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VirtualViolet

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Posts posted by VirtualViolet

  1. 7 hours ago, sam686 said:

    Able to switch to solo mode, then access navigation without a crash?

    There might be something wrong with windows sound drivers trying to access microphone maybe, that might be used in multiplayer squad.

    Oh wow, yeah, that's definitely it. I switched to solo and was able to go to navigation without a hitch. Then I went to the audio settings and the voice input/output devices showed a solid box instead of the device name, and when I clicked on it to change it, the game froze like before.

    Also, I just went back to turn off voice to try public mode again, and when I confirmed the settings, the device boxes changed back to showing "Default." I was then able to access navigation in public mode. However, re-enabling voice and trying to access navigation in public mode led to the same crash again. So, I guess I'll play with voice disabled for now.

    My audio device is a Corsair HS70 using Corsair's iCUE software, which I've been having issues with lately, so that might have something to do with it. Or it might be something to do with Windows 7 that is causing both the Warframe issue and the iCUE issues.

  2. I'm having the same exact problem. I verified and optimized the cache already, no change. It happens every time I try to go to Navigation, so I just can't play the game at all. (Maybe I could find someone to invite me or something, but that doesn't get me into a relay to visit Baro, plus it's a huge pain in the butt.)

    EDIT: I am able to close the game by pressing CTRL+ALT+DEL and opening the Task Manager to end the task, so it's just the game that's crashing, not the OS.

  3. Suggestion: Have Nora sell a Wolf beacon (like the G3/Zanuka Hunter/Stalker beacons from Baro) during the last week of the Nightwave season so we can get some last minute farming in (for those of us who haven't been blessed by RNGsus) and use up our excess (wolf) credits.

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  4. When you complete/attempt the same bounty multiple times in one trip to the Orb Vallis, certain objective timers/counters do not reset between attempts. For instance, if there is an assassination objective, the credits looted counter does not reset between runs, so the target will spawn immediately on the second and subsequent runs. Similarly, the time remaining (for checking the corpses and starting the hack) on the rescue objective does not reset between runs, and if/when it runs out it will cause subsequent attempts to fail automatically. Returning to Fortuna or the orbiter is the only way to reset them.

    (I haven't tested to make sure this is still the case after the latest hotfix, but I didn't see any notes about it, so I thought I should post before I forget again.)

  5. It's a trademark, and yes, DE *must* defend the trademark in order to keep it (afaik). I doubt there would be a big legal case, though, if the developer of that game complies and removes the logo from the game.

    This might be a good question for a YouTuber by the name of Leonard French. He's an actual copyright attorney and makes videos explaining various legal issues involving games and other pop culture.

  6. 6 hours ago, (PS4)owenslim said:

    Don't tell tell I was in bubble you can clearly see I'm not

    Dude, I can't see anything clearly in that video. It looks like you were too close to that enemy when you hit it, got hit by the cold proc, but the explosion happened further away because it knocked the enemy back or punched through it. Working as intended.

  7. 17 hours ago, Kaminariss said:

    On the other hand, It stopped happening for me recently. Probably one of the recent patches had silent fix for this.

    No luck on my end. I found a post on reddit suggesting disabling multi-threading or DirectX 10 or 11, but those didn't help at all.

  8. 29 minutes ago, trndr said:

    Quantas hyper ammo effiency made me put firerate mods on all my configurations. So the moding has to be redone.

    I love that quanta is good again, although there probably could be more economy variations it saves me a mod slot.

     

    Personaly I dont find the charge rate that bad, it seems to be affected by firerate and Shread is on most of my builds, starting to fire while aiming dosn't seem to waste that much ammo.

    Though I've mostly used Supras the last 2 years so that might affect what I would class as too much wasted ammo.

    That's another thing - I can't use Primed Shred on my Quanta Vandal anymore because it tanks the ammo economy even further, so I don't get the punch-through anymore. I've gotten so used to Quanta's formerly excellent ammo economy that I just can't ignore the drastic change.

    Also, Quanta was never not good.

