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Keyhound

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  1. i said this before and i will say it again. to me, the right direction would be. to 1- PLAYERS START WITH ALL MK-1 WEAPONS. maybe rename the MK-1 name to something closer to decomissioned, or faulty. to tell them that, there are better versions they can get. mk1 weapons are not game breaking, having access to all of them from the start(already in the inventory) will make them not feel stuck in their starting choice. as from personal experience, i suffered alot when i started because i picked the braton and lato, so everytime i had to do a spy mission, i had a miserable experience, until i finally got a bow. 2- THE START FRAMES SHOULD BE GIVEN AT THE START. i mentioned that earlier, but a great way to do it, would be to make the frames you dont choose be gotten during quests at the start of the game. maybe after defeating Vor, the player gets a message about 2 ships leaving the area. each carrying one of the frames that werent chosen. and so they get the quest to hunt down those ships. maybe after completing the first they are informed that Alad attacked the second ship but was unable to secure the frame, as the ship crashed on venus, so we have a reason to go to fortuna, to collect info on the downed ship. as we complete the hijack mission to bring the frame to our ship, we are contacted by Alad. giving players a first glimpse of him. 3- BOSSES NEED TO BE IMPORTANT IN THE STORY. ask most players, who vay hek is, or who Tyl Regor is. and all you will get is "they are bosses that you kill a few times to get their frames". and those are 2 of the more charismatic bosses, with lots of quotes, but to most players, they are nothing important, because THE GAME doesnt give the players a reason to care about them. maybe each time a mission is done in their planets, we are contacted by them, maybe they will have some gimmick. like for example, with tyl regor he starts sending more and more maniacs against the player. as his own personal invaders. give some fun gimmicks to bosses. like for example, during the missions in europa, we get attacked by raptors followed by a group of ospreys. 4- STARCHART SHOULD BE DIVIDED BETWEEN MAIN MISSIONS, AND SIDE MISSIONS. the main reason beginners give up on warframe is because the "story" doesnt start until the second dream. and even after that, there's no much change. instead, what should happen is, the missions as we have them, be SIDE MISSIONS, with each planet having a small amount of main missions, that are themed around the bosses of that planet, and that planet enviroment. have a reason for players to continue the game. but have those "normal missions" we have be there are extra complement. for farming and grind. as opposed to progression. there's not even a need to go deep. just like some missions suddenly turn to exterminates, we could have smaller missions, but that are interesting. Alad got his hand on a warframe, lets hunt him down having missions to find and trap him so he cant escape. maybe one of the missions is about trying to rescue that frame, but it turns out to be a trap(could start as a spy, that turns into a survival) and when we finally get to him, its too late we discover he butchered her, and used her corpse to make zanuka. tyl regor keeps talking about his tubemen, but unless you are REALLY old shool, NOBODY even knows what a tubemen is. so why not put them back? hell, maybe we are manipulated by tyl regor earlier, with him asking for an alliance, as he wants to betray the queens, and send us to deal with sargas who is very loyal to the queens. but then, as we kill sargas we discover that he was the one trying to get away from the queens, sargas could also be linked to keyla, who discover what we did, and promisses to kill the player for what we have done. there's so much potential for stories that dont revolve around the sentient and the old war. this is just an example of how the game could be more interesting for new players. giving a reason to care about bosses, want to kill them. be pestered by them. make us care about the world, before the second dream. so when the second dream happens, and the player is taken aback by the revelations. it goes beyond, because we already have an estabilished world.
  2. had to post an update. just got the message that mission failure is imminent because i didnt kill anything... which I CANT BECAUSE THERE'S NOTHING ON THE MAP TO KILL. since im solo, im able to pause, so please, can someone tell me what to do to fix this?
  3. around round 8-9 steep path circuit, died as the mission was ending(the slowdown), when it transition, everything was white(as the literal screen was completely white) i could still move and hear the noises, managed to fall off a cliff, and the screen returned to normal. BUT the map is completely devoid of enemies, and the mission target(i dont even know which mission it is). can move around, and everything normal(besides entering operator). no idea what to do, and i dont want to waste my 1 hour as i have to play solo because i have to pause every now and then to deal with IRL stuff. i already hate the fact i lose everything if i fail the 2 mission modes with a fail state(survival and defense), but it feels specially S#&$ty to lose everything on something that has nothing to do with losing. it just looks like the game failed to load and sent me to this limbo(no pun intended). so here's the question, do i really have to quit and waste all that time?
