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    Warframe Warframe Weekly Q&A | Ask Your Game-Related Questions Here!

    Warframe Warframe Weekly Q&A | Ask Your Game-Related Questions Here!


    Warframe Weekly Q&A | Ask Your Game-Related Questions Here!

    Posted: 11 Jul 2021 08:00 AM PDT

    This thread is for those who aren't that knowledgeable about the game to freely ask questions and get answers. Questions will be answered any day of the week!

    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...

    Questions will be answered any day of the week!

    submitted by /u/AutoModerator
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    What Warframe is truly about

    Posted: 11 Jul 2021 12:56 PM PDT

    Proper phrasing is important

    Posted: 11 Jul 2021 03:12 AM PDT

    Have you ever wondered what exactly is this fog during revive?

    Posted: 11 Jul 2021 12:49 PM PDT

    Introducing: Me. An MR27 with more than 1000 hours ingame and still gets lost in Kuva Fortress

    Posted: 11 Jul 2021 10:01 AM PDT

    Making this universal won't properly fix current fragile sentinels issue, but it could improve things significantly

    Posted: 11 Jul 2021 10:18 AM PDT

    Getting a new weapon is like winning the lottery

    Posted: 11 Jul 2021 02:23 PM PDT

    Same energy

    Posted: 11 Jul 2021 04:38 AM PDT

    TIL Tenet Arca Plasmor projectile and impact explosion both have corpus writing on them.

    Posted: 11 Jul 2021 01:22 PM PDT

    They're Playing my Song

    Posted: 11 Jul 2021 12:26 PM PDT

    Did DE accidentally leak the total number of Warframes they plan to release in the game?

    Posted: 11 Jul 2021 01:08 PM PDT

    ValdBagina's post about getting a sister reminded me of a message I sent to a friend on discord

    Posted: 11 Jul 2021 04:46 AM PDT

    Art Commission - Sunbearer Nezha

    Posted: 11 Jul 2021 01:11 PM PDT

    Nemesis Weapon Shuffle: a minor change

    Posted: 11 Jul 2021 04:00 PM PDT

    So, as it stands, Kuva and Tenet weapons are 100% randomised. You can spend four hours farming and never see a weapon, or see the same weapon half a dozen times in the same time frame. This is..problematic, especially for Kuva weapons, as there are now 19 of them.

    My solution is simple; rather than being completely random, make it "shuffle mode", like a music player - it's still random, but until you've seen all of the weapons, you won't see the same one again. Then, when you choose to actually Mercy a Larvling or Candidate, the cycle resets itself to be ready for when you go farming again.

    EDIT: There seem to be a few people either missing or misunderstanding this, so I'll lay it out separately. You do not need to go through a full cycle of weapons to get duplicates for fusing. When you choose to Mercy a larvling/candidate, the "shuffle" resets to an even chance at every weapon and moves forwards from there.

    submitted by /u/dmdizzy
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    Imagine Nef Anyo dressing in drag to become a Sister so he could have some form of affection from his father

    Posted: 11 Jul 2021 06:27 PM PDT

    I heard the acceltra and akarius were rare but got these less than 15 mins into an arbitration. Are the drop rates higher there or something?

    Posted: 11 Jul 2021 02:30 PM PDT

    "Energized Munitions" would be a lot more usable and fun if it was a toggle with constant drain.

    Posted: 11 Jul 2021 04:53 PM PDT

    omg sister!!!!!!!

    Posted: 11 Jul 2021 12:34 PM PDT

    A guide on the optimal strategy for determining the correct requiem sequence. Takes 4 (or less) Lich / Sister fights every time

    Posted: 11 Jul 2021 10:55 PM PDT

    First off, this method makes heavy use of the new Oull requiem (the "wildcard"). This requiem takes the place of any other requiem and is always counted as a correct requiem in the sequence, which is EXTREMELY useful to us. The wiki entry says that it has a 25% chance to drop each time you test a correct requiem on a nemesis (Lich / Sister) for the first time, which means 3 chances per nemesis. I've vanquished 8 sisters so far while using Oull, yet I currently have more Oulls than I started with, so thankfully it seems like staying stocked up on them is totally doable.

