Warframe Public Test Cluster: Opt-in Key Lottery #2! |
- Public Test Cluster: Opt-in Key Lottery #2!
- We can dream, sometimes.
- Joined a clan to find my new clanmates have constructed a damn Orokin Dinosaur
- Wisp - Lake Spirit
- No my Screenshot
- Hydroid doodle I made (faconator)
- Hildryn Fan art - (By Makarimorph)
- Not what made me start to play, but what made me want to stay
- [OC] Plague
- THE STEEL PATH! Upcoming 'Hard Mode'.
- Im stoked to have my first ever Prime
- The six principles of Profit-Taker - A speedrunner's guide.
- I think it's done for now (awhile)! So I 'finished' my sketch of Ember Prime! Since it's my first time doing this I don't know how to color or line her properly so she'll stay like this! >.<
- Jokket, the one crewman shipkiller base
- The new colorblindness modes are UNACCEPTABLY bad
- Streaming Warframe with Uncle Erra!
- Wait a minute, since when can you see mars in the loading screen?
- Repeat Mission button on Mission Summary before you leave the mission.
- Kuva loli drawn by my friend u/angalantern
- Thy will be done
- Oberon The Mystic,hope you guys like it,also doing rhino palatine next
- This is the best bug - I couldn't shoot, reload, use abilites or switch to my operator form
- Infested Charger made with clay and poster color, trying out
- The Old Mate experience, i am truly one of them now
Public Test Cluster: Opt-in Key Lottery #2! Posted: 25 Jun 2020 09:16 AM PDT Note that this post on reddit is NOT the place you need to comment on if you want a key.>>>> https://forums.warframe.com/topic/1203250-public-test-cluster-opt-in-key-lottery-2/?tab=comments#comment-11656339 <<<<
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Posted: 25 Jun 2020 03:17 PM PDT
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Joined a clan to find my new clanmates have constructed a damn Orokin Dinosaur Posted: 25 Jun 2020 07:11 PM PDT
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Posted: 25 Jun 2020 06:18 AM PDT
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Posted: 25 Jun 2020 11:00 PM PDT
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Hydroid doodle I made (faconator) Posted: 25 Jun 2020 06:21 AM PDT
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Hildryn Fan art - (By Makarimorph) Posted: 25 Jun 2020 10:46 AM PDT
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Not what made me start to play, but what made me want to stay Posted: 25 Jun 2020 04:20 AM PDT
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Posted: 25 Jun 2020 12:21 PM PDT
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THE STEEL PATH! Upcoming 'Hard Mode'. Posted: 25 Jun 2020 10:16 AM PDT THE STEEL PATH: Teshin has an opportunity for Tenno who have proven themselves. Those who have completed the Solar Map will be invited to unlock THE STEEL PATH from Teshin in a future update. The details of THE STEEL PATH are as follows. These are not complete Patch Notes. We wanted to give everyone a chance to review details on The Steel Path in a very simple Dev Workshop. Just over 1000 Tenno will be playing these changes over the weekend for practical feedback. What it is: ✅ Higher Difficulty Series of content that rewards exclusive cosmetic decorations, emotes, and mastery. ✅An extra layer of opportunity for players to use their powerful gear to take on threats at a higher level without having to wait in missions for long periods of time. ✅ A way to engage with some better scaling Affinity and Mod Rewards. What is isn't: ❌ - intended to be associated with the nebulous 'end game' topic. ❌ - overly complicated in its goal to simply provide higher level content and some exclusive rewards. ❌ - tiered. We are providing one 100+ level pass to be cognizant of matchmaking for our first iteration. If you have unlocked all missions in game can enter our Test Cluster Key Lottery here: https://forums.warframe.com/topic/1203250-public-test-cluster-opt-in-key-lottery-2/ [link] [comments] | ||
Im stoked to have my first ever Prime Posted: 25 Jun 2020 11:27 PM PDT
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The six principles of Profit-Taker - A speedrunner's guide. Posted: 25 Jun 2020 01:06 PM PDT In this post:
Introduction If you've seen Profit-Taker related threads in the past half year, you've probably seen me at least once. As of writing this post, I am the world record holder for solo Profit-Taker. I often see a lot of misconceptions surrounding Profit-Taker being thrown around, by Redditors and YouTubers alike. I'm willing to go as far as to state that the first page of Google only returns guides featuring crap builds. We cannot blame these creatures, for the guides were rushed and brought out before the meta had time to settle. A lot of mechanics that excel at the Profit-Taker fight aren't immediately obvious or were introduced months, even years after the fight was first released. The Profit-Taker drops 125k credits on its death, which can be doubled to 250k with Chroma's fourth ability, effigy. This can be further doubled to 500k with a personal credit booster. If your Smeeta kavat decides to bless you, it can double it even more. TL;DR: The six principles
Bonus: Chroma's Effigy will double the Profit-Taker to 250k credits before boosters. The six principles, explained
Many people complain about knockdowns, staggers & far too much damage. Killing the beacons will reduce the number of spawns, thereby reducing the damage you get and reducing the number of times you are staggered.
