Jump to content

Etzu

PC Member
  • Posts

    531
  • Joined

  • Last visited

Posts posted by Etzu

  1. More details on wisp aiming animations:

    • moving with one handed firearm aiming while carrying a datamass is correctly using Wisp aiming motion animation (no foot on ground)
    • moving with two handed firearm aiming use regular frame motion animation (foot on ground)
    • moving with one handed firearm aiming use regular frame motion animation (foot on ground)

    I didn't try with glaive but I think it will be as for the datamass.

    • Wisp 2nd ability can be chain-pressed to "stack" an invulnerability, not sure if it's a bug but it has no buff icon nowhere nor is wrote anywhere on the description.
    • Wisp animation while aiming uses foots animation like regular warframe. (melee animations too, probably not a bug just way too much work to be done before all the rework of melee 3.0)
    • Pakal armor set sentient-part energy color isn't affected by any energy / emissive channel, without or without forma on the equiped frame.
    • Velorum Prime sigil inner energy color isn't affected by any energy / emissive channel from the warframe (it stays blue)
  2. Le 18/05/2019 à 15:00, Culaio a dit :

    someone in another tread pointed out to me another exception: trinity prime, immortal skin does have "lobster butt" but loses other prime attachments.

    That's true too, I forgot about trinity, but in the case of mesa it's more the badass cloth part that are missing than the "butt", also the metal part on the front, I think more global logic would be great, either everything full vanilla or everythin with full prime or better even every prime with an option to toggle on/off prime part as of tennogens.

  3. il y a 3 minutes, erdowohingenau a dit :

    From my perspective all other Immortal skins are bugged and the new one does it right, but it is indeed inconsistent nontheless. And the reason for that is probably that other primes simply added new parts to the original mesh, while in the case of Mesa Prime the original mesh itself had been changed, which means that they cannot use the same exact textures. So they used the vanilla mesh for Mesa Prime too.

    This is why, to (humble) me, using the original mesh for all primes would make the most sense, since prime designs have changed as well over time and things will only become more and more inconsistent at this rate.

    Well to me they should have the option "show prime part" on immortal as we have on tennogens, I totally understand that some skins are way too different on the prime compared to the vanilla one, but I think it's not fair to say that it should use the vanilla model on both vanilla and prime.

  4. Hey there,

    I've been making few runs of the Profit-Taker and I realised that, when you're not the host, mounting your kdrive while having the archgun deployed totally break the weapon-switching. You are then not able to melee, not able to swap weapon, and not able to recast the archgun. The only way to solve it is by dying and force respawn. It doesn't occures when you're the host of the mission.

    I've tested as host on PoE and on OrbVallis, with or without bounties, with phase 1, 3 and 4 of the heist everything was fine, but as soon as I went as client on phase 4 it does that bug everytime. I assume it's occuring also outside of the heist as it doesn't occure when you're the host.

  5. Hey there,

    I'm not sure it's exactly a "bug", but from what I know all Immortal Skins apply the prime model with variation in the immortal skin compared to the vanilla version. But Mesa Immortal skin applies the standard vanilla mesh onto Mesa Prime.

    Is it a bug or is it wanted ?

     

    Edit: It also seems that the skin is buyable for 40plat in the marketplace.

  6. il y a 17 minutes, [DE]Rebecca a dit :

    New information!

    Hm, so if I got this right, you need at least 8 hours of work before any kind of build plus some non time estimated works, this means not tomorrow or very LATE tomorrow at best, and more sounding like it's gonna be extremly late on friday or even not this week.

    No nightwave next week, maybe still have to wait the update on monday... What will I do !? Haaaa ! I need my orders ! Ordis tell me which world I should anihilate ! *wait wat ?*

    I'm impatient to see all the content from that update !

  7. Still no news about the primary kitguns, well sounds legit as it's not a directly fortuna related update, but what exactly happened to them ? We saw them on devbuilds and recently we heard "well we have no current plan for releasing them". Will they be part of fortuna's 3rd orb fight update ?

    Regarding the Jovian, I'm excited about the new gamemode, and about wisp ❤️

  8. Hey there.

    I've been farming manic for few weeks since I dropped the ephemera requiering ash system and I noticed already that after an host migration, manic can spawn a once more for every host migration occuring in the mission after the first 15min manic spawn. I thought it was not terrible as the manics spawn only after the milestone of 15min and you still need the host to leave the mission and be able to handle the mission without him.

    But today I found something different, I was playing in a survival fissure, my host left the mission at 40min and I ended alone, was wanting to spawn the second manic cause I'm still farming them. After the host migration the manic spawned as they did since I started to farm them, but at 44min15 the WOLF of Saturn Six spawned. And he was lvl 21 with his fugitives also at lvl 21 while mission mobs were lvl 78.

    When the host changes it seems that the mission base spawn code is rerunned and should not (assassins after 4min30 ? probably not intended).

    I think the sentients on Lua are also affected by that, but I've not checked it myself.

  9. Hey there,

    It was already there in 24.6.x, but I tested that only inside PoE, on both 24.6.x and 24.7.x, it seems that when you're not the host, the effect of Shattering Impact just never applies. As mentionned, I only tested that inside PoE cause I did not bring my sarpa anywhere else since now, will probably do it on other missions to check if it's a global-scale bug or just related to PoE.

     

    Update Infos:

    • 24.7.x: thread started.
    • 24.8.x: issue still present.
    • 25.0.x: issue still present.
    • 25.1.x: issue still present.
    • 25.2.0: issue still present.
    • 25.2.2: issue still present.
  10. Is it intended that the Saturn Six Fugitives don't spawn in mission where there is another "timed enemy" ?

    Let me explain, on the start of Nightwave I directly searched a way to farm the fugitives while not wasting the time between each of their spawn, so one of my idea was to go to the Lua Survival to farm War part in the same time as them, but they never spawned on that mission. (I did not check since that if they spawn there but I think they won't)

    I reached tier 30 last monday and after Equinox prime release I went mainly to Ophelia on Uranus, in order to drop Ash System for an Ephemera while xping and farming, and I realized that no saturn six fugitives spawned on Ophelia. I first thought it was due to the host migration I had on that mission, then I retested and thought it was due to me having the tier 30 reached, but finally I got some of them on some other missions so I thought "Manic spawn use the same algorythme and prevent their apparition as other assassins prevent the Wolf spawn".

    Then the PoE rework occured, and since the implementation of the Tusk Thumper in PoE, fugitives don't spawn anymore in PoE, or at least not during the day, but I never seen some spawning in the night as they did before the rework. So from there I thought "well they removed them from the free-roams cause it was easy to farm, legit", but I encountered some today in Orb Vallis.

    From my observations these mission mecanics prevent their apparition in a mission:
    - Sentient on Lua, at least tested on the survival, on launch of Nightwave.
    - Manic on grineer endless mission, only tested on Ophelia after Equinox Prime launch.
    - Tusk Thumper on PoE.
    I'm suspecting it's kinda the same code mecanics and then only the "prioritised" one will spawn on the mission, it's not a real problem for the sentients and the manic, but for the Tusk Thumper it makes the entire plains not able to spawn some fugitives again.

    I think it's not a good idea to have Orb vallis spawning them and PoE not spawning them, cause people wanting to farm the nightwave points will avoid PoE for that reason, which is bad as it just received a full face-lift.

×
×
  • Create New...