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    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!


    Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Posted: 15 Jun 2020 08:33 AM PDT

    This thread is for sharing your Warframe experiences and good or bad luck. Experiences can be shared any day of the week!

    Whether you praise the Void or curse RNGesus, everyone here can sympathize; share any experiences that you've had in Warframe that you want! You can also freely share things that are listed as "disallowed posts" here.


    Comments are sorted by new by default! And remember...

    Experiences can be shared any day of the week!

    submitted by /u/AutoModerator
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    Do not look at them, Tenno. Tits are temporary. Grofit is eternal.

    Posted: 15 Jun 2020 08:30 PM PDT

    My half-assed attempt at a Prime and Umbra edit for the next-gen consoles

    Posted: 15 Jun 2020 06:55 PM PDT

    I too, have been waiting for this moment.

    Posted: 15 Jun 2020 08:57 AM PDT

    I'll just do a quick exterminate...

    Posted: 15 Jun 2020 05:54 PM PDT

    [OC] Manic

    Posted: 15 Jun 2020 10:39 AM PDT

    Instead of wear a sigil, choose on the Syndicate console which one to support and gain standing depending on our rank. Sigils could be just cosmetics.

    Posted: 15 Jun 2020 04:01 AM PDT

    People are still toxic in Tridolons ��

    Posted: 15 Jun 2020 06:28 AM PDT

    I drew some Deadlock Protocol doodles!

    Posted: 15 Jun 2020 07:22 PM PDT

    Few weeks ago, after 5000 hours, I learnt that these bad boys disrupt the map.

    Posted: 15 Jun 2020 04:42 AM PDT

    (First post) When you sign a sketchy contract knowing the Tenno will eventually bail you out of it anyway (OC)

    Posted: 15 Jun 2020 08:03 PM PDT

    I was tired to revive the little guy. Took extreme measures.

    Posted: 15 Jun 2020 09:13 AM PDT

    That awkward moment when u bring a negative efficiency build into a energy reduction sortie

    Posted: 15 Jun 2020 09:32 AM PDT

    Glassmaker had me confused for a sec, but not as confused as the game itself was

    Posted: 15 Jun 2020 10:23 AM PDT

    Dojo: Mindlab Rasputin

    Posted: 15 Jun 2020 07:58 PM PDT

    i realized Revenant hasnt gotten a skin nor augments for years...

    Posted: 15 Jun 2020 11:07 AM PDT

    Why can't I buy more Warframe loadout slots?

    Posted: 15 Jun 2020 05:34 PM PDT

    At MR 29, I have purchased 20 Warframe loadout slots and would like to buy more.

    I understand that for some people a total of 35 slots is more than enough, but I don't understand why the hard limit of how many Warframe loadouts can be had, is less than the number of Warframes in the game. The limit should go up by one, every time a new Warframe is released.

    Even if you don't want to spend your own plat on this type of slot, why should other people be restricted? I doubt that I will ever purchase a 4th cosmetic Warframe loadout slot or even a 4th weapon mod loadout slot, but I like that DE has made that option available to any player who does want those things.

    DE, please bump up the limit of Warframe loadout slots available for purchase.

    submitted by /u/idsmoker
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    Clowns exist in the warframe universe

    Posted: 15 Jun 2020 09:54 AM PDT

    At the start of some disruption rounds. Little Duck uses the expression"we kicked a clown car" thus confirming that clowns and clown cars exist and are a common knowledge in the warframe universe.

    submitted by /u/noooberlord
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    King Of The Underworld [Nidus]

    Posted: 15 Jun 2020 09:37 PM PDT

    This Inconsistency Is Unacceptable And Needs Addressing Immediately!

    Posted: 15 Jun 2020 03:24 AM PDT

    If you come upon two Temple rooms in the same mission, activating both altars will give you the same Tenet twice

    Posted: 15 Jun 2020 03:37 PM PDT

    Why does stagger on AMP's exist?

    Posted: 15 Jun 2020 01:25 PM PDT

    This is legit unplayable.

