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Daiwulf

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Posts posted by Daiwulf

    • TYPE: In-Game
    • DESCRIPTION: Able to assign more crewmates to a role than intended if done fast enough, breaking their AI and locking seats (the verification if role is occupied is actually checking if there is a crew already in the seat the moment you try to assign instead of a crew assigned)
    • VISUAL:

    3 gunners: 3rd crew walks in circles/hugs the wall near forward artillery

    Spoiler

    E7Hfg6p.jpg

    3 pilots: one to the pilot seat, one to the gun, one walking in circles near the navigation console

    Spoiler

    AOTrCYz.jpg

    Broken AI after assigning all as gunner then all as pilot: The #1 pilot is in gunner seat, will accept commands but won't leave the gun. The #2 engineer is in another gunner seat, will accept commands but won't leave the gun. The #3 defender can move to engineer or pilot. All 3 can't be assigned as gunner because the 2 gunner seats are ocuppied (even if there is no crew assigned as gunner, and even the ones already in the gunner seat can't be assigned). As the two crews in the guns won't exit, the player can't use the guns anymore.

    Spoiler

    05FTN2X.jpg

    • REPRODUCTION: Quickly assign the same role for 2 or 3 crew members before the seat is ocuppied
    • EXPECTED RESULT: the 2nd and 3rd (only 3rd if gunner) will say that it's not possible to do, and won't change roles
    • OBSERVED RESULT: they see that no one is ocuppying the spot and try to go there. If 3 gunners, the 3rd will keep walking in circles hugging the wall near the forward artillery. If 3 pilots, one will go to guns and the other will keep walking around the navigation console. In both cases, their roles will be what I assigned
    • REPRODUCTION RATE: 100% if done before any crew enter the assigned seat
  1. Pilot
    - They just wander randomly instead of going to an objective. Suggestion: check below
    + They go towards you when you exit a ship with archwing so you can easily board the RJ

    Engineer
    + They efficiently repair the ship within 30s of a hazard
    + They don't use revolite, so you're not surprised with a failed mission because he didn't have revolite to repair
    - They can't resupply forward artillery charges (and other resources). Suggestion: in the tactical menu, have an order for "FORGE X", where you can select what he will do in the forge

    Gunner
    - Can't use Forward Artillery. Suggestion: check below
    - Can't shoot mission objectives (exposed reactors), so if solo you still need to go inside, exit, shoot, go back inside...

    Defender
    + Outside the Veil, they take care of any boarders without a problem
    + They revive other downed allies
    - In the Grineer Veil, all 3 crewmates died to a boarding party. Don't know if they scale with mission level; if not, they should.

    Assign Role Behaviours: assigning roles is ok, but I think we should have more control over them:
    - Pilot: Move towards objective / Move towards Crewships / Follow Archwing
    - Gunner: Focus fighters / Man the Forward Artillery and focus on Crewships
    - Engineer: Keep revolite supplied / Keep energy supplied / Keep forward artillery supplied / Focus on repairs
    - Defender: Focus on killing / Focus on reviving

    Assign Sub-Roles: letting us assign a sub-role might be very useful because if you set someone as defender, they will be useless until a boarind party arrives. Also, if you keep using all ship features by yourself, it can get tiring very easily to reassign their roles everytime:
    - Setting a member with Primary Defender and Secondary Engineer: if there is a boarding party, he will fight them. If not, he will act as an engineer.
    - Setting a member with Primary Engineer and Secondary Defenser: if there is a boarding party, he will focus on repairs and only fight if there is no hazard active
    - Setting a member with Primary Pilot and Secondary Gunner: if a player is not piloting, he will take control. If a player assumes control, he will move into the guns

    Waypoint command: let crewmates focus on the waypoint (priority according to the player number, so host has the most control over them, and if he didn't set any orders, teammates can also control)
    - Pilot: move towards the waypoint
    - Gunner: if it's a crewship, man the forward artillery and shoot it (gunner rank determines the likeness of shooting the body or the engine; if 2 are assigned as gunners, make only one of them leave his gun to shoot); if a fighter/ramsled, shoot it
    - Engineer: if it's a crewship, resupply forward artillery; if it's a fighter/ramsled, resupply ordnance ammo

    • Like 7
  2. 56 minutes ago, ChevalierDuNord said:
    • The corpus crewships with shields are very annoying to kill with a railjack. You basically have to send someone in so that they can get close, break the shields and then go for the kill. Can their shields even be broken? If so in what way? You're not making it clear.

