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Qu9ibla

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  1. Title. Going into the Alchemy gamemode, in the Entrati labs, with a dual wielding secondary, and picking+lobbing an elemental ampoule breaks dual secondary aiming animation you'd expect: the dual secondary gains back its aiming animation, holding both guns parallels. what happens: the dual wecondary now has single secondary animation, meaning the left hand comes under the right hand for support the right gun tested with Lavos+twin roggas. It persist even after changing weapons (pressing f twice). This happens in solo, not sure if it does as a client. I'm playing on PC. Known workaround: Picking up an ampoule, then just letting it go by switching weapon revert the secondary to its supposed stance hypothesis: I believe it has something to do with the custom lobbing animation alchemy ampoules benefit from Thanks you for your time, in hopes this get resolved (despite being purely visual and having no gameplay impact). Cordialement, Qu9ibla.
  2. Nothing about the Nezha augment change. I would be nice, if not necessary, to have them being addressed if not reverted. I just want the person responsible for the nerf to exhibit an understanding of the relation between range and area: -50% of the radius = -75% of the area Dividing by 4 the effective coverage is a nerf that requires more than 2 lines of explanations. It makes the player actively choose between a fair wide cc and a short range dmg propagation tool. Also, to anybody that tweaked their build to fit the augment, it makes the tradeoffs positives half as important, possibly negating them as well as the augment itself. Overall it makes range half as valuable as it was before, and with Nezha's 4 being basically the only ability benefiting from range, the augment is in a really bad place I read somewhere on reddit somebody saying that if the augment was gutted this way on first patch, perhaps it shouldn't have come out at all. This internet stranger certainly had a point
  3. Same During some PT runs, I miss-clicked Voidrig 1 and tried to launch it to get rid of the prompt. Alt-fire makes the launching animation play, but the canister stays firmly in the mech hand. I still have the base middle mouse click as alt-fire
  4. Unless I'm mistaken, the official drop tables say nothing about thoses drops. "Netracell" only returns the drops of a couple mobs, "duplication" and "crescendo" just don't return anything, although they're netracell exclusive reward. "archonhold" doesn't either. When starting the mission, it says "testudo" as the node name, but again nothing. While looking around, seems like the labs bounties rewards are nowhere to be found either.
  5. Title. Most of the Duviri melee are missing swinging sfx. Here's a exemple of how the bug currently appear (first using the volnus to demonstrate it works with other melee, then with the sampotes which is one of the affected melees): Here's the list, complete with which hit of which stance are affected: Syam blind justice: block+forward combo, 2nd hit Azothane all stances: Block combo special, all hits Edun all stances: wall attack Shimmering blight and Bleeding willow: block+forward combo, 2nd hit Twirling spire: block combo, all hits Sampotes all stances aerial combo, 3rd hit shattering storm: block combo, all hits block+forward, all hits Crushing ruins: block+forward combo, 2nd and 3rd hits No specific steps are required to replicate the bug, just equip melee and stance and swing. As far as I know, it's been an issue since release. Hope to see a swift resolution to this bug. Thank you for your time. Have a nice day
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