  9. A little background: Quanta (and later the Vandal variant) has been my favorite weapon for three years. Newer weapons distract me for a while, but I always come back to Quanta. Its accuracy and ammo efficiency were unparalleled, and it still had a reliable damage output and status chance to boot.

    With today's beam weapon changes, the DPS and status procs have gone through the roof (with some modding changes from my old build - swapping out fire rate mods for crit mods), but the ammo economy has dropped through the floor. Quanta (Vandal), formerly one of the most ammo-efficient weapons, now uses ammo at the same rate as Amprex, formerly one of the most ammo-guzzling weapons in the game.

    While the increased DPS and status procs are awesome, I really miss that old ammo economy. It seems ridiculous that it now uses ammo at the same rate as Amprex. And did you have to lower the clip size, too?

    On top of burning through its ammo, trying to fire quick bursts to conserve ammo against weaker enemies tanks your damage since it now takes .8 seconds of continuous firing to reach full damage. This is the part that I think should be done away with for sure, and not just for the Quanta (Vandal), but for all beam weapons. It makes no sense to me.

    Anyway, those are my thoughts. I'm not sure what I'd like to see changed about this (other than doing away with the damage ramp-up mechanic), since the changes in DPS, status, and ammo economy are so drastic.

    EDIT: Found someone saying something in another thread that fits what I'm feeling, so I'll quote it here:

    About the Phage ammo economy, I seriously think DE made those stats way too homogeneous. Almost every Beam weapon now have a FR of 12 and .5 ammo requirement, so now the Phage and Quanta, which were always full of ammo, now use as much ammo as the Amprex, Synapse, Flux Rifle, Glaxion, etc. In short, the only difference between all the beam weapons are some Crit/Status (not always a significant difference) and damage types. 

  10. When a warframe performs a bullet jump or double jump or wall-hopping, the currently equipped weapon is shown in its holstered position during the animation and until landing, but for certain weapons that fold when they are holstered (most notably the Quanta family of weapons), they remain in their unfolded state, which looks weird hanging on the warframe's back. This also doesn't respect the "Visible when holstered" selection in the Arsenal Appearance options - the weapon is visible while temporarily holstered in this way regardless of that selection.

    This has been the case for as long as I can remember, but I never really thought much about it until now. Interestingly enough, the older animations (from before "Parkour 2.0"), dodge-rolling and back flips, keep the weapon in the warframe's hand(s) during the animations.

    Screenshots:

    Spoiler

    KZYjdjD.jpg8hArObG.jpg

    Anyway, my suggestion is to either A) show the weapon in its normal, folded holstered positions during these animations, and/or B) make these animations respect the "Visible when holstered" option and not show the weapon at all if this is unchecked, or C) keep the weapon in the warframe's hand(s) during these animations, like they are for rolling and back flips.

    P.S. - Captura mode is freaking sweet. I love it!

  11. There is some kind of memory leak in the Plains for sure. I only have 8GB of RAM (no SSD, just HDD, so I do have the page file enabled), which is usually plenty to run the game smoothly, but after two or three bounties, the Warframe/Evolution Engine process takes up almost every bit of RAM that isn't already in use by the OS or other programs in the background (well over 4GB), which causes stuttering while loading. I haven't had many crashes, though. This has been going on since PoE launched.

  12. The Infestation doesn't just "infect" whatever it comes into contact with and turn them into zombies. It multiplies and spreads, like a fungus. Yes, it has built its soldiers out of the mangled flesh of victims, but those have become genetic templates and can be grown even without fresh corpses nearby. (This goes for mechanical units, too, since the Infestation originates as a biomechanical weapon that the Orokin attempted to create to fight the Sentients.)

    That said, it is curious that there are not more variants of infested Grineer units. Crawlers, runners and mutalist ospreys and moas are based on Corpus units, and while there are numerous "generic" infested units (Boilers, Brood Mothers, Juggernauts, Ancients), there is only the Charger as a unit with Grineer features.

    Perhaps the Grineer genome, due to centuries of cloning and degradation, doesn't lend itself well to being adapted by the Infestation. EDIT: This might also explain why Chargers are less identifiable as being of Grineer origin, save for the mask on the head dangling from its throat.

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