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TqLxQuanZ

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Everything posted by TqLxQuanZ

  1. I agreed with the randomized loadout for better rewards, but I do not agree that there are only 3 weapons for each primary, secondary and melee section because there are chance the weapons are actually outdated, useless (Stug I am looking at you). And I can imagine how hard and how much time needed to be taken to revisit all the older weapons to be usable or buffed/balanced properly. The suggestion I can think of in mind, keeping the randomized loadout but utilizing it at the maximum, is reusing the sortie's Weapon Type/Category section this should retains the archimedian difficulty, keep the loadout specified to a certain category which requires player to diversify their loadout but lesser issues due to the outdated weapons. e.g Primary contains bow, beam weapons, launchers, assault rifles, crossbow, shotguns etc. Secondary contains Throwable Knives, dual pistols, single handed semi auto/full auto, beam weapons, shotguns, launchers etc. Melee contains rapiers, hammers, swords, dual swords, daggers, knuckles, throwable melees, scythes etc. They rotate every week, for 1 category: e.g Week 2 Primary - Assault Rifles only Secondary - Throwable Knives only Melee - Swords only In short, it's the sortie modification.
  2. Endo reward only provided with 1.6k but the mission mentions common and uncommon is 3k and 4k of their respective tier, this also seems to apply to non-steel path mission for a long time.
  3. Steel Path bounty provides lesser standing than expected, the image shows 6000 standing but when completing the mission it only rewards 2000, definitely bugged.
  4. To be honest I find this very annoying, a single exterminate mission with secondary objective eliminate voidrig can drag forever just because everytime the rogue robots called a rogue bonewidow and it doesn't count in the kill count, so you'll have to keep rolling and rolling until the voidrig spawns which can takes up to more than 10 minutes in a single run, this is very frustating.
  5. Still no fixes with the glaive detonation with pistol issue? It's kinda annoying that the explosion from glaive doesn't really trigger properly, same goes with pistol incarnon when pairing with glaive.
  6. There is a weird issue where all the glaives or throwable weapons, their heavy attack making the glaive explode and returning doesn't work, it need to be pressed twice for the heavy attack button to make it explode, switching back to pure melee and throwing glaive still function as normal where it requires only 1 input of the melee heavy attack to make it explode. The other issue is that Incarnon weapons on pistol such as Lato or Atomos etc do not get activated despite pressing the key when in glaive throwing mode, this is very frustating as it literally makes you unable to use the incarnon mode since you're being hard blocked with the Pistol + Glaive combo.
  7. Apparently, on the client side, there's a chance to happen during the mission transition to another one, one of the players could have the possibility of getting teleported to the lobby and forced to unable to participate with the other players. Especially if the player has a key role in playing defense or clearing out the mission, which could result in failure if they didn't participate, how does this bug still exist after so long??
  8. This is a horrible bug that existed for like almost 4 years/more and still not fixed yet, until today I have to really post it again since it annoys me horribly whenever this bug reappears. Steps to reproduce: Whenever u roll using shift and u manage to pick up a key/power either during excavation/disruption mission, you have a chance to trigger this bug. Steps to fix: Killing self, but doesn't work well for a tank warframe. Problem: You can't do anything until u die, only walk around. Suggestions: Give us a command that reset all our shooting/abilities etc animation similar to whenever when we manually using revive. /unstuck <- ? or fix this Video:
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