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Lokidus_Prime

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Posts posted by Lokidus_Prime

    • TYPE: In-Game; Railjack
    • DESCRIPTION: AI Crewmate Gunners not leaving the turrets when commanded to switch roles
    • REPRODUCTION: unknown. I was running solo missions back to back on Neptune and had noticed it after clearing the Ice Mines and scanning + destroying fighters in archwing
    • EXPECTED RESULT: Crewmate exits turret and assumes newly assigned role
    • OBSERVED RESULT: Crewmate acknowledges role change, but does not leave turret and continues to shoot.  Crewmates left the turrets after completing the objective inside the capital ship, but got stuck in the turrets again when role was switched back to gunner then changed to something else.
    • REPRODUCTION RATE: Unsure, only had it happen within that one mission so far.  Will update with addition info if it happens again.
    • TYPE: In-Game
    • DESCRIPTION: Unable to exit mission rewards screen after loading into another Railjack mission directly after completing one
    • REPRODUCTION: Seems to happen after completing Defense mission types - had it happen today both on Pluto and Veil, as well as Neptune (though can't remember if it was the Defense node or not).  Happens in both solo and in groups (observed as client, but host had the bug too).
    • EXPECTED RESULT: able to exit out of the mission rewards screen normally after new mission starts
    • OBSERVED RESULT: cant exit the mission rewards screen, unstuck does not work, requires Alt+F4 or Host Migration to fix
    • REPRODUCTION RATE: 75% of the time for me. The one on Venus didn't seem to have this problem, but I also finished it right after yesterday's hotfix dropped mid-mission, so not sure if that affected anything.
    • Like 1
  1. -Piloting 7: necramech speed +10% - feel like should be merged in with r8's upgrade (+20% archwing speed), and we get something new for r7.  Necramech speed +10% is pretty underwhelming as an upgrade on its own.

    -Gunnery 5: necramech gun damage increase- I assume this is meant to be archguns as that's what necramechs use, and as such I assume this would benefit use in necramechs, archwings, and heavy weapon deployment? If it doesn't, then it sure as heck should.  Also I assume that the Artillery Cannon going to be available for use any time regardless of intrinsic rank now? (i forgot to test this prior to respecing my intrinsics)

    -Gunnery 10: lock on + added heat cost - permanent "upgrades" should not have negative side-effects - personally i wouldn't mind if this entire upgrade was changed to something completely different as I dont find the lock on all that useful and even interruptive at times, especially with certain weapons that require you to lead shots more.  And I get wanting players to test Flush Heat Sinks out, but no, having this r9 ability does not justify having a negative effect on a r10 ability.

    -Engineering 2: 50% reduction for air support cooldown - nice, if more air support types were worth using - most of them are in some serious need of buffs/changes.

    • Like 6
  2. Command Intrinsic is pretty solid as it is currently. I was pleasantly surprised with how well it functions and I'm happy that it sufficiently does the fundamentals of what I hoped it would do.  That said,  some additions / tweaks could really make it shine even more.

     

    • Pilots / Gunners should be able to target the exterior objectives (radiators, security nodes)
    • I think this was previously stated that in a future update the crew can earn affinity for themselves which gets converted into competency points that you can then spend to train them.  Really hope this does make it in and that we can get some additional functionality for our AI crews in place of the ranks that currently give a competency point to spend.
    • On-Call should allow the summoned crewmate to persist in the mission until it ends or crewmate dies, like specters do.

     

    Additional functionality would be gaining the ability to give more specific commands and behaviors to the crew:

    • command Engineer  to craft things in the forge, which seeing the payloads in tactical menu would be useful for and would also be a good addition
       
    • command Pilot to hold position - pilot will sit idle until slingshot, artillery cannon is fired, or 60s pass.  this will allow for a window in which the player to make use of the slingshot or artillery cannons without the pilot taking off in random directions after you line up the railjack.   They could additionally have behaviors to prioritize aiming  towards crewships and/or artillery targets when a player is manning the artillery cannon or in the slingshot.
       
