Update 11 is now live!

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#1 Edited by mrcraggle (1800 posts) -

From now on, I will post all game updates here (major and hotfixes) to reduce the amount of threads dedicated to discussing the latest and greatest so if this could get a pin, that'd be great.

UPDATE 11

It feels like every update is bigger than the last and update 11 is HUGE bringing with it the new damage 2.0 system, the Valkyr warframe and the Corpus Gas City, that have been teased for months as well as even more. Drill down the list below and discuss what you're excited about or maybe even if you're disappointed by the update.

  • New Weapons:
    • “Tigris” Tenno Double-Barrel Shotgun (Primary)
    • “Cestra” Corpus Mini-gun (Secondary)
    • “Lecta” Corpus Whip (Melee)
  • New Prime Gear: Ember, Glaive, and Sicarus! Find it all in the Void Today or through Prime Access https://warframe.com/prime-access
  • New Damage Model 2.0! More information here: https://forums.warfr...n-on-damage-20/
  • New Customizations: Warframe Skins for the first 8 Warframes!
  • New Decorations for the Dojo (Including a Trading Kiosk!)
  • New Tile Set: Corpus Gas City
  • New Enemies: 3 Corpus enemy types to seek and destroy!
  • New Boss: Sargus Ruk (Grineer)
  • New Boss: Alad V & Zanuka (Corpus)
  • New System: Trading 1.0! Build the Trading Kiosk in your Dojo to begin! https://forums.warfr...ading-guidefaq/
  • New System: Codex and Scanner (Scan enemies to unlock entries & details in the Codex)
  • New Mods for Slash (Health) Damage, Toxic (Poison) Damage, Impact (Shield) Damage, and Status (Proc Chance) Effects!
  • New Resource Drone: collects crafting materials from planetary systems!
  • Host Election: the player with the best combination of PC performance & networking conditions now automatically become host when launching a public mission
  • Full on-screen map: Press M during gameplay to view the overall level map as you uncover it through exploration!
  • Added option to opt-in to Nightmare nodes
  • Added hotkey support for Gear items
  • Added "click a planet" hint when sitting at default state of the star chart
  • Added new icon for Boss nodes on the star chart
  • Players can now copy other players' mission votes by clicking on the squad info panel.
  • Additional features to in-game voice communications. Microphone and output device can now be selected. Improvements to range on weak microphones has also been added.
  • Added in-game Achievements
  • Update 11 Launch Event: The Hunt for Alad V! https://forums.warfr...r-alad-v-is-on/

CHANGES:

  • Sprint is no longer needed to initiate a Wall-Run
  • The contact-list network protocol has been completely rewritten to work-around Strict NAT and network problems caused by having a large number of contacts (the new system still being tuned, please be patient)
  • Enabled Multi-Threaded Rendering by default (can be disabled in launcher if needed).
  • Capture targets are now more dynamic and mobile: there are a range of tougher Corpus and Grineer targets with varying abilities and weapons will flee at the first sign of danger. Stop them from boarding a shuttle and escaping!
  • J3 Golem will be moving from his home on Themisto and our spys indicate that he may strike at any time. Look for Infested invasions on your in-game alert display; we have reason to believe that if there is an invasion where a boss would normally be found you are likely to find the J3Golem there instead (we also suspect him to be carrying Volt Warframe component blueprints!)
  • Redesigned and merged the Contacts and Chat UI (look for them on the right-hand side of your screen)
  • Star Chart progress, Sentinel and Sentinel-Weapon rank now contribute to Mastery level. Note: Complete a mission with your leveled up Sentinels ans Sentinel-Weapons to receive this Master XP retroactively
  • Improved top-bar navigation to include the Codex and Inbox
  • Sentinels now come with a default amount of armor
  • Removed co-op doors from survival missions
  • Time between Defense waves has been reduced to 6 seconds
  • The Inbox now updates with unread message count
  • Inbox message icons will now refresh properly when deleting messages
  • Rewards delivered to inbox are received automatically upon reading message – new text added to make this clear
  • Updated Dojo room art for the following rooms (visual update will be automatic, no rebuild necessary):
    • Oracle
    • Barracks (Moon, Mountain, Storm, Shadow)
    • Research Labs (Bio, Energy, Chem)
  • Added Auto-target locking for gamepad melee. Melee Assist Option is a toggle.
  • Star Chart: added effects & colorization to further distinguish available nodes from completed/locked nodes, and highlight boss nodes.
  • Stun Chance mods (Pistol, Rifle, Shotgun, Melee) are now Status Effect mods in accordance with new damage system
  • 2D and 3D weapons duck ambience by 2 dB less and duck music by 1 dB less. 2D weapons duck 3D weapons by 2dB less
  • Improved sound-ducking mixes
  • Changed Europa planet description so that it wasn't the same as Eris
  • Added UI elements to better indicate player extraction status (players waiting, # of players, etc)
  • Added new icons for Sentinel weapons
  • Switched the Prova to use Machete animations and finishers
  • New space skybox added to the Grineer Galleon tile set
  • Improved the sound for the Heavy Impact mod
  • Audio improvements to some stealth finishers
  • Rebalanced some mod types for Conclave battles (Stun mods, Crit mods, and Corrupted mods)
  • Tuned conclave values for Brakk, Machete Wraith, and Obex
  • Added sound for Galleon air lifts in Conclave map
  • Stalker has been improving his melee combo techniques
  • NPCs will no longer target Rescue agents

FIXES:

