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SolStreak

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  1. Knifestep is a modifier that damages you when you're moving and can be halted by jumping, Wampyri is a modifier that damages you over time, but in turn you heal yourself by killing enemies. And if both Knifestep and Wampyri counts as 'taking damage' by the Prowl, then yea that's the cause Exhaustion Keyglyph is another thing, it drains your energy whenever enemies are nearby, but it seems that you didnt have that
  2. what is this formatting, why is it big and scrolls sideways
  3. Owned Necramech, that is summoned before the Powerless modifier requirement (killed 50 enemies) is completed, can't use abilities after the modifier requirement has been completed. Happened to this week's Deep Archimedia. Resummoning the Necramech immediately doesn't fix the bug. I had to wait for my Necramech to get destroyed first before summoning it again.
  4. Seems like a stagger bug, like Zakkhar said, which is a years old bug that might never get fixed. That bug would be unrelated to Deep Archimedia though. Might want to change the title of the post.
  5. Oh is that true? I've heard something about it but I didn't really think it's real. I guess I'll keep that in mind from now on.
  6. I just did one run earlier, and yea you're right. It seems that Rogue Necramechs that are spawned using a console in a room you are in (a.k.a you can hear the alarm going), regardless if it's a player or an enemy spawning it, will never drop life support modules (enemy-spawned Necramechs drop nothing at all, not even timer reduction). Looks like only the Necramechs that are 'naturally spawned' from the other room will drop the modules. Also yeah, that one time I completed the Survival also the first time I've completed the whole Deep Archimedia, and surprisingly in solo mode (not Elite because you know, it's my first time ever). It's really a powerful satisfaction, even with me using lots of specters in the last mission lol. Thanks for the suggestion, atleast I think I know which Rogue Necramech I should prioritize.
  7. Currently with the modifier of Hostile Support, there is not enough life support module drops from enemies to maintain the life support percentage. I only had 1 successful Deep Archimedian Survival which I did solo, but over 7 other attempts were done in both public and solo, and none of those are successful, because of the scarce life support drops. The enemy spawn is also terrible, In solo, I had to camp one place because if I even travel to the next room, the enemy spawn will be scattered too far to the point I only get to kill 5 enemies per minute. This indirectly lowers the chance for life support modules to drop. I know that Rogue Necramechs can drop multiple life support modules, but I noticed that it's not guaranteed either. It feels half as rewarding as I thought to kill Rogue Necramechs - enemy spawned or manual spawn - because it took my time away for killing the regular enemies, but I really have no choice and have to kill them for a chance of life support modules, and also just to prevent them from disturbing me. My first suggestion is to increase the spawn rate. I don't know if it's a problem of map layout or not, but the spawn rate just doesn't feel enough, even compared to basic Steel Path Survival. I also want to suggest making Rogue Necramechs guaranteed to drop life support modules. I don't know if it's applicable for the Deep Archimedia, knowing that the main issue is related to the Hostile Support deviation, but killing them is already hard enough; The survival timer reduction would be useless if the life support percentage is already at a single digit number.
  8. You did a Bounty mission, have you done the bounty objective? Extraction only appears after the bounty mission is completed.
  9. First time I experienced that bug. There's no Necramite waypoint either in the environment or the minimap. I aborted right away because searching it manually sounds painful, especially because there's new tilesets I haven't used to.
  10. Looking into your in-game profile will show you all of the weapons in the game, both mastered, owned but not yet mastered, and weapons not obtained yet. (Open Menu > hover over your profile icon/glyph > Show Profile > Equipment) Then you can type the weapon's name into chat to see where you can get it from. I'm sure that's enough to help you to get weapons for increasing your mastery.
  11. Yeah, they really should bring the 'defense' part in Defense mission, making it timer-based like Mobile Defense - and also how ironic it is that Defense is less 'defense' than Mobile Defense, but it's rather an Exterminate with a strict kill quota. With some of the enemies just have bad pathfinding, its really agonizing to play.
  12. Hol up, about the rendered checks, by 'what I see', do you mean from my frame's perspective or my camera's perspective? Or both? I've been confused for a while.
  13. Grimoire and Skiajati in particular are in the same position as other quest related weapons like Nataruk or Xoris, so that one I agree. The rest, them being login rewards are essentially just a 'trophy', if you get what I mean. Shouldnt affect your inventory because they come with their own slots. Similar to the Dex weapons, but there's no copy for it, so it's not sellable.
  14. agree with this, especially because that means after host migration the energy spent to cast the ability went to waste and not even get refunded.
  15. Yeah it seems that they removed it. They're really insisting to kill Contagion's dps potential. It's unclear if it's mentioned in the patchnotes too, making players very confused. I just tried this, still can't throw heavy contagion.
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