow...
    ...like while immersed in melee, we want to do a slam attack (instinctively Left Mouse Button) after aim glide, but we shot a gun instead. F.

    Also, the melee block combo is a constant hit or miss for us who prefers to start all melee combos with the LMB - we either execute it or we suddenly aim and shoot (given Berserker is equipped, and player prefers changing up combos in the heat of combat and not just spam block combo). The consistent way for us to execute block combos is to always start using the keyboard (E), then hold aim (RMB) and press E/LMB etc., but kills the "Melee with Fire Button Input" vibe. So, if we'll have an option to lock melee that enables manual blocking in addition to the new melee changes with auto-blocking, players can freely choose how they want to execute melee block combos anytime - old school or new school.

    (Aside: I like DMC, but I'm a PC player who prefers a keyboard-mouse controls.
    Been wanting a DMC-ish PC game ever since, so Warframe appealed to me after Rakion and Firefall. Haven't tried DMC5 on Steam yet.)

    At the moment, uninterrupted melee play is only possible if no primary and secondary weapons are equipped.
    But sometimes, full melee players want to have a gun/bow ready when they feel like using it too.
    So I think allowing us to lock or unlock melee on the fly will cater to "full melee players", "DMC-ish players", and the "players in-between." (I'm on "In-between")

    That's it. Cheers!

  12. Here's the "broken flow":
     - Pick up a Power Cell while the Secondary is the active weapon ("Melee with Fire Button Input" on).
     - After putting the cell in the excavator, the Primary becomes the active weapon.
     - Expectation: the Secondary remains and should be the active weapon.

    Notes:
     - Happens only if you are playing public and you're not a host, and applies to Melee too. No forced switching when the Primary is the initial active weapon.
     - No bug if you are the public host or playing solo.

    I don't remember if this was the case too before the Melee Flow update, would be nice to make the weapon switching consistent.


    And, just a personal request, bring back the "Hold the Switch Weapon key to equip melee" function please?
    I'm liking the DMC-ish melee changes, but sometimes I just want to switch to my melee weapon without swinging it...
    ...like, during a survival mission and Nekros just wants to hold that Tatsu and feel stylish while his shadows do the killing. LOL.

    Or even better, bring it back and change to "Hold Switch Weapon key to equip and lock melee" instead?
    Then "Press Switch Weapon key to switch between Primary and Secondary, and unlock melee."
    Also, auto-block still feels weird (I prefer manual blocking). So, while melee is locked... manual blocking! While melee is unlocked, auto-blocking!
    No other changes required to blocking-related mods or elsewhere.
    It's same as the old function that players are used to, but now, just add lock/unlock melee and keep the new melee changes. Win-win.

    For players like me using "Melee with Fire Button Input", sometimes we just want to go full melee without gunfire interrupting our flow...
    ...like while immersed in melee, we want to do a slam attack (instinctively Left Mouse Button) after aim glide, but we shot a gun instead. F.

    Also, the melee block combo is a constant hit or miss for us who prefers to start all melee combos with the LMB - we either execute it or we suddenly aim and shoot (given Berserker is equipped, and player prefers changing up combos in the heat of combat and not just spam block combo). The consistent way for us to execute block combos is to always start using the keyboard (E), then hold aim (RMB) and press E/LMB etc., but kills the "Melee with Fire Button Input" vibe. So, if we'll have an option to lock melee that enables manual blocking in addition to the new melee changes with auto-blocking, players can freely choose how they want to execute melee block combos anytime - old school or new school.

    (Aside: I like DMC, but I'm a PC player who prefers a keyboard-mouse controls.
    Been wanting a DMC-ish PC game ever since, so Warframe appealed to me after Rakion and Firefall. Haven't tried DMC5 on Steam yet.)

    At the moment, uninterrupted melee play is only possible if no primary and secondary weapons are equipped.
    But sometimes, full melee players want to have a gun/bow ready when they feel like using it too.
    So I think allowing us to lock or unlock melee on the fly will cater to "full melee players", "DMC-ish players", and the "players in-between." (I'm on "In-between")

    That's it. Hope this helps.

    Cheers!
     

  13. TLDR; Zoom then scan doesn't work anymore, scan without zoom works.

    During a mission, I couldn't scan my target so I thought synthesis scanner is broken. While trying to scan for the Nth time, I was able to scan the target once without knowing how it worked. So I tried scanning a few more times, then just killed the scanning target out of frustration, and tested both scanners properly before extracting. Findings: synthesis/codex scan doesn't work if we zoom in first (RMB, then LMB), but scan works if we don't zoom (LMB only).

    If muscle memory serves correctly, before the Melee Flow update, we can scan any target with or without zooming in first, right? LOL.

    P.S.
    Cannot get rid of the scanner after a quick melee attack (scanner can be deactivated if we don't do a quick melee attack).
    Only a melee weapon is equipped when the bug happened ( "Melee with Fire Weapon Input" is also active).
     

  14. Recorded using Windows 10 Game DVR (Windows key + G). Trimmed using Windows 10 Photos.

    P.S. If I'll win (I wish), here's a "trophy-like" base idea: pillar + roots + lamp post + stairs (as seen in the video thumbnail's expert perspective drawing). LOL. 
    Just saying. Still up to the artist. 😄

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