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    Warframe Grandmother be like

    Warframe Grandmother be like


    Grandmother be like

    Posted: 01 Sep 2020 12:33 PM PDT

    Inaros as Artorias the Abysswalker | Dark Souls Fashion

    Posted: 01 Sep 2020 04:11 PM PDT

    [OC] i play warframe to rescue my animal children

    Posted: 01 Sep 2020 05:11 AM PDT

    I've been struggling to remember what each of the reactive crystals effects do what and since I prefer using them instead of normal gathering, I made this quick effect list to have around. I hope it also helps you. Experiments are still being executed. Tips and tricks are welcome.

    Posted: 01 Sep 2020 03:50 PM PDT

    Ancient says: "Begone, Thot!"

    Posted: 01 Sep 2020 04:28 AM PDT

    Tfw your vauban post actually got noticed and you recieved fancy timers.

    Posted: 01 Sep 2020 03:57 PM PDT

    De - Feedback - Add the Necramech mods to loid syndicate already!

    Posted: 01 Sep 2020 06:31 PM PDT

    Oh no. It is getting worse from last time

    Posted: 01 Sep 2020 03:54 PM PDT

    "Peculiar Growth"

    Posted: 01 Sep 2020 10:16 PM PDT

    If only they could expand on this... like make a docking animation atleast

    Posted: 01 Sep 2020 12:13 PM PDT

    The spawn point for the Cambrian Drift needs to change after your first visit.

    Posted: 01 Sep 2020 06:18 PM PDT

    Going to the plains? Spawns you right outside the gate to cetus and you can immediately hop in your archwing and you're off.

    Going to the valis? Spawns you right outside the elevator to fortuna and you can immediately hop in your archwing and you're off.

    Going to the cambrian drift? Spawns you in the ass end of a cave, actively prevents you from using your acrhwing and makes you walk out before you can finally use it.

    The cave you spawn in is great for the intro quest and exiting into the Drift for the first time is a great first impression... but beyond that even if it's just a minor thing it's still an unnecessary annoyance and impediment to just getting on with what you're there to do.

    submitted by /u/Enunimes
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    Triangleframe #4: Xaku (Actual)

    Posted: 01 Sep 2020 01:33 PM PDT

    I hope Mag and Excal don't get nerfed for this

    Posted: 01 Sep 2020 03:44 AM PDT

    Helminth Feeding Guide To Non-Bankruptcy

    Posted: 01 Sep 2020 08:25 AM PDT

    I've seen a lot of people complaining about how the Helminth Chrysalis system has eaten up all their resources and some complaints about Bile. Which, like, I'm stupefied by, since that's actually one of the easiest categories. So, here's a guide.

    General Rule for Max Resource Efficiency:

    • ONLY FEED WHEN IT HAS A FULL GREEN ARROW!
    • You will get back the Green Arrow within 1-2 days, depending on how often you've fed it that resource. Patience, if you don't want to be bankrupt!

    In terms of what resources you should feed it, here are my suggestions. I chose them depending on the amount per 'Feed' and the accessibility of the resource.

    Oxides - Alloy Plates and Ferrite only. Other things are too hard to come by in comparison to how much you need to feed it every time. Edit: Totally forgot Salvage!

    Calx - Rubedo and Grokdul, maybe Iradite. I have a lot of Iradite from PoE, but from what I remember, I think Iradite drops in amounts of 3-5 so it may take a little longer than Grokdul. Edit: just played the Free Roam Sortie, got like 30 Iradite and 10 Grokdul. Higher level bounty gives more. Edit: Lucent Teroglobes, easily acquired through Deimos containers.

    Biotics - GANGLION. Holy crap, Deimos has just dropped and I have so much of it already. Nistlepod and Pustulite seems to be good candidates too. Edit: Equipping Botanist mod on Oxylus will allow you to passively scan plants, and boy does Helminth like plants!

    Synthetics - This is probably the least sustainable. For people who've played a lot, they should have plentiful Circuits, Detonite Ampules, Fieldron Samples, and Control Modules, but it does require an enormous amount of each that you'll only have a stockpile if you've played at least a medium amount.