    It can. Between the crewship and the shield there is a drone that can be shot down to disable the shields. To be able to shoot it, you need to get close to the crewship, circle around it and shoot the drone before it rotates towards you.

    Alternatively (probably a bug), you can just front-slam the shield with your RJ and shoot the drone: the gun will be able to shoot through the shield, destroying the drone (at least the Carcinnox and Glazio pilot guns can do this).

    • TYPE: In-game (visual)
    • DESCRIPTION: Nikana sheath is sometimes out of place
    • VISUAL:

    h585ufB.jpg

    rmVn5T7.jpg

    • REPRODUCTION: Don't know what triggers it, but it is commonly happening after the update and switching weapons fix it. Don't know if it happens only with Wukong, Zaw Nikana and Gemini Ymir-Form Sheath Skin
    • EXPECTED RESULT: The sheath should be in the regular place
    • OBSERVED RESULT: Sheath floats in random places
    • REPRODUCTION RATE: Commonly after last update. Don't know what triggers it.
    • TYPE: In-game
    • DESCRIPTION: New Corpus Railjack Orphix missions don't allow you to solo extract while in a group
    • VISUAL:

    uX5ikNV.jpg

    • REPRODUCTION: Go to Orphix grounded extraction alone after killing the necessary ammount of Orphix
    • EXPECTED RESULT: The extraction timer should have begun to allow you to solo exit, otherwise you're stuck while the rest of the group decides it's time to do a max ammount of Orphix kills. If impossible to make someone go back to archwing alone, make you leave the party and go back to your orbiter with a mission complete, or to your railjack. DO NOT MAKE A SOLO EXTRACT REMOVE EVERYONE FROM THE MISSION.
    • OBSERVED RESULT: You cannot extract while 50% of the crew isn't in the extraction, so you need to sit there waiting for them to decide it's time to leave
    • REPRODUCTION RATE: 100% when you're the only one trying to extract
  3. Only played a little of the new Venus mission so far, but from that I already understood that to fix players not wanting to do Railjack, the solution was to remove Railjack+Archwing from the equation. The Railjack is just an oversized landing craft that, instead of deploying us directly into a grounded mission, deploy us miles away and we need to drive it there, then jump into the archwing to fly another couple meters to the door, wasting time.

    When I saw that new missions were coming I was expecting actual Railjack/Archwing content like ship exterminate, ship defense... Not the grounded content we already have in a much better way in regular gameplay (better rewards, better matchmaking, faster matchmaking).

    If you're solo, the Railjack is only a taxi to get you in/out of the mission. If you're in a squad, probably there will be 1 person who will stay in the ship piloting while the other 3 do the grounded mission, or all the 4 will just abandon the ship in a safe place and do the grounded work... That's at least 75% of people not doing any Railjack content at all

    Edit: Having played with a team, ALL the team must board the grounded objective to proceed. What's even the point of having a railjack then? What technology makes the RJ invulnerable to all damage while the 4 players go onboard the ship but not during all 4 in archwing? That makes no sense, the RJ should still need people to protect/fight with it. The Command intrinsic should be a way to literally avoid the ship being left alone while you go to the objective, but what's the point of it if the moment you would need it the most the ship just pops its invincibility bubble, rendering it useless? This update was not a Railjack integration with the other content, it was simply overriding Railjack with the old grounded content.


