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    Warframe Warframe Weekly Advertisement | Warframe Communities!


    Warframe Weekly Advertisement | Warframe Communities!

    Posted: 06 Nov 2019 07:33 AM PST

    This thread spotlights various public Warframe communities outside of the subreddit!

    Disclaimer: Members of the /r/Warframe moderation team are not involved in the maintenance or running of these communities and don't have positions of authority in them.

    This thread is a placeholder because the Wednesday weekly slot is currently unassigned. Please use this link to suggest a new weekly thread.


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    If you have any suggestions for communities to add to this wiki page, want to report mistranslations or broken links, or want to help with crediting the proper creators, message the moderators!

    submitted by /u/AutoModerator
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    Corpus angry because I popped his bubble

    Posted: 06 Nov 2019 01:31 PM PST

    Hóngry Bói

    Posted: 06 Nov 2019 02:00 PM PST

    Killing and failing at killing liches with randos was so much fun since everyone had something to gain from getting rid of the thing. I really don't like this change, now the other liches will be a waste of time for most people in the squad :(

    Posted: 06 Nov 2019 01:03 PM PST

    Well, it was fun while it lasted...

    Posted: 06 Nov 2019 06:57 PM PST

    When a Lich is yeeting your ass across the map while you're playing 20 questions with them but turns into a wet noodle as soon as you convert them

    Posted: 06 Nov 2019 04:50 AM PST

    I really liked this killing animation, so I made a "meme" out of it

    Posted: 06 Nov 2019 02:41 PM PST

    Cressa Tal: "The Council will decide your fate."

    Posted: 06 Nov 2019 01:01 PM PST

    Fat boi + Kanabo

    Posted: 06 Nov 2019 01:19 PM PST

    based on a true story

    Posted: 06 Nov 2019 09:05 AM PST

    So, how are the Grineer marketing their Kuva project to the masses?

    Posted: 06 Nov 2019 06:54 PM PST

    Thanks for the help I guess?

    Posted: 06 Nov 2019 04:39 AM PST

    So, after DE makes good changes they instantly redo them

    Posted: 06 Nov 2019 01:13 PM PST

    At first they remove Kuva drop from thralls, now they

    Fixed ALL players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad fails to kill their Kuva Lich instead (is only meant to apply to the player that did the failing)

    I mean, why should they reward teamplay? /s

    I can already picture the "3/4 players are extracting"-message while you fight your Lich...

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

    I rushed to put the Vengeful charge ephemera onto my most beloved warframe

    Posted: 06 Nov 2019 10:21 AM PST

    Can we update the subreddit profile pic to this now that the update is out? Obviously a more hd version but you get the idea

    Posted: 06 Nov 2019 12:27 AM PST

    Replace self damage with self knockdown

    Posted: 06 Nov 2019 07:00 AM PST

    It'll still be punishing to use launchers at point blank range but not insta-death punishing

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

    [Spoiler] Got a Lich with 'Fear of children' trait. I almost regret killing him :(

    Posted: 06 Nov 2019 11:12 AM PST

    A Trinity Strega Fan Art I made!

    Posted: 06 Nov 2019 04:45 AM PST

    Converted Liches should be able to do those sick finishers (the same ones they do on us) on enemies in melee range and instakill them.

    Posted: 06 Nov 2019 03:20 PM PST

    I've posted this on other threads, so I figured I'd throw it out here. There's a few reasons why I think this'd be a good change.

    1) It would increase the liches' usefulness without being overpowered.

    Being able to instakill enemies that are in close range with lengthy finisher animations is something that could ease up pressure in a single room, but due to the nature of of the game, would NOT seriously impact the mission. An ally that spends a second or two to kill one enemy is not a serious boost to team dps, but can still be really nice in higher level content. If DE wanted to crank it up a notch, the lich could ALSO prioritize targets like our Sunika Kubrow does. Having a burly lich run up and suplex a nox/heavy gunner/ bombard helps us a bit, but due to the length of the animation, it isn't overly oppressive.