In Warframe Revised, knockdown immunity got a MASSIVE undocumented buff. Previously, resisting a knockdown would result in a blocking animation that was only several milliseconds faster than using Handspring. The buff consists of two parts: Knockdown immunity now applies to both knockdowns and staggers and it no longer plays the blocking animation. These changes made Primed Sure Footed the best quality of life mod in the game. If you don't yet have it, you should go for Sure Footed + Power Drift instead. This will net you 90% knockdown immunity which is FAR better than Handspring. You can add Motus mods to achieve 100% knockdown immunity while in the air.
If you die, you are useless to your teammates as you don't deal damage when you're dead. So let's avoid dying.
To damage the Profit-Taker's shields, you need to hit it with an element that it is vulnerable to at that moment. If you don't have the element it is vulnerable to on any of your weapons, you need to make it cycle to the next element by hitting it with any form of void damage. This has a 5-second cooldown, so there is an exponential relation between the number of elements you have covered on your weapons and the time you spend waiting to be able to cycle the Profit-Taker's shields.
Investing in multiple elements means that the individual elements will be weaker. If you want to gain any benefits from point 4, you must bring extra damage. The easiest way to achieve this is through a combination of a buffing frame (Chroma, Mirage, Rhino, Octavia, Harrow, Nidus, Volt) and Arcane Avenger and/or Arcane Velocity. You can also decide to invest in rivens.
One of the questions I am most asked is why I never have to wait for the arch-gun cooldown. If you do not wish to rely on the arch-gun carriers, you can minimize the cooldown you get from using your arch-gun by maximizing your damage to cooldown ratio. The cooldown is proportional to the percentage of bullets fired. Hence, use Ammo Chain to fire twice as many bullets at the same cooldown. Of course, your choice of arch-gun also matters. A lot. While I use Imperator Vandal, I always recommend Corvas as it requires no rivens to perform without cooldown. In fact, with the newly released Primed Rubedo-Lined Barrel, you can reliably oneshot the legs & body while only having a rank 5 arcane avenger active. No rivens or other buffs required. Builds Reminder that Chroma can get twice as many credits from the fight due to his fourth ability. Taking into account these points, what builds do we get? Because of how Chroma's buffs work, we have a distinction between Chroma and non-chroma (Mirage) weapon builds. If you are looking for more casual builds, I can recommend Nash Prime's builds. He has a playlist where he solos the Profit-Taker fight with nearly all frames. As a Chroma, you'll want to use the following builds: Chroma. Replace Sure Footed & Power Drift with Primed Sure Footed and Augur Secrets/Streamline if you have it. Do not replace the aura with corrosive projection or shield disruption, they don't apply to the Profit-Taker. If you replace one of the arcanes for more survivability, replace arcane velocity. As a non-Chroma buffing frame, you'll want to use the following builds: Zenith. Replace the riven with an electricity mod. Zenith: Inifinite punch through The Zenith is so impactful it gets its own section. In the pylon phase, the Profit-Taker shoots out pylons, which get shields around them when they land. These shields can only be penetrated with functionally infinite punch through*. Zenith can oneshot the pylons through their shields, which makes the pylon phases take 15 to 30 seconds as opposed to longer than a minute. * There is a caveat as outlined by /u/lordchester-64 here. Alternatives to Zenith This part stands on its own and is meant to outline the problems with the alternative to Zenith & suggest an elegant fix to these problems. Zenith is locked behind up to 200 days of logging in. Waiting for that is no fun, and because of how niche yet powerful the infinite punch through is in the Profit-Taker fight, there should be alternatives to waiting 200 days. Fortunately, there is another weapon with infinite punch through that isn't locked behind 200 days of logging in: Fluctus Here's what I propose:
These 3 changes would establish Fluctus as a good alternative to the Zenith in the Profit-Taker fight, without it affecting the balance of the rest of the game in a significant manner. It could even enable a Shedu/Basmu meta for the Profit-Taker which would finally allow us to clear all 13 elements without using an arch-gun. Note: I recognize that DE may have completely different plans for arch-guns in general as they are working on a modular archwing system, railjack revised and other cool stuff that is related to arch-guns. Still I'd, like to give my 2 cents on what I believe is an elegant solution to the problem. Balista Measure DE released Ballista Measure (undocumented) 52 days ago. It's the first arch-gun mod to provide a range increase. There are, however, 4 key problems with this mod:
TL;DR See the Six Principles TL;DR in the third section of the post. [link] [comments] | ||
Posted: 25 Jun 2020 06:46 PM PDT
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Jokket, the one crewman shipkiller base Posted: 25 Jun 2020 07:53 PM PDT
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The new colorblindness modes are UNACCEPTABLY bad Posted: 25 Jun 2020 09:54 AM PDT To start off: I have protanomaly, which means I don't see red as clearly as most people. This is doesn't affect my life too much, as I can still see red, it just doesn't stand out to me as much as it does to other people. However, it's particularly annoying in many video games, where a lot of important information (health bars, enemy highlights, objective indicators, state indicators, etc.) are typically highlighted in red. A lot of games, especially more recently, have begun implementing "colorblind modes" to help people like me. Unfortunately, a lot of these games seem to have no idea why these modes are necessary and how they should be implemented. In fact, many games (including Doom, Borderlands, and now, unfortunately Warframe) seem to think that simply removing red altogether is a good fix for protanopes not being able to see red. I honestly don't know where to begin with how much of a hot mess these colorblindness options are. Firstly, they filter the entire game, mutating the entire color spectrum and tinting everything some shade of sickly green or worse. In a game where fashion and color choices are as important as in Warframe, it's infuriating that the chosen way for colorblind people to experience the game simultaneously ruins any attempt to fashionframe some pleasing colors for others to see. If you're colorblind, you're at least seeing colors roughly the same as everyone else, just less clearly, but the colors you see in those modes are not at all what other players are going to see, and so any fashionframe you attempt is going to look hideous outside of that mode. And even worse is that these filters don't even help. The protanopia and deuteranopia options seem to simply simulate what it's like to have those types of colorblindness, reducing reds and tinting greens, transforming health bars into the same shade of dead, lifeless gray as"invulnerability". Not even a nice magenta or a deep forest green, just flat gray. For health. I mean come on, getting rid of color saturation for important UI elements for people who already have trouble seeing them is the exact opposite of productive, DE. And I don't even know what's going on in tritanopia mode, it transforms the game into a neon Mountain-Dew-colored rave, omitting a lot of detail and contrast for the sake of being horrifyingly noisy and bright. Please DE, you can do better than this. I am so tired of half-assed colorblindness options in my favorite games. I'm tired of games slapping filters on everything and calling it a day. I'm tired of developers knowing so little about colorblindness and how to compensate for it that they end up simulating the disorder instead of actually accommodating for it. I do think that colorblind accessibility options are a great thing, and good options are ones that I'd greatly approve of, but these aren't it. Some of the custom UI themes are good (I personally think the Deadlock theme is the best for my kind of color deficiency, the ones specifically advertised for colorblindness are... not great.), however there is no one-size-fits-all solution, even within the same category of colorblindness. After all, every colorblind person is different, and have different needs and preferences when it comes to color. And these themes