Yurek Posted July 21, 2014 Share Posted July 21, 2014 So, my clan and I do Orokin Derelict Defenses, and our common tactic is to 'carpet bomb' the core with Ogris', Penta's, and Angstrom's. With this, we aren't doing direct damage to the core, but the infested volatile runners explode, doing over 1000 damage per hit. This renders Orokin Derelict Defenses unplayable past wave 5. If this isn't a bug, please let me know, because it wasn't like this prior to Update 14. Link to comment Share on other sites More sharing options...
Nova-IX Posted July 21, 2014 Share Posted July 21, 2014 Do you even use vauban? Link to comment Share on other sites More sharing options...
Demitsorou Posted July 21, 2014 Share Posted July 21, 2014 They rebalanced damage from volatile runner's explosion so it scales with level. Better dust off your Vaubans. Link to comment Share on other sites More sharing options...
baron1357 Posted July 21, 2014 Share Posted July 21, 2014 Do you even vauban bro? there fixed it Link to comment Share on other sites More sharing options...
Genji Posted July 21, 2014 Share Posted July 21, 2014 Problem is that they explode upon death. Even if you kill them before they detonate, you still get hit. Link to comment Share on other sites More sharing options...
dukarriope Posted July 23, 2014 Share Posted July 23, 2014 They also seem to have a ridiculously huge explosion radius now, it's easily killing my sentinel from fifteen metres away. Link to comment Share on other sites More sharing options...
Seamur Posted July 25, 2014 Share Posted July 25, 2014 Ok so recently to help out few friend level up I decided to bring out my ogris for pluto sechura and over few days of using it I noticed something: when volatile runners are killed next to each other at the same time, the damage from their explosion seems to add up, which is logical, but instead just adding up it also multiplies itself and deals MUCH MORE damage, to a point where after single rocket and killing 5+ runners cryopod would lose 1k-3k hp. That would also explain why my kubrow (800shield/700hp) died from explosion of 3 runners. Another theory is that they actually absorb the damage you kill them with and release some of it along with their own explosion (what also seems plausible). In both cases its kinda nasty and I think it should be changed.This actually makes some defense games unplayable... Link to comment Share on other sites More sharing options...
Seamur Posted July 26, 2014 Share Posted July 26, 2014 or its not a bug ? Link to comment Share on other sites More sharing options...
Huryiade Posted July 27, 2014 Share Posted July 27, 2014 This should be signaled as a bug. Link to comment Share on other sites More sharing options...
Kurrumitsumi Posted July 28, 2014 Share Posted July 28, 2014 i have posted about this already and your getting a way better responce. the main gist ill bold for those who dont want to read it all so there is a serious problem with the volitile runners, they are exploding when you kill them, i know they explode after a short time near players and objectives but this is different, even when i kill them far away with nothing around them it still happens, i just lost my defence for killing a large group of them near the cryo pod, and when my kubrow attacks and kills one it explodes in his face, the only way they dont seem to explode when dying is if they are pinned to a wall, like with a paris prime shot or something, at first i kinda though it made it challengeing but this is just too much, when there are 20 around a player you have 2 options, let them blow or shoot them and make them blow, either way your friend is dead.. What? That you cannot handle change? That you actually have to change strategies? That things aren't 'easy'? I like it. Even in squishy frames, I 1shot level 50 volatile runners with orthos prime, and due to it being long reach, it kills everything else too. well i dont want to have to play with orthos prime, i want to use my phage and my ether reaper, i shouldent have to get "the best" gear to handle normal enemys and i cant defend a pod that takes damage reguardless of what i do, i cant stand in the middle of a grudge match with 50 different infested hoping i dont get my S#&$ kicked in just because if i dont go in there and melee i lose anyway, its not about it being too hard, its about this being a lose/lose situation, im not only gonna play valkyr because she can become a melee godess.. or this frame or that, i should be able to use any weapon and frame at my disposal and have an equal chance with each to defeat any enemy! talking about challenge, with an orthos prime! BAH! you dont know challenge when you just go for your soma with 8 forma and your prime this and that, i get laughed at cause i use the phage and my ether reaper, well guess what?! i have fun! idgaf about what you think is the best! this is a probelm and it needs to be solved, weather they lower the damage it does to pods or is taken out entirely its up to them, but you cant say i cant shoot this enemy in a game that is a TPS! im all for melee but like i said im not running into the middle of monster mash ontop of the cryo pod because thats the only way i wont kill the cryo pod myself! Link to comment Share on other sites More sharing options...
Gigispackles Posted July 28, 2014 Share Posted July 28, 2014 Just tried solo'ing Kala-azar, Eris. Lost at Wave 2 because of each Volatile Runner's explosion was dealing 600 damage when they died from my weapon. However, when I let them explode, they did about 90 to it. They've killed my sentinel from basically across the map. Had to have been about 20+ meters away. I'm fine when some things can be challenging, but when things like this no matter what you do (besides melee and still...), you are screwed. I've noticed this doesn't happen as much with Vauban's Vortex, though. Can put a Vortex right next to the pod, kill them, and they will either deal no damage or next to no damage to it. Just frustrating that I can't even do a low level defense infested without Vauban or doing melee cause of this. Heck, I've gone melee and they STILL exploded when I killed them, doing high damage to me regardless of which Warframe I use. Link to comment Share on other sites More sharing options...
Balthar Posted July 28, 2014 Share Posted July 28, 2014 tried it out, volatile infested are indeed doing more damage than they should be when shot to death. Link to comment Share on other sites More sharing options...
Jax_Cavalera Posted July 29, 2014 Share Posted July 29, 2014 How is this not yet resolved.. this %&$# is ridiculous. I'm really getting sick and tired of these issues. It's just so obvious.. if you can't kill an enemy with either Melee or Projectile Weapons... then perhaps that enemy needs to be re-worked.. If you want to make them more challenging.. just make their self-detonation time shorter so players have to kill them faster or suffer the consequences but %*$# off with this bullmeow and make the enemy less unfair to players who don't enjoy swinging a frikn sword all over the place hoping to hit something. I prefer a precise and accurate means of dispensing with my enemies.. so I rarely use melee unless I am fresh out of ammunition or they are up close to me... hell even Samurai had ninja stars which they relied on for ranged combat and only went to swords for close quarters combat. It also really p!$$%# me off when I use Despair (they're F#@$%*@ throwing knives FFS) and yet the volatile runners still detonate from them.. WHUT THE F%#@ is that? GRRR!!! just so annoyed at being reduced to wildly swinging a stick around hoping to hit something instead of being pin-point with my executions. I come from a BF3 and FPS background where Accuracy means something and players are rewarded for this. Hell at least they could make it so if you headshot them (not the tip of that thing which you have to hit for a "headshot" but anywhere on the head) that should prevent them from detonating. Link to comment Share on other sites More sharing options...
Dalis918 Posted August 1, 2014 Share Posted August 1, 2014 (edited) I agree this is rather annoying, if it is a bug it needs to be fixed at some point, from a personal view sooner rather than later, from an overall view, later rather than sooner since there's all kinds of other things to fix as well, but yeah, killing them with any kind of ranged weapon causes detonation in my experience at the moment, get your skanas and your fragors out cus it's baby infested clubbing club time, since that seems to be the only way to prevent detonation on death Edited August 1, 2014 by Dalis918 Link to comment Share on other sites More sharing options...
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