PrincessMittens Posted September 1, 2020 Share Posted September 1, 2020 4 minutes ago, [DE]Megan said: Increased the aggressiveness of Deimos reinforcements. Tweaked reload sounds of the Trumna. Okay I have multiple issues with both of these bullets in particular. 1) Deimos units were already fairly aggressive, and this only serves to make fishing and mining and just doing any other thing more of a pain. It also doesn't help that you've made the units incredibly tanky AND resistant to viral, which is the current meta element. It feels like this was all done for the specific purpose of making Deimos challenging, when in reality it just makes the enemies far more annoying. 2) You tweaked the SOUNDS of Trumna? Why not tweak the reload? Trumna has a FIVE SECOND reload, and Sepulcrum has a FOUR SECOND reload. These reload times are ungodly and way too long. I should not have to be forced to use reload speed mods for my guns because of some punishing, overly long reload time. 3 [and this isn't part of the bullet points]) when are you going to make getting Necramech mods actually bearable and not absolutely awful? The rares should not be as low of a drop chance as they are, and neither should the uncommons or even the chance to get a mod entirely. I find myself just wanting to buy all the mods because I don't want to spend literal hours doing the exact same boring mobile defense-style missions, and I shouldn't feel that way. TL;DR: The enemies were FINE as is, Trumna/Sepulcrum need their reloads cut at LEAST in half, and Necramech mods need to be an easier farm. Link to comment Share on other sites More sharing options...
Admiral_N0nsense Posted September 1, 2020 Share Posted September 1, 2020 Scintillant is still too rare DE, make it a guaranteed drop from t3/t2 mechs. Or reduce scintillant costs across the board and refund it to people who have used it. Link to comment Share on other sites More sharing options...
CorerMaximus Posted September 1, 2020 Share Posted September 1, 2020 Are the Scinithilian drop rates going to be addressed? Link to comment Share on other sites More sharing options...
Syntactycal Posted September 1, 2020 Share Posted September 1, 2020 Thanks for the patch - Deimos enemies are still immune to viral procs... Link to comment Share on other sites More sharing options...
Styx_Prime Posted September 1, 2020 Share Posted September 1, 2020 NICE 👍 Link to comment Share on other sites More sharing options...
ShadowPrime0 Posted September 1, 2020 Share Posted September 1, 2020 Helmith Resources 'fix??' WHEN????!!! Link to comment Share on other sites More sharing options...
Syntactycal Posted September 1, 2020 Share Posted September 1, 2020 Just now, CorerMaximus said: Are the Scinithilian drop rates going to be addressed? Run t3 vaults with a nekros and they can drop from the mechs pretty regularly. Link to comment Share on other sites More sharing options...
Titan0429 Posted September 1, 2020 Share Posted September 1, 2020 Maybe the calling points for avachaea can be outside and not in a cave, since the animal goes directly above the point. AND tranquilized animals being killed by enemies is terrible. And the drop rate of scintillant is total crap Link to comment Share on other sites More sharing options...
ChronoJXF Posted September 1, 2020 Share Posted September 1, 2020 Maraming Salamat for the hotfixes 👍🇵🇭 Link to comment Share on other sites More sharing options...
michal111a Posted September 1, 2020 Share Posted September 1, 2020 Thank you so much for codex fix Can you also fix vapos condor dropship not spawn? Link to comment Share on other sites More sharing options...
iiGamma Posted September 1, 2020 Share Posted September 1, 2020 14 minutes ago, Voltage said: Thank you for the hotfix! Please: Add an optional Steel Path Isolation Vault bounty that spawns 5 Necramech targets as well as applies the Mod Drop Chance and Resource Drop Chance boosters for farming Necramech Mods, Scintillant, and Necraloid standing. This would be an indirect way to buff Scintillant and Necramech mod drops without handing them to players. Increased levels for increased rewards! Add permanent family token exchange deals (Grandmother too) that are a bit less efficient than the time-gated ones. Slightly adjust Railjack and similar resources for Helminth to be consistent with other costs given their aquisition (Asterite is an outlier). Add more capacity to Necramechs, reduce some mod costs, and/or remove 2 mod slots. It's really annoying to have 12 mod slots that you will never be able to use due to capacity limitations. This was a problem with the launch of Empyrean and how Avionics capacity was more limited than slots. CALLED IT Link to comment Share on other sites More sharing options...
Rookie808 Posted September 1, 2020 Share Posted September 1, 2020 13 minutes ago, saghzs said: they still working on Deimos hotfixes my guyyy Link to comment Share on other sites More sharing options...
o0Despair0o Posted September 1, 2020 Share Posted September 1, 2020 13 minutes ago, [DE]Megan said: Infested Companion Fixes: But did you fix the thing that makes it literally impossible to craft a vulpaphyla companion? I mean, I keep getting the error that "the weapon could not be crafted, parts have not been used" or something. I'm trying to revive an alien fox-cat here, not build a gun. HELP! D: Link to comment Share on other sites More sharing options...
