Jump to content
The Lotus Eaters: Share Bug Reports and Feedback Here! ×

Hotfix 9.8.5


[DE]Rebecca
 Share

Recommended Posts

Since this update I've noticed 3 issues:

 

1- Dojo Duelroom: Round countdown does not show up. Match starts without any notification.
2- Mods Not Sticking: I'm constantly finding my last mod detaching from a weapon after every game I run.

3- Game Crashing Started Again: I'm using GTX 650Ti

Link to comment
Share on other sites

Oh, this just in:

 

I was able to fix my issue with the launcher getting  stuck in a "Looking for updates -> Downloading update -> ERROR_CAN'T_CONNECT -> Looking for updates -> Downloading update -> ERROR_CAN'T_CONNECT" -loop by installing Spotflux, a VPN tunneling program.

 

Worth a try if nothing else works. http://www.spotflux.com/

You can decline the winzip offer in the installation package if you don't want any extra stuff installed.

Link to comment
Share on other sites

Nice...

I think its pretty cool too. whoever says its crap should be tortured by dangling above boiling tar and slowly lowering in so as to melt off the body bit by little bit... a little violent, I know, but I'm opinionated on this.

hehe fuuuunnnnyyy... :) :) :) :) :) :)

 

Link to comment
Share on other sites

500k worth in consumables? I find that hard to believe.

And if you had actually read the first post. 

- Fixed master volume resetting to 100% when launching game (If you hear nothing, go into your settings screen and adjust master volume).

As for the fps issues, give it time. 

If you're gonna get all whiny about a little bump in the virtual road, then you should probably stop playing online games in general, because things like this happen all the time on any actively developed online game.

 

you find it hard to believe? well sir, maybe you're right, they were probably worth 600k, and in years of on-line gaming i've never lost a thing from my inventory, and btw if the game you spent on time and money get's wrecked I think it's normal to complain, but I'm sorry if it leaves you disturbed :)

Link to comment
Share on other sites

500k worth in consumables? I find that hard to believe.

And if you had actually read the first post. 

- Fixed master volume resetting to 100% when launching game (If you hear nothing, go into your settings screen and adjust master volume).

As for the fps issues, give it time. 

If you're gonna get all whiny about a little bump in the virtual road, then you should probably stop playing online games in general, because things like this happen all the time on any actively developed online game.

hOW OLD ARE YOU KID does your mommy know you posting online in forums?

Link to comment
Share on other sites

https://forums.warframe.com/index.php?/topic/103873-how-to-backup-your-saved-colors-and-gears/#entry1196432

 

Backup your settings to prevent colors+gears+avatar reset when game crashes in the future.

 

As for the volume, the latest updates seems to have changed how previous setting is interpreted, just backup cfg files after manual tune.

Edited by ntyd1s
Link to comment
Share on other sites

ok gonna start from the beginning:

 

after some testing, i have come to a conclusion that AI is having some major issues when confronted with ogris.

 

symptoms : all range units, after receiving damage from ogris, stop shooting, and start shooting after some time (occurred in the void, t2 extermination).

 

WF: Trinity, but i think this is not relevant (was soloing).

 

Weapon: Ogris.

 

Details: Heavy gunner stops shooting, and his reboot takes around 30 sec. It can be shortened if you enter his aoe ability range. The unit can move and follows your movement, but does not shoot for that period of time.

 

Crewmen (blocky head, corpus units with shotguns): stop shooting for a period of 5-10 sec.

 

Didn't test other units but noticed that melee (ancients) were not affected by this. Moas did release their flying turrets, but i didnt check the laser shooting stuff (kinda hard with ogris, not to blow yourself up and not to blow up moas while they are shooting at you :)). And the other "humanoid" units were hard to test, because they died easily.

 

My thoughts: As i only saw this happening with Ogris, my conclusion would be that screenshake bugs the aiming process of ranged units. Heavy gunner has a non-stop shooting loop function, that has a long reset time. Thats why the it is easy to notice. Other ranged units (in the void) do not have that long shooting loops and thats why its easy to miss it, and/or die to quickly to be noticed.
Its kinda weird to dance in front of 3 heavy gunners while they are following your moves with their guns, but not shooting :)

 

Possible cause: i would place my bet (even thou i hate gamble), on the screenshake effect from Ogris. The effect probably messes the ranged units coordinates of the player for a second, but enough for to bug out.
The original cause would be:  or the long shooting loop of the AI, or the lack of ability of the weapon to start shooting immediately (or 1-2 sec pause) after the gun stops shooting causing the AI to bug out.

 

Possible solutions:

a) every shot of Ogris reboots the AI (for the targets that took damage and survived) and resets the state of the weapons
 

b) make the ranged units ignore the Ogris shakescreen effect - kinda a nerf on the weapon, but thats only if the targets survive
 

c) change the Ogris effect to stagger (only on enemies) - would do almost the same as a) but is simpler to implement, and makes sense (huge explosions do tend to stun or stagger enemies caught in the blast). Kinda a buff on the weapon.

Edited by ZliDiabetichar
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...