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    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Warframe Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!


    Warframe Weekly Moments | Good Luck? Bad Luck? Share Your Experiences Here!

    Posted: 21 Dec 2020 07:32 AM PST

    This thread is for sharing your Warframe experiences and good or bad luck. Experiences can be shared any day of the week!

    Whether you praise the Void or curse RNGesus, everyone here can sympathize; share any experiences that you've had in Warframe that you want! You can also freely share things that are listed as "disallowed posts" here.


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

    Experiences can be shared any day of the week!

    submitted by /u/AutoModerator
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    Star Wars Intro Text, Episode 2: "Just wait until the festive Alerts hit next week"

    Posted: 21 Dec 2020 11:01 AM PST

    IRL MR30 Mastery Slate (needs work, it's the first test)

    Posted: 21 Dec 2020 04:15 PM PST

    Meathook: Take your problems, and put them somewhere else

    Posted: 21 Dec 2020 09:00 PM PST

    Necramech Stance: Thomas the Tank Engine

    Posted: 21 Dec 2020 12:58 AM PST

    Warframe needs more unique tile sets

    Posted: 21 Dec 2020 07:17 PM PST

    Buckle in, this is going to be a long one.

    Here is where we stand with unique tile sets atm

    Planet Tileset Unique Mechanics
    Earth Grineer Forest Kubrows
    Lua Orokin Moon Crossfire, Sentients, Puzzles
    Venus Corpus Outpost None
    Mercury Grineer Asteroid Crossfire
    Mars Grineer Settlement None
    Deimos Orokin Derelict Vaults, Hazards
    Phobos ... Not Unique None
    Ceres Grineer Shipyard Drudges, Prosecutors, Hazards
    Jupiter Corpus Gas City Amalgams, Hazards, Parkour
    Europa Corpus Ice Planet None
    Void Orokin Tower Puzzles, Vaults, Traps, Security
    Saturn ... Not Unique None
    Uranus Grineer Sealab Underwater Mode
    Neptune ... Not Unique None
    Pluto ... Not Unique Ambulas
    Eris Infested Ship / ... Not Unique Hazards
    Sedna ... Not Unique None
    Kuva Fortress Kuva Fortress Hazards, Traps, Security

    Corpus Ship and Grineer Galleon should be sparingly used across all the tile sets. They're simply a common second tile set to break up any monotony – never the primary tile set for a planet. The same argument can be made for Infested Ship - in which case Eris would need a new tile set.

    Proposed Themes for Tilesets

    Phobos

    • Tileset Name: Corpus Hive City
    • Concept: A city that extends far below the surface. Lots of verticality like in Fortuna. Levels are more vertical than horizontal. You spend your time traversing down into the planet to complete the mission, then up out the planet to extract.
    • Reasoning: Phobos itself is tiny, only the size of a few cities stacked together.
    • Unique Mechanics: Let archwing be usable inside the city. Not full open world, but very large tiles packed together where archwing is usable to traverse the vertical distance would be fun. Have hover vehicles that newbies without archwing can take over GTA style.

    Saturn

    • Tileset Name: Grineer Stronghold
    • Concept: Heavily defended with many good fortifications for Grineer to hold. Lots of heavy weapon emplacements – with different types of weapons. Mortars, machine guns, rocket launchers, flamethrowers – all sorts of emplaced weapons. Not many environmental hazards, but many security systems that can be manually activated by Grineer. Enemy vehicles would be fun to fight.
    • Reasoning: Saturn is listed as the primary shipping route that the Grineer have blockaded. Grineer stronghold thanks to its strategic location.
    • Unique Mechanics: Lots of security systems that must be activated by Grineer manually – if you're quick you don't need to worry but if you get bogged down things might get hairy. Lots of different types of emplaced weapons. Heavy vehicles would be interesting here as well – can only kill them with archguns/necramech/emplaced heavy weapons.
    • New Mission Types: Potentially a new mission involving taking down a super heavy vehicle. Think Ropalolyst type miniboss.

    Neptune

    • Tileset Name: Indoctrination Temple
    • Concept: Large temple city. Heavily defended by the Corpus with many large and horrendously strong enemies encountered should you venture too deep.
    • Reasoning: Neptune is the home of the Corpus.
    • Unique Mechanics: Kuva fortress style defences. This must be a TOUGH nut to crack. Missions will mostly be horizontal, but there are vertical components to the levels as well. These vertical components are fiercely defended by much tougher enemies. If players don't want to fight them, they can just stick to the upper level – but venturing lower earns more credits and has danger to match. Credit boosters applied based on the level where you encounter enemies – surface level enemies have no boost, next level down has some boost, next level has more etc. Enemy levels must scale based on these levels. If you go down too far you'll face SP level enemies.

