Jump to content

(PSN)Umbrellie

PSN Member
  • Posts

    61
  • Joined

  • Last visited

Everything posted by (PSN)Umbrellie

  1. Not a bug. Read the page about Cross save eligibility. You cant merge accounts that were "migrated" because it wasn't a true migration, it was essentially a copy, giving you two identical accounts on different platforms. You can still link them, but that means selecting one as your primary account, which will override the other. Shouldnt be an issue if you migrated to console since it cloned everything you had on PC anyway. Only potential issue is if you've been playing on both simultaneously and have different progress for each, in which case we cant help you bud. Wanna keep em both, they'll have to stay unlinked.
  2. While playing with the Incarnon Strun Prime recently. I noticed it's charge seemed to be inconsistent, so I decided to take to the Simulacrum and here's what I found. (All testing was done with a totally unmodded Weapon and Warframe, with no companion, to avoid any potential complications) On a Lethal Headshot, the Incarnon Strun seems to generate a random amount of charge, ranging from 4 to 9 in my Simulacrum testing*. Meanwhile, on a Non-lethal headshot under similar conditions (the only difference being higher level enemies to ensure they could survive multiple hits), it always gave a full 12 charges for the Incarnon mode. EDIT: On further testing, this is also still applying to other Incarnon weapons with innate multishot (i.e. shotguns), but not modded multishot. Here's the numbers I've found so far (again, all done at point blank range with no mods): - Felarx: 2-4 charges on Lethal, consistent 8 on Non-Lethal. - Bronco (Prime): 1-2 charges on Lethal, consistent 3 on Non-Lethal. This doesn't just apply to "one-shot kills" however, as taking two shots on an enemy that survived the first would yield similar results. The first (non-lethal) shot gives a full relative charge, while the second (lethal) shot gave a reduced charge. (Tested on Corrupted Moas and enemies with Overguard to ensure they could survive the first hit via shield gating or otherwise) Now obviously this could simply be a case of "killing the target before all 12 pellets have a chance to register", however with almost all Incarnon weapons if you hit a dead enemy's head before they fully fall to the ground it still registers as a headshot for the purposes of Incarnon charge, so under those same conditions this should still be registering a full 12 hits, not the varying amount it currently is. Also, it varies by quite a substantial margin which makes me believe it's not an issue with damage and multishot. Here's a video I took demonstrating this in the Simulacrum. For every shot I tried to be as close to 1m as I could in order to ensure all pellets hit, and reset my incarnon (and as a result, the Blazing Barrel evolution) between every shot to try and maintain a fair and consistent test. This is on the most recent version of the game (Seven Crimes of Kullervo Hotfix #1), and seems to have slipped past the Mainline's supposed fix of it (Thanks to TheKengineer for pointing this out to me): "Fixed low level enemies killed by headshots not filling the Incarnon Mode gauge for Primary and Secondary Incarnon weapons." * The charge on Lethal headshot went as low as 1, or even 'none at all', in normal gamplay testing, but I'm willing to disregard that as either Player error on my part (by missing the head due to enemy movement), or UI error (displaying a red hit marker when it wasn't a "real" headshot).
  3. Well if you'd read the patch notes properly, you would've realised it was only during the Quest: Simplified the hacking minigame during The Duviri Paradox Quest (Post-Quest hacking minigames are unaffected by this): Removed the timer - players now have unlimited time to complete it. Removed held notes - single notes will now be the only note interactions.
×
×
  • Create New...