Jump to content

Muntyness

PC Member
  • Posts

    55
  • Joined

  • Last visited

Posts posted by Muntyness

  1. Clan: Silver Corp

    Tier: Ghost 

    Platform: PC 

    Role: Founding Warlord 

    Some Notable Rooms:

    Orokin Style (Main Trade Hub)

      Hide contents

    Temple of Ascension (For clan ascention)

      Hide contents

    Resource Processing and Storage (Storage for all "borrowed" Grineer, Corpus and Orokin parts)

    Hall of Contemplation (A quiet place to relaxe and meditate. Plus food area upstairs.)

      Hide contents

    The Grotto (Connecting Garden)

      Hide contents

    Starting Area

      Hide contents

    Space Traffic Control

      Hide contents
  2. 18 minutes ago, krc473 said:

    Maybe it doesn't work on the Kuva variant? I don't know. Nukor does make stuff big though.

    Maybe - but I've also been using it a fair amount agaist liches (having it chain damage into an entire group really helps 😛) and I havent seen it make them or regular mobs any bigger. I've also tested it against some bosses quickly and it doesnt noticible make them larger.

    I mean I just dont use the normal Nukor at all, so maybe it works diffently *shrugs* something to test I guess.

     

    edit: yeah with the regular nukor with no mods, against the hyena pack I *think* I can see some slight tremble then I hit them. but it's a fraction of a second if it happens. The Thumper on the other hand had the size increase hang around for a good 5 seconds.

    Another edit: the normal nukor also doesnt make regular grineer or corpus increase in size either.

     

    One last edit: Huh, maybe one of the updates broke how the Nukor works for most enemies, then. I'm gonna change the first post to make it clear it only works on the Tusk Thumper as far as I can tell.

    • Like 1
  3. 9 minutes ago, krc473 said:

    This is how it is meant to work. Is it not supposed to work on boss enemies or something?

    It literally doesnt happen with any normal enemy. I havent tried it with any bosses though.

    As far as I know it's just supposed to chain damage between enemies - not turn them into giants.

     

    Edit: just tried it on the hyena pack - and if it makes them any larger it's pretty subtle - it doenst make them 2-3 times as large.

    Another edit: the Ambulus or Liches dont get noticibly made larger either - they look the same size to me no matter how long you hold the beam on them as far as I can tell.

    • Like 1
  4. Edit: Changing the title and adding this bit - Apparently the Nukor is supposed to make body parts large. But so far as I can tell it only works with the Tusk Thumper. At no other point has the Kuva Nukor noticibly effected the size of any enemy body part. Neither has an unmodded Nukor - so I guess that functionality was broken at some point?

    So as the title says, shooting parts of the Tust Thumper with the Kuva Nukor causes them to increase in size for a bit. The main body, and each 4 leg can seperately be made giant in size, until it gets to its max size (about 2-3 times larger than the base model). The longer you hit the bart with the Nukors beam, the bigger it gets. After a couple of seconds, the parts reduce back to normal size.

    Here are the pics:

    Tusk Thumper with  varius giant body parts:

    Spoiler

    k0NgCU6.jpg

    juRT9WJ.jpg

    YRXAvPd.jpg

    3CzZo3g.jpg

    Lmr46L5.jpg

    Kuva Nukor Mods:

    Spoiler

    W2WWX7Y.jpg

     

    • Like 2
  5. Clan: Silver Corp

    Tier: Ghost 

    Platform: PC 

    Role: Founding Warlord 

    Some Notable Rooms:

    Orokin Style (Main Trade Hub)

      Hide contents

    Temple of Ascension (For clan ascention)

      Hide contents

    Resource Processing and Storage (Storage for all "borrowed" Grineer, Corpus and Orokin parts)

    Hall of Contemplation (A quiet place to relaxe and meditate. Plus food area upstairs.)

