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LumilSilvermoon

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Posts posted by LumilSilvermoon

  1. Since challenge on Kahl garrison was totally random form pull list, I found that some of them make it very trouble to do in some mission. One that i found it's very trouble is "To kill 10 enemy with Grenade" on Kahl Sabotage mission. The reason is, in this stage it's get very low enemy spawn. Before we alert them we encounter 5 total Moa. And we got not even enough start grenade to kill them all. It's very depend on luck to get more grenade. This week mission. I got only 2 granade more before encounter spider. Sneaky part i got only 1 form 5 Moa and during run to spider  i use satellite attack to kill many of them but it rarely drop grenade i got only 1 more. and while on this stage, we can't really hold up to keep farm grenade since we got chased by Daecon that can OTK us. And some time Grenade kill not count toward challenge with some reason. Grenade Kill is quite trouble since it depend on how enemy drop them. Other mission we can keep farming try and repeat. But this sabotage it's too trouble to do so. So please remove this challenge form sabotage mission.

    And one more challenge that it's not suit to any mission is "Time attack" This one is very bad design. Most of other Kahl challenge make we need to spend time to explore, Kill with specific method, but time attack is design on the most opposite way. When we do Kahl mission we need to choose <Going for Time attack> or <Aim for other challenge>. Most of time it's very not possible to do both in same time. Only some lucky set of challenge that both can finish on the same time. But most of time it result for 2nd run. So please remove this Time attack challenge.

  2. 10 hours ago, kunaon said:

    Seconded. Reproduction rate : 100%. (Additional 10x tries)

    I would revise the above bug for this information

    • TYPE: In-Game as of Update 29.10.5
    • DESCRIPTION: Started RJ mission as chain in Flexa (Veil Proxima, Grineer Skirmish) (not from dry dock/orbiter). 2nd mission would have no objective (no fighter/crewship) information. Fighters spawned indefinitely. Objective markers appeared and doable for core objective, (unsure about derelict). Doing the core objective makes some of the objective appear (see picture below) However, due to no display of amount of fighter / crewship needed to be destroyed, mission becomes deadlocked . Players had do 'return to dojo' / abort while retaining the derelict rewards.
    • VISUAL: 1. Starting the 2nd chain mission (Flexa) . No objectives appeared in top left.
    • Warframe0024.jpg
    • Objective appeared when inside the core POI
    • Warframe0025.jpg
    • Indefinite fighter spawn, no crewships after completing the core POI
    • Warframe0026.jpg
    • REPRODUCTION: Start the chain mission in RJ (Flexa) after completing the initial mission (Flexa).
    • EXPECTED RESULT: Crewship spawns, objectives appear, mission progresses
    • OBSERVED RESULT: Deadlocked, mission does not progress, have to return to dry dock.
    • REPRODUCTION RATE: 100% of the time when chaining missions

    Please let me know if I have to upload the screenshot with metadata properly since i used public image hosting to attach above screenshot. Thank you

    Confirm this happen to me also, do 2 Anomaly first round process as normal, but after that go to next Anomaly spot without go back to Dry Dock. No objective was list, got objective mark on Grineer's base but no crewship pop in the area and Grineer minion ship is spawn endlessly. Try finish everything, Grineer base sabotage, Anomaly Investigate. After that it's stuck there minion ship will keep coming without crewship pop. So need to return to Dry dock, and sadly found that everything that get during farm on 1st round which success run is now disappear, just got 1st round end mission reward nothing else.

    • TYPE: [In-Game]
    • DESCRIPTION: [Player using gamepad,controller can't active "Flush Heat Sinks] - Gunnery Rank 9 without keyboard on PC]
    • VISUAL: [-]
    • REPRODUCTION: [Since get Gunnery Rank 9, On X-box controller we can reload with (X) botton. But on railjack it's defind to dismount form pilot seat. So everythime you press (X) you will dismount instead of cooldown turret. But even we reassigned Dismount form (X) bottom to D-Pad (Down). (X) still not active for "Flush Heat Sinks" same to all other botton. Only way to active this right now is [R] botton on keyboard.]
    • EXPECTED RESULT: [It's must have controller assigned for "Flush heat sinks"]
    • OBSERVED RESULT: [No any botton is assigned to use this Gunnery rank 9 ability]
    • REPRODUCTION RATE: [Always]
    • Like 1
  3. I'm sorry if i miss something, but for Rank 9 Gunnery - [Flush Heat Sinks] was said use reload to instant cool weapons in 0.5s, For X-box controller (Play on PC) (X) mean to reload weapon, but in Railjack (X) mean to dismount form pilot seat. I try to change dismount to other free botton (D-pad : down) but it still not work, Also try all other botton it's not working also, Am i miss somthing?

