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    Warframe Warframe Weekly Riven Thread | Share Your Rivens!

    Warframe Warframe Weekly Riven Thread | Share Your Rivens!


    Warframe Weekly Riven Thread | Share Your Rivens!

    Posted: 21 Oct 2020 08:32 AM PDT

    This thread for everything about rivens; builds, rolls, questions, etc.

    Resources:

    This place will be a troll-free environment so that anyone can ask a question without backlash. In other words: negative attitudes will NOT be tolerated.


    If you wish to just view top level comments (i.e. questions) add ?depth=1 to the end of the page url.


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

    Rivens can be shared any day of the week!

    submitted by /u/AutoModerator
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    When MR 29s are grinding Lith Relics

    Posted: 21 Oct 2020 09:31 AM PDT

    The wife, after catching me playing Warframe while the kids nap: "your addicted to that dumb game, go bake or something" me, indignantly: "I am not! And to prove it Ill go make a pie right now." The pie i made:

    Posted: 21 Oct 2020 08:03 PM PDT

    To guy the armchair expert that said Zymos will not scale and that I need to "Research how damage works, you might surprise yourself with how strong your builds get", well, this video is for you - solo steel path 2-hour survival

    Posted: 21 Oct 2020 06:55 AM PDT

    Person in Region chat: Baro should sell a clock decoration that shows when he'll arrive.

    Posted: 21 Oct 2020 11:31 AM PDT

    Another person: A Barometer, if you will.

    (This happened a few hours ago. As far as I could see, neither of these fine folks have posted this suggestion on Reddit yet. If they show up down in the comments, please send them some love, because it's a great idea and a fine pun. I'm just the messenger.)

    submitted by /u/PerfectlyFramedWaifu
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    Warframe Iceberg

    Posted: 21 Oct 2020 07:16 PM PDT

    saturday night in region chat (a comic)

    Posted: 21 Oct 2020 09:27 AM PDT

    After more than a month of Deimos, I find the Infested in Cambion Drift are 1) not swarmy and chaffy enough and 2) have way too many elite ranged units

    Posted: 21 Oct 2020 08:13 PM PDT

    1. Basically Infested should have a LOT more weak swarmy units like Chargers, Runners, Maggots, new enemies, etc. crowding the enemy down, etc. The Infested Swarms should be highly resilient to AoE and melee swings based on their numbers, the more there are the tougher they are as a group. Whatever it is, the Infesteds' strength should be their numbers, they should be like Zergs from Starcraft. Lots of zerglings and roaches. I feel like if Infested get new enemies, it should be a lot of lower-tier monsters that focuses on different approaches at rushing the player down. Like one that clings onto players and reduces mobility until shooken off or something.

    2. Secondly, on a related note, I feel like 100% of the threats I'm facing are all ranged attacks. The Osprey and Carnis DPS's. Jugulus Turrets sniping me down from afar. Deimos Drone rocket-spams.

    This has implications on the bounties themselves. So many of the bounties feel a little bit delayed because of this. There aren't enough enemies to create baits, not enough enemies for Latrox Une's sample quests, not enough melee enemies to lure into the kill-zone of that bait-mixing bounty, etc.

    That's my big take away so far. Too elite, not swarmy enough, too many ranged threats.

    submitted by /u/GreenColoured
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    TFW you're a sad corn cob

    Posted: 21 Oct 2020 12:16 PM PDT

    I think different skyboxes could really freshen up default tilesets

    Posted: 21 Oct 2020 04:45 PM PDT

    Hayden enjoying his coffee (by @FostVO on Twitter)

    Posted: 21 Oct 2020 10:55 PM PDT

    (OC) Recently got back into the Warframe mood, drew everyone's favorite choo-choo train.

    Posted: 21 Oct 2020 12:59 PM PDT

    75k $ donation reached !

    Posted: 21 Oct 2020 06:01 AM PDT

    My cardboard Necramech costume I submitted for Daughter's Costume Contest.