    What it should have been:

    - Exterminate: Like Skirmish, but with way more kill count and without ship boarding objectives. Other option would be to make 50% of kill count in a zone where only Archwings could enter (inside a ship like the starchart AW missions were, but smaller)

    - Defense: Defend 1 point with everyone on the RJ, or multiple relatively close points where 1/2 people stay in RJ and the others need to go with Archwings to their points

    - Hijack: Use the Railjack to move a damaged ship to a safe place using RJ shields

    • Like 16
    • TYPE: In-game [Player harassment]
    • DESCRIPTION: Possible Player harassment to the pilot. Players can deploy the Necramech on top of the RJ pilot, completely blocking his view.
    • VISUAL:

    m25dKLl.jpeg

    • REPRODUCTION: Summon a Necramech on top of the pilot seat.
    • EXPECTED RESULT: 1- The necramech would spawn some meters behind the pilot so they wouldn't have the camera blocked, or / 2 - "Invalid Spawn Location" message appears to whoever is trying to summon it there, or / 3 - The necramech (and possibly other summonables) would be invisible to the pilot within a radius.
    • OBSERVED RESULT: Nechramech is deployed in a way it can completely block the pilot's view
    • REPRODUCTION RATE: 100%, as long as a player has the "summon nechramech in any RJ Mission" unlocked and wishes to harass the pilot (even the pilot can do this to himself like I did in the picture while solo for testing)
    • Like 1
    • TYPE: In-game
    • DESCRIPTION: Infinite loading warp from railjack after selecting a mission. Unable to select another mission in the panel because it's inactive. Unable to abort mission from the menu. Had to Alt+F4. Probably lost all mission rewards (no mission endscreen appeared)
    • VISUAL:

    1V1cGk8.jpg

    • REPRODUCTION: Try to run a mission after another mission in RJ. After the loading hangs in the warp (already a bug), try to exit the mission from the menu
    • EXPECTED RESULT: The previous mission would show the rewards and the next mission would load properly. If by chance it fails to load, allow to exit from the menu
    • OBSERVED RESULT: 1-Mission wouldn't load. 2-Unable to leave the mission from the menu. Have to Alt+F4 to exit
    • REPRODUCTION RATE: Happened once today. Probably would happen everytime the missions fails to load during the RJ warp
    • TYPE: In-Game (menu)
    • DESCRIPTION: Crew attachment selection selects wrong item
    • VISUAL:

    https://imgur.com/y1np1https://imgur.com/y1np1y1np1KR.jpg

    • REPRODUCTION: Choose Right Leg or Right Arms and hover over the last 2 items in the list
    • EXPECTED RESULT: select the hovered item
    • OBSERVED RESULT: the selection goes 2 items before, making it impossible to equip the last 2 items in the list (in this case, hovering the Saturn Six Plates selects the Eos Prime Spurs; and hovering the Vetala Ankle Plate selects the Prisma Daedalus Knee Plate; all the other items in the list are fine)
    • REPRODUCTION RATE: Always
    • Like 2
    • TYPE: In-Game
    • DESCRIPTION: Defense Missions in Venus and Pluto counted as failure when selecting extract in wave 5. In Venus lost the rewards. In Pluto got the rewards, but in both cases the node wasn't completed. Also, if you try to abort mission after returning to RJ, you get a screen saying that the mission can't be aborted because it has already ended.
    • VISUAL:

    OFhnF8q.jpg

    • REPRODUCTION: [SOLO] Go to Railjack Defense mission, extract at wave 5 (don't know if other numbers also happen, not going to say 10 waves to lose it).
    • EXPECTED RESULT: return to railjack with mission success
    • OBSERVED RESULT: Gets teleported to Railjack and CY tells the mission was a failure. Node wasn't completed (not unlocking other nodes). Once didn't get any rewards, in the second time at least got the dropped mission rewards
    • REPRODUCTION RATE: 2 out of 2 Railjack defenses, both in Venus and Pluto
  4. On 2020-03-05 at 12:32 PM, [DE]Megan said:

    In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include: 

    Staticor

    Just logged today and did the event secondary-only. RIP my Staticor that I used in every loadout to shoot at my feet to clear the room. You'll be missed

  5. Now all duplicate mods we used for the sentinels have no use, and all the endo/credits used on them can't be reclaimed. Make dissolving ranked mods (any rank) refund ALL the spent endo/credits (this wouldn't change the unranked mod selling price).