    So, on to the guide!

    First of all, here's an example picture of how your requiems should be set up for each fight. Along the left side is the order that I attempted each requiem sequence (since it was hard to see in game), and on the bottom I numbered the order that requiems were uncovered with murmurs (Fass was given first, then Jahu second). I also grouped up the attempts according to which step they fall under and labeled the steps along the right side, so you can follow along better.

    STEP 1:

    For your first nemesis fight, you most likely won't have enough murmurs for your first requiem hint yet. So for your 1st attempt, put Oull in the first slot and then whatever requiems you want in the other slots. Putting Oull in the first slot is important, because it seems like you actually get more murmur progress from your nemesis the more requiems you correctly guess, even with Oull. We make extensive use of this fact in order to maximize the murmurs gained from each nemesis fight.

    STEP 2:

    After your 1st nemesis fight, you should have enough murmur progress to uncover your first requiem; in my example it was Fass. The goal with attempts 2 and 3 versus your nemesis will be to find where this first uncovered requiem goes. For your 2nd attempt, use Oull in slot 1, your 1st uncovered requiem (Fass in my example) in slot 2, and whatever you want in slot 3. If you confirm that your uncovered requiem is in the right spot, then you can skip to Step 3.

    If it's not in the right spot, then for your 3rd attempt, swap the positions of Oull and your 1st uncovered requiem. If the uncovered requiem is still incorrect, then you know that it belongs in the 3rd slot. So now after 2 or 3 fights against your nemesis, you are guaranteed to know where your first uncovered requiem goes.

    STEP 3:

    By this point, you should have enough murmurs to uncover your 2nd requiem. So on this last attempt (3 or 4, depending on your luck in step 2), your goal is to find where your 2nd requiem goes.

    • If your 1st uncovered requiem belongs in slot 1, then use your 1st uncovered requiem in slot 1, Oull in slot 2, and your 2nd uncovered requiem in slot 3.

    • If your 1st uncovered requiem belongs in slot 2, then use Oull in slot 1, your 1st uncovered requiem in slot 2, and your 2nd uncovered requiem in slot 3.

    • If your 1st uncovered requiem belongs in slot 3, then use Oull in slot 1, your 2nd uncovered requiem in slot 2, and your 1st uncovered requiem in slot 3.

    If the requiem order was correct, then congrats you killed your nemesis! If the order was not correct, then you still know the correct requiem order anyways: just switch Oull and your 2nd uncovered requiem, then go find your nemesis to deliver your killing requiems!

    submitted by /u/GoldPhos
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    [Player Concept] Pets 3.0 - The way it's supposed to be

    Posted: 11 Jul 2021 06:00 PM PDT

    ____________________________________________________________________________________________________________

    Survivability

    ____________________________________________________________________________________________________________

    • Companions and Sentinels have an inherent 50% Health-, Shield- and Armor-Link.
    • Companions respawns 45s after dying (15s with Djinn augment)

    [Note: Basic content-readiness to compensate for the jump in enemy damage we've seen over the years. E.g. in Arbitrations, Railjack or Steel Path]

    ____________________________________________________________________________________________________________

    Damage

    ____________________________________________________________________________________________________________

    • Pet damage scales with enemy level

    [Note: Adaptive mechanic that a variety of skills already have. Ensures relevance in all types of content without overpowering low level enemies]

    ____________________________________________________________________________________________________________

    Utility / Variety Improvements

    ____________________________________________________________________________________________________________

    • Smeeta Kavat resource-buff now only buffs normal resource drops, but equipping any companion grants a permanent "Friendship" buff (no mod required) that increases rare resource gain by 33% (rounded up - meaning 1.33 becomes flat 2).

