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Nalabac

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  1. I just noticed a bug while I was playing earlier this morning where Ivara (standard and prime) does not perform the reload animation for bow type weapons. Oddly enough, she will animate properly if you fire a bow while on the move. But if you fire while she is standing still (either while aiming or firing from the hip), her arm will immediately snap back to the "ready to fire" position, making it look like she is just pushing and pulling the bow string back and forth to fire the bow. Admittedly, this is the first time that I have personally noticed this bug. Not to say that it has or has not been happening before this. Maybe it just started happening, or maybe it's been going on for awhile now, and I just haven't been paying close enough attention to notice before. However, the reason I title this thread "still missing" is because a quick Google search suggests that this has either been an recurring (or perhaps persistent) problem. In fact, there is another bug report elsewhere these forums that is more or less addressing the very same issue. I apparently don't have permissions to access that thread, though. Perhaps it has been retired, or the issue is considered resolved. So, considering that I may not read or post on that thread, I've created my own in attempt to draw attention to the fact that the bug still exists.
  2. This is true. Thanks for the advice, I'll definitely have to try that next time. To answer your question I failed two. Not back to back, but close enough. Like, two over an hour or so of gameplay. One was a "clear the camp/hold the point" objective, and the other was a "kill the commander" (I believe? It's been a few weeks). I'll have to give the flying strategy a shot. If they are truly unable to hit the player whilst airborne (or at least have considerable difficulty doing to), then that pretty much solves my biggest issue with them. I don't really have an issue with how they are inherently designed. They are legitimately meant to be tanks, after all. My issue with them (if the airborne strategy turns out to be less effective than I'm hoping it will be) is that the way they are designed (at higher difficulties, specifically) can make their presence critically disruptive to certain objective types. Whether they are required to clear the objective or not (which, they are not). Granted, this is all heavily dependent on what frame you decided to play that day, what weapons you decided to bring, and what build you decided to use. Just like everything and everywhere else in the game, some builds are obviously going to fare better than others. What bothers me, I guess, is that if you have chosen to play a somewhat more casual build (not a BAD build, just a casual one) because you're not necessarily anticipating one of these thumpers showing up (because they seldom do, or at least not in such a way that they interfere with your ability to complete objectives), and the game winds up punishing you sufficiently for that. And what I mean by "punishing you sufficiently" is, because you have chosen to not bring a min-maxed, optimal build, you literally can't kill one of these things in what should be considered a timely manner. To be clear, I'm not suggesting that all weapons, frames, and builds should perform equally well in all possible scenarios. That would be stupid. But I fell like there are different tiers of weapons and builds. Good, decent, average, poor, and bad for example (although in Warframe, it's probably more accurate to just say good, average, and bad). Now, I understand having more difficulty with a particular fight or enemy type because I chose to only bring an "average weapon" to the fight instead of a "good weapon". And I wholly agree with that concept. However, I feel like the difference between an average and a good weapon should be that if I have an average weapon, the fight/enemy is going to be more challenging (obviously), but as long as I know what I'm doing then the fight is still reasonably doable. It's just going to take a little longer. The difference between an average weapon and a good weapon should not be the difference between a 30 second fight and a 5+ minute fight. That sort of discrepancy should be reserved only for bad weapons. A good example would Steel Path as is was originally implemented (as in like "first few days" implementation). In that scenario, the difference between a good weapon and an average weapon was "enemy melts the moment you shoot them", and "waste literally all of your ammo killing only a handful of enemies". These thumpers aren't nearly that bad in that regard, but you kinda get the idea.