    Pheromones - Nanospores. Plus, you only need 3 Juggernaut parts to feed it, which should also be plentiful due to Deimos' high Juggernaut spawn rate. Other stuff should be non-sustainable due to lower drop rates in comparison to number you need to feed it, but of course, if you have a huge stockpile, you might has well use it.

    Bile is filled up by Thermal Sludge, which you can get easily by opening a few containers around the Orb Vallis during bounties, and just 3 Argon Crystals, which are also easily gotten from containers at the end of Isolation Vaults, Deimos, or in 5-10 min of Void Survival with a farming frame if you want to be old fashioned.

    Important: DON'T TOUCH RAILJACK RESOURCES, IT'S A SCAM! Not because the resources are rare or anything, it's actually because Railjack is so unconnected to regular gameplay that you will rarely get to play that mode for any reason than xp, and therefore, also get less of it's 'common' resources. Until the next expansion, that is.

    Creds to u/skitthecrit and u/DanVsTheUniverse for suggestions!

    submitted by /u/jjpdn
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    I think I realized why I don't hate the Cambion Drift compared to other infested zones: Not many Eximus

    Posted: 01 Sep 2020 11:49 AM PDT

    Any high level infested map is going to eventually start throwing Parasitic Eximus units like candy and you'll suddenly start wondering where all your energy is going. Deimos seems to be pretty stingy (in a good way) on spawning Eximus units and the ones I usually see tend to be the rarely spawning (on Deimos) Ancients, which I'm also thankful I don't see a lot of. At the very least I don't think I've had the displeasure of needing to find out where that one Parasitic Eximus is hiding so it stops sapping all my shit on Deimos.

    There also don't seem to be very many toxic clouds shitting everywhere, Probably because Deimos doesn't have mutalist osprey, and the infested osprey that exist are just there to shoot you rather than fart.

    submitted by /u/Chemical-Cat
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    After a year of not drawing, thought I'd try Umbra

    Posted: 01 Sep 2020 12:49 PM PDT

    Heart of Deimos: Hotfix 29.0.6

    Posted: 01 Sep 2020 03:45 PM PDT

    Source

    Heart of Deimos: Hotfix 29.0.6

    In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

    Helminth Changes & Fixes:

    • You can now Rush Subsume when hovering over the active Subsume ability with the Helminth.
      • Please note that Rushing a Subsume will not result in a flower until the next time you visit the Orbiter. Please also note we have made this change based on player requests for it, despite it not being in the original design.
    • Fixed all Subsumed Warframes not creating their own flowers. As reported here.
      • We're working on a script to find the missing flowers and their respective colors! We'll update this thread when the script has started - don't worry, your flowers are not lost!
    • Fixed Helminth Subsume flower for the currently Subsuming Warframe having default flower colours (pink petals) if the Warframe being Subsumed had default colours.
    • Fixed game breaking bug of the Helminth choosing to not interact with the Carrion Domestik Drone.
    • Fixed Vauban's Tesla, Tempest Barrage, Blood Altar and Ivara's Quiver ability not functioning when used by Hildryn via Helminth Subsume.
    • Fixed several Helminth text lines overlapping when Ranking up.

    Zymos Changes:

    • Clip size increased from 9 to 17.
    • Ammo pool increased from 27 to 51.

    Optimizations :

    • Optimized Town, Relay and Dojo server-code.
    • Made a micro-optimization to minimap rendering.

