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    Warframe Titanframe/Necrafall

    Warframe Titanframe/Necrafall


    Titanframe/Necrafall

    Posted: 19 Dec 2020 03:55 PM PST

    Dual Decurion

    Posted: 19 Dec 2020 08:49 AM PST

    Revenant is tired of getting no Tennogen and has ascended from pure rage.

    Posted: 19 Dec 2020 04:44 AM PST

    Snowman is kinda sus.

    Posted: 19 Dec 2020 12:28 PM PST

    lavos catalyze.mp4

    Posted: 19 Dec 2020 09:34 PM PST

    When live is giving up on you but you are not.

    Posted: 19 Dec 2020 01:54 AM PST

    "The New War" Saga - Yes, we're in it. The "Where's The New War?" joke should really stop now.

    Posted: 19 Dec 2020 06:34 AM PST

    Lavos' Abilities in slow-motion

    Posted: 19 Dec 2020 05:59 PM PST

    DE, If companions can die while I'm in a necramech, why don't their mods work?

    Posted: 19 Dec 2020 08:03 AM PST

    Hostile Necramechs should be used as a security system in the Orokin derelicts (now lower Deimos) and other ancient Orokin ruins like Lua to give them a purpose outside of Deimos and add more to the worldbuilding of the game.

    Posted: 19 Dec 2020 10:31 AM PST

    Personally I would love to see them have relevance outside of the isolation vaults. The lower Deimos areas (which used to be the derelicts) are lore-wise essentially just massive isolation vaults, so of course there would be a few Necramechs poorly attempting to control the infestation just like on the surface of Deimos, it would reinforce the idea that these two places are actually on the same planet and not somewhere else.

    Better yet, when you break into the pristine Orokin vaults in the derelict, and steal the mysterious artefact which gives you a corrupted mod, some "ancient Orokin security" is summoned, which is really just some corrupted soldiers who pose almost no actual threat. Personally I think a much better idea would be an invulnerable Necramech that hunts and chases you down to extraction to try and stop you from making off with the artefact. The Tenno, and likely the Necramechs too were most commonly used as security or guards until the old war, so guarding an ancient vaulted artefact is exactly what you would expect a Necramech to be doing. I also love the whole "ancient guardian" feel to the Necramechs and feel it would fit perfectly here while also making stealing the artefact terrifying.

    I also think that they should be in Lua too, it has plenty of secrets that should be well guarded, but since most of them have been destroyed or taken by the Corpus/Grineer therefore meaning that Lua has seen more desecration/looting than the derelicts, it could instead be that the Necramechs are mostly fallen Necramechs that could be found inside the secret vault rooms after completing a hall of ascension that give you the drift mods? Similar to how a fallen Necramech can be found through a secret portal in the Deimos isolation vaults that is opened through completing a puzzle similar to a hall of ascension. I think it would be great to allow players who don't have their own Necramech yet to still use them every once in a while, such as after finding a secret Orokin room in some old Orokin ruins.

    submitted by /u/The_Sadorange
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    Mine (Akame Ga Kill)

    Posted: 19 Dec 2020 07:47 PM PST

    It's been over a year since 26.0, and Reflection still does nothing.

    Posted: 19 Dec 2020 03:39 PM PST

    In October of 2019, Update 26.0 came out. In that update, parts of the melee 2.0 changes included changes to blocking and channeling. Channeling was removed, and blocking was reworked. But since then, the Reflection mod, which, to paraphrase, reflects damage taken when blocking while channeling.

    To recap the changes made in 26.0, you can't take damage from a successful block (100% damage reduction), and you can't channel. The mod currently exists in an unusable state. It, unlike every single other mod, even Warm Coat, has no use. It does nothing but drain mod capacity.

    I propose that the mod be changed or removed. Mods have been removed before, (Stamina Mods in update 17.0) so it should be possible to remove it.

    Just wanted to rant about the mod not receiving any changes in 1 year, 3 mainline updates, and numerous Hotfixes.

    submitted by /u/Nuclear_Calculator
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    "It's the Milano, the orange and blue one over in the corner"

    Posted: 19 Dec 2020 06:35 AM PST

    The Orphix is the newest addition to a growing list of enemies with hidden damage reduction, and it's honestly getting ridiculous

    Posted: 19 Dec 2020 10:16 PM PST

    Here is a list of enemies that we currently know to have a hidden damage reduction mechanic. Some that you might have noticed in game are Eidolons (both with amps and normal weapons), the new Deimos Jugulus and Saxum enemies, Demolishers / Demolysts in disruption missions, and enemy Necramechs. If you've found yourself not doing nearly as much damage as you'd expect when fighting these enemies, now you know why.

