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Messages - Scolan

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1
Gameplay Feedback / Re: Short Fuse Screw Job
 on: June 12, 2018, 04:29:22 AM 
Clearly you've never antaged as Shae on that map. I'm not sure if it's even possible to lose that map while Antagonising as Shae

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2
Bug report & Technical Support / Iunes' Profusion card (Xbox)
 on: June 06, 2018, 07:31:31 PM 
Not sure if this is a bug or intended. But Iunes Profusion card states:

"The heals lost because the targets health is full reduces your healing bar recharge time by 25% for every unused 10 health points."

However the effect of this card only seems to apply to the initial "big healing" that occurs when you first start up the healing, and not the subsequent smaller healings that occur afterwards.


Example:

The initial "big healing" is for 30 health points. So if you were to heal an ally already at full health, that initial 30 would decrease your healing cooldown time by 75%. But the subsequent smaller heals (6 points each) do absolutely nothing towards making that card activate and decreasing your cooldown timer.

Example 2: (redundant I know, just wanna sure people understand.)

If you were to heal an ally 30 points away from being at full health. The "big heal" would top them off and the subsequent smaller heals wouldn't make the cards effect activate at all.


So in other words. The only time you can get any use out of this card is when you heal an ally who's 20 points or less away from being at full health. Which is, not entirely useless, but just about.

If this is a bug, please fix, cause this could be a great card if it worked as described.


(She also has cards called Plethora with similar functionality that suffer from the same problem.)



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3
Bug report & Technical Support / O.Tsiklon blueprint vanished
 on: May 25, 2018, 10:59:28 PM 
I just acquired the O.Tsiklon blueprint and it just vanished. I no longer have the blueprint. I played a few games cause I wanted to level up a few times before I built it. I went back to build it and it's just gone.

I reset my game twice to see if that fixed it but nope. It's still gone. (I'm on Xbox btw)

I thought maybe it was a bug affecting all newly acquired blueprints or maybe all rare blueprints. But I also just barely acquired Wasp and I still have that one...for now.

This needs to be fixed. I've been hard farming for that gun for like a month.

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4
Gameplay Feedback / Re: Fistful of Sand Protector's Health
 on: May 21, 2018, 01:41:35 AM 
His shield definitely needs a buff

I feel like it should be difficult to get his shield down. But once his shield goes out I think you should be able to take him out fairly quickly.

But as it is currently it's easier to take his shield out then his health. I think it needs to be the other way around

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5
Gotta get a Bayonetta skin for Ginebra

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6
Harec needs a Raiden skin. The classic skin, not the black one from Revengeance

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7
Wow...yup. Same here. I'm on Xbox and all of my progress was reset. All characters back to being locked except for Ayana, Loaht, and Shae. I'm back to level 1. I got a butt load of Mercury Points refunded to me. And all of my cards and guns are back to being locked...

I'm currently in a party chat with my friend, who is also on Xbox, who said that she is seeing the same thing

Yeah this needs to be fixed or I'm peacing out from this game indefinitely


8
Gameplay Feedback / Re: Vortex isn't critting?
 on: May 09, 2018, 07:22:47 AM 
I've experienced the issue. I've never been able to crit with Vortex. That I've noticed, Vortex is the only gun I've had this issue when.

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9
Suggestions / Antagonist Spawning 2.0
 on: May 07, 2018, 02:52:39 AM 
I recently made a post suggesting a radical change to the way that spawning could work as an Antagonist. My main issue being all of the spawn camping that goes on

Linked here:
 https://r.tapatalk.com/shareLink?url=https%3A%2F%2Fwww%2Eraidersofthebrokenplanet%2Ecom%2Fcommunity%2Findex%2Ephp%3Ftopic%3D1391%2E0&share_tid=1391&share_fid=1519428&share_type=t

(Crossing my fingers that the link works.)

I was worried that the system I suggested was too far removed from Mercury Steams current system that they might not even consider it

So this is a more middle ground suggestion

My suggestion is is that each section of each level should have 2 or 3 sets of spawn points and each time you die you're given one of the sets at random

For example each section could have a total of 18 spawn points and each time you die you're given one of the 3 sets of 6 spawn points. Or 21 total spawn points with 3 sets of 7 etc. etc.

This would help to alleviate spawn camping because the Raiders wouldn't know which spawn points to sit on because they wouldn't know which spawn points set you were given on that particular death.

Now I realize that this idea couldn't possibly work across the board for each section of each level. For example, in the second section in Hanging by a Thread, how many more spawn points could you add, let alone spawn point sets, to that small little area?

This is kind of why I prefer my first idea. Because spawn camping is really only a big issue on the smaller map sections. Which are precisely the types of areas where you couldn't add a bunch of spawn point sets to

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10
Gameplay Feedback / Re: Cheater
 on: May 07, 2018, 01:33:14 AM 
Yeah I freaking hate that douche. But I gotta agree with Quanrian. A system like that could totally be used by a party of three to shaft some randy.

This guy just needs to have matchmaking penalties put against him.

I make sure to throw every game were in together and then I get everybody to dog pile on whatever reward he selects at the last second.

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11
Suggestions / Antagonist Spawning
 on: April 18, 2018, 07:36:25 PM 
As an Antagonist it's pretty much impossible to catch a break when going up against a coordinated team. There is a multiplicity of reasons for this, too many to address on one post. So I'll just focus on the spawn camping issue.

This is especially a problem on smaller maps with few spawn points.

So my suggestion is to remove spawn points all together as Antagonist and let them spawn wherever they want (with restrictions)

Instead, we could have a spawn reticule on the ground that we could move around freely, or a "spawn ball" similar to Doldren's astral form that would allow us to spawn anywhere.

That reticule could be green at any place that is allowed to spawn at (ya know, like Uras-Beherit) and turn red anywhere that's off limits to spawn at, such as anywhere that's too close to the Raiders spawn point.

I feel like implementing something like this would really help to alleviate the spawn camping issue.

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