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Markov

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  1. In general, teleport volumes remove active abilities, including buffs, from your frame (even if entered when in Operator). Overguard can reasonably be considered a "buff," considering it is only available to players through certain abilities (as well as a decree and a riding intrinsic), and even provides status immunity. It makes sense then that entering a teleport volume removes the Overguard buff, and hence any existing Overguard, from the frame. Overshield is part of the base mechanic of shields, which shouldn't be affected by teleport volumes (as they don't actually damage the player.
  2. This isn't a bug. The "Death's Mark" combo of the Vulpine Mask stance specifies "Aiming at Downed Enemy." Fatal Teleport does not apply knockdown.
  3. This bug was added to the "Known issues pending fix for the next cert update" back in February: and from the notes for Update 33: Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped. And yet, it is not actually fixed. See screenshots demonstrating the bug for Wisp Prime's Reservoirs.
  4. > when Hydrolyst was in his ''lying down'' phase, rewards just dropped and he disappeard. This sounds like a bug known as "healskip," caused by there being a damage instance large enough to "capshot" the Eidolon in the same frame that the last limb is broken - at which point the Eidolon dies and drops kill loot. In very rare cases healskip can result in a capture if there are enough charged lures, in which case the loot pops from the lures 15 seconds after the "capshot" (which in this case is really 15s after the last limb break). It is hard to tell from the clip because of its short length, however; it would need to show from the last limb break to when the loot dropped (either from the Eidolon or the lures) to be certain it was a healskip and not some other bug. This is a fairly uncommon bug - personally seen healskip kills at most ~20-25 times, and never a healskip capture in ~10k Hydrolyst captures. It typically happens as some combination of the following: - Low host FPS - longer frametimes mean that the time window for the requisite two damage instances is longer (for example, ~33ms at 30fps vs ~7ms at 144fps). - Using high-fire rate weapons like Knell Prime or Vermisplicer to break the last limb - especially if multiple people are shooting. - Using Void Strike and/or stacking Volt shields and Magus Melt on the last limb, so that an Amp has sufficient damage to break it and/or do the "capshot."
  5. The most likely cause is an old bug that's tied to your Plains session. It seems that the state doesn't get reset properly when re-entering after killing or capturing at least one Eidolon, and Teralyst will not spawn upon re-entering from Cetus. The fix is to extract to orbiter, then return to Cetus/Plains. I've never seen or heard of it occurring on the *first* Teralyst spawn (whether entering Plains before or after night has started), but resetting to orbiter would probably fix that as well.
  6. The in-game framelimiter isn't the greatest. I'd recommend using Rivatuner Statistics Server instead.
  7. Just an FYI, both of your links are to the same video.
  8. Exalted weapons will use the same mod config as the frame, so this is probably due to that config being empty on the exalted weapon.
  9. The terrain at long spawn (a steep slope next to a body of water) is rather problematic for lure pathing, and often lures seemingly within range may not remain properly tethered to an Eidolon - especially when they're moving. In the clip you took a sharp curve around the Eidolon and down the hill as it was standing up at the end of the healing phase, putting its hitbox directly between you and the two lures you were controlling. This caused them to start moving away from the Eidolon rather quickly, as well as floating up into the air due to the uneven ground. The visually tethered lure likely became disconnected for a brief moment, resulting in a failed capture. The Lingering Torment mod you picked up drops from Gantulyst, so it was actually killed or captured (the Eidolon suddenly disappearing is a visual bug). As for which - "Bounty Failed" is not a reliable indicator, as for example it's often caused by yet another visual bug (the Eidolon going through the kill animation after a successful capture and leaving a quite tangible corpse on the ground). Normally the loot drops at the Eidolon immediately upon kill, or from the first lure to tether to it about 15 seconds after a capshot. We don't see either in this clip however. I don't recall seeing this happen in ~10k Hydrolyst captures, but my best guess is that the bounty failing may be related (I never take the bounty from Konzu, personally). Failing that, the loot either somehow managed to pop below the ground (if it was a kill), or the game couldn't determine which lure the capture loot was to pop from and so the loot just...didn't pop. To avoid this in the future I'd recommend staying near the Eidolon so the lures aren't moving all over the place before the capshot, especially at this spawn.
  10. So, you are unhappy with the game design (purely random drops, independent of each other). This is not a BUG. You are posting in the BUG REPORTS forum. Try the "Feedback" forum instead?
  11. Sounds like a networking problem. Make sure that you have port forwarding set up correctly (static internal IP address for your PC, no strict NAT/CGNAT, etc.).
  12. Yet another example of dealing 0 damage five times in a row, then dealing 52,240 damage (the full amount of the watershield): https://streamable.com/szad0a
  13. Unfavourable RNG isn't a bug. When I ran PT phase 2 for Atmo Systems drops to rank up Vox Solaris (roughly 2.5 years ago), it took ~60-70 runs to get the two drops I needed (Update 31 actually reduced the number of Atmo Systems needed from 10 to 5, for what it's worth). It would of course have been possible to get them in two runs, but such is RNG. These are only available once you rank Vox Solaris to 3 (Hand). Before that, the only sources of Atmo Systems are Profit-Taker phase 2 (10%) and Profit-Taker phase 4 (11.43%). There is an inherent selection bias here, though. The people with unfavourable RNG are far more likely to make posts complaining about it than the people with favourable RNG...
  14. Seems like a relatively straightforward workaround would be for the other squad members to kite enemies toward your mech so that it's killed?
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