      [Note: Smeeta has proven to be a must-pick for token-based shop systems and Kuva. In order to improve pick variety rare resources have been uncoupled from Smeeta Kavat. While the 33% bonus is a lot less than the current chance for a big 200% drop, rounding up & consistency compensate the player for this change]

    ____________________________________________________________________________________________________________

    The Incubator now has a new feature "Train Pet / Companion"

    [Experimental]

    • Pets can be trained for persistent bonuses. Training requires resources similar to the Helminth system.
    • These bonuses are currently available through mods. Said mods will be removed, players will have their Endo / Currency refunded.
    • Trained features do not require a mod slot, but become a part of the companion.
    • Pet training courses:

      • Animal Sense (Multiple upgrade tiers)
      • Pack Leader (Multiple upgrade tiers)
      • Improved Link Health / Armor / Shields (Multiple upgrade tiers)
      • Fetch (Can be set to inactive after acquisition)
      • ...

      [Note: Frees up mod slots, grants a new layer of progression and enables further building options]

    ____________________________________________________________________________________________________________

    Experience gain

    ____________________________________________________________________________________________________________

    • Pets now also gain 60% of your frame and weapon experience

    [Note: Replaces the currently flawed system which encourages exp-leeching without contributing to the team's efforts]

    submitted by /u/sdric
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    DE, can you please for the love of god fix your current systems before moving onto new stuff?

    Posted: 11 Jul 2021 12:58 AM PDT

    There are a LUDICROUS amount of just wild inconsistencies that are the result of a bandaid fix on top of a bandaid fix.

    It seems like DE never plans for the future with their updates and it's all just a kit-bashed jumble of systems with very little measurable standard or balancing. There are so many frames that are just are powecrept beyond belief.

    Their solution? Invigorations. Rather than going in and trying to fix the actual problem, they opted to release and entirely new mechanic that has very little player involvement and relies heavily on rng.

    Companions. 90% of them are pretty much useless unless built in a very specific way to prevent them dying in the first 30 seconds on any high level mission.

    Their solution? An augment mod that only works on SOME of the companions and requires you to take a helminth slot (if not using protea) AND a mod slot.

    There are so many more examples of this, and it really hurts to see this happen to a game I care about so much. I wouldn't have 2,000+ hours in this game if I didn't love it. It would be wonderful to have a transparent q&a with some of the team about some of these design decisions, because I am baffled and disheartened by the direction this game is taking.

    Anyone else care to share any thoughts?

    EDIT: I completely forgot about the new parazon mod that revives pets. It's an amazing addition but DE's track record of simply adding a mod to fix fundamental problems with the game unfortunately still holds true.

    Their gun re-balancing missed the mark. Adding the new balancing mechanic behind what is arguably the "end game" content of warframe does nothing to sway players away from using melee as their primary source of damage.

    Adding a stance mod style system for guns that give them more mod capacity and change their play style would be a lot more effective IMO. Make these new mods available from the base star chart.

    submitted by /u/darklaw39
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    The RemindMe bot just brought something to my attention, part two: Electric Boogaloo

    Posted: 11 Jul 2021 07:59 AM PDT

    Fun Fact: The Stalker will show up in the Granum Void. He will also be attacked by the Specters.

    Posted: 11 Jul 2021 05:44 PM PDT

    Invigorations apply to exalted weapons (Hildryn's Balefire Charger has 5% base crit chance)

    Posted: 11 Jul 2021 05:16 PM PDT

    I think the Youtube Video age restriction is a bit much, if you can't see the update video in the steam post for the update on Steam.

