• Breaking News

    Warframe WARFRAME WEEKLY VENT/RANT/RAGE | SHARE YOUR NAME AND YELL AT THE GAME!

    Warframe WARFRAME WEEKLY VENT/RANT/RAGE | SHARE YOUR NAME AND YELL AT THE GAME!


    WARFRAME WEEKLY VENT/RANT/RAGE | SHARE YOUR NAME AND YELL AT THE GAME!

    Posted: 14 Mar 2019 08:33 AM PDT

    GENTLEMEN'S RULES:

    • CAPSLOCK: ON

    • NO PERSONAL ATTACKS

    • WRITE ABOUT WHATEVER IS MAKING YOU ANGRY

    • OTHER PLAYERS WILL AGREE WITH YOU IN ALL CAPS

    • SHOUTING AT EACH OTHER ABOUT THINGS WE HATE WILL FORM A STRONG RELATIONAL BOND IN THE WARFRAME COMMUNITY

    • ???

    • PROFIT GROFIT


    CREDIT GOES TO /u/waterpirate12, /u/BadBrad526, AND /u/Foxboy93 FOR STARTING THIS WEEKLY THREAD SERIES!

    submitted by /u/AutoModerator
    [link] [comments]

    Trinity Prime cosplay at ECCC today

    Posted: 14 Mar 2019 07:13 PM PDT

    QOL Reward Endscreen

    Posted: 14 Mar 2019 10:28 AM PDT

    The Legend of Prodman

    Posted: 14 Mar 2019 01:56 PM PDT

    Space lobster jumps into the pot and dies

    Posted: 14 Mar 2019 06:15 AM PDT

    When everyone's talking about the Tatsu and Melee 3.0... but your on Console.

    Posted: 14 Mar 2019 12:41 PM PDT

    DE, in your patchnotes you refer to Vauban as a victim of damage creep

    Posted: 14 Mar 2019 02:55 PM PDT

    ...when a far more blatant issue for him is that half of Fortuna and other "endgame content" (Arbitrations) got CC immunity. You robbed him of his power - continuously - without any compensation.

    You're right when you say that buffing damage isn't always a solution, but if you're taking away a warframes ability to reliably crowd control it does need some sort of compensation.

    (Note that I'm not saying that Vauban needs straight damage buffs, actually I'm more for creative solutions ).

    All I want to say is - in your patch notes Vauban was a pretty weak excuse for Mesa nerfs. I'd love to see him to live up to today's standards (like the awesome Saryn rework), not a justification to drag other standards down.

    submitted by /u/sdric
    [link] [comments]

    Massive props to whoever thought to add in this cool little cutscene when fighting the orb instead of only having us shoot a weak point!

    Posted: 14 Mar 2019 04:16 PM PDT

    This guy was trying to farm Harrow

    Posted: 14 Mar 2019 02:05 PM PDT

    We need more people like you.

    Posted: 14 Mar 2019 06:30 AM PDT

    Sorry Hildryn, Rhino stole my heart before you did.

    Posted: 14 Mar 2019 07:57 AM PDT

    Dear DE, we need a mission or open world map on that surface.

    Posted: 14 Mar 2019 11:15 AM PDT

    So close I can almost taste it

    Posted: 14 Mar 2019 10:36 AM PDT

    Deck 12 Code For The Lazy

    Posted: 14 Mar 2019 02:24 PM PDT

    The new fight is awesome, especially with Peculiar Bloom :)

    Posted: 14 Mar 2019 05:01 PM PDT

    @DE: Why is there no way to queue for Thermia Fractures or the Exploiter Orb?

    Posted: 14 Mar 2019 04:42 PM PDT

    If you go to Orb Vallis in a pub squad you have no idea whether the people you're joining are there for the same thing, or if they came to mine, to fish, to farm floofs, to grind K-Drives, or just to explore. This is a huge step backward from Plains events, which offer separate matchmaking for people who want to deal with the Ghouls or Plague Star.

    submitted by /u/zzcf
    [link] [comments]

    Buried Debts: Hotfix 24.5.0

    Posted: 14 Mar 2019 02:06 PM PDT

    Source!

    NIGHTWAVE EPISODE 2
    Nora Night is back on the airwaves with Series 1, Episode 2: The Wolf of Saturn Six. Tune in now to expand the story!

    Operation: Buried Debts - Deck 12

    Your global Data Hash scanning has not gone unnoticed, Tenno. As a Community, you're close to cracking the code, but not close enough, and that's our fault. Our predicted end goal was determined to be unreachable in a reasonable amount of time, so we've made some manual data tweaks to allow Scans to progress the Operation at a quicker rate to get everyone closer to the next climactic stage. We'll be mindful moving forward of these end goals for similar Operations. See here for updated Data Hash information.