  • Fixed multiple localized text strings across all languages
  • Experimental camera fixes – camera does not collide with enemies or players to avoid annoying jitter.
  • Fixed issue where only host could invite players into a Dojo
  • Fixed more instances of enemy AI spawning or falling into unreachable areas in Exterminate missions
  • Fixed falling out of level in Mastery Challenge 7 costing a revive
  • Fixed some navigation/design issues in new level connectors
  • Fixed some issues related to Nyx’s Mind Control ability where brainwashed AI didn’t always attack enemies as intended
  • Fixed various teleport issues that would result in “out of world” experiences
  • Fixed some missing materials identified in Corpus ship levels
  • Fixed a case where you are unable to melee/block sometimes after being knocked down during melee swings
  • Fixed a case where the player would stay in the melee charge anim sometimes if knocked down during melee attack
  • Fixed HUD error when using VOIP in dojo
  • Fixed missing respawn volume in Dojo obstacle course
  • Fixed some reported issues of flickering textures
  • Fixed missing jump actions required by enemies in certain levels
  • Fixed Jackal robot missile seeking offset
  • Fixed Security Camera sounds not playing for clients
  • Fixed names of Gradivus Dilemma trophies
  • Fixed in-game chat overlay not hiding when hitting ESC/clicking away before auto-hide occurs
  • Fixed host's loadout score used by quickmatch not updating realtime when equipping different equipment in arsenal
  • Fixed Grineer Scorpion to have proper in-game description
  • Fixed issue with Kestrel and Glaive animations for holstering
  • Fixed unlocalized text string when trying to buy a slot with insufficient platinum
  • Fixed all reported/known issues of players falling through elevators
  • Fixed ledge-mantling mid wall-jump causing you to keep your push velocity
  • Fixed Rhino’s Iron Skin ability that granted invulnerability during oxygen loss
  • Fixed weapon attachments to now play the fire animation according to their respective fire rate (with any upgrade mods)
  • Fixed broken weapon recoil behaviour; it now works as intended
  • Fixed Roller idle animation jittering
  • Fixed “power in use” issue after using Banshee’s Sonic Boom ability
  • Fixed Acrid weapon not doing damage over time
  • Fixed Saryn’s Miasma ability to apply damage over time
  • Fixed issue where Ciphers were being consumed twice on a single hack
  • Fixed Nekros Soul Punch ability to ragdoll target NPCs
  • Fixed Trinity’s Energy Vampire in Conclave which caused enemies on the opposite team to regenerate energy as well
  • Fixed issue that allowed spectators to fire the Ignis and Flux rifle while spectating in Conclave
  • Fixed enemies not getting auto-killed if they ragdoll in the middle of a death animation
  • Fixed multiple issues with Infested enemy types related to map navigation
  • Fixed high level enemies spawning in low-level defense missions
  • Fixed Private session countdown not starting after friend joins/selects mission

Full update and patch notes coming soon

THE FUTURE! (Update 10)

UPDATE 04/09/2013

The latest Q&A is now available on Youtube and posted above. Below you'll find details that were revealed in the video as well as from the Warframe website. This was a very information dense episode where they mention balance, credits, mods, warframes, new tilesets, customisation, buffs, nerfs and probably more i'm forgetting so it's probably best just to watch the video :)

Necroframe:

SOUL PUNCH: Direct X% damage that knocks the soul out of them, 5% armor debuff, stacking.

TERROR TOTEM:Necro deploys a totem of terror, causing X number of enemies within radius to freeze in fear; the rest will flee.

SEARCH THE DEAD: Generates loot from corpses (health, energy, ammo, etc).

CLONE THE DEAD: Necro creates friendly nano bot clones of the last X enemies he has killed.

Corpus Gas Harvesting Concepts

SCARVES!

The scarves will actually have physics to them so the should react accordingly. It will probably behave similarly to the scarf seen in Journey.

Golem Boss Fight

This was just a preview of the new golem boss and possibly the direction bosses will be going in the future. This looks to be a multi-phase fight so as you fight, its tenticles will rise from the ground to attack you and once you've dealt enough damage, it will reveal its full form.

LIVESTREAM Q&A #12

Read @rapid's awesome post below this :P

Here is a huge chunk of text taken from the latest stream with relevant links :) It takes up a lot of space within this post so just click the spoiler block to reveal it.

Stream starts with introductions, and we go right into a pressing issue:

"Players are disappointed that we aren't focusing on the right things. People that aren't interested in new weapons, etc. What about the burnout? What about the general things we need to be addressing that people feel we aren't? Mods? Mod pool? Missions not being revamped? Auras not being useful?"

http://youtu.be/QlsqKVzLehk?t=4m10s

Steve has been quoted saying burnout is an issue, if we don't diversify things we lose out.

"What about us giving weapons when people want more interesting gameplay?"

Steve - "This is all we've been talking about internally. Initially our pattern was to add locations, enemies, etc. Now that we've fleshed out that we need to speak to the long-term player. The early term players still exist, people still experience the game as noobs. For veteran players worried about our focus. We hear them, we are overhauling the damage system - not from scratch, but making changes to how elemental, physical, and armor piercing damage in game. We have a narrowing build diversity in higher end content. We have all of our level designers right now taking mission types, tearing them apart, putting them back together. It's not fair to say the game play is boring, it's that game play after 500 hours is boring. We will put more effort into diversifying what you can do. Mission types, damage model, dueling, are short answers. But also coming are new locations."

Scott - "Talking about the Mod Pool, high-end players have to remember that every mod could be valuable to a new player. There is a gradual progression to high end things, mods are valuable along the way. There has to be a gradient of value."

- We hot-fixed the Fusion Core bug 9.5.3. The each enemy got it’s own Drop Table in 2.0, cores were put on select enemies, but NOW they are back to having a chance to drop from every enemy.

- Mod Stacking ever? Yes. The UI will eventually show duplicate mod stacking.

- Personal scores for nodes are coming.

- An Achievement system is coming!

Moving on to questions

http://youtu.be/QlsqKVzLehk?t=14m4s

- Are we aiming for tiers in weapons? Do you want weapons to be all equally viable like the Warframes, or do we want tiers?

Scott: ‘In the ideal world, they would all be viable. We’re trying to have versions of weapons viable at every level – high and low level snipers. Obviously with mods you can push low level weapons into the high end, they may not be as viable, but if you like that weapon you can be able to use it”

- Are you concerned about players avoiding content because of Primes?

Scott: “No, I am not concerned about that. I know there have been suggestions about building primes with original versions of the items, that’s interesting, we haven’t done it in the past, but we’ll take a look at it.”