    Can you please revert it DE? You make Eidolon fights unbearing with it

    submitted by /u/sendcutefeet
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    Protea Needs A Little Help

    Posted: 15 Jun 2020 06:42 AM PDT

    Protea was easily my most anticipated part of The Deadlock Protocol, and now that I've got to play her, I have to say…. She's okay. Her design is mostly solid and she can be fun to play, but I think she needs some improvements in order for her to truly shine. So I'd like to leave my thoughts about what's working with Protea, what isn't, and leave some options I'd consider to improve her. Note however the keyword there is Options. By no means am I suggesting ALL of the following should be added to her, but I intend to give multiple choices for how to go about improving the frame.

    Passive: Protea's passive is quite good, (Free Strength? Yes please!) but I'd still like to see it slightly improved.

    Issues:

    · It's a little awkward to activate (I can find myself spamming abilities for no reason other than to activate it)

    · Its benefit is made less effective the more modded Strength you have. (ex. If you have 200% Strength with mods, the passive gives you a 50% increase rather than a 100% increase)

    Suggestions:

    · Allow it to activate on every 3rd ability cast, or

    · Allow it to double your modded Strength. (Meaning if you have 200% strength, the passive makes it so you have 400%)

    Grenade Fan: A very good 1st ability. Shrapnel Vortex is a great area denial tool that does respectable damage given how cheap it is, and Shield Satellite is an amazing sharable defensive ability with well-designed weaknesses. (Such as Toxin damage) Only a couple of small issues really.

    Issues:

    · I found it difficult to control at all until I turned up my Particle settings from Low to Medium so I could see the trail it leaves behind. (A way to see that on Low would be much appreciated.)

    · Still difficult to accurately control at ranges farther than 10m or so.

    · Duration of Shield Satellite is too low, unnecessarily so for a purely defensive ability. Shrapnel Vortex's duration is a little short too.

    · Grenades take a little too long to become active after cast.

    · No feedback as to when Shield Satellite will expire.

    Suggestions:

    · Tighten the spread of Grenade Fan a bit to make it easier to precisely place at range (ex. throwing the grenades at a 60/90/120 degree spread instead of 45/90/135)

    · Increase the Duration of Grenade Fan from 10 seconds to 15, or

    · Give Shield Satellite a separate Duration, between 15 to 20 seconds.

    · Increase the flight speed of the grenades, and/or

    · Decrease the delay between the grenade hitting the ground and actually activating

    · Change the UI element showing the Satellite's Shields per second to showing remaining duration of the Satellite.

    Blaze Artillery: Probably the most complained about ability, though I think I'm less sour on it than most. The punch through on its shots are nice, its guaranteed Heat procs reduce armor and can do some impressive Damage over Time, and once its multiplier on hit is stacked it can do some work. However I am in complete agreement it needs some help to be more reliable as a damage ability. Comparing this to Vauban's Flechette Orb, an ability with high Crit Chance, 360 degree aiming, much longer duration and automatic scaling based on enemy level, is rather embarrassing to this poor turret.

    Issues:

    · Low base damage

    · Very low number of charges, preventing it from truly capitalizing on its damage stacking

    · Very low Duration, resulting in wasted charges if enemies are not in front of the turret for its full duration.

    · Low Range, preventing it from hitting some distant enemies in more open tiles.

    · Can easily miss more mobile targets.

    Suggestions (To be clear, not all of these should be implemented):

    · A small increase in base damage. (Putting it somewhere between 600-750 Dmg base)

    · A large increase in base damage, but reduce its multiplier gained per hit. (ex. Give it around 1,000 dmg base, but only gain 0.25x per hit)

    · Give the ability a scaling multiplier based on enemy level, similar to Vauban's damage abilities. (Maybe not a full 1.0x per 10 levels like Vauban has, but something like 0.5x per 10 levels)

    · Increase the number of charges. (Around 8-10 charges base)

    · Increase the time the ability stays active. (i.e. Allow the turret to remain up longer, but automatically expire once all the charges are gone.)

    · A slight increase in range. (Bumping it up to around 50m would help it in larger tiles and open world content)

    Dispensary: A good sustain ability for both Protea and her team, helping her be a great support frame. I especially like that it can be placed mid-air to keep it out of range of nullifiers and let the drops rain down like manna from heaven. Though it's a little slow and hard to keep track of in its current implementation.

