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GaussDeath

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Posts posted by GaussDeath

    • TYPE: In-Game
    • DESCRIPTION: Gunners not firing: NPC crew members in gunner positions stop firing in while you are in certain structures.
    • VISUAL: No visual required
    • REPRODUCTION: Enter mission (solo) normally with Ticker NPCs assigned to gunnery positions.
      Exit Railjack, note how gunners continue to fire.
      Enter the 'side mission' (white marker structure, not yellow marker structure). 
      Complete 'side mission' and exit it. 
      Observe the Railjack, note how it is not firing. This is not due to weapon cooldown, you can wait a long time and gunners will not shoot. 
    • EXPECTED RESULT: Gunners should be firing. 
    • OBSERVED RESULT: Gunners not firing. 
    • REPRODUCTION RATE: Every time so far. 

      Extra information: 
      It appears this is also happening while you are in the structure, as the railjack is taking a lot of damage, when you exit you find a bunch of ships beating on the railjack, none of them have damage. 
      This does not seem to happen on the main mission, when you enter that building the Railjack is greyed out. 
  1. Velocitus is missing the multishot checkbox for the Charged, Atomosphere, and Atomosphere charged options. 

    If you have the multishot checkbox checked it will retain that setting for each of the above options. 
    If you have the multishot checkbox unchecked it will also retain that setting for each of the above options. 
    It requires that you switch back to Normal to check/uncheck the box, then go to the option you want. 

    Edit: On Warframe-builder the Velocitus is also missing the Magnetic damage line. 

    Edit #2: When adding the mod Critical Focus, it does not add the damage component of the mod when the Critical box is turned off. I cannot tell if it is adding it when it is turned on. (Note: Aim is switched on, that is not the problem.)
    It should be adding the +60% damage when aiming, even when the critical box is turned off. 

  2. I have also noticed something weird going on with Rhino and Iron Skin. I am getting knocked down, getting radiated, etc. Even while I have Iron Skin health remaining. And not a small amount of Iron Skin remaining, 5k+. So this isn't a mistake in observation. 

    • Like 1
  3. A Moa knocked both syndicate operatives down on wave 6. They never got back up. 
    Not dead, just wouldn't get back up. 
    I tried to travel a long distance to see if that would reset them. It didn't. When they appeared next to my distant location they were still laying down. Repeated that when I returned to the defense target. 
    In short, the bug is that a Moa can knock syndicate operatives down and they will fail to ever get back up. 
    Operative_knocked_down_for_5_waves.jpg

  4. Please extend the mission timer on Syndicate missions. 
    When running solo, it takes a significant amount of time to search every nook and cranny of the map for the 8 syndicate insignia. Certain mission types, especially Disruption, start a 2.5-3minute (somewhere in there) mission timer if you are taking too long to perform the main task. 

    In Disruption, even after you do all the disruptions there is a 'extract now' timer that will pop up. 

    I understand the purpose of the timer is probably to prevent exp farming of enemies that don't have scaling level/difficulty. But when combined with syndicate missions the timer is too short. 

    • Like 1
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