    Pluto

    • Tileset Name: Corpus Robotics Facility
    • Concept: Large production facility. Lots of complex machinery, moving parts, very easy to get killed via environmental hazards.
    • Reasoning: Pluto's fragment talks about how it's just a giant unmanned manufacturing facility.
    • Unique Mechanics: Only robots spawn. Several new robotic enemies unique to Pluto. Hyena and Raptors can make an appearance here as well as unique enemies you have to fight. Ambulas still spawns every now and then, but it has its own tileset room you have to find on each mission rather than the current method of having it spawn in the open via dropship. Environmental hazards would be everywhere If you stray off the beaten path. Very obviously not a facility designed for people to walk around in.

    Sedna

    • Tileset Name: Grineer Volcanic Arena
    • Concept: Large sprawling tile set with lava everywhere. Very open and difficult to find cover.
    • Reasoning: No good reasoning, just thought it'd be a cool aesthetic.
    • Unique Mechanics: Arena bosses sometimes spawn and challenge you to a fight. Killing them earns a single judgment point. Kela De Thaym has screens and cameras everywhere and will taunt you from time to time similar to the Worm in Kuva Fortress. Lots of environmental hazards, death pits, and cascading lava. Fire damage is everywhere.
    • Other: Similarly, the three Arena's need to be reskinned to match the current theme. They layout can stay exactly the same.

    Proposed Unique Mechanics for other Planets

    Earth

    • Unique Mechanics: More animals. That's it. Just more animals to see, vasca kavats at night, condrocs flying around, etc. It's the first tileset in the game so it's fine that it remains vanilla.

    Venus

    • Unique Mechanics: More tie in with Fortuna. Solaris United operatives can be encountered on missions with their own quest which you can choose to join in on for a bonus reward and SU standing. Optional escort missions basically – the best kind. I'm thinking you escort them to a specific console, they do whatever they need to do while you defend them, then after the mission is complete and you get a reward, they follow you around like spectres afterwards and help you complete your mission.

    Mars

    • Unique Mechanics: Mars already has the highest frequency of faction incursions, perhaps a more dynamic incursion could be included where Corpus invade part way through a Grineer mission or Grineer invade partway through a Corpus mission. Maybe not a full crossfire, but small squads which start fighting every now and then. Would also be neat to go from fighting Grineer in the first half of the mission to fighting Corpus in the second.

    Mercury

    • Unique Mechanics: Vor is the guy in charge of Mercury, and so it would make sense if we had some unique enemies here powered by some hybrid Orokin/Grineer tech. We've also got infested crossfire scattered around.

    Deimos

    • Unique Mechanics: Enemy and Allied Necramechs spawn in missions. Enemy Necramechs behind vault doors that need hacking, Allied Necramechs have a low chance to spawn in randomly in the larger rooms. Fallen Necramechs can be found occasionally, which the player can take over. If Necramechs aren't allowed in regular missions, they will still be allowed on Deimos. This will help with carrying all four dragon keys, as they won't affect the mech.

    Europa

    • Unique Mechanics: Not sure. More cold procs? Environmental hazards? This is the only one I couldn't come up with anything decent.

    Proposed New Boss Fights

    Ceres

    • Current Boss: Vor & Lech Kril
    • Proposed Boss: A new character who oversees the shipyard. A super prosecutor of sorts that has invulnerable shields that can only be destroyed by using mining lasers. Three phase fight. First phase, destroy the current control system for the mining laser, it spazzes out and hits the boss – destroying his shield and leaving him vulnerable. Once you've knocked off the first third of his HP, you then need to grab and manually aim the mining laser to hit him, which knocks off the next invulnerable shield. Once you've knocked off the second third of his HP, he then gets some kind of power up. Just manually aim the mining laser again, and then finish the assassination.

    Phobos

    • Current Boss: Sergeant
    • Proposed Boss: Sergeant is fine, just beef up the fight. In the proposed tileset, it'd be a very vertical fight – could be a chasing fight where they're mounted on a hover car and firing back at you as you chase after them. Possibly stopping at sections to fight before hopping on another hover car. Would be interesting and fun.

    Eris

    • Current Boss: Infested Alad V
    • Proposed Boss: A new infested boss of some kind. Alad V being infested on Eris doesn't make much sense with him being the boss of Jupiter. New players don't even know why - as most of Alad's lore is locked in past events. I don't have any ideas for this one, feel free to suggest some below. The mechanics could even stay exactly the same – just a different persona.
    submitted by /u/dubeyisme
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    Got this as a bug wish it was a feature

    Posted: 21 Dec 2020 12:43 AM PST

    New Frostfall Ephemera from Tennobaum

    Posted: 21 Dec 2020 08:34 AM PST

    Energy leeches have a negligible effect on group play and only functionally punish solo players

    Posted: 21 Dec 2020 01:51 PM PST

    One could make the case that this is a reasonable feature given the game is intended to be played with a group, although it's a very common complaint among new players that their contributions feel inconsequential so I don't think this is an acceptable excuse.

