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Scyoen

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Posts posted by Scyoen

    • TYPE: In-game mission bug (Grineer Pulse Turbine objective)
    • DESCRIPTION: Attempting to skip the cinematic for exiting the Pulse Turbine objective results in my player teleporting into the wrong area/getting stuck.
    • VISUAL: https://i.imgur.com/wV4T5b6.mp4
    • REPRODUCTION: I attempt to skip the cinematic when exiting the Pulse Turbine objective. If I let the cinematic play completely, I exit normally.
    • EXPECTED RESULT: I should exit the objective and be able to fly out freely.
    • OBSERVED RESULT: I cancel the cinematic and get warped into the wrong area and can't escape without using my Omni teleport.
    • REPRODUCTION RATE: 100%. Every time I skip the cinematic when leaving the Pulse Turbine, this bug occurs.

    Related report above

  1. This also happens to me while playing solo (on PC). Haven't done the event in a group so I couldn't say if it'd happen there.

    If I Switch Teleport from a great distance, it will quickly fly back to me as shown in the clip. Even if I leave a decoy next to my starting position, I can never seem to make it to the drone's new position with a second cast of Switch Teleport or Void Dashing before it flies back. I've also tried to teleport it into the air (after leaving Archwing) with the same result.

    If I instead teleport the drone small distances, it always works.

    For what it's worth, I used this same method the last time Plague Star was available and didn't encounter this issue.

  2. Hello! I've encountered the Grendel Pulverize bug as reported here as well as in this thread.

    I do also believe it's similar to what happens with Wukong's Cloud Walker, as reported here and here.

    In the clip I managed to record, you can see me spamming all abilities and being unable to jump. When I finally run out of energy, the climb animation plays. From what I can tell, it appears to happen if you trigger Pulverize as you're about to climb something automatically.

    Thank you for your time and help.

     

  3. Hello!

    A quick search has shown a similar issue has been happening for a few years. The threads I saw were all archived, so I decided to make a new one. Apologies if I missed one that's still open.

    During today's (2019-06-02) Mutalist Alad V Assassination sortie mission, I had Mutalist Alad V walk into a pit in the boss room. He remained there despite my best efforts to lure him out or otherwise damage him. Of the equipment I had with me, only Exodia Contagion could reach him via splash damage. I didn't think to use the in-game feature (F6), but I have included a screenshot anyway. It's one of the same openings that, should a player fall into, results in being teleported out. From what I could tell, he was still going through his motions (becoming briefly vulnerable), but would not otherwise move from that spot.

    Thank you for your time.

    M5IoSa4.png

  4. Just to start, I'd like to say that I didn't have time to test if this would happen with other Kitgun components. It may not be limited to Rattleguts or the components listed below.

    In a recent run through The Index, I noticed an odd interaction between my Kitgun (Rattleguts, Gibber, Ramflare) and Zaw (Plague Kripath, Kroostra, Vargeet II Jai).

    Notably, the Zaw had Condition Overload, Blood Rush, and Drifting Contact equipped, built for critical chance/damage. Additionally, the Naramon school was active and two Rank 3 copies of Arcane Avenger were equipped.

    To make use of Condition Overload, the Kitgun had the four 60/60 status mods (Jolt, Pistol Pestilence, Scorch, and Frostbite) as well as Barrel Diffusion, Lethal Torrent, and Anemic Agility. This was all powered by a Rank 3 Pax Charge.

    The idea was to only use the Kitgun to apply as many status effects as possible on a given enemy before engaging in melee attacks. Using both Naramon and Drifting Contact would allow me to sustain my combo multiplier outside of combat. Initially, this worked as expected. I'd apply the status effects and then kill the enemy with the Zaw. At one point, however, the Kitgun started to output an incredible amount of damage, up to the point of being able to kill any enemy on its own without the use of the Zaw. The image below is one such example. By the time I left, it was able to kill level 330 enemies without any indication that it couldn't keep up.

    If I had to guess, the damage was scaling with the multiplier (which was around 3.0x to 3.5x by the end) and/or Condition Overload. I didn't notice an unusual amount of critical hits to indicate otherwise. Unfortunately, I don't have the time to test currently as to what's causing the interaction and whether it's even limited to this Kitgun or its components. I would've liked to record a video, but attempting to do so recently has resulted in a crash. For now, I hope this is enough information.

    Thank you for your time. Please let me know if there are any other details I can provide.

    O8Ywv6o.png

     

    Edit: I wasn't able to reproduce these results in the Simulacrum, but I have since tested with another secondary, the Cycron, using the same mods with the addition of Quickdraw. Eventually, I saw the same thing happen. There may be a time element, or something specific to The Index. I noticed that if I died the damage would "reset" to normal. I didn't think to take a primary weapon, otherwise I would've tested that as well. Included below is a short clip demonstrating the behaviour.

    https://gfycat.com/FavorablePastCowrie

     

    Edit #2: I decided to test again using an essentially unmodded Prisma Grakata (it had a max rank Ammo Drum equipped only). The rest of the build was identical.

    https://gfycat.com/nauticaldiligentanura

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