LordPreda
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Posts posted by LordPreda
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1 minute ago, InstaGoat said:
So many good answers already, thanks guys! This clears it up really well.
I'll try and enjoy the beatings for now, if he shows up again. Time to go towards those quests!
ONE MORE THING!
You asked us "what, why?" You can find more out about the Stalker by scanning him 3 times and reading the codex entry. This is best done either by scanning him as he spawns (because he is stationary as he teleports in, and it takes a few seconds) or by getting yourself the Helios Sentinel, which is a little drone that will scan him for you.
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26 minutes ago, InstaGoat said:
Relative newb here, wondering something.
Today I met the stalker for the first time, or whatever that enemy ninja is. I knew the taunts were bad news, but when I actually met him I fell apart completely. He shows up, is visible for a felt 10 seconds, then turns invisible and another 5 seconds later I am dead. Cue his Victory proclamation, and me feeling completely stunted.
I was doing a solo low level mission to try out a new stance, and this was not what I expected. What is this thing? Is it in the game to cut players who have been doing too well when they start down to size? I met the grustrag three when playing with a friend, and they were no problem compared to this.
So my question is, what is this thing, why does it exist, and how do I not get humiliated next time?
Many thanks in advance for your answers!Cheers
InstaThe advice @Dhrekr gave about using different weapon elements like cold or fire only applies to this enemy during and after The Second Dream quest (which is kinda about him). Before that quest his primary advantage isn't damage adaptation, but mobility and the ability to nullify all your powers.
The Stalker is opportunistic. He has a higher chance to come after you when you're running with low-level or unleveled gear, and he marks you for death for every kill of a boss that you have. The best you can do is keep moving, not rely on abilities (remember, he cancels those at range) and always be slightly paranoid, or run with a squad, since he can't really take you if you have help.
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I noticed this a while ago with Arcane Deflection on Inaros but since these got buffed it's become much more noticeable. Whenever a Resistance Arcane gets activated/procced, there is a chance for the weapon you're holding to become holstered. You can still fire it, but the warframe's hands are empty and the weapon will appear on your back. I have an example of this below with my Valkyr that has Arcanne Warmth equipped (for protection against Lenz bubbles)
Whenever this happens I have to switch to secondary then back to primary for the weapon to appear back in the warframe's hands.
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This has been an issue from the start, particularly with the "prototype sabotage" bounty. Lotus will be saying one thing but the objective will be another. Particularly, whenever the objective is to liberate an enemy camp, there will be no transmission. Also, she will say "codes obtained from the science officer knowcked out the control drone" but the mission will be a supply drop sabotage rather than a drone escort. Screenshot below.
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This is this older bug: when using the Stealth route to poison the manic bombard specimen in its harness in a Sealab Sabotage mission, a corpse will be created that falls from the harness but the specimen will still be visible in the harness as well, as seen below; note that the objective is completed but the Manic is still in its harness. I wasn't able to catch the "corpse" in the screenshot before it disintegrated.
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@Unus do you *always* talk like that? Or do you like, tone it down in private conversation?
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When they were introduced, the Tarna Planters would take the energy colour selected for ship interior to replace the default blue at the tip of the stalk and the little jets at the bottom of the planter (I think the water ring too, but I don't know for sure). Since the 22.12 update this is no longer the case, and they all keep the default blue. This only happens with the Tarna planter; the Tadit, Piccha and Magnolia planters still use the orbiter's energy colour.
Another thing I noticed is that the Tarna planter will disappear once you get too close to it. Screenshots below.
Blue default color for the jets and stalk head (and it's obvious my ship energy color is green)
I move the camera just a bit and the whole plant vanishes - only the water ring remains visible:
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Amazing. A founder, a veteran, not knowing you can switch AW flight modes in Options.
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this would be nice
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There are 3 instances of the Salvage resource, two of them showing 1 Salvage. Also, the black background of the numerical indicator is moved slightly to the right for each pile. Screenshot below
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I noticed this as well and was going to make a thread about it. Glad to see someone else did it first. Here are some screenshots to show the problems, on the Guandao and on a dagger-Zaw
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28 minutes ago, Helm said:
This is how ive always felt. They nerfed her because she was the best nuker, along with saryn. And just like saryn, they cant do endgame content anymore. Now because of pablo unable to play warframe the right way, he thinks ember is ungodly god mode and destroys any sense of pve content (somehow)
Better nerf ember even more, what little hope i had of a buff for ember was thrown out the window. I was hoping so hard they would do a rework on ember to be able to do sorties along with the rest of the cast.