    Once the code has been cracked in-game, more information will become available.

    TENNOGEN ROUND 15!

    Tennogen Round 15 is now available! Get the latest in Tenno-designed cosmetics, including new Warframe Skins, Weapon Skins, Operator accessories, and more.

    WARFRAME SKINS

    Garuda Successor Skin by prosetisen

    Nidus Night Hunter Skin by Mz-3

    Ivara Astrea Skin by Rekkou

    Saryn Blade of the Lotus Skin by BeastBuster

    Excalibur Ion Skin by Yatus

    Rhino Ion Skin by Yatus

    Mesa Kudegra Skin by malayu and Xtygian

    WARFRAME HELMETS

    Revenant Immortuos Helmet by Lubox

    WEAPON SKINS

    Nikana Shinigami Skin by Hitsu San and Reil

    Nikana Mithra Skin lukinu_u

    OPERATOR COSMETICS

    Aures Diadem by lukinu_u and HariPear

    Lumis Oculus by lukini_u

    Kiritsune Oculus by Actionman

    Optima Oculus by Swanky Swaggernaut and DeadNexus_

    SYANDANAS

    Dominus Syandana by led2012 and jaeon009

    Melee 'Phase 1' Changes & Fixes

    • Upon picking up a Datamass, a Melee to gun swap will automatically equip your Secondary weapon instead of your Primary weapon, which would make you drop the Datamass.
    • Pressing F when in Melee mode now switches you back to your "other" weapon. For example, if your Primary weapon is equipped when you trigger a Melee attack, you will return to your Primary weapon when you aim or fire. If you instead press F while in Melee mode, you will now equip your Secondary weapon.
    • Fixed a case where you could be left in an UNARMED state after using a non-Melee Exalted weapon (like Hildryn's Balefire) and went back to Melee when you had no other weapons in your loadout, having gone Melee only to that mission.
    • Fixed the Operator's Vazarin Guardian Shell not manifesting the charged Void Blast shield.
    • Fixed an issue where auto-blocking could cancel the charged/heavy Melee attacks.
    • Implemented fixes toward briefly being unable to Melee after an Aerial Attack, which breaks the flow of battle.
    • Fixed being able to Quick Melee when you equip an Archgun with either a Primary or Secondary equipped before that.
    • Fixed the Melee-only Parry becoming a toggle that you can't release until you attack for Clients.
    • Fixes towards the Wise Razor Stance giving unintended extreme velocity. Comical yes, but clearly an oversight of gravity!
    • Fixed the Melee combo menu not updating with the proper button inputs to use Melee when using a controller.
    • Fixed missing Melee Channeling binding callout in the Advanced Melee screen of the Codex when using a controller.
    • Fixed a number of Melee attacks that could leave weapon trails active after the attack is finished.
    • Fixed losing your crouch position when initiating a Melee to gun swap while crouching.

    Hildryn Changes and Fixes

    • Hildryn can use her custom dodge while in Aegis Storm at the cost of her Shields (50). We're starting with this cost because many abilities of this nature have movement restrictions that can be overcome with Augments (Peacemaker, Resonating Quake, Assimilate). We want to try out a movement cost before we tweak further based on feedback.
    • Removed additional sound for Hildryn's Haven ability based on feedback.
    • Removed ability to access Gear/Emote/Hotkeys when Hildryn is in Aegis Storm due to it breaking functionality.
    • Fixed Clients seeing incorrect animation when observing a Host Hildryn in her Aegis Storm ability.

    Arcane Change/Fix
    As often happens with Mainline - unexpected bugs popup. In the case of last week's 24.4.0 Mainline Update, we quickly received reports that Arcane Velocity was not working on Mesa's Regulators. Considering Mesa's popularity, it's no coincidence that this was noticed right away. We want to go into detail about what happened between Thursday and now, what's being fixed, and what next steps are:

    From Thursday to today
    1) Between Thursday and now - we've had issues internally on intention, which are typically the hardest to communicate when we're also trying to diagnose a bug. As of now, players know we may intend to keep Arcane Velocity from working while Mesa is in Peacemaker.
    2) Between Thursday and now, many other prior-functioning Arcane + Abilities broke as well, leading to further confusion on intention.

    What's being fixed
    Today we found the bug that caused this issue - a single fix intended to let Dispatch Overdrive work on Garuda's Talons indirectly broke many Arcane + Warfame Ability functionalities.

    1) We have Restored Arcanes not triggering from Exalted weapons across the board by reverting the change made in Update 24.4.0:

    - Dispatch Overdrive now applies to Garuda's Talons when equipped.

