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TqLxQuanZ

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Posts 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are only 3 weapons for each primary, secondary and melee section because there are chance the weapons are actually outdated, useless (Stug I am looking at you).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loadout specified to a certain category which requires player to diversify their loadout but lesser issues due to the outdated weapons.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.

    • Like 3
  2. 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.

    • Like 1
  3. 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.

    • Like 10
  4. 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??

    20231201201833_1.jpg?ex=657c4769&is=6569

  5. Whenever I reach above 11x combos, I can achieve red critical all the time which is shown as below.

    unknown.png

     

     

    But whenever my kavat buff me for critical, it's being forced back to orange crit again.

    unknown.png

    Did something wrong with the crit formula or is this a bug?


    Other bugs I encountered during disruption infestation in arbitration:

     

    • Heavy attack sometimes deals no damage or normal damage(Normal melee combo damage) while it suppose to be high damage.
    • Operator can be slowed permanently once it touches the corrosive liquid from the mutalist moa.

     

    Problem as well:

    Melee damage doesn't scale well and demolyst became incredibly hard to kill when it goes above lvl 160.

  6. 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:

     

    • Like 3
  7. I've met few new players recently asking for helping of clearing the defeating prosecutor task junction thing.

    I even lead them to multiple runs and encountered few prosecutors watching them melee killing the prosecutor, but ends up the junction still written 0/1 unfinished for them.

    One of the new players is using wukong iron staff to whack the prosecutor and killing it by himself(No environment stuff over there or any damage sources touching the prosecutor)

    All doesn't work. Please take a look of this bug.

  8. Every time I started walking, it always seems like the animation is stuttering until I pressed shift then it turns back to normal.

    Same applies to operator but instead of animation stuttering its the movement.

    It only happens at the beginning of walk.

    EDIT: Holding tab in mission cause massive lag for some reason too.

     

  9. Well, I've seen this issue somewhere long ago and expecting it could be fixed in Dojo 2.0 but apparently not.

    Although the current spawn point is fixed at door, I can still see bugs appearing nowhere where the tenno joining the dojo and ended up randomly spawn at different location causing them stuck there if we did build something around the area. 

    So, please add a custom spawn point by either using singleton decoration in Dojo or something more flexible to prevent players from getting stuck in random places.

  10. Retry button doesn't work either.

    Some stuff that I think should be mentioned:

    Before the update fails, launcher looks like this.

    unknown.png

    I'm using mobile data, all the previous update such as hotfix doesn't show up this kind of problem until today.

    unknown.png

  11. Tombfinger multishot sometimes resulting in 0~2 random damage instead of proper damages.

    Inside cave, there's a lot collision hit box problems for fishes.

    Clients in orb of vallis aren't able to see hotspot which resulting in they're unable to get rare fishes, only host does.

  12. Infested salvage and defection seem to have extremely low chance to appear instead of the other 4 types of mission(intercep, survival, defense and excavation).

    Is dis a bug?

    So far I didn't see any infested salvage and defection, survival and defense almost have the highest rate of showing up all the time.

  13. It would be amazing if adding those following functions for orbiter decorations.

    • Customize energy Color - such as changing xartaan lamp's energy color (you can see an alternate color version in cetus or onkko area), ayatan sculpture energy color and other as well.
    • Resizing - Although Dojo already has this function, but not for orbiter.
    • Lighting Setup - Same as the above, dojo already has it, why not for orbiter?
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