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Robbery525

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Posts posted by Robbery525

  1. Quote

    Fixed killing with Sevagoth’s Shadow Claws not earning Affinity for the Claws. 

    Great!

    One step closer to fixing this: Sevagoth still cannot gain focus as Shadow. Which means affinity gain is bugged on Shadow still.

    My theory is that since shadow is another 'frame', when you activate it you lose the lens from sevagoth. So either the bug needs to be fixed where anything killed in shadow form provides affinity to sevagoth (then have shadow leach its XP off that), or automatically apply whatever lens is equipped to Sevagoth to Shadow, even if its background code.

    This needs to be looked at. Not only because it makes leveling Sev weird, but also because it completely makes shadow 100% useless when a focus orb spawns. (And if you are in Shadow, focus orbs wont even spawn)

     

    • Like 1
  2. As with many of the other posters, I feel as though the updated combo-missions in RJ are somewhat disappointing. I’m also disappointed in Gian Point being removed. 
     

    I did a few RJ missions, starting with the exterminate. And thought that some missions like this could make some sense. But I’d much rather be playing RJ in a RJ mission than something I can do all over the starchart. 

    There are a few things that really irk me here: 

    - the missions requires all people to participate. This boots you out of railjack essentially. I don’t want to play defense if I’m in a RJ mission. Unless it’s the railjack defending something. 
    - exterminate, spy, mobile defense, capture all make sense. But again, it shouldn’t force the entire group to do the mission. 

    - I rather liked the setup in the  original grineer  Missions  where you would have people defending the RJ while another crewmember dod that objective. 

    - this would be a great time to use the operation-link gear item. Hear this out, I’m piggy-backing off another idea I saw in this thread. 
    endless defend the pod missions are dumb to have in RJ. But if Cy were the one to teleport it back (and the crew) after it was successfully defended, this would be a perfect use of that gear item. Plant it at the objective, it’s the beacon that cy locks onto. The more that are planted the faster the objective finishes, and teleports everyone to the ship. It incentives everyone going to the objective, but leaves the railjack vulnerable if all 4 move there. 
     

    I think this would be a good compromise to the defense pod nod right now. If you really wanted an endless mission here, just have another ship with an objective jump into the region. (Here it’s technically a MD, but endless). 

  3. Today I watched my instance roller over from 100/100 to 0/100. This was at approximately the 45 minute left mark that it occurred, well before this last patch just came in today. I was on instance # 11 at the time.

    Now, despite the relay getting all 100 murex, I don't believe anyone got the bonus. I know I got a 'failure' message.

  4. 10 hours ago, Tsukinoki said:

    If you're using the steam version then do this:
    Go into steam, right click warframe, click properties, go to the properties tab, and click "Browse local files".

     

    17 hours ago, hix3r said:

    As a temporary workaround on the Warframe shortcut, right click -> Properties -> Compatibility -> "Change high DPI settings" and on the bottom under "High DPI scaling override" tick the box "Override high DPI scaling behavior." and select Scaling performed by: System, or System (Enhanced). This will make Windows do the scaling for the Launcher as the Chromium framework it uses seems to have issues with the scaling right now.

    These do not solve the issue.

    I tried all combinations of settings on that page, the scroll bars still exist. Even changing my windows settings for DPI and such have no effect. Its an issue with the launcher. I tried all the Launcher.exe's I could find for warframe.

  5. So, since the latest update, my launcher has scroll bars?

    I can still play, but i have to scroll to see the button.

    MSI GE63VR 7RF Laptop

    Windows 10 Display Settings

    - 125% (Recomended) Scale
    - 1920x1080
    - Landscape orientation

     

    Vfe8Su7.jpg

  6. I have a Pistol Riven Mod, the challenge is "Find 16 syndicate medallions". This challenge has 0 progress prior to Wukong Prime patch 8.25.30. I figured I would start it since the nightwave challenge said 10 syndicate missions. Unfortunately, this riven is making 0 progress after finding 15 medallions across 2 missions.

    Edit: The mission popup was showing during both missions mentioned above, but no progress was made.

    after mission 2, I moved the riven to a different (no polarity) slot, and the third mission is now making progress..(first 3 were SM, the rest were random with me aborting if it didn't work)

    Originally, the weapon I was using already had a riven installed, in a forma'd slot (dash polarity). I then swapped the veiled riven into that slot by dragging and dropping onto existing riven. I was able to duplicate the above bug by following the steps on first try.

    Second attempt to duplicate bug was also successful.This time I started with the known riven on the same unpolarized slot that worked previously, before dropping the veiled riven into the build.

    Test 3 was also successful duplicate of bug. Same process as test 2, except instead of drag and drop I right-click removed the known riven, them dragged the veiled one in its place.

    Test 4 (mission 5): I tried doing exactly what I did to get it working for mission 3. I moved the veiled riven from the slot in test 3 to a different slot. This test still did not allow the riven to progress the challenge.

    Test 5: same result and method as test 4.

     

     

     

  7. Attempted to ride boss in stage 2 of fight. Boss then fell down the map while I was riding him. My screen turned black. I was able to use my shotgun and reload it, but no HUD.

