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    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: 27 Aug 2020 08:32 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
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    Entrati Family Guy

    Posted: 27 Aug 2020 10:11 AM PDT

    mirage finds her cheez-it buddy

    Posted: 27 Aug 2020 08:37 PM PDT

    There is just way too much time forcibly spent waiting around in Isolation Vault bounties, especially if we are "challenged" to do three in the span of a wyrm cycle.

    Posted: 27 Aug 2020 05:54 PM PDT

    tl;dr too much forced waiting.

    First let me list the objectives/phases of an Iso vault bounty:

    Phase 1. Collect bait around the field. The bait can be collected super quickly if everyone in the group splits up to different residue zones.

    Phase 2. With hotfix 29.0.4 (did I get the number right?), defend the container for 90 seconds against infested. Its aggravating that the timer was extended, but by itself it isn't that long. However, as this phase does not grant a bounty reward, it can't even be completed "by itself" to begin with.

    Phase 3. From one timer to another, a timer will count down while a toxin meter builds up. Kill specific infested to slightly reduce toxicity. Survive until time runs out. With the latest hotfix, there is also now a penalty if a player decides to leave the objectie area. This DEFINITELY can't cause griefing, intentional or otherwise, right?/s

    Phase 4. Defeat the Necramech(s). They are suprisingly tanky, and have some rather picky hitboxes, but the actual issue is their ability to turn invinceable (almost, I think? I read somewhere you need to hit their spine in the back to damage them or something) and they use the ability with impunity. A run can be finished after beating them.

    Phase 5. It is optional to continue a run from here. Defend Loid from infested as he, slowly, moves to a point where he will stand still for half a minute or so and then move to another point. This process is done at four points in the tile. After completing the defense, Loid moves back to the vault door, where he turns it on, then disappears. Infested can block his movement throughout this, btw.

    Phase 6. Input the code as shown on the door to finish the run with a bonus being the contents of the vault.

    Not counting the amount of time spent loading into the Cambion Drift, no less than half of the objectives are waitng while fighting off the infested. The other half is mostly dependant on player ability, but why can't the rest of the bounty be like this? If the players are skilled and strong enough, they can complete the objectives faster as a result.

    In regards to doing two or three in a single trip to the Drift, while under the hour-or-so timer of a wyrm phase to do multiple runs is actually less than you'd think, due to the forced waiting.

    Some suggestions on the waiting phases: Once the residue is collected, it can be cooked at any container, rather than SPECIFICALLY the one next to the door you unlock. Perhaps you could also use it at any door, rather than one specific one. During the actual cooking, maybe recycle that mechanic from that one irb vallis bounty objective where a marked enemy drops a pickup that decreases the time spent waiting?

    Again, recycle the aformentioned orb vallis mechanic forbthe toxin survival phase. Moreover, remove the leaving penalty. It is too easy to abuse for griefing, and a player that needs to leave because of real-life circumstances should not inflict a penalty to their teammates.

    Loid should move faster, and be able to move through infested while moving between points. Remove the last movement back to the vault. Make sure he always takes the most efficient path to the next point.

    Last of all: higher level vault runs don't reset with a wyrm cycle, only after leaving the Drift, plus add a double and triple vault run bounty matchmaking (this was someone else's suggetion, but I can't remember the use name at the moment) to Mom's bounty list at the Necralisk.

    submitted by /u/GamingAsmodeus
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    "I wonder where operator is taking me"

    Posted: 27 Aug 2020 04:46 PM PDT

    Welcome to the family, Tenno

    Posted: 27 Aug 2020 10:43 PM PDT

    A minor gripe I know, but can Mining spots NOT appear on moving surfaces like this?

    Posted: 27 Aug 2020 10:39 AM PDT

    Why does DE need to learn "automatically mark super rare resources" every update like they have recurring amnesia?

    Posted: 27 Aug 2020 09:58 PM PDT

    I'm already getting sick and tired of doing a set of isolation vaults and having someone in my group complain at the end that they only got a single scintillant and realizing I didn't even get the one.

    submitted by /u/Enunimes
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    what about ppl without a family?