    2) It's much more cinematic

    Having our Lich take little pot shots with their gun at our enemies isn't very exciting, and in fact it feels a little lame. What I think'd be neat about the finishers is that they would make the Lich SEEM powerful! It'd feel cool to be fighting alongside such a badass as that.

    3) It MIGHT be an easier option/ way to recycle assets/ animations

    I am not a programmer or game designer. I have no idea if applying the already-made finisher animations to work on enemy units is an easy or difficult feat. Should this be a larger issue than I assume, another suggestion I have is to use the finishing animarions that our warframes use, since they are at least already tailored to our enemies. Liches without melee weapons could use the Fist-Weapon finishers (neck snaps, suplexes, superman-punches, etc,) while Liches with the new Kuva hammer could use the hammer finishers.

    To conclude, I'd really like the converted Liches to work the same way the mysterious stranger does in fallout. When you're in a tough spot, he shows up, does something cool and mildly impactful, and then he leaves. I think giving the liches the ability to perform sick instakill moves on our enemies fits that role.

    TLDR: It'd help a little but not too much, it'd look/ feel cooler, it might be easy since the animations already exist.

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

    Translated a Grineer big screen to English out of curiosity

    Posted: 06 Nov 2019 05:05 PM PST

    The Old Blood: Hotfix 26.0.5

    Posted: 06 Nov 2019 12:53 PM PST

    Forum Link

    The Old Blood: Hotfix 26.0.5

    Optimizations:

    • We have added an option to enable a faster method for Warframe to send frames to Windows which should improve framerate for Borderless Fullscreen and Windowed display modes.

    • On a laptop with a GTX 1650 running at 720p, a view from the Vallis elevator rose the framerate from 199 to 215 FPS with this option; the gains might be even more significant when playing at high-resolution.

    • Look for this option under the Display settings panel (Note: it does require restarting the game after changing).

    • Unfortunately, this option is only available on Windows 10 and may require Windows updates to enable (the Windows 10 Fall Creator's Update in 2017 optimized out a frame of latency with this method).

    • Note that Native-Fullscreen and console platforms do not need this optimization because there's no desktop window to composite the frame onto in those cases.

    • As a bonus this option should also improve our Dynamic Resolution optimizations when Vertical Sync is enabled because it allows us to get accurate GPU timings again; for more information on this see this link

    We need testing and feedback, especially from Streamers and Content Creators, to ensure this option works with their software (since they intercept the frame we send to Windows and this option changes that process). Ideally after some broader testing we can enable it by default and everyone can benefit.

    Kuva Lich Phase 2 Changes & Fixes:

    • Larvling Lich creation is now a true opt-in mechanic. Some people want to see the world drown in Kuva and others just want to live a Lich free life! For those that don't want to be hounded by a Kuva Lich, we've changed the way Larvlings are killed in order to attain a Kuva Lich. Larvlings will have the same pre-death setup as Thralls, except the Mercy action is only available to the player who damaged them last. At that point you either walk up and press X to initiate the Mercy (required for Kuva Lich creation), or just walk away and leave them to eventually die on their own after 15 seconds, thus opting out of Kuva Lich creation.
    • Changed the Murmur progress UI to display multiple rings to indicate which Hint you are currently working towards:
    • Naramon's Disarming Blast will no longer affect the Kuva Lich. This resulted in the Kuva Lich being literally stripped of its body (how scandalous) and forcing them to use a Sheev, thus breaking them completely.
    • Requiem Relics obtained from a Thrall Mercy will display as a banner in the UI, similar to Argon, Toroids, etc for maximum exposure!
    • Fixed ALL players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad fails to kill their Kuva Lich instead (is only meant to apply to the player that did the failing). While all Thralls share Requiem Murmurs, the Lich entity itself is exclusive to a player. This also fixes receiving Requiem Murmur progress when successfully killing a Kuva Lich - only failure/testing of your Requiem on a Kuva Lich will grant Murmur progress.
    • Fixed ability to spawn more than the maximum amount of Thralls per mission if you leave them waiting for Mercy. Literally.
    • Fixed a crash that occurred if you perform a Mercy and then some time later a Kuva Lich performs a finisher/throw on you.
    • Fixed ability to equip Taxed Mods that were displayed as new to your Inventory on your Parazon. After this Hotfix you'll see them vanish as they've been properly Taxed by your Lich from which you must get them back!
    • Fixed certain cases where players would see an incorrect LOHK Requiem Mod in their known Requiems (sometimes appearing as a duplicate). It should be replaced by a correct Requiem Mod now.
    • Fixed Thralls being immune to Status procs.
    • Fixed Arcanes attempting to display as Mods when recovered from a Kuva Lich.
    • Further fixes towards Turrets and Security Cameras spawning as Thralls.
    • Fixed missing Kuva Larvling death sounds.
    • Fixed a script error on the End of Mission screen when an Ayatan Sculpture gets Taxed from a Kuva Lich.
    • Fixed a loss of functionality when returning from a mission after Vanquishing or Converting a Kuva Lich.
    • Fixed a script error when logging out during a Kuva Lich transmission.

