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STUVash

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Posts posted by STUVash

  1. I realised, quite late, that the backstory of our crewmate can only be seen once when hiring them from Ticker.
    I know they're probably randomized generic story but it would be nice if we could keep the story they had from when we bought them and have it displayed on the side when checking a Crewmate.

    I personally forgot what my main Engineer story was, I red it but I was mostly looking at the stats (as I should), but now I would have liked to read the story again.

    • Like 3
  2. Now that we heard from devstream about AI Count issue, there's a thread in general discussion talking about it.
    At first I thought I'd just join in the conversation but I ended up making a longer post, maybe this is worth posting here too.

    Even if it meant reducing the number of enemies and making them stronger so that each enemies are worth 5 instead, I'd still wouldn't remove the freedom that Skirmish had.

    At least now I know why it is the way it is. The honesty is greatly appreciated. Thank you.

    I suppose there are ways to make me like Corpus Railjack a bit more, if I make it so the mission seems to have more Railjack than Core Warframe in it, it gets  more enjoyable.
    I still prefer Skirmish but I suppose the real problem for me come from the Really fast and short objectives.
    In Veil Proxima Corpus it Can look like this sometimes.

    -"Destroy 3 Security nodes" => they get blasted in an instant, it's like they weren't there to begin with.
    And
    -Disable 1 Priority Target => it takes a bit of time but it's not that long either.
    Or
    -"Destroy 2 Crewships"

    Then you're done with Railjack, you go into Capital Ship.
    Even the very first Railjack mission on Earth seem to have more Railjack objectives than that. First mission is 2 Crewships and 35 fighters to destroy.

    I get the idea is to make most missions take a similar time, so if your mission is both Railjack and a Core Warframe mission. One of the two will be shorter than usual if not both.
    And since some mission like Exterminate are already shorter than Endless missions, you could want to avoid shortening the Core Warframe one.
    It also wouldn't be possible to shorten a Defense or Orphix mission since it's Endless.
    Yet I still think Exterminate and Volatile could have been treated differently.

    There's probably multiple ways to go about AI Count, some better than others.
     

    Révélation

    1) "Stronger enemies" for fewer enemies is a good idea and can be applied for Space combat aswell. It's already the case with Crewship I assume but as a way to really cut the cost on Railjack Space Combat temporarily we could take it a step further and double down on the idea. Players don't like enemies that take forever to die on ground except some bosses but maybe for Railjack Space Combat it would be more appealing.

    Like a Special Crewship enemy (worth 5 usual Crewships) you can't board so that you don't have to meet other AIs, with multiple parts protecting it that you can remove with firepower from guns and/or by planting a bomb through the use of Archwing near a weakpoint that you'd have to discover while fighting it and/or by scanning it.

    If done right, the multiple parts of the missions, Point Of Interest, Space Combat and Core Warframe mission can rotate their AI Count respectively.
    There would be a priority system, so that one part of the map could call for more AIs to be used. If so, the other parts would have less enemies there. Once the wave of higher number of enemies died AND if the other parts are done fighting their LowCost sequence (like the Special Crewship for Space Combat) we'd rotate.
    Space Combat would have more enemies, Core Warframe would have less enemies for a while, then we rotate again.

    One could think that rotating the places where enemies spawn one after another might let players have a better control on where enemies spawn and thus regulate the difficulty. Which is true but not entirely correct. The difficulty is technically higher for everyone regardless of whether or not they understand how it works.
    If there are space fighters or a Crewship, you can't ignore them so you split, you leave at least one pilot to flee away from the enemy.

    If the Special Crewship is destroyed and the system is waiting on the Core Warframe part to finish their round, the Railjack Crew can Teleport or give a hand to the Away Crew through the use of Tactical Ability Kinesis. They could also use that time to loot around or use the Forge. Maybe some members of the Away Crew might need to come back to the ship to help with some Space Combat or even the forge itself.

    And once the rotation occurs, every parts should be played properly again.


