TinyBaconByte Posted January 17 Share Posted January 17 (edited) Can we see that these Netracell and Unarmed bugs are fixed please? Quote Quote Sorry for edit. I guess the quote link fixed itself Edited January 17 by TinyBaconByte Quote routing to wrong location Link to comment Share on other sites More sharing options...
-MElHiOR- Posted January 17 Share Posted January 17 Nothing with Netracell fluf reward? Bruh 3 Link to comment Share on other sites More sharing options...
Ghastly-Ghoul Posted January 17 Share Posted January 17 8 minutes ago, Tiltskillet said: It does, but without the Melee Guidance bug it doesn't circumvent initial combo regeneration. plus you don't even need melee guidance if you have a negative combo duration riven 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted January 17 Share Posted January 17 4 minutes ago, Ghastly-Ghoul said: plus you don't even need melee guidance if you have a negative combo duration riven Haha, I didn't even think of that. Link to comment Share on other sites More sharing options...
Megazawr Posted January 17 Share Posted January 17 50 minutes ago, Ghastly-Ghoul said: the easiest way to afk farm with a macro atm huh, I didn't think about its afk farm capabilities. so yeah, DE will nerf that soon because of that Link to comment Share on other sites More sharing options...
Tau. Posted January 17 Share Posted January 17 Spoiler Cavia metallic channel coloring still resets to the default gold/brass. It'll color to whatever while you're inside the Sanctum, and then reset again the second you go on a mission or bounty. Same for the emissives on said metallic accessories. Link to comment Share on other sites More sharing options...
IonizingRadiation Posted January 17 Share Posted January 17 (edited) Will you fix melee guidance aura mod that makes melee crescendo useless? With melee guidance(negative combo) + rauta or tandem bond, you can build combo and never lose it, not even when doing heavy attack. Edited January 17 by IonizingRadiation 1 Link to comment Share on other sites More sharing options...
quxier Posted January 17 Share Posted January 17 54 minutes ago, Tiltskillet said: 1 hour ago, Megazawr said: also melee crescendo exists It does, but without the Melee Guidance bug it doesn't circumvent initial combo regeneration. I need to try it. Thanks for info. Link to comment Share on other sites More sharing options...
Yulfan Posted January 17 Share Posted January 17 (edited) It could be useful if the special screens for each prime access packs could showcase the content instead of the same default Gauss Prime model holding the Akarius Prime, don't you think? The weapon pack don't show the Acceltra Prime, and the accessories pack don't show anything at all (no armor, no syandana, no alt helmet, no floof). I have no idea what all these things look like, and we can't link them in chat for the moment. The new way of presenting your prime access in the store that you introduced not long ago looks cool and all, but it's extremely impractical. EDIT: Thank god there is content creators showcasing everything on youtube. But it’s a shame that it’s not possible directly in-game. Edited January 17 by Yulfan 1 Link to comment Share on other sites More sharing options...
Xenoxic Posted January 17 Share Posted January 17 Cool but can you also fix Eclipse not working on the new tilestets? 1 Link to comment Share on other sites More sharing options...
PR1D3 Posted January 17 Share Posted January 17 Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets. In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits. ...What? Did I read that right? Enemies effectively had stock versions of our weapons (coding wise) and thus could actually crit. I'm trying to compose myself and not curse but my god. That's actually insane and is probably a good chunk of the problems in regards to enemy damage output/survivability we've been having for years. The one shot complaints. They could had been enemies scoring critical hits on us. Oh my god. How long has this been in the game? Now I definitely need to boot up and see how this effects the moment to moment gameplay. Link to comment Share on other sites More sharing options...
GSDAkatsuki Posted January 17 Share Posted January 17 Glaive Detonation fix? 2 Link to comment Share on other sites More sharing options...
quxier Posted January 17 Share Posted January 17 54 minutes ago, Tiltskillet said: 1 hour ago, Megazawr said: also melee crescendo exists It does, but without the Melee Guidance bug it doesn't circumvent initial combo regeneration. I need to try it. Thanks for info. Link to comment Share on other sites More sharing options...
Horonelius Posted January 17 Share Posted January 17 Stropha is still bugged to hell and barely worth using. Link to comment Share on other sites More sharing options...
Sc10n0fD4rksp0r3 Posted January 17 Share Posted January 17 Zippy zippy, zing zing, Z for a Zoo, but what else can a dizzy, kinda zigzag letter do? 1 Link to comment Share on other sites More sharing options...
Styx_Prime Posted January 17 Share Posted January 17 Nice! 👍 Link to comment Share on other sites More sharing options...
Xkore98 Posted January 17 Share Posted January 17 3 hours ago, [DE]Megan said: Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets. In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits. It would really great if we had a proper list of enemies which was acutally effected by it. Because its very vague right now. (Like its effect every enemy or just a few like Bombards or those REALLY annoying Thrax enemies.) Link to comment Share on other sites More sharing options...
