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Rejutka_Lupex

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Posts posted by Rejutka_Lupex

  1. 1 minute ago, (XB1)Evilgamr said:

    exactly that, they just never spawn, had another game this morning on an anomaly mission, 2 spawns of 2 CS which I killed almost as soon as they spawned then nothing for the rest of the game..4/6..broken game no Shedu part try.  This is a pattern for that mission typed I didn't even get to try at Shedu yesterday once.

     

    I haven't seen it in a few days but Ive had two games where literally not one spawned, one solo, one with a full crew.

    I assume you checked that already, but I'm tossing it in because I'm sure half the readers will think the same:

    Did the crewship perhaps "hide" behind an asteroid? Sometimes they get stuck, and if far enough away, never get aggro.

    Did you try to move closer to the station (if there was one), or move around to trigger the spawn? I once tried to catch a few fighters which seem to have been an illusion. When I gave up, I was so far away they despawned and nothing new spawned - until I moved closer to the middle.

    (Also note that neither case would make it any less of a game-breaking bug. We're not supposed to chase those damn things.)

  2. 43 minutes ago, Loza03 said:

    250 metre radius (500 metre total area where loot will be collected)… for the RAILJACK.

    The Archwing, unsurprisingly, does not have the same vacuum range as a spaceship some ten times it's size. As I pointed out, that is likely intentional to make using the railjack itself more appealing.

    Unfortunately, the loot usually is easier to spot with the Archwing.

    Maybe we should use a spotter-gatherer system? One spots and marks the loot, the other collects it.

    (Not possible, I think - you can only mark one item at a time...)

     

    Or a special vacuum gun for the side turrets?

  3. (Disclaimer: I'm not in a good mood. This is not supposed to be aggressive. If it is, sorry, please disregard my tone.)

      

    4 hours ago, HintOfMalice said:

    Granted the host is overacting in these cases, you should still take the 1-2 seconds to ask the host if he wants you to shoot it. For all you know, someone could be slingshotting over to it.

    I agree with the slingshot part, but the solution (or rather problem) lies not with the players, but the UI.
    In-game all you have is text - awkward to use, it blocks all navigation, and takes too much time. (I know it is said that there is voice chat too - I haven't been able to use it so far.)

    Things like slingshot should have their own announcement (they do actually, once every full moon when Cy is feeling generous), to let everyone know that a tenno is ready to be shot at something (usually a crewship).

    Maybe even a little indicator somewhere to the side, to let the pilot know that someone wants to be shot? You could even - and I realize this is close to heresy - add a special UI marker that tells the pilot which ship the tenno in the slingshot is trying to aim at.

     

    Yes, all that could be solved by communication. I'm all for communication - but that doesn't always mean text. In a high-tech environment as this, it's not unreasonable to expect the system to support communication, instead of trying to obfuscate it.

    For example, why not have another marker for everyone that tells us wether or not a gun seat is in use? That way we could instantly see when someone is leaving and take their place.

    (No, "tactical" is no replacement. Unless you have it on display all the time, it takes too long to load, too long to focus on it. I'm using it for rapid teleportation, but it's only marginally faster than running.)

     

      

    43 minutes ago, Prexades said:

    The consumnables are not even expensive. The basic materials are only short in maybe your first few RJ missions. After that leftover refines and bonus materials come in so plenty that fully restocking is no problem at all.

    I think the main nuisance is that reloading in-mission is bothersome, slow, and error-prone. (Try to hit the "here's the X" spot on the foundry in a hurry...)

    • Like 1
  4. 1 hour ago, Redrum_Wraith said:

    Stealth kills can yield a lot of intrinsics, the officer of a crew ship in particular can be worth more than a single intrinsic point if done correctly in stealth. When I'm solo those 6 crew ships are at least 6 intrinsic points when cleared via stealth kills.

    Interesting. Still not something I'd risk the mission for, though. (When you're solo, you can gauge the risk better.)

     

       

    Quote


        As for you wanting more crew, it sounds like what you actually need is a good co-ordinated crew which let's face it, ain't gonna happen often in a public match.

        It doesn't really matter if the crew is coordinated or not, if switching positions takes too long. It seems that any function or position you want to use takes at least a second to load. Even the tactical map.

        So when half the crew is doing two jobs, you constantly lose time - which suggests that the design of the Railjack is for more people.