    Next steps
    While players have restored functionality now (i.e Mesa + Arcane Velocity), it won't be a true solution if you don't know the dev teams intention. We unintentionally broke some arcane interactions and let it ride when we shouldn't have. We're fixing that today! We do think there are some balance issues remaining but it is not our intention to use side-effects to solve.

    Balance is a conversation that we constantly have, and we see you having as well. For some people the answer is don't nerf things, buff everything else. This is the path of least resistance for us, as most of the player base is happy when we buff, and angry when we nerf. However this has a few side effects that impact the game as a whole. First, with more damage, the time to kill on enemies is lowered and the value of Crowd Control declines even more (Vauban?!). Higher max damage also means that players with the latest bells and whistles can easily kill bosses in an instant, and overcome any challenge with ease. The more your play, the easier the game gets!

    So far we have been kicking the can down the road, accepting power creep and its consequences on the game - and often this game is a 'kill all the things' based game. We've mostly done nerfs on things that could be automated, required no player interaction or removed options from the game by making all other choices bad. We will continue to wrestle with this, but the most important part is when and if we decide major balance changes are needed, we will let you know and it will be the result of a lot of consideration. Design changes like this need to be more tempered and considered.

    Thanks for hanging in there through all this confusion. Six years in and we are still learning how to do this.

    Changes

    • K-Drive Race Standing has been doubled!
      • Standing gained per Gate is now 200.
      • Max Standing gained per Race is now 6000.
    • Coolant Raknoids now pop their backs on death - delicious!
    • The Trading screen now contains a Riven category and specific search functionality!
    • Removed an unintended projectile launch on the 2nd charge attack of the Tatsu. This feature (as many have already determined) is unfinished, and will be revisited in the near future. Possibly tied to a certain Warframe...
    • Corpus have improved their vent construction by removing momentum killing edges as reported here: https://old.reddit.com/r/Warframe/comments/azz6m4/de_can_we_for_the_love_of_lotus_remove_those_tiny/
    • Reduced the frequency at which Nora Night's daily transmissions play.
    • Widened a damaged bunker opening in the Kuva Survival tileset. You know the one.
    • Slight improvements towards hitches occurring when approaching Bases in Orb Vallis.
    • Cleaned up Gammacor and Staticor FX.

    Fixes

    • Fixed crashes when running in DirectX 10 mode.
    • Fixed Drahk Master permanently stealing weapons from Clients.
    • Fixed Elemental Beast Companion Mods not allowing all Status combinations.
    • Fixed Revenant Reave being able to give a Mesmer Skin charge to Operators.
    • Fixed Client players not having their weapons in their hand properly when leaving Cetus/Fortuna via Gate/Elevator.
    • Fixed Crates not spawning in Orb Vallis after returning to Fortuna.
    • Fixed Nightwave Dailies appearing as progress for Weekly challenge completions as reported here: https://forums.warframe.com/topic/1070598-does-the-nightwave-progression-x10-mean-i-have-to-avoid-nightwave-dailies/
    • Fixed the Razorback appearing to have a fresh coat of blue paint.
    • Fixed Clients not seeing updated Elemental FX when changing Mods in the Simulacrum.
    • Fixed part of the Capture FX not appearing correctly if you were invisible (with Loki, for instance, the sparks wouldn't be directed into his hands).
    • Fixed Khora's Venari not displaying color changes in the Abilities diorama.
    • Fixed the Venka elemental FX lingering when holstered in the Orbiter.
    • Fixed the FX of the Operator's Void Blast spawning in the ground below their feet.
    • Fixed Weapon elemental VF always appearing blue for Clients if the Host is using the default Energy color.
    • Fixed headless Warframes in the Archwing Ability screen.
    • Fixed Darvo running in slow motion in an attempt to keep up with you.
    • Fixed the Terra Raptor appearing tilted when hovering.
    • Fixed the Star Chart UI not maintaining your previous 'Episode Status' or 'Resource Drone' selection.
    • Fixed missing Trigger stat for Gaze Chamber Kitguns in Rude Zuud's crafting screen.
    • Fixed the Fugitives UI persisting when in Orb Vallis/Plains if not all Fugitives are Captured while in an active encounter.
    • Fixed the Arcane slot in the Upgrade screen remaining highlighted after install.
    • Fixed missing Staticor Ammo UI upon swapping.
    • Fixed overlapping UI in the Nightwave Tier Rank up screen.
    • Fixed broken Glyph image when Trading.
    • Fixed the Perla Pistol Skin losing its clip on certain weapons.
    • Fixed hearing Headshot sounds when firing the Flux Rifle.
    • Fixed Nora Night 'Fugitive success' transmission playing regardless of success or fail.
    • Fixed incorrect mesh pieces when equipping the Hammers Palatine Skin on the Volnus.
    • Fixed a script error when accessing Konzu's Bounty board after completing an Eidolon Hunt.
    • Fixed a script error when accessing the Arcane Manager screen.
    submitted by /u/Xenris
    [link] [comments]

    All of Hildryn's blueprint crafting cost

    Posted: 14 Mar 2019 05:25 PM PDT

    Saryn Prime and Parecesis (available now on ForFansbyFans)!