- What about Arid Fear?

http://youtu.be/QlsqKVzLehk?t=16m48s

The event ended at 100%. But it was ambiguous. The time was a fail condition and a lot of people thought it meant how long they had to play. We are looking at completely different ways to schedule events as a whole. Community goals, solo goals, everything needs to be restructured. What about the duel stat mods from the event? They will be going into Nightmare sooner than later.

- Longdraw asks: What’s the goal for the release of Update 10 and does it have a name?

http://youtu.be/QlsqKVzLehk?t=20m9s

Check out this timestamp for tons of cool stuff for Update 10! Somewhat of an “infested” theme.

Derelict Orokin Ships!

Golem boss rework! (

http://youtu.be/QlsqKVzLehk?t=22m17s

)

Next Warframe is *drumroll*: (

http://youtu.be/QlsqKVzLehk?t=24m38s

)

Necro Frame!

- What about Jetpacks and Grappling Hooks?

http://youtu.be/QlsqKVzLehk?t=25m50s

The jetpack probably not, the grapping hook could invalidate wall running, but we are still working on it to polish it up and see! Never say never.

- What about that Reputation system?

http://youtu.be/QlsqKVzLehk?t=27m18s

A system coming that allows players to give reputation to players at the end of a match. Using this system will create bonuses in squads of high-reputation.

- More custom reloads?

http://youtu.be/QlsqKVzLehk?t=30m22s

Yes, we love this and are working on it!

- What about those custom idles per Warframe?

http://youtu.be/QlsqKVzLehk?t=32m38s

3 options will eventually be available for further customization. Check out the videos at this timestamp of the approaches Geoff is taking (Noble, Fiesty, and Default).

- Will net code ever not be peer-to-peer?

http://youtu.be/QlsqKVzLehk?t=38m3s

Steve says the door is always open, we are making optimizations to the net code side of the game to allow for better experiences with hosting and connectivity in general. We talk about the network model a lot, we know people have problems, people are concerned about us ignoring Strict NAT.There are options we can explore to improve this, we know that a certain portion of our audience that we want to play are having problems, we are not done making that code better.

-Skates? What about more wildlife? http://youtu.be/QlsqKVzLehk?t=39m52s

Yes we will add more wildlife!

-What about Mod Profiles? http://youtu.be/QlsqKVzLehk?t=42m4s

Yes this is coming. We are adding options for loadouts that reflect the changing damage system. Currently the problem is one best loadout for endgame.

- A weapon balance analysis:

The following three weapons have changes coming:

The Ignis is being revamped to have AOE damage around end point, the Grakata will get love with Crit Boost chance, and the Braton series will be reviewed.

- Will blocking be more useful?

It was a romantic idea and we put it in game with Stamina in somewhat haste because we loved the concept, but we have room to explore here. We want to make it more viable.

The Stamina system is the next one to be on Scott’s radar (Damage is first).

The damage model is the priority: Armor and Elemental stuff.

- Steve is mad we don’t share FanArt on these Streams. We love Fan Art!

- On the topic of Stealth....

Stealth we don’t really have an update for, we are working on it, but the AI improvements are incremental, we’re making progress but the AI is a huge part of this gameplay.

- On the topic of Longswords?

Improvements to longswords being outclassed? Yes, Melee weapons need a broad balance look-at. Some Alert Only Swords have not received a buff or review in some while, onto Scott’s every growing plate!

- What about Vor’s Prize?

Hoping Update 10, Gamescom is a stealing a couple of us unfortunately.

Mag is the next female prime.

- Silly question time: If you had to pick one Warframe to protect you, who would you choose? http://youtu.be/QlsqKVzLehk?t=53m32s

- Look at updates to our particle system lighting! http://youtu.be/QlsqKVzLehk?t=53m32s

- Separate Motion Blur and Depth of Field! Steve will try.

- What level set is coming in the future (Not Update 10, but future):

http://youtu.be/QlsqKVzLehk?t=58m24s

Corpus Gas Harvesting Factories!

Update 9.6

Hot on the heels of update 9.5.3, DE have moved onto 9.6 bringing the usual changes & fixes we come to expect as well as new weapon.

Changes:

  • Flux energy beam is now affected by Energy Colour!
  • Dera muzzle flash is now affected by Energy Colour!
  • Excalibur Radial Blind now uses Energy Colours!
  • Removed the Corpus Void Key Blueprint from the Store - owned copies can be sold for the same purchase price
  • Enabled selling of Corpus Ciphers and Data Masses.
  • Improvements to the Transmutation system: you can no longer transmute your final power card of a given type.
  • Improvements to Enemy AI on Settlement defense, they are not as cowardly and won’t huddle in their Spawn location.
  • Added Sobek reload animiaton tweaks.
  • Audio updates to the Desert Skate and Grineer Jetpack Troops
  • Tweaks to Twin Viper sounds
  • Tweaks to Orthos hit sounds
  • Tweaks to Grineer Miter sounds.
  • Tweaks to Rhino’s Iron Skin lighting.
  • Tweaks to settlement enemy navigation.
  • Added fancy footwork to Grineer Jetpack landing animations.
  • Mods and Blueprints will never expire as drops.
  • Elite Grineer Lancers now use the Hind!

Fixes:

  • Added multiple localization fixes
  • Multiple fixes for the Grineer Settlement levels.
  • Fixed the fact that players can consume their final power cards with Transmute
  • Fixed enemies not leaving the spawn rooms in Settlement Defense
  • Fixed the Contact List breaking after sending a clan invite while in the Dojo
  • Fixed the Stalker dropping blueprints 100% of the time
  • Fixed not being able to perform stealth take-downs on any idle Grineer
  • Fixed the Stamina Orbs appearing as blue instead of green after building the Dojo Obstacle Course
  • Fixed the Sabotage Target not appearing on client after a host migration
  • Fixed enemies being inaccessible in the Settlement Spy missions
  • Fix for Banshee Silence effect not using correct energy colours
  • Fix for unlit textures in Corpus Ship room.
  • Fixing enemy levels on Phobos , Stickney (max level increased by 2 instead of being same as min level)
  • Fix for Warframe power cast animations replaying if they are knocked down during animation.
  • Fix Volt Overload creating two effects on clients.
  • Fix for animations being cancelled due to pain flinch.
  • Fix for crashes when using continuous fire weapons through Electric Shield.

