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Fari

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Posts posted by Fari

  1. 3 times today I've been told the generic mission is already full message you get while trying to join a mission. The same message you get trying to join a friend or something... Except this was just trying to start a normal mission.

    Why bother even telling me that the mission with randoms was full? It just means manually having to start looking again for no good reason, instead of the system not putting you into a party with 4 people already.

    Never had this happen before today, and it happened twice while writing this post.

  2. It animates properly for the "equinox day" and "equinox night" animations you can purchase, but using the form swapping one on actual Equinox, Javlok is held as if there were no animation set equipped for both forms. Have yet to find anything that'll make it start working, but maybe there is some method. Just swapping back and forth doesn't fix it though.

  3. As others said, self damage is fine, in moderation. Not only that, it's NOT like it's thrown attack is strong enough to *justify* it's punishment. If it one shot enemies as hard as it one shots yourself, sure, but it doesn't. the thing can easily hit your cat randomly jumping across the screen as likely as anything else.

    At least Javlok has a main fire for tighter areas, because weapon swaps are too slow to justify explosives too.

    It really should cap off at like 10%/20% of health or something.

     

    Anyways, I like that picking it up is a slower process, but it doesn't have proportional reward to that, which is the issue. If it's 3x slower than any other weapon, it should be 3x as effective, or at least 2x as effective. Instead of just worse than things that do it much faster. I'll be using it plenty because it's fun but that doesn't mean it's in a good spot.

  4. I haven't used it yet, but what if throwing it also reloaded it? With a given that it'd make it so you could throw it without ammo too. That'd be something to slightly promote lots of throwing, I guess.

    Honestly, 6 round sounds relatively fine for the damage it does, but the reload certainly is a bit excessive, looking at it's stats.

  5. Really happy to hear about the cycling cap. I'll start buying slots as soon as that's implemented, since it was the compromise I wanted before considering slots.

    I really think a riven type should be dictated by what you equip it on, or some other level of choice, instead of further randomizing the pool. But I do also appreciate not removing rifle rivens altogether in the process. Looking forward to shotguns if they come, if not, secondaries are still cool.

  6. "fixed Riven Cycle increasing reroll count by two when selecting the original Riven. "

    Any refunds for those that got messed up by this? I ended up rolling my Latron 3 times without noticing til after, kept original through all of those.. pretty harsh.

     

    *edit* found a new bug Semi spoiler don't read this. Or at least I've never experienced it before this mission. I'm a little hazey on what happened, but I think it was changing into Operator while reloading- certainly, it froze mid reload. http://images.akamai.steamusercontent.com/ugc/96095810326656033/D66590C608E019313D0A4D59366A01E310FD31D9/ the entirety of the UI froze over, I was able to make the big map open up, but the small map stayed on screen unmoving. Not only did all UI freeze over, including buffs and challenge, reload circle, etc. Also audio bugged out. Things like jumping were still audible, as well as enemy units, but not NPCs like the rescue target or the siphon spoiler npc. Not sure if gun shots made sound or not.

  7. Just remove the ult cinematic. That's all I want, it's the one thing I really wanted in the first place, and the one thing that wasn't changed about it. I don't mind how the other changes to it are.

    The targeting system is well made, no complaints about it, besides maybe how it promotes spamming your camera around, but then I find myself never actually wanting to pop the marks. Being taken out of the flow of combat feels terrible, it's boring, and at worst it can last over 30 seconds.

    Not to mention you're doing less damage during that time, when you need LoS anyways guns infinitely faster, a single bullet in their head in the time you target each of them. And that's okay, except then you lose even more time in the actual animation of killing that wouldn't be necessary with any other frame or weapon. If you just sent out clones it WOULDN'T be too good, it'd be a much better experience.

  8. 16 hours ago, [DE]Rebecca said:

    3 Nitain

    Please no. Like, I sympathize to those that need nitain, but this is the worst possible reward for sorties. The amount of nitain we get from alerts is already far greater than uses for nitain,

    I have a stockpile of 140 Nitain and I don't even do a good 50% of the alerts I see, and certainly don't see the majority of them.

  9. Mostly good changes, but "Continues each Cycle, no cap." really needs to go.

    Just make the cap like 5k a cycle, or even 10k if you're feeling sadistic. That's still extremely prohibitive to the point of keeping many people from rolling more, why make it infinitely grow?

  10. 3 hours ago, voltocitygel said:

    Pretty sure the invert is the problem, since I had that issue when I had the setting on. I had it that way for ivara. Made more sense to me for a hold to be firing the bow since you have to draw it back, and a tap to be a switch. But I went back, because I don't play ivara much and it was screwing with my focus. That fixed it for me. But I'm pretty sure having invert tap/hold abilities activated is the problem. 

    B-but, hold to fire is the default, invert is to swap that. I swapped cause I hated tapping being switching on things like Vauban, but yeah, Ivara makes me actually want the default, since yeah holding makes sense on her. Too bad inverting it doesn't make holding cycle through them, instead it's holding every individual switch which is even clunkier. The fact Ivara was the one to pioneer that system kinda doomed it from the start with how the holding works. But yeah, it was probably a result of that. 

