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Chests And Meele


Ryaneko
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the problem is simple. i am sorry you are not blessed with enough brain.

 

as for your wanna be sarcastic comment.. i am aware that there are alternatives, with an ogris and viper for example this is not really viable. besides.. its like saying "for what do you need running" you can walk everywhere, just slower"

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This has been irritating me quite a bit recently, especially when i'm carrying a torid and would rather melee the chest but end up stood on it.

 

*shoots container* sorry fail to see your problem

This reasoning is getting all too common. Just because there's an alternative to something doesn't mean that there isn't still a problem. Imagine that someone has thrown up on your floor. You can walk around it, but it still needs cleaning up.

Edited by Cybernetix
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I believe the reason this became a problem is because DE wanted to fix an issue with people that are running on stairs with decently fast warframes ended up getting stuck on stairs so they decided to make it so it was easier to run over those slopes.

I noticed this because I used to always get stuck on stairs with my ash and after a certain patch I, forgot which, it stopped and at the same time I noticed I would run over terminals and boxes as well.

Personally I would much prefer not being stuck on stair and just dealing with the walking on container issue.

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Just one of the many irritating melee quirks... actually two probs:

 

1. melee sux at attacking downwards. imo, the collision whatever should stretch a little downward in the front, so that we don't have to look stupid trying to hit the chest right in front.. and miss.

 

2. attacking also moves forward. while in some cases this is desirable, it is just not implemented well enough. When there are obstacles in front or enemies, should not move forward (and up chests for e.g.). Also, if we move forward while attacking, why do the enemies we are attacking end up behind us? should either keep in place while the enemy in front is alive, or knock the enemies back so that after we step forward, the enemy we were attacking is still in front.

 

And there are lots of other quirks (despite I think they staff have been doing a good job overall, though).

 

And finally, this thread should go into feedback, if it is meant as something to try to improve the game.

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