    Posted: 14 Mar 2019 04:43 PM PDT

    New ArchGun Larkspur disrespects Disable Screen Shake setting and has "rotating sway" effect when you fire it - very nauseating especially when used on the move

    Posted: 14 Mar 2019 08:11 AM PDT

    Today's REDTEXT!

    Posted: 14 Mar 2019 02:09 PM PDT

    Exploiter Orb is the Best Boss Fight in Warframe. A Job well Done DE.

    Posted: 14 Mar 2019 07:30 PM PDT

    I'm usually very critical of DE when it comes to certain subjects, but I'm having a blast with this fight and can't really find anything glaringly wrong.

    The story, the build up the conclusion (and the cutscenes mid-battle are badass) We seriously need more of this. You nailed it DE, and you deserve all the praise for this battle. Normally I would type more but I'm eager to get back in.

    All I got to say is, More like this and keep it up. This is how I wanted my boss fights to be in Warframe, and its a fight anyone could join in without bringing a strict meta team.

    Well done DE.

    submitted by /u/GravyonTurkey
    [link] [comments]

    Exploiter Orb Fight: How to beat it!

    Posted: 14 Mar 2019 03:36 PM PDT

    This is about after you get past the Deck 12 Door.

    When you get to deck 12, to trigger the fight, you need to go to this console next to where the Vent Kids hideout is in Fortuna This will use the diluted thermia you got from the rest of the event. (Going solo I went from 28 to 27 after the boss fight)

    There, Exploiter will spawn in from the roof. You need to shoot the walls next to the feet to get it to fall. only certain feet will have spots to shoot.

    The next stage is "Shoot the vents"

    Then the vents will freeze over. When that happens you need to grab the concentrated thermia capsules which spawn here, where Biz is in Fortuna, here where Smokefinger is in Fortuna this one across the canal from Biz and this last one, on the second level across the canal from Ticker](https://i.imgur.com/c165LAC.jpg) The Yellow boxes in this screen shot are a progress meter for how long until the next canister spawns. You need to throw the canister at the vents using your alt fire. At this time you do not need to shoot them in air, no matter what the tool tip says.

    After doing this for all but one vent, the last vent will fully freeze, you will need to canister it twice before it takes damage. When all the vents are destroyed, exploiter will run back up the wall. You can't go that way, so you have to go back out the door you came from originally.

    Stage 2 starts with a new meter on the top left, this is Exploiter's Heat gauge, and you want it to max out. The mechanic is pretty much the quick version of what you've been doing for Opticor Vandal farming: Coolant Raknoids spawn to cool exploiter. You kill them while they're "full" (Blue tank of coolant) and they'll drop a Coolant Canister. You stick a coolant canister into a fissure and get a thermia canister out.

    You MUST shoot the thermia canister in air before it hits exploiter for it to gain heat.

    When the heat gauge fills up, run over to exploiter to do a GLORY KILL animation

    Then, shoot the spot you ripped out a thing (It will be bright and on fire) until she goes back to invulnerable. Repeat the process with canisters until you do the glory kill again, etc.

    After you rip off her face and shoot it, she'll start to do a "GIANT EXPLOSION" so grab all the loot and get out of there!

    And that's it! It's a lot more engaging and fun than Profit taker I think.

    submitted by /u/DasGanon
    [link] [comments]

    Rebecca confirms that Thermia event will return frequently, and will be hotfixed with optional higher difficulty for increased Thermia gathering.

    Posted: 14 Mar 2019 04:37 PM PDT

    Please DE: Radar mods range in open world maps too low

    Posted: 14 Mar 2019 04:26 PM PDT

    The enemy and loot radar mods were once designed for close quarter and old maps.

    Now we are stuck with measly meters when enemies are in the 50-100+ meters vicinity.

    Thus they are lacking the range that is needed to make any good of them in the open world tile sets.

    I think that is an oversight.

    Could we please get a buff to the range in open world maps? Please? :)

    submitted by /u/VoidNomade
    [link] [comments]

    Finished the new exploiter fight only to find Fortuna adorned with sacs.

    Posted: 14 Mar 2019 04:44 PM PDT

    No comments:

    Post a Comment