Asgaroth22
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Posts posted by Asgaroth22
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In my mission instead of the 4 bodies, 4 Kyta Raknoids spawned on top of each other.
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I wouldn't go as far as to reduce the range of whips: that's their main characteristic.
QuoteThe problem isn't slide attacks. The problem is that Maiming Strike stacks multiplicatively with Blood Rush. This means that if you have a weapon with 0% Crit Chance, then MS+BS will let you reach literally >500% crit chance at 3x combo.
The whole problem could be fixed if MS was added after BS, not before.Agree with this though. It's maiming strike that's the issue with whips (and literally any weapon for that matter).
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Same thing happened to me exact moment i tried running it with a squad. When solo i completed multiple of these missions without bugs.
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Grineer Field Commander in an assasination bounty stage does not spawn properly sometimes, causing the players to fail the bounty.
Object site was located in the south-east corner of the map. After killing 15 enemies the waypoint disappeared and nothing happened for the remainder of the mission until we eventually ran out of time.
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Someone must've stolen Lotus' sweetroll, and she REALLY wants it back
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Bumping the thread in hopes of someone seeing this, as it is still consistently happening to me.
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On 3.08.2017 at 7:23 AM, InDueTime-EN- said:
This may be a bit annoying for some but why can't we have a marker similar to the waypoint/objective/extraction marker in the world for each node. So when you look in their general direction you can see the flashing icon if something is being captured.
That would be quite nice. This way you wouldn't have all the information on the screen at all times, you'd have to pay more attention, but it would be obvious if a point is being captured.
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On Interception missions we have these 4 small squars in the corner of the screen that tell us the state of the 4 capture points. I have a few problems with these indicators:
1. We have to constantly switch our attention to the corner of the screen if we want to quickly spot if a point is being captured. This redirects the attention of the player from the center of the screen, where the action is. Recent changes to UI (rare drops highlighted &c.) have proven that you understand this problem, and I hope you'll see the problem here aswell.
2. These squares are not only small, but semi-transparent, and the only indication that a point is being captured is the letter phasing in and out. It's especially misleading when you're travelling fast, and the objects moving behind a square often create an impression that the indicator is flickering.
I'd propose making the indicators bigger/scalable, making them opaque, and flashing some contrasting colors when in alert state.
TL;DR: Please make the indicators more noticeable when they're alerting us that a point is being captured.
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Sometimes when using melee with primed reach equipped (in this case atterax), going into stealth makes it so the weapon has very short range, in fact feels like you have a dagger equipped. This happened to me several times both with loki's invisibilty and naramon's shadow step.
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Any trash boar riven really
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Well, that was awkward, thanks then
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Almost every time there is a host migration on a defense mission, the AI of enemies breaks and they stay in their rooms. Since DE doesn't seem to want to address that one for now, can we at least know who is the host, so if he decides to extract, the rest can follow instead of having to waste time going from room to room killing enemies, and then going back because new enemies spawned.
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In some syndicate missions, if all the players in the existing squad picked up a medallion, it will disappear for anyone that joins the squad after this point.
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I've experienced this multiple times. If I have some momentum when I press X to hack the console in a spy vault, it will automatically fail (without even showing the hacking puzzle), and the alarms will go off. This usually happens on grineer consoles since they are usually on a rounded base that you can step on.
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On 2.04.2017 at 4:58 AM, Akavakaku said:
This is not an accurate description of the Wave emote.
The same goes for 'Follow' and 'Meditate'
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Update: Happened again today on the same map (akkad infestation defense). I was a chroma with 2 novas and an ivara, one of the novas left after wave 5, everything went as normal until wave ten. After wave 10 the enemies stopped leaving their spawn rooms. There weren't any lags or host migrations present this time. I was not the host in any of the two reported missions (i joined as the last squad member). The enemies did attack us when we came closer, but they did not attack the cryopod.
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I was in a squad as Chroma with another Chroma, Nova and some other frame on Akkad infestation defense mission. As we finished wave 12, there was a massive lag spike for a few moments (everyone on squad had it), and then all infested enemies stopped coming to the objective, and stayed in their spawn rooms. We managed to finish the mission by seeking them out in their rooms, but the problem was present through waves 13-15.
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Limbo's worst nightmare right now is a nullifier. I feel like he should get a way to deal with them without getting out of the rift.
Also, his 2 should have much quicker casting time/animation. He should be able to shift between planes as quickly as thought, I sometimes find it too slow and it makes him vulnerable.
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Old mesa's peacemaker was the most gamebreaking ability ever. It had no place in the game and I sincerely hope it's not coming back. The reworked peacemaker seems a bit overpowered to me as well. The fact is, that on grineer missions, mesa can't be killed, erases blobs of enemies in miliseconds and even buffs allies' damage. Corpus and void are nearly as easy if you take a bubble-popping weapon like soma with you. I feel like she's a bit underwhelming at infested missions, but still, peacemaker makes it all easier. She's just not that invincible there.
Mesa's my favourite frame right now, and i feel like she's in a good spot in terms of balancing even though the peacemaker still feels a bit op.
9 minutes ago, Artek94 said:[...] Also the cast animation is way too long for my liking, as well as energy-per-second amounts. It eats way too much, which is one of the reason why i start PANICKING when using peacemaker: for every 2 seconds of not doing anything (not being able to find a target) you lose WAY too much energy. Yes, even with streamline + continuity
Maybe you're just using the ult in a wrong way. For me it's just a quick outburst of damage for dealing with blobs of enemies. Mesa's 4 is probably the cheapest energy drain on cast 4 in the game. With correct mods it costs ~6 to activate, which is laughable, and for that you get a high-damage burst autoaim skill that can be made incredible if you have a good secondary equipped. It's like a 10-energy-killl-everything-in-front-of-you 4. I don't know what more could you want.
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^
and failing a mission can be fun too.
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Campaign for the game? what?
Like in every other MMO, bosses "respawn". It's a game mechanic, can't be changed so every player has a chance to experience as much of the game as others did.
PS: Grineer could be excused, as they can simply clone their leaders forever. Infested as well, they're one mind, so they can reproduce whatever they want. Some of the robotic corpus bosses as well can be remade. Let's just assume that every human corpus boss we defeat runs away and everyone will be happy.
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A group of level 240 enemies. With additional resistances/health/damage and cc invulnerability/reduction. Yeah.
Ps: limbo would cheese through this with ease
GRENDEL Mission RIDDAH Can't use skill
in Mission Specific
Posted
When using Mirage Prime on mission Archaeo-freighter for Grendel, her first ability breaks, holograms are not appearing, and other abilities cannot be cast after that (prompting that an "ability is in use"). Tried both on Solo and Public as host, with the augment Hall of Malevolence and off, every time the bug repeated.