    Changes :

    • Xaku's Gaze ability has been added to the Railjack Tactical Menu.
    • Xaku will now hide their Syandana and Armor pieces during their The Vast Untime ability to prevent floating objects.
      • Note: we are about 1 week away from a full Community feedback pass on Xaku's abilities. Sit tight!
    • Conservation Animal Tags and Wounded Animal Tags will now appear in the UI popup banner (similar to Argon Crystal) upon collecting an Animal.
    • You can now Fast Travel to the Necraloid Syndicate in the Necralisk after speaking with them.
    • Improvements towards the Necramech Guard Mode Equip and Unequip flow to be cleaner and use Abilities functions better.
    • Added and tweaked many Entrati member VO Transmissions. These tweaks include ensuring some VO Transmissions don't repeat endlessly.
    • Increased the aggressiveness of Deimos reinforcements.
    • Tweaked reload sounds of the Trumna.
    • Added descriptions to Helminth Secretions. Yum!
    • Added HUD timers to Vauban's Minelayer grenades.

    Infested Companion Fixes:

    • Fixed Predasite and Vulpaphyla Companions not granting Mastery Rank.
      • Upon login of this Hotfix, missing Mastery will be given for your respective Gilded Infested Companion.
    • Fixed a crash that would occur when opening the Simulacrum Arsenal in multiplayer Simulacrum with a Vulpaphyla equipped.
    • Fixed Vulpaphyla Companion getting reset to Rank 0 if the Vulpaphyla went into bleedout while you were dying/Reviving.
    • Fixed Sly Vulpaphyla's Survival Instinct not showing FX for Clients.
    • Fixed a script error when dying while your Pharoh Predasite Companion used Anabolic Pollination.
    • Fixed a script error where Panzer Vulpaphyla died before the Viral Quills projectiles landed.
    • Fixed a script error when a Crescent Vulpaphyla used Crescent Charge on a target that died.

    Fixes :

    • Fixed Necramech's not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
    • Fixed Client Necramech's not retaining their gained XP after mission aborting. We are working on additional edge cases with Client Affinity retention on Necramechs. More to come!
    • Fixed a crash when joining a Cambion Drift mission where a Client player is dead.
    • Fixed a crash when entering the return to Town/Hub area while an encounter triggers in Cambion Drift.
    • Fixed potential crash when casting Titania's Lantern ability.
    • Fixed Isolation Vault Necramech Damage resistance not applying to Clients.
    • Fixed second Necramech summon having no weapon and inability to shoot for Clients.
    • Fixed Xaku's Vast Untime ability not always damaging enemies within radius.
    • Fixed failing to Gild an eligible Infested Companion with the Conservation Entrati member if you have a Predasite that is less than Rank 30.
    • Fixed not gaining weapon XP when shooting from a K-Drive or Velocipod.
    • Fixed ability to contribute pending Keratinos Blueprints for Entrati Rank up without warning, which causes them to disappear in the Foundry.
      • Pending Foundry Blueprints won't be eligible for Syndicate Rank up.
    • Fixed ability to reach the Isolation Vaults without doing an Insolation Bounty.
    • Fixed being able to walk through the blue force-field wall around the Plains of Eidolon as a Necramech.
    • Fixed ability to collide with allied Necramechs.
    • Fixed Mods on the lower left side of the Necramech Upgrade screen can't be read.
    • Fixed UI callout for the Necramech dodge/charge tutorial being incorrect.
    • Fixed the Necramech moving in a circular motion while boosting when tilting the controller joystick slightly to the left or right.
    • Fixed Cortege doing incorrect Damage type in Heavy Weapon mode.
    • Fixed the Sepulcrums Alt Fire homing projectiles sometimes endlessly circling low profile targets like the Deimos Carnis enemy.
    • Fixed Sepulcrum and Trumna local firing sounds playing for Clients.
    • Fixed Energy Siphon on Hildryn resulting in her Pillage Overshields being reverted.
    • Another fixed towards Wukong Prime's Iron Staff not blocking 100% of Damage as intended.
    • Fixed Phaedra missing its Magazine component.
    • Fixed Pets/Sentinels always targeting Cryptilex.
    • Fixed Velocipods not displaying max Pistol Ammo when riding - they were only showing Magazine.
    • Fixed Khrusos Syandana textures to react to lighting more naturally and appear less flat.
    • Fixed entering the Mod Bench while in the Necramech Upgrade screen resulting in getting the regular Mod Bench selection with all Mods showing.
    • Fixed missing Trumna Alt Fire animations.
    • Fixed some Otak ambient barks overlapping with other dialog.
    • Fixed missing Mother VO if you skipped the Entrati Rank up reward and then choose to select the reward later.
    • Fixed cases of missing Mother VO when taking a Bounty.
    • Fixed missing goodbye VO for the Weapons Entrati member.
    • Fixed "Melee Combos" for Necramechs showing broken Stance Mods and wrong combos.
    • Fixed cases of missing Wyrm Residue FX.
    • Fixed many missing Deimos Codex entries.
    • Fixed a script error that could occur if a wild Medjay Predasite was charging towards you while using Paralytic Spores and died, which could cause other enemies to not be vulnerable to finishers.
    • Potential fix for a script error when a Host migrates in a Free Roam mission.
    • Fixed a script error related to Wyrm Residue puddles.
    • Fixed a script error when encountering an Infested Drop Pod.
    • Fixed a script error when selecting a mission from the World State Window.
    • Fixed a script error when a Necramech deactivated their Guard Mode ability.
    • Fixed a script error when casting Ash's Shuriken ability.
    • Fixed a script error when using the Broken Specter.
    • Fixed a couple script errors when Feeding Resources to the Helminth.
    • Fixed a script error when being attacked by Deimos Runners.
    • Fixed numerous script errors when being attacked by the Deimos Leaping Thrasher.

    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
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    Could we just remove Gilding

    Posted: 01 Sep 2020 01:05 PM PDT

    Title. Just remove it. When we build a new kitgun, or zaw, or pet, just give it to us at full unranked strength. Especially with the marvelous (sarcasm) new addition of 6 whole new pets that will require TEN SON TOKENS EACH to gild.

    The only thing gilding does aside from being annoying is create a barrier of entry every time you want to experiment with different parts, as if that had to be there on top of the resource, time, and standing cost of even just getting the blueprints for the parts.

    We should be allowed to customize kitguns/zaws right off the bat, and they SHOULD have their normal, proper stats and not the crippled pre-gilding stats, as well as letting us forma them normally like everything else.

    submitted by /u/HolyTurtleGod
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    How many Railjack Resources my friend and I got in 2 runs of Gian Point (10 mins) vs how many you need to feed Helminth once.

    Posted: 01 Sep 2020 05:38 AM PDT

    Devs Pls, My heart can't handle this...

    Posted: 01 Sep 2020 04:53 AM PDT

    DE, could you please have another go over Gas, Blast, and Magnetic after the Status rework? 2 became way worse, while 1 remains abysmal.

    Posted: 01 Sep 2020 02:40 PM PDT

    GAS was changed to do Gas damage from it's proc (instead of Toxic). This is...overall a good change in the long-term health of the game because it reinforces consistency. But the end result is a rather massive nerf to the proc as a whole. Basically nobody, and I mean NOBODY uses Gas to kill low-level Infested chaff, why? Because it's low-level Infested chaff, literally anything will blow them up, and they aren't chaff-y enough to warrant something as overkill as Gas. What we did use them for is against Corpus, because Toxic damage went right through shields, and Gas-procs stacked, making it a prime Corpus-killer. With the Toxic damage replaced by Gas in the Gas procs, it's no longer a Corpus killer. It just fulfills a function that never needed fulfilling.

    BLAST: What...why is Blast causing enemies to get vision problems (moreso than other damage types that is)? I get why you changed it, used to be Impact's bigger brother of sorts. Thing is, that's not too bad, it sent enemies flying, and it was hilarious, fun, and satisfying. But you probably didn't want it to be too similar to Impact...but you replaced it with something that's just mildly annoying at best, and pointless at worse. Blast as a damage type has never been very good in the first place, now it's status effect isn't very great either. Not to mention, this rework kinda screwed up a lot of Abilities and Weapons which relied on Blast-procs to work. Case in point, Amalgalm Furax Body Count got screwed.

    MAGNETIC: It was worthless before, and it's worthless now. Shields have always been 1) extremely easy to break, 2) really small compared to health, and 3) Magnetic damage being super-effective against shields, it'll break them extra fast...so what's the point of it's status effect? I'm already shredding shields at the speed of light, will it make a difference if I debuffed them to deplete even fasterer?

    Oh, wait, there are SOME enemies whose shields actually takes longer to deplete...it's just a shame that those enemies, such as the Kyto Raknoids, are immune to Status! Which leaves Sorties with Enhanced shields. Asides from being way overly specific and rare, simply using Toxic will kill shielded enemies faster anyways!

    So to summarize. Gas and Magnetic status effects don't serve any purpose. Blast neither relates to what it is nor is it very useful.


    SUGGESTIONS (really, just spitballing here)

    An element's status effect need not relate to what it's effective imo. For instance, Fire is good against damn near everything except for shields, and it's status relates to murdering armour units. Viral is OP against literally everything, period. They only need to do something interesting. With that in mind...

    GAS: Make it Resident Evil 2 Remake's Poison. You can keep the whole "aoe around affected target" and maybe even a fraction of the current gas proc damage. But it's primary purpose should be to be a periodic stagger-effect. Unlike Impact-Stagger which happens as the enemies are his, Gas-Stagger should be a periodic % chance that enemies will suddenly cough (stagger) from the gas. With more Gas-procs stacked, the higher the chance that it happens.

    BLAST: I mean, I kinda liked the old effect. But how about make it like Impact, except collision with other objects and enemies when getting ragdolled with inflict extra damage on the Blasted enemy? So Blast would send enemies flying, and those who smack a wall or pillar will take damage upon hitting them.

    I feel like blowing the enemy up should always you know, knock them around instead of mildly blurring their vision.

    MAGNETIC: oof...I don't know. Magnetic is the worst thing in the world to get hit by as a Warframe. What if it's something similar on enemies? Like Magnetic procs will extend the cooldown of enemy abilities, Ancients will use their grabby attack and Healing aura far less frequently depending on have much mag is stacked on them.

    Or even something more basic, a temporary %-chance to jam enemy guns and force them to use melee attacks.

    submitted by /u/GreenColoured
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    What do you think of the idea of replacing all the Grineer variants with the Nightwatch units in the Steel Path missions?

    Posted: 01 Sep 2020 07:09 AM PDT

    please. remove sentinel/companion aggression towards conservation targets

    Posted: 01 Sep 2020 02:23 PM PDT

    i decided to take my buddy on a conservation run of deimos as he keeps complaining about not having any of the companions from it, unfortunately his head is also too firmly wedged up his nether reigons that he completely ignored the 30+ times i said "unequip your companions combat mods/weapons before we go in" as he's so obsessed with his moa i think removing it would cause him to flatline. So we get out and hey first call is a panzer and... his moa promptly kills it because my buddy is again a moron who never listens and then whines afterwords when it inevitably goes south...

    My buddies lack of braincells aside this sparked my curiosity so we returned to the hub to grab my faithful Smeea Baba Yaga, who promptly killed a predecite we called in. It turns out that companions will instantly attack most conservation wildlife you call in... Why is this a thing? i dont know, all i do know is it's quite.... stupid to put it nicely that companions will prioritize and kill conservation targets with no hesitation should the opportunity arise.

    submitted by /u/dark1859
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    Why is no one talking about strip mining?

    Posted: 01 Sep 2020 10:12 AM PDT

    -1 round is 3 excavation bounties. (forcing you to wait at least 2 extractor worth of time) (solo is 1 then 1, full team is 3 then 2)

    -Extractor gives nothing, no cryotics (which is fine lore wise) nor any other resources (which is not fine).

    -No bonus (even if you complete all 3 bounties without a single excavator broken which is written as bonus)

    -Jugulus and Saxum mod set are meh, Carnis drops from iso vaults mobs anyway.

    -I swear the amber star drop chance is way more than on the drop table.

    submitted by /u/Paroxyde
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    Here comes skeletal xaku!

    Posted: 01 Sep 2020 09:18 AM PDT

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