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SimilarMcM

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  1. (I chose this section because none of the available bug sections fit, and then found out that a post requires a tag, of which none of the available ones was appropriate, so ... this got 'performance').

    Did a Rusalka mission on Sedna, with Ivara, Baza and Sun & Moon (with the Mountain's Edge stance). Every time I killed someone with a stealth finisher, reload of Baza would be blocked, both when the magazine wasn't full and if I emptied it after using the finisher. R did nothing, until I either used quick melee or jumped. Then it would reload, and, oddly, if I'd tried using R before doing those actions, it'd reload 'automatically' after I jumped/meleed, sort of like the reload got queued.

     

     

     

  2. Out-of-bounds area in the corner of the large room where the console for the sabotage payload is. Affects players, enemies and container drops (or at least ayatan stars), though the latter two appear to be teleported some 50 meters away to the center of the room, while the player gets the usual black screen and reappears a short distance from the corner (Ivara gets uncloaked, etc.).

    Had it in two different Ker missions, so I would guess it always happens.

    98BA093170668E833187966475CAB5CB32D32A3C

     

    There's already a thread in the Switch forum for this, but since it exist on PC too, I thought I would report it:

     

    • Like 1
  3. Railjack pet murder...

    My Smeeta ends up dead at random, and seemingly not so random, times. Sometimes when Amesha's 1 runs out, she insta-dies (she should be invulnerable, of course, and she shows as such in the UI), other times when I'm in archwing there's no apparent reason.

    Then there are the deaths that appear to be related to crewship reactors blowing up. I always teleport back to the Railjack after cooking a reactor and sometimes my Smeeta dies when the reactor blows up, even if she should be with me in the RJ (I've also once had her stand beside me in the RJ and then just keel over dead when a nearby crewship blew up). It's kind of like there's one copy of her that comes with me to the RJ (sometimes) and another that stays on the crewship.

    And, even more weirdly, and I may be imagining this, but it seems like, if I kill everyone on the crewship (except for gunners and pilot), there's a greater chance of my Smeeta not dying when teleporting back to the RJ, as if she might otherwise be attacking someone when I TP and that somehow stops her from getting TPed with me. It could well be that I've misinterpreted cause and effect on that one, though.

    (I should note that I do everything Railjack solo, so none of the above can be due to other players or host/client stuff or such).

     

  4. Kind of an edgecase, but it feels rather illogical, so I thought I would mention it.

    When I, eventually, get my Whipclaw Khora up to 10-12 x combo multiplier every single hit is a red crit, but if my Smeeta triggers her crit buff then, all hits become orange crits for the duration of the buff (I don't use the Adarza, but I imagine it's the same with them). Not really what you'd expect from a buff.

    Maybe, since it's clearly a fixed number rather than an addition, it should only apply if it's higher than your current crit chance.

     

  5. oh, I'm not crazy after all. I've had that too. Just a sudden, invisible and apparently huge toxin cloud that lasted long enough to kill me (although that was pretty much instant) and down my Smeeta three times. For me it happened on Pacific, the Earth rescue (I think it was a lich node mission). I was also on Saryn and also had the Contagion Cloud augment equipped (and solo, as you seem to be. Adaptation triggered on toxin too). No enemies nearby when it happened.

  6. My most constant annoyance with Warframe is mobs in extermination missions that spawn in rooms I've already cleared (sometimes while I'm still in them, even), but things have gone a bit nuts on Lua now. Done some Platos trying to find challenge rooms and mobs now sometimes spawn within four meters in front of you in plain sight, and other times they spawn right behind you every time you turn around, so you get a constant stream of mobs surrounding you. And hordes spawning in rooms you've just left too (that's not new, but it's still pretty excessive).

    It's rather immersion breaking, and, I would guess, kind of problematic for low MRs on squishy frames (I was on a max duration Loki, so stealthed most of the time).

    I don't usually go to Lua much, so I'm not quite sure when it got this bad, but I assume it's to do with the last mainline.