    Giving a legendary core as compensation for duplicate maxed mods would be bad, as many players don't actually put max rank into companion mods, but keep them 1~2 ranks lower due to bad cost x benefit. Allowing us to sell them for the full spent cost would be fair to everybody in my opinion. If not a full price (due to some possible exploit), maybe a 75~90% ratio?

    • Like 1
  6. Doing a Lich mission. Did a Thrall Secret Mercy when he had just dismounted a Rampart. Result: I mounted the rampart while performing the mercy animation on him, then I was unable to do anything: no chat to try /unstuck, couldn't leave the rampart, ESC didn't work, no operator, rampart wouldn't shoot. The only thing that managed to free me was a random knockdown from a grineer that removed me from the rampart, then the mission resumed normally.

    Possible reason: the press X input was in range of both the thrall and the rampart, so the game performed both actions but couldn't handle the result, making it think I wasn't in the rampart but unable to act because I was mounted on it, and when the grineer knocked me down, the game force-changed my state to knockdown>recovering>idle.

    Possible fix: make the press X trigger only the higher-priority event and ignore the lower ones (secret mercy > mercy > rampart mount)

    VYAOThd.jpg

     

  7. Well, I had 1500 ducats from spare parts and this afternoon I farmed the other 1500. I had to do this, as this was the first Baro in months that didn't bring primed disappointment (at least not for me).

    As for those that bought it for absurd values, it's open market capitalism at its finest: you bet it would be valuable but was wrong. Converting ducats-> prime junk -> platinum, it would be rated at 500~800p (considering average junk value of ~20ducats for 4p each). Prices are going to drop because now we have a platinum value base for it, it is not limited to a few units available in the whole game, and we can expect it to return soon (tennocon relay and other rotations).

    The only thing I'm glad it's that they released it in consoles together, so they wouldn't get some weeks of free farming for the ducats. Fair game to everyone.

  8. - Blinking past a resource should instantly collect it: if you blink too close to a resource, you go past it without collecting, having to turn 180º, searching for it and turning 180º again to continue

    - Increase Archwing Vacuum: you need to literally touch the loot to get it. In regular missions it's already bad enough, requiring companion vacuum. In the space where distances are orders of magnitude greater, the archwing vacuum should also be greatly increased.

    - Increase equipped Warframe + sentinel Loot Radar by multiplying them by 100, so a 30m regular radar would become 3000 in Railjack mode, and make it mark items with floating icons instead of just the minimap.

    - Make Blink have 3 charges that slowly recharge over time instead of a single charge: as said above, Railjack things are really far away, so you could blink 3 times to reach an enemy and while you kill it, the charges recover and you can reach the next one. It makes things more fluid in Railjack and still prevents people from spamming blink in the PoE/Vallis/Railjack.

    - ArchMelee range is really bad: make Melee attacks with an enemy in the aim consume the blink charge to blink up to twice the regular blink distance to close the gap to the enemy, and if you attack him, you will be "magnetized" to the enemy, following it; if you don't melee him for 2 seconds, you stop and the enemy continues. If the idea above of multiple blink charges is combined, instead of double blink distance, consume 1/2/3 blink charges for the needed distance at once.

    - Rank 1 Gunnery aim reticle helper in archwing: if you've unlocked the perk, the leading reticle could also be shown while zooming with an archgun. Maybe not in Rank 1, but in a later rank? Projectile weapons in space with long distances and fast moving enemies really need Amesha's 3rd ability to be able to consistently hit them. This could be a way to decrease the need of the slow.

    - Collected resources/intrinsic should be squad-shared. As said above multiple times, the great distances make the experience completely different from regular gameplay where people are closer together. To prevent AFKs from farming, if you don't act (pilot, cause damage, use foundry, repair, use tactical) for 1 minute, you stop receiving the loot and experienceuntil you act again. To compensate the increased loot+intrisic gains, reduce the overall numbers dropped by 10% for each squad member after the 2nd.