    Using a melee slam brought me back onto the map. Boss never came back on map though.

    Edit: I was using the Ignis-Amp. I destroyed his shields, instantly swapped back to warframe, bullet jumped and grabbed him while he was still writhing after shield-destruction. Maybe I timed it just wrong where I wasn't supposed to be able to grab him yet? By interupting the animation we both fell?

    https://imgur.com/a/gwKeSFU

     

     

    p3sroiQ.jpg

    TW3jql1.jpg

    xDAI6ym.jpg

     

  8. Today I learned that your companions (dogs atleast, most likely kavats too) follow your operator around. This is another advantage they have over the sentinel, which stays with your warframe in spoiler mode.

    It would be great to have the vacuum mod work when in operator mode. Currently, the doggo will follow you around, but you have no vacuum. Once in warframe though, it will vacuum works fine.

    Please implement this QOL !

    Thanks Devs 😄

  9. Took me around 30 minutes before I found a viable group. Then after that session ended,another 30 minutes and I still havent found a group because of this issue. I'm giving up until a fix is released.23 fractures left 😕

    Even attempting to load into a solo mission sometimes is bugged, with fishing not working, gear wheel being empty, etc.

    See Video Attached.

    https://gfycat.com/TintedVagueAgama https://gfycat.com/TintedVagueAgama

    See also: thread where someone posted video of Deck12 problems

    https://www.reddit.com/r/Warframe/comments/b1tkio/orb_vallis_freeplay_matchmaking_bugged_unreliable/

     

  10. My Setup: I7-6700k + 16GB DDR4 2600 + RTX-2070 + MSI Mag27CQ (With Freesync ON and Gsync-Compatible turned ON in the nvidia control panel)
     + 2 additional monitors that are hooked into the iGPU.
    Playing on maxed out settings. Vsync ON/OFF shows no change in symptoms.
    Max Framerate in Warframe/nvidia control panel is set to 144hz (refresh rate for my monitor).
    Video Resolution 1440p

    What is odd is the 'Refresh Rate' shown on the the 'display' menu for warframe lists 143.99HZ, which I don't understand why. But my GPU is showing constant 143hz on the MSI-Afterburner OSD and on the warframe OSD.

    Symptoms:

    • Full Screen Mode - No flickering of textures
    • Borderless Full Screen while Game has focus:
      • game has flickering issue where it is constantly dimming/brightening slightly, and all shadows have a wobble.
    • Borderless Full Screen while alt-tabbed
      • game displays perfectly, same as full screen mode.
  11. I equipped a Kubrodon Echo-Lure directly from my gear menu and it did not show any conservation sites on the map.
    On first equip, it actually showed only the K-Drive symbol '2' menu in lower right.

    But Once I realized the map didn't work, I swapped back to weapons and tried equipping it again. Still nothing on map, but this time echo-lure and hunting gear showed in the HUD.

    After selecting the tranq gun in the sub-gear menu the icons on map showed up.

    Please make it so you if you select the echo-lure you want to hunt from your primary gear wheel it will show the corresponding locations.

     

    Edit: It appears possibly no kubrodon locations had spawned when I went loaded into the orb vallis. I'll keep checking. Other lures I know filter out the sites properly.

    THe bug where the hunting gear doesn't show in the HUD still occurss though. First use (including first use after a death) shows the K-Drive and not the hunting gear.

  12. Steps to duplicate:

    1. Equip tranq gun. Selected Ability dots are still visible.
    2. Use Sub-Gear select menu to select any echo-lure. This will equip your echo-lure gun. Selected Ability dots are still visible.
    3. Re-equip the Tranq gun by using the Sub-Gear menu for that slot. 'Selected Ability' dots dissappear from screen.
    4. Force Unequip of tranq gun.
      • Get on your K-Drive / Archwing
      • press your 'Switch weapon' button.
    5. Notice that ability dots below reticle don't re-appear ever.

     

    Steps to get them back:

    1. Equip Tranq gun.
    2. Unequip trang gun by selecting it using the sub-gear menu.
  13. See another thread Here, which is what led me to this issue:

    I believe the Default for ability activation keys are 1-4, and 5 being transferrence. While playing around with the hotkeys, I wanted to try and add a second set of bindings to the 'Select Sub Gear' actions. Unfortunately, this broke ability usage.

    After setting a secondary binding, the game warned me that I no longer had anything bound to my ability keys, which I had not modified. The only reason those might be touched, would be if the code saved both the primary and secondary keys no matter which are entered (which makes sense, since setting a secondary key will default to going to the first is the first was not set prior).

    Steps I did that brought out the bug:

    1. Open up your custom hotkey menu
    2. Notice that the Abilities and the Select Sub-Gear items share hotkeys 1-3 by default.
    3. Attempt to add secondary hotkey to the Select Sub-Gear items.
    4. Notice that it has deleted the hotkey for the ability which had that hotkey already set.
    5. I set the affected abilities to have their normal hotkeys again. (This did not delete hotkeys anywhere else).
    6. Attempt to use ability: It was opening the Sub-Gear menu instead, even with weapons equipped.
      1. Also, the indicator for the selected ability and the crosshair dissapeared after this bug occurred.
        1. Abilities were still functional if using the scroll wheel and the 'Use Selected Ability Button', but no indicator on which was selected.
        2. Zooming in with the tranq gun showed the reticle again, and brought that back to the unzoomed view
        3. Once the reticle and the 'selected ability' dots were visible again, hotkey usage returned to normal.

