• Breaking News

    Warframe Broken nut

    Warframe Broken nut


    Broken nut

    Posted: 29 Sep 2020 05:08 PM PDT

    Shout out to this thing for all it's parts being common

    Posted: 29 Sep 2020 12:00 PM PDT

    A healthy snack for all your fishing needs

    Posted: 29 Sep 2020 07:28 AM PDT

    So I invited 20 randos to try my new obstacle course...

    Posted: 29 Sep 2020 04:27 AM PDT

    Yes Maroo, this is my first time ¯\_(ツ)_/¯

    Posted: 29 Sep 2020 09:05 AM PDT

    Bad Warframe Comic: Syndicate Missions

    Posted: 29 Sep 2020 01:19 PM PDT

    More Wallpapers

    Posted: 29 Sep 2020 07:31 PM PDT

    The true question

    Posted: 29 Sep 2020 04:03 PM PDT

    Please allow the Oscira rifle skin consistently on all rifles.

    Posted: 29 Sep 2020 11:59 AM PDT

    Void fissure etiquette.

    Posted: 29 Sep 2020 07:09 PM PDT

    Inspired to write this after a toxic interaction I had with a random in an axi survival, the gist of it being that I wasn't using the relics that he wanted me to use and instead of requesting specific relics for me to use he chose to call me a leech and then left.

    1. Most people in void fissures are there for themselves and what they specifically are looking for.
    2. It's ones own choice which relics they choose to use. You may request that one uses specific relics but in the end it's their own choice which ones they use.
    3. Don't expect other people to have the relics that you are looking for. a lot of players don't farm for specific relics and passively acquire them through their habitual game play loops.
    4. Some people are just there looking for stuff to sell for ducats!

    The long and short of it is, don't get mad at people for not using the relics you want them to use! Of course you may politely ask the group to run specific relics but if you're queuing public then you get what you get and more than likely will just have to roll with it. Thank you, have a good day/night!

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

    Arlo's Zealots could make a fantastic subfaction for the Infested as enemies that uses Infested weapons.

    Posted: 29 Sep 2020 08:22 PM PDT

    Energy and Chemical labs in our dojo roughly represents Grineer and Corpus weaponry. And we see that reflected in game. Corpus units using Fluctus, Detron, Arca Plasmor, etc. while Grineers uses Vulkars, Grinloks, etc.

    The Infested are the black sheep here in that you never see them use any of the Infested weapons we built because they're all animals. That is until Nightwave Series 2 where for the first time we saw Infested armed with Pathocyst and Zymos.

    Why stop there? Arlo and Kenga are still out and about. Have their congregation hijack ships and they can float around similar to the Kuva Fortress. When nearing a planet, they generate alternate mission nodes players can choose to do, and there you fight all variety of Zealots and converts who uses stuff like Lesions, Mire, Pox, Phage, Toxocysts, Hema, Keratinos, etc.

    They can still have the occasional normal infested enemies used like attack animals. And there's no better time than now what with DE being on an Infested high with Heart of Deimos...

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

    Nothing but important questions

    Posted: 29 Sep 2020 07:15 PM PDT

    Upcoming Xaku Changes: Round 2

    Posted: 29 Sep 2020 07:58 AM PDT

    Upcoming Xaku Changes: Round 2

    It's been a little bit over a week since the first round of changes to Xaku went live on PC in Heart of Deimos: Update 29.1.0 (soon to come to consoles). Since then we've been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we've taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

    So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku's abilities, we thank you for sharing!

    Note that adjustments may be made between the posting of this Workshop and the launch of the changes listed below.

    General Changes:

    • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.

    The Lost updated description

    Xata's Whisper (Void Status Effect):

    • Void damage's Status Effect will now redirect projectiles to the body part it proc'd on.
      • How it will work: If you shoot at an enemy's head with Xata's Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it'll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
      • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy's torso regardless of where it procs. Since Xata's Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble's current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.

    Grasp of Lohk:

    • Re-casting will now steal weapons up to the max number of affected targets.
      • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to "top up" to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea's Blaze Artillery.
      • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a 'fresh' cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros' Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
    • Added HUD tracker for active weapons.
      • Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!