    Posted: 27 Aug 2020 01:34 PM PDT

    The TRUE ❤️ of Deimos

    Posted: 27 Aug 2020 01:37 PM PDT

    You can instantly kill the Deimos assassination target by simply Yeeting it off the map as Grendel.

    Posted: 27 Aug 2020 02:19 PM PDT

    I think this is cheating. Maybe buff Frail Momentum so there is a reason to want a -15% Damage on my shotguns. Also, they have the same mod capacity. Bruh.

    Posted: 27 Aug 2020 05:21 AM PDT

    Companion Health Adds No Value To The Game

    Posted: 27 Aug 2020 03:00 PM PDT

    Frankly, they should just be immortal

    I've calmed down a little from my original comment, but I will make my case here.

    Fundamentally, no amount of survivability given to companions will be enough. This is palpably demonstrable with the new infested companions, who are functionally immortal. These companions are actively planning to die, which is how far the companion game has come - it's become such an overbearing problem that the only way to introduce a hype new companion is to just play into the fact that they're going to die.

    Well, why make them die? At this point, it's for legacy reasons. Companions have always had health, always had the potential to die, and some mods and designs have been made around the assumption that that matters - (primed) regen, spare parts, that one kavat precept that means they sometimes don't die, and now the new infested companions.

    Little steps here and there trying to put a bandaid over a gaping wound. Kubrows, on release, were horrifying. They could be deleted from your account if you didn't care for them well enough, required constant maintenance, and didn't in any particular way justify their existence. They've scarcely even improved, but have benefited greatly from other changes. Bit by bit the systems in place have been chipped at - the nutrio incubator to prevent deletion, then just getting rid of deletion entirely and making the nutrio an upgrade to efficiency, and the introduction of kavats which just don't deal with loyalty because the mechanic is, frankly, dumb and bad and only becomes more so the more companions don't use it, and recently the elimination of the stasis system that made companions an absolute nightmare to use different versions of.

    It was in my opinion only a matter of time until we tackled death. So, here we are: companions that are immortal, and don't require you to tend to them.

    I'm a bit frustrated by this change. On the one hand, nice, finally some companions that are immortal, on the other hand, it presents more of a hurdle to just getting rid of the whole damn system, which is in my opinion the sanest option we've had for a while.

    Still, given a suggestion someone else made, it may prove the option with the least need for rebalancing: let all companions auto revive, and affect how long they're out of action with relevant mods.

    As for sentinels, make (primed) regen affect a delay between sentinel usability, with a maxed primed regen reducing the delay to a very small amount. Sentinels were already ride or die, so there's not much reason to affect their gameplay too severely with these changes.

    submitted by /u/ShaxAjax
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    I have been playing for god knows how many hours now. I have gotten exactly 0 of this excuse for a resource. I just cant...

    Posted: 27 Aug 2020 02:10 PM PDT

    I present to you a Necramech movement tech: Dash Jumping

    Posted: 27 Aug 2020 06:00 PM PDT

    Helminth Segment Build Requirements

    Posted: 27 Aug 2020 05:03 PM PDT

    ackchyually

    Posted: 27 Aug 2020 11:05 AM PDT

    One way or another, Scintillants need to be a guaranteed reward from vaults

    Posted: 27 Aug 2020 06:33 PM PDT

    Whether that's a guaranteed necramech drop or putting the flying wisps inside the final room so that it's impossible to miss them, idk.

    submitted by /u/atejas
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    Helminth ranks

    Posted: 27 Aug 2020 06:23 PM PDT

    Accidentally glitched out of the map and found a skybox of the void and the void worm under heart of deimos..

    Posted: 27 Aug 2020 09:42 PM PDT

    Dear DE: I think the tranq rifle could do with some buffs...

    Posted: 26 Aug 2020 11:40 PM PDT

    Music for Entrati friend

    Posted: 27 Aug 2020 06:27 AM PDT

    Whenever I face any sort of challenge in this game

    Posted: 27 Aug 2020 01:01 PM PDT

    Upgraded my boy

    Posted: 27 Aug 2020 05:59 PM PDT

    Nova looks fantastic with the Fire pallete

    Posted: 27 Aug 2020 06:56 PM PDT

    What is this orb actually called? Me and my friends have just been calling it the Eye of Magnus

    Posted: 27 Aug 2020 04:09 PM PDT

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