     

    Révélation

    2) Assuming the problem is to have AI on multiple locations. Instead of locking all Railjack, why not just lock the other Point of Interests for the duration of the Core Warframe mission.
    While it'd be fun and efficient to be able to go to an Ice Mine while others are in the Capital Ship, most of the mission should be around the Capital Ship, If locking Point Of Interests mean having enough performance for the Core Warframe mission and Space Combat outside, that seems more interesting to me. But only devs can tell.


     

    Révélation

    3) There are more experimental routes that you already started to explore like the OP-Link. I'm not expecting we go that way but technically you could solve the AI count issue by splitting 2 squads calling for assistance in their mission.
    You'd have either 2 squads who started Space Combat at different places (not same map) or 1 squad starting Railjack and 1 squad on ground mission like shown at the Tennocon 2019

    If there's already 1 ground mission squad, Railjack squad gets alot of space combat, kinda like Skirmish but more oriented around Capital Ship. Tennocon was talking about a Disruptive Field slowing Railjack Squad progress needing Fish Team, it's a decent representation of what could be in this scenario.

    If there are 2 Space Combat squads looking for OP-Link assistance, the two could help each other, if no ground squads are available. Mid mission, they'd get some voicelines from C;. each will Conveniently find something that could help the other.

    The roles are chosen randomly upon finding op-link assistance.
    One is helping by luring most of the fighters to them, they won't have the ability to board their Capital Ship. They'd have more Space Combat to do until they're allowed to board their Capital Ship. This would justify not having that many Space Combat to do for the other squad.

    And the other is doing the current Railjack Corpus mission we have, very few Space Combat and a Core Warframe mission.
    If the Core Warframe oriented squad is done sooner than the Space Combat squad, they get to extract before them but the Space Combat squad gets the right to fire at a defenseless Capital Ship with weakpoints exposed. Putting an end to the mission with some bonus reward given to each for giving OP-link assistance.

    This way, both have no AI Count issue, and the Corpus Railjack would make more sense.


    Thanks again for the DevStream. Looking forward for what comes next.

    • Like 1
  3. Hi, thanks for the update, I hope you're all doing okay.
    I didn't think I'd feel the need to give feedback in this thread too but I ended up having mixed feelings on specific parts, leading me to believe it was worth mentioning.

    New Armaments I like the new weapons, however some of them seem incredibly good when paired with AI Crewmate, especially the hit-scans ones. For now enemies are so weak that giving my crew such weapons mean I can't ever see the enemies. They die right when they spawn.
    Either powerful hit-scans weapons should be replaced with projectile ones.
    Or we'll need lot more powerful enemies like in Core Warframe.
    Or if it's how it's supposed to be, make them spawn faster enough so that I can see what the enemies look like before they explode.

    Avionics to mods. I think I dislike it because of how I was used to Avionics, if I wasn't used to it I would probably love it. If I ignore that part, I think I really like the richer icons for our mods and special border. Looks neat.

    The plexus. I like it but I'd prefer not having it, I can deal with it.
    For now it doesn't feel that interesting to have considering how limited our Railjack mods are, especially when you split them in small categories. But in the future it might give interesting results.
    I do think this allow the squad to bring alot of variety in their powers within the Railjack which is both good and bad.
    Good because it's variety, we all love it.
    Bad because it's Railjack, most mods seem to justify their high power because you could only equip One Offensive battle mod and One Super Battle Mod.

    (This would tie with the Battle Mods I suppose)

    Of course, most players would just pick what seem to be the most optimal choice individually but this power is not even needed, like we said in the armament section, AI Crewmate can decimate all fighters with a decent MK3 weapon.

    On one end MK3 Weapons make it clear we don't need Battle mods. And on the other, Battle mods existence imply there could be strategies where using them would seem like a big difference. It was the case before with old Railjack versions. The enemies were beefy enough to justify the use of Battle Mods, and now not so much even though we can spam them.

    If the variety of mods would, sooner or later; get as big as Core Warframe mods, then it's probably bad, we'll be able to mix them up but no one will because of how impactful they are individually, the fact we each have our own energy doesn't make it harder to do either.
    Everyone can just spam their battle mods all the time. Hildryn players are even greater at it because of how Shield Regeneration work.
    It's extremely powerful and looks quite ridiculous. Our enemies cannot have anything that would come close to such infinite source of destruction.