    Grasp of Lohk HUD tracker

    • Stolen weapons will no longer target invulnerable enemies.
      • Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability's duration drain. As a result, we've removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range.
    • Note on Grasp of Lohk's 'Target Range':
      • In Round 1, we made the distinction between Grasp of Lohk's 'Grab Range' and 'Target Range'. We then increased its 'Grab Range' and left 'Target Range' untouched due to "firing range experiments being a bit too wild for Round 1". As we've continued testing, this has held true. In any instance where we've increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an 'inactive' way of playing (Ember's "World on Fire" comes to mind before it was changed to "Inferno"). As a result, 'Target Range' will continue to remain untouched for this round.

    The Lost: Accuse

    • We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
      • How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to "top up" to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch.
      • Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen!
    • Added HUD tracker for active "Accused" enemies
      • This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!

    Accuse HUD tracker

    The Lost: Gaze

    • Increased base radius from 8m to 12m.
      • Increasing the base radius range on "Gazed" enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability's effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.

    The Lost: Deny

    • Increased Deny's beam width and base range (25m to 40m).
      • Straightforward change to help you target and damage more enemies. More bang for your beam!
    • Deny can now be cast while moving.
      • Currently, Deny's casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you've become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, "more firepower… faster", but this time we really mean it!

    The Vast Untime:

    The changes we made to The Vast Untime in Round 1 have been very well received and we echo your sentiment that it is in a good spot in its current state. With that said, no further changes are planned for this round. Go forth and Untime Vastly!

    Known Xaku bugs planned for fixes:

    It is likely that the following fixes will be released across multiple hotfixes/updates as we make progress on them independently of one another. More fixes are sure to come as well!

    • Fixing enemies affected by Accuse not triggering "On hit", "On Status Effect", or "On Headshot" effects from weapons and mods.
    • Fixing Xaku's Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.
    • Fixing weapons that shoot bolts or projectiles (Boltor, Stahlta, Paris, Zhuge, etc.) not targeting/damaging enemies under the influence of The Lost: Accuse, as reported here.
    • Fixing the HUD timer icon for Xata's Whisper in the top right corner ticking down regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the 'time freezing' synergy with The Vast Untime and Xaku's other abilities, as reported here.
    • Fixed certain Grasp of Lohk Primary weapons (bows for example) appearing as the Void entity orbs that you'd see when cast on Melee enemies, instead of a copy of the weapon.

    When?

    We plan on releasing all of these changes in a future update on PC. For our Console Tenno, you will be receiving Round 1 in the upcoming Cert build and Round 2 changes will come in the next that follows.

    Thanks!

    12:28 edit: Adding clarification notes to Void Damage, UI and General changes
    2:20 edit: Added The Lost ability description

    submitted by /u/DE-Marcus
    [link] [comments]

    Gara the Bruiser

    Posted: 29 Sep 2020 12:52 PM PDT

    Thanks, Ordis? Lotus? Someone? For the refund

    Posted: 29 Sep 2020 01:21 PM PDT

    Syndicate themes operator armor

    Posted: 29 Sep 2020 05:08 PM PDT

    So I think it would be pretty cool to have syndicate themed operator armor. I don't know why this isn't already a thing?

    So each piece of operator armor would be in the syndicate reward pool and could be bought with the standing. Kinda like how it was done with the operator armor from Cetus and Fortuna, except maybe each part already be fully built.

    Each syndicate can have its own unique looking armor set (Not the standard AI follower look, but something a little more unique.)

    I do realize that the syndicate reward pool is vast and kinda saturated with a lot of items already, but I definitely think this would be a neat idea.

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

    I just wanted argon crystals...

    Posted: 29 Sep 2020 07:08 AM PDT

    DE what do i do now? help

    Posted: 29 Sep 2020 02:08 PM PDT

    [NSFW] The Eidolons. They wander the night in search of their old body parts, eh?