don't impact gameplay UI like health or crits, which is where most issues with colorblindness impacting enjoyment of the game crop up. Personally, what I'd do is forgo filtering the game altogether, and instead just allow people to customize the colors of specific, individual in-game HUD elements, like health, shields, armor, crit colors, waypoints, mercy indicators, etc. like they can with everything else. In a game where customization and personalization is king, this seems like the most logical step to take for better accessibility options, and even allows for better experiences for people without medically diagnosed color deficiencies, or people who just prefer certain colors over others. This would be much, much better than these new less-than-helpful color filters. [link] [comments] | ||
Streaming Warframe with Uncle Erra! Posted: 25 Jun 2020 01:43 PM PDT Hey all! Antonio here, voice of Erra. It's been a real trip since getting this job and I am so grateful to DE for the opportunity! The community has been so receptive and really awesome, and so I decided to start streaming Warframe on the weekends with my buddies for fun! (I also stream Halo Custom games on Fridays with friends and invite fans in, but we're here for gratuitous space ninjin'). If you're so inclined, stop on by! I'd love to have you all and say hello! Or call you parasites, if that's what you're into....Wouldn't be the weirdest request I have gotten from this community LOL That being said......no.....I will not leash you......please stop asking.......please? My Twitch: https://www.twitch.tv/uncleerra And a little something to *ahem* wet your beaks: [link] [comments] | ||
Wait a minute, since when can you see mars in the loading screen? Posted: 25 Jun 2020 05:56 AM PDT
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Repeat Mission button on Mission Summary before you leave the mission. Posted: 25 Jun 2020 10:12 PM PDT Hi, I have recently been doing a lot of capture and exterminate missions, which has lead me to start getting very annoyed with 2 things, waiting an extra 10sec on mission summary and going back to the orbiter, to only then repeat the same mission. There is no reason for going back to orbiter almost all the time. There is already a lengthy 10sec timer, which serves no real purpose. (do enough captures and it feels so much longer than 10sec) I would like to kindly suggest "Repeat Mission" to be added to the mission summary before you leave the mission, with an indicator showing something like ticks or X's next to each player's Glyph or name, when they have chosen to repeat or not. From what I have tested, this would actually take off 20sec (roughly 30sec including the 10sec), from the time the mission summary shows up, to the time the same mission has started loading again. The repeat mission can just reload the same mission without having to go back to orbiter, and anyone who has chosen to repeat can either be loaded into a new squad, or retain the squad they were in. If the host had chosen to not repeat, a new host can be assigned (PLEASE NO MIGRATION), new host can be assigned during loading screen. This feature can be applied to every mission, including Railjack Bounties, Eidolons and Profit Taker would be nice too. I think this would be a great QOL feature for a lot of the community, I mean, it's only logical for a game that pretty much revolves around repeating missions over and over again, to have features that make this an easier process to do for players. [link] [comments] | ||
Kuva loli drawn by my friend u/angalantern Posted: 25 Jun 2020 02:14 PM PDT
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Posted: 25 Jun 2020 10:12 AM PDT
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Oberon The Mystic,hope you guys like it,also doing rhino palatine next Posted: 25 Jun 2020 07:46 AM PDT
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This is the best bug - I couldn't shoot, reload, use abilites or switch to my operator form Posted: 25 Jun 2020 02:08 PM PDT
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Infested Charger made with clay and poster color, trying out Posted: 25 Jun 2020 08:11 AM PDT
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The Old Mate experience, i am truly one of them now Posted: 25 Jun 2020 03:13 AM PDT
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