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Jaedelyia

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  1. Hoooo, thanks a lot, that would be it. Yes, I did start with PH4-L4NX. Make sense, then. Thanks again. Will complete that quest on coruscant and go back to the Gambler's quest after that, then
  2. Hello there, Met this curious bug while going for another Smuggler's playthrough. After Ord Mantell, I went to the fleet as usual, took the shuttle to Coruscant, and, as a part of "The Gambler" quest, you're supposed to register through the custom with Corso. Problem is: Corso can't be summoned there. He's listed as "unavaible" (just like your crew when you start KOTFE). I can go back to the fleet & summon him without any issue, but as soon as I take the shuttle to coruscant, he disappears. Resetting the quest doesn't help. It might be due toi the fact that I initially had Ph4-L4NX active when I started the quest the first time. But result is the same - I'm kinda stuck and can't progress. Any idea how to solve this? Thanks
  3. Yeah, communication on that regard is downright bad. While I can understand not everything is going to be fixed overnight, there's however no reason for such a poor transparency when it comes to tracking and acknowledgment. There's plenty of bug reported for which nothing is seemingly done and we have no clue whether or not we should still be reporting them because they flew under the radar, or if they are in fact being worked on. I also confirm that, depite this being previously labeled as "fixed", the "Compact sorting" is still messing up your inventory and roughly sort by quality instead of just removing the empty spaces as it should.
  4. Did we ever get a proper acknowledgement out of this ? Because I can't see it listed in the "Known issue topic", yet it still happens. I just finished two flashpoint, and my neuro-key is still at 0/100...
  5. It seems that the "compact" sorting button still isn't performing as it should (ar at least as it used to do before 7.0). The "Quality" sorting seems better, but the compact is still messing everything up. It's supposed to just remove the empty space in your inventory by shifting everything, keeping the same order of items you had, but instead, everything is scrambled.
  6. It's in your setting, in the "keybind" tab. You should have two lines, one for your "crouching in place" cover (shift + f by default, I think? Can't remember) and another line that is your "roll for cover". So it's not an ability in your skill bar, it's a key bind just like your "tab for next target" or your "spacebar to jump" kind of thing.
  7. To be fair, they haven't made any indication at all. I really wish a dev could pop in one of these thread and either say "It's a bug, y'all, please be patient" or "No way, josé, the lack of cover bar is fully intended, we removed it because fk u" But no acknowledgement in a way or the other is no good for anyone.
  8. That one's actually still there, although slightly more hidden. There's a specific keybind for it in your setting Otherwise, yes, it sucks not to have any official words about the missing cover bar feature.
  9. 1) From the top of my head, I'd say that is absolutely incorrect and that there's at least three. You have Suppressive Fire (the spammable AoE), Entrench (one of our last defensive ability still remaining) and Cover Pulse (the knockback). On top of that, there's quite a few incentive to play around popping in and out cover with your passives. Abilities like Snapshot, Ballistic dampener or Calculated Pursuit encourage you to switch from cover/standing up to gain buffs. There's absolutely a need for Cover 2) You could already disable it prior 7.0. Therefore, for you and anyone who didn't like it, removing it entirely change nothing. It doesn't improve your experience, since you probably already were playing with cover bar disabled anyway. So why remove it for people who liked it?
  10. This is my question, too. Did we got an official answer on this ? Just a dev to pop in one of those thread to either say "Sorry folks, working as intended, we removed it because reasons" or "Don't worry, chaps, it's merely a bug, we aknowledge the issue, will be fixed later down the line". @JackieKo (do tags even work on the forums ?), would it be possible just to get a better view on this? I'm not asking for any specifics details or ETA, it's just to know if refraining from playing my Sniper/Gunslinger in hope this will be fixed soon make sense or if it's a lost cause.
  11. Thanks for the rundown, it helps a tons. That said, I feel the need to point out ERT is unlikely to stay a merely a 3% damage boost, since it can stacks up to 8 times, and It seems fairly easy to stack it up. So on longer fight, you'd probably run at a quasi-permanent 24% boost, I guess, which is nothing to scoff at. Or so I presume, I didn't run the parser myself, I barely played my PT since this 7.0 release anyway, and the little I tested, I used Heavy Flamethrower.
  12. It already was optional though. If my memory isn't a blurry mess already, you could already disable the feature in the settings, correct? So why remove it entierely? If it really was only a minority of player that was using it, I would have understand to make it disable by default but still offering you the option to turn in on, but removing it altogether makes very little sense. I wish a dev would step up and clarify once and for all if this removal is intended or if it's a bug. On one hand, I want to say it's a bug, since this 7.0 is bug galore and since removing it doesn't make any sense, but on the other hand, many of the other design decision made for this 7.0 don't make sense either, so...
  13. Point it: Why would they removed a QoL feature that was both working just fine AND already optional ? It makes no sense. Even if you argue that only a minority of people was using it anymore, or arguing that "adapting your playstyle isn't a big deal", why should we defend removing potentially useful feature from the game?
  14. Question for the PT experts out here: Is there any point picking Heavy Flamethrower over Target Rich Environment or Counter-Attack ? Granted, it looks and feel cooler, and reminds me of the old days with the flamethrower and flame engine. But outside out that, is there even a DPS gain ? The total damage is 50% higher than flame burst, but that's channeled over the course of 3 sec instead of being instant, resulting in a slower DPS. Of course, this is an unfair comparison, since Flamethrower is obviously meant to be used when you proc flame engine and can channel it in 1.5 sec instead of 3. That said, even with that reduced channeling time, is it worth losing the benefits of TRE?
  15. I liked it, it was a nice feature. My cover bar was pretty much a copycat of my regular bar, with just one or two ability switched, including the cover ability itself. Meaning as soon as I enter cover with a keybind, I can press that exact same keybind again to immediately start my rotation. It frees one slot and one button since you never need to press the cover key again while you're already crouching. If you want to go out of cover, you just move a bit. I really, really hope it's merely a bug and not a feature pruned. Because (1) it was optional, stop removing perfectly fine feature from your game, and (2) muscle memory is a hell of thing, and re-learning that I shouldn't press the cover key a second time to start the rotation is going to be unpleasant for my brain.
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