    - The host should be able to remove whoever is in the pilot seat for him to use: he is the ship captain after all, he shouldn't be locked out of piloting his ship because someone else took control of it. The other seats (guns, slingshot) he would still be unable to kick people out of them. Note that removing = dismounting him from the pilot seat, not kicking from the mission.

    • Like 2
  9. Railjack:

    - (once) End of mission screen didn't show archmelee and its affinity gain

    - (frequently) Weapons behave as if they were unmodded (both damage is trash and berserker doesn't proc) both in railjack, grineer asteroids and crewships

    - (frequently) End of mission screen shows everything it should have, plus 2 empty placeholder Excalibur slots with some affinity bar

    - (once) Piloting the ship that you need to steal in the grineer asteroid made it fly inside the asteroid instead of exiting, colliding with everything and unable to move

    - (rarely) Exiting the railjack will keep regular weapons equipped, being able to attack with them, but melee Redeemer was extremely slow in shooting, like half the speed of regular firing. Fixes by recalling to the Railjack and re-exiting. Last time this happened I was slingshoting into a fighter and pressed melee right when I was hitting the fighter, don't remember if other times it was also this way.

    - (frequently) Unable to use navigation console in the railjack as a client

    - (frequently) Trying to fix a fire/breach/etc sometimes won't show the UI for it and sometimes it will show but take a while (3~7s) for any progress to be made

    - (rarely) Entering the grineer asteroid will keep the archwing mode, but stuck to the floor and unable to proceed

    - (once, multiple times in the mission) Entering the grineer asteroid will instead teleport the archwing inside of it, requiring to navigate the way out. Had to ask another squad member to finish the mission because I couldn't enter the asteroid.

    - (consistent) Pressing X to exit the asteroid and pressing X again during the animation will make it re-enter the asteroid as soon as you're placed outside. Pressing X to enter the asteroid and pressing again won't make you re-exit (please block the input during the animation or make you spawn further away from the door to prevent accidental re-enterings)

    - (consistent) Unable to waypoint loot in space (specifically a purple weapon, don't know if other loot can be marked)

    - (twice) When finishing a mission and going to the host's drydock, if he leaves the squad and there is no other clan member there, you still stay in his dojo, instead of being kicked with the "dojo is empty, being kicked" message. In the second time, the parked railjack also changed colors (different from both mine and the host's ship). Confirmed there was no one else in the dojo by checking the map and opening the trade.

    - (Consistent) Players can use the glyph in the front window, obstructing the pilot's view. (Not really a bug, but a possible harassment)

    Spoiler

    aP8zMhd.jpg

     

    - (Once) Screen got extremely dark upon exiting grineer asteroid. Fixed by recalling to railjack.

    Spoiler

    VcBKURS.jpg

     

    - (Frequently) Helios didn't vacuum the mods. Equipped Syandana vanished (reappeared when went back to the drydock). In the same mission, mods were disabled and it was super laggy, with 160~600 ping. Trying to attack the boarding grineers didn't inflict any damage (numbers don't show up)

    Spoiler

    55aTkkv.jpg

     

    - (very frequently) Archwing weapon stay in Warframe's hand when entering the Railjack, but able to use weapons/omni normally (in this picture, with a omni equipped).

    Spoiler

    lOhdP8i.jpg

     

     

    Non-Railjack bugs:

    - (once) Lenz Solstice alert for Bow Only Corpus Defense: using wukong with exalted weapon equipped, attacking and switching to the bow while entering a nullifier bubble (all at the same time) will make him stuck swinging his arms with nothing in its hand as if trying to use the basic combo, but unable to perform any action other than walking and jumping. /unstuck doesn't work and can't go into operator. Fixed by going out of bounds to reset.

    - (consistent UI bug) Clicking in any Lenz skin to preview it, the arrow disappears and the skin stays as the default one. Equipping the skin correctly updates it.

     

  10. The only things that bothered me were the 6M credits cost and the 15 argon. If the Railjack locks players from progressing in the questline, I see it as a bad decision because some resources requires only time to hoard without really much that you can do, so I can see players with the minimum MR for the quests struggling to finish the railjack.