      Hide contents

    The Grotto (Connecting Garden)

      Hide contents

    Starting Area

      Hide contents

    Space Traffic Control

      Hide contents
  6. So complaining about empty relays again/

    • TYPE: In-Game
    • DESCRIPTION: When joining a Operation Relay you dont get sent to the right one. Most of the time you get sent to Relay 1, which is empty and says No Murex Detected, and occasionally relay 10, which is the same as relay 1. Occasionally I'll get sent to a completely random relay, twice these relays have already hit 100 Murex driven off, and once the Murex was at 0/100 driven off, but none of the yellow alerts in the operation chat were being shown, despite there being 2 ground teams and 1 space team.
    • REPRODUCTION: On trying to join relay 63 six times in a rox, I was sent to relay 1 five times, and relay 59 one time.
  7. So I have 3 bugs, first is a chat bug

    • TYPE: Chat
    • DESCRIPTION: Just playing the game. When I joined a Murex Raid I started getting a lot of random yellow alert stuff in the chat from a couple of players, but P_S3ven had the most alerts.

    Basically I keep getting a variation of these 3 messages:

    P_S3ven dispatched LinkCompleted 1
    P_S3ven set Vaults to table: 0000026C4053E738C0
    P_S3ven set Responders to table: 0000026C15F738C0

     

    Now for the second bug:

    • TYPE: In-Game
    • DESCRIPTION: So I started a public Murex Raid, and wound up the host, with no one else. So I started piloting my railjack, and wond up not being able to leave the pilot station. at all. Eventually I had a person join, and they were able to get us back to the relay using the nav console. I could still fly around, use all the abilities and fire guns as nomal (at least once Id moved the satelite to the right place), but if they hadnt joined, I would of been stuck in mission.
      edit: Ok, so I tried a second raid, and I couldnt use the nav console at all, and going to any of the turrets left me stuck unable to exit them.

    3rd bug:

    • TYPE: In-Game
    • DESCRIPTION: when starting a murex raid, even though I seem to be the host, when I head to the bridge, just for a second of 2 I see another players warframe hovering over the Pilots station. This may be related to bug 2. I dont know.
  8. Clan: Silver Corp

    Tier: Ghost 

    Platform: PC 

    Role: Founding Warlord 

    Some Notable Rooms:

    Orokin Style (Main Trade Hub)

      Hide contents

    Temple of Ascension (For clan ascention)

      Hide contents

    Resource Processing and Storage (Storage for all "borrowed" Grineer, Corpus and Orokin parts)

    Hall of Contemplation (A quiet place to relaxe and meditate. Plus food area upstairs.)

      Hide contents

    The Grotto (Connecting Garden)

      Hide contents

    Starting Area

      Hide contents

    Space Traffic Control

      Hide contents
  9. Alrighty, so this is kind of a rare bug, that I've mostly seen in solo railjack play.

    So occasionally a group of enemies will just randomly decide to fly away from your ship towards the edge of the map. I recently found out they were actually flying towards the railjack section that's just outside of the map (back when Railjack first launched one of the glitches let you move the big railjack model around, the bit you can run around in, which is why we know it's behind the planet on the Earth skybox).

    Anyways, long story short, I recalled back to my railjack only to find giant grineer fighters clipping through me and the inside of my railjack as they tried to attack it, even though when I piloted it, there were no fighters near me. Fortunately they kept running into something (probably the edge of the world) and all died, which left behind the fighter loot on my railjack. I dont have a screenshot of the fighters actually clipping through the inside of the ship but I do have a screenshot of the loot dropped.

    You'll have to zoom in to properly see it, but it's the fighter loot in the image.

    Spoiler

    X3sA8XV.jpg

     

  10. As the title says on one of the Sealab tiles, the water doesnt fill the entire room, so you can be swimming along, then find outrself standing on the floor of the room. The room in question is the one with the water flowing down some stairs into a hole, and if you stand on the hole you fall into the pool below.

    Here's the room:

    Spoiler

    NTNn5dw.jpg

    And here's the bit where your supposed to be underwater:

    Spoiler

    uIFbZXL.jpg

    if you take a step or 2 forward you wind up back in the water, and if you go to the opposite side of the room, you wind up standing on dry land underwater again.

  11. Ok, so this is a bit of a weird bug. In one spot in a grineer shipboard tileset, in one of the spy vaults you can stand infront of some beams that have a conveyor belt feeding into them. While in front of these beams Ivara Prime has an invisible aura around here. Kinda like if you were looking through glass or something. It's kinda hard to describe.

    Anyway here's the pictures of the effect in action:

    Spoiler

    Osc9DYT.jpg

    60ELn6a.jpg

    As this effect cant be seen elsewhere on the map, Im assuming there's some wierdness going on between effects on the beams and the warframe.