Update 9.5 plus hotfixes below

On your Starchart, a new Region has emerged. Phobos is where the Grineer Settlements were hidden!

Rewards and results of the completed event are in the works. Please sit tight as we get all the information together.

Here is what you have discovered:

  • - New Level & Region: Grineer Settlements - (Supports: Assasinate, Raid, Capture, Defence, Sabotage, Rescue)
  • - New Enemy Type: Grineer Sandtroopers
  • - New Enemy Type: Grineer Jetpack Trooper
  • - New Enemy Type: Desert Skate
  • - Grineer Reinforcements: Eviscerator and Informer return to the battlefield.
  • - New Weapon: Grineer Sidearm
  • - Mastery Rank Challenges: Levels 6-12
  • - Newly polished Clan Dojo rooms and new placeable decorations.
  • - Weekly Clan Challenge (Endless Defence on Kiliken & Tiered Leaderboards)
  • - Referral Program - Refer friends, earn rewards.
  • - RNG Fix 2.0 - Region and Enemy specific loot drops for more efficient hunting

Hotfixes

Hotfix 9.5.1:

  • Tweak to Ash’s new custom idle.
  • Updated Grandmaster Solar Landmarks (seeing reports of bug after click, noted)!
  • Disabled Exterminate wrinkles in alert missions for event.
  • Fixed custom idles sometimes resulting in bad pose when carrying datamasses.
  • Fixed mods not showing icons.
  • Fixed Lokis’ arm clipping,breaking,fusing,merging, etc. with Supra.
  • Fixed problem with Transmuted mods not appearing in inventory until relogin.
  • Proper event badge now shows when you complete Capture in the Void (was showing sling-stone badge)
  • Fixed unable to sell blueprints if you only had one.
  • Fix for Foundry blueprints that require items not be craftable.
  • Fix for Foundry UI breaking if it was open when an item completed.

Hotfix 9.5.2:

  • - Fixed UI becoming non-functional when attempting to view Solar Landmark.
  • - Fixed inability to reload Twin Gremlins while sprinting.
  • - Fixed boss drop tables. A blueprint will no longer drop 100% of the time being a “Chassis”. Every Blueprint has a chance to drop, but you may not get a blueprint every time.
  • - Fixed issues with the Transmutation feature. Users were unable to see or use mods resulting from Transmutation. Inventories also became unstable if a Transmuted mod resided within. A script will be run to correct the inventories of players who had been affected.
  • - Fixed Ogris charge sound effect playing randomly when it wasn't being charged.
  • - Fixed being able to parry while ziplining.
  • - Fixed appearance of Ether weapons. Our weapons manufacturer apologizes for the defective translucency in the 9.5 model.
  • - Fixed rare loss of functionality that could occur when leaving/being disconnected from a session while in the main menu.
  • - Buffs to Orthos Prime, Slightly faster, bit higher base damage. Longer reach.
  • - Fixes for gameplay crashes.
  • - Fixed custom colours not applying to Miter saw blades or boomerang.

Hotfix 9.5.3:

Additions:

  • Corpus Void Keys are sellable for 1500 Credits.
  • Added hacking consoles to locations in Settlement tileset that users could be locked in.

Changes

  • Improved blueprint drop rates for Phobos boss fight.
  • More loot table changes! All enemies now have a chance to drop Fusion Cores.
  • Chat window tweaks to assist in readability of chat on bright levels (White text on Sand was problematic).
  • Tweaks to Grineer Hellion animations and movement.
  • Rollers have been removed from Grineer Settlements. The Grineer need to make up their mind!
  • Hand Positions on several weapons have been tweaked.
  • Kril And Vor have gone through endurance training and no longer attack and fear Sand Skates.
  • Reduced spawn rate of enemies on prison for Settlement Capture mission.
  • Buff to pistol Armor Piercing mod.
  • Buff to melee electrical damage mod: up to 10% from 5%.
#2 Edited by Rapid (1339 posts) -

Livestream #12 is up now

@mnemoidian @ravenlight @humanity @murgin please add anything I missed

Next Update (Update 10) is still TBA (Sometime in September)

Topics / Interesting things addressed in Chronological Order on the Live Stream

  • Addressing the "Burnout" and diversifying the end game
  • Talked about plans to revamp the Damage Model in the game
  • Teased Mod Loadout / Preset System coming in the future
  • Implementing stacking identical mods in the Mod Menu UI (Reduce Mod pages)
  • Implementing leaderboards and Scoring per system or planet
  • An achievement system is coming
  • Addressed "Controversy" of Weekend Event Completion (You Can't Beat 100%!)
  • Dual Stat Mods will be going into Nightmare Mode ("Sooner or later")
  • Mention of "Triple H" (The Wrestler?)
  • Screenshots of new Derelict Tileset (Will not be part of the Void)
  • Show a new version of J3 Golem Boss (around 0:23:00) will be Multi-phased with Shadow of Colossus style final form aka ATTACK ON WARFRAME!!!