    Certainly if someone feels up to taking on a challenge they should be prepared to deal with difficulties they wouldn't otherwise. However, energy leeches and the great quantity thrown at the player in mid-higher level content is a punishment unfun, and too far for warframes which rely heavily on their abilities. This means that the best way to complete this content is to be equipped with weapons or abilities that are capable of trivializing the content on their own.

    There's really no balance to the challenge, it's very all or nothing. Although I don't think energy leeches are a necessary or even beneficial part of the game, there are some easy solutions to this problem that aren't outright removing them.

    • Limit leech eximus spawns so an untenable level is never reached.
    • Return all energy stolen when the leech dies, rewarding the player for picking it off and enabling them to continue without unnecessary time spent recovering.
    • Make leeches MORE VISIBLE. Those who've played an excessive number of hours can probably pick them out of a crowd. As someone with a lot of time in this game, I still can't for how generic they look.
    submitted by /u/tapatapa22
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    POV: You went to take a piss and found Lavos cooking meth in the bathroom sink

    Posted: 21 Dec 2020 10:59 PM PST

    Energy orbs should reduce cooldowns for Lavos.

    Posted: 21 Dec 2020 09:45 AM PST

    Of course his primary cooldown is going to be his 4 because it has the longest one of 30 seconds, and his 3 is his primary source of cooldown reduction, but sometimes the game doesn't want to work with you on using it (hahah woops that big group of enemies was nuked before his 3 could zap them, too bad)

    Energy orbs giving him status immunity isn't bad but I feel like they should also give him a cooldown reduction for skills on cooldown so it's a more tangible effect for him. Thematically it also makes sense since the cooldowns are a standin for energy usage. The question is how much. I'd say like 25% reduction seems fair but I dunno.

    submitted by /u/Chemical-Cat
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    Introducing WarframeMarketAnalyzer v0.0.2 (Alpha)

    Posted: 21 Dec 2020 08:49 PM PST

    Hi all! This is a piece of software I've been working on for a couple of weeks, with the initial version 0.0.1 being released on 12/13 in this post. If you haven't seen my first couple of posts, my eventual goal is a piece of software that simplifies a lot of the analysis that goes into trading, inventory management, mastery management, and various other aspects of the game. At the moment I'm largely focusing on analysis tools for trading and inventory management, and WarframeMarketAnalyzer is the result! v0.0.1 generated 2 spreadsheets containing a lot of economic and reference data for Mods and Prime Parts. I'm not going to go through all of the features in-depth; for more information follow the link above.

    v0.0.2 adds a third spreadsheet for Void Relics. Included data for each relic is:

    • Relic Name
    • Average sale price for each Refinement level (Last 48 Hours and Last 90 Days)
    • Min and max sale prices for Intact and Radiant (Last 48 Hours and Last 90 Days)
    • Number of sales for each Refinement level (Last 48 Hours and Last 90 Days)
    • Each contained item
      • Their Ducat value and average sale price (Last 48 Hours and Last 90 Days)
      • The item name (Eg Nezha Prime) and part name (eg Neuroptics)
    • DropsForma (True/False)
    • DropsFormaCommon (True/False)
    • DropsFormaUncommon (True/False)
    • IsVaulted (True/False)
    • IsBaroExclusive (True/False)
    • Average expected Ducats from opening
    • Average expected Plat from opening (Last 48 Hours and Last 90 Days)
    • Refinement level for maximum expected Ducats
    • Refinement level for maximum expected Plat (Last 48 Hours and Last 90 Days)
    • Change in expected Ducats (any Refinement level to any other Refinement level)
    • Change in expected Plat (any Refinement level to any other Refinement level) (Last 48 Hours and Last 90 Days)
    • Change in expected Ducats per Void Trace spent (any Refinement level to any other Refinement level)
    • Change in expected Plat per Void Trace spent (any Refinement level to any other Refinement level) (Last 48 Hours and Last 90 Days)
    • Average expected Ducats from an Intshare
    • Average expected Plat from an Intshare (Last 48 Hours and Last 90 Days)
    • Average expected Ducats from a Radshare
    • Average expected Plat from a Radshare (Last 48 Hours and Last 90 Days)

    Please be advised that due to limitations of the Warframe.Market API, the tool takes 15-20 minutes to run. v0.0.2 actually includes a substantial performance increase over v0.0.1, but also processes a lot more items. Improving this is going to be one of my main goals for the next release if possible.