    Posted: 21 Oct 2020 03:36 AM PDT

    Tridolon hunt with DE staff

    Posted: 21 Oct 2020 08:04 AM PDT

    So I did a public tridolon, and a member of DE staff joined. It was awful. Not because he killed the Gantulyst when we didn't have enough charged lures. That just a risk you take when doing public, unfortunately. No, the problem was that throughout the entire thing one of the other team members was bugging him about how to join DE. Asking what the requirements were, asking if there was an opening, asking how to apply, asking if the staffer could get him connected with the rest of DE. I will say the staffer didn't seem too annoyed, but It was so awkward to be trying to do a tridolon during that. It happened a while ago but I still remember it because of how awkward it was, and I decided to share it with you all.

    submitted by /u/SilverFangBlackWing1
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    [PC Only] Warframe - 7-Day Affinity Booster and Weapon Pack

    Posted: 21 Oct 2020 01:55 PM PDT

    Even a Berserker needs a break sometimes. Nothing quite like tea in the garden to relieve stress

    Posted: 21 Oct 2020 08:48 PM PDT

    Banshee Deluxe skin

    Posted: 21 Oct 2020 02:09 PM PDT

    Conquera Syandana is available for 10 Credits

    Posted: 21 Oct 2020 11:41 AM PDT

    The enemy spawn for the new corpus tileset defense mission is absolutely broken and un-fun.(Venus and Phobos)

    Posted: 21 Oct 2020 04:32 AM PDT

    Level design student here. So the defense mission in the corpus tileset is really un-fun to play imo. It took me 30 minutes to complete todays 2nd sortie defense just because enemies were spawning randomly and slowly.

    Problems:

    The map is too big. Enemies can spawn upto 150 meters away from the defense objective. If there are 5 enemies l left, you either have to wait for them to come to you or you have to actively search them.

    Verticality: enemies have 3 places they can spawn from(vertically). So if the defense objective is at the bottom, you have to wait them to come down and vice versa.

    Enemies spawn. I don't know the mechanics of the game but they don't spawn consistently because of the above mentioned problem.

    Just for comparison I can complete a normal defense mission solo in Hydron in about 3-4 minutes whereas for the new tileset it can take about 10 minutes with a speednova.

    submitted by /u/nilax1
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    The problem with fire rates

    Posted: 21 Oct 2020 03:28 PM PDT

    Math Included Below. TLDR at bottom.

    This is a pretty niche problem, but can hopefully be included in a Guns Revised or the Balanced Revised later this year.

    Right now as many players know, there is a pretty large imbalance between the damage guns and melee produce. Fixing he problem below will not fix this discrepancy, but will hopefully help make future changes easier less substantial.

    The main problem is that it is near impossible to reach the listed fire rate of non-automatic guns (from now one stated as guns). This can be split up into two causes:

    (1) firstly, as it stands right now, it is extraordinarily difficult to manually get close to the listed fire rate by just clicking

    (2) The frequency of this second one is gun dependent. If the player shoots before the gun is allowed to fire, it can cause the gun to not fire and forces the gun to miss the next instance it would be allowed to fire. This server forced wait makes guns fire even slower.

    • I had trouble determining what this forced wait time period is, but it seems to be between an additional 50% to 100% of time between bullets.

    Example: if a gun has a fire rate of 2 (bullets per second, .5 seconds per shot) then shooting at .4 seconds after the last bullet can make the next eligible bullet fire at ~1 to 1.5 seconds after the last fired bullet. This doesn't happen all of the time, but as the fire rate of the weapon goes up, this punishment becomes a lot more noticeable.

    My experiment process here was by no means perfect, but demonstrates how even imprecise testing shows how out of step the fire rates are to realistic firing.

    Listed below are my experiment's steps:

    • started a stopwatch
    • waited until it hit 5 seconds
    • started firing weapon
    • watched when weapon was empty
    • noted stopwatch time
    • subtracted 5 to get the approximate time to empty a magazine
    • repeated multiple times and averaged the 3 best times
    • average is used in the data below

    The data is arranged below in this style ((modded) tells reader if value is different than base value):

    Weapon Name (Firing Mode)

    Number of rounds / Stated fire rate = Mathematical time to empty the weapon ~My average time to empty the magazine (How difficult it felt to me trying to reach the best rhythmic fire rate without too many punishments) Estimated difference in seconds between emptying the magazine for the weapon Estimated Testing Fire Rate Estimated Difference in Fire Rate 

