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[DE]Rebecca

Augment Tweaks: Update 25.6.0

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what will they do with my plat/slots when purchasing more than 20 extra loadouts now? patch testing non existent, proven again

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Thanks for the update.

New Loadout screen is great!

Any chance of being able to customise the order of the loadouts (e.g. by dragging and dropping)?

7 minutes ago, linn4you said:

is it possible to make syndicate regalia visible in loadout screen if equipped? that would be aewsome! :)))

^^ That also would be cool.

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Still no fixes for:
- Shy Glyph is behind a Patreon wall;
- Renewal doesn't have a hold-cast to recast it without removing the buff from others (to cast it for someone near you);
- Iron Skin is too effective in Index;
- Saryn spores are too powerful, need LoS check or 75% dmg nerf if there was no LoS;
- Vex Armor gives too much damage increase;
- Kohm riven dispo is still too strong;
- Maiming Strike makes any melee a crit melee;
- Time-out timer is too short, let us get a screen freeze without lagging out, it's a PvE game where packet loss is not that important;
- Wisp can RUN while melee is out;
- Channeled amp prism ammo drain is not client sided, lags can either drain it in 0.3 sec or let you burn stuff for 5 seconds without reloading;
- Catchmoon can't hit things that are too close to the Warframe;
- Low FPS compensation for automatic guns doesn't compensate the recoil;
- Operator void dash is too sticky. Sometimes it works only if you jump.
 

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Yeah cool thanks .. De Can we have option to Go back to old Loadout menu. i hate this new one and the Chaos it makes..

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7 minutes ago, Riccoshot said:

And for god's sake put Mag in control her own spheres, make the detonation innate to Magnetize

oh god please no. The way the augment works, I'm not able to multi-layer bubbles without popping the first, I really don't want the detonation innate unless it becomes hold-to-detonate.

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The new loadout screen is extremely awesome. Being able to drag and drop them into a personal order would have been the icing on the cake but no biggie. Way better than before. Although I guess you could place a number/letter in front of the name .... hmmmm will experiment.

Thanks

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Hi, this will be a spoil so, If you haven't played the second dream, don't read this

 

I have problems with my lotus, because it's still there, I can't see my operator and she is not blue, I've umbra and the operator so it's weird if you kwow how to fix it plz tell me

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I still hope there is at least a dedicated slot for Augments that functions much like the Exilus slots. I don’t care if it’s locked behind an Augment Adapter at least we will not lose any precious mod slots for our builds.

This would also promote the usage of these updated mods. 

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You break a warframe's fourth ability with the melee change and you attempt to fix it by adding a buff to a syndicate mod? Really? Worst fix I have seen in a while.

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Imagine calling out @[DE]Bear only for your post to get deleted by mods to cover up that you really weren't going to take any feedback and the post weeks ago was just for show to make it look like you were listening and  not doing what you wanted

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Is the ability to purchase infinite loadout slots intentional? I just bought 80 more. Please leave this in.

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28 minutes ago, [DE]Rebecca said:

Fixed being unable to sprint in Archwing if the player is mid Slide and then launches the Archwing while still holding Slide.

ah yes, thanks a lot, this was annoying since we sadly have to bulletjump most of the times to get a 'valid' launch point... and btw: it was not only while sliding but also IF you managed to activate the AW while sitting crouched on the ground - you did fixed that too, right?

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Just now, Kadesfy said:

Why just don't let us equip all the enhancements on the exilus slot?

Yep, this has been suggested a ton of time. It would most certainly add value to augments. If not an augment slot, this would be excelent addition. We already have augments that fit into Exilus c'mon. I'm not gonna waste 30 - 55 ability strenght or 30 - 55 ability duration for a mod that brings quality of life changes...which is 90% of the augment mods. 

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27 minutes ago, [DE]Rebecca said:

Reworked the following Augments:

 

If you checked out the linked Dev Workshop – you’ll know a bit of the method behind these small tweaks. We’re just pushing a bunch of Augments into a stronger direction. Please be aware this isn’t reflective of the entire thought process behind Augments overall (i.e some lesser use ones haven’t been buffed). While many responses to this have been to ‘simply add an Augment slot’, that is a way bigger conversation and choice beyond the micro-changes here. 

Thanks for the update.

Maybe if an extra mod slot or multiple mod slots for augments is too much, make the EXILUS slot able to take Augment mods too.
Some builds take up all the slots and then you are left to just put something random in the EXILUS slot, if the Augment mods could go there, it opens up a normal slot for something a lot more helpful.