  12. Right, so the Veil is cursed.

    So we had a host change that seriously buggered up everything. I was flying as a archwing when the host switched from the host to me, and I ended up having my gear wheel emptied - so I couldnt use the omnitool to get back to the railjack. Then I died, and on respawning I got the omnitool back in my gear wheel, but everything else was still gone. This allowed me to teleport back to  the Railjack when I wond up staring at a black screen. Eventually I got killed by a boarding party, and I spent the rest of the mission staring at a black screen. The mission that couldnt be completed due to the various crewship and asteroid base tiles being stacked ontop of each other.

    This is what I could see:

    Spoiler

    Dxxusqh.jpg

    V6J2bPx.jpg

     

  13. Right so as the title as the title says, if you're piloting a crewship as the skirmish ends the game breaks.

    Basically we'd already killed off 4 crewships, and I was piloting the 5th one as we hunted down the fighters. Then when the skirmish ended (it was during the bonus popups) I got teleported outside of the map, but was unable to do anything using either the mouse or the keyboard. Eventually the squad left the area, so I then got to see the Mission Summary screen, but the exit button couldn't be used (although I could scroll through the kill/death/stats window. I was stuck on this screen until sometime after the host had sent to railjack to the dojo (as I could still hear the sounds, while on the mission summary, just couldnt see anything).

    I should also note that I got the pop up messages when members of the squad were leaving, but on my screen it still showed them on the sidebar.

    Eventually the host left (and I got the standard host error message) and I got booted back to my orbitor. Fortunately I dont seem to have lost anything (I still have my new shield array scrap anyway, but Im not sure about pustrels, etc) but the only way I could have gotten out of that ,yself would have been to alt+f4 it.

  14. 8 hours ago, SneakyErvin said:

    They may be intended to work that way since they may be set up as warframe and archwing abilities i.e going from left to right from cheap to most costly. So you can never have more than one that costs 100 flux etc.

    Though I havent gotten one so for all I know they may all cost 100 flux. Otherwise it would fit in with the systems of frames and wings.

    That's an interesting thought. Ive just got tether myself, so I can tell you that Tether costs 50 flux energy and Seeker Volly costs 100. I guess we'll see if theres a battle avionics that only costs something like 25 flux energy that goes into the first slot.

  15. Alrighty, so basically I've found my first Battle Avionic "Seeker Volly" which fires 16 homing missiles for 100 flux energy. However when looking at it on the Avionics screen, it only shows up when I click on the 3rd (rightmost) battle avionics grid slot.

    So either it's bugged somehow, or each grid slot is bound to a different armament (the nose turrets, side cannons and missile pod). If it's the second one (with slots bound to specific armaments), then the UI really needs to make it obvious, and if it's just bugged it would be nice to know.

  16. Right so this fun bug stops you from getting onto your Railjack untill you rejoin your dojo. As a note, I've only tested this bug out twice, so there may be more ways of causing it to happen.

    What this bug does, is it replaces your fully built railjack with the one that's under construction. You can tell because the colours change, with the fully built one using the default colour scheme, and the under construction one using the room colour scheme.

    Fully Built Railjack

    Spoiler

    RERxLFi.jpg

    Under Construction Railjack

    Spoiler

    A1tUnIB.jpg

    However although you can't access your railjack, anyone you invite into your dojo can get into the railjack (and in the first test the other person could only see blackness through the windows (I think his dojo didnt have the dry docks yet), but the second person could see the hanger (their dojo definately had the dry dock as other people in his clan had complete their railjacks) so what you see out of the windows may be related to wether or not your clan has built a dry dock yet.)

    So anyways, steps to recreate the bug.

    First you need to have fully built your own railjack.
    Second have someone that does not have their railjack built yet be the host. (I had to use people from other clans for this)
    Then travel to your own dojo. - At this point you can leave the squad as you wont be able to access your railjack untill you reload the dojo.
    Finally, invite anyone you want to your dojo. They'll be able to get access to your 'jack while you're stuck in the hanger.

    Pictures of someone in the 'jack while Im stuck outside.

    Spoiler

    uqVk9UE.jpg

    1csGG7K.jpg

     

  17. So this is kinda hard to see, but when you're inside the Railjack, at the top where the engine meets the glass roof there is a very small gap between the textures allowing you to see right through them. I've taken some screenshots, but I'm not sure how well it show up as the gaps are quite small, and are only really obvious when you're actually moving the camera around.