    Notes:

    • This was done on Orb Vallis in SOLO mode.
    • This bug only occurred 1 time. After that, I was unable to replicate it. Like I said, I was unable to replicate it despite multiple attempts.

     

    Edit 2:

    Reticle disappearing bug 100% repeatable. Posting the relevant info in UI bug reporting thread here:

     

  14. Hey all,

    I was just trying to make my life a bit easier by setting my bindings up to make hunting a smoother process. While looking at the bindings, I realized that you can activate abilities while having the fishing / hunting equipment out. Heres how:

    • Select the ability you wish to use (I use my scroll wheel to do this since I'm on PC.)
      • Possible Bug: Keys 1-3 are shared between my Activate Ability 1-3 and the 'Select Sub Gear 1 -3' bindings.
                               I have Num 1-3 as the secondary hotkeys for the abilities. No secondary hotkeys for the 'Select Sub Gear' bindings.
                               I cannot activate abilities using the secondary hotkeys if the Fishing/Hunting Sub-Gear is on-screen (meaning I have the Tranq or a spear equipped).
    • Use the 'Activate Ability' hotkey (if you have it bound).
      • This will activate the ability you selected using your 'Select Next/Previous Ability' hotkey.
        • Note: I recommend having the 'Display Selected Ability' bubbles on. You can find this in the 'Interface' menu.
        • If none of the bubbles are active, you have selected Ability 5, which will pop your operator out.

           
    • QOL Request:
      • When using Ivara, you can still cycle through her different arrow types using this method. Unfortunately, you won't know which one you have selected because the indicator is replaced with the hunting/fishing HUD. Even with the 'Ability Banner' shown on cast, it will not display the new selection until you actually fire off a round. Please make it so that it will display the newly selected arrow on selection change.
        • This would apply to Vauban and Khora as well as any other frames I'm forgetting about with multi-abilities like this.
  15. There are many reports of it not working at all. DE just failed to put the disclaimer that it ONLY works if you slam inside of the small area the kavat creates every once in a while. So hopefully there are enemies in that location and you notice it and have a desire to pull said enemies within the few seconds the location exists.

    As it is, the mod is a waste of a slot. Give me a primed reach in that slot instead. Hell, a Parry mod is arguably more useful in that slot.

    This mod should either have its text clarified to show its useless, or have the effect work no matter your location to earn a slot over a damage mod. Its not often we get a great utility mod that many people would love to use, and Tek Gravity filled that desire. Its a sham(e) that it turned out the way it did.

     

    Also, make it so Garuda Talons count it towards the set bonus. Currently it does not count at all, yet it is equippable.

  16. Garuda is pretty darn squishy feeling, even with a full umbral 3 set build. Her stats are decent like that, but she still feels pretty squishy.

    So I tried using Arcane Trickery on her to help out. Unfortunately I learned 2 things:

    • Arcane Trickery only counts on standing finishers (thanks Wiki for having detailed information not available in game). As such, it will never proc from garuda using her talons and landing a ground finisher on an enemy she just pounced on with her 1.
    • Furthermore, Arcane Trickery will not proc off Garuda's 1 when she execute an enemy. I feel this should be counted as a viable finisher. Ash's Blade Storm and Teleport both can proc it. Even kubrows can proc it for you.
  17. 1 hour ago, JorgeJoestar said:

    Add a new option to modular vendors to "sell" ungilded weapons/moas for a small-to-moderate standing fee in exchange for the parts used. This would still keep progression at a similar rate, and allow ungilded items to be used as a proper "test phase" before locking it in by gilding.

    I believe this was suggested a while back for POE as well. I personally would love to have a truly modular weapon system where the vendors have a 'breakdown' fee. Only ungilded items would be able to be broken down, and only gilded items can be sold for standing is how I would do it.

    I think that if you could actually play with the items like this, myself and many others would invest more into kitguns and zaws and moas. I can only speak for myself, but I preview them before figuring out which parts I want, build those parts and never touch them again after that because of the effort required. If I don't like it, Ill level it passively and never touch it again.

    As it is right now, if we build something and dont like it, too bad so sad go farm for 3 more parts. Advertising a modular system should provide a modular system, the current setup is just a one and done grind.

  18. On 2018-11-12 at 3:27 PM, Redfeather75 said:

    An idea for changing her 3 is to make it shoot blood shards, cost health per blood shard, and if the blood shards pass through a dread mirror while it's up they grant energy.

    I really like that idea actually.

    I think it either needs this, or to 'pause' her passive, preventing it from lowering past a certain amount for X seconds. Doing that would just cause you to spam it twice for the 100% buff though, which is also undesirable gameplay.

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