Biscotchi Posted June 17, 2020 Share Posted June 17, 2020 Still waiting for fixes for the other frames/skins/helmets that were given grimy textures and broken colors in U28, like Valkyr Bastet and Nyx Pasithea. Link to comment Share on other sites More sharing options...
Corvid Posted June 17, 2020 Share Posted June 17, 2020 Could we possibly have the Juno Elite Crewmen lose their splash damage so sentinels aren't constantly being murdered? Link to comment Share on other sites More sharing options...
BunkoBuxy Posted June 17, 2020 Share Posted June 17, 2020 Still no fix about Blood Rush and Weeping and glad set. Garuda's talon cant proc/stack BR and WW since updae 27 or one of its hotfix. Same goes for that exalted weapons cant proc/stack the glad set. Link to comment Share on other sites More sharing options...
Skaleek Posted June 17, 2020 Share Posted June 17, 2020 29 minutes ago, [DE]Megan said: Charge time increased from 0.8secs to 1.4secs with Tremor Grip. I think you guys just nerfed the only kitgun primary that felt good to use? Link to comment Share on other sites More sharing options...
MacCay Posted June 17, 2020 Share Posted June 17, 2020 Proteas turrets still need that longer duration Link to comment Share on other sites More sharing options...
ElementalistValkyrieCain Posted June 17, 2020 Share Posted June 17, 2020 At least my Mankriks Pet Quilboar is a meme weapon on purpose. Cause this charge rate nerf is a joke. Link to comment Share on other sites More sharing options...
ShadowTony Posted June 17, 2020 Share Posted June 17, 2020 26 minutes ago, [DE]Megan said: You’ll now gain Solaris Standing Shouldn't it specify, which particular Solaris? Cause they both are Solaris. Link to comment Share on other sites More sharing options...
Inquizitor Posted June 17, 2020 Share Posted June 17, 2020 So much megabytes of content, i honestly thought the Khora Deluxe update is here...My disappointment is immeasurable and my day is ruined. Link to comment Share on other sites More sharing options...
Duality52 Posted June 17, 2020 Share Posted June 17, 2020 1 minute ago, kyori said: The normal Juno Combas' codex entries are missing, only 1 out of the 4 are there. My guess is that their new Eximus variants aren't spawning properly. In place of their Eximus variants, their "normal variants" spawn. However when we scan their "normal variants", their Eximus variant updates instead, Oddly, the Juno Malleus Machinist Eximus updates properly as their variants are the same as the Juno Comba Eximi variants (convert damage dealt into additional elemental damage for themselves and nearby allies). Link to comment Share on other sites More sharing options...
Guanine_ Posted June 17, 2020 Share Posted June 17, 2020 6分钟前 , Reifnir 说: Because we can't have nice things, but we can always have bad ones. Here's an unwarranted 50% chargespeed nerf to the only viable Tombfinger grip, cry a little and go back to using Bramma which is superior in every way except ammo economy. Thx for explanation. btw,Bramma has been history for me,since it explode in front of me.I think no one can hold it.(maybe some one can turn down it) Link to comment Share on other sites More sharing options...
Skaleek Posted June 17, 2020 Share Posted June 17, 2020 Just now, MarrikBroom said: Why? I mean i understand they needed to differentiate based on grip and fire rate. I wish they just left the 0.8s on the longest and then scaled down to 0.3 for the fast grip. Link to comment Share on other sites More sharing options...
---Swaggi--- Posted June 17, 2020 Share Posted June 17, 2020 Nice one! But Proteas turrets need a bit of dmg adjustment since they reach their limit pretty fast 😕 Link to comment Share on other sites More sharing options...
jojowiwi Posted June 17, 2020 Share Posted June 17, 2020 plz fix stropha 1.heavy attack do not work 2.condition overload do not work on shot 3.melee combo do not increas heavy attack damage Link to comment Share on other sites More sharing options...
Darth_BOR Posted June 17, 2020 Share Posted June 17, 2020 35 minutes ago, [DE]Megan said: 900 Solaris Standing You kidding right? I'm gonna let them die there otherwise. Link to comment Share on other sites More sharing options...
Vulcanizor Posted June 17, 2020 Share Posted June 17, 2020 I don't know what feedback exactly you are talking about, but thanks for nerfing the only properly working/feeling kitgun primary. Also Rattleguts feels way too weak and the magazine is too small. Link to comment Share on other sites More sharing options...
safaiaryu Posted June 17, 2020 Share Posted June 17, 2020 Okay, I usually don't complain on hotfixes, but... "Fixed being able to stand on destroyed pillar geometry mesh in the Jackal arena." Why??? That was a perfectly logical way to manage the lasers in that fight. Link to comment Share on other sites More sharing options...
