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Ambient sounds sometimes cut out in certain locations. It's particularly noticeable on The Incognito (in the area with the lockboxes) and in Francis Min's office on the Free Market Station. Some rifts also completely disable ambient sound effects and music (like the Goomerang rift on Paradise Island).
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Controller Aim Sensitivity isn't applied consistently across different weapon types. It applies correctly to Shotguns and Machine Guns, while the other weapon types are either barely affected (e.g. Light Pistols), or seemingly not affected at all (e.g. Minigun). Additionally, this setting is significantly less aggressive relative to Mouse Aim Sensitivity (which works correctly across different weapon types with the exception of Minigun). In general, Controller Aim Sensitivity needs to be applied uniformly regardless of the weapon type and/or scope, and the intensity of the effect needs to be upped (i.e. lower settings should match the intensity of Mouse Aim Sensitivity).
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Automech Scrapper persists even if Marisol isn't in the party — i.e. the player will get extra scrap from automechs. This is unrelated to the Scrapper perk that the player can select. Target body part analysis from N-Ray Scanner Analyzer persists even if Marisol isn't in the party — the game will still display Bleed, Stun & Knockdown (although the effects won't trigger).
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If the free shield from Contingency Screen triggers while you have a different (non-shield) gadget equipped, swapping to Gas-Energy Deflection Apparatus changes its activation cost to 0 energy, which makes it infinitely spammable. To fix the bug, you have to let the manually activated shield expire, swap to a different (non-shield) gadget, then swap back to Gas-Energy Deflection Apparatus.
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A couple of additional audio bugs I noticed: if you partially reload a Plasma SMG, the sound effect continues playing even after the reload animation concludes if you have increased magazine size, the sound effect that plays when reloading a Bio-Mass Shotgun cuts out before the reload animation concludes
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Lingering hazards from elemental grenades don't work correctly. They will apply and build up the debuff, but that debuff won't trigger Damage over Time. Additionally, the debuff culmination/climax effect does nothing. For example — the lingering hazard from a plasma grenade will apply the plasma debuff on the enemy, but the enemy won't take any damage over time, and the final explosion does zero damage. To make matters worse, if the lingering hazard initiates the debuff, then attacking the enemy with a plasma weapon also won't apply a DoT (and explosion will deal zero damage) even though the weapon will still build up the debuff itself. This was tested on enemies that are susceptible to plasma. Against humans and creatures, the lingering hazards sometimes won't build up the debuff at all even if they stay within the hazard's area of effect. In practice, it looks like this: you throw a plasma grenade at an enemy the enemy takes impact damage from the grenade and additional damage from the plasma explosion (which triggers correctly initially) if the enemy remains in the lingering hazard, then the plasma debuff is reapplied with all the problems I listed above Zyranium grenades also don't do anything against susceptible enemies (humans and non-Zyranium creatures); they just deal the initial impact damage. After hitting an enemy, elemental grenades will completely fill the debuff bar against weak enemies and immediately trigger the climax effect (explosion for plasma, stun for shock etc.), and I'm not sure if they're supposed to do that, but that's a different problem. They work correctly on impact, but the lingering hazards they leave behind apply an ineffective debuff. It's important to add that the lingering hazards from grenades work correctly against the player (e.g. the plasma debuff from a plasma lingering hazard will correctly deal damage over time to the player).
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Plasma Pistol & Plasma SMG are missing sound effects during the full reload animation. Certain combinations of weapon mods also result in missing sound effect during partial reload animations. For example — the bassline Plasma Pistol is missing sound effects during full reload animation, but the sound effects are there when the gun is modded with a silencer and frost converter. This video demonstrates the bug (there are timestamps for both weapons) — https://www.youtube.com/watch?v=yBnHGOYo7s0. For example, compare 2:59 to 3:19. As an aside — does anyone know if there's a better way to report bugs? I don't think the devs are reading these threads.
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The "Accelerated Bursts" mod for Heavy Machine Gun increases its ADS damage by 25% (multiplicative bonus) in addition to increasing the rate of fire. The mod description doesn't mention this; plus, there's a typo - "... changes the weapon's aim down sight MORE to a 3 round burst." The same mod for Light Pistol & Bio-Mass pistol works correctly — i.e., it changes the fire mode without increasing the damage.