    Issues:

    · Slow to provide value to the team.

    · Hard to keep track of in the flow of Warframe's combat.

    · Unable to communicate the location of the Dispensary to the team.

    · Difficult to justify use in mobile missions such as Exterminate, Capture and Rescue.

    Suggestions:

    · Add a marker for the Dispensary to the minimap, similar to Wisp's Motes.

    · Reduce Duration, but increase speed of drops, or

    · Allow Power Strength/Duration to give a separate bonus chance for multiple types of drops simultaneously. (ex. allow a chance for bonus Energy Orbs to spawn alongside the Health Orbs)

    Temporal Anchor: Okay, I'm not gonna sugar-coat this… In its current state Temporal Anchor is easily Protea's worst ability, a cute gimmick with minimal payoff at best, detrimental to use at worst, and fails to thematically fit with the rest of the abilities.

    Issues:

    · Rewinding back to your previous position is often a downside, especially in the more mobile missions previously mentioned.

    · Implosion range is too small given how little room for Range mods Protea seems to have.

    · Implosion damage is incredibly difficult to stack outside of abusing high damage guns, and far too difficult to stack with abilities.

    · Cancelling the ability to prevent rewinding results in 100 energy spent doing absolutely nothing.

    Suggestions:

    · Cancelling the ability refunds the full energy cost. (This would give a way out of situations that would punish you for using the ability.)

    · Small increase in Implosion Range. (ex. From 15m to 20m)

    · Allow abilities to add 100% of damage dealt to the Implosion's damage counter. (This allows abilities to shine for stacking damage while keeping guns in check.)

    · Give Protea a Speed/Parkour Boost after rewinding to help make up for distance lost to said rewind.

    The above suggestions are small fixes that would help turn Temporal Anchor from something the player would ask "Why would I use this?" to "Why not?" Or….. we could go with a more complicated, more fun option. I think I know of a way to better integrate the ability into Protea's theme and mechanics, make it worth the 100 energy cost even without the time-rewind gimmick, and potentially take the place of some buffs for the rest of Protea's kit. Just after setting the Temporal Anchor, Protea can activate an unstable overclock that significantly boosts herself and her abilities. The overclock would become the reason for the implosion at the end, with the time rewind saving her from oblivion. This would allow Temporal Anchor to be something the player wants to proactively use, help give it a purpose in those more mobile missions, and further develop the theme of the ability to mesh with the rest of Protea's kit. The ability description and stats wouldn't need too much updating, as the benefits could be listed in the Tips section on the Abilities page. This is my preferred way to improve the ability.

    Suggestions for the overclock benefits (For simplicity's sake, these are all unaffected by Mods):

    · Protea could see various buffs to QoL stats such as Sprint Speed, Parkour Velocity, and/or Casting Speed (Casting Speed is my #1 ask), to help encourage the spam all the things mentality the ability was designed for. (This is surprisingly not encroaching on Gauss's turf, as he does not gain any of these stats from any of his abilities.)

    · Protea's passive could be enhanced, giving her more strength or other stats from it.

    · Grenade Fan could allow 5 grenades to be thrown per cast, increase tick rate/shield charge rate by a flat amount, and/or allow multiple satellites to be held by Tenno.

    · Blaze Artillery could allow more turrets to be placed simultaneously, its number of charges and fire rate could be increased (meaning it would last the same amount of time, but shoot faster and stack up a higher dmg multiplier), and/or have its damage multiplier increased by a greater amount per hit. (ex. Each hit can add 1.0x to the multiplier

    · Dispensary could allow multiple caches to be placed, allow drops of different types simultaneously, and/or dispense pickups at a significantly increased rate.

    While Protea's not exactly in dire straits, I still want to see some of these improvements not for the sake of meta, but the sake of enjoyment. I think some of these changes will help cement Protea's place in the Warframe roster for years to come. I thank you for your time reading this lengthy post, and hope some of this (especially the overclock idea) can be implemented into the game proper.

    submitted by /u/brawlatron
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    Banshee Prime - Silence

    Posted: 15 Jun 2020 11:46 AM PDT

    Venus ship missions these past few days.

    Posted: 15 Jun 2020 12:20 AM PDT

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