    Melee Phase 2 Changes & Fixes:

    Continued fixes and changes to Melee Phase 2 with more to come:

    • Fixed ground slamming without anyone around as Client counting as a melee strike, which refreshes the Melee Combo Counter.
    • Fixed Client Initial Combo modifier not working correctly.
    • Fixed players unable to see Melee slam animation pose for other players.
    • Fixed Gladiator Mod Set Bonus not applying correctly.
    • Fixed Weeping Wounds Mod not applying its bonus correctly.

    Grendel Changes & Fixes:

    • Grendel can now cast Nourish while Pulverize is active - to which we've added a new sound!
    • Grendel Feast expel deals increased damage based on the number and level of enemies. Also deals the same damage as a radial AoE.
    • Grendel Regurgitate damage radius increased from 3/3/3/3 to 3/4/5/5 and increased damage scaling.
    • Grendel Pulverize no longer ends when he runs out of consumed targets, instead it starts draining Energy like Ember's Immolation.
    • Grendel also gets extra acceleration for Pulverize if he uses Nourish during it.
    • Added sound to when Grendel stumbles due to running out of Energy.
    • Fixed Grendel having fast legs after using Pulverize.

    Changes:

    • Changed Swift Momentum and Empowered Blades Mods description from Charged Attacks/Charged Attack Speed to Heavy Attacks/Heavy Attack Windup Speed.
    • Tweaked Melee sounds for Scythe, Nunchaku, and Hammer weapons.
    • Further tweaks for Titania's Empress Razorwing Skin to address cloth issues.
    • If a Mod is rewarded during an Endless Mission, the 'Battle or Extract' screen will now display how many of that Mod you currently own.
    • Improved the Clan Emblem Removal Inbox message to provide more clarity.
    • Removed overzealous blockers preventing players from going fast. As reported here: https://old.reddit.com/r/Warframe/comments/drwatr/cant_go_through_most_if_not_all_of_these_corner/

    Fixes:

    • Fixed some players not being able to purchase the Vasca Kavat Starter Kit.
    • Fixed a few places where players would get stuck where they would previously be able to move freely (i.e. launching Archwing in Plains or the Mastery Rank 25 test).
    • Fixed some NPCs crouch-walking preventing their pathing from being completed in some cases.
    • Fixed Mods given during an Endless Void Fissure mission covering up the timer on the UI.
    • Fixed the Mining success UI appearing to have a blocky FX.
    • Fixed Emblems appearing incorrectly when equipped on a Sentinel Skin.
    • Fixed Submersible water clipping through levels where there's no swimming allowed.
    • Fixed a crash when placing a waypoint on certain objects.
    submitted by /u/fizio900
    [link] [comments]

    Quick reference for requiem mods

    Posted: 06 Nov 2019 12:41 AM PST

    Ah yes, let me just execute this ball

    Posted: 06 Nov 2019 10:44 AM PST

    When DE still hasn't fixed the Requiem overlay sticking to your screen mid lich fight

    Posted: 06 Nov 2019 06:27 AM PST

    Now I remember why Grendel seemed very familiar. Any chance he's also a biotic god?

    Posted: 06 Nov 2019 08:48 PM PST

    Something feels a bit off with the burst mode?

    Posted: 06 Nov 2019 06:32 PM PST

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