    Sure it makes for a fun video, but it also breaks the immersion of the game. We thought One Void Hole already made it evident that our enemies were dumb to not understand how they cannot possibly win against us. Well wait until you see 15 Void Holes. And it's not just alot at once, it's alot constantly.
    With the use of Dispensary or Hildryn shield regeneration. It's quite easy to supply the required amount to use more battle mods.

    If they remain this strong. Then they should use Flux Energy.
    If battle mods get weaker, it wouldn't feel too weird to spam them.

    However, I have to admit that Ability Kinesis feels lot easier to use when using Warframe's Energy.
    Back then, when facing enemies within Skirmish, most of the squad wouldn't dare to use our Flux Energy for a mere Ability Kinesis. These are abilities anyone in the squad can use based on the warframes in the squad, most of the time it is not needed to have such ability.

    It was mostly here to give small tap on the shoulder of a player that was really far away, by spectating another player. Giving him a buff, summoning allies, or dealing damage in an area near him but it was never giving results as amazing as Battle Mods would. If the team does split and no one can teleport, this is one of the best way to help other players. But after raising ranks in Tactical, it is much faster, much more efficient energy wise, and much more consistent to just teleport using Tactical Rank 10 and help the guy directly.

    The one using Ability Kinesis would often be someone in the Railjack ship ready to refund the Flux Energy at the forge.
    Some players would use Ability Kinesis to reinforce a pre-determined strategy. For example, one could use Atlas Rumblers, and Rumblers from Ability Kinesis. Effectively doubling the usual amount of Rumblers in the room, but most wouldn't dare to spend Flux Energy that way and that is assuming there is still Flux Energy to spare. Not only that but the fact you need your mouse to use it means you're not moving, so it was either used by a player setting up a plan ahead or used by a player that wasn't currently bothered by a fight.

    After Tactical Rank 10, you wouldn't feel the Need to help a player using Tactical Ability Kinesis and you're always thinking that you're saving Flux Energy (indirectly resources aswell that you'll bring back home at the end of the mission). 
    Now using Ability Kinesis with Warframe energy, no one is scared of using them, they know that it won't bother the Railjack dogfights, it won't bother other players looking to also spend their energy into Ability Kinesis and if they do, they don't have to teleport back to their Railjack to get the energy back.
    This make Ability Kinesis lot more consistent during interior missions, I like it ALOT.

    My suggestion, make Flux Energy the same as before for Railjack battle mods. But keep Warframe Energy for Ability Kinesis.

    Also you may look at Shield cost for ALL Ability Kinesis when playing Hildryn.
    Here's a funny example: Currently, it costs less Shield to use Hildryn's own Pillage through Ability Kinesis 26 Energy (=Shield here), against 150 Shiled by default on Hildryn. Of course changing the cost won't change how one Hildryn WILL spam abilities through the Ability Kinesis system but still.

    • Like 2
  4.  

    Il y a 23 heures, Swamarian a dit :
    • REPRODUCTION: Run Seven Sirens with a crew of 3
    Le 19/03/2021 à 20:48, BearPerson a dit :

    Type: In-Game, UI/Mechanics, mission-breaking

    • TYPE: In-Game, Railjack Corpus, Tactical Screen UI.
    • DESCRIPTION: Once the Capital Ship interior mission starts it's possible to come back to the Railjack and if so either
      -Mission Failed automatically.
      -Or the squad cannot progress anymore because they've been separated.

      The player inside the capital ship cannot exit, and the players outside of the capital ship cannot enter sometimes. The player on the inside might need help from a squad member to open a locked door. But the outside player is not allowed to use most teleportation mechanic except one which also can make this bug occur, and the prompt to enter the capital ship can sometimes not appear.
       
    • VISUAL:  Railjack Corpus - Teleporting after entering Capital Ship - YouTube
       
    • REPRODUCTION: Get inside the Capital Ship, start the interior mission.
      Use Tactical screen to put your camera on an AI Crewmate within your Railjack.
      Click a teleportation point on your Railjack tactical map.
      You get teleported to your ship, mission starts to bug.
       
