blackflashcannon
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Posts
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Posts posted by blackflashcannon
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my suggestion is submit a support ticket at support.warframe.com with the EE.log next time it happens, or if you haven't played after this occurrence and see if they can figure out what went wrong.
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It took a few tries to do this, both undetected and the finishing result. If I don't win, honorable mentions is just as appreciated.
EDIT:
I can just post the link like this, right?Thanks for clearing that up Meagan! -
Ive also had this issue when there was a high collection of drops on the ground, or a massive horde of enemies. don't know which though
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I am willing to invite you. I an looking for active members so my new clan can grow. you both joining will be appreciated
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you wont be able to use both heavy and shields together.
I guessed it would be a primary weapon, just what actions could you do with it is what I want to know.
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What about events?
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so you want this to be more like Call of Duty...
spelling mistakes aside and just the merit of the idea itself. horrible idea.
looks like you just ripped off any little part of a game that you liked.
no platinum purchase? DE has never heard of that and frankly makes 0 sense. they are a business to add new content they have to pay people and how do they do that? make people buy things.
Btw if your reading this before that huge mess up there, dont, its not worth your time
everyone deserves an input, ESPECIALLY FOUNDERS! just because you don't like it doesn't make it a bad idea. the high powered weapons Dante talks about has major handicaps, but major benefits as well.
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I think this may be a new addition the Dev's should look into, but mind clearing up some topics?
1) the heavy melee weapons, how would they be controlled and used, especially with the zoom for the right mouse button used for rifles? Would it take up both the primary and melee slot?
2) the heavy 2h machine guns, how would the bayonets be acquired/added?
3) the riot shield, like before for the heavy melee weapons, how would it be controlled and used?
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sounds like defense is taking a swing for a new tweak
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Is that such a bad thing? You still only keep one reward per mission.
not saying it is a bad thing. It would let you know what reward you are really getting and want. I just wanted you to clarify whether making defense awards stack now or not.
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So make it like all the other defense missions?
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I am having a similar issue with pull. instead of invincible, he becomes completely dead and vaporizes. I think there is a bug with ragdolling capture targets with a power, and when their health is depleted in the process
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Take my vote
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Link sent to the devs, expect a reply from Meagan soon. :)
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Definitely gonna cut down on the ten plus pages of cores
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This is an excellent fusing idea, along with mod sorting. take my founder vote
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are you referring to the charge attack, or the actual rapid face punching on a downed enemy finisher?
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Still, odd behavior that the ability is what kills him (or maybe it's something to do with him being ragdolled?) when bullets and normal weapon use doesn't.
that might be it.
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Stalkers learning new tricks to screw with your neural sensors
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He's getting away! Mag! Pull him back here! *PULL* AGH NO YOU KILLED HIM! WHY WOULD YOU DO THAT?!
That does seem odd that he'd just up and die from a pull, but we can pump him full of bullets and whatnot and he just lies on the ground writhing in pain...
If I pull him and he still has health, then he stands back up, but if he is ragdolled AND has no health, he dies
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It would only really be a bow for game mechanics and mods so that the projectile could actually be a blade instead of a bullet that does slash damage.
I see now, it would be a bow without a charge time
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I have had a couple capture missions to level up my mag prime, and sometimes I had used pull on accident, and instead of allowing capture on them, they vaporize and the mission is incompletable
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Hmmm maybe not a sniper, but a mini bow kind of weapon?
I thought the same thing, but I didn't see a bow working well as a sentinel weapon, but that's up to the DE's.
New Mod Idea
in Weapons
Posted
I think a new mod should be added (specific for limited ranged weapons like the flux rifle and embolist) that boosts the maximum hit range by a certain percentage. For example, a rifle mod with five levels and 10%-15% range per lever, and a pistol mod with five levels and 20% range per level. For shotguns, it would extend the range before damage falloff would occur, with five levels at 15% range per level.
Any ideas for improvement, or is this a decent mod category?