FaridRLz Posted May 24, 2020 Share Posted May 24, 2020 I´ve been using Atlas for a while and the new [Rubble Heap] augment it's a nice addition to Atlas kit, but as stated in the mod "When above 1400 Rubble, Landslide cost no energy" but when I'm at full 1,500 armor stacks but with no energy I can't use the ability. Please explain if this is just as you intended or may be something that was missing on the coding 2 Link to comment Share on other sites More sharing options...
xdeathhungerx Posted May 24, 2020 Share Posted May 24, 2020 I'm betting their coding doesn't include 0 energy. they probably have a line saying a minimum energy value 1 because there isn't any free abilities anywhere else in the game. 1 Link to comment Share on other sites More sharing options...
T-Shark69 Posted May 24, 2020 Share Posted May 24, 2020 Might want to post this in the bugs section. That sucks. Link to comment Share on other sites More sharing options...
FaridRLz Posted May 24, 2020 Author Share Posted May 24, 2020 10 hours ago, xdeathhungerx said: I'm betting their coding doesn't include 0 energy. they probably have a line saying a minimum energy value 1 because there isn't any free abilities anywhere else in the game. Not even 1 energy, i was there at 24 energy spamming my 1 hoping it could go off but... oh surprise... no I'm there tanking ancient nullifiers with no hope of getting some energy Link to comment Share on other sites More sharing options...
FaridRLz Posted May 24, 2020 Author Share Posted May 24, 2020 9 hours ago, T-Shark69 said: Might want to post this in the bugs section. That sucks. Sadly enough seems Devs don't even care about "not that interesting" warframes 1 Link to comment Share on other sites More sharing options...
T-Shark69 Posted May 24, 2020 Share Posted May 24, 2020 3 minutes ago, FaridRLz said: Sadly enough seems Devs don't even care about "not that interesting" warframes I mean they been chugging out augments for him and buffed his passive but 🤷♂️ Link to comment Share on other sites More sharing options...
z3us32610 Posted May 24, 2020 Share Posted May 24, 2020 15 hours ago, FaridRLz said: I´ve been using Atlas for a while and the new [Rubble Heap] augment it's a nice addition to Atlas kit, but as stated in the mod "When above 1400 Rubble, Landslide cost no energy" but when I'm at full 1,500 armor stacks but with no energy I can't use the ability. Please explain if this is just as you intended or may be something that was missing on the coding Did you check the abilities menu for him to see if the 1,400 rubble threshold has changed due to modding? Link to comment Share on other sites More sharing options...
FaridRLz Posted May 24, 2020 Author Share Posted May 24, 2020 Since it's an conditional thing it does not show on the ability menu, but i've already discovered what's happening the mod only "refunds" the energy used, not straight up "cost no energy" I'm heavily disappointed 2 Link to comment Share on other sites More sharing options...
Chewarette Posted May 25, 2020 Share Posted May 25, 2020 8 hours ago, FaridRLz said: Since it's an conditional thing it does not show on the ability menu, but i've already discovered what's happening the mod only "refunds" the energy used, not straight up "cost no energy" I'm heavily disappointed Yeah, worst coding idea ever. Bit disappointed too, I mean it is still a good augment, but it could have been a great one. Not even overpowered or whatever, it's Atlas we're talking about for god's sake. That's just QoL. 23 hours ago, xdeathhungerx said: I'm betting their coding doesn't include 0 energy. they probably have a line saying a minimum energy value 1 because there isn't any free abilities anywhere else in the game. I played around it yesterday and it just DE's choice. The cost is not reduced to 0, actually it still costs the same Energy, but it is refunded if you are above 1400. So if you have less than the base energy cost of the spell, you won't be able to use it. I have no idea why DE chose this way instead of simply, as the mod states, removing the energy cost entirely. 2 Link to comment Share on other sites More sharing options...
xdeathhungerx Posted May 27, 2020 Share Posted May 27, 2020 On 2020-05-25 at 12:51 AM, Chewarette said: I played around it yesterday and it just DE's choice. The cost is not reduced to 0, actually it still costs the same Energy, but it is refunded if you are above 1400. So if you have less than the base energy cost of the spell, you won't be able to use it. I have no idea why DE chose this way instead of simply, as the mod states, removing the energy cost entirely. seems like it would be difficult for them to set up an either or line of text when the refund line of code has already been written for the fortuna arcane. Link to comment Share on other sites More sharing options...
Chewarette Posted May 27, 2020 Share Posted May 27, 2020 34 minutes ago, xdeathhungerx said: seems like it would be difficult for them to set up an either or line of text when the refund line of code has already been written for the fortuna arcane. That's even older, I think the first refund was either Mag's bubble (if the target dies before the bubble is applied) or Ash's Bladestorm rework. But in the case of Ash's Bladestorm, the cost is reduced if you're stealthed, and I think this is not a refund, it's a straight cost reduction. So that shouldn't be too hard to implement a cost reduction of 100% in the case of Atlas' augment. Link to comment Share on other sites More sharing options...
xdeathhungerx Posted May 27, 2020 Share Posted May 27, 2020 5 hours ago, Chewarette said: That's even older, I think the first refund was either Mag's bubble (if the target dies before the bubble is applied) or Ash's Bladestorm rework. But in the case of Ash's Bladestorm, the cost is reduced if you're stealthed, and I think this is not a refund, it's a straight cost reduction. So that shouldn't be too hard to implement a cost reduction of 100% in the case of Atlas' augment. Hm. makes me question if they are allowed to work on each others warframes/mods and if there is a rewards system in place if they make unique code that works. Link to comment Share on other sites More sharing options...
FaridRLz Posted June 24, 2020 Author Share Posted June 24, 2020 Finally DE addressed the Rubble Heap problem, at least in the last hotfix patch. I'll need to test it on my own, but at least they did something about it Link to comment Share on other sites More sharing options...
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