Jump to content


PC Member
  • Posts

  • Joined

  • Last visited



Recent Profile Visitors

12,376 profile views
  1. Oh. Oh my god. For some reason I thought you were correcting the first commenter (whose explanation was correct) instead of the OP. My bad 😆
  2. That's... literally how Empower is calculated. They're both additive. EDIT: I'm blind. I thought you were quoting taiiat instead of the OP lmao
  3. Nope, there's a restriction on what abilities can be taken from each warframe. So you'll only be able to subsume Spellbind onto other warframes. More info here: https://warframe.fandom.com/wiki/Helminth#Subsumable_Abilities
  4. Railjack controls don't seem have Switch Weapon in the first place, weirdly enough. And a quick CTRL+F through EE.cfg (the config file where keybinds are held) shows that, by default, the only functionality that uses the "F" key (i.e. has ```key=EN_F``` in it) is "NEXT_INV", which is Switch Weapon for regular controls. This means that if Railjack has its own dedicated keybind for Switch Weapon, then we don't seem to be able to modify it, whether ingame or through EE.cfg. (But I doubt this is the case anyways, since changing the Switch Weapon keybind for regular controls is what causes this bug in the first place.)
  5. There's currently a feature where you can use your railjack's Swivel Turrets (side guns) while in the Artillery seat. Pressing the Switch Weapon key (default "F" on PC) should allow you to toggle between the cannon and the swivel turrets. HOWEVER, if Switch Weapon is not bound to "F", then this will not work. For example, moving Switch Weapon to "Q" will prevent this functionality from working no matter what button is pressed, regardless of whether the "F" button is being occupied by something else. (I've only tested on keyboard; I don't know whether this is an issue on controller.)
  6. Yup! Going from a ledge grab straight into a lil front flip, and then chaining that into whatever you want (e.g. bullet jump + roll) is really satisfying. The ability to climb up from a ledge grab faster by jumping is a bit of a staple in 3D platformers, I feel. Mirror's Edge and Super Mario Galaxy/Odyssey/etc are other examples where this feature exists. One thing that these games have that Warframe does not have but desperately needs is the ability to cancel unwanted ledge grabs. If Jump lets us climb up from a ledge grab faster, then Crouch should simply let us drop straight down from a ledge grab. (Mirror's Edge uses Crouch to cancel ledge grabs, Mario Galaxy/Odyssey use backwards input to cancel ledge grabs, and Super Smash Bros uses both. Warframe could learn from these games.)
  7. This. The unfortunate reality is that we are just way too overpowered for difficult content to even exist. DE would need to nerf the absolute hell out of players in order for this to be possible, and we all know how Warframe players are about nerfs. Of course, there's always the solution of treating boss encounters the Maplestory way-- i.e. make bosses COMPLETELY ignore CC, and deal percent-based-damage to players with every attack, with only their health pool scaling with level. It's... not ideal.
  8. One thing that really bugs me: The attacks only deal 1 instance of damage per swing. IT'S A BUZZ SAW! The rotating blade should be dealing multiple hits in very rapid succession during each swing! If I wanted to swing a super slow weapon and produce one large damage number, I'd be using a heavy blade instead. For example, here's how I'd change the first hit of the Rictus' Wrath Combo. BEFORE: The user lifts up the weapon, revs the engine, and performs a wide swing. Deals 300% damage 1 time during the swing. AFTER: (Animation unchanged.) Deals 75% damage 6 times over the course of the animation, including the initial engine-revving, dealing continuous damage to anything in contact with the blade. As another example: let's look at the entire Ghoul Rush combo. BEFORE: Each time E is pressed, the user revs the engine once while walking forward. Deals 100% damage 1 time each time it's revved. AFTER: (Animation unchanged.) Deals 25% damage 4 times each time it's revved. Et cetera for all combos. You get the idea. I like that the weapon feels slow and heavy, but each swing dealing 1 tick of damage is frankly what you'd expect if the sawblade weren't rotating at all (i.e. if the engine were turned off and you were swinging it around like an axe). As a buzz saw, each swing of the weapon should feel slow and heavy while dealing numerous small hits in a short span of time!