    I won't go into the specific math of how the damage reduction is calculated, both because it's different for each enemy and because it's not super important to my point. All you need to know is that the game basically calculates your DPS based on your weapon's total damage, fire rate, and multishot, and then applies a penalty to your damage based on that DPS. The higher your DPS, the higher the damage penalty, so you get diminishing returns whenever you try to increase your DPS.

    The point of having this scaling damage reduction is to bring high-end and low-end players closer together, by giving a larger penalty to better modded weapons. This is a really poor way of handling the issue of player power scaling. Instead of making the difference between high-end and low-end players be skill level and game knowledge, the difference is how big your damage numbers are. Not only that, but the damage reduction isn't even mentioned anywhere in game, so you just feel weaker for no reason.

    DE seems to go half-way with the issue of skill vs raw power in the case of the current Orphix operation. Having skill with the movement system will let you kill the devices that protect the Orphix faster, however they also ham-fistedly added in this hidden damage reduction to put the brakes on high-end players. Similarly, Necramechs have small weakpoints that require skill to hit (sans the Ignis and similar AoE weapons), but then they add in the hidden damage reduction as well to make sure that no one kills them too fast, regardless of skill.

    TL;DR: DE are afraid to fully commit to relying on skill-based game mechanics in their boss fights. However they're also afraid to commit to just having beefcake enemies, because they know that that's boring and that no one likes a bullet sponge. By going half-and-half, they take away the enjoyment of defeating a mechanically difficult boss by having a tedious bullet sponge underneath those satisfying-to-beat mechanics.

    It's like if you were playing an RPG and you just beat a difficult but fun dungeon. You open the door and see a big shiny chest, but instead of letting you just open it and get your reward, the game forces you to sit through a boring 5 minute animation of opening the chest. By the time it's open, you're not satisfied anymore, you're just annoyed and glad that it's over. That's essentially what's happening with the recent design of enemies in the game.

    submitted by /u/GoldPhos
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    Is there some way to reduce the fog and ORANGE of the new event?

    Posted: 19 Dec 2020 04:29 PM PST

    It is ... so ... so ... orange! I can't see the mech UI for all the orange!

    Also the orange fog is just destroying video codecs. The amount of artifacts is insane produced by all the orange fog floating around corpus tilesets.

    submitted by /u/Salbeira
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    Can we please get the option to change the theme of the necramech UI (railjack could also be nice)

    Posted: 19 Dec 2020 12:17 PM PST

    Remember that Thanksgiving turkey you overcooked and threw out? Its back on Diemos with a vengance.

    Posted: 19 Dec 2020 08:45 PM PST

    As promised, here are my Mesa (Graxx) and Gauss (Agito) art projects!

    Posted: 19 Dec 2020 12:44 AM PST

    Warframe skin (designed for Xaku)

    Posted: 19 Dec 2020 02:46 PM PST

    The only thing they fear is CORN

    Posted: 19 Dec 2020 12:14 PM PST

    Props to the team for this event.

    Posted: 19 Dec 2020 07:55 AM PST

    While there are problems, this event feels the most rewarding thing in Warframe in a long time.

    Rewarding skill base gameplay while allowing for a mechanic that was only relegated to a small section of the game to shine.

    The rewards prevalent to this event like Lavos, Cedo, and the new Necramech mods are drops from the event itself, meaning that we can focus the Cells we get to the arcanes other scarlet spear items.
    And the rewards to time played is actually really nice this time around.

    The only problem I have currently is the bugs, the Orophix not spawning consistently (Some spawns immediatly after one gets destroyed, others have to wait a while to spawn, and some just spawn during another.), and some of the tileset, most notably the Grineer one, not supporting the large necramechs. (Sometimes necramechs get stuck in places. Very tight spaces as well that prevents the necramechs to really get out there.)

    Overall, a very fun event that I hope the team learn from and apply in the future.

    submitted by /u/Nackerson
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    My kid has been watching me play. I wonder if you can guess the frames?

    Posted: 19 Dec 2020 06:54 AM PST

    i'm still learning digital art hope you like it :)

    Posted: 19 Dec 2020 10:55 PM PST

    Love the Lost Planet Vibes, thanks DE!

    Posted: 19 Dec 2020 08:35 PM PST

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