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exaCel

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Posts posted by exaCel

  1. +1

     

    I second this. All of this. Spears should absolutely be added to this game. They are an excellent multi-use weapon and, like OP mentioned, are "one of the most broadly used classes of weapon in the world."

     

    I know that there are always game engine limitations when it comes to incorporating new mechanics, but I feel the talented development team at Digital Extremes is more than capable of adding a weapon class such as this in the game beyond merging it under the bland category of polearms. I am 100% behind the addition of this type of weapon, and I know for a fact a lot of the players invested in this game are as well.

     

     

    EDIT: spelling and grammar

  2. I did not consider this issue a U18-specific bug, so I posted a separate topic.

     

    There is a possible issue in Void Exterminate missions involving enemy spawns. So far I have run several Exterminate missions of varying difficulty (Tower I, II, and III specifically) on Solo Mode. During the mission I neutralize targets as usual. The mini map usually shows a white outline of the current room you're in (indicating that there are no more hostiles) once all enemies have been eliminated. The red dot shows the next enemy as usual.

     

    The issue starts after this point. After moving through rooms killing enemies, The mini map marker shows an enemy that has spawned in a previous room despite the room being cleared out. This forces me to backtrack and find the missing enemy. I realized that the enemies have spawned in dead-end rooms and small treasure rooms. The mini map marker does not point them out until I have progressed through the level.

     

    The issue does not currently hinder performance or mission completion, but it rather annoying as it has happened in every Void Exterminate mission I've run so far.

     

     

     

    Keywords:

    Void, Exterminate, Tower I, Tower II, Tower III, Spawn, Spawns, Solo, Issue

  3. Issue has been resolved. The encounter was due to my own error, not Warframe's.

     

    Warframe Audio issues

     

    DESCRIPTION:

    Since the last hotfix prior to this post, I have noticed that Warframe's audio output has been much quieter. I use external speakers to play, so I can understand how players with headphones might not notice it. My audio output is directed through to my first option in the Audio tab in the Options menu under Select Audio Output Device: "1. Speakers (Realtek High Definition Audio." Right now the game sounds like I have turned down my Master volume below 25% (it is currently set to 100%, so that is not the issue).

     

    The Warframe Launcher currently plays at normal volume. Upon clicking "Play" the game's audio drops.

     

    To clarify, I am still receiving and hearing audio through my speakers. It is just very quiet.

     

    Prior to the last hotfix, during the latter parts of U17 and initial deployment of U18, the game's sound was very audible. As of this post I have to crank up the volume on my speakers, which is unusual. I have tried changing the Selected Audio Output Device with no success. I have tried restarting the game with no success. I have tried restarting my computer and re-launching the game with no success.

     

     

    WHO:

    Myself

     

    WHAT:

    Audio issue: external audio volume is much lower than usual. Game is very quiet, need to turn up speakers to hear.

     

    WHERE:

    This is happening throughout the game. The game sounds like I have turned down the Master Volume below 25%.

     

    CAN YOU REPRODUCE THE BUG?

    Yes

     

    REPRODUCTION STEPS:

    Launching and logging-in produces this audio issue.

     

    KEYWORDS:

    warframe, game, audio, sound, audio issue, sound issue, volume, speakers, quiet

     

     

    *Edited for formatting

  4. I sent a ticket into support with a link to this forum thread. Unfortunately, this was the response I received:

     

    "Hello exaCel,

     

    Thank you for letting us know! I will pass this information along to the rest of the team to look at. Unfortunately we don't have any further information about this at the moment, be we will be sure to follow up with you if we have any more questions."

     

    Here's hoping someone looks into this soon.

  5. EDIT (October 8th, 2015):

     

    This is an ongoing issue, and has been for two months now. Keep replying to this topic if you encounter this issue and vote posts up so it becomes noticed.

     

     

    ----------

     

     

    While running an Orokin Derelict Sabotage mission, I encountered an invincibility issue with Ven'kra Tel/Sprag. In my specific case it was Ven'kra Tel that became invincible. Since she became 'un-killable' I was unable to retrieve the Void Key to shut down the Torsion Beam Generator, thus unable to complete the mission.

     

    I am trying to recreate the bug, but so far it has only happened once. The following occurred in the mission when I encountered the issue:

     

    -Played Trinity with Strun Wraith, Vaykor Marelok, and Prisma Dual Cleavers

    -Black flicker appeared indicating the Juggernaut's arrival

    -Found 2/3 hidden caches

    -Reversed the Void portal and entered the shipyard tileset

    -Engaged Ven'kra Tel and Sprag

    -Killed Sprag

     

    Infestation were spawning in the boss room with Ven'kra Tel and Sprag. The Infested Juggernaut did not spawn.

     

     

    After killing Sprag no amount of shooting would lower Ven'kra Tel's HP; concentrated fire on her weak point did no damage. Since I was playing Trinity, I had Link cast for most of the battle. I could not use Energy Vampire on Ven'kra Tel (but I could on Sprag).

