Jump to content

Shadow3274

PC Member
  • Posts

    40
  • Joined

  • Last visited

Posts posted by Shadow3274

    • TYPE: [In-game]
    • DESCRIPTION: [Taro enemies spawning in Veil Proxima instead of their respective Orm enemies. Only Orm Gox and Orm Crewship spawn properly]
    • VISUAL: [
      ]
    • REPRODUCTION: [Happens in any corpus Veil proxima mission]
    • EXPECTED RESULT: [Orm Weaver, Orm Basilisk and Orm Harpi should spawn instead of their Taro equivalent]
    • REPRODUCTION RATE: [100% reproduction rate]
  1. Hi,

    I'd like for normal (non-elite) outriders spawn in grineer railjack mission to be increased. The problem is the avionics "Ordnance Velocity" and "Turret Velocity" are both dropped by Kosma/Gyre/Exo outriders with drop chances ranging from 0.1305% to 0.2025% (15% mod drop chance and 0.87%-1.35% in respective droptable) but the outriders are really hard to find.

    First of all, theres like 1 to 2 mission in each proxima where normal outriders can spawn instead of elites and elites dont drop the mods. Second, I can't say I remember the spawn rate before the corpus update but I can find at most 3 outriders per single mission. Third, in corpus mission the enemies spawn continuously but in grineer mission they stop spawning after killing X number of enemies which forces the player to restart a new mission.

    That's pretty much it, at most 3 chance of dropping Ordnance/Turret Velocity at 0.13% - 0.2 % drop rate makes it almost impossible to farm. They dont need to spawn forever, maybe just spawn like 8-10 in a mission with 80 enemies to kill. 

     

    Thank you, loving the update!

    • Like 2
  2. 14 minutes ago, Kako_Kako said:

    A comparison for everyone.

    Fallout 3 and Fallout New Vegas: 57.6 metres (63 yards) to the side, 3317.76 m (3,969 square yards) of area.

    And Skyrim has an area of about 37.1 km (14.3 square miles).

    Boop.

    Plz. Reddit already did this. Add square where square belongs. You are saying fallout was 57.6m of length on the side 3317.76 m of LENGTH somewhere in space ( because m=meter=distance not area) and skyrim is just not undertandable. What is 37.1km. 37.1km=37100m of DISTANCE not area. I wouldnt have commented if you didnt put any square but you said 14.3 square miles so I hope you can see how the other info are wrong.

  3. 1 hour ago, Lt.Nagae said:

    @[DE]Megan

    As a toggle system is implemented on a cosmetic item on Update 19.11 , it is possible to get a similar system to Sari Syandana? the modes would be:

    pre 19.4.2

    where was open by default and gets closed by these contextual actions:

    - Attacking

    - Opening Menu

    and after idling for 5 seconds the wings get back to open position

    Post 19.4.2

    Closed all times besides:

    -Bullet-Jump

    -Aim-glide
    Since 19.4.2, the only change that happened was a undocumented one on update 19.5 where it stayed open on "non-combat" areas(Relays, Ship) but most of the time we're doing missions.

    I will be honest, the moment the changed happened i requested a refund, but if a system like these gets implemented, me and probably most people which requested a refund too would buy it back in a heartbeat.

    If not, a official answer would be nice at least

    plz this^ i too requested a refund immediatly.

  4. gBExGl4.png

    I did a post not long ago and I was wring. They did tweak the TAA so the image I'm showing wasn't relevant anymore. Thins is in the patch note of 19.6.0 they said " Fixed a UI issue related to Temporal Anti-Aliasing". Somehow, I feel that the problem on the image came back and I feel all energy related effect are a bit too "fragmented". It goes beyond sharpness and it feels like they tried to make it a more "retro 8-bit" style. I can live with it and it is possible I'm the only one feeling it changed so if anyone feels the same I'd like to know it

    Also, if it is in fact changed in an unintended way, plz DE look into this. I like retro design games and all but in a futuristic design like in WF I think it is a bit odd. (sry for image structure)

     

  5. 13 minutes ago, Inquizitor said:

    Is noone from DE taking care about how much Sari syandana and its previous "changes" are having overhelming negative feedback and refund ratio?

    Plz this^

    Toggle the changes, we all want our version of the syandana (be it pre/post changes) and definitly dont want the other version. Im still waiting for my refund:(

     

  6. 1 hour ago, SilentMobius said:

    Sorry there were a lot of people asking for this and I'm much happier with it this way.

