Ogarra_Remaellus Posted January 9, 2019 Share Posted January 9, 2019 Thanks for the update, here are some things that still need looking into. Corinth still doesn't have its pump sound, and the solstice skin doesn't have shotgun shells in the ammo rack. Archguns remain over glorified amps And pax seeker is still pretty much useless in close quarters (halls and stuff where 60% of this game occurs) Link to comment Share on other sites More sharing options...
Skaleek Posted January 9, 2019 Share Posted January 9, 2019 1 hour ago, [DE]Megan said: The UI now displays a max of 999,999,999 Credits (our servers will still track up to 9 quadrillion Credit balances but will not be displayed in-game). Praise the prophet of profit. Finally i am no longer bound by the credit limit. Time to invest. Link to comment Share on other sites More sharing options...
Eathian Posted January 9, 2019 Share Posted January 9, 2019 What happened with the hair? I don't see any differences Link to comment Share on other sites More sharing options...
ChrisTheThunder Posted January 9, 2019 Share Posted January 9, 2019 Please fix Magus Repair guys! Thanks for the fixes tho! Link to comment Share on other sites More sharing options...
BrazilianJoe Posted January 9, 2019 Share Posted January 9, 2019 Still no fixes for: 1) Profit Taker Phase 1 deletes your spears 2) Profit taker datamass not spawning, halting progression 3) Accepting a mission vote for a Profit Taker mission teleports you to inside the Backroom, requiring retreading back to the elevator Link to comment Share on other sites More sharing options...
Neightrix Posted January 9, 2019 Share Posted January 9, 2019 All of those augments look good to me. I must be going crazy. This update is hella beefy 👍 Link to comment Share on other sites More sharing options...
FollowTheFaceless Posted January 9, 2019 Share Posted January 9, 2019 Still no fix for Operator's neck clipping due to lack of animation on suit's neck part. Link to comment Share on other sites More sharing options...
Alanthier Posted January 9, 2019 Share Posted January 9, 2019 Still no ground finisher for Baruuk's 4. #ExaltedWeaponLogic Link to comment Share on other sites More sharing options...
WarmongerExtraordinare Posted January 9, 2019 Share Posted January 9, 2019 oh boy what joy we S T I L L DONT HAVE MOA / K-DRIVES AFFINITY Link to comment Share on other sites More sharing options...
Ace_Kayo Posted January 9, 2019 Share Posted January 9, 2019 Trading is still bugged for controllers (PS4 ones at the very least). Still have to use the work around of restarting, then unplugging controller and using mouse & keyboard for the trade... Link to comment Share on other sites More sharing options...
iambeastx Posted January 9, 2019 Share Posted January 9, 2019 hopefully you can retro actively reward these bugged spider missions, playtime is limited and daily favour cap doesn't work well with with bugs during limited playtime Link to comment Share on other sites More sharing options...
xXDeadsinxX Posted January 9, 2019 Share Posted January 9, 2019 Thanks for the hotfix! Link to comment Share on other sites More sharing options...
__Beowulf__ Posted January 9, 2019 Share Posted January 9, 2019 So, we can forget about a rebalance to the profit taker orb? How about the nerf archgun weapons? How about the terra corpus units that are immune to warframe abilities? No? ok, two new mods and everybody forgot the broken new boss battle, the clunky mechanics and gameplay of the all mighty spider?.... Link to comment Share on other sites More sharing options...
YoManGO Posted January 9, 2019 Share Posted January 9, 2019 I need another credits weekend boost, I'm out already lol Link to comment Share on other sites More sharing options...
Ysmirdragon Posted January 9, 2019 Share Posted January 9, 2019 The firing point for the moas is still from below them Link to comment Share on other sites More sharing options...
Guest Posted January 9, 2019 Share Posted January 9, 2019 Thank you so very much. Orb mother being stuck was a huge painful moment. Many thanks, and a happy newyear ❤️ Link to comment Share on other sites More sharing options...
Aldrr Posted January 9, 2019 Share Posted January 9, 2019 Many thanks/ 🙂 And once again happy new year! o/ Link to comment Share on other sites More sharing options...
RAZORLIGHT Posted January 9, 2019 Share Posted January 9, 2019 That Khora augment seems a bit pointless. 45 seconds normal vs one less mod slot, 150sec increased cooldown but -4 seconds for every enemy killed good for low level enemies which can be killed fast enough but then, venari never dies in such low level missions good luck killing enemies fast enough in high level content. Link to comment Share on other sites More sharing options...
Chaos_Rifle Posted January 9, 2019 Share Posted January 9, 2019 Gear wheel for lures is NOT reverted like claimed Link to comment Share on other sites More sharing options...
LAOBAN_DD1jj Posted January 9, 2019 Share Posted January 9, 2019 11 Link to comment Share on other sites More sharing options...
Arkazoo Posted January 9, 2019 Share Posted January 9, 2019 Feedback on Desiccation's Curse Why 75% chance of creating a sand shadow? Why not 100%? What's with the forced RNG here? The duration of the sand shadows created is pretty weak, on top of the 75% chance of creating one. The nature of that duration does not mesh well with the augment either. As taken from the wiki: If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds. Sand Shadow duration is not affected by mods. I honestly hoped I could start building an army with Inaros. That's disappointing. I'd certainly request the duration to be much higher and scaleable with duration mods, but the 75% chance is what needs to be addressed most. Link to comment Share on other sites More sharing options...
Widowmaker1189 Posted January 9, 2019 Share Posted January 9, 2019 Thanks for the wukong changes! T_T Link to comment Share on other sites More sharing options...
Kraantion Posted January 9, 2019 Share Posted January 9, 2019 What happened to Voltage? Link to comment Share on other sites More sharing options...
KennBone Posted January 9, 2019 Share Posted January 9, 2019 hace 2 minutos, Arkazoo dijo: Feedback on Desiccation's Curse Why 75% chance of creating a sand shadow? Why not 100%? What's with the forced RNG here? The duration of the sand shadows created is pretty weak, on top of the 75% chance of creating one. The nature of that duration does not mesh well with the augment either. As taken from the wiki: If an enemy is killed by being devoured by Inaros, a Sand Shadow is created, which is a friendly copy of the unit killed that will fight alongside Inaros. Sand Shadows last for a duration equal to the time spent devouring them, or a minimum of 15 seconds. Sand Shadow duration is not affected by mods. I honestly hoped I could start building an army with Inaros. That's disappointing. I'd certainly request the duration to be much higher and scaleable with duration mods, but the 75% chance is what needs to be addressed most. the 75 % is good.. just the finisher atack need to be faster. Link to comment Share on other sites More sharing options...
Neptlude Posted January 9, 2019 Share Posted January 9, 2019 Mesa prime textures are still pixelated... .- . Link to comment Share on other sites More sharing options...
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