    Spoiler

    nDxON3p.jpg

    oi9EzNa.jpg

     

  18. 5 minutes ago, MMDaemon said:

    As I mentioned above I observed that the behavior in missions differs from the bahavior in the dojo (I don't know why)

    Mmm not really. If you ever get glitched outside the world in a mission you'll see that all the rooms are there in theire appropriate levels. It's just that the skyboxes are attached to rooms, and are not global. Also the randomness of tiles is just one of the costs of procedual mission generation. Another glitch you can sometimes have that demonstrates that dojos and mission are handled the same is that ocasionally you can have parts from lower rooms extruding through the floors of upper level rooms.

    So I guess graphically they dont look the same, but mechanically the layout dojos and missions are handled the same way.

  19. 7 minutes ago, MMDaemon said:

    As is mentioned in the paragraph above I also planned ahead over 6 months ago with the information given to me in the game. But the idea of different layers of the map being able to interact with each other is nowhere given in the game and never crossed my mind. As I'm sure it happened for a lot more playerrs.

    Yes, yes it has. I've seen a lot of complaints about not being able to build the drydock.

     

    7 minutes ago, (PS4)NewcastleDisease said:

    a better designer in 3D would be a better solution 😉 

    This. Having a 3d map that we could rotate in all directions for the dojo would make understanding this so much easier. Unforunately that would require DE to totally redo the map system for Warframe, and I dont see that happening any time soon 😅

     

  20. In the dojo there's actually a few structures that can interfere with each other, namely the reactors and the observatories. You can not place 1 obsevatory on top of a second one if it's only seperated by 1 elevator (AFAIK 2 elevator seperation allows it)

    As for building the dry dock, all I can say is that with my layout I literally have nothing above or below it, but then again the location I put it has been planned since Railjack was first announced, and I made sure to never go cross over the eventual location on either the upper or lower floors of my dojo. Also, I think you need 3 elevators up to clear the drydock, as the top of the skybox is roughly around the same height as the top of my second elevator above it, so and second floor room would run into it.

    Edit: Using the Dojo Planner really helped with making sure nothing interfered when I was planning things out.

  21. Alrighty, so 3 minor bugs.

    First Bug:

    If you've changed your dry docks room colours then when you're repairing your railjack it uses the room colours for its colours, but once youve finished building it, it reverts to the default red and grey colour scheme. Please either not have it use the room colours, or let us change the colours after it's been fully built. (I'm assuming that we wont be able to change the colours untill the rest of Empyrene is out though)

    Second Bug:

    There's a small hole in the ship in the bridge. It's just over the pipes at the back of the room.

    Pictures of the hole in the spoiler:

    Spoiler

    M16ewRP.jpg

    julxT9t.jpg

     

    Third Bug:

    There's an area in the top level of the railjack where you can jump through the ceiling. I'm assuming it's supposed to be somewhere you can exit the ship, but right now it does nothing. When you fall back down, you'll either fall into on of the rooms inside the Railjack, or if you miss them all you'll get teleported ontop of your Railjack in the Dry Dock.

    Pictures of the area, and what it looks like when you jump through:

    Spoiler

    GZWwU1T.jpg

    GeH5yKg.jpg

    vYZ71bl.jpg

    D5zZUiH.jpg

     

  22. As far as I can tell the entire room is about 4 6 elevators tall (2 3 up, 2 3 down) and something like 500-1000 meters long

     

    Edit: ok you need to build at least 3 elevators to get above the drydocks, as at the top of the scond elevator I just run right into it. So yeah, assume that it's 3 up and 3 down.

  23. Clan: Silver Corp

    Tier: Ghost 

    Platform: PC 

    Role: Founding Warlord 

    Some Notable Rooms:

    Orokin Style (Main Trade Hub)

      Hide contents

    Temple of Ascension (For clan ascention)

      Hide contents

    Resource Processing and Storage (Storage for all "borrowed" Grineer, Corpus and Orokin parts)

    Hall of Contemplation (A quiet place to relaxe and meditate. Plus food area upstairs.)

      Hide contents

    The Grotto (Connecting Garden)

      Hide contents

    Starting Area

      Hide contents

    Space Traffic Control

      Hide contents
×
×
  • Create New...