  3. Admittedly, this is the first time that this has happened to me, so I would like to think (HOPE) that this problem is a rare occurrence. But while I was out on the Drift gathering resources to trade for various family tokens, my movement and attack keys just stopped working. Like, they effectively just "shut off", so to speak. While I was actively mid-sprint. If it helps, I had literally just caught a fish, so I had one of my spears in hand. But after it happened, nothing I tried to do fixed the issue. I couldn't move at all (as established. Walk, run, jump, crouch, roll, any of it). 'T' worked, and the unresponsive keys still produced letters in chat, so I know it wasn't my keyboard. Typing "/unstuck" didn't help. 'Alt' didn't work, so I couldn't switch back to my weapons. With my spear in hand, my left mouse button didn't work, so I couldn't throw the spear. My right mouse button did however, so I could still aim it. 'Esc' worked, but opening and closing various menus did nothing. 'Alt+Tab' to cycle out of and then back into the game didn't resolve the issue either. Ultimately, I was forced to exit back to my orbiter, where all of my keys (unsurprisingly) resumed working. This was all irritating enough, but it could have been worse. I was just gathering resources. I could have been mid-bounty. I could have been right in the middle of a mission when the game just functionally decided to stop letting me play, and then I would have been forced to quit and all of my time invested in said mission would have been a complete waste. But what I find to be the most irritating about this entire scenario is the fact that the example given above has actually happened to other people. As usual, when I encounter a game-breaking bug like this, I instinctively google it to see if it is, in fact, "a thing" that the rest of the player community has been dealing with. And I indeed found a bug report on this exact subject. FROM THREE YEARS AGO. (The thread has since been archived, hence why I am posting this here, and not there.) That makes this experience exceptionally more frustrating for me, for a number of reasons. One, the Cambion Drift has been around for almost three years now. This shouldn't still be a thing. Additionally, when this issue occurs, it stops all of your progress, cold. And depending on what it is that you're doing out on the Drift, that will determine how significant of a waste of your time has just occurred. And as I mentioned at the beginning of this post, I am willing to concede that this is the first time (if memory serves) that this has happened to me personally. But honestly, given the context, one is enough. One is enough to make me second guess myself every time that I decide that I want to go out and play some Drift content. "Is it going to be ok this time? Am I actually going to be able to accomplish what I'm setting out to do? Or is the game just going to shut off my movement keys fifteen to twenty minutes in, and rob me of all of my progress?" Edited: Basic spell checking and such. Also for clarification, I couldn't pop out to my operator either, and my ability keys were also disabled.
  4. WAAAAY late to the party, but a thread entitled "Tusk Thumper Feedback" seems like the most appropriate place to post something like this. Full disclosure, this post is going to be admittedly negatively biased because I JUST failed a Narmer bounty out on the Plains due to a thumper interfering with the final objective. I failed exclusively due to the thumper's involvement in said objective, and ONLY because of the thumper's involvement in said objective. My critique (/complaint, admittedly) is that at higher levels (such a Narmer bounties), tougher thumpers such as the doma variants have high enough stats that they should be treated as independent encounters. "Boss fights" unto themselves, if you will. The reason I say this is because in order to dispatch them, their stats are easily high enough that you HAVE to focus exclusively on them. They're damage is easily high enough that if you're not playing a tank-frame, every other hit from the thumper forces you to drop what you're doing and heal yourself. And that's not even taking into consideration that several of their attacks have forced-interrupt properties, such as the ground-pound attack. And then there's their defense to focus on. First off, I get it. They're TANKS. By all rights, they should have astoundingly high defense. HOWEVER, you have to look at it in context. These things are designed to be tough enemies that take several minutes to take down. And that's totally appropriate... when you're fighting them in a vacuum. It is, however, NOT appropriate when they just so happen to kinda wander onto the scene and wrestle priority away from you're time-sensitive objective (which, most bounty objectives are). You CANNOT destroy these things quickly at higher levels. Each individual leg can sponge an absolute boatload damage, even when you're utilizing radiation damage, which their alloy armor is SUPPOSED to be weak to. And if you happen to be playing solo when you encounter one, forget it. If you don't have a team supporting you, then a doma fight is easily going to take several minutes, minimum. So when one of these things shows up, depending on what you're doing, you aren't really given much of a choice. Depending on the circumstances, you kinda have to engage them. Otherwise, they'll just kill you, or disrupt you're actions so heavily that you'll wind up failing your actual objective. You can't effectively divide your attention between them and something else, certainly not a time-sensitive objective (such as the "control the camp" objective that all Narmer bounties seem to end with). You have to decide to focus on either the objective or the tank.
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