     

  5. 1 minute ago, Andvarja said:

    It's not especially clear, but there's a lockon mechanic for them. You have to keep sights on your target until the targeting indicator subtly changes, at which point you've got a lock and if you fire a seeker it will chase the target.

    That actually makes sense! Thank you!

    It can't be said often enough, while Railjack itself is quite fun, the interface is a bad joke. (To put it politely.)

    • Like 3
  6. So, perhaps there is something I'm missing, in which case, please enlighten me. Also, I'm in a bad mood, so I apologize if I sound rude.

     

    As I said in another thread, when there's a crewship, one should jump in, kill the reactor, and jump out.
    Now I've been in a public match again (mainly doing solo, but I wanted to try it with other people once more), and as usual I noticed people lingering around in crewships (quite sure they were NOT under tenno control - but I admit the UI is next to useless with regard to that).
    There was a lot of lag, but I managed to get into another crewship and kill it, yet when I came back someone else was still in a crewship.

    Are they mapping the whole ship pixel by pixel?

    The railjack I was on was close to exploding several times, but there are people lollygagging in Grineer ships?

     

    And of course, a "hero" decided to start the tertiary objective - the station. Because, efficiency I guess? Chaos all around, hull ripping everywhere and fighters pounding on the railjack, and suddenly you get the information that someone exposed the first radiator on that 10 000 meter away station.
    That's great, I think?
    The crewships (1 of 6 done) are sending ramsleds, so in addition to shooting down the ships, someone has to play pest control.

     

    I get the allure of multi-tasking, but 4 people per railjack is thin enough already, every person not on the ship leaves a hole.
    IMO, railjacks are designed for 6 or 7 persons, not just 4: Pilot, 2 gunners, one arty gunner, one slingshot, at least one for repairs.

    (The transition to artillery is far to slow to be done by the pilot.)
    (Also, of course, it can be done by a single person as well, but just because it CAN be done doesn't mean it's GOOD.)

  7. Dumb rockets do exactly what they are supposed to do - fly in a straight line, exploding on contact.

    "Smart" missiles are supposed to find a target and hit it. Not sure how they determine their target - magic 8 ball?

     

    I'm using the rockets now - on long rage, the seekers didn't work as expected. On close range, I don't really need them to try and find their own targets, when it's right in front of me.

  8. 10 hours ago, (PS4)Agent_CHAR said:

    Building a non-MkIII component that you are just going to throw away in a couple of weeks is a huge waste.

     

    This.

    The Avionics are more important, and you can research the Mk3 Sigma items in the Dojo within a week or so (if you've got enough material, of course).

    Only Mk 1 needs pustrels apparently, so if you can skip them, you won't have much problems.
     

  9. So maybe I'm not understanding how the system works (currently starting with Saturn), but my impression is that:

    you always have to finish EVERY objective, not just one. Even though Cy often talks as if doing one objective would finish the whole business. (To compare, he also often remarks how the skies are clear, now that we finished off "all" the fighters, even though there still are fighters shooting at us.)

    So to me, the order of priority would be:

    *) Crewships, they do huge damage and send ramsleds

    *) Fighters (probably with their own order of types, but I haven't seen that much variation yet. Apparently there are mine-layers, which would be another priority to me.)

    *) any station objective

     

    As the pilot cannot kill a crewship on his own (except by not being the pilot for a few seconds), someone else has to.

     

    But in my experience, people either don't care, or dawdle around - doing a sightseeing tour on the enemy ship, perhaps trying to take it over. All the while dozens of fighters and other crewships are pounding on the railjack.

    I have killed two crewships in the time others barely managed one. Once you have the slingshot, it shouldn't take longer than a few seconds, right? Jump in, run towards the generator, hack to remove the shield if necessary, shoot, warp out using omni.
    (Granted, I'm using Loki, being invisible takes away some stress.)
    (Also, to be fair, as usual the interface is doing its best to obscure what's happening. More than once I jumped into a crewship where someone else was already. Dawdling around, I'd say, but still - had I known there's someone in already, I might not have jumped in. But the blue markings don't always appear. Or maybe it's people who scurry around in their archwings all the time...)

    Then there's those who seem to want immediate action, and jump out of the railjack to fly towards the station - even if it's still 10-20km away (I tend not to get closer to it until all other objectives are cleared - there's additional turrets and ramsleds there).