  • The new version of the J3 Golem Boss will drop components for next Warframe to be released "Necro" instead of Volt
  • No jetpacks but Grapple Hook still on the table as a future feature
  • Reputation System (0:27:43) From the description it sounds similar to the DOTA2 rate this player at the end of match. Players will gain reputation score, players that play / vote together and frequently will receive a "synergy bonus"
  • Synergy Bonus: Aura Bonus, Revive Faster etc.
  • Warframes will have 3 Idol Animations for players to choose from in the future: Default, Agile Stance, Noble Stance
  • SCARFS (coming update 10 and with physics!)
  • Addressed Netcode problems (it's an on-going fix)
  • Showed new alternative (Season 2) Nova Helmet (Volcano Head)
  • Weapons to be revampt (whenever they get to it) Ingis, Grakata, Braton Series
  • Blocking Pretty much useless right now (hope to make it better)
  • Fanart has 34 rules and YUI?
  • Episode 2 Vor's Prize Coming Soon?
  • Next Prime is MAG (woot)
  • Teased Gas Refinery Tileset Concept Art (Stated will come after update 10)
  • Devs agree Nightmare Mode should be made optional (Nightmare Mode likely to become optional)
  • Stated Implications of Ember and Trinity rebalance / buffs in the future
#3 Posted by Ravenlight (8040 posts) -

@rapid said:

  • SCARFS (coming update 10 and with physics!)
  • Addressed Netcode problems (it's an on-going fix)

In descending order, the points I'm most excited about.

#4 Posted by Humanity (8731 posts) -

I like that they're aware of the stagnation in gameplay but I wish they would've said a bit more than "yah we're constantly talking about it!"

Overall it's a good list of patch notes and I hope the update rolls out soon.

Some of the things are long overdue like Saved Loadouts.

Wish they added the ability to fuse mods from the loadout screen. Right now it's a pain to swap out mods, save, get exited back out, go back in, go to mods, start fusing etc.

#5 Posted by HoboZero (172 posts) -

@humanity: I might be wrong (in fact, I am probably wrong, as I have just started playing) but it seems like if you hit the Mods button while viewing the mod loadout of a weapon/frame, you will see the equipped mods in the inventory list with a little silver badge thingie indicator, long with the rest of your inventory. Then when I finished fusing and hit done/exit, it took me back to the weapon/frame loadout screen. I had been removing all mods, applying, exiting, going to inventory, etc before i noticed that.

I don't know what would happen if i fused a mod to a higher level than the weapon's capacity - i guess it would unequip?

And, as mentioned, I might be entirely mistaken :)

#6 Posted by Humanity (8731 posts) -

@hobozero: I meant a situation where you equip a new mod into one of your 8 slots, and then when you click the Mods button it says your changes won't be saved. So you have to exit out and then go back in.

Anyway, take EVERYTHING back of what I said about drops getting fixed. I did 10 missions in a row on Merrow to get the Saryn parts and didn't get a single blueprint drop. Overall I did roughly 25 consecutive Merrow runs over the span of a few hours and ended up with two, TWO helmet blueprints. I was beyond exasperated and just quit.

#7 Edited by mrcraggle (1800 posts) -

@rapid Excellent post duder. I made an edit in the original post to point people down to yours so they can see what's coming. I'm at a loss where the updates are now as there have been so many. Update 6 was all about making you feel more agile with the expanded moves list, 7 was the introduction of mods, 8 brought us the clan dojo and 9 felt like a move towards pushing out a final product with cutscenes, new tutorial and overall additions to presentation. I guess 10 is going further in that direction as they address mission fatigue and restructure some things that have previously been implemented.

#8 Edited by jakob187 (21642 posts) -

1. I hate anime, but I'm glad that I love Attack on Titan and get the reference of "Guren no Yumiya" with that Warframe video.

2. "Guren no Yumiya" makes everything cooler. It's the new Kanye West's "Power."

3. Update 10 is going to be awesome. I cannot WAIT for the new Golem fight. I've been wanting something big and fierce in the game. Hopefully it stands up. However, if I had to pick a fight that drastically needs to be redone, Raptor would get my vote more than anything.

4. FINALLY THE BRATON AND GRAKATA WILL BE REVAMPED! Hopefully this will fix them for good to be worthwhile in late game somehow.

5. I'm glad they are looking at the damage model. Right now, if you aren't using Serrated Blade or Physics Impact in late game, you aren't doing what is necessary to stomp it out. Bullet damage just isn't as reliable, and elemental damages (ice/shock/fire) are too random with how they take effect (i.e. - electrical hits before regular damage, but because of this, the regular damage ends up being reduced against someone who is resistant to electrical).

All in all, a good livestream. Necro looks like a cool idea...buuuuuuuut I kinda hope he loses the Hawk cape.

#9 Edited by Mnemoidian (955 posts) -

@jakob187 said:

5. I'm glad they are looking at the damage model. Right now, if you aren't using Serrated Blade or Physics Impact in late game, you aren't doing what is necessary to stomp it out. Bullet damage just isn't as reliable, and elemental damages (ice/shock/fire) are too random with how they take effect (i.e. - electrical hits before regular damage, but because of this, the regular damage ends up being reduced against someone who is resistant to electrical).

Well, I don't disagree with you, but specific weapons outside of those categories are still effective - such as Supra - which admittedly requires quite a lot of work to get really good at those levels.

Also, Poison damage is insanely efficient versus high-level enemies. Of course, only the Acrid uses Poison damage currently - and that is limited to people of rank 7 or higher, in clans which have finished the Mutagen research (which we have!). (it should also be noted that Acrid is currently considered the highest damage weapon, primary or secondary, in the game). As an example of that - I did a T3 defense with Rapid, Humanity and Randanger (who was unfortunately disconnected around wave 16 or 17 (out of 20) - Wave 1 I believe had enemies around level 30, with Wave 20's enemies being level 130, I was exclusively using Acrid (except for the rare occasion when I ran out of ammo).

I believe Rapid was using a Hek... not sure what Humanity was using - was too busy killing things to really pay attention to details :) (and it's really unfortunate that Randanger's stats is not included here).

Of course, that said, I do agree with you. If they can "fix" the system to make more weapons viable at high levels, that's great - things are getting a little bit silly with so few weapons actually being viable. Or... it's being silly because a few weapons are very overpowered compared to the rest. :)

(Not so sure about elemental damage decreasing normal damage? Can't find anything about it on this wiki page either - seems to suggest that elemental damage is based on (normal damage of weapon + normal damage mod(s))? (Or I'm being blind?))

#10 Posted by MrMuscle (443 posts) -

Design council update

Currently there are 2 ongoing design council projects.