    • EXPECTED RESULT: If we're not supposed to be able to teleport outside of the capital ship during the interior mission, then the player shouldn't be able to come back to the Railjack that way.
      If we're allowed to teleport outside, then the player should be allowed to come back to the capital ship or to teleport to his fellow squad member without restriction.
       
    • OBSERVED RESULT: Inconsistency within the apparent rules, it seemed we shouldn't be able to teleport outside with most tools, but we can with this one.
       
    • REPRODUCTION RATE: 100%
      PS: I also managed to have this bug even with no AI Crewmate inside my ship. But we were a squad of 2, while Swamarian (quote above) had 3.
  5. il y a 9 minutes, Duo_Strikes a dit :

    an idea i had was putting the arsenal back in the railjack, make it so that it becomes disabled while a mission is in progress but when it ends and goes into free mode, the arsenal becomes available to use, it becomes annoying anytime i do railjack that if i want to use a different warframe, i have to go back to the dry dock and swap warframes before i can do the next mission, being able to swap on the go would make it a lot easier.

     

    Before Railjack Retrofit, there was actually an Arsenal inside the Railjack itself, however it was only accessible when going back to the Dry Docks. The upper gunner turret entrance took the spot Arsenal had before.

    This suggestion was more fitting for the previous Railjack design but I do agree with the sentiment. If the idea is to have us go from one node to the next only coming back to docks when we stop playing Railjack for the day, this would seem better.
    May I add that it would be more comfortable for everyone, if the squad intend to stick together.

    One could be switching gears or make up a new build while the rest would explore a bit with the Railjack, gather some resources or have fun with the Space they got. If we went back to the Dry Dock we'd just be waiting while doing nothing.

    • Like 2
    • TYPE: In-Game, Railjack Command Crew
    • DESCRIPTION: Crewmate won't get off the Gunner role
    • VISUAL: N/A
    • REPRODUCTION: Assigning a crewmate to the Gunner role, there's a possibility it gets stuck on the turret and can't get out.
      I'm not sure what the real cause is.
    • EXPECTED RESULT: When ordering a Crewmate to re-assign his role and he says yes. I expect him to do so.
    • OBSERVED RESULT: Crewmate doesn't re-assign even upon accepting the order
    • REPRODUCTION RATE: I saw it happen multiple times.
  6. First let me say that I enjoy the Command tree. Like alot of things in Warframe I didn't expect it to actually exist, its mere existence is enjoyable.
    I got a crew, I customize them, They have names, A generic randomized background story. And they talk to me, quite fun. Had me smiling for hours while I was setting them up.


    I didn't expect the command tree to be bug free and even if there was no bug I didn't expect it to be better than having dedicated human players in my ship. And if they were, at some point making them dumber would be better otherwise everyone would just run solo Railjack with their crew and let them win the game for you. I mean even more efficiently than they already are right now.

    Bugs aside, I don't want the Command tree to be a priority in the development, AI can be tricky since you have to account for alot of variables and these guys are trying to act using new ones from the Railjack mode. If they ever become better in the future I'm fine with it, but I'm also fine if the AI stays simple as it is right now.

    It technically does most of the job I want it to do.
    -Engineer goes to repair.
    -Pilot does pilot the ship and comes to me if I'm far away with archwing and the pilot does fire with the front turret.
    -Gunner has auto-aim and shoot at stuff using side turret.
    -Defender has no job until enemies show up in front of him.

    Pilot is an important role if the railjack mission gets difficult (whether because of a special mode or because of the lack of gear from the player).
    A pilot can dodge bullets, figure out key targets, understanding what the crew is trying to do (like firing forward artillery or not if he sees the forward artillery ray flashing on his screen), going to Railjack Crew specific objective. Moving from point of interest to the next once one is done. Making sure no allies is left behind if they don't have the rank to teleport with Omni but also figure out if the players want to get in or not.