    The program is simple and easy to run: Open it from anywhere, hit the Run button, and let it run in the background until there's a pop-up saying it succeeded. That's it. The output directory is <User Home>/WarframeMarketAnalyzer.

    The compiled program is available here as both an exe and a runnable Jar. Per my intention when I set out writing this tool, I have decided to release the source code under the MIT open source license, which can be found here.

    Again, please keep in mind this is a very early and very unpolished release. I have tested it and as far as I know it works correctly, but I cannot guarantee that it's bug-free. If you do run into any issues, please let me know so I can fix them. If you have suggestions for information or features you'd like to see added, I'd love to hear from you as well! Happy hunting Tenno!

    submitted by /u/blacksteel15
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    Even the Sentient's anti-Warframe aura can't get rid of THE SQUAD

    Posted: 21 Dec 2020 05:30 AM PST

    (All Platforms) Gift of the Lotus Holiday Alerts: Dec 21 - Jan 4

    Posted: 21 Dec 2020 07:58 AM PST

    Source

    2020 Holiday Alerts.png

    We're continuing the Tennobaum spirit with 6 special Solstice Alerts going live today at 2 PM ET on all Platforms!

    Reward yourself with return Solstice items and a hefty helping of Catalyst and Forma Blueprints:

    Alert #1: Guandao Solstice Skin + Catalyst Blueprint
    Tessera (Venus) Defense (Melee Only)

    Alert #2: Burston Solstice Skin + Catalyst Blueprint
    Despina (Neptune) Excavation (Rifle Only)

    Alert #3: Corinth Solstice Skin + Catalyst Blueprin t
    Minthe (Pluto) Mobile Defense (Shotgun Only)

    Alert #4: Solstice Vanquished Banner Syandana + Forma Blueprint
    Ose (Europa) Interception (Eximus Stronghold)

    Alert #5 :Avia Solstice Shoulder Plate + Forma Blueprint
    V Prime (Venus) Survival (Eximus Stronghold)

    Alert #6: Solstice Centuria Syandana + Forma Blueprint
    Laomedeia (Neptune) Disruption (Eximus Stronghold)

    These Alerts will run until January 4th @ 2 PM ET!

    Special thank you to the QA teams that tested the Alerts and set them up for you guys to enjoy before they take off on a well deserved break.

    Stay safe and happy Holidays, Tenno :community:


    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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    What if our Warframes kneel when we transference out instead of just standing there

    Posted: 21 Dec 2020 07:40 AM PST

    Like when you get near an orphix your wf drops kneeling, what if it always does that when you transference out.

    submitted by /u/Dravince
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    Warframe getting recognized by CAD-Comic

    Posted: 21 Dec 2020 10:58 AM PST

    Warframe getting recognized by CAD-Comic

    It's not much of a mention, since the punchline of the comic is Cyberpunk, but it still caught my eye.

    https://preview.redd.it/5obx2xu78l661.png?width=625&format=png&auto=webp&s=eb17f3262510c355c17e3412ee47200c344e136f

    submitted by /u/DrakeWurrum
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    The biggest QoL improvement we need for Necramechs

    Posted: 21 Dec 2020 05:45 AM PST

    When we walk into people, boop them out the way for us so we aren't stopped.

    At the moment when you walk into that one butcher it is like you're walking into a brick wall.

    Admittedly, any butcher who made it past the five sentients, two bonewidows spinning to win, a voidrig throwing casual millions of damages out everywhere, and my voidrig recharging his mausy's batteries is probably quite a unit - but I doubt he'd be able to bring a giant death machine to a grinding halt by swinging his tiny knife ineffectively at said death machine's feet.

    TL;DR: Lets us push enemies out the way with our Necramechs.

    And don't get me started on blunts...

    submitted by /u/dubeyisme
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    Here's a good look at Lavos' dumpy. You're welcome

    Posted: 21 Dec 2020 02:38 PM PST

    Warframe only fans

    Posted: 21 Dec 2020 05:06 PM PST

    "This is Chad, the returned - the condemned."

    Posted: 21 Dec 2020 07:37 AM PST

    I made Padoru in my dojo for the latest Warframe contest ! (And got 4th place)

    Posted: 21 Dec 2020 09:51 AM PST

    I drew my first warframe

    Posted: 21 Dec 2020 07:58 PM PST

    Anyone know how I managed to not complete the chassis step but continued to finish Mirage?

    Posted: 21 Dec 2020 08:58 PM PST

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