BladeTZ Posted January 17 Share Posted January 17 Removal of Duplicate Ephemeras when!?!?!??! Been waiting for almost 3 years to get this fixed, no response in the forums, no help from the support.... 3 YEARS and I still have duplicate Ephemeras I cant get rid of! Your Skript from 2 1/2 years ago that was supposed to remove those duplicates didnt remove all duplicates. PLS DE! I have 3 Toxin Ephemeras from Liches in my Arsenal and I cant sell them or get rid of them in any way! Link to comment Share on other sites More sharing options...
-.GALAHAD.- Posted January 17 Share Posted January 17 Make the fish SHUT. UP! in Dojo. Remove all fade to blinding-white screens. Fix warframes getting immobilized for a few moments for no reason, randomly. Fix getting sent to the start of the map when falling out of bounds with operator. Fix getting stuck after a cipher hack, having to jump to be able to move. Link to comment Share on other sites More sharing options...
ShogunGunshow Posted January 17 Share Posted January 17 Is Caliban *EVER* going to get the massive bug fixed where his 4's fallout zone doesn't render if Caliban is a client? Also, the vacuum effect that's supposed to be present on the 4 is basically non-functional - enemies only fall over after moving a foot towards the detonation point instead of a true vac. Link to comment Share on other sites More sharing options...
Graavarg Posted January 17 Share Posted January 17 1 hour ago, PR1D3 said: Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets. In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits. ...What? Did I read that right? Enemies effectively had stock versions of our weapons (coding wise) and thus could actually crit. I'm trying to compose myself and not curse but my god. That's actually insane and is probably a good chunk of the problems in regards to enemy damage output/survivability we've been having for years. The one shot complaints. They could had been enemies scoring critical hits on us. Oh my god. How long has this been in the game? Now I definitely need to boot up and see how this effects the moment to moment gameplay. Warframe being such a difficult and harsh game that the developer felt the need to remove the ability to crit from our enemies is... it is... well... Is this an alternate reality or something? Like in the US election, where half the voters seem to be from some other galaxy far, far away (though not far enough, obviously). Melee is too hard on us, so we get auto-melee. We are so weak we need shards to buff us. But that is not enough, no, crit is probably the most important damage effect in the game, so the enemies cannot be allowed to crit. Not even when using the same weapons we use (which is explicitly stated). Can it get more ridiculous than this? I think I'm going to start calling the game "Babyframe", has a nice ring to it. Space Ninjas my @ss... what a joke... Get Gauss Prime and 'vrooom' towards the exit, now there's a plan. 1 Link to comment Share on other sites More sharing options...
Tiltskillet Posted January 17 Share Posted January 17 25 minutes ago, Graavarg said: Warframe being such a difficult and harsh game that the developer felt the need to remove the ability to crit from our enemies is... it is... well... Is this an alternate reality or something? I'm all for more difficulty in the game, but random crits and headshots on players are a notoriously unsatisfying way to handle it. And of course it would have had the most negative impact on builds that weren't exploiting invulnerability, invisibility, or Mesmer Skin. Healers, damage mitigators, and jump-arounders can use the boost. Moreover its removal should make calibrating difficulty easier for DE as well as players. Will DE actually treat this as a step back in order to take two steps forward? I don't know, but it's a promising change. 7 Link to comment Share on other sites More sharing options...
Arbitrary Posted January 17 Share Posted January 17 2 hours ago, PR1D3 said: ...What? Did I read that right? Enemies effectively had stock versions of our weapons (coding wise) and thus could actually crit. I'm trying to compose myself and not curse but my god. That's actually insane and is probably a good chunk of the problems in regards to enemy damage output/survivability we've been having for years. The one shot complaints. They could had been enemies scoring critical hits on us. Oh my god. How long has this been in the game? Now I definitely need to boot up and see how this effects the moment to moment gameplay. It's not a major difference to your day to day play likely. Most enemies didn't have high crit rates, or high crit damage. There where definitely outliers like Elite Shield Lancers, Railjack units, and Terra Mankers, but they were just that: outliers. Link to comment Share on other sites More sharing options...
Guitar_Dude09 Posted January 17 Share Posted January 17 My game has consistently crashed ever since this recent major update, maybe this hot fix will resolve it but don’t see anything about stability in terms of crashing except for certain scenarios. Link to comment Share on other sites More sharing options...
Hexerin Posted January 17 Share Posted January 17 (edited) 6 hours ago, [DE]Megan said: Check out our Known Issues thread! The following are not listed in the linked thread, so I'm making them known to you: Spoiler Edited January 17 by Hexerin 1 Link to comment Share on other sites More sharing options...
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