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Abysspurnyan

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Posts posted by Abysspurnyan

  1. Normally when you choose an energy colour for equinox, you need to take into account that whatever colour you choice affects which form you spawn in.
    Light hues mean day form, dark hues mean night form. However, for whatever reason the amount of colours that are considered light hue are very restricted.
    This makes it very hard to make yourself spawn in day form.

  2. Narvarr Prime's armor physics are kinda iffy in general no matter which frame.
    Either it floats weirdly or it clips through arms. It's the first time they're doing a cloth based armor,
    but this is an issue that has existed in the game for quite a while with other attachments than armor itself.
    Considering they want to experiment with cloth based armor attachments,
    this should incentivise them to overhaul how dangly bits interact with each other, syandanas and the warframe.

  3. Ever since assassins became scalable, the wolf has become a massive bullet sponge.
    He was already hard to deal with before this, but now he is a major pain in the ass to kill whether you have good weapons or not.
    In invasion defence missions you shouldn't even try as the waves just move on as normal, thus the mission ends before you'd manage to halve his health let alone kill him.

  4. Due to the Wolf of Saturn being invulnerable to most Warframe abilities, some abilities don't work well against him.
    In this case if you spawn Limbo's cataclysm on him, he becomes completely invulnerable to all damage unless you shoot at him from outside cataclysm.
    Which makes killing him with a totally oblivious Limbo completely impossible.

  5. They buffed quite some weapons, but the nerfs hurt.
    They basically nerfed all snipers except for the snipetron, which nobody cares about.
    I don't even get why they still bothered to nerf the arca plasmor,
    having rivens for dispo one weapons is already pretty useless.

  6. Ah, I literally just made a post about something similar (perhaps the same issue) to this concerning floods.

    Yesterday I ended up not getting kuva twice because of how clunky kuva siphons and floods work.
    Once I ended up in a flood, even though I was trying to join a siphon, didn't get any kuva.
    The other time I did a kuva flood after afking half an hour in the orbiter since the previous kuva flood.
    I didn't get any kuva even though floods should've reset already.
    I completely understood the first time, although it was matchmaking's fault, but not the 2nd time.

    Honestly that exploit fix feels like it was really rushed out without given much thought.
    Instead of not rewarding any kuva it should've just been halved if you had already done a flood that same hour.

  7. Yesterday during kuva farming with siphons and floods I encountered a bug with doing floods after each other.
    At some time during the day I ended up afking after a kuva flood till after the next hourly reset for floods.
    After extraction it turned out I didn't receive any kuva even though I should.

    My assumption is that if you do not enter another instance (relay, mission, capture, etc...) or relog during this time, kuva flood cooldown doesn't reset properly.
    It's quite possible that this has to do with the fix for the multiple kuva floods an hour exploit that got fixed not so long ago.

  8. Yeah, I assume it's that tile with the two stories on top of each other with that one strair spiralling in one of the corners.
    Happened to me once as well, it's still possible to pick up but it can take you like half an hour of trying.
    In my case it was the highest tier insignia and I wasn't gonna just give that up.

  9. Damage wise I think they're both fine, especially pets.
    What I do think that should be improved with pets is their survivability,
    which is pretty trash the moment you get to lvl 50-60 and gets worse as you move up in levels.
    Even pack leader is not a reliable way to keep them alive,
    as at a certain point they will get one shot whether you are slaughtering dozens with the blade or not.
    You could argue that these pets can be revived, however this feature brings us to another issue: 
    They don't have a state of invulnerability after being revived, they can get one shot straight after.
    It'd be wonderful if we didn't have to frantically punch an enemy or return several times in a row for a smeeta.

    Perhaps this would've been fine if their AI didn't suck balls.
    Sometimes they just stand their doing nothing else than take bullets.
    Other times they get so caught up in killing S#&$ that they forget to follow you
    and before you know it they're 500 meters away from you.

    This is not only a problem for pets but also other followers like syndicate associates, rescue targets, etc...
    Heck, DE should revamp the whole framework for followers, an AI overhaul that adds many options as well.
    Such as behaviour (aggressive, defensive, passive, ...), follow distance...
    There are many examples of games that have an excellent follower framework that they could get inspiration from.

  10. I'm surprised it took this long for people to discover that. While it is pretty fun, it's kind of getting annoying as the way to end up with this glitch is so ridiculously easy that it's totally viable to naturally encounter it (I know I have). It doesn't seem to affect exalted melee weapons.
     

    Also the method to achieve this, has been thrown on the forum already by other people.

  11. While the game itself is pretty optimised, the launcher itself is pretty bad.
    It's so terrible that my laptop overheats from the launcher more than the actual game itself.
    My general opinion is that they should rework how the launcher works and its performance.
    They should provide the option to update via steam, obviously keeping the capability for the launcher to update.
    Then all the launcher should do most of the time is just verify the version before launching the game, as most people use Steam for Warframe anyway.
     

