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IDystopiaI

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  1. https://www.youtube.com/watch?v=N9SudnMzJzQ Normally when a distressed pipe is destroyed, the player should take damage while standing in the flames, and even counted towards damage absorbed for abilities like Covenant/Iron Skin. I noticed this also happens with the pipes in the Alchemy game mode. Reproduction: Destroy distressed Pipe Stand in flame and see that you no longer take damage and do not get heat proc'd.
  2. https://www.youtube.com/watch?v=fWcfQ3wTFSI (Arch-gun bug and Thurible) Arch-gun bug reproduction: Call in Arch-gun. Hit esc before the animation completes. Every time you close the esc menu, the Arch-gun animation restarts unless you finally let the animation complete. I have not tested if this effects the Overguard granted when calling in an Arch-gun. Thurible bug reproduction: Begin channeling Thurible. Press "esc" and navigate to options. Back out of the menu and you should be stuck in a weird state between kneeling and channeling Thurible. Canceling Thurible does not fix the player being stuck kneeling. Opening the emote wheel and performing any emote did seem to fix me being stuck kneeling and give me back control of my character.
  3. This is similar to the Khora whipclaw bug which was patched a while ago, where if there is anything near your character while casting, the projectile is aimed in a different direction. Reproduction: Walk up to a wall or some type of model (player/enemy) Cast Contamination Wave (Madurai's 2) The area affected is a cone If you were close enough to the object and facing it correctly, the projectile should go off in a random direction, tending to go to the right,
  4. https://www.youtube.com/watch?v=uiHUECiEtrU This seems to effect both Wisp and Wisp Prime. Normally when you place a Wisp mote, there's a very visible boundary marked showing you the effective range of the mote. With the most recent update this outline is very faint/impossible to see under some lighting conditions.
  5. This seems to effect Corpus humanoid enemies using the Crewman/Tech model (corrupted versions too). Reproduction: Ensure Gore is enabled in settings Use a weapon with high Slash weighting to allow corpses to be Bisected (i.e. Akjagara Prime or use the Ripkas with Amalgam Ripkas True Steel) Find a Crewman/Tech enemy and shoot it in the head either directly from the front or back which is the location required to Bisect the corpse vertically. You should see one of the halves have a tendril stretching across the map. If testing in the Simulacrum, the effect is a lot more noticeable with AI enabled. https://www.youtube.com/watch?v=7lHEGsdwO_I
  6. Normally with a thrown weapon, you're able to hold the melee key and the reticle will change to indicate that you are about to throw your weapon and reflect if you're about to Quick Throw or Charged Throw for more damage. The Wolf Sledge seems to throw as soon as it hits the minimum threshold for a Quick Throw, and if you are using mods that affect wind-up speed (Killing Blow and Amalgam Organ Shatter), the time between pressing the melee key and throwing becomes extremely short. *Reticle changing on the Glaive Prime indicating a fully charged throw. Attempting to fully charge Wolf Sledge thrown attack Observed Effects: Wolf Sledge is thrown just as the reticle switches from regular melee to thrown melee. The Reticle never progresses to the point it changes colours to indicate a fully charged throw. With +Wind-Up speed mods, it becomes very easy to accidently self-stagger yourself when trying to melee normally. *I thought thrown melee weapons like the Glaive Prime were able to hold a fully charged throw for a bit longer before being forced to throw, but I could be misremembering how they functioned.
  7. Not sure if this is tile set dependant or related to the base level of the mission but I find this tends to be an issue on the lower level nodes. Fragments stopped showing on the mini-map with the update that made changes to their visibility for players that have already scanned them. While this normally wouldn't be an issue for anyone that has already completed the codex entry, it does cause issues on planets like Mars when trying to help newer players get scans to progress through the junction. Mars Cephalon Fragment not marked on mini-map Mars Somachord not marked on mini-map Here's an example where scanned fragments do show correctly within the mini-map on a certain tile set/planet: Jupiter Cephalon Fragment Jupiter Somachord
  8. There's also warframe's input buffer which can be a little weird at times. You can end up getting knocked down while a melee attack is queued, and once you get back up your warframe will finally execute the melee attack. The cold proc's just make this more noticeable, but there are other weapons where the input buffer is just too long, like the Ghoul Saw.
  9. I think the issue is how game balance has been handled, never forcing people to adapt/learn other game mechanics. Things like how shield gating with a dragon key was handled until recently where it was a crutch that just made you immortal and there's how AOE weapons function where you only need to aim in the enemy's general direction to kill them.
  10. I don't think it's relevant to this event because our weapon is a slow projectile with a significant amount of arc, but there is a way to exploit aim-assist to keep your crosshairs continuously snapping onto a player, and it's very noticeable if they are using a hit-scan weapon. I haven't noticed any of that in the event so far, and I doubt very many people playing the event even know about it.
  11. The only comment I've seen about this was that it was fixed in update 34. Before update 34, you only needed an AOE weapon to recreate the bug. Since that update, I've only been able to reproduce the bug while a bounty phase is changing but that could just be a coincidence.
  12. Reproduced invulnerable Tusk Thumper a second time. https://www.youtube.com/watch?v=RQFVdDbtbY4 The only difference between this run and the previous run is that this happened during the transition to Phase 2, and that I was able to break one of the Thumper's legs before it became invulnerable. I think it might be related to destroying limbs during a bounty phase transition but it's kind of hard to time a thumper spawn around someone completing an objective.
  13. https://www.youtube.com/watch?v=x_hruamJHWo Things happening at the time this occurred: This was during the Plague Star Bounty Thumper hit by Nova's Molecular Prime (10% power strength Nova) Thumper Fully Armor Stripped by Shattering Impact/Vastilok Thumper Slowed by Voidrig's Necraweb while under the effects of Molecular Prime All Damage done to Thumper was by me using Voidrig's Arquebex This was done in the middle of a bounty Phase Transition while the bounty was transitioning from the Drone Escort phase into the Final Phase of the bounty (Lotus/Vey Hek dialog going on while this happened) I was a Client for this lobby I do have the EE.log file for this mission if helps at all
  14. I'm not really sure if this is related to me having multiple Rivens for the same weapon, or a mix of multiple Rivens and more than one copy of the same weapon, but when I use Link to transfer mods between configs on the same weapon, the mods are not being transferred over correctly. Reproduction: Link a mod loadout for a weapon that you own multiple copies of and have multiple Rivens for: Select the link in chat and apply to a new config slot View the config slot which should have your copied loadout Observed Effects: Incorrect Riven Mod equipped, and in a slot not matching its polarity. Missing mod from loadout and partially ranked mod due to max capacity reached when applying mods incorrectly. https://www.youtube.com/watch?v=0DjMdYesXXw
  15. This sounds like the bug issue where AOE (maybe punch through too) can damage the legs of a Tusk Thumper without breaking the part covering the weak points first, making the thumper invulnerable. It's pretty common now with people just using the Arquebex because of how broken it is, and I'm unsure if being a client/host effects how easy it is to reproduce the bug. It's existed before plague star, just more people running missions on the Plains making the issue apparent to people that have never really dealt with Thumpers.
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