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    Warframe [OC] Mumbra


    [OC] Mumbra

    Posted: 06 Jan 2021 06:56 PM PST

    Trying to do the "Kill unalerted Tusk Ballistas with headshots" riven challenge but they keep being turned into glass whenever I get near. Happened with 3 watchtowers in a row.

    Posted: 06 Jan 2021 04:38 PM PST

    Just when I thought I was safe...

    Posted: 06 Jan 2021 08:41 AM PST

    My longest Crewship snipe to date (~30km)

    Posted: 06 Jan 2021 10:59 AM PST

    I hath become rank up

    Posted: 06 Jan 2021 01:26 AM PST

    Nightwave Season 3 End Date & Upcoming Intermission

    Posted: 06 Jan 2021 10:58 AM PST

    Greetings Dreamers!

    As you may know, Nightwave Series 3: Glassmaker is coming to an end, and today we are announcing that date as January 24th 2021.

    Many of you have braved the trials of Nihil, hunted for clues, taking down those affected by his partial retribution, but there is still time to take the final battle to the Glassmaker himself. You have until January 24th to face this dire threat from the past. When Series 3: Glassmaker ends, there will still be a path to earning the Vitrica! Similar to how Wolf Beacons are available on Baro and the Emissary Boss Fight is available in the Star Chart, we will be returning Nihil's Oubliette and the ability to acquire the Vitrica to those who missed Series 3: Glassmaker.

    When Nightwave Series 3 has concluded, there will be a small pause, and then we shall move into another Nightwave Intermission, this time with some new Challenges, a new Resource to earn, and a track to progress through.

    DUPLICATE PROTECTION!Intermission rewards are sometimes a repeat of the previous Nightwave series, and while newer players might delight in getting some of these new items, we wanted to add a way for it to still be rewarding for returning Dreamers! We accomplish this by giving a 50 Nightwave Intermission Credit reward instead of a previously owned item. This does not apply to items such as Warframe Slots, or consumable items (such as Forma), but rather for owned, unique items such as previous Nightwave Cosmetics.

    So… what comes next?

    Nightwave will be undergoing some construction while Intermission 3 runs. Our goal to have a simultaneous release on all Platforms remains the same, and we will be reworking the pace and scope of Nightwave for 2021.

    Edit: Clarified '50 Credits' are Nightwave Intermission Credits, not regular Credits.

    submitted by /u/DE-Marcus
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    More Warframe Art!

    Posted: 06 Jan 2021 08:43 PM PST

    As of today 6th January 2021 at least half the "keep control of x area" bounties are still broken

    Posted: 06 Jan 2021 05:21 AM PST

    Don't take this as a complaint, albeit take this with a pinch of salt. Let me do a breakdown of the issue if you're unaware.

    There are some bounty stages that require us to keep a certain area under control, delimited by a big yellow circle. Now the fact is that due to a very poorly thought spawn, and also due to how big the area is, with certain areas this result in a nigh impossible stage or guaranteed failure, which ofc leads to failing the bounty as a whole (example given by the grineer outpost on the beach in the far rightmost area of PoE)

    There are 3 possible solutions:

    1) reducing the area required to keep control of

    2) increase the spawn rates for explosive meter growth

    3) reduce the spawn and the meter increase, in order to let is find them in reasonable time

    I know already, some might simply answer here "uh use a nuker urr durr". First and foremost, not everyone enjoy nukers, then, from what I saw, even with nukers the issue lingers and cause troubles, especially on PoE and Vallis. This problem along with many others has been here from long, albeit this particular one literally prevents bounty completion. I'm not asking for immediate fix, but I think it's time for it to be looked at.