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22 minutes ago, zelvominus said:

Theres a bug with the Broken Scepter, where if its selected to be invisible when holstered, still has the effects appear when holstered

It's not a bug, it's a feature.


They don't call it the broken scepter for a reason. 🙂

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Thank you for the update.

The following bugs remain:

- When performing a Ship Reactor Sabotage via the "Fire" path (re-introducing the Fuel cell), the expanding wall of flame emanating from the reactor and the eventual meltdown of the whole ship no longer occur. This makes the fire path very low-risk, and since I don't think I saw patch notes removing this. Some people say there is a "hidden timer" that counts down to mission failure after the sabotage is completed. If that is true, it's not really fair because nothing in the mission informs us about it.

- During Hive missions, after destroying a Hive the Lotus no longer explains what environmental effects are triggered.

- Several enemies still do not have Codex Entries. Some of these are: Vapos Bioengineer, Coildrives, Terra Turrets, Mite Raknoids. There are many more.

- During Operation Plague Star events, when talking to Nakak for the Operational Supply shop, she can be heard speaking but her lips do not move.

- When applying a Stradavar Tekelu Skin on Stradavar Prime, the clip does not rotate while firing as it does on the regular Stradavar.

- After hacking Reactor Consoles on Grineer Reactor Sabotage missions and Portal Consoles in Void Sabotage missions, the textures on the consoles become scrambled, as you can see below. (Also note the missing blue holograms on the Orokin Console - bug is detailed further down)

Spoiler

 

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- Grineer Articula offers only Frontier Grineer options for customization regardless of how many others were scanned

 

Spoiler

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- Kitgun clip remains attached to left hand after reload

Spoiler

 

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- This one Thermia Fracture during the Exploiter bossfight always shows up but can never be interacted with using the coolant canister:

Spoiler

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- An extra clip gets attached to kitguns when switching from the gun to an ability (such as Balefire) or carrying an object/datamass and then back to the gun.

 

Spoiler

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- Rhino's Iron Skin creates these crystals on the warframe when it is cast; this does not occur with Rhino Prime:

Spoiler

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- When a downed Warframe or NPC is using a dual secondary, the animations will always be that of the one-handed secondary:

Spoiler

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- Tusk Eviscerators cannot use the Ramparts on the Plains. Here you can see them going to them, but being unable to mount the emplancement and becoming stuck

 

Spoiler

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- Reload animation and Dynamic Clip not working Soma Prime with a Skin

Spoiler

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- Danaus Sword and Shield skin is still bugged:

 

Spoiler

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- Perla Pistol Skin bullet tracer origins are bugged. This happens notably when the skin is applied to Sicarus Prime or Dex Furis, as well as other secondaries.

Spoiler

 

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- Camera is bugged when talking to Little Duck SPECIFICALLY when the syndicate console is used to go directly to her room in Fortuna. This also happens with several other characters and vendors, such as Hok in Cetus.

 

Spoiler

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- The new Syndicates interface sometimes causes distortions of the faces of the various characters

Spoiler

 

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- The Conclave Lobby screen frequently removes the heads of the various Warframes

 

Spoiler

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- The holographic writings are missing from Orokin Consoles (both Lua and Void)

Spoiler

 

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- Using Magus Lockdown makes Kela de Thaym fall down and renders her unable to get up for the entirety of the boss battle:

Spoiler

 

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- Archwing Ogma and Gox, as well as the Tusk Firbolgs are duplicated in Codex Diorama

 

Spoiler

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- Orokin Defense laser countdown timer is bugged

 

Spoiler

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- Grineer Turrets on the Kuva Fortress are all named Senta Turret regardless of their type; this is a Corpus name, however.

Spoiler

 

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- Some of the Corpus computer screens in the Gas City still use the old opaque texture

Spoiler

 

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- Gara's Zamariu Helmet does not lose its glass decorations while using the Splinter Storm

 

Spoiler

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- Ostrons' heads disappear when they are close to the edge of the camera

Spoiler

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- The Stratos Emblem doesn't show the central Tenno numeral for anyone other than the player Warframe - thus kind of invalidating it as a bragging rights reward

Spoiler

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- The control console of Plains Armored Vaults sometimes appears as black and untextured

Spoiler

WwAJU18.jpg

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