Search the Community
Showing results for tags 'Sound'.
Found 3 results
Sarpa firing animation and pellets are still BREAKING(sound, visual effect performance, and total functionality). When a player reaches a high attack speed 1.9-2.5 and repeatedly fires, and sometimes when interrupted/knocked down during a firing animation, Sarpa audio becomes quiet and stops firing pellets. Another related bug is that the flashing of sarpa will continue for an extended time likely due to the 'queuing' of shots. Additionally, initiating and holding a slide off of a ledge of any height immediately after 'firing' the sarpa, the warframe becomes unable to jump for a period of time due to the animation interrupting of the sarpa. Firing too fast for too long can also cause the inability to jump. Sarpa pellets still cannot cause normal critical hits. I, and a number of others have requested this be looked at on many separate patch/hotfix threads. Using blood rush with sacrificial mods, bumping sarpa's cc to 10.5%, using blood rush at 3x combo mult, should land sarpa's cc at around 50%. I've tested this numerous times in the simulacrum, and the only way for sarpa to crit is for external additives like arcanes, kavats, or frame powers. There have been multiple posts and videos made about this issue; and Redeemer's has been fixed, but only redeemer's. While we are on gunblade inconsistencies: Gunblades still have no secondary stat ui for the "shot" stats. Wiki clearly shows they indeed have separate stats, and we should be able to see them. -Redeemer Prime is listed at 300 pure base blast damage on 'shot', yet on firing it i see impact/puncture/slash procs from it -Sarpa 'shot' is listed as 175 total i/p/s pure physical damage, yet its 'shot' knocks enemies down from afar, not the innate close range rag-dolling, like they've been blast procced, when no such proc has occurred. New video showcasing inability to jump, and pellets stoping firing provided by Mouuzeer:
Good day, This is to report a very weird bug I got while playing Sanctuary Onslaught. While playing a match weird stuff started to happen, The list is as follows: Assets of different maps started to bleed into the different biomes causing invisible walls that I cant see but can shoot through, It looked as if the derelict map, grineer map and corpas map fused together to make a unplayable monstrosity. The mini map was also freaking out and all of the different biome music was playing at the same time. Also all the grineer enemies were T-posing. No animations running After I got that bug another one also started at the same time: Sound assets Every sound asset was weirding out The end of game music was replaced with the League of Legends Pre-match sound track. weapon fire sound assets are swapped. I would shoot my catchmoon and it would sound like a sword strike. Different music assets would play at the same time. Whenever I looked at a object the sound of that object would vanish. I reinstalled my game to see if it was a client issue but the problem is still there.