    • command a crew member to man the artillery cannon - see marking system details below for an idea as to how they could use it
       
    • commands via marking system idea: host players piloting, gunning, or in archwing can mark fighters, crewships, compatible objects, and objective markers.  Once mark is placed, player will be prompted to select a gunner, crew manning the artillery cannon, or none. Crew will respond based upon their current assigned roles. Marks will last until target is destroyed/disabled, or destination has been reached if mark is not an enemy/is destructible.
       
      • marked fighters, crewships, compatible objects:  gunner will prioritize those targets and use munitions against them if selected for mark.  crew on the cannon will fire at target if selected for mark.  Pilot will aim and move railjack towards target regardless of who the mark is assigned to.
         
      • marked objectives (yellow / white): pilot will move towards those markers. mark will disappear once within roughly 1500m

     

    Crew liches have a few things that need to be changed to make them more viable, as presently they really aren't worth using over regular crew:

    • need to be customizable, even if its weapons only with the same limitations as the regular crewmates.  Tho being able to give them kuva weapons that you've collected could be cool too
    • need to be summonable with "On-Call".  
    • Need to be able to assign them roles like regular crew.  Them being defensive only makes them not very useful when regular crew can deal just as much damage if not more with player weapons, and help with managing the ship.
    • not really a necessity, but it would be nice if Liches got their own dialogue like the non-lich crew instead of only screaming angrily every now and then.  Bonus points if they also have lines based on their quirks, if they have any (would be hilarious to have a lich with a fear of space travel on my crew and have them actually reflect that)
    • Like 2
  3. Tecchhniicaalllllyyy. We already can.
    20200430073326_1.jpg

    (I did some shenaniganry to do this and it disappeared soon as I went on a railjack mission, and did not reappear once I finished it and went back to the railjack from my orbiter.  I don't know if it's permanently lost or if it's just in the abyss and needs my orbiter decorations reset to get it back, which I didn't want to do.  Basically, don't do this with something you'd care about losing)

    In all seriousness, it could be interesting if we were able to properly decorate our railjacks.  In some of the quests, we get put into a duplicate version of our orbiter minus all of it's decorations.  They could potentially do this for the railjack - decorate the non-mission one, while the mission one stays empty, which would avoid the issue of having massive loadtimes due to insane amounts of decorations during a mission/free roam.

    • Like 1
  4. Boundary Traps - has no description but is assumed to function like the Kill Traps that terminate the run on contact.   Traps get disabled after being touched once during a run, even when touched by players that are in the session but not actively running the course.  Shield Gating and its invulnerability period works on these traps, effectively rendering them almost useless, as players can easily bypass these boundary traps if running with anything but Inaros/Nidus.  Placing multiple of these traps in close proximity to each other is a nightmare as they don't get highlighted when your cursor is over them, do not turn red when they are in spots they can't be placed, can't clip into each other very much, and is difficult to see the edges of this object.

    Kill Traps - Shield Gating also works on these.  Scaling the size of this trap will also make it no longer work most of the time when a player touches it.

    Laser Traps - Shield Gating also works on these.  Also seems to work inconsistently against health if the player has higher amounts of hp, as sometimes it 1-shots health, and sometimes it takes 2 hits.  This object also does not highlight when your cursor is over it in decoration mode.

    At the very least, Shield Gating needs to not work against these traps because it defeats the purpose of having them in the first place.

  5. I just noticed this earlier when I was trying to use a specific item from my gearwheel where it wasn't letting me scroll past the 12th slot mid-mission.  Once I had extracted, I checked the gear wheel in my arsenal and everything past the 12th slot had been completely wiped.  So I tried to re-add the stuff that was missing, but after adding in one item it no longer has the option to add any more, and adding a 13th item removed the item in my 9th slot.  Removing the item in the 13th slot resulted in losing that slot entirely.