    This is alot of complex interaction and interpretation. Of course if the AI pilot could do that, it'd be cool. But I'm not expecting such advanced AI in this game. The simple stuff the current Pilot does is fine to me, it shouldn't be as good or better than a player, it's a mere replacement until someone joins in.

    One simpler solution would be the ability to give order to the pilot, maybe marking a spot while aiming so that it roams around a specific spot. This wouldn't change most of the AI but it would give players a mean to redirect the pilot where they want him to be. That and an order to act freely as they are currently, moving randomly.
    Unfortunately this may lead to a chain reaction, once giving orders to the pilot become possible, one would ask for orders for the gunner to go for the forward artillery, and the engineer to craft specific stuff at the forge, and so on. This is a Crew that has the potential to go from dumb bots to valuable strategic assets that can also make coffee and your own laundry...
    So unless there are some big plans ready for Crew to tie in with a 4-men squad, I'd gladly prefer we avoid going to such great length.

    However, I currently got issues with Engineer and Defender.
    The Engineer seem to have infinite Revolite not using the forge ever making it seem useless and inexistent.
    There's also an absolute priority for the engineer to repair casualties within the ship like Fire. This is fine. Except when an enemy is standing right on the fire, and the Engineer doesn't understand that Maybe killing the enemy first would clear the path to repair. The enemy is just shooting at my engineer's head just next to him and it keeps happening for +4seconds until the defender comes there.

    Now we can talk about the Defender.
    The defender doesn't seem to really know where enemies are... at least not with the same accuracy and urgency as the Engineer would know where casualties are. I often see Defenders roaming the ship aimlessly, and if an enemy is within their line of sight only then do they engage combat and fire at it.
    They also run very slowly, this makes them look lost in my ship even more.

    I still like these goofballs as dumb as they are, but here's my share of feedback, much love.

    • TYPE: In-Game, Railjack Corpus Vorac Crewship
       
    • DESCRIPTION: Vorac Crewship isn't attacking my archwing in a consistent pattern. It's either too frequent or too rare.
      I don't know which one is intended or not.
      When it's too frequent, it usually fires for +12 seconds constantly, then stops for 0 to 3 seconds. But most of the time it just keeps firing.

      And when it's too rare, it can sometimes not fire at me for +30 seconds while I shoot at everything, including itself.
       
    • VISUAL: You can see at this part of a run, I get close to the Vorac Crewship and he's not attacking me even though I'm right behind it.
      Révélation

      N/A

       

       

    • REPRODUCTION: Meeting a Vorac Crewship with my Archwing, without touching the pilot station of my railjack AND without it being too close to the Vorac Crewship.
      Make the shots of the crewship much more rare. 
      Once these conditions are not met it seems that the shots of the Crewship are much more frequent.
       
    • EXPECTED RESULT: Vorac Crewship should be consistent, either it attacks me frequently or not so frequently, there should be a pattern
    • OBSERVED RESULT: Vorac Crewship attack pattern change depending on some, supposedly, unrelated decisions from the player.
       
    • REPRODUCTION RATE: 90%
      (it seems to come back rather often so I don't think I'm wrong but you never really know with these things)
    • TYPE: In-Game, Railjack Corpus Crewship
    • DESCRIPTION: I made a Vorac Crewship disappear upon hitting it with Tychon Seeker MK3. I would have said "Destroyed" but it didn't give loot and the objective still needs me to destroy one, it also didn't play the usual destruction FX.
      It's also a big problem in this case because since it was not destroyed the proper way, the game won't spawn another Crewship to help me finish the objective.
    • VISUAL: N/A
    • REPRODUCTION: I was testing something else but what I did was to meet the crewship with archwing first, and then with railjack.
      Then I moved the railjack away, like 16 km away, and came back with archwing, then back with railjack to destroy it.
      (I was testing another bug that I will post shortly aswell, I don't know if you'll manage to reproduce this issue that way)
    • EXPECTED RESULT: Crewship shouldn't disappear upon getting hit with Tychon Seeker MK3
    • OBSERVED RESULT: Crewship disappeared upon getting hit with Tychon Seeker MK3
    • REPRODUCTION RATE: Saw it once only.
  7. I love Railjack, seeing new stuff is always a delight. The same applied for the Corpus missions.