     

    For the record: I understand the desire to explore the crewships. I've done so myself, but I tend not to do that while there's a few dozen fighters shooting at the railjack.
    Same goes for the station - of course I want to explore it, but that can be done afterwards as well. Which is necessary anyway since dropped loot in regular mission space isn't shared.

  10. On 2019-12-24 at 11:55 AM, YUNoJump said:

    Maybe 1 time out of 10 Cy will notify me of a Ramsled BEFORE it hits the ship.

    He was probably busy with some other "important" text.

    I've had multiple ramsleds incoming - he warned me of the first, so I shot it down - only to hear a second later the other one striking the hull...

     

    I don't really mind his "jokes", but as has been said, he should iterrupt himself if there is a second problem occuring. Or react on things that are done by the time he finally finished his text.

  11. 20 minutes ago, Kista- said:

    Yes anyone can, only the host can return to dry dock. It's kinda annoying when 3 of 4 want to end (for various reasons) and the last guy starts the next mission. But, you can abort and not lose stuff from previous completed missions.

    I see. Thanks.

    OK, that seriously sucks. I don't mind doing another mission usually, but I'd like to be involved in the selection process, especially if I'm the host.

    Especially especially when I'm just on the station collecting loot (due to being in the pilot seat during the actual attack)....

     

    I think railjack is great fun, but it still has a loong way to go.

    Or at least explain itself better. (For the record, I'm one of those who argue that a game should not rely on third-party documentation. They even made a "free flight" node that could be perfect to test all kinds of stuff. Instead you can - shoot dumb asteroids?)

  12. I was under the impression that only the host can choose the next mission, but it seems I was wrong.

    As far as I know it wasn't mentioned anywhere how this works.

    So?

    Reason I'm asking, two times now someon else started a mission just after we finished the first one. The last time it was a Veil mission, even though I barely scratched Saturn.

    Both times someone immediately left, so I'm suspecting that that person chose the next mission and departed, basically leaving us to die.
    (Didn't work last time, although it was a hard battle. Fortunately I had all MK3 already, and the other player were quite good.)

  13. 16 hours ago, Ham_Grenabe said:

    Edit: I'd entertain the notion of allowing the host to kick players, for a 10 plat fee. You want to kick someone, show us what it's worth to you. 

    You might not realize it, but that would give griefers even more incentive to be A******s.

    Right now, all they get from it is someone being angry. But getting someone angry AND actually costing them money - it's like a christmas present.

    Also, it raises the level of abuse people will take until they finally react. I see absolute no upside in that, except for those who want to cause grief.

     

    [edit]Just to make sure - I realize I might be stating the obvious. But I keep hoping that there are indeed still people naive and good-natured enough not to immediately jump to the worst possible conclusions.

  14. On 2019-12-21 at 11:42 PM, Lost_Cartographer said:

    Coincidentally, because the actual interiors of our ships are way far away when we enter open space or another interior, if no one's on board the rail jack when it's boarded, the boarders go inactive.

    Good point and something that everyone should know, because it can lead to a VERY dangerous situation.

     

    I've (played solo) raided a station while my railjack was parked "safely" underneath it (so the ship killer couldn't reach it).

    I'm strolling through the station to finish the mission. Then I return to my railjack - and find that there are SEVERAL boarding crews onboard. And either while I removed them or before, they placed at least TWO bombs on the ship.

     

    Naturally the messages from the cephalon are misleading, as he never indicates that there is more than one bomb...

    (One of them went off, causing several hull breaks  - interestingly NOT where the bomb was.)

     

    I survived, but it was close. I wonder what would have happened if I died there. MIssion over, got the screen-obscuring rewards, but not the "mission success" yet.

  15. 5 hours ago, SpawnTDK said:

    so i'm into railjack, spendend uncounted hours, intrinsics at 6776, upgraded the grid to 3 dots (excluding 2 only at 2) and ofc finished rj all missions, and yet have to find a single battle avionic

     

     

    This is goind to sound stupid, but maybe you were looking at the wrong spot - apparently the three battle avionic slots aren't identical.

    When I click on the leftmost, I get an empty window. But when I clock on the rightmost, I find I already possess a battle avionic (Seeker Missile, I think).

  16. I was about to start a similar thread.

    I'm by no means far enough to have crewships that do anything other than shoot and spawn boarding parties, but they're still annoying as hell.