  6. At the very least, i think we could get Kubrodon, Stover, and Horrasque skins for Kubrows, and Vermink skins for Kavats - since their rigs/animations looks to be very similar, if not identical to our current companions.  The Business could sell em for tags, similar to how Master Teasonai sells the feral pet skins in Cetus.

    Having some of the other animal types would be amazing to have if they could just wander your ship, like the Bolarolas.  Though, just being able to get caged ones like you can with Cetus animals would be okay too.

  7. 7 hours ago, zhellon said:

    Well, now there is an invulnerable teleport that makes the decoy invulnerable for 15 seconds, and a tactic where you just hide the decoy out of range of enemy fire and it will still break the AI mobs, because the generation of aggression passes through the walls.

    And it has a shieldgate now.

    Yes, Safe-Guard switch is a massive help in that regard (i need to start using that augment more lol), and the shield gating does help too. 

    4 hours ago, (PS4)Captain_Bonecold said:

    Loki is outdated. A rework is needed. 

    Welp.  The same copy-pasted phrase that was used in several other posts tells me that you probably didn't even bother to read, but ok.

    • Like 4
  8. On 2020-04-14 at 8:00 PM, (PS4)Captain_Bonecold said:

    Loki outdated. Having Invisibility as a drain offers Loki a way to stay hidden. Loki default passive outdated. Adding 25 health and shields help loki. Loki outdated. Loki switch teleport ability was rarely used and still is rarely used. 

    1.  I actually 100% prefer Loki's time-based invis vs. Ivara's drain.  Recasting invis isn't really an issue since a) if you're in a bad spot and you're invis is about to wear off, you can disarm everything in the area and recast invis while everything's still staggered from said disarm or b) just recast invis in the air/aim-gliding, because, ya know, you're harder to hit while moving.

    2. While his passive is generally a little lackluster compared to others, I have found uses for it here and there outside of the odd riven challenge or two - typically when wanting to create my own little sniping spots for one reason or another (some variety from being a beyblade all the time is nice)

    3.  Adding 25 more base health/shields will not do much - especially when you should be generally avoiding damage anyway.

    4. switch teleport, while a more niche ability, still very much has its uses.  Can't tell you how many times I've switch TP'd someone or myself to get unstuck from something when /unstuck didnt work, or something like an Ambulas getting stuck in weird spots where you couldn't hack them, or hacked drones in PoE, or using it to TP enemies off consoles for things like alarms/lockdown or intercepts.  Back before operators + void mode was the safest strategy to revive someone, I'd use switch TP on someone in bleedout to move em to a safer spot to revive.  Or on that one random dude who just sits right outside of extraction for no reason while everyone else is waiting. It's also something I actually use for my thrall hunts for kuva liches, as when the lich spawns i'll TP enemies to the lich or vice versa to get more enemies converted into thralls.  And of course there's using switch TP as a means of transportation when using it to swap with your decoy/enemies/allies (tho they might not like it lol)... It's a versatile (tho finicky) ability, you just have to recognize good opportunities to use it.

    All that said, it doesn't mean Loki's perfect by any means, just that he is still fine at what he does.  I do agree that at the very least, it would be nice if the decoy could get some tweaks so that it doesn't die near instantly from getting breathed on in higher levels, so it can be more effectively used as a distraction. 

    It's also worth saying that just because there might be other frames that can do something better or "it's easier to just go and kill it instead", doesn't mean that it isn't an effective strategy.  Sometimes people like using the path of least resistance and/or something where they can just turn their brains off and just go slaughter a bunch of things, which aren't bad things by any means, but it can be fun to also try to mix things up and take different approaches to things which can lead to some, imo, fun and creative tactics - which past all the trickster god stuff, being tactical is basically Loki in a nutshell.