Tenno Primary production

There is a poll up where we are to decide which will be the next Tenno primary weapon, the options are:

Poll closes Wednesday, August 21st at 23:59 EDT and so far it seems the Assault rifle is winning. No more information about the weapons have been given.

New Sentinel

We are given the task of naming and designing the skills of a new Sentinel.

#11 Edited by mrcraggle (1800 posts) -

@mrmuscle: Do you get access to stats as part of the design? That assault rifle looks pretty awesome to me.

#12 Posted by ThunderSlash (1514 posts) -

The new sentinel looks like a pear.

#13 Posted by Rapid (1339 posts) -
#14 Posted by MrMuscle (443 posts) -

Design council update

There is a poll up for the new sentinel. One with the name and one with the core ability.

Name poll:

  • Lifebulb
  • Amp
  • Carrier - WINNING
  • Pulse
  • Ecko

Ability poll:

  • Emit a small healing pulse, increasing the amount of health by a certain number and of your teammates by a small amount.
  • Have an ability to detect and collect items throughout the room for its master (including mods). - WINNING
  • Supercharge a Tenno weapon and melee damage for a few seconds when its master is attacked.
  • Emits a quick pulse to the enemy in front of you, ragdolls and forces them away a few meters.
  • Blinds all targets around your Warframe for a short period of time, and reveals enemy weak spots for a very short amount of time. Blind time and revealed weak spot duration increased with rank.

This poll ends Friday, August 30th 23:59PM EDT.

The feedback in the thread is not very good, although some really like the collecting ability.

#15 Posted by Humanity (8731 posts) -

Depends on the collecting radius. If he will collect EVERYTHING then I'm all for it. If he will collect only items that are literally right next to me then thats kind of a waste.

I like the blind/weak spot ability too.

#16 Edited by jakob187 (21642 posts) -

@mnemoidian: The whole thing is convoluted when it comes to elemental damage. Here's the best thing I can recommend to everyone: only use Freeze and Armor Piercing mods for elemental damage. The rest (fire and electric) are basically useless. Moreover, if you are using weapons that have Serrated Blade/Physics Impact/Poison/pure Armor Piercing, stack the fuck out of as much Armor Piercing beyond that as you can. The way the damage model works for that shit is INSANE!

Beyond that, I could explain it all to you, but it's so much to type and I even lose track of the shit when I'm typing it. It's ridiculous.

#17 Posted by Mnemoidian (955 posts) -
#18 Posted by Rapid (1339 posts) -

Update coming this Friday, if you are founder you can now flaunt it. , You can wear your Founders Badge.

#19 Posted by Mnemoidian (955 posts) -
#20 Posted by Mnemoidian (955 posts) -

Was a pretty easy event to finish - managed over 30 minutes on my first (and only) attempt with a random PUG, and saw that the top people had run for over 3 hours. Which sounds genuinely impressive, considering how hectic things were getting at the 30 minute mark (though, according to the post game stats, 2 of the team were dead weight - and the guy playing Ember outperformed me (Excal) by quite a lot. Not really surprising, considering how good Overheat is at reducing damage taken, and World on Fire is at dealing damage to everything.

It was a good break from the usual rush game play that previous events have encouraged, though - glad to see that they are looking to break away from just doing that as well.

#21 Edited by EchoEcho (813 posts) -

I'm not in the official GB clan (have a small one of my own with my gf and brother), and I usually play solo, but I can't seem to make it past the 12-minute mark on my own and I'd really like that Strun Wraith. Thing is, I'm not exactly amazing at the game, and I have a (probably unnecessary) hang-up about inflicting myself on random strangers. If any patient duders are willing to team up with with to try and hit that 20-minute mark, I'd be really grateful for the assistance.

Edit: Derp, I should probably mention -- my username in-game is EchoEcho as well.

Edit 2: Edit Harder: Managed to make the 20 minutes (bit the bullet and went with a PUG; I keep weird hours, so I wasn't sure if I'd get another shot). @mnemoidian was right, it's really not hard to get to the 20-minute mark even with a random group.

#22 Edited by MrMuscle (443 posts) -

I definitely recommend people to run the event as many times as possible as it is a loot run like no other. 48 minutes is my best run this far and i got 90 mods out of it and a ton of resources. Time that with maybe 15 runs so far and you get an idea of what is possible here.

Rhino with a formad Acrid worked pretty good the first 30 minutes and then the Stomp just didnt do enough damage, Rhino Skin got wasted in seconds but Roar helped still.

Vauban with Acrid and Torid seems like a sure thing even if you are going for long runs against infested. You have both control and damage that is sustainable even when mobs get over lvl 100.

Loki seems like a great choice for Grineer. Disarming them would save you alot of grief when they start shooting rockets and throwing flame all over the place.

#23 Edited by Rapid (1339 posts) -

Update 10 good and all

Things that I'm looking forward to

  • Necro Warframe interesting
  • SCARFS
  • Golem (Attack on Warframe) boss

but I'm starting think that they should really overhaul what they have and not just add new content.

  • Game Performance is declining
  • Netcode (Has not improved from a user prespective)
  • There are still several known bugs that have not been addressed since update 9
  • UI Needs Overhaul (akamikeb's video expresses my sentiments well)
    I Really hope they overhaul the UI, I have to imagine they will need to rework the UI especially for the PS4 version.

#24 Posted by MrMuscle (443 posts) -

Oh god yes, spend more time on the UI! I have 3-4 Warframes i really enjoy but i mostly stick with 1 because of the hassle of changing mods around. Same with weapons, I SO hope they can come up with a solution for this.

#25 Posted by Mnemoidian (955 posts) -

My most desired changes right now are:

  • Loadouts for everything that uses mods (Warframes, Sentinels, Weapons)
  • Unified mods for all warframes (so I don't actually need to press "remove all" whenever I want to use something else).

Beyond that... new stuff, I guess? :P

#26 Posted by mrcraggle (1800 posts) -

I want loadouts so badly. If you're someone with a lot of frames and weapons and mods, changing that shit quickly should be key just like CoD where you can save you weapons, perks, gear etc. It's even more crucial when it comes to certain missions because I don't want to take a new frame with low level weapons that i'm all trying to gain experience with into a survival mission so I have to spend additional time going through, picking the warframe, the mods, the weapons and it's just tedious. I have faith that they'll come up with something as they update on a very regularly basis. If anyone here played APB, you'd appreciate Digital Extremes more so.

#27 Edited by Ravenlight (8040 posts) -

It's not exactly loadouts but the new patch eliminates the need to strip mods from one frame/weapon to put them on a new one. Progress!

#28 Posted by Rapid (1339 posts) -

@mrcraggle @mnemoidian @ravenlight @humanity

Update 9.8 is live https://forums.warframe.com/index.php?/topic/102835-update-98/

Mods are now shared! You can now re-use mods on multiple warframes without having to remove them!!!!

Quote:

  • You may notice that mods you have equipped in a weapon are in your options for customization in other weapons. You no longer need to remove the mod from weapon X to equip in weapon Y, it will appear in the UI for you now.

  • Addition: If you find yourself saying "Now I wasted mods fusing up duplicate X because I can equip the same mod twice on Sentinel/etc." This will likely not be possible in the future so don't sell your duplicates!


I would still like to see loud-outs since I would like to custom builds for the same warframe suited for different scenarios

CHANGES:

Ember:

  • Fireball: Fixed the damage-over-time (DOT) attaching to the target. Increased the damage amount and damage over time.
  • Fire Skin: Fire skin is now an offensive power rather than a defensive power. Reduced damage resistance and increased the damage output. Warframe strength mods now modify the damage amount.
  • Fire Blast: Fixed scaling problem, mesh scaled but the damage wall never did. Range mods no longer affect Fire blast, Duration and strength mods do.

Mag: Definitely feels more buffed!

  • Pull: Change damage type to use ragdolls for the pulling instead of sliding. Increased amount of damage dealt. Should be more in-line with other Warframe powers now.
  • Shield Polarize: Radial damage that is dealt when shields are removed is now scaled based on fusion level.
  • Bullet Attractor: Added damage multiplier on the targeted enemy, making ability much more deadly.
  • Crush: Damage timing changes.

Trinity

  • Well of Life: Now plays reaction animation, Life is 10x multiplied allowing players to leech enough health out.
  • Energy Vampire: Now plays reaction animation and doesn't require damage to get energy. Instead target radiates a set amount of energy every couple of seconds. Also does damage to the target (Damage scales with strength mod).
  • Link: No longer damage immunity--changed to damage reduction, now links to several targets at once amplifying the incoming damage. Increased radius search for link targets.
  • Blessing: Anim speed changes and timing. No longer wait until end of casting animation to get power effects.

Vauban:

  • Bastille: Ability now has a set number of targets. 6-8-10-12 (SAD FACE D:)
  • Vortex: No longer affects other players.

Nyx:

  • Psychic Daggers: Projectiles now seek and fly faster, more in line with other Warframes.
  • Absorb: Ability now has higher base damage and should attract more attention.

Mag Pull seems more viable with the damage buff, and because I now can more easily place better mods on her.

I raised her shields to 1170 which is awesome!

Haven't gotten a chance to try bullet attractor yet in a meaningful way.

#29 Posted by Humanity (8731 posts) -

@rapid: Nyx projectiles needed a damage buff more than anything, they are basically useless with anything mid range and higher. Until they completely re-vamp Nyx abilities then it's going to remain a defense mission Warframe.

Some cool changes, I might check them out, haven't played in a while as Sants Row really sucked my time away and Warframe kind of stopped evolving in a meaningful way.

#30 Posted by mrcraggle (1800 posts) -

@rapid: The mod sharing is a blessing in disguise. Just wish my RAT 7 hadn't broke because playing with my current mouse just causes my hand to ache so I'm not on much at the mo.

#31 Edited by Humanity (8731 posts) -

@mrcraggle: Just hook up a 360 controller and you're good to go.

#32 Posted by mrcraggle (1800 posts) -

@humanity: I've tried it with a 360 controller and I really don't like playing it that way. I'm using a laptop mouse at the moment but it's just no where near as comfortable is the only thing. It'll have to suffice for the time being.

#33 Posted by MrMuscle (443 posts) -

I play most everything with a controller and Warframe is no exception. It works pretty well unless you want precise wall running, then it can become nightmarish. Doing Void runs and finding treasure rooms that require some pin point wall running/climbing can be rough. Oh and the Mastery test for rank 6 was NOT easy :D

#34 Posted by mrcraggle (1800 posts) -

When did they change the inventory so you bring in all of your items?

#35 Posted by Rapid (1339 posts) -

@mrcraggle: same update, but those inventory items are getting redacted soon. But for the time being bring 200 team heals into a mission is pretty awesome.

#36 Posted by mrcraggle (1800 posts) -

@rapid: I thought it would be as it goes against the idea of being thoughtful of what to bring into a mission. As is, if you ever need to unlock a door you can just use your Ciphers and go about your merry way.

#37 Posted by MrMuscle (443 posts) -

I saw a guy in the forums who had bought over 2000 ciphers yesterday. He will never have to play a minigame again for the rest of his life hehe.

#38 Posted by Mnemoidian (955 posts) -

@mrcraggle: @rapid: Yeah, that change seemed really weird and counter-intuitive - glad to hear it was a "bug"/"mistake" and is getting fixed.

Then again, can't remember last time I used an "inventory item" outside of T3 void missions. Not sure I have the patience to buy 200 of each of the gear, though.

#39 Edited by mrcraggle (1800 posts) -

@mrmuscle: Gotta get them before they disappear :P I only ended up buying ciphers in the first place because I'm so bored of the unlocking minigame.

#40 Posted by Mnemoidian (955 posts) -

@mrcraggle: As I understood it, they aren't "going away", so much as they are going to be moved from the shop to the foundry in "some (currently unknown) form".

#41 Edited by mrcraggle (1800 posts) -

@mnemoidian: I think at that point, people aren't really going to care to craft them though. They're just a convenient little thing at the moment but I wouldn't spend my resources I've collected on them either.

#42 Posted by OurSin_360 (825 posts) -

@mrmuscle said:

I play most everything with a controller and Warframe is no exception. It works pretty well unless you want precise wall running, then it can become nightmarish. Doing Void runs and finding treasure rooms that require some pin point wall running/climbing can be rough. Oh and the Mastery test for rank 6 was NOT easy :D

The movement isn't the greatest, but once i switched my buttons around i haven't had to much trouble wall running. I mess up more because i forget the buttons now. The default controller scheme makes no sense at all.

#43 Posted by MrMuscle (443 posts) -

@mrmuscle said:

I play most everything with a controller and Warframe is no exception. It works pretty well unless you want precise wall running, then it can become nightmarish. Doing Void runs and finding treasure rooms that require some pin point wall running/climbing can be rough. Oh and the Mastery test for rank 6 was NOT easy :D

The movement isn't the greatest, but once i switched my buttons around i haven't had to much trouble wall running. I mess up more because i forget the buttons now. The default controller scheme makes no sense at all.

How does your layout look now?

#44 Posted by Humanity (8731 posts) -

@mrmuscle said:

@oursin_360 said:

@mrmuscle said:

I play most everything with a controller and Warframe is no exception. It works pretty well unless you want precise wall running, then it can become nightmarish. Doing Void runs and finding treasure rooms that require some pin point wall running/climbing can be rough. Oh and the Mastery test for rank 6 was NOT easy :D

The movement isn't the greatest, but once i switched my buttons around i haven't had to much trouble wall running. I mess up more because i forget the buttons now. The default controller scheme makes no sense at all.

How does your layout look now?

I'd like to BUTT in and share my controller scheme since I'm also curious how people play with a controller and agree the default scheme is insane.

L Trigger - Aim

R Trigger - Shoot

L Bumper - Sprint

R bumper - Melee

A - jump

Y - switch weapon

X - reload

B - interact

Left Stick Click - Crouch

Right Stick Click - Use Active power

L d pad/ R d pad - Cycle Power left/right

With this configuration I sprint holding the left bumper and have the rest of my hands free for everything. I can sprint and click in the left stick to slide, while at the same time aiming with my right stick.

The only thing that you can't easily do is front flips although I can't remember why at the moment since I haven't played in a week or so. If I remember correctly it should be Sprint + crouch + jump - so L.Bump + L3 + A should be pretty easy which makes me think that I might have the powers and crouch reversed but no idea why.

My melee is on Right Bumper because I used to have the Glaive equipped a lot in the past and needed to be able to aim while charging melee.

What do you guys use?

#45 Posted by OurSin_360 (825 posts) -

@humanity said:

I'd like to BUTT in and share my controller scheme since I'm also curious how people play with a controller and agree the default scheme is insane.

L Trigger - Aim

R Trigger - Shoot

L Bumper - Sprint

R bumper - Melee

A - jump

Y - switch weapon

X - reload

B - interact

Left Stick Click - Crouch

Right Stick Click - Use Active power

L d pad/ R d pad - Cycle Power left/right

With this configuration I sprint holding the left bumper and have the rest of my hands free for everything. I can sprint and click in the left stick to slide, while at the same time aiming with my right stick.

The only thing that you can't easily do is front flips although I can't remember why at the moment since I haven't played in a week or so. If I remember correctly it should be Sprint + crouch + jump - so L.Bump + L3 + A should be pretty easy which makes me think that I might have the powers and crouch reversed but no idea why.

My melee is on Right Bumper because I used to have the Glaive equipped a lot in the past and needed to be able to aim while charging melee.

What do you guys use?

L Trigger - Aim

R Trigger - Shoot

L Bumper - block

R bumper - Melee

A - run/dodge

Y - switch weapon

X - jump

B - interact

Left Stick Click - Crouch

Right Stick Click - reload

D-pad - Each set to different power, I set power to use on activation so I don't have to waste an entire button to use active power.

Select - I had it set to items, but i don't think it's possible to use items with the controller anyway, so i set it to way point marker.

I find with this way, i can run and jump easily for wall climbing and power sliding etc. Blocking also feels more intuitive for me (i just wish it had a lock on).

I'm going to try and see if i can use the middle button on the xbox controller for something too

#46 Posted by Humanity (8731 posts) -

@oursin_360: I never even use blocking but I find your use of X/A pretty interesting and will give it a shot.

#47 Posted by jakob187 (21642 posts) -

1. DE just posted on their Facebook that Friday the 13th could be "the luckiest day for ALL Tenno...", which makes me think that Update 10 is hitting on the 13th. Little odd but fitting. SCARVES, YO!

2. I use the default controller scheme. I don't really see the need to change it. Then again, what the fuck is blocking? *casts Iron Skin, walks through everything, never dies*

#48 Posted by OurSin_360 (825 posts) -

@humanity said:

@oursin_360: I never even use blocking but I find your use of X/A pretty interesting and will give it a shot.

I find it a lot easier to hit the two buttons together that way. I find i tend not to block to much either, but it looks dope and deflects a lot of bullet damage.

@jakob187 said:

1. DE just posted on their Facebook that Friday the 13th could be "the luckiest day for ALL Tenno...", which makes me think that Update 10 is hitting on the 13th. Little odd but fitting. SCARVES, YO!

2. I use the default controller scheme. I don't really see the need to change it. Then again, what the fuck is blocking? *casts Iron Skin, walks through everything, never dies*

1. Have they announced anything about the new update? What they'll be changing etc?

2. With the default i found it impossible to move and dodge at the same time, it would be ok JUST for running but you can't really click down and hit specific directions with any sorta accuracy. IMO

#49 Edited by Rapid (1339 posts) -

Posted recently on the Warframe Design Council forum is a Mag Prime Wallpaper (The helmet looks so weird!)

It looks like she is carrying a prime version of the Burston

#50 Edited by Humanity (8731 posts) -

@rapid: That looks great, like all Primes, but the swirly galaxy head is going to be especially awesome.

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