Tiltskillet Posted June 9, 2023 Share Posted June 9, 2023 (edited) [edit: see my second post. It's not a Strun problem, it's just the way the game handles multishot.] Anybody have intermittent issues getting Strun's Incarnon meter filled up? According to the wiki, it only requires 20 headshots, which does count individual pellets. I've got 45 multi at base, 60 once Galvanized Hell stacks are up. In the Simulacrum it's easy to get a full meter with one shot and it never takes more than two. Out in the wild, the majority of the time it's just as easy. But sometimes, even with enemies locked into place for clear headshots with Condemn, the meter will barely move on each trigger pull. Strun P is fairly accurate for a shotgun, but no doubt some pellets are missing heads even close-up. Still, I expect more than one or two hits with each shot. My accuracy isn't that bad. :P And like I said, it's really easy I've got no trouble activating Deadhead or Consequence with the weapon. Just Incarnon, and that only sometimes. Anyone have similar experiences? Edited June 12, 2023 by Tiltskillet 2 Link to comment Share on other sites More sharing options...
Ryme Posted June 9, 2023 Share Posted June 9, 2023 Are you playing solo or coop? If you're playing with others, it could be due to a poor connection to the host. I've often noticed bad hit registration when playing with a bad host connection. Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 9, 2023 Author Share Posted June 9, 2023 Welp, think I already figured it out, lol. I forgot that Warframe actually handles multishot damage instances consecutively rather than simultaneously. So when I'm hitting strong enemies, more pellets have a chance to register. When I'm hitting weak enemies, they might die from only one pellet in the extreme case, with the rest never registering. Which means only one Incarnon charge. 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 9, 2023 Author Share Posted June 9, 2023 3 minutes ago, Ryme said: Are you playing solo or coop? If you're playing with others, it could be due to a poor connection to the host. I've often noticed bad hit registration when playing with a bad host connection. A client-host issue was my first thought, but I've seen it happen plenty solo. No, it's just the way the game handles multi. See my second post above... Link to comment Share on other sites More sharing options...
(PSN)haphazardlynamed Posted June 9, 2023 Share Posted June 9, 2023 4 minutes ago, Tiltskillet said: Welp, think I already figured it out, lol. I forgot that Warframe actually handles multishot damage instances consecutively rather than simultaneously. So when I'm hitting strong enemies, more pellets have a chance to register. When I'm hitting weak enemies, they might die from only one pellet in the extreme case, with the rest never registering. Which means only one Incarnon charge. I Suspect that if you're Client, it counts them consecutively but if you're Host, it counts them simultaneously vs Weak Enemies, my incarnon gauge fills up much faster if I'm Host. (and similarly the buff meters for things like Knell, Arca Scisco) -much more obvious on these, since rather than an analog gauge they actually have 3 tick marks So, I'd call it a long running glitch. Host/Client should be fixed to evaluate multi pellets the same way. 1 Link to comment Share on other sites More sharing options...
CosoMalvadoNG Posted June 9, 2023 Share Posted June 9, 2023 (edited) hace 1 hora, Tiltskillet dijo: Anybody have intermittent issues getting Strun's Incarnon meter filled up? According to the wiki, it only requires 20 headshots, which does count individual pellets. I've got 45 multi at base, 60 once Galvanized Hell stacks are up. In the Simulacrum it's easy to get a full meter with one shot and it never takes more than two. Out in the wild, the majority of the time it's just as easy. But sometimes, even with enemies locked into place for clear headshots with Condemn, the meter will barely move on each trigger pull. Strun P is fairly accurate for a shotgun, but no doubt some pellets are missing heads even close-up. Still, I expect more than one or two hits with each shot. My accuracy isn't that bad. :P And like I said, it's really easy I've got no trouble activating Deadhead or Consequence with the weapon. Just Incarnon, and that only sometimes. Anyone have similar experiences? It's weird but it's easy. You just need to place the pointer in a certain position where only 3-5 pellet hit the head. Edited June 9, 2023 by CosoMalvadoNG Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 9, 2023 Author Share Posted June 9, 2023 4 hours ago, (PSN)haphazardlynamed said: I Suspect that if you're Client, it counts them consecutively but if you're Host, it counts them simultaneously vs Weak Enemies, my incarnon gauge fills up much faster if I'm Host. (and similarly the buff meters for things like Knell, Arca Scisco) -much more obvious on these, since rather than an analog gauge they actually have 3 tick marks So, I'd call it a long running glitch. Host/Client should be fixed to evaluate multi pellets the same way. If there's a difference between host and client, it's too subtle for me to tell. I do know I'm experiencing the issue both in squad and solo. Less often in SP, more often in sorties, and most often in some low level syndicate alerts I do. The last are always solo, so naturally as client. I'm quite satisfied that in the Sim, the game is not dealing with multishot simultaneously. If I set the enemy level low there, not only does the Incarnon meter fill very slowly, but I'll only see 1-4 damage popups on an enemy killed by one trigger pull, rather than the dozens of popups that I'll get with a less modded Strun on a higher level enemy. 1 Link to comment Share on other sites More sharing options...