    • Like 3
  9. This - an avionic that scans things that are destroyed with the Railjack's turrets is probably the easiest solution..  Trying to scan things in Railjack is a pain with the regular codex/synthesis scanner, and arguably worse with Astral Autopsy relying on Archmelee.  With the sentient fighters in particular, even with the slow from Amesha's 3 they are still quite difficult to scan.  The Gyrix (or whatever the heck the spiral spinny one is called) in particular is the most difficult because it seems that only the small center pieceof the fighter registers as scannable.  The Ionyx wasn't as bad, and the only semi-reliable way that I've found to scan the Splinters (which don't seem to have a codex entry despite also dropping avionics) is to park the railjack somewhere inside the murex and hope one gets stuck long enough for you to get out there and scan it. 

  10. I have a friend who was doing The War Within for the first time and her quest bugged out pretty badly.  At the verryyy end where it just says 'THE WAR WITHIN' on the screen and shows your alignment, she clicked the Continue button - the only thing she could click.  However, instead of completing it took her back to the cutscene where your operator loses your warframe in the Kuva Fortress and Ordis starts purging the ship, and now she is stuck having to basically redo the entire quest. 

  11. 4 hours ago, CuChulainnWD said:

    I had sound completely cut out on an SS ground mission. I tried unplugging my head set, then toggling the sound settings outside of the game. When that did not work, I tried the options sound menu and reset my headset to default then back to the actual headset toggle. Maybe that will help. Maybe it is something @[DE]George can have a look at.

    I had this exact thing happen to me yesterday as well - all game sound just completely cut out in the middle of a SS ground mission.  Didn't quite mess with all the things that you did, but it didn't start working again for me until I eventually restarted the game.

    • TYPE: In-Game, during Murex Space Mission
    • DESCRIPTION: Grineer Crewships will shoot their bubbles at and heal Sentient Fighters/Splinters
    • VISUAL: Don't have anything to show it
    • REPRODUCTION: Unsure, but try damaging sentient fighters near crewships and observe what they fire their healing bubbles at
    • EXPECTED RESULT: Crewships only shoot healing bubbles at their allies and not an enemy faction.
    • OBSERVED RESULT: Crewships deliberately shooting their heal bubbles at Sentient fighters, have seen Fighters/Splinters being healed by it
    • REPRODUCTION RATE: Unsure, I haven't gone out of my way to check, but I've seen this behavior in about a third of my space missions
  12. So, I was just running some space missions with some friends.  The first 2 missions went relatively smoothly, and then everything just went to hell afterwards.  We started the 3rd mission, but one person was still stuck in the flotilla while everyone else was in an infinite RJ void tunnel until the person stuck in the flotilla left the squad.  She was able to rejoin, but ended up disconnecting 3 murex into the mission.  Then one of the remaining people in the squad somehow accidentally aborted the mission after dropping his Oplink in the 4th Murex, and then we immediately stop receiving kill codes, and enemies weren't showing up for me anymore.  I was running Limbo, and as there were no enemies around, I let my cataclyst down to see if any enemies would show up, and nope there was nothing.  However, the friend who aborted was in the flotilla and saw that for my space squad the Oplinks were in a critical state, despite them being full hp with no enemies around on my end.  So i immediately threw my cataclysm back up, and figured there was something weird going on as other people in the flotilla chat were reporting that they too were not getting kill codes, and because of that me and the last remaining squad member decided to return to the flotilla.  Upon returning, the Murex count of 60+/100 was now showing 0/100, and we thought "Oh maybe it's a visual bug", so we decided to try out a murex or two and see what happens.  And nope, the murex score had completely flipping reset and ALL of our scores were wiped and replaced with the scores we got from the 2 murex we ran before aborting that run.  I left that flotilla to check to see if we somehow ended up in a different flotilla, but nope, even in the list of available flotillas the murex count had been reset with an hour left of the wave and 2 space squads still running. So literally all of our runs were a big waste of time.

    This is just incredibly infuriating, as I have not yet been able to even get a 5k+ score for Space missions, because EVERY single time i've tried something goes wrong.  Friends disconnecting and unable to rejoin because either they end up in a different flotilla and the one I'm in is full, objective has been completed, host is unreachable, and otherwise bugging out horribly have made this event literally unplayable.

    • Like 1
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