  12. For the purposes of this double resource weekend, they have deactivated the buff on Orb Vallis.
    I expected something like this to happen because being able to get 8 resources while having an own resource booster without a smeeta buff is just a little too much.

    Granted they should've been clearer about this and let people know ingame that we weren't gonna get that buff there.
    They did let us know in advance but it seems like most people didn't catch that news.

  13. Yes I was the host, you can also see it in the top picture as I have no latency displayed. I reproduced this bug afterwards with a friend and it was consistent.
    This effect carried over to the next trip to Orb Vallis when solo, dying once resulted in the mission failing. Going back again once more resulted in normal deaths.

  14. I went to farm vega toroids as I had both a 3-day resource booster and a daily tribute drop chance booster running. Over the course of the mission I used up my revives and half of the team was at their last revive as well. I told them to extract, which they did, but at extraction I got presented with the mission failure sound and the red fx effect in the middle of the screen looping. I got none of the rewards, while the rest of the team was fine. Afterwards I went back on my own and had my abilities block out permanently and thus as most people do, I get myself killed so that I could clear that bug.
    The game immediately prompted me with mission failure even though I only died once. I tested this some more and it seems that this mission failure bug carries over once if you go into Orb Vallis solo. I probably won't have to hope to get that dozen o vega toroids back, but thought it'd be best to warn people not to use up all revives.Mission_failure_bug.png

  15. 25 minutes ago, AperoBeltaTwo said:

     From what I know, officially, that already existing UV you're talking about is exactly 3m radius. And it's not enough for anything. It has to be the same as max rank Vacuum, man. And work exactly the same. There's no point overengineering this thing. 

     This thread is about taking that existing warframe-based UV and increasing it's range to 12 meters we all used to (and adding a toggle off button in the menu for those who don't want it, even if nobody's gonna ever turn it off); while removing Vacuum mod from the game entirely (and not releasing Fetch at all).

    If it is exactly 3 meters, then that must mean it doesn't work properly. I've got over a thousand hours in this game and the biggest qualm I've had is how often I've had to literally walk over items because they don't get pulled towards my warframe at all. I assume this might just be because of old code and the amount of loot or enemies that makes this not work properly.
    Perhaps maybe the latency between you and the host?

    If it'd be working properly I would have never developed this annoyance to walking over every single item when I'm not using my sentinel, just to illustrate, this is 3 meters ingame between these two ayatan statues.

  16. Honestly if they ever add a universal passive vacuum, it should be no more than 2-3 meters. That would be enough to not have to literally walk over everything, but too small to pull items through walls in most cases. It seems not many know this but there is already a universal loot range for warframes, it's just that it's so small that it doesn't work all that well. In my suggested case it would just be a small quality of life change in case you don't have/use vacuum or the soonTM to be released fetch. You should also still be able to pass by energy/health orbs without picking them up if you pay some attention.

  17. 21 hours ago, GkarB5 said:

    You may wish to try equipping the buffed weapon mentioned in the Arbitration's description.

    I've been equipping the buffed weapon during several Arbitrations & found that killing those Arbitration drones with that particular weapon isn't very difficult (as long as you have the right mods equipped).  

    Also, I found that equipping the Helios (Prime) sentinel with the Detect Vulnerability mod really helps - especially if you've taken the time to complete the Codex entry for most of the enemy factions:  http://warframe.wikia.com/wiki/Detect_Vulnerability

    While these flat damage multipliers are nice, I don't think it should be necessary to use them. I mainly use the warframes and weapons if I can. I certainly won't make weapons (again) just for arbitrations. Ancients themselves don't buff each other and it seems only logical that a drone should get the same treatment considering its buff is flat invulnerability to damage and abilities. It'd just be fair for those drones not to receive a healer's buff. In small groups it doesn't make any difference, but if a few dozen of enemies get stuck in a hallway (as usual), it's just plain suicide.

    They nerf us, if we get overpowered, why not our enemies as well? 🤷‍♂️

    Unless helios will specifically target the drones with everything being invulnerable, it'd seem rather ineffective while also sacrificing a sentinel slot for nothing.

  18. 6 hours ago, trndr said:

    If by old cosmetics you mean the event badges, GTFO. Badges are to show you participated in an event, if you didn't participate, no badge.

    I've never done those events but I'd have to agree with that, I am however somewhat disappointed with the vitus emblem.
    The emblem is nice with all em particles, but I'd certainly want to see sekharas in the same fashion as the old ones from those events.
    Not just some flat logo every time. Although I guess that vitus emblem is pretty easy to get...

  19. Survival missions seem to be incredibly hard to stay in for long, in regular missions the capsules dropped by Lotus are barely enough to sustain life support.
    With arbitrations that is even worse, personal capsules rarely drop most of the time and make it impossible to sustain for much longer than 10 minutes.
    Suggested change would be to double or triple personal life support charges, that way you make killing as many enemies as possible a set goal to survive.
    That is if enough enemies actually spawn, which sometimes still tends to be a problem even in arbitrations.

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