PrincessWhite
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Posts
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Posts posted by PrincessWhite
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Poor unscaled damage
Poor unscaled damage
Inferior version of link
Poor unscaled damage with CC that has inferior AoE range, also makes thing float high in midair on laggy games or survivals that exceed 25 mins
verdict: into the trash it goes
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Groups of enemies will stop pursuing the player and just stand around doing nothing. This happens for all factions on both defense and survival missions.
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Datamass wil vanish from the game when picked up without having any sub-weapon equipped.
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Recent updates broke the pathfinding at some points, enemies will often spawn some rooms away and the just dawdle around or something instead of actually approaching or attacking.
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Typical sleek DE drop distributions, doesn't even take enemy rarity into consideration. Obviously something with 0.55% drop rate off Lancer is going to be some 70 times more common than something with 0.55% drop rate off Sniper Crewman.
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I posted this 2 days ago, noone bumps it so it keeps getting flushed down
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Out of curiosity, was this the case with the attacker rail on Sinai? Didn't that patch come out before that battle started?
No, it wasn't applied at that point. It's on all attacker rails since Akkad fight started. So it's on Akkad and Romula right now.
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Bumping this so that more people sees. Problem is still here.
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/edit: this has been fixed now.
A change was made to the new Dark Sector Rail conflict system on <Hotfix 13.0.6>.
Reduced health of Solar Rails for quicker conflicts.The reduction is tenfold meaning only 75 runs were required to take off 1% of tower HP rather than 750.
This change was however not applied to on-going Rail conflicts due to unknown reasons. Ongoing Rail conflicts were also extended in order to make up for time lost during recent DDoS attacks.
There's a glitch in the system however and the HP reduction is only applied to the newly deployed rails and not any of the preexisting ones.
This means that all new rail conflicts starting from a little bit earlier today (including Akkad, Eris) will be broken, because the defender rail will have the old 75000 HP while attacker rail only has 7500 HP. Don't bother with rail combat until DE fixes this bug, you're wasting your time.
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Oh and by the way. Hotfix didn't implement it properly. It's still 75000 runs to kill a rail right now (lol)
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The info is taken from Swedish spy satellites that we have pointed at Canada. It was originally a project for monitoring their hockey players but I *convinced* one of the ops to divert some its idle time for other things.
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Recent hotfix effectively reduced rail maxhp from 75000 runs to 7500 runs. In a high player count alliance that would only require 2-3 runs from each person to accomplish. Several of the current alliances were easily able to kill off more than 10% tower hp earlier. Those 10% is enough to kill a full hp rail now, so can end the wait in an afternoon if you're sooooo hungry for dark sector grind.
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It hides her inadequacies.
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To conclude of that the topic started made:
Golden rules for coptering weapons:
-Don't use a Polearm.
-Don't use a Brawling weapon.
-Don't use a Katana
-Don't use a weapon with base attack speed below 1.0
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Correction: The rail system works in the same way as invasion.
Rails starts out with a 75000 HP pool.
Each player that finishes the mission deals 1 damage to the rail.
It takes 187.5 = ~200 runs from a 4 player group to deal 1% HP worth of damage to the rail.
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Noone is forcing you to do the missions. Alliance people will still do it just for the prestige of potentially having one of the dark sector nodes under their alliance banner. The pay is incentive for unaffiliated people to join in. If nothing is offered then that simply means that they aren't asking for your help.
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-The Saviour of Earth Achievement is no longer obtainable. Everest node has been changed to extermination type mission.
-The Saviour of Sedna Achievement is no long obtainable. I believe it's because the Kela de Thaym boss NPC has been changed.
-Melee sneak attacks does not seem to properly include attack bonuses such as mods. Enemies that normally takes 1 melee hit to kill may take 3 sneak attacks kill instead.
-Clicking on the arsenal icon while the mission results is still up results in an "empty" UI-Less screen with only the kneeling Tenno model present.
-A similar bug may happen on the planetary screen and on the waiting screen after a mission has been selected. The only way to fix this issue is to log out and re-log in. The cause is unknown.
-Game no longer respond to movement controls (character plays the running animation but doesn't move) after getting hit by knockback or knockdown attack. Dying and using revive fixes this.
-Game no longer responds to keypresses for gear hotkeys and melee mode hotkey. Seems to happen often when scanner is involved.
-Mission Results screen sometimes shows odd numbers for mission credits when finishing Dark Sector missions.
-Mission Results screen doesn't display proper mission finish EXP bonus when doing the Dark Sector missions and when using XP boosters.
-Mission Results stat screen often doesn't display stats for party members, showing it as "0" for everything instead.
-Eximus enemies require 20-30 scans instead of 3 as other "rare" enemies.
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Updated first post again to reflect fixes implemented on recent patch.
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http://plonq.org/up/5348e584381c6.jpg
It's like XB1, a couple of people in the PR department thinking that they're geniouses naming their next product XBOX ONE because they think people will start calling it "The ONE" or THE "ONLY ONE" or "NEO" while everyone else only sees a bunch of delusional people laughing over a dumb idea.
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All the stuff I scanned in now missing. Is anyone else having this problem?
I really don't want to scan everything again. Especially the hard to find ones.
same. all the scans that i have made went missing after a mission.
Whatever it was, I'm guessing that it's been fixed now since it's not happening for me.
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This was my main problem with traps - poor placement or level generation
How are you ever going to reach right area without taking a zap at this situation? The red circle marks the zapping range. If you open or pass the door you'll get zapped. If you don't then you have no way of damaging the trap.
As if that wasn't bad enough, sometimes traps on other sides of walls just ignore the wall and zap you anyways when you get close enough. That's just like haha screw you, enjoy your no shields and -50 hp if you're playing on a frame with low max shields.
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All of the lore is full of backwards logic anyways.
The grineer wanted to rid of all plants on earths surface so they could access the minerals below. This was established during the cicero event.
Letting a fomorian core blow up turns the area into a wasteland for centuries. This was established during the current event.
So why don't the grineer just simply bring a core to the jungles and blow it up to get rid of all the plants?
Why does lotus care about the core blowing up in a grineer base? Especially if it's one of the bases that produces the cores?
No point trying to reason it. The script writer is simply not all that good at writing watertight scenarios.
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They count in codex entry only if you scan them on sabotage mission. They can spawn as a part of map on non-sabotage missions where they're still scannable but won't add to codex.
Can We Please Have Mods That Decrease Damage Fall Off For Shotguns?
in General Discussion
Posted
It's way too soon for something like that to be added to Warframe.
Please consider the following before you complain about this or that of a certain weapon type:
You want to add mods that could change the way a certain weapon type works. But that implies that there's a certain level of balance between the different weapon types that needs to be maintained. There is no balance like that.
Shotguns should sacrifice their mid and long range damage to hit really hard up close. But what's the point of that when there's plenty of rifles and pistols that hits for more than what shotguns can do at close range The imbalance here isn't just because of the weapontypes but because of difference in the mods available for the different weapons. DE should be prioritizing getting mods overhauled and re-balanced before adding anything specific such as falloff mod for shotguns.