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DeckChairVonBananaCamel

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Posts posted by DeckChairVonBananaCamel

  1. 1 minute ago, MaxTunnerX said:

    Im pretty sure that was just a wrong conitional, aka english issue. no need to jump into conclusions about something gettign removed just from that sentence.

    ah, that makes sense

    1 minute ago, Aruquae said:

    Yea, they must’ve confused it with the Gargoyle clan event 

    I also enjoy the event, “tough” content in this game is hard to come by. 

    yeah i like having the option of passively gain syndicate standing whilst doing other stuff, like saving solaris prisoners, or in this case collecting voidplumes from the angels

    • Like 1
  2. 14 minutes ago, _Euphoria_ said:

    I loooved it when after all these years, there was contenr that actually felt challenging and reward me for actually min maxing my loadouts.

    Not everything I looker simply evaporated in less thwn a second. Even Mesa was reaching and keeping the max speed firerate at a single enemy. 

    I was actually fighting the enemy instead of deleting them!

    Wish DE kept it :( 

    the netracells are here to stay as far as im aware?

  3. 6 minutes ago, (PSN)AbBaNdOn_ said:

    open world map size/design is something I would love to hear lectures on or whatever.   Overall I understand its about hardware performance and textures as well as the enemies and objects.  But there has to be some trickery that could be done or maybe sacrifice textures/objects to allow for bigger maps.   

    In Warframe though if you have 4 people on a map who can all spread out and have stuff needing to be populated/spawned in...  

    game designers are always pushing for more textures and and now atmospheric crap like light, fog, rain, etc...    I would like to see a developer push for more crap on screen and or bigger maps.   I don't wanna go back to 8 bit or 16 bit graphics but we definitely don't need ultra 4k+ res either....  

    Did you ever play Mercenaries: Playground of Destruction on the PS2/Xbox?

    God that game was sick.

    Playing that game upscaled to 4k and running at 60fps via backwards compatibility is legit the only reason I'm tempted to get an xbox

  4. Nah, DE keeps a limited number of prime things in circulation at any time, when an item is "retired" it gets moved into an inactive pool of stuff.

    Running parallel to prime access (the newest stuff) is another deal that brings back a couple of older prime access deals.
    And occaisionally (and im pretty sure right now) an event will be run where a buttload of older prime stuff comes back and becomes available to get from Varzia on maroo's bazaar (either available from relics purchasable with ingame currency, or pre-built using real money)

    • Like 1
  5. Deimos is tiny!
    Like really tiny.

    On average Deimos is only 12.4km (7.7 miles) across, but the skybox environment shows it stretching off into the distance like a vast planetary body, instead of curving down and away (or i suppose up if the cambion drift is on the concave side).

    Deimos is, without hyperbole, actually small enough to fit in a railjack mission with enough room to spare that you could have a cool mission where you fly around it and assault surface targets.

    The cambion drift is around 1.7km across, this is approximately how big it would look in comparison to the surface of Deimos:

    DsG9aRt.png

     

    EDIT:

    This is not a real criticism of the game, it's in general discussion for a reason, I'm just having fun. Thought I'd add this juuuuuuust in case

    • Like 4
  6. 2 hours ago, [DE]Megan said:
    • Fixes towards Heavy Attacking while using Transference causing players to be stuck in an endless Void Blast loop as Operator/Drifter.
      • We cannot guarantee this is a perfect fix, but after testing we hope that this issue should be less prevalent at the very least!

    YYYYYYYEEEEEEEEEEEAAAAAAAAAAAAAHHHHHHHHHHHHHHH!!!!!!

    Just tested it and i cannot seem to replicate the bug anymore!!

    LETS GOOOOOOOOOO!!!

    • Like 1
  7. 14 minutes ago, PollexMessier said:

    I found a slight workaround to this bug for when you do get it tho. Preforming a dodge-roll briefly allows you to preform other actions with your operator after the roll animation stops but before it starts spamming void blast and locks your other inputs again. If you have an auto or beam amp, just holding the fire button prevents you from spamming blast again until you let go or run out of juice. So last grasp isn't completely worthless if you get this bug and you can still use operator abilities, although with a bit of extra effort.

    It's absolutely ridiculous this bug hasn't been fixed yet tho. What are they even doing? this should be a top priority bug.

    OH MY GOD!!
    I gave this a test and fiddled a bit more with it, just dodge roll and press and hold the secondary fire button until you finish your roll and it deactivates the bug!

  8. I originally posted this a week ago in the "Abyss of Dagath" subforum, which disappeared a few days later with the release of "Whispers in the Walls" (i had to recover it from google cache).
    I am reposting it mainly because a fix players can use is included (down the bottom under "Stopping it once it starts", but you may need to read the rest for context on what it means) so I feel it is still relevant.
    Also sorry to Lord_Drod for retagging you, just wanted to make sure people knew you were responsible for the alternate, preventative solution.

    THE MELEE BUG FIRST

    Ok so first im going to lay down the basics of this bug.

    With the auto melee implementation the melee key is more of a toggle. In simple terms pressing the key seems to send a "start melee" command, and then releasing it sends the "stop melee" command.
    There is a bug you can play around with resulting from the fact that the warframe "remembers" that it is still supposed to be in auto-melee mode even when you enter and then exit operator mode.

    To replicate this bug easily you can do the following:

    1. Start melee by holding down the quick melee key.
    2. Whilst holding that key, activate transference to switch to operator
    3. Release the quick melee key.
    4. Switch back to the warframe.