    Thanks for coming to my TED.

    submitted by /u/MrQ_P
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    It would be nice, for the sake of consistency, if we got an Entrati melee weapon

    Posted: 06 Jan 2021 05:11 PM PST

    We have the Trumna, the Sepulcrun and the Mausolon - respectively a primary weapon, a secondary weapon and an archgun - that share many similar traits:

    • The description of each of them begins with "An ancient weapon designed by the Entrati"
    • They have a similar aesthetic
    • They share the same mechanic: "Primary fire siphons life essence from the target to fuel a devastating alt fire"
    • Their names come from something linked to death and cemeteries
    • They are acquired on Deimos and have been introduced in the same update

    Additionally, while we don't craft the Mausolon (it's given to us when crafting a Necramech), the Trumna and the Sepulcrun are crafted in a very similar way: Father sells the blueprints (for the weapon themselves and for each component), and both require a Seriglass Shard.

    (The Cortege and the Morgha are achrguns that share some of the traits above, but not all, so I'm not including them on this list.)

    For the sake of consistency and in order to complete a set, it would be nice if we got a melee Entrati weapon. It could have a similar mechanic to the guns - killing enemies with normal attacks would give charges for a powered up heavy attack.

    submitted by /u/Erasculio
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    Appreciation post for the sound designers - The difference even on things like orbiter deco's.

    Posted: 06 Jan 2021 08:27 AM PST

    Orphix Venom: Hotfix 29.6.4

    Posted: 06 Jan 2021 08:34 AM PST

    Source

    Orphix Venom: Hotfix 29.6.4

    Tenno! It's our first Hotfix of 2021. We'll be taking on some Orphix Venom bugs head on, aiming to keep the Necramech mayhem going until the Operation ends on January 18. We expect to release a few more Hotfixes throughout the first few weeks of January as we gear up for a new exciting year for Warframe.

    Operation: Orphix Venom Changes & Fixes:

    • Over the course of the Holiday break, the team continued to track and fix Operation exploits. Any scores that were determined to be achieved with these exploits have been (and will continue to be) removed from the Leaderboards, and temporary or full suspensions have been issued where appropriate.

    • Fixed proper AABC reward not being given when achieving the Endurance max 36th Orphix.

    • Fixed an issue where Affinity collected in a Necramech wouldn't propagate to your Arch Gun if you Transferenced in from the Operator.

    • Fixed second Necramech death resulting in a functionality loss as the Operator until Operator respawns.

    • Fixed having the same Archwing Weapon equipped in the Heavy Weapon slot and the Necramech Primary slot resulting in receiving double Affinity for the weapon.

    • Fixed an issue where the player's inventory can end up with two instances of the Necramech's gun, which resulted in losing earned Affinity when Reviving as your Warframe.

    • Fixed missing Extraction UI if a Host migration occurs after killing the 36th Orphix.

    • Fixed Focus gained by the Necramech not being saved at End of Mission.

    Arch-gun Weapon Inventory Slots Explanation and Fix

    When we first introduced Necramechs to Warframe, they did not have a "head" component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe's Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.

    A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.

    The fix: upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.

    Changes

    • Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.

    • Disabled ability to open the Pause Menu after catching a fish since it could lead to incorrect state.

    • 'Invert Tap/Hold Abilities' option now lets you control the setting for each valid Warframe.

    • Numerous Warframes Abilities new and old have been given the 'Tap/Hold' functionality to do varying actions. Feedback showed that having the option to Invert the 'Tap/Hold' across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the 'Invert Tap/Hold Abilities' in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

    • Removed Magnus shell casing eject sounds to match revolver aesthetic / animation.

    Fixes

    • Fixed selecting currently active Boosters while Market loads resulting in a functionality loss.

    • Fixed Survival Life Support Towers not spawning after 34 minutes.

    • Fixed Infusing Lavo's Vial Rush to another Warframe not allowing it to inflict any Damage/Status.

    • Fixed Garuda's Blending Talons Augment Mod not hitting enemies behind you in the Range indicated.

    • Fixed Bonewidow's Meathook Health absorb percent progression not following its ability ranks sequentially.

    • Fixed Voidrigs Guard Mode Ability stats showing Energy drain/second base stat as 0.

    • Fixed Machete Wraith from only hitting once per enemy when using its Heavy Attack.