     

    Go in, destroy the reactor, get out. Don't dawdle around killing everyone first. Every second the crewship is in the field, it's another gun shooting at the railjack, and worse, perhaps even absorbing some shots that might otherwise have hit a valuable target (a crewship that is boarded should be considered dead, so no use wasting ammo or time on it).

     

    Also, somewhat related - I hope DE will add in more information. It would be useful to always know that someone is in the slingshot or being shot out of it. Since the slingshot can't aim much, I try to keep the ship steady - meaning I'm an easy target for the crewship. Having to ask if they're underway is another waste of time...

    (I know, teams should communicate. But unless you have a full crew of people from your clan, that is not realistic.)

    • Like 1
  17. 7 hours ago, Zilchy said:

    I might sound crazy but go build an amp, level it, THEN take on the quest. Too many people are diving in too early and running into this problem. If you invest in operator skills and an amp you can 1 shot his shields and finish each mission in a few minutes.

    Yes, that would be useful - only problem with that is that the amp itself is rather useless, takes forever to level, and the game doesn't even HINT that this might be a good idea.

    If we had missions where you'd actually use it, it would be different. (The sentient on Eidolon come close, but not enough.) But so it's basically "Oh, here's another weapon. Go have fun. Or not." and later on we have a quest "Oh, didn't you know? You absolutely need this useless weapon we gave you before - it's essential that you became an expert with it!".

  18. [edit]

    Different fight - the second one is what I was complaining about, the third is where you can't die while fighting Umbra.

    On 2018-06-21 at 6:41 PM, Lannen said:

    However, the bright side is that it's literally impossible to fail the fights with Umbra, your operator never dies, just goes into the weird dream screen and pops back up alive with all damage done to Umbra still present on him.

    Either they changed that or you think about a different fight. I'm was just in the second mission where I had to defeat Umbra with the Operator, so Umbra had a shield - every time the Operator died, he jumped into the warframe. If it was close to the Umbra, it was quickly killed as well.

  19. On 2.1.2017 at 6:23 PM, NobleParadox96 said:

    well... what's done is done... it would take them a long time for them to actually redo the entire quest without a specific part like archwing as you mentioned and that will hold back on the new content they're making

    So?

    Bad planning on their part. As it is, this holds back a part of the community, since they cannot progress through the quest or those after.
    It's not as if they didn't know that Archwing isn't universally beloved.

     

    I'd really like to do those new quests I haven't done yet. As it is, I'll probably uninstall Warframe again, since I just again died at the second effing laser because the Archwing stubbed his toe or something and decided to stop midflight. And of course the ship is too fast to catch up in that short time.

    [edit]Decided to uninstall Warframe. It isn't worth the anger. Check back in a month or so...

  20. As long as it's not enforced, sure.

    (Enforced as in "You have to be in archwing to complete this quest or any afterwards.")

     

    Make it separate missions that can be done in groups, and I'm all for it.

  21. Feedback. Right.
    So.
    I just uninstalled Warframe. I like Warframe. I liked the beginning of the quest. I usually like the stories and ambience of the quests.
    I don't like Archwing. I can get through regular missions mostly by blindly flailing around - blindly being the operative word - in Archwing missions I barely see anything because all I see is black and glitter and blinking stuff.
    And my archwing being in the center of the screen randomly slowing down while I try to fly faster.

     

    So we get this mandatory Archwing mission. I tried several times. Switched to Itzal. Still failed, obviously.

    I don't really know WHY. Maybe it's because the controls don't react properly. Maybe it's because the Archwing randomly stops flying faster (whenever you hit the ship I guess). Maybe it's because the ship definitely does NOT have the shape it seems to have.

     

    Here's a suggestion, which will cost more work but might keep people who abhor Archwing in the game: offer an alternative part that is maybe harder, but doesn't force you to use Archwing.

    Why can't we infiltrate the ship and ride along inside? Maybe do a survival mission inside it. Perhaps something that could be done as a group.

     

    Or, hell, let us PAY to move beyond that Archwing dreck. I'm not saying I'd pay much, but I'd pay something to not being forced to endure this.
    The alternatives are a broken screen, ulcers, or simply uninstalling the game. No win for anyone in any of these, I think.

  22. 19 hours ago, Mastikator2 said:

    Everything you pick up with carrier can be picked up without it and it only takes a moment extra to plan your movement such that pick up everything.

    Only if you actually SEE the drop.
    I'm always running, I have neither time nor leisure to constantly look at the floor to see if there is a drop. With carrier/vaccum, I don't have to.

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