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  1. Is this intentional? It's annoying to unintentionally unequip my sword. It doesn't help that the nullifiers in Jupiter endurance are the ones with provas, so they actively run towards you. Also it's inconsistent that the shield (Bonewidow's 2) can be kept out just fine while walking through null bubbles. It's a big sword of a big mech, not a Warframe power. Please let ironbride stay up within nullifier bubbles so we don't have to skirt the edges and whack the bubble/get lucky and hit the drone just to get to the nullifier.
  2. Kind of a bummer that applying a forma still doesn't split the energy colour.
  3. You only need 15 on solo. I have to stop assuming other people are trying this stuff solo.
  4. On Voidrig, Secondary consists of the matte paint markings and chest crest while Tertiary consists of the metallic joints and the skull. On Bonewidow, Secondary instead consists of the metallic joints. Tertiary consists of the matte linings, paint markings (shield only) AND the skull. Can this switcharound be rectified? I'd kind of prefer to follow the Voidrig's paint scheme for better consistency.
  5. I know about where the parts drop, I have 3 Sporothrix barrels and a receiver and just need the stock, then I can move on to Arum Spinosa. It's the blueprints I'm (and everyone else from the sounds of it) just clueless about.
  6. I jumped down that pit yesterday after figuring out how to kill it. There wasn't anything special in it other than a fallen mech.
  7. Does anyone know where to find these blasted things? They don't even seem to be listed as an iso-vault bounty drop with their respective parts.
  8. This does raise a valid complaint of Warframe's borked hitbox system. If you fire a large projectile at an enemy with a tiny weak spot, the game's mechanics only calculates the hit based on the very first enemy hitbox pixel that the attack strikes and ignores everything right after. If you're going to be attacking the reworked necramechs with a stropha, you have to aim all the way to the sides of the mech just so that what should be considered a glancing blow actually does damage to the mech. This very clumsy hitbox detection system is terrible.
  9. No it's not. All you really have to do is stand still or run around in little circles until a minimum of 5 infested are mobbing you. Bonus points if there's a splitter because that then splits into two marked enemies - two for the price of one.
  10. Considering that tiering system for bounties is completely broken and I've wasted 5+ hours grinding vaults for nothing, I followed your advice. Thanks.
  11. I'm sick of getting drenched in matrices and relics. Whatever faster method exists, I'll take. Should I just skip the escort phase for all 3 missions, or should it be done for the third iso-vault?
  12. I can't reach the glass statue because jumping isn't a thing in these "investigations". Nevermind, you aim at the head while standing around the pile of glass growths.
  13. In context of this passive rework, the "+50 armor per enemy swallowed" gimmick should just be integrated entirely into his Devour. Much like how other warframe abilities buff their own health/shields/armor (fire elemental ward/pillage/warcry). I accidentally left that tidbit out. I've edited the original post to better reflect this. The actual passive is knocking enemies down in the process of rolling. Turning into a depowered meatball acts as a visual indicator of said passive, and also showcases a hint of his ultimate more often than only seeing it when it's actively cast. Xa
  14. Grendel's 'passive' - "Gain 50 armor for each enemy swallowed" - is terrible because it's inactive until actively casted for, it actively PENALIZES the player while in use (energy drain), and by the standards of other Warframe abilities it should already be integrated as part of the skill that it's tied to! If you don't cast Feast even once in a mission, then Grendel might as well have NO passive whatsoever. To see how bad it is, take the Warframes below, strip out their existing passives then replace them with the following: Ash : Briefly turn invisible on casting Smokescreen B
  15. On day 1 patch they're agonizingly slow to holster. Then they're normal speed. Then they're just slightly slower than normal speed. And now they're back to agonizingly slow. Is this spaghetti coding in effect, or is the slow holster intentional and some dev is stealth-tweaking it? I mostly play solo, so it's not just a matter of whether someone had the Speed Holster aura on.
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