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superbot34

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Posts posted by superbot34

  1. I feel the range should be no more than 8 meters, because 6 still feels pretty short, i mean go in game and place a waypoint and back up until it says 6m. It's pretty darn short. Appreciated on all sentinels sure, don't get me wrong, but half of the range it used to be is a bit harsh for something they don't constantly do anyway (as they have precepts too)

  2. On 7/25/2016 at 9:16 AM, Kainosh said:

    Eff yo. Me aint lame.

    But yeah. Napalm should not hover in the air. Its a sticky chemical. Not magic.

    I never saw how it worked before change...but i do not like much what it does now.  Would be better if rocket spawned multiple Stug projectiles with heat damage (just like Kulstar rockets).   That way it would be much closer to what napalm does.   

     

    what it did before is it spread fire on the ground, it didn't magically hover a ball of fire in the air. This new ball of fire counts as an object for the rockets to hit as well, so if you fire shots quickly at the same spot the rocket gets closer and closer to you. with the augment on now, you have to make sure to never fire your rocket at the same spot twice. it's stupid. 

  3. Digital Extremes To-Do List: High Priority Bugs Over two months Old

    >fixed tesla dealing base damage for clients

    >fixed energy colors on most glowing weapons to combine colors visually on hover, showing false colors until actually selected

    >fixed sigils using default blue colors when energy color of warframe is set to default regardless of actual energy color

    >fixed ability colors changing to blue when using focus abilities in a mission temporarily

    >fixed mind controlled techs and fusion moas spawning hostile units

    >fixed units spawned by mind controlled unit becoming hostile when unit is killed prematurely

    >fixed vauban noggle helmet being washed out compared to body

    >fixed launcher going to new page when update fails and refuses to tell the user it has restarted the update

    :)

  4. It's most likely a security thing. At first this issue forced the player to stand still, all controls were disabled on the players end until the "connection loss" stopped. People complained so much that they made it so it simply shows up. It was probably an attempt to prevent the 5 players in the world who had the means to hack the game from doing so, so any connection loss was treated as a suspicious action. 

    That is just my guess, based on how brutal they are against a little bit of "suspicious" activity. 

  5. On 7/20/2016 at 11:55 PM, (PS4)sanemane213 said:

    UI bug that was never bothered to be fixed more or Likely. Despite it reducing accuracy, pretty much every beam weapon can mitigate the Negative effects of HC, despite what the Arsenal UI Says after its application. 
     

    You don't understand how beam weapons work then if you mean like the ignis. Ignis is like a flux rifle surrounded by a cloud, the beam rotates with heavy caliber and it shown at long ranges when it suddenly stops damaging the enemy for a while. As for weapons like the flux rifle, if heavy caliber reduced the accuracy any lower they would be unusable, and there would be no point to use the mod. They had to find a balance between messing up the accuracy of a weapon but not destroy them. 

  6. Because 30 accuracy on a weapon is still pin point accurate, basically. If heavy caliber worked on weapons with 100 accuracy like they did on all other weapons, your weapon would never become inaccurate, it will still fire each shot within the dot on the reticule. 

    can we please stop bringing this up? anyone who goes on the heavy caliber page on the wiki knows this already. 

  7. update: i finally got a cosmic specter. The only thing i did different is make sure every single warden was killed, then i rescued the hostage. but i still got a cosmic specter which i didnt want. :(

    and on the easiest rescue mission in the game, i got a phase specter! wtf

  8. 1 minute ago, Jeahanne said:

    I've gotten Specter blueprints without doing it stealth and on non-junction missions... I don't know if it's a RNG based reward though. The wiki seems to imply it's a guaranteed thing.

    According to the wiki, "The blueprints necessary to build Specters are automatically rewarded by Rescue missions upon completion, with the type of Blueprint dropped depending on the node that was played, and how many points were acquired. In total, three points can be attained in a mission: one point for rescuing the target, another point for not triggering the execution sequence in the process, and one more point for killing all the Wardens." There's a chart underneath that shows what Specters are rewarded compared to the mission level. The full page can be found here. http://warframe.wikia.com/wiki/Specter_(Tenno)

    The wiki implies this because it was 100% that you would get one. The fact nobody on the wiki comments mentions that it was nerfed is really annoying 

  9. i've done 4 rescue missions now, on saturn which is medium level. Meaning, if all i did was rescue the target i would get a vapor specter bp. However, i did that and i also killed one, two, or all of the wardens and still no specter bp at all. Did they nerf it a while ago where it's only a tiny chance for a specter blueprint now? it used to be 100% guaranteed that you get one. 

  10. Even if they did this, it would require us players who suffered this bug when DE messed something up 2 years ago to go to every sentinel build and swap out the mod, then go to every single weapon that uses that mod and change them. It's DE's fault this happened, i remember clear as day because i was one of the people that always made sure sentinel used a different mod but one day, one update, bam, they all got shuffled around. 

    It's more than just marking them if are used by your sentinel, because the game also says this error if another sentinel build is also using the mod regardless if you are using that build currently. Example: Two serration mods. Serration A is on my karak wraith build A and B, with Serration B on karak build. Serration B is also being used on my sentinel Builds A and B, but not C as Serration A is being used for C. I currently have karak build A and Sentinel Build A out, so on these two builds they are using different serration mods. However, the game will give me the error the the mod i am using on my karak build is being used on my current sentinel build which of course, is impossible. The error happens because it knows that the serration i am currently using is being used on my config C of my sentinel, even though i am not using that config thus the mod is not being used. 

    Hope that clears that up. 

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