     

    • TYPE: [In-Game]
    • DESCRIPTION: [Crew can't equip Right Saturn Six shoulder Plates and Shi Shoulder Plates]
    • VISUAL: -
    • REPRODUCTION: [On crew's appearance menu, choose right shoulder - we can't target Saturn six and Shi Shoulder Plates. If we put mouse over it the target will still stay above or under them]
    • EXPECTED RESULT: [-]
    • OBSERVED RESULT: [-]
    • REPRODUCTION RATE: [everytimes]
  4. I love to see AI more flexible on fight.

    Just today i addcidently add 2 gunner and forget to change new crew roll, so he set as defender crew instead of Engineer. After fight no enemy on the ship but ship is got attack by serveral hazard. that crew just hold the gun and walk around even ship going to blow aways. I can understand for gunner crew that may not step down to fix that. but Defender while not on fight why not let him help on engineer work on lower priority.

     

    Engineer role, he will maximize on fixing and if Ordinator and Dome run out, he will target to refill it. he will help on defend in case of got attack and have no harzard in the ship. Sure he will not touch up gunner or pilot role.

    So Priority of Engineer must be [Fix Hazard] > [Refill 0 player's revo, ordinator and dome / less than 50 Energy] > [Defend only when got attacked and first 2 Priotiry is not toggle]

     

    Defender role, he will maximize on defend intruder, But while have no intruder and roaming, he can help on fixing Hazard. but he will never do refill duty, gunner and pilot.

    So Priority of Defender must be [Dedend ship] > [Roaming] > [Fix hazard while no intruder inside]

     

    Gunner, he will maximize on turret, but in the case of intruder attack, he will come to add help on defending. he will not do any engineer or pilot work.

    So Priority of Gunner must be [Gunnery] > [Dedend while they got attacked]

     

    Pilot, he will maximize on piloting ship and will try to take care of target mission  (such as radiator) , In the case of player come to take ship control, he will go to For. Arti.and stand by. He will try to shoot only for Crewship and Fleet weak point when they are ready. So he will not shoot unless crewship's shild and barria is gone, and when weakpoint is on the sight. He will not do any defender, engineer and gunner role.

    So Priority of Pilot must be [Ship flight - help to take down mission target while piloting] > [For. Arti. while player take ship control = Only shoot crewship that shield and barria is gone, or fleetship's weakpoint]

  5. Blaze Artillery

    • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.
    • Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.
    • Fixed Protea’s Blaze Artillery not targeting ragdolled enemies. 

    Our goal here is to keep the spirit of the rapid fire Artillery alive, with just a bit more punch. We will monitor for feedback after this change as well. 

     

    May i suggest about this Blaze Artillery. Since it's very fast lauch of bullet and low bullet stock (just not more than 15 with planty of Str). So this ability was limit by bullet itself.

    So in this case, why not just increase it's duration to like 30-40 sec to make it stay as long as it not use all bullet then vanish after bullet is dry out or time out. So we can place it like a trap instead of just use it like option fire. 3-4 sec make it no option to use it unless you want to fire it suddenly. In that case "Gun" is more relaiable. I can't imagine much situation for this ability to shine with just option fire. (Since you can't shoot your gun during use ability so you need to pick one Shoot gun or use this ability, which give almost same result just this ability give you auto aim and lower damage)  But i can imagine that it's will be useful if it work same as trap that we can place it around wait for enemy to encounter it. You can use it as back up fire take care on your back while you shoot the front enemy or place it on the enemy trials to trap them. 

  6. 1.Step to complete clue still too long, it's take many hours to just complete 1 lich. When you done almost of weapon and hope for Ephemera and it's random just not on your side. So you will now need to kill "no want" lich for random next one. It's start to pain on progress. So this i give some of idea on this

    - Add some clue for place the right code on wrong position, Like some guess game. If you put the right code but wrong position on kuva lich kill. System give the clue that this code is right but it's not on this position. this will make each try may get some clue for next position.