MatzBlanc Posted September 1, 2020 Share Posted September 1, 2020 Thanks for the fix. Scintillant drops are still too rare, please think about an increase Link to comment Share on other sites More sharing options...
Warl0rdPrime Posted September 1, 2020 Share Posted September 1, 2020 11 minutes ago, Lance_Lionroar said: Thanks for the hotfix. Can you please make the Cambrian Drift map easier to deal with? For example could you show on the map which cave entrances are connected to which cave systems? Currently trying to get some fish, and it's very frustrating when I go to a cave that turns out to have nothing in it, then go to a different cave that turns out to connect to the exact same cave I was in. Most caves on this map connect to each other and it would be nice to have clear indication which ones belong to which cave system. I know this wont be the answer you want, but you can do this yourself with map pins. Build a bunch, put them in gear and mark the entrance of caves I mark all of the out door areas, with what fish are good here, lots of gems here, obscure location everyone but me has memorize for mission X here. Map pins... use em Link to comment Share on other sites More sharing options...
Chakravikari Posted September 1, 2020 Share Posted September 1, 2020 Could you please fix this bug? It makes it almost impossible to do vaults sometimes Link to comment Share on other sites More sharing options...
Raitlor Posted September 1, 2020 Share Posted September 1, 2020 @[DE]Megan Please, can we have some word on if this was an intended change or if it is a bug? We have been waiting 15 weeks now with no acknowledgement. Link to comment Share on other sites More sharing options...
Nakushiro Posted September 1, 2020 Share Posted September 1, 2020 Thank you Megan :D Link to comment Share on other sites More sharing options...
DrasovTheEviscerator Posted September 1, 2020 Share Posted September 1, 2020 So when are Scintillant gonna be purchasable from Necraloid? Or are the droprates from the bounties gonna be raised to actual reward rates? There is no reason why after busting ass for hours at a time, I can't even finish Xaku, let alone work on Quassus or a Necramech or even a spare Xaku for Helminth feeding Link to comment Share on other sites More sharing options...
FoxnEagle Posted September 1, 2020 Share Posted September 1, 2020 1 minute ago, -Mittens- said: 1) Deimos units were already fairly aggressive, and this only serves to make fishing and mining and just doing any other thing more of a pain. It also doesn't help that you've made the units incredibly tanky AND resistant to viral, which is the current meta element. It feels like this was all done for the specific purpose of making Deimos challenging, when in reality it just makes the enemies far more annoying. From what I understand, this is to fix enemies in bounties that spawn too far away from the group that don't come and attack and just chill out and make us hunt them. I don't think this should affect mining/fishing, but who knows... Link to comment Share on other sites More sharing options...
Yvainne1 Posted September 1, 2020 Share Posted September 1, 2020 so I did the hotfix, restarted my game and now I am unable to log in. Says Login failed. Check your info. i have it's right, so idk what is happening Link to comment Share on other sites More sharing options...
IamLoco Posted September 1, 2020 Share Posted September 1, 2020 I seriously hope this hotfix resolves ALL the issues with necramechs and weapons not gaining EXP. We´ve grinded our asses off to get them early, just to experience a truck load of bugs related to their EXP. I am.... Disappointed. But hopefull. Link to comment Share on other sites More sharing options...
ThaHades Posted September 1, 2020 Share Posted September 1, 2020 11 minutes ago, ---Swaggi--- said: Thanks :) Can you plz decide whether Xaku Ult is a Toggle OR One Cast Ability??? It has a Duration and the base 100 Enbergy Cast cost PLUS a Energy over time Consumption. That Design is horrible. We had it long enough on Ember Ult in the past. Now Xaku? C'mon thought you have learned from your mistakes. Honestly hoping next week during the Xaku community fix thing they sort that out, personally hate the gyro mags needed because unless you sweat Fortuna you will not be able to get them in any reasonable amount of time. I'd take 5 argon cells or something over the Gyromags Link to comment Share on other sites More sharing options...
Thor131 Posted September 1, 2020 Share Posted September 1, 2020 Flowers still seemed bugged i rushed 2 and they are behind the infested wall. i see the glowing center of them lol Link to comment Share on other sites More sharing options...
Berzerkules Posted September 1, 2020 Share Posted September 1, 2020 Can't use weapons after casting resonator as a subsumed ability. Please fix. thx Link to comment Share on other sites More sharing options...
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