    This should result in a situation where the warframe remembers receiving the "start melee" command, but never received the "stop melee" command as you released the key whilst your controls were assigned to the operator. So you will witness the warframe proceed to start swinging wildly without need of player input (until you press and release the melee key again so it gets the "stop melee" command).
    This works with both regular and heavy attacks, as the heavy attacks are also affected by auto melee.

     

    THE VOID BLAST BUG

    I want to thank @Lord_Drod for pointing me in the right direction by mentioning that this bug usually isnt encountered if you have "heavy attack" and "secondary fire" bound to different keys

    You can fairly reliably reproduce the void blast bug by following either these steps:

    1. Switch to operator
    2. Switch back
    3. AFTER triggering the switch-back, but BEFORE fully returning to your warframe press and hold the "secondary fire" button, but don't release it until AFTER the transfer completes.

    Or these steps:

    1. Get downed
    2. Trigger "Last Gasp"
    3. Kill the required 3 enemies (or 1 eximus)
    4. AFTER killing the required enemies, but BEFORE fully returning to your warframe press and hold the "secondary fire" button, but don't release it until AFTER the transfer completes.

    Either way the aim is to PRESS but not RELEASE the secondary fire button during the transfer-back-to-warframe animation

     

    THE SPECULATION

    When reviewing the EE.log for the mission i found this:

    Spoiler

    1501.477 Script [Info]: FocusSecondChanceMeter.lua: Player revived using Second Chance!
    1501.477 Sys [Info]: StartRevive on TennoAvatar18
    1501.477 Sys [Info]: Revive completed on TennoAvatar18
    1501.477 Sys [Info]: I guess this is a normal revive
    1501.484 Script [Info]: InvulnerabilityOnFatalDamage.lua: Endurance 10 :  Added Immortality ControllableDuviriDrifterTennoAvatar17
    1501.484 Script [Info]: InvulnerabilityOnFatalDamage.lua: Endurance 10 :  Added Immortality WF TennoAvatar18
    1501.491 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Powersuits/PowersuitAbilities/TransferenceInputFilter
    1501.993 Sys [Info]: AdultOperatorAvatar25 with ID 25 new player=null, had DeckChairVonBananaCamel
    1501.993 Sys [Info]: TennoAvatar18 with ID 18 [1590835839152] has new player: DeckChairVonBananaCamel
    1501.993 Script [Info]: AvatarHighlighting.lua: AvatarHighlighting: IsMaster: true, Avatar: TennoAvatar18, Faction: TENNO, IsEnemy: false, isAlly: false, isSelf: true
    1501.993 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Types/Player/TennoInputFilter
    1501.995 Game [Info]: DeckChairVonBananaCamel - new avatar: TennoAvatar18

    This is the process the game goes through when successfully using Last Gasp (referred to here as "Second Chance")

    From what i can tell the process goes like this

    1. Last gasp succeeds, so the warframe is revived from the downed state
    2. Immortality is applied to both operator (or in this case drifter) and the warframe
    3. The control scheme changes
    4. Control is switched back to the warframe and the warframe control scheme is loaded in

    Now, step 3 is referencing the line:
    1501.491 Input [Info]: InitMapping for all devices with bindings /Configs/EE.cfg/LotusWindows_KeyBindings and filter /Lotus/Powersuits/PowersuitAbilities/TransferenceInputFilter
    This step appears present whenever transference is used, but I cannot seem to find reference to this in EE.cfg, so my ASSUMPTION is that this is a hard-coded filter that is supposed to BLOCK inputs during the short window where you are switching back and forth from operator mode.

    My GUESS is that this control mapping includes heavy attack, but doesn't filter it out? Meaning there is a 502 millisecond window where you can trigger a "heavy attack" whilst still technically being in control of the operator. Combine this with the first bug where auto melee allows the warframe to "remember" the melee input but instead apply it to the operator, and then the next time you switch to operator it is stuck in a loop of "heavy attack" resulting in void blast firing on a loop.

     

    STOPPING IT ONCE IT STARTS

    SIGNIFICANT DEVELOPMENT!
    Thanks to @PollexMessier For putting me on the right track with this one!
    You can deactivate the bug even when in Last Gasp with the following solution:

    1. Whilst in operator mode (and the infinite void blast bug is occuring) perform a dodge roll.
    2. Whilst the dodge roll animation is playing, press but dont release secondary fire.
    3. Once the roll ends and the operator starts void blasting again, release the secondary fire.

    The old solution:

    All you have to do is send the "stop heavy attacking" command during the same switch-back-to-warframe animation, this is easily done by managing to RELEASE the "heavy attack" key during that animation (simply tap that key during the animation)

    BEWARE HOWEVER! You cannot solve this problem in Last Gasp mode as you cannot switch back to your warframe, it must be done when in normal operator mode!!

     

    This concludes my TED talk

    Edit (originally added as 1st comment)I want to add that the reason this issue is so prevalent is likely because we all hammer the secondary fire button when in last gasp mode (in my case to send as many phahd projectiles into the wild as i can)

    • Like 4
  9. so im in a mission with the annoying "operator gets stuck in void blast loop" bug.

    Just want to make sure the mission log will contain this bug.

    Does the EE.log only generate on crash, or does it generate after every mission?

    Basically i want to make sure i am able to provide the info to DE because i hate this bug

    Edit: i have the game paused right now

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