    Posted: 29 Sep 2020 05:16 PM PDT

    Heart of Deimos: Prime Vault: 29.2.0

    Posted: 29 Sep 2020 11:00 AM PDT

    Source

    Heart of Deimos: Prime Vault: 29.2.0

    61ef3cf07c8ea8f6b71e7b81d0f1445f.jpg

    Prime Vault: Ember & Frost Prime
    Add dueling elemental forces to your Arsenal with the latest Prime Vault release!

    Ember Prime and Frost Prime, as well as their Prime Weapons and exclusive Customizations are now available for a limited time! Trinity Prime Packs, Nova Prime Packs, and their Relics have returned to the Vault.

    Ember Prime, Frost Prime, Latron Prime, Reaper Prime, Sicarus Prime, and Glaive Prime Relics have been added back to the droptables!

    Visit https://www.warframe.com/prime-vault to check out the Prime Vault Offerings!

    ca60f023d8977cdf8fe496bb104865c8.jpg

    96871ec2d48ac795a0c690e94a672e9b.jpg

    Note: As some of you have noticed, our Prime Vault rotation this round has gone on a little long. We had to put a lot of work into making Deimos a simultaneous release during COVID times, and that meant we had to divert focus and people away from some other items. Prime Vault was one of those items.

    This means the next Prime Vault offering is a tried and true debut of Ember and Frost Prime (full details to come tomorrow). It also means that we are now in a position to make the Vault following Ember and Frost Prime offer new-to-Vault contents because we recognize how important this is.

    Thank you for understanding!

    Marked For Death Changes:

    (Original Dev Workshop can be found here:

    https://forums.warframe.com/topic/1227741-marked-for-death-where-we%E2%80%99ve-been-and-changes-to-come/?tab=comments#comment-11868546 )

    We are changing Marked for Death to start its base Damage at 75%, which will cap at 150% with Mods. Since the 'Damage Type In = Damage Type Out', this will scale well with certain Damage types, specifically ones with DOTS which is what we envision.

    Simply put: We're bringing the damage back up!

    Helminth Railjack Resources and Bile Changes:

    (Original Dev Workshop can be found here:

    https://forums.warframe.com/topic/1227534-helminth-railjack-resources-bile-changes/?tab=comments#comment-11866782 )

    Railjack Resources:

    There will be a reduction in the batches of Railjack Resource Costs across the board required to yield Helminth Secretions.

    The changes are as follows:

    Resource Pre-Hotfix Batch Post-Hotfix Batch Reduction as a %
    Asterite 5,000 1,500 30.00%
    Aucrux Capacitors 25 10 40.00%
    Bracoid 1,000 200 20.00%
    Carbides 10,000 2,500 25.00%
    Copernics 15,000 4,000 26.67%
    Cubic Diodes 12,500 7,000 56.00%
    Fresnels 1,000 150 15.00%
    Gallos Rods 300 175 58.33%
    Isos 400 200 50.00%
    Kesslers 300 100 33.33%
    Komms 25 15 60.00%
    Nullstones 225 50 22.22%
    Pustrels 15,000 5,000 33.33%
    Titanium 20,000 10,000 50.00%
    Trachons 10,000 1,000 10.00%

    Additionally, anyone with Helminth installed and Railjack owned will receive an Inbox of Resources after the Hotfix goes live that includes the reduced costs. A perfect script is not possible, but a generous grab bag is! If you meet the criteria, you will receive the Resources via Inbox after the Hotfix date. We'll let you know in this thread once the Inbox script has completed - stay tuned!

    Bile:

    To give players more options for the Bile Secretion, we are adding the following components as feedable to Helminth to create Bile:

    • Antiserum Fragment x 900
    • Javlok Capacitor x 7
    • Nav Coordinates x 50

    General Helminth Changes:

    • Helminth now shows you a locked status when you sit in the chair with a Warframe whose ability you've already Subsumed (stops player confusion).

    Character Shader Changes:
    We have made significant enhancements to probe-based lighting. The results of this are dynamic objects receive better quality lighting, and metals are more responsive. Additionally, objects should now look more grounded in their environments.

    Optimizations:

    • Made a micro-optimization for Melee ground slams.

    • Made a micro-optimization when opening the Inventory screen.

