Jump to content

MarshallBanana0815

PC Member
  • Posts

    225
  • Joined

  • Last visited

Posts posted by MarshallBanana0815

  1. hey there,

    by now i am approaching the 1000 run mark on the new reactor sabotage missions to farm xiphos (god what a grind, so disheartening) and not once did the stalker spawn there... while when for example when taking a day to farm the war components i had several stalker spawns...

    somewhere there seems to be a bug with his spawnchance

    cheers

  2. hi there,

    the toxin injector sabotage on earth seems to be broken in the way that you can not get C Rotation rewards (Forma, Forma BP, Health Restore) by using Antitoxins anymore.

    Tested it by using Vermillion Antitoxins, inserted the antitoxin before removing the biocatalyst and destroying it, inserted antitoxin after it, inserted antitoxin between removing biocatalyst and destroying it... tried it with all/no caches found... no C Rotation rewards either way.

    cheers

  3. howdy,

    in the single file coolant cell tile in grineer reactor sabotage (see screenshot below for clarification which tile i mean) there are some issues:

    - after extracting the coolant cell it somtimes needs several seconds till the force field is deactivated. this long wait is very annoying (the shorter waiting period for it to deactivate is annoying too btw :-D ). i don't know what triggers longer or shorter times. (i am host, public matchmaking, but lone tenno). please remove the waiting period between starting the coolant cell extraction and deactivation of the force-field

    - if you decide to screw the long wait and just leave anyway through the force-field, lotus will first announce that the coolant cell has been extracted successfully and after that tells you that you'll have to destroy the coolant cell because of the security measures.

    - even if you extract the coolant cell succesfully and do not trip the force-field the door to the containerroom will start closing after a short while (as if would have tripped the forcefield and triggered the cell destruction path)

    Spoiler

    screenshot

    K8WnVcR.jpg

    cheers

    marshall banana

  4. hi there,

    not sure if this is the right subforum. not sure if this is really a bug but i believe it is:

    noticed today when going down near a rampart and entering bleedout state that after it the rampart killed my sentinel... then during bleedout the regen mod triggered and revived the sentinel, which then hung in the air and was subsequently killed again of course.

    i THINK that this is a bug and regen shouldn't trigger during bleedout state only after.

     

    cheers

    marshall banana

  5. hi there,

    can't believe i cannot find this bug reported elsewhere as it is so old and yet so annoying.

    when having overlay map as default, regularly map markers are not shown as apparently they are drawn outside of the screen area (as in: far outside)... using M to switch back to normal mini-map you can start to guess in what direction you might have to travel to get to the objective, but it doesn't always fix it...

    the the screenshot for an example of the exit marker being far outside the displayed overlay map (i had to travel quite a while to be able to actually see the marker on screen)

    Spoiler

    screenshot

    aZF3qbt.jpg

     

    cheers

     

    marshall banana

  6. hey,

    i think this same bug was fixed for coolant cells in some hotfix if i am not mistaken, yet this one is still present:

    in reactor sabotage, when picking up a fuel cell and inserting it back into the reactor the previous weapon selection is forgotten and you always end up with your secondary equipped. or, if you do not have a secondary equipped you end up unarmed.

    cheers

    marshall banana

  7. On 16.3.2016 at 9:07 PM, DE_Adam said:
    •  

    Changes

    • Some visual hints have been added to help players discover caches in Reactor Sabotage Missions.

     

    anyone any clue as to what this is supposed to mean??

    after roundabout 300 runs on lower tier sab to get the xiphos part and now approaching 100 runs on high tier sab for the next part i thought i should've noticed anything but no dice so far...
    bugged or just very very unvisual? ;-)

  8. i agree, the mod in its current form is veery lackluster... can't aim up or down more than 0,000001 degrees and targets a new crate once a minute... roundabout :-P

    maybe make it dependend on the mods in the sentinel weapon... for example if you have all punch through + firerate + reloadspeed + spread mods installed in a shotgun shouldnt it just really sweep the room?

  9. with this update i suddenly have MASSIVE stuttering issues!
    fps counter was in the 40-60fps region as always when i play but this is really ugly. and for example the sorty spy is unplayable! i have run enough nightmare raids to do the grineer hacks blindfold (nearly *g*) but now i died several times due to electrocution because the stuttering make the hack impossibruuuu

    also big bug: if you die you can no longer leave the mission, you have to revive!!! (arcane revives at least, dunno if bug also exists if you dont have arcanes)

  10. i have seen similar things posted elsewhere in different threads, i'll just add mine here:

     

    DESCRIPTION: Today (8.12.) i opened the login reward box (day 5) and it just showed an empty box with the title "no item type specified"

    CAN YOU REPRODUCE THE BUG? No clue ;-)

    REPRODUCTION STEPS: just opened warframe, logged in and clicked on the login reward box

  11. Description: Boss fight, after destroying the first nerve via the traditional method, the vaporisors and glass all dissapear and the golem doesn't purge. He then doesn't take any damage, the fight is unwinnable. This happened to my group twice in a row.

     

    Reproducable? Probably, we did everything the way we're supposed too and it happened twice.

    same, our group had this happen too now 2 times in a row...

  12. I get the feeling that the Simulor doesn't actually have a fixed range limit, but more of a set flight duration like Gliaves. If that's the case, Sinister Reach wouldn't make any difference, whereas Terminal Velocity and/or Zephyr's Jet Stream would increase its effective range. (I would love to test this, but I don't have the Simulor yet. :V)

     

    Firestorm should absolutely be available, though.

     

    simulacrum test showed: jetstream does indeed increase the range... so, what was the name of the mod again that increases projectile flight speed? *g*

  13. oberon augment "hallowed reckoning" showes no effect for me...

     

    EDIT: tested it after relogging and switching loadouts, but still: no, augment is broken and does not work

×
×
  • Create New...