    • Fixed Host not replicating lightning bolts FX from Residual Shock Arcane to Clients.

    • Fixed the Lotus' head disappearing in certain cutscenes.

    • Fixed 'Fist' type weapons appearing invisible while Gara is equipped with the Kaleida Skin.

    • Fixed Khora's Urushu rear-end glassy area not applying chosen color outside of the Arsenal. As reported here: https://forums.warframe.com/topic/1243713-khora-urushu-energy-color-bug-still-persists/

    • Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal.

    • Fixed inability to place Deimos Fish in your Personal Quarter Aquariums. As reported here: https://forums.warframe.com/topic/1239850-cant-place-new-deimos-fish-in-aquariums/

    • Fixed K-Drive Pop Top Mod displaying incorrect stat color (should not be negative red). As reported here: https://twitter.com/daecatt/status/1338022520709111809?s=21

    • Fixed Buzlok's scope HUD overlay not extending to the edge of the screen, leaving visible margins. As reported here: https://forums.warframe.com/topic/1238209-buzlok-sniper-scope-overlay-bug-ps4/

    • Fixed for missing music during The War Within final cinematic.

    • Fixed all audio being muted in moment during The Sacrifice Quest.

    • Fixed audio ducking when stopping time in Captura Scenes.

    • Fixed reverb in Color Key Captura Scene.

    • Fixed for K-Drive Vapor Trail Mod custom boost sound persisting when player dismounts K-Drive.

    • Fixed Lavos' Prex card icon missing from the Universe: Fragments section of the Codex.

    • Fixed a script error when casting Lavos' Transmutation Probe.

    • Fixed a Dedicated Server script error in Conclave when using the Scourge.


    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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    Hotfix 29.6.4 RedText

    Posted: 06 Jan 2021 08:38 AM PST

    The new hold/tap invert setting that let's you switch by frame also applies to helminth

    Posted: 06 Jan 2021 04:03 PM PST

    Title. I inverted gauss' setting and put thermal sunder on Titania without inverting her to test it, thermal sunder still casted heat on cast. Btw I'm not saying this is a bad thing. This is WONDERFUL. The only thing missing is letting us pick by ability but that's just nitpicky anyway. Thank you DE for this change

    submitted by /u/Andreiyutzzzz
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    First timer on Reddit! Have a Mag!

    Posted: 06 Jan 2021 09:48 AM PST

    Am I an Archwing now?

    Posted: 06 Jan 2021 10:32 AM PST

    Did this happen with anybody else?

    Posted: 06 Jan 2021 12:48 PM PST

    Me (One year ago, before knowing Warframe): "Why do people even buy cosmetics in game? I'd never waste money or points on something that does not give any actual playing advantage."

    Also Me (some months after, seeing Wukong's deluxe in a Prime Time): "WOW... the coolness level... and he's my main frame, I think he deserves it."

    Me again (one year in the game, bought almost every deluxe collection availabe): "What have I become..."

    submitted by /u/Anhanguara
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    Finished another photoshop art. Rhino. Enjoy!

    Posted: 06 Jan 2021 06:07 AM PST

    Got bored: managed to get Bonewidow on top of the Temple of Grofit

    Posted: 06 Jan 2021 11:42 AM PST

    Hello DE, could you please stop Coildrives from oneshotting the drones in Solaris Bounties?

    Posted: 06 Jan 2021 08:43 AM PST

    It's getting quite annoying at this point

    sincerely, me

    submitted by /u/Quallomat
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    I found a cool Helminth Interaction with Rumbled that I wanted to share with everyone.

    Posted: 06 Jan 2021 08:25 PM PST

    Summary: I infused breach Surge unto Atlas and it opens the enemies to stealth finishers, which makes them take more damage from the Rumbled Melee attacks. I combined that with the Viral procs from the Panzer Vulpaphyla, Condition Overall and the Damage Amplification from Petrify to take it from an ability that struggles to kill 50s to one that can easily kill lvl 200s in Steel Path. I linked my youtube video that covers it at the bottom but everything that you need to know about what I did will be explained in this thread.