    • Optimized assets within parts of Deimos to improve performance.

    • Optimized assets in Deimos' skybox to improve performance.

    Fixes:

    • Fixed a crash when encountering a Rescue objective in the Plains of Eidolon.

    • Fixes towards a crash that occurred when a Treasurer spawned during a Corpus Ship Defense mission

    • Fixed a matchmaking exploit related to Isolation Vaults.

    • Fixed Clients unable to re-activate the Bait Station if the Bait is lost during an Isolation Vault Bounty.

    • Fixed ability to grab numerous Concoctions if all squadmates trigger the context action at the same time during an Isolation Vault Bounty.

    • Fixed issues with missing Granum Void portals when a certain spawn tile is used in the Remastered Corpus Ship.

    • Fixed Battacor's Alt Fire damage being the same whether fired with 1 charge or 3.

    • Fixed the interaction of Limbo's Cataclysm and Tesla Nervos (via Helminth Subsumed) dealing more than the normal amount of damage.

    • Fixed Khora's Accumulating Whipclaw buff stacking indefinitely after jumping into a teleport volume.

    • Fixed Xaku's Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.

    • Fixed Jugulus Mod Set cooldown not being present in the HUD buff section.

    • Fixed the Necralisk door becoming black and see through after using fast travel.

    • Fixed Warframes overlapping the Modding UI when Modding in a Town/Relay.

    • Fixed Clients seeing double Markers in Capture missions.

    • Fixed Disruption Key UI appearing as a filepath in the Round 2 UI.

    • Fixed an issue where Warframes would flicker if you stayed in the Orbiter while they completed their Subsume and queued another.

    • Fixed various compatibility issues with the Oscira Skin collection.

    • Fixes towards weapon audio issues with the Oscira Pistol Skin.

    • Fixed a script error when playing Eidolon hunts.

    • Fixed Assault missions not failing when the timer runs out.

    • Fixed issues with hybrid Companions appearing in the Market when viewing certain items.

    • Fixed some Look Link issues and diorama issues with the new Companions (mismatching tails, for example).

    • Fixed a few issues with the teleport height on the Cambion Drift Captura Scene.

    • Fixed issues with inappropriate ESC menu usage being possible in the Heart of Deimos quest.

    • Fixed camera clipping near the gates to Cetus in the Plains of Eidolon.

    • Fixed some badly lit and set doors in the Orokin Derelicts.

    • Fixed Clem and other friendly NPCs sometimes spawning in the ceiling.

    • Fixed camera alignment issues when opening the Arsenal as the Operator in a Town/Relay.

    • Fixed default Pet being shown for a quick second when swapping Pets quickly in the Arsenal.

    • Fixed dark spots in the Corpus OutPost skybox.

    • Fixed slight text overlap in the Eidolon Hunt Bounty objective UI.


    This action was performed automatically, if you see any mistakes, please tag /u/desmaraisp, he'll fix them. Here is my github

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

    Update 29.2.0 redtext

    Posted: 29 Sep 2020 11:00 AM PDT

    TIL the maximum possible duration for a single Grasp of Lohk cast is almost 2 hours

    Posted: 29 Sep 2020 10:49 AM PDT

    With maximum cast speed, it takes you 0.4 seconds to refresh the vast untime, which at maximum duration lasts 76.5 seconds.

    Grasp of Lohk lasts 36.7 seconds, so you can refresh Untime 91 times.

    Extending that 36.7 by adding 76.5 for 91 times leads to a max duration of 116,83 (it should be 48 seconds) minutes.

    Granted, you can't cast both at the same time so you lose a few seconds, AND this is with max duration, the amount of guns you get is based on range so it's not as useful, but it's still quite a duration.

    As for a single cast that requires no management, Ivara Prime's Prowl is still the longest at around 55 minutes

    submitted by /u/fizio900
    [link] [comments]

    Play dough Vulpaphyla XD

    Posted: 29 Sep 2020 10:42 AM PDT

    I've fallen through the universe more than I'd like to admit. Please work on this homies.

    Posted: 29 Sep 2020 12:29 PM PDT

    No comments:

    Post a Comment