     

  7. Noticed this too. I've had numerous 30+ minute missions where Charm never triggered once. The Sense Danger mod also doesn't trigger the majority of the time (although it sometimes seems to wake up during long fishing sessions).

    I kind of wondered if going into operator and back (Energizing Dash, etc.) had something to do with it, because the "[nn]" rank indicator for the Smeeta disappears after that and only comes back after some undetermined event happens (possibly affinity gain, but I'm not at all sure). Fetch probably is the main cause, though.

    Edit: The disappearing rank indicator actually seems to be related to Fetch too. Remove Fetch and Charm and Sense Danger are back to normal and the indicator stays too.

     

  8. I had a fissure exterminate that started out with -10 of -10 kills, so the mission was done as soon as it started (then when I got close to extract, the corrupted started spawning in, so I did get my reactant anyway). That was before the last patch, so perhaps that's been fixed.

    I just did Sycorax on Uranus. When I had 109 of 164 kills, the marker went underwater and eventually, after about two kilometers without enemies, ended at extract. The marker stayed there, but I went all the way back, out of the water, ran around for a while and eventually the remaining enemies started spawning in (and then I went another two kilometers underwater back to extract). That took around 40 minutes.

    Also had several other missions (not on Uranus) where the marker lead to extract before all enemies had been killed. Then when I got to extract, the marker jumped back a couple of hundred meters where some enemies spawned, then back to extract, repeat over and over until enough had been killed.

    It's not much fun.

  9. Been seeing this a lot too. Last Plague Star mission I picked up 810 endo and got 15 after extract. Another time had 1000+ (very slow hemocyte kills...) and got 30. I haven't checked every single mission, but enough that I'm pretty sure it's always happening.

     

  10. 2 hours ago, Pariah34 said:

    I have been experiencing a nuisance bug now since a couple of patches prior to sanctuary onslaught release (apologies for lacking specificity, I assumed this would discovered and amended sooner).

    The bug itself occurs inconsistently, however, the event when it occurs is consistent - on auto-reload.

    When the bug occurs on auto-reload, what occurs when I expect the primary weapon to cycle through auto-reload is instead the frame is now holding the equipped melee weapon. The overlay still highlights the selected weapon (primary or secondary), and I can neither reload manually or fire the weapon.

    The only method I've found to remedy the warframe from holding the melee weapon as though it's a farkin handgun, or golf sale sign, is to double tap 'switch gun' key.

    This issue is much more of a nuisance and more immediately noticeable whilst using a weapon such as Tigris.

    Been noticing this a lot, but only the past few days. But then it's been happening 5-15 times during a mission.

    It's a bit hard to find a pattern in it. I've been wondering if it's something to do with Pyrana Prime since I've had that equipped on a lot of my frames lately, but it also seems like the frame does the 'block knockdown/pull' animation right before the bug happens and then gets stuck with the melee weapon in block position (and with Nekros Prime, some weird string in the other hand ... and sometimes the ethereal version of the Pyrana Prime sticking out of his crotch. Which just seems wrong). I do have Power Drift equipped, so I don't know if that might be involved; it's the same block anim. Also, for me it doesn't only happen on auto-reload.

    It's probably a coincidence, but I've had the bug happen a lot with the Corinth and the Kohm. Not with Arca Plasmor or Amprex, oddly.

  11. I did it a few days ago (after sitting on it for months...). I'm not sure if it's harder or easier now that you can kill the pilot without killing the dargyn, but it only took me maybe half a Cetus day to get the four. I used the Baza and basically just started sliding and shot at the dargyns. The Baza's rate of fire is so high that I sometimes got lucky and killed the pilot an instant after killing the dargyn and that worked (I've had no luck killing the dargyn and then trying to aim at the falling pilot).

  12. Seems to still be problems. My Helios Prime appears to scan the enemies I would expect (although it's a bit hard to predict since I have full codex entries for a lot), but it ignores lots of cephalon fragments and, as far as I can tell, some somachord fragments too.

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