    - Lich pop is too random, Instead of just make Kuva lich just random pop, please add some gurrantee pop on manner, May number of thrall kill, or number of mission finish. Now it's too random sometime without luck i kill most of thrall in each mission for 3-4 mission while the clue is all done but now need to config the position but no lich pop at all. While sometime lich will pop every mission back to back. 

    2.Converted Kuva lich is totally useless, It's very rare event to pop. Also it's no use any ability as it's be, just use their weapons and stay for 1 min!? not even stay until it's die or so. Totally useless until wonder why we bother to convert them. Please make them more useful and worth the the time we use on them. So, Remove the random chance, make item to call them like other specter item that can craft and use it to call random converted Lich on fly. Make them use their ability like other specter so they will worth for. And make it stay until hp ran out like specter not just time out. Since we got specter that not even that strong with full of that potential, i not understand why Lich system can't do the same. cause it not even something game breaking thing even it's on par to specter. Now only reaon why i convert it is i got their weapon and no reason to get another one, not for feel any benifits form converted one. 

     

  7. 1 hour ago, Ikusagami9999 said:

    "mean it got bad back in the day when DE reworked the enemy AI to be more alert and react to proximity kills" more than this, the Grineer on adaro can see you through the doors sometimes, and now...the entire map can be alerted, that's is fully a pain! the old players already have they Tenno trees fully, but the new players will scream like a hell to focus farm now.(just like me).

    A "Reworked" AI that can react like a ninja, even more than you! Did DE mentioned about this "rework"? because it looks more like a "ninja rework" to me.

    the unique mission that you can trully use the "Stealth system" is now into a pile of garbage...they wanted to nerf the farming in adaros, great, now they got it.

    DE really ignore the super vision AI problem. I report it many time, now it's almost not possible to play stealth without invisible frame. Sometime enemy just spawn in the room next to us to aggro us with no need line of sight. Some of them just agro us form no where run to us and alarm all enemy on their way. Game turn to Rambo than Ninja play.

  8. Since you got all code. Your first one is Netra that is right on order your ss confirmed it, your 2nd one you try Vome and it's not right order so Vome is 3rd, then it's only last one Lohk that i not see you put in on your Parazon that will be on 2nd. Netra > Lohk > Vome that for your order. the one you put on ur parazon in ss is Jahu which not even right code.

  9. I'm testing and found that it's about Kuka Lich Larva event. Nightwave it's self still working fine. It's seem like when Larva events trigger it's also make mission on alram stage without any real alarm. The problem is area that ppl will do this No alarm Exterminate is Adaro, where it lv 30 or above. But every time no matter you got Kuva Lich or not, Larva seem 100 percent keep appear and make this NW mission impossible to finish here right now. So i try on Steel Meridian syndicate misson instead, lucky that got lv 30-35 Exterminate on Void today, and finished this NW.

  10. Ok after a while test on Grandel this what i found.

    1. Energy is main problem on this frame, How possible this frame so fat with this rate of energy drain. The main idea of this frame is to eat enemy in his belly to increase his toughness. But in the fact you can't maintain more than 3 with full energy reduction unless it's will burn all energy too fast no matter you try to keep it up. And i'm not sure this is bug or not. If you take many enemy then use skil 2 to disslove it. but energy drain rate seem not reset base on enemy that left in belly. This cause massive energy drain even you have 1 or 2 enemy left in belly.

    - Imo, it's must have neutral's base number of enemy that Grandel can consume that will not impact energy,  such as 3 to 5, then after that it's start to consume energy per sec. this will help grandel to maintain at least some base boost for all time else he lost his identical ability cuz it's not really real useful.

    Please note that most of enemy that can keep in belly is not that hard to kill, so it's not really that matter you kill it or eat it for active ability. Imagine that you got 10 enemy around, most of them will wipe in no time. but if grandel eat it and consume it it's still there just cc and give some buff to grandel. so compare as it's cc ability that give some grandel self buff and got some dots to enemy overtime. As this method, it's show that this ability way too much consume energy for ability like this. it's like you use vauban's black hole. to cc enemy and dots on them. just vauban not get buff, but while enemy cc with blackhole it's stil aviable for attack to wipe them.