    However the part where the crew has to move out for the main objective and isn't allowed to come back until they failed or succeed the mission is quite different from the freedom we had from the Skirmish mode.

    I can understand why it would be a good idea, for optimization, and fairness for the whole squad.
    It seems like a good idea to have the whole crew participate in a Defense or Orphix mission since these are endless, not only does the difficulty ramp up but the squad could end up spending a much longer time in Defense or Orphix rather than roaming with the ship with no enemies to fight. So I understand that part, I would prefer 100% freedom like in skirmish but I understand.

    Yet, what about Volatile and Exterminate corpus missions ? The time it takes to finish a Volatile or Exterminate mission is short enough to allow players to roam the map with their ship for ice-mines and other optional mission. There's this and of course, they are not Endless. Once they're done, they're done.

    If there's no performance issue holding us back, I would love to get that Skirmish freedom back at least for Exterminate and Volatile. Going in and out of my ship. Teleporting to a fallen crewmate with tactical R10 while I was just getting the optional mission in the ice-mine 13km away from them, giving them a hand if they need or back to my ship if they would like to finish on their own.

    Players would be able to do what they prefer, and the crew wouldn't ignore their Railjack ship. At the moment if you rushed to the main objective for a Corpus mission, you can enter the enemy ship (Main objective area) even if you're surrounded by +15 enemies and under attack.
    You can simply ignore the cries of Cephalon Cy as he keep repeating how the ship needs repairing and enter the main objective area.
    If you enter the main objective area, Cy will even repair the Hull breach himself as you can see in this part of the video.
     

    Révélation

     



    Since it doesn't happen with all areas, only the main objective one of Corpus Missions, and never happened in Skirmish it's hard to explain why or how the ship avoid all damages on its own, it's an inconsistency. It's not like in Skirmish where we'd have to hide our ship behind an asteroid or use Void cloak, here we can simply just let our ship in the open under fire and it'll be totally fine. It is.... Weird right ?

    These few points and bugs aside, I really enjoy the update. I'm still hoping for something close to the Railjack from Tennocons or something like Scarlet Spear op-link again.

    • Like 1
    • TYPE: In-Game, Railjack optional hacking mission
    • DESCRIPTION: One of the jamming drone disrupting Cy's hacking spawned to an unreachable place. We tried looking for a way to reach it but to no avail.
      You can see the room I'm in is near the hacking device on the map, and the red icon is somewhere not far from it if you ignore the rooms, but if you were to run through them, you'd be running for more than 500m. And at the end of it all, we couldn't get to it. We left this mission unfinished.

      I was host and near the key enemy there was an Orphix Pulse Field. Could it mean that the optional hacking mission area was close to the main objective area which was an Orphix one ? We did the main objective first so I don't think we could reach that area anymore.
    • VISUAL
      Révélation

      unknown.png

       