  9. If you don't mind binding Fire Weapon to your scroll wheel (and using Primed Sure Footed), then I'd honestly recommend giving Epitaph another go. My biggest issue with this weapon was how slowly it fires, but binding it to the scroll wheel means that you'll actually be able to launch the explosions as quickly as described in the stat window. It sadly doesn't come close to the sheer number of procs that the Kuva Nukor can dish out (where spraying an enemy for like 0.00001s instantly gives 10+ procs on all elements), but it makes up for this with sheer ease of use. Shooting it in the general direction of a crowd will affect everything, without ever having to waste time aiming, and with free guaranteed Cold procs as a bonus. The ease of use is even more valuable now that Kuva Nukor only affect 3 enemies at a time (punchthrough aside). Strongly recommend.
  10. I feel like it's worth noting that Zenurik's Temporal Blast seems to work for nearly the full duration, which lasts for so long that you can use it after it expires without the diminishing effects kicking in. It's basically a ridiculously strong CC with nearly 100% uptime on nearly any frame. Just make sure that you don't use it on a target while it already has the debuff active, since that'll trigger the diminishing returns.
  11. Have there been any talks about letting all "seasonal" cosmetics (pool donuts, pumpkin heads, moustaches, etc) return during all seasonal events, rather than being restricted to the corresponding annual event? For example, moustaches being wearable during christmas, and pumpkin heads being wearable during easter? Team Fortress 2 has a system where all "seasonal" cosmetics do not disappear from players' inventories, but are simply invisible when equipped unless a seasonal event is active (or unless it's a full moon in real life). This way, players can set up cosmetic loadouts full of wacky seasonal gear, and use them during full moons and holidays, without conflicting with the art direction during most of the year. I feel like Warframe could benefit from something similar!
  12. Yeah, it takes a bit of practice to get the timing. Getting 600+ is already pretty good, though; you just gotta keep doing it until you can nail the jump more consistently XD If you haven't already, try doing it on perfectly flat ground. Lakes in both PoE and Fortuna work really well for this!
  13. If your left arm isn't easily able to move/jump/crouch simultaneously, you might have better luck with the "bunnyhopping" method where you can maintain score without needing to grind on railings. The left hand (assuming you're on keyboard) only needs to move and jump, albeit with strict timing. If moving (i.e. holding W and doing nothing else) is the only thing your arm is allowing you to do, you might have better luck temporarily moving Jump to one of the mouse buttons before trying this method. It's clunky, but it should be sufficient since your right hand will be doing all the work.
  14. The reason your score is resetting in your clip seems to be that you're cancelling the grinding before your jump. Try doing your tricks again but don't let go of the grind button until after you're in the air. As an unrelated tip, try not to spam the same trick multiple times in a row. Repeating a trick right after you did it will count as a "Copykavat", which is worth little to no score. You don't need to get fancy or anything; you can just alternate between flips (jumping) and spins (aiming) and that'll work just fine! EDIT: Also, ^this! I think the timing for this became much tighter sometime within the past year or so, but it's still possible. With a bit of practice, you can easily max out your score without ever needing to touch a rail (which is what I personally did for this quest).
  15. Holy crap. I was genuinely not expecting DE to ever address Deconstructor stat sticks, but I am genuinely impressed that yall are actually doing so. It's going to suck for numerous players (e.g. myself) who abused the crap out of this mechanic/oversight, but melee weapons are still going to be absurdly powerful overall. Fixing stuff like this is important to the longevity of the game, and will be well worth it down the line. Thank you DE! EDIT: Now that I think about it, it's a bit weird that only melee companion weapons are receiving this fix. I get that melee will still be absurdly powerful compared to guns, but I think it would be good to fix the equivalent set mods on ranged companion weapons as well. (While this will obviously be a straight nerf to guns, it'll be easier to balance them properly in the future when there are fewer exploits that need to be accounted for.) Similarly, I'd love to see a fix to stat sticks for Warframe abilities (e.g. high-disposition melee weapons with powerful Rivens for Khora's Whipclaw). Warframe abilities should have their own set of mods, and should not take on stats from the user's melee weapons.
  • Create New...