Just who exactly do you think you are?
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I know Burston Prime and Burston have different reload animations but if one uses the Solstice skin on the Burston Prime the model sort of breaks apart, with a clip sticking out the back of the gun. I took some screenshots:
https://i.imgur.com/ifIQUGN.jpg
EDIT: Reloading animation issue has been fixed, however hand positioning still remains bugged:
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I noticed that Drudges were added to some Asteroid rooms recently. I wanted to point out that Drudge units never show up in Syndicate Missions that take place in the Shipyard Tileset, and I think this is a bug.
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IMO it's useful in larger tiles because the brightness of the engram is visible from a long way away
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Originally, when you triggered a meltdown in Reactor Sabotage, in addition to stationary fire hazards throughout the ship you also got a fire effect spreading outwards from the reactor. Rooms would turn red and constantly proc fire on all present. When this covered the whole map, a countdown to meltdown and mission failure would be triggered.
Was this whole mechanic removed or is it bugged? I thought it was a very good mechanic because while Meltdown was the safest and most reliable of the methods of sabotage, it was also the most dangerous. Now it carries absolutely no risk. Fire is supposed to be the quickest route, as well as the one creating the most danger, while Cold is meant as the safest route but the hardest and slowest to actually accomplish, with Magnetic as the middle ground.
Another thing I noticed, though idk if it's a bug: when you follow the Magnetic sabotage path, Lotus tells you to guard the command console but there is never any actual enemy attacking it. This has been the case ever since this mission type was introduced. Shouldn't there be folks attacking it or trying to turn it off?
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I noticed a while ago that when using a skin on the Soma prime, the dynamic clip is bugged (as in, it doesn't move dynamically as the gun is fired) and the reload animation is off-key:
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This one:
It showed up in an alert a few weeks ago, and as you can see from the chat, I wasn't alone in thinking it looks cool. I wish we could have it as an alternative to the regular defense cryopod.
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EDIT: I posted this in the wrong subforum. Please delete this thread, I will post a new one in the bug reporting section.
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there's already one of these planned :P
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Hey, I linked this thread to my big list of bugs I'm posting on most every hotfix thread. Hopefully they will get noticed eventually
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The Dev team occasionally holds a weapon design contest where the community is able to submit their own designs (drawings, descriptions, etc) for a chance to see them into the game. Silva & Aegis and Jat Kusar were created this way. that's the only chance you have, I'm afraid, short of DE hiring you
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On 14/12/2017 at 12:43 AM, WilliamHartono12 said:
Fire Hazard: Missing probably cause its intentional cause some Fragile Warframe usually die alot when Fire Hazard is triggered
Cold Hazard: Least Popular, Takes alot of time, Guarding 4 Pipes, The only reason why I do this cause I don't need to hack the last console and no real time Limit
Magnetic Hazard: Bug, If you don't have alarm on, The enemy won't be spawning, Mobile Defense makes the Data Terminal Full Aggro so the enemy rush towards it. Never seen someone actually halt the Magnetic Sabotage
What you're describing is the point of the sabotage path choice. Fire is supposed to be the quickest route, as well as the one creating the most danger, while Cold is meant as the safest route but the hardest and slowest to actually accomplish, with Magnetic as the middle ground.
I can't say I agree with people requesting the removal of features or defending what are clearly bugs just because it makes the game more convenient for them specifically. That's not what this thread is for, at any rate. I want these bugs fixed because it is clear that the missions are not supposed to work like this.
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Hunting Eidolons is a pretty good high-level activity that many of us will be doing over the holidays. Please, DE, remember to fix the following bugs:
- Lures, charged and connected to the Teralyst not dropping the rewards (two Exceptional Cores, one brilliant Shard)
- Teralyst playing the "Death" animation instead of the "Captured" animation when it is captured with two charged and tethered Lures.
Animation issues with Burston Solstice Skin on Burston Prime
in Art & Animation
Posted
I would like this issue re-examined. Since the Boltor Bravura skin brings its own unique reloading animation, I think it should be possible to have the Burston Solstice Skin use the Burston reload animation even when it is equipped on the Burston Prime. Otherwise, I really don't know why we have it.