    • REPRODUCTION: Start the optional hacking mission. Try secure the hacking, key enemies will spawn, sometimes at the wrong spot.
    • EXPECTED RESULT: Enemies should spawn to a place I can reach.
    • OBSERVED RESULT: Enemies spawned to an unreachable place.
    • REPRODUCTION RATE: Unknown
    • TYPE: In-Game
    • DESCRIPTION: Crewmate can duplicate the pilot station and attach them to their feet when walking out of Pilot job
    • VISUAL: N/A
    • REPRODUCTION: Not as Host. I ordered our engineer to pilot the ship while the rest of the squad was in a corpus ice mine. When we came back I assigned the crewmate to Engineer again. And then I saw it walking with the Pilot station (probably) attached to her feet not being animated.
    • EXPECTED RESULT: Crewmate should walk without duplicating the job station to their feet when they quit a job.
    • OBSERVED RESULT: Job Station is attached to the crewmate feet when they quit a job.
    • REPRODUCTION RATE: Happened only once so far but I'm not usually client.
    • TYPE: In-Game
    • DESCRIPTION: Engineer crewmate has infinite revolite. I never managed to find an engineer using my ship resources to repair my ship. Nor did I ever see an engineer refill my own revolite stock. I'm pretty sure they never used the forge.
    • VISUAL: N/A
    • REPRODUCTION: Assign an engineer in your railjack.
    • EXPECTED RESULT: Engineer should have limited revolite and need to restock using the ship resources, preferably through the forge like a player would.
    • OBSERVED RESULT: They never run out of revolite.
    • REPRODUCTION RATE: 100%
    • Like 2
    • TYPE: In-Game
    • DESCRIPTION: Range mods doesn't seem to affect Zephyr tornadoes
    • VISUAL: N/A
    • REPRODUCTION: I started with high range build and switched to low range build. Tooltip may say it's going from 70m radius to 8m radius but what I see in action seems to always be a 10m radius tornado, no matter the build.
    • EXPECTED RESULT: I should see a difference. Maybe not of 70m radius that sounds a bit too big but it should be different.
    • OBSERVED RESULT: No difference
    • REPRODUCTION RATE: 100%
  8. This issue is pretty old. For as far as I can remember this issue always existed. I came to accept it.
    But earlier today, something finally made me care about it.

    I have a protea specter setup, made for AoE, it cleans rooms quite nicely. As it should.
    I usually don't farm fissures but recently my clan got two newcomers and I decided to use this nice specter to clean rooms for me in Survival.

    It works wonders, just gotta make sure to not get afk or else the specter stops attacking. Everything's good. I can watch a video and farm at the same time. But during that time I'm not moving.

    That's when a player told me he reported me for leeching, I tried to explain to him the situation, which he could have seen if he would just look behind him, but he finally nailed the coffin by saying something like "I don't care. Scoreboard says you did the lowest damage, the numbers are proof enough"

    So if the scoreboard really matters to these people, I'd love this issue to be fixed

  9. à l’instant, (PS4)doin_jr9 a dit :

    I just got it this morning played Warframe for a lil bit and then it had the hot fix and then after the hot fix the coupon was gone

    Sounds like it would be an issue worthy of a customer support ticket. 

    • Like 1
  10. il y a 1 minute, (PS4)doin_jr9 a dit :

    I had a coupon before this mornings hot fix and then when I went to go buy something the coupon was gone 😕 any solutions 

     

     

    The coupon was most likely for a limited time, my guess would be that it expired. If you think it was supposed to last longer maybe contact customer support, they might be able to check your daily reward and tell whether or not there's an issue.

  11. I saw multiple people talking about needing more energy which is easily provided with Energy Orbs from Dispensary; even more when you have an Arcane Energize.
    However one of my favourite build on her doesn't have Arcane Energize, for what I do with it I don't need that much Energy.

    How about you, are you comfortable playing Protea with no Arcane Energize ?

  12. il y a 55 minutes, Sevek7 a dit :

    Hah! That's really great. I just tested it, you're right that this workaround might actually work quite well. 

    I also tested using operator before the rewind even begins, since this would make it even more useful, unfortunately if you are in operator before the rewind begins you get pulled back into the warframe. So we have to use operator fast once the rewind begins. It's not ideal, but it's certainly better than having to do the whole mission twice because you keep getting pulled back. Thanks!

    Make sure to take a look at Temporal Anchor section in my first post, in case you missed other tips, and please share yours too if they're not in the list I got.
    I'll add them with your name on it. Much love ❤️

  13. il y a 7 minutes, Sevek7 a dit :

    No idea how to fix this without removing the backwards-travel.

    You can Transference Out during the rewind and Transference In again when the Rewind is over to avoid travelling all the way back.
    This is kinda funny to look at your frame Rewind on its own too sometimes :tongue:

  14. il y a 8 minutes, Annnoth a dit :

    No, it resets your tracked movement. So if you go from the pilots to the forge with the ability active, use forge, then press 4, it'll revert you back 1 second to the forge console.

    You mean like this ? To me it looks fine (?)
    You may have a specific issue going on, because it's working perfectly fine on my end.
     

    Révélation

    ProteaRewind.gif

     

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