     

    Link produced some results. While the damage numbers on Ven'kra Tel were displaying "0," her HP was apparently going down. Either through the Infested and/or her attacks, she was taking invisible damage. Despite this, however, she still would not fall after her HP bar was empty.

     

    In the end I needed to abort the mission. Sorry for the wall of text, but I wanted to be thorough in my description.

     

     

    Has anyone else encountered this?

  6. I know that this has been posted on the forums before, but I have not seen a relevant thread for some time now. I believe that this is something that Digital Extremes should consider for Warframe.

     

    Whenever the player is captured by the Zanuka Hunter, they are required to escape Alad V's clutches. At the start of the escape mission, the player is stripped of their weapons. The only means of attacking are through the use of Warframe abilities and 'weaponless' melee; the player is able to punch and kick (with animations borrowed from the fist-based weapons). I believe that this is the only context where the player is able to do this. This mechanic is not available to players outside of this context.

     

    During the tutorial as of Update 14.0.0 the player starts out without weapons and must rely solely on their Warframe powers to escape the Grineer until they acquire a melee weapon. I understand that having the player only use their Warframe abilities teaches them the basic and unique mechanics of the game. However, the inability to 'weaponlessly' melee an enemy outside of these contexts (other than through the difficult-to-control flying jump kick) seems off-putting.

     

    By no means should the implementation of weaponless melee be powerful, but it should be there. Even if it is just as powerful as the difficult-to-control flying jump kick, its implementation will reduce the apparent "powerlessness" of the Warframe when in combat with only a Primary and/or Secondary weapon.

     

    We are nigh-invincible Tenno wielding the mysterious and powerful Warframe armours who, as of now, cannot even basically punch or kick our enemies to death without a weapon. Oddly enough, our enemies are able to attack us with the stocks of their rifles. Even the new Grineer Manic set for release in Update 16.0.X possesses the ability to punch and kick without a melee weapon equipped.

     

    Seems a little silly.

  7. Thank you SnakeWildlife for taking the time to post something to this effect. While I believe that "impossible" is a rather harsh term to use in this case (unrealistic is more accurate), the wall of time required to acquire high-tier weapons, armour, and gear is severely off-putting to many players.

     

    I think that Digital Extremes should at least look over your arguments. You make several excellent points that I believe need to be addressed. While I do not play Warframe nearly as much as you do, I have been noticing the significant amount of time and effort required to do seemingly simple tasks in this game. It has only been increasing since Baro Ki'Teer was implemented (not that I'm against the idea of his implementation).

  8. I am still hopelessly optimistic that the dragon-themed Warframe is created in a a Qing Dynasty-era armor/art style. I have always thought that Chinese paper and cloth armours, at least in terms of style, would look fantastic when applied to the Warframe aesthetic. Dragons are also a huge part of Chinese, Korean, and Indian culture. Overall, it appeals to the theme of "the weapons of the old ways" that the Orokin trained the Tenno in.

     

    However, I suspect that the dragon-themed Warframe will take on the 'cooler' appearance of a samurai or a knight, especially with the placeholder name "Lancer." I honestly would have no problems with this, but I would like to think a lot of thought goes into the design of these Warframes beyond 'you know what would be awesome!?...' Dragons are so much more prevalent in other cultures than in Japanese or European, and I think having a Warframe based on cultures beyond the popular would be amazing.

     

    I'm not even going to go into the fact that colour = energy effect with this Warframe. Auras and souls are also a huge part of ancient Southeast Asian cultures.

     

    However, my faith has been renewed slightly thanks to the aesthetic of the new polearm that has been recently introduced, but I digress.

  9. Trinity has been, and most likely always will be, my favourite Warframe. She was the first Warframe I ever hunted for when I first started playing two years ago. I have played with Trinity the most out of any of the Warframes and have created and theorized several builds over that time (my clanmates can vouch for my beliefs that Trinity can be used both defensively and offensively in her own way).

     

    As much as I would like to imagine Trinity being in his place, I'd have to say that Excalibur is most representative of me. Jack of all trades and all-round decent fellow, in my opinion. :)

  10. Late-game your best bet is to carry a rapid-fire/beam or automatic secondary weapon. They are pretty squishy when their shields are down.

     

    Your favourite weapon(s) should work fine. I personally use the Dual Cestra, AkBolto, AFuris, Gammacor, and/or the Spectra late-game against them.

     

    Not too difficult to take out when you notice and prepare for them, but they are really annoying since they are one of the few enemy types that can actually one-shot you without warning. Also, don't waste all of your ammo shooting them. Technically, their shield can take enough damage to go down in one hit, but the animation lingers for about a second. I recommend controlled bursts until you know for sure the shield goes down.

     

    Tag-teaming works well too if you have a decent squad.

  11. I usually run with the Smoke colour pack black and whites with accented yellow/gold from the Halloween colour pack on all of my frames. Best way to describe the colour schemes I run with is Cerberus colours from Mass Effect.

     

    Here's my Nova Prime:

    oBhF9gQ.jpg

     

    EDIT: Added my Loki Prime.

    SdeDZ8l.jpg

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