    Trunma (Auto)

    200 rounds / 4.67 (modded) fire rate = 42.8 seconds to mathematically empty ~43 seconds to empty (N/A) .2 seconds emptying difference 4.65 test fire rate .02 difference in fire rate 

    Tiberon Prime (Auto)

    73 (modded) rounds / 8.33 fire rate = 8.8 seconds to mathematically empty ~9 seconds to empty (N/A) .2 seconds emptying difference 8.11 test fire rate .22 difference in fire rate 

    Corinth Prime (Semi)

    20 rounds / 2.69 (modded) fire rate = 7.4 seconds to mathematically empty ~8.5 seconds to empty (Difficult to get the rhythm on each shot) 1.1 seconds emptying difference 2.35 test fire rate .34 difference in fire rate 

    Tiberon Prime (Semi)

    73 (modded) rounds / 6 fire rate = 12.2 seconds to mathematically empty ~16 seconds to empty (Painful getting through the entire magazine) 3.8 seconds emptying difference 4.56 test fire rate 1.44 difference in fire rate 

    Sybaris Prime (Burst)

    35 (modded) rounds / 4.72 fire rate = 7.4 seconds to mathematically empty ~8 seconds to empty (Fairly easy to get the rhythm on each shot) .6 seconds emptying difference 4.38 test fire rate .34 difference in fire rate 

    Tiberon Prime (Burst)

    73 (modded) rounds / 7.38 = 9.9 seconds to mathematically empty ~11 seconds to empty (Medium difficulty getting rhythm on each shot) 1.1 seconds emptying difference 6.63 test fire rate .75 difference in fire rate 

    Sepulcrum (Burst)

    90 rounds / 5.87 (modded) fire rate = 15.3 seconds to mathematically empty ~18.5 seconds to empty (Difficult to keep the rhythm for 45 shots in a row) 3.2 seconds emptying difference 4.86 test fire rate 1.01 difference in fire rate 

    Sepulcrum (Burst, Higher Fire Rate)

    90 rounds / 9.17 (modded) fire rate = 9.8 seconds to mathematically empty ~12.5 seconds to empty (Difficult to keep the rhythm for 45 shots in a row) 2.7 seconds emptying difference 7.2 test fire rate 1.97 difference in fire rate 

    Conclusion

    The difficulty in reaching the max fire rate also shouldn't be painful or difficult as is the case with Tiberon Prime (Semi), Corinth Prime (Semi), and both Sepulcrum examples. The additional punishment for shooting too quickly needs to be removed. Shooting too quickly should make it so the gun fires at the next eligible shot opportunity. This by no means will eliminate the DPS difference between melee and guns, but would be a nice quality of life improvement for all non-auto guns.

    I did this experiment because the Sepulcrum is my current favorite after the Kuva Nukor, but the fire rate plus quick fire punishment quickly makes me want to swap to the Kuva Nukor which doesn't suffer from either of these problems. This should be in another post, but also allowing the Sepulcrum's alt fire to lock on to a group around the reticule is a much needed buff so the player doesn't need to flick their mouse around the screen hoping to lock on to enemies.

    If others have additional ideas on how to more easily reach the mathematical fire rate more easily, I will include them (other than macroing). If I have misunderstood something or you spot an error please also let me know. With the upcoming Warframe Balance Revised (guess at name) I was hoping something like this could also be included.

    TLDR:

    Current fire rates for guns (non-automatic) are not possible to achieve. Math and Examples. Conclusion: Allow players to reach the mathematical fire rate easier and remove forced server wait.

    submitted by /u/gonnapass
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    reminder suggestion that there should be a way to identify energy leaches visually. (we have a potential solution by way of trinity's tether)

    Posted: 21 Oct 2020 07:16 AM PDT

    Excalibur - Sketched

    Posted: 21 Oct 2020 11:23 AM PDT

    Tennotober, Day 21 - Strength

    Posted: 21 Oct 2020 03:19 PM PDT

    Hidden Inaros Ability

    Posted: 21 Oct 2020 06:07 PM PDT

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