ZaGameboy Posted June 17, 2020 Share Posted June 17, 2020 Just now, safaiaryu said: Okay, I usually don't complain on hotfixes, but... "Fixed being able to stand on destroyed pillar geometry mesh in the Jackal arena." Why??? That was a perfectly logical way to manage the lasers in that fight. They are anti fun. Link to comment Share on other sites More sharing options...
Caius_Fact Posted June 17, 2020 Share Posted June 17, 2020 6 minutes ago, Skaleek said: I mean i understand they needed to differentiate based on grip and fire rate. I wish they just left the 0.8s on the longest and then scaled down to 0.3 for the fast grip. I think 0.8 was a bit low for Tremor. I agree that 1.4 is out of whack, though. Part of the problem with these charge-to-shoot weapons (like Ferrox, Opticor, and now Tombfinger Primary) is that a longer charge-time also makes the weapon harder to aim, because you need to think further ahead about where you need to be and where you need to face when firing. It's not like a bow, where you can just keep your weapon charged until the split-second you need it. The Tremor nerf isn't just a 4/7 DPS-reduction - it also makes the weapon much harder to use. Link to comment Share on other sites More sharing options...
Kyleeon Posted June 17, 2020 Share Posted June 17, 2020 Alright I get the nerf to tombfinger+tremor but 1.4????? that's nasty, consider revising? Link to comment Share on other sites More sharing options...
R4dioS1lence Posted June 17, 2020 Share Posted June 17, 2020 Can we please get a change on the rewards from freeing Solaris prisioners on the ship? It's inane that highest ranking coin gives just 900 Solaris rep. The coin is not trivial to come by (at least 4-6 min to get one on average), finding prisioners is already random, and all that work results in rewards that are easier to get just doing Solaris bounties or spending resources for tradeable rep items with Ticker. No one will ever say "Hmm, I'mma save this person from Solaris because I want to be a nice person, even if the rewards zuck and I'm actually spending a limited resource to get other things I want.". Only Solaris prisioners that will be saved will come from bored players after farming (IF at all, because they can just get salty and don't even bother after the grind) or people learning about the "spend coin, save priosioner, small grofit" scheme. Can it be made that at least the coins guarantee one reward from that Granum Void tier (even if no Solaris rep is gained), and just have the Granum Void itself pay a little better (like, two non-repeated rewards if you make to max rank)? This could make the grinding less repetitive for people not able to just bypass it with plat, and give an option to farm the stuff slower but at their own pace. I bought most of the stuff from plat, and already have high standing with Solaris, so I don't care about these changes. But new and mid-game players surely would enjoy not having quantity being enforced by repetition so hard. And Eudico would probably like to have more of her people saved too. Link to comment Share on other sites More sharing options...
DoveCannon Posted June 17, 2020 Share Posted June 17, 2020 27.5.5 - 28.0.5 Garuda's Talons are still unaffected by Blood Rush, Weeping Wounds, and the Gladiator set bonus. Exalted melee weapons are still unaffected by the Gladiator set bonus. All of these mods are still equippable even though they have no effect. Link to comment Share on other sites More sharing options...
Reifnir Posted June 17, 2020 Share Posted June 17, 2020 Also, while we're at Primary Kitgun revisions - can we give Gaze chamber some chain capacity, like Atomos/Kuva Nukor have? It would make that primary viable, at least... Link to comment Share on other sites More sharing options...
HelNite Posted June 17, 2020 Share Posted June 17, 2020 Still no fixes for Stropha's heavy attack counting as a normal attack, or even the issue with the weapon not being affected by slotting in Condition Overload? Link to comment Share on other sites More sharing options...
TheArQu Posted June 17, 2020 Share Posted June 17, 2020 Uhh... You made tremor tombfinger charge rate close to Stahlta's alt fire but its damage is like 3 times less than Stahltas alt fire with less crit even... WTF you should go down from 0,8 at least it would have a chance... Link to comment Share on other sites More sharing options...
Denmonari Posted June 17, 2020 Share Posted June 17, 2020 Really hoped the Wukong fix would have fixed the Shi positioning this time, but it's still here... Maybe in the next one. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.