    Thing is, if it was bugged before it still was the ONLY true syandana mecanic and some of us, including me, bought it using the PRE patch version as the ONLY advertisment. It is nice you prefer it that way, but we bought it the way it was not the way it is now.

  7. You might want to try Telos Boltace on infested heavy tile. I got preformance problem when all particles were on with telos boltace. Have a gtx970 win 7 64 bit usualy play with skype open and steam. Will do the frame test when i get home. It is just that telos boltace spin attack with infested might be a good stress test.

  8. 9 hours ago, Jukantos said:

    RIP Ducats...

    Seriously tho, why are there riven mods for the tonkor and the simulor? I would've applauded the effort to revitalize old "bad" weapons, heck they NEEDED that much of a power spike to become playable again. Instead by putting them on the two most used, most "OP" area of effect weapons, you've either made those two (rather boring gunplay-wise) weapons either completely overpowered for all content, OR completely mandatory for all lategame content, depending on how high you crank enemy scaling. Noone would've protested them if they were "only" to be found on "bad" weapons. Heck i would've cheered you on for reviving my beloved braton, latron, tiberon. Unfortunately their presence on these super strong weapons has this VERY large and negative impact on how we have to judge difficulty moving from this point forward.

    They're a good idea, it was just not a good move to have them on the most used, "strongest" weapons in the game

    They were alredy overpowered and will never be mandatory for any content. riven mods didnt affect those aspect in any way and l2p if you think they are mandatory.

  9. On 12/11/2016 at 0:33 AM, Shockwave- said:

    I"m disappointed that the weapons and lenses were removed. That's why I did sorites. The Endo rewards are ok, but you get the other things so rarely that it's not worth trying for them. I've done most of the sorites since they came out and i've gotten 1 exilus adapter, and i think 2 of each potato. Getting more lense to put on more frames and getting the weapons i'd missed was it. Not sure there is any real pressing reason to do sorties any more.

    Riven and endo is my true destiny

  10. On 13/11/2016 at 3:02 AM, Darkvramp said:

    Riven mods, are the worst thing to happen to this game, they are unpredictable and a random addition to the game where guaranteed progression is a staple of the game. i want everyone to raise their voices and get them to change it to be less random and more predictable.

    No i like then like that

  11. 7 hours ago, Dod-Regnbue said:

    http://images.akamai.steamusercontent.com/ugc/480022441237367367/BA5664FACD522D2B7A5FCF94740713EB826667F2/

     

    Where do I put Vacuum? I have to say, I preferred it as a passive...

    Fired up is a completely useless mod no wonder everyone freaks about not having any space left. Your guns and powers do 10000 time more dmg and if they dont you are doing something wrong. Dont mod your sentinel for dmg when its an utility companion.

  12. 4 hours ago, Alenn_Tax said:

    "Open letter", I guess, @[DE]Rebecca@[DE]Steve and @[DE]Megan:

    So this morning I read the latest hotfix patch, this part in particular:

    But ... why ?

    Then I noticed that it doesn't mention the innate vacuum being removed, so I had a glimmer of hope: perhaps the mod was an option for people that wanted the old vacuum range back. But nope, I launched the game and the innate vacuum gone indeed. And that's the proverbial straw to me.

    So now, I have only one question:

    Great Gods in Heaven, Why ?!!!

    What could possibly, even remotely make you think this is a good idea ?

    Innate vacuum on all sentinels was a step in the right direction (to adress the problem of Carrier being used by 99.9% of the players, 99.9% of the time). Sure, the range reduction was a harsh price, but it was one I was willing to pay (to have vacuum without using a mod slot).

    But nope, the community whiners HAD to whine, and you ([DE]) HAD to give in. You couldn't stand your ground for even a week, and let the dust settle, could you ? Nope ! 

    What did you achieved in doing this ? Nothing good, 'tis what. As things are now:

    • Vacuum will now pretty much be one more mandatory mod, along Serration and Multishot ones.
    • Carrier/Prime will still be THE most used sentinel, seeing as it's still the strudiest one, and it now offers a low level ammo mutation in addition to vacuuming loot.

    So, congratulations to the community whiners, you're ruined Warframe. (for me, as it is now.)

    Also, big thanks to [DE]: I grew more and more desillusioned of your game over the last few months, but with this last change, you helped me make my mind, and now I know what game I'll quit playing once I start a new job next month.

     

    And now back to the regular patch notes whining:

    1/ Itzal's research costs change, intended or not ?

    2/ Missing enemies codex entries ?

