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Unimatrix0

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Posts posted by Unimatrix0

  1. So I noticed this yesterday, if your Corinth Prime's altfire is ready and there's a shell already in the air, hitting fire will detonate the airborne shell but also fire another one at the same time. Usually this isn't an issue unless you're making a particularly long shot so as to give the weapon time to become ready. But I put Shotgun Spazz on mine and it's noticeable, let alone when using with Gauss. It wastes ammo and it makes reloads a lot more frequent. I'd like Corinth Prime's altfire to not fire another shell if there's already one in the air. Otherwise I really like this gun, I enjoyed its base version and besides this small issue it looks like it's going to be one of my staples. Thanks for reading!

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  2. So something's been a bugbear for me since I started trying to do this. I've been hellbent on getting the R3 ground mission emblem. Three times I've tried, plowing through condrixes as fast as I can for almost two hours each time, and every time the flotilla hit 100 condrixes before I could get to 5000 ground score...once less than 500 short. I've gotten R3 space and overall emblems, the ground missions just take too long per points gained. I suggest increasing points awarded for condrixes while condensing the level scaling and reducing the condrix cap, or simply decreasing the points milestones needed to obtain the ground emblems.

  3. The other day I noticed if you have your celestial twin out while iron staff is active, switch to another weapon or item, and deactivate iron staff while holding your weapon/item(or run out of energy), the twin will continue to use iron staff indefinitely with no energy drain. So...yeah.

  4. I've noticed that if you're a client during the final stage of Plague Star, the boil's animation of spitting/pooping out Infested (them being flung out from the boil and landing) doesn't happen. The Infested just appear on the ground. The spawnpods falling from the sky behaves as expected though.

  5. WISsB1U.jpg

    8sXIlFd.jpg

    Once on this screen, the game softlocks and needs to be force closed. Perhaps because it happened to fall on the Ropalolyst node?

  6. So, the energy pickups on the new index map. They restore 25 energy instead of 50 as with the other maps, and collecting them doesn't trigger Zenurik's Energy Pulse. Upon picking them up, it doesn't make the little puff of particle effects, the sound, the message at the bottom of the screen, or the rampup on the energy gauge, as if the energy was just...directly added to you, if that makes sense. If you're not the host the energy pickups don't disappear at all when collected, leading to confusion if any given pickup will give you energy or not. The health pickups seem to behave properly.

    Edit: Fixed as of 25.0.3, thanks guys <3

  7. I don't mind either. I get that it's supposed to add a bit of spontaneity to missions, to give a feeling of stuff happening that's beyond your immediate scope. It doesn't take all that long to do.

    But yeah, some variance would be nice. Maybe mobile defense consoles could occasionally generate in an exterminate mission, and you could get notified that you could ignore them or do it for a bonus. Something like that.

    Incidentally, every time "change of plans" happens after a target is captured... must have told something to Lotus that really pissed her off to want to kill everyone. Maybe she discovered their cache of NSFW Lotus art >u>

  8. Funny, just the other day I was doing a riven challenge with Ivara. While cloaked, a Nox happened to waddle past me and I had a thought. I had a good look at what the Nox was wielding and compared it to the Stug. They're completely different! I know that people make fun of Stug a lot, but I for one find it quite a pain in the asteroids to be on the receiving end of whatever the Nox has. Why can't we just have that? What about it makes it good, and yet the Stug is not?

  9. I'm able to get through standard Excavation just fine. Solo, even, which is a feat apparently. Just that void's onslaught of enemies means I can't defend the excavators long enough to complete a dig. Maybe I'm just extraordinary unlucky. On a few occasions on normal I had the ground littered with power cells, but others I had to resort to hunting around the map for carriers, picking up power cells, and dumping them in a pile before I got close enough to the waypoint to drop the excavator >.>

  10. Seriously. I've hewn my way through reams of enemies, maybe 50-75, before I come across a single power carrier. And that's with a T1 relic. It's consistently been like this for me for a while now, but just now this mission was particularly bad. After half an hour of treading water and failing to defend the excavators, I just quit the mission from pure fatigue. If I were to guess, all the extra corrupted enemies in the spawn list are pushing out the probability for power carriers, which wasn't adjusted from the standard version of the Excavation mission. Is this intended to be added difficulty for the void mode or what? Am I the only one who's noticed this?

  11. Aye, I finally got it in my head to try Warframe after seeing the coverage by the impeccable Skill Up YouTube channel. Whatever misgivings people have with DE, that's perfectly valid, but one's got to take the bad with the good these days. In this age of outrage culture and every miniscule detail being scrutinized, there are bound to be things that slip through the cracks. We often forget that there's real people on the other end of those company logos.

  12. I know gamers can be a negative bunch, so I just wanted to thank everyone at DE for putting this game together. I still can't believe it's free to play. Given the shameful state of the gaming industry today, Warframe really stands out. It's refreshing to see a developer be so transparent and human, with an actual story to tell. Here's to many more years of enjoyment and community.

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