baked Posted June 10, 2023 Share Posted June 10, 2023 5 hours ago, Tiltskillet said: The last are always solo, so naturally as client. Host? Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 10, 2023 Author Share Posted June 10, 2023 1 hour ago, baked said: Host? Yah, that. Link to comment Share on other sites More sharing options...
(PSN)Joylesstuna Posted June 11, 2023 Share Posted June 11, 2023 This still hasn't been addressed and is a huge annoyance if not on sp. I could be wrong but it seems if the target dies, one pellet or two fills incarnon meter instead of all pellets hence why this is less of an issue on sp. Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 12, 2023 Author Share Posted June 12, 2023 22 hours ago, (PSN)Joylesstuna said: This still hasn't been addressed and is a huge annoyance if not on sp. I could be wrong but it seems if the target dies, one pellet or two fills incarnon meter instead of all pellets hence why this is less of an issue on sp. It would surprise me if it does get addressed soon, if it ever does. It's been the way multishot has worked probably forever, and at least since I started paying attention to game mechanics. It's just not relevant 99% of the time. The reason I became aware of it in the first place (before forgetting about it again) was because of inconsistent stealth affinity bonuses. For a while I even had a few stealth affinity spec'd ranged weapons without multishot to get around the issue. Link to comment Share on other sites More sharing options...
(PSN)Joylesstuna Posted June 12, 2023 Share Posted June 12, 2023 1 hour ago, Tiltskillet said: It would surprise me if it does get addressed soon, if it ever does. It's been the way multishot has worked probably forever, and at least since I started paying attention to game mechanics. It's just not relevant 99% of the time. The reason I became aware of it in the first place (before forgetting about it again) was because of inconsistent stealth affinity bonuses. For a while I even had a few stealth affinity spec'd ranged weapons without multishot to get around the issue. Felarx doesn't have the same issue despite being a shotgun too so not sure it's just the way multishot is. Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 12, 2023 Author Share Posted June 12, 2023 10 minutes ago, (PSN)Joylesstuna said: Felarx doesn't have the same issue . . . Looks like it does. In the Sim against level 185 gunners a Hell's Chamber VArm build with lots of damage needs 3 shots to fill the meter. Against level 10 it barely moves. Link to comment Share on other sites More sharing options...
(PSN)Joylesstuna Posted June 12, 2023 Share Posted June 12, 2023 44 minutes ago, Tiltskillet said: Looks like it does. In the Sim against level 185 gunners a Hell's Chamber VArm build with lots of damage needs 3 shots to fill the meter. Against level 10 it barely moves. I just tested it on mercury and I stand corrected, you are right. Link to comment Share on other sites More sharing options...
Tiltskillet Posted June 12, 2023 Author Share Posted June 12, 2023 16 minutes ago, (PSN)Joylesstuna said: I just tested it on mercury and I stand corrected, you are right. Cool, it's good to check in mission too. I didn't mention it, but I also checked the stealth affinity thing earlier, 0 multi Daikyu vs ridiculous ~60 multi Twin Rogga. Both one shot everything, but the Daikyu had no trouble getting and building the affinity buff, and the Rogga was pretty hopeless at it. Even though it has about 4x the damage up close. Link to comment Share on other sites More sharing options...
(PSN)FunyFlyBoy Posted June 12, 2023 Share Posted June 12, 2023 (edited) I had notice this issue and chalked it up to a stray bullet hitting the shoulder, or body instead of the head when going against the small fry. It sucks, is what it is. Usually end up running my Dual Toxocyst instead for low maps/sortie over my Strun Prime. Edited June 12, 2023 by (PSN)FunyFlyBoy Link to comment Share on other sites More sharing options...
Vryheid Posted June 12, 2023 Share Posted June 12, 2023 This issue affects all multishot incarnon weapons, not just the Strun. Super weak enemies in general are a huge pain to build up the incarnon meter on because you're never getting more than one multi-shot projectile at a time to count. Part of why I generally don't bother with incarnon weapons in anything outside of steel path or high level Zariman content is because you end up wasting so much time trying to set up an incarnon weapon that you'd do more damage just using a normal gun. Link to comment Share on other sites More sharing options...
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