    The main reason I'm writing this message is because Atlas is one of my favorite frames, I'm excited to share something supposedly new and unique to me, and ever since I first heard about Rumbled I wanted to make a cool build with it and now I finally did. Maybe this might inspire someone to try out Atlas, give Atlas mains an Alternative build(a few of them probably already know about this) or even highlight some of the shortcomings of this Augment(or even Atlas himself) to DE that they can fix with their next frame rework batch.

    For this setup, You'll need Atlas, The Rumbled Augment, Petrify, Breach Surge Subsumed, The Arca Titron melee( Jat Kittag is a viable Alternative) and Condition Overload. You get Rumbled from Teshin for conclave standing or you can buy it from the Nightwave Item shop if it's available that week. You get breach surge from subsuming wisp to the Helminth and infusing it on your Atlas. Condition Overload is a melee mod and it drops from enemies on Deimos. The Arca Titron can be bought from the market.

    The main part of this setup is the Rumbled Augment. What this augment does is basically turn Atlas into one of his rumblers. It gives him rock armor similar to iron skin and it disables your weapon and instead allows you to throw boulders as your main attack . It also prevents you from jumping, crouching, sprinting or sliding. These boulders do 100 direct impact damage and 75 radial damage in a 3 meter radius with no falloff. The boulder's don't have any crit chance but they do have 12.5% status chance. The stats of this form can be buffed by the mods on your currently equipped melee weapons. It can also use a large amount of the melee mods except heavy attack mods, range mods, combo mods , attack speed mods and crit mods. It doesn't sound very good based on how I'm explaining it but don't worry, It'll quickly get better.

    Breach Surge does three main functions. First it blinds enemies and opens them up to stealth multipliers. Enemies that are blinded will take 700% extra damage from melee attacks, which the attacks from the Rumbled augment count as. The other thing that it does is that blinded enemies have a chance to create sparks from hit. These sparks have a damage multiplier and status chance that scale with power strength. This makes the sparks capable of one-shotting certain enemies and if it doesn't kill them, it is likely to proc radiation on them.

    The panzer Vulpaphyla is used for two main reasons. The first reason is because of the panzer devolution mod that makes it immortal. The other reason is because of the viral quills mod. This mod gives the panzer an ability similar to saryn's spores that is able to mass proc the viral status effect. Viral procs increase the damage an enemy takes by 100% at 1 stack and 325% at 10 stacks.

    Petrify is a quite underrated ability. Petrify has a unique function where petrified enemies receive 50% more damage from all sources. The way that this works is by reducing damage resistances. An Example of this is the Heavy Gunner. They have a 50% resistance to gas damage but if they are petrified that resistance will be reduced by 50% and they will only be neutral to it. Petrify also freezes enemies which makes it easier to headshot them and prevents them from getting knocked halfway across from screen.

    Rumbled has this weird ability to copy the passive and augments of whatever melee weapon you have equipped. That is as long as you're able to do the requirement for it. The Arca Titron has a passive that increases the range of its radially slam by 1meter for every kill stacking up to 10 times. This range is added onto the base range of the Rumbled attack which gives you around a 13 meter AoE melee attack. What makes this even better is that Rumbled unlike the Arca Titron has no way of expending the charges so you'll benefit from this increased range forever unless you're unable to kill an enemy within the time limit and it expires. Another slightly worse alternative to the Arca Titron is the Jat Kittag. It doesn't have a passive but it does have an augment called Vulcan Blitz that causes enemies in a 6m radius to explode on kill dealing blast damage. Another option is the Sibear. If you do a heavy attack just before entering Rumbled then you'll have a flat +50% status chance for the duration of Rumbled. Both of these are good but I find that the Arca Titron increased range is more useful.