  11. No fix for focus often not working? Both hold and tap becoming just to change into operator in many missions.

    I'm glad to see things like total reroll count though, that'll make trade chat more reliable at least.

    *edit* Actually, I think I realized what the issue is: the fact I use invert tap/hold abilities, I'm not sure if it is fully fixed, but now focus is being tap while Operator is being hold, which is the opposite of what it's been before today, presumably the issue was bugs in that and both being assigned to each or something.

    Not sure how I feel about it changing that as well, I preferred focus being held since it's less often, but I hate Vauban being hold to throw something since I change traps less. I guess asking for individual settings for Ivara/Vauban/Operator is too much?

    Also I'm not positive if that was (is?) the problem, just one theory.

  12. All of today I haven't been able to activate focus. When it's not fully charged sometimes it'll say power not charged, but once it is charged both tapping AND holding just call out the Operator to walk around. I've heard that other people don't have this issue, but it's consistently not worked for me through multiple sessions.

    If it's of any note, I have rebound the Operator key. I've had it on Z since when focus first came out. Like I said, until today (or was it yesterday? Pretty sure the issue started today though, I know it's worked fine for at least a few.) both worked fine, but suddenly not.

  13. Just now, Sannidor said:

    My thoughts exactly, this is a little insulting to players intelligence.

    We SEE the stats. We KNOW how they will affect weapon's power.

    Why would I hesitate to risk improving something useless if it only can get better?

    +130 crit chance, - 100% damage for a weapon with base 5% crit is most likely an instant re-roll, no testing will improve it...

    Yeah, honestly. Big issue is just that a lot of choices aren't "choices". Most bonuses just don't do anything at all on various weapons, it's not just that they're different, they're without benefit.

  14. " The exponential Cycling costs are there to encourage players to try the existing stats before they embark on the journey to the ‘perfect roll’. " Really hate this part, I mean I can deal, but... like. it becomes WAY too ludicrous. Just because you don't have to get the most minmaxed one possible doesn't mean ending up with a 10000 kuva reroll cost while you have -140% damage mod is a good thing. Not at all.

  15. Currently have (max values, unranked if unspecified):

    -Simulor 40.8% Fire Rate, 110.3% Damage, -22 Status Chance. 11 rerolls (Rank 10)

    -Castanas 247.3% Damage, 93.8% status chacne, 72.2% fire rate. 6 rerolls (Rank 10)

    -Afuris 74.8% Fire Rate, 126.8% Multishot, 92% Toxin. 10 rerolls (Rank 10) Works on DEX Furis.

    -Buzlok 150% Toxin, 187.4% Critical Damage. No rerolls (Rank 7)

    -Supra 77.4% Zoom, 121.3% Flight Speed, -24% damage to Grineer. No rerolls

    -Supra -82.9% Weapon Recoil, 128.8% Critical Chance, 80.5% Heat. No rerolls

    -Tetra 78.5% Ammo Maximum, 242.4% damage. No rerolls

    -Hind 76.1% Magazine Capacity, 249.7% damage. No rerolls

    -Rubico 162.4% Critical Chance, 86.3% toxin, 93.5% cold, -34.2% Damage to Corpus. 9 Rerolls.

    -Ignis 68.6% Status Chance, 64.5% Heat, 34.6% Reload Speed, -24.2% damage to corpus. 2 Rerolls.

    -Zarr 175.2% Damage, 90.3% Status Duration. 7 Rerolls

    -Torid 53% Zoom, 143.3% Damage, -78.6% weapon Recoil. No rerolls

    -Torid 39.9% Damage to Grineer, 40.3% Magazine Capacity, 84.2% Toxin. No rerolls

    -Flux Rifle 77.6% Magazine Capacity, -148.6 Weapon Recoil. No rerolls

     

    Want anything for: Sybaris/Quanta/Dread/Cernos/Lex/Spira/Drakgoon

    Or plat. Plat's good too. Feel free to make an offer on any of these.

    Gonna just update this thread with new things I gain/want, and monitor it periodically. If you want any of my goods feel free to message in game or post here.

  16. If you access Operator customization through esc menu while controlling the Operator, it zooms in on the chair without putting the Operator into it. If you exit out then enter the chair manually it works fine, however. Just doesn't teleport into the chair properly through menus.

  17. 53 minutes ago, [DE]Drew said:

    Charge attacks

    NO, PLEASE.

    Charge attacks are so painful, please overhaul them all to work the same as glaives and gunblades, faster, attack speed scaling, and usable as quick melee, or these all just feel like wasted cool mechanics that are too painful to use.

  18. On 10/18/2016 at 4:07 PM, [DE]Rebecca said:

    This detail in particular (weapon must be equipped to receive the spin attack benefit) is something you can expect to test out / play with the next deployment. Further review will follow!

    ...Well, it was a cool weapon for a little while.At least I can go back to using Redeemer instead now.

    *edit* if the spin is equip only how about making the move benefit always? Isn't one always one temp the whole thing with these weapons?

  19. 14 minutes ago, [DE]Megan said:

    - The Index Preview (Get your Credits ready!)

    On the one hand I'd love more credit sinks, on the other hand, is this gonna be PAYING for Rathuum? Because that sounds really terrible, I imagine it's gonna be a mode that isn't played even more than the Grineer one if that's what it means.

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