    2.Skill 4 pulverise is far to weak and really no use on normal close map. It's very hard to control, it's really bother if you meet a stair or high ramp. it's damage is not worth to bother. So it's hard to believe as ultimate skill how weak is it.

    First problem is how to control it . It got momentum so it's very hard to control it's around to hit enemy. it's like you try to play bowling to hit the pin that keep moving around you and more, it's got a lot of obstacle on your way. that is how trouble it's was right now.

    Next, even it's can jumb, but too low for manage to move around map that got a lot of difference ground level. You can't even roll up a little stair with out jump up unless you make some momentum for a while. This movement may seem real and look fine on open map like PoE but in close space like normal map it's very trouble.

    Last, it's damage make it not even worth to use. it's just... too weak,enemy but most of them just injure and knock-down. If you relay it to skill 1, enemy on your belly. it's too much energy drain for that. Combine all these make pulverise is useless.

    - Imo, Way to save this skill,

    1. it's need something to help on control. such like "Nitro charge" to change direction suddenly and boost roll's speed in the same time. To help on movement and help we advoid momentum problem in small area and help to jump up on high ground.

    2.Add ability to pull enemy around small area to hit the meat ball while rolling . So we no need to increase size of ball to make it easier hit enemy,  this will make it no need too precious direction to hit enemy. And may give some AoE on impact like Gauss do that will make it's more useful.

    3.Add damage buff, may add element base on energy in belly or tide it with weapon stat.

    4.This an idea base on skill 1 adjust to have base number that grandel can keep without energy drain, So When we start this pulverise, it's give AoE that drain all enemy around to keep them in belly to match max base keep number, just if it's not yet match or more than that number. Enemy that not consume will just left around. so it's will make sure that this ability can work will full potential.

     

    • Like 1
  11. It's happen for a while, but after the last update i think this enemy detection range is increasing in incredible rate. As i run in PoE, I found that enemy can detect us like 100 m + aways, it's happen on ground unit not flyer one. it's start shooting even i not yet notice them. At first i think it's may got some near one enemy alert them but after try for a while it's not that problem. it's just happen sometime that enemy will found us in incredible range of sight. In the normal mission which got less space, some enemy can detect us even they on other side of room. This make almost impossible to stealth for attack of pass through if we on their sight even it so far aways. After a bit test i found that it's randomly happen to some enemy but not all of them. If i compare to what game use to like. it's like those enemy always on alert stage which will attack us on very far sight but in fact that's happen that it's never have alarm on.  

  12. I also got this problem sometime. It's seem relate to alarm problem (not 100 percent confirm), When we on alarm status and enemy going to do 2nd alarm to lock down and we stop them during that no matter it accident or intention. It's seem like door in the room which we locate will be locked before alarm really happen. So it's end up that door was locked down, even 2nd alarm not go on. 

    So for temp. advoid and fix, If I don't manage to suddenly hacked alarm on time, I will leave alarm on until it's got 2nd alarm to got locked down state then hacked it after that. In the case of accidenly make it happen I will try to lure enemy to do 2nd alarm or break some window (for the space ship tide set) to make it on proper locked down state then hacked console to open bug locked door. 

  13. 20190311191231_1.jpg

    As a topics, After i max my new Runaway K-Drive. I try to Forma it. But it's say "Reconfiguration could not be completed. Your account has not been changed. Please try again later."

    then back to upgrades menu. 

    • Like 1
  14. I got some evidence today that it may not relate to hardware or GPU driver's problem.

    Today's Sortie, Electromagnatic. At least it got Black spot to show us where it is

    https://ibb.co/L1Vg9jY

    https://ibb.co/j8gN5Vv

    https://ibb.co/mNZbpNP

    Not like Radation Cloud which no clue can notice us until we ran into it.

    But form all invisible bug, today I found visible one in the Hacking target room

    https://ibb.co/2j4f8Dq

    Only one from all of those buggy invisible fog that show itself during mission.

    So if it relate to GPU or it's driver. i believe that it's mostly result to "All or None" not sometime.

     

  15. When engage mission with Radiation Fog such as Sortie Radiation Hazard condition (just today Sortie) or when do Hive Mission after destroy Hive and Radiation fog pop. It's turn that all of them were invisible right now. So you can't know where is it until you run to it. 

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