    Atlas Build

    For the Atlas build strength is probably the most important stat since it increases the base damage of the boulders which allows all the other mods to scale better. It also increases the status chance and damage multiplier of breach surge. Efficiency and Duration don't really need to be that much higher than 100%. Whatever combo allows you to best upkeep your energy works. For the Aura Mod I'd recommend either steel charge, growing power or corrosive projection. The Stealth damage hits from Rumbled are considered as critical hits by arcane fury so you'll have an almost 100% upkeep of +180% melee damage. Arcane Energize is to help with the energy economy.

    Arca Titron Build

    The Arca Titron build is condition overload and as much status mods as you are willing to put. Rumbled only has a 12.5% status chance but with 3 status mods and melee prowess you're able to get close to 50% status chance. If you have riven with better stats than one of the status mods then swapping it out will help a lot. This number is kinda low but it works somewhat fine because of the 13 meter radius from Arca Titron which allows you to proc an element on at least one of the enemies. I also build for corrosive and heat when going against any armored enemies since the build doesn't have any other way of dealing with armor so the slight reduction from the status procs are very useful. The smite faction mods adds another damage multiplier into the mix which really helps with the low damage. The primes versions are useful but require a lot of investment.

    Panzer build

    For the panzer vulpaphyla you only need the preset mods and anything else you want. Bite can increase the damage of viral quills so it's not a bad choice and synth deconstruct paired with equilibrium can be a good way to regain energy but it's all up to personal preference

    From all the testing I've done with this build it's decent but it loses to also every decent or better melee weapons. I think at higher levels it could out damage things like spores or peacemaker but it requires a very niche setup to be useful. It also has a lot of downsides and buffs in certain aspects are needed. First I think it needs the ability to jump. Most maps have an option that doesn't require you to jump but it's almost always longer and slower. Also the fact that Rumbled has a health bar and a duration feels like outdated design. The stats in general are also really low. I was able to make it work thanks to Helminth but on its own it's just a shield to punch people with your one without worrying about dying. It doesn't need a crit chance but if it had like a 25% status chance then it would be able to consistently utilize condition overload. Another improvement that could really help is if it benefited from the combo counter so it could utilize weeping wounds to make up for the low status chance. I don't know if it'll ever get buffed or if it would be forgotten but some buffs would be very helpful.

    That's all I had to say about now for the ability. If anyone has ways to improve this setup or ways that you think it should be buffed I'd be interested to see them in the comments down below. Sorry if this post isn't structured in the best way possible. This is my first time posting something like this. If you think they're a way I could improve my presentation be sure to leave that in the comments too.

    Builds(screenshots)

    The Video

    submitted by /u/Redeemr_
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    Feel like DE are working on a strong middle game

    Posted: 06 Jan 2021 05:24 PM PST

    Mods plus arcanes have lead to some ridiculously powerful warframes. This is the coolest part of the game but also its Achilles heel as whenever they release endgame rewards will either have to be gamebreaking or underwhelming. This is because the current mod and arcane combos are pushing the limits of non-gamebreaking already.

    So why talk about this? I think its cool that DE has been angling so hard to make new middle-game content. Spoilers, railjack and now nechramechs. I feel like this hugely increases endgame loot possibility and I just reckon its neat DE have done this. Yeah thats kind of it. Kind of hope DE keeps working on improving the middle game so Endgame will be awesome whenever it comes out.

    (P.s when I say endgame I mean challenging content in the form of raids, heists or railjack sieges. Thinks that require problem solving and maxed out gear to survive in. Not lvl +40 enemies spawning in survival)

    submitted by /u/Azethin
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    What syandana is this?

    Posted: 06 Jan 2021 07:36 PM PST

    Valkyr, in Ink, by Gengi

    Posted: 06 Jan 2021 10:12 PM PST

    I tried explaining Warframe in 60sec do you like it?

    Posted: 07 Jan 2021 12:07 AM PST

    I'm messing with color schemes and i almost got blinded by my ivara prime.

    Posted: 06 Jan 2021 07:44 AM PST

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