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Problem - When playing with a controller, buying or breaking down an item makes the cursor reset to the top left position. Solution - The game should remember the current cursor position after buying/dismantling an item the same way it already does when selling items (which works correctly). EDIT - I believe the cursor resets any time there's a confirmation prompt (e.g. when breaking down an item or buying items from a stack)
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Problems with aiming in general: ADS Sensitivity slider setting isn't applied uniformly to all weapons; some weapons (like Light Pistol & Burst SMG) still have incredibly sensitive ADS aiming even ADS Sensitivity is set to 0% or 1% ADS Sensitivity slider scaling is also overtuned; it's still too high even at 0% or 1%; the entire purpose of this setting is to enable the players to aim precisely, so it doesn't make sense for ADS to scale so high that it ends up faster than normal camera movement Problems with Aim Assist: Bullet Magnetism - it either doesn't work or it's so subtle that it barely functions even when maxed out (set to 2) Aim Friction - is also barely noticeable even when maxed out; it appears to kick in only when you slightly push the right stick (which defeats the purpose of this setting) Aim Adhesion - multiple problems; occasionally, it appears to swap limb tracking at random (a video below demonstrates this); also, adhesion remains active even when the setting is set to 0 or when Aim Assist is completely disabled Snapping to Target - way too subtle, even when maxed out; it appears to snap to the nearest limb instead of center mass Aim Adhesion problem (video recorded by another player) - https://www.youtube.com/watch?v=okhFejG583A Solutions: fix the Aim Assist settings and make them scale reasonably (i.e. base intensity needs to be upped significantly) fix the ADS Sensitivity slider so that it applies uniformly to all weapons; in addition, it needs to scale reasonably (i.e. lower the baseline sensitivity so that 1% actually feels like it's 100 times slower relative to 100%) ADS Sensitivity slider needs to be tied to the regular aiming sensitivity slider so that it represents a percentage of its value (e.g. - if regular aiming was set to 30%, then ADS Sensitivity at 50% would be half that value - 15%)
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Marius' Wounding Shot passive doesn't apply Bleed Accumulation and its associated debuffs if Shadow Step is also unlocked. It's very easy to reproduce — once you spec out of Shadow Step, the passive ability works fine (i.e. it applies bleed and you deal 50% more damage to enemies hit by Marius' basic attacks). If you spec into Shadow Step again, the passive ability stops working.
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The Outer Worlds Patch 1.3 Release Notes
Insolentius replied to Shyla's topic in The Outer Worlds: Announcements & News
The QoL changes are appreciated, but are there any plans to tackle the (lack of) challenge/difficulty? Level scaling? Adding weight to ammo? Having companions use ammo? Anything? -
Patch 1.3 Coming Soon!
Insolentius replied to Shyla's topic in The Outer Worlds: Announcements & News
Yeah, I agree. I'm just about to head to Byzantium for the first time, and I have around 5k light ammo, 4k heavy ammo, 3.5k energy cells (with nearly 200 adrenos). This is completely absurd since I never bought any ammo/meds (and I'm using weapons with high RoF). Let's not even mention that slapping a 'melt' mag onto a weapon makes it godly against every single enemy in the game. The only way for this game to be challenging right now is to ignore loot, avoid modding/tinkering items, and not use companions. In Fallout 3, NV and Fallout 4, I used or made mods that rendered resources more scarce and made enemies tougher, but that's not an option here. I don't know if anyone from Obsidian is reading this, but the game needs to: drastically reduce the amount of meds/consumables found in the world significantly reduce the amount of ammo in the world and ammo boxes make your companions use ammo make your companions' gear degrade introduce some form of level scaling (with min and max level caps for different zones) tone down the sources of extra damage (crits, weak-point dmg, elemental dmg, science bonus to elemental weapons, perks etc. make the flat damage reduction system in this game practically pointless) tone down the power level of tier 2 weapons (because the enemies' HP and armor values fail to keep up - again leading to the same problem with the flat damage reduction system) introduce skill and/or level requirements for weapons (give us an actual reason to specialize) - right now, characters with minimal strength and zero points invested in the 'ranged' skill tree are still death machines with high-level heavy weapons Make these an optional difficulty setting that caters to players who like to explore, do side quests and loot everything.