    I'm MR24 and this is the first time i went past the 4M credits mark. Got 2 credit boosters from login rewards and farmed it in the index. Not really a complain, but this was my biggest credit grind so far.

    The problem about the Argon is that you need 15 AT ONCE. If it was spread like each part requiring 2 or 3, it would be much better than having to farm all of them at once.

    Pustrels were done in 1 and half runs in the first cave to the left of the gate easily.

    The Cubics and Carbides were easy enough to farm.

    I'm out of Orokin Cells like always, but I got quite a few of them while farming Carbides, so also no problem.

    Copernics I still need to farm, but if it goes like the pustrels, no problem.

    And the other resources I didn't even need to look at them because of 2000+ hours of playtime

  11. When you swap an equipped mod "X" with another mod and then search anything in the box, the unequipped mod "X" will vanish from both the search and the list of mods until you exit and reenter the upgrade window. It only happens with that exact mod X and all of its duplicates (the same mod type with different ranks still show up normal). If you repeat the process, both the first and the second unequipped mods will vanish, and so on...

  12. - Some doors in Grineer tilesets during invasions are missing the outer border:

    Spoiler

    lX1NB9l.jpg

     

    - Some Orb Vallis Preservations don't show up the animal tracks neither the map area that we need to go

    Spoiler

    OnRQgB0.jpg

     

    - Some places in Orb Vallis lakes the water is dark blue where the Luminous Dye can't reveal the fish, like in this picture you can only see a tiny part of the fish that is outside it. Knowing that we can see them even behind terrain, this shouldn't block the Luminous Dye.

    Spoiler

    O0WOkDO.jpg

     

    - Throwing a Fishing Spear prevents player movement and actions for some seconds if you don't hit a fish (if you hit it works fine, probably the game is going into a state where it waits the minimum duration of the fish display animation to proceed).

    - Extraction waypoints sometimes appear directly at extraction, rather than guiding you room-to-room, making it difficult to find it. Found this in 3 Invasion missions in a row (same mission as above screenshot of the doors without border), don't know if mode-specific or tileset-specific.

    - Orb Vallis Animal Tracks were very difficult to see before, but the visual updates of the Old Blood made it almost impossible to see in some cases, as they are the same color of the ground and it's very bright. Needed to lower the brightness so much that the other missions were almost unplayable at those settings

    - Lighting in the Liset makes the Gauss card (and possibly others) completely white no matter where I put it.

    - Naramon's Power Spike almost never works in the Simulacrum.

    - Sometimes when quickly transferring into operator and using Void Dash the camera will fade black like when a warframe goes into forbidden places to be teleported back, then return to normal.

    - Fragon Brokk Hammer Skin still has "-10% Channelling efficiency" in its description.

    - Reposting Sarpa-related bugs: animation out of sync and disabling projectiles -  https://forums.warframe.com/topic/1136758-pc-the-old-blood-bug-reporting/page/56/?tab=comments#comment-11149243

     

  13. Sarpa has problems with blending animations where it will render the weapon useless and cause some bugs, as seen in the video:

    First, if you stack enough attack speed and keep doing the regular combo, the bullets will keep shooting after you stop. Most likely because the animation is made for the redeemer and not the sarpa that needs extra time to shoot the projectiles in sequence rather than simultaneously, so the animation already finished but the weapon still has in its buffer that it needs to shoot X bullets because every attack increased the projectile buffer.

    Second, probably is some animation/state blending, caused by changing from attacking to crouch/sliding/jumping/falling in certain ocasions, as seen in 0:50, 1:36 and 1:54. This renders the weapon completely unusable, not shooting the bullets and even the melee and heavy attacks messed up, along with not being able to jump for ~4s after any attack and the combo counter not decaying. At first I thought it was exccessive attack speed, but then I didn't use Valkyr's buff and it remained, then i removed attack speed mods until i left it unmodded and it still bugged, but it was harder to replicate it slower. Fixes by resetting the state (changing loadout).

     

    This video takes Valkyr and Sarpa's attack speed buff to the extreme to make it shoot for 10 seconds after stopping:

     

     

     

     

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