    Posted: 11 Jul 2021 03:19 PM PDT

    The Tenet Envoy is almost entirely overshadowed by... the Tenet Tetra

    Posted: 11 Jul 2021 11:58 PM PDT

    The Tenet Envoy is almost entirely overshadowed by... the Tenet Tetra

    I don't know about you guys, but when the final list of tenet weapons for Sisters of Parvos came out, my eyes were drawn to the Tenet Envoy. Who among us doesn't enjoy a rocket launcher? Feels great to tear through groups of enemies, and the overwhelming use of the Bramma and Acceltra are testaments to the strength of explosive weaponry. It'll be interesting to see if the Envoy is the standout of the Tenet bunch.

    So, come release I'm immediately eyes-peeled for an envoy drop. I burn through a couple other weapons first because of my terrible luck, and I finally get a larvling with one. One quick sororicide later and I've got my shiny new launcher. It tears through ESO while I'm leveling it. It performs against lvl 150 enemies on SP Mot. The guided missile thing is cool. It turns into a briefcase and that's cool. I wish more of the weapons turned into briefcases. Fully leveled and modded, I'm liking it. Definitely won't stand up to the Bramma, but it's got a good sized magazine and the Attache system makes up for the agonizing 4 second reload. Side note, attache is really good for game flow and I'm in full support of it becoming a baked-in feature. I guess there's already tactical reload. This gun looks like it's heading for my primary rotation.

    Enter the Tenet Tetra

    Poor tetra. Incredibly basic corpus AR with fodder-level stats (4% crit chance, poor guy) and a market BP. I know that the prisma tetra is generally liked, but it's still just a gun that shoots bullets in a straight line, which isn't enough for Warframe's power-creep (Mirage insanity notwithstanding). So, there's a new tetra in the Tenet weapon lineup. I glossed over it. It's just a better Tetra. Isn't that stepping on the toes of the flux rifle a bit? How is it gonna compete with the index mod that turns the flux into an really good status applier? It isn't. Admittedly, the blurb for the Tetra doesn't make it sound great. fire your entire clip as a large burst radius grenade launcher. Why is this on the tetra? The damage can't be that good. I get the Tenet Tetra. Let's compare some stats.

    Here's The Envoy. Toxin Lich.

    And the grenade stats on the Tetra. I really wanted the Toxin ephemera.

    The Tetra has 0.1% higher toxin element (25.1% vs 25%)

    Laying it out, we've got 1000 base on the explosion of the Tetra, vs 640 base on the Envoy. 1000 is ten less than the Bramma if you include the cluster bombs, but that's a point we'll get back to later.

    The same crit chance and 6% better status on the tetra. The only field the Envoy wins in is critical multiplier.

    But none of that fucking matters. The Tenet Tetra has such a large benefit vs other explosive weapons that it pushes it into pretty insane territory. Maybe you've noticed it. It rhymes with Glaive Prime.

    This is on the Tetra, if that wasn't clear

    Everything the light touches.

    0% falloff. Yeah baby. Woo.

    If you didn't know, falloff is a feature on explosive weaponry that reduces its damage to a certain point approaching the maximum range from the origin point of the explosion. For example, the Tenet Envoy has 80% falloff. That means that its damage decreases in a straight line from its origin until it hits eight meters away, at which point damage won't go any further below 20%.

    The Tetra has 0% falloff, meaning that any lucky tenno holding it will be blessed by beautiful, beefy damage numbers for the full radius of its girthy eight meter expulsions. You've got the damage numbers and range of the Bramma, except it's effectively higher because there isn't any falloff.

    Disclaimer: This thing eats through ammo like no one's business, and you have to reload between shots. Both are remedied through rifle scavenger and primary merciless, but that's a point that goes to the Envoy. 0% falloff is still cool though, right?

    Why did I make this post? I don't know, I feel like the Tenet Tetra flew under my radar initially, and maybe it flew under yours. The envoy is still great, and it's also a briefcase, but the tetra is a surprise of a beast. Get a tenet tetra. You'll like it, I promise.

    TL;DR: The tenet tetra beats the Tenet Envoy at its own job pretty handily thanks to its high base damage and 0% dropoff. This thing competes with the Bramma.

    submitted by /u/DonkGonkey
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