    Cut it out no one care

  13. 15 hours ago, PapaFragolino said:

    Just turn Vacuum into an universal warframe passive, how many years we need to ask you the same thing over and over again before you actually understand?

     

    No one asked for it to be a sentinel only passive, no one asked for it to be a sentinel only mod. Stop making everything so complicated for literally no reason and actually listen to your community for once.

    No one ask for your opinion drop it

  14. 1 hour ago, Ylantron said:

    Sorry, I don't want to wait 300 days, 10 months of daily logins for a weapon that was already sucking and then got nerfed too? The azima can be good in mid-low missions because of high capacity, sufficient crit chance and good status but this, I can take a shower, eat something, sleep, chilling around, then go to the computer and the zenistar is still charging the attack, so sloooow rate of fire, almost inexistent crit, status can't be really consider a good thing because the weapon is slow and even if you put primed fury is still not enough.

    I think increasing attack speed to 1 and increasing crit chance to 10% would make this weapon good enough

    Can you guys stop complaining already. Nobody waited for anything. You get a free weapon after 300 days of login. You didn't wait for it. If it sucks don't play it. Why would anyone think 300 days of login is worth anything. You get something free everyday and should be happy about it. It is like everything in this game, everyone talks about how the grind is hard instead of just playing and getting the various type of loot over time  without purposly farming for it (login, focus, syndicate, endo, etc). And if you don't want to just play the game for "fun" then don't complain on the "wait or grind"

  15. 12 hours ago, fr4gb4ll said:

    so now, after years you guys "fixed" the high grounds on akkad? now, after half of dracoville moved there to power-level you made it a map prefered by tanks? wonderfull, maybe next update you spend some of the time to fix some "real" bugs in the game, eh? well, i'm off to cheese out akkad with my inaros tank - thx for a useless fix anyway.

    What are you talking about, this map is so low level literraly any frame can do anything in that map. If you need inaros to survive akkad it is no DE the problem, it's you.

  16. 2 hours ago, NinjaKitsune56 said:

    Per @Shadow3274 request, I'ma list how many of each melee class we have here...

     

    Swords: 13

    Dual Swords: 14

    Nikana: 3

    Dagger: 6

    Dual Dagger: 4

    Machete: 6

    Fist: 6

    Sparring: 2

    Glaive: 5

    Staves: 5

    Polearms: 6

    Whips: 4

    Scythe: 4

    Heavy Blades: 7

    Hammers: 7

    Claws: 2

    Sword/Shield: 2

    Tonfa: 3

    Gunblade: 2

    Nunchaku: 2

    Sword/Whip: 2

    Rapier: 1

     

    Total Melee weapon options: 102*

    *Note: I am aware the total should read 103, but number 102 is the Dark Split-Sword, whose weapon type differs based on the equipped stance.

    Well the machete are the most unloved (stance wise). Tonfas/nuchak/whips should get other stances too. Its true the stances distribution isnt very balanced:p thx for the info.

  17. 43 minutes ago, NinjaKitsune56 said:

    So... quick check shows that we have 22 melee weapon classes with 44 stances between them... Averages to 2 stances per type, but varies between 1 and 3... Here's the numbers for you...

    Swords: 3

    Dual Swords: 2

    Nikana: 3

    Daggers: 2

    Dual Daggers: 2

    Machetes: 1

    Fist: 3

    Sparring: 2

    Glaives: 2

    Staves: 2

    Polearms: 2

    Whips: 2

    Scythes: 2

    Heavy Blades: 3

    Hammers: 2

    Claws: 3

    Sword/Shield: 2

    Gunblades: 2

    Nunchaku: 1

    Sword/Whip: 1

    Rapier: 1

     

    Looks to me like we need more stances, period. To DE: Until every melee type has 2 different stances (as in: no shared combos), stop making them for the rest, please!

    It might be too much to ask, but could you do the same list with the melee type/the number of stances/and the number of melee of that type. I'm 100% agreeing with you with the share combos being useless, but things like rapier have 1 stance but only have 1 weapon so it is more understandable to only have 1 stances. The whips hovewer dont have enough stance but they said they were working on one i think.

  18. On 23/09/2016 at 0:14 PM, Death_Master_ said:

    I never just sit for nothing.

    If i sit in safe place i do one of two things: 1) buff/protect team(in this case or waves go very fast or team has around 0 damage in first 20 waves)  2) shoot mobs(in this case i do minimum 30% of damage in a full team).

    If i remember well, I can do what you do (even better) at the same levels of enemies. Why would you need a safe place to do that.

×
×
  • Create New...