  4. just had a bug where i died but entered operator mode, as the mission was ending, everything went white, had to drop of a cliff with no visibility, and when the screen finally returned. i realized im stuck in the circuit map with no objective. just here walking around with no idea what to do.
  5. i hate the fact that i have no arguments to counter yours. as i do agree that the game need a complete revamp of the new player experience/star chart progression story line.
  6. on one hand, i cant really disagree with you, this will do absolutely nothing for retantion, as new players will just leave faster as they will see the pay to skip as some mandatory "pay to have fun" instead. but on the other i genuinely dont think they are doing it out of malice or greed. we have seen warframe greed before, and its far more agressive. this really does feel like them being completely out of touch on the community, i said this in a diferent post, but what warframe need is a story mode that guides the player through the star chart. and make them feel like their character is progressing through the story, as opposed to what we have now that is the same exact missions over and over until the second dream happen... and then back to those same missions, until the war within... and so on with chains of harrow, and so forth with the sacrifice.
  7. THIS. what's the point of adding a skip for new players, if even old players have no real connection to the vast majority of the characters and events? ask most players what a the tubemen is, or who Alad V is, and all you get is them hearing about the first one somewhere in a boss fight, and the later being the annoying boss with the mecha dog, that somehow turns infested, before "getting better". what warframe really needs for new players isnt a way to skip the grind, it is a separation between story and grind. we need a MAIN STORY, that goes through the starchart. that is outside of the missions we have today. we need a streamline progression, and no DE, cutting the requirement to access the junction from 9 missions to 8 is not enough. players need a reason to progress through the starchart. this is something we have told ya time and again, yes, this is a massive endeavor, but its something that NEEDS to be done. Warframe need to stop trying to add new stuff that, while fun, is disjointed from the rest, and start fitting everything together. as a side note, i feel like its a mistake to remove the mk1 Weapons from the starting quest, on the contrary, i feel like the better answer would be to simply give the players ALL the MK1 weapons instead. i remember when i started the game, and i almost stopped very soon after simply because i made the mistake of taking the braton and the lato, so when spy missions came, as a beginner, i felt trapped, with no idea what to do, because i didnt pick the paris instead. not just that but, by having those weapons avaliable from the start, you are giving the players choices, to play around. instead of being stuck with the same loadout for days. similarly, i feel like the first 3 warframes should've be given to the player as part of the progression earlier on. we could even have it linked to the story, something like: after defeating Vor, the player discovers that the other 2 frames were taken by him to experiment, and that they are currently in route to the grineer base, but the problem is, Vor sent each frame in a diferent ship, and we can only pursue one, so Darvo proposes to leak the info of the other ship to a certain Corpus he knows who is interested in studying warframes, and the player is given a choice of which of the 2, they want to get second. so we get a mix of spy, defense and sabotage inside the grineer ship, where they are tasked to find the storage where the warframe is located, go there, eliminate the grineer protecting it, and then destroying the ship so it seems like it was the corpus doing it. afterwards, Darvos comes to tell that he has information that the corpus ship carrying the third frame got attacked by a pursuing grineer vessel, and crashlanded near fortuna. so the player goes there, and discover that someone from the crashed ship had fled to fortuna, andwas trying to sell some very important document to Nef Anyo, who double crossed him, so, we go for a rescue mission, that changes into a spy. where the player gets the Blueprint for the third frame, and the information that Alad had started to dissect that frame but was forced to stop and flee when the grinner ship attacked. soon after someone from fortuna contact the player to inform that the crashed ship was found, and that they are taking its content to a nearby spaceport, so the player has to hijack the transporter, in order to collect that third frame. when they finally finish it, its discovered that the frame was broken down into its 3 main components, the Neuroptics, the Chassis and the System(not the bp for them, but the parts fully built already). with the main BP being the document that was found in the spy, the player is told to craft the frame once again, there could even be some talk about how Alad may be cruel, but he is highly skilled, being able to separate the frame so neatly with minimal damage to those parts. however, the process to rebuild it will take some time. so in that small quest, the player learns about the corpus and grineer not being friendly, learns about Alad, and his interest in the warframes, and also how to craft a warframe. by the end, the player will have full access to all 3 starter frames, which means, more variety, a sense of progression. and an arsenal that, while not amazing, its big enough to get started. the player is even given agency in choosing which frame they get next. it also creates a natural link to fortuna. as a side note, that would also vacate the spot those frames take so other frames like oberon and most importantly ash could take, maybe even vauban who feels out of place being in the nightwave for no reason. better yet, i feel like a better frame to be in the nightwave would be equinox, since it has the most parts, while hydroid fits far better in the planet that is 99% water. with atlas being on earth instead. another side note is, MANY warframes need to have their quest revamped, limbo and nidus comes to mind. limbo could instead be found on the void. and nidus... well, his whole quest need to just be completely reworked(again, as does many other frames).
  8. couldnt find any info about it, but what about protea's dispensary mod that revive sentinels? it feels pretty useless now, since they revive automatically. also, i hope that in the second round of updates, that they give companions more things that they can do. lets be honest, who uses kubrow for anything? vast majority of them is completely useless. nobody uses diriga because its only uniqueness is being a bad volt. that cant even stun enemies well. dethcube is supposed to be the more combat oriented sentinel, but all it has going for it is the energy drop on supported kills. wyrm has a borderline useless status cleanse. both djinn and nautilus have similar uses. both with CC, both helios and oxylus have the same theme of observer sentinels. why dont we have a sentinel that helps on hacking? or one that can mind control a mechanical enemy? why do they have to be so bland and borderline useless? to the point they feel more like a waste of mod slot rather than an actual advantage to equip? compare that to charm, cat's eye or sharpened claws. and it becomes clear why most people will go with kavats instead of anything else. the only really usefull sentinel uniqueness that actually make us want to use them are helios and carrier. and carrier itself lost alot of uses not only because of ammo mutation mods being easier to equip on weapons that need it, but also because of the ammo rework. to me, there need to be some heavy rebalance on companion roles. and they MUST be good at what they do. -taxon should be the shield sentinel, give it something good like, +15% shield damage mitigation to it and the warframe, or while the warframe has shields it slowly heals their health. -carrier is the ammo sentinel, allow it to give warframes max ammo capacity, or better yet, ammo efficiency. -wyrm is the status protection sentinel, make it capable of giving the warframe immunity to impact/slash/puncture status. and the ability to cleanse 1 elemental status every 10 seconds, maybe make it transfer status effects from the warframe to itself. -djinn mod already screams "suicide bomber" so why not make it the sentinel that you want to die alot, its already mid way there, just commit to have it be the self destruct sentinel. maybe give it a massive radius, or, because you want him to die, most survival mods should be avoided, so instead, give him a set of mods, that shower enemies with diferent status when it dies. -nautilus could be the CC sentinel, it already has a mini vaccum, and it has the omni tool, so why not allow it to freeze enemies randomly? freeze is something that is very rare to achieve, but very usefull, -diriga should lose the electric mods that dont really do much for him(they could be transfered to other sentinels, like taxon or nautilus), instead it should be the opposite of djinn, the tank sentinel. give it the ability to reflect bullets directed to it back to enemies, also, give it a mini turbulence that does the opposite, attracting bullets to itself, so it can reflect them, that mini turbulence shouldnt be big, but enough to cover the head of the warframe, of course, it doesnt work on explosives. -helios should be the booknerd sentinel, so why does oxylus have scan mods? transfer all of them to helios instead. -oxilus on the other hand should get a new theme, and to me, it would make more sense for it to be the hacking sentinel. so make it able to not only have a chance of auto hacking consoles, but also hijack mechanical enemies, including downed moas/ambulas. and a chance of jamming enemies weapons when attacking them(could be based on fire rate, slower weapons have higher chance, faster weapons, smaller chance). -dethcube should be the combat sentinel. basically just make it THE sentinel to pick up if you just need to feel like you have a second player around. just make it have mods that enhance its weapon damage/crit/status chance. and that's how it should be. each companion should FEEL unique. and have a role. seriously, why does oxylus have stuff that should've been for helios from the start?
  9. lets go there one at a time. 1- i said multiple times, i have not played with styanax much, so i genuinely do not know much about his skills, 2- its cool that there are some armor stripper abilities that can full strip in 1 cast, terrify is another one that can do that, so is shuriken. BUT, and here's the detail, you need to invest in str to get that, and sometimes, it comes at the cost of other stats that your current build for the warframe you want to use on to get that 100%, in which case, its a choice you can make to go with an ability that can full strip in 2 casts, but have almost no need to invest into str to get there. 3-"Yeah that's probably a solid case. For everything else I can't see why anyone would use it after having tried it, it's a whole tier below Tharros and Pillage." that's literaly a selling point there. people have to stop this logic of everything being good for every case. you can only have 1 helminth skill, and if you cant have enough str to pull off a 1 cast like tharros or terrify, OR you dont want to cast 4+ pillage, fire blast is probably the best choice. builds are all about choice, having more choices to get at the same place IN DIFERENT WAYS is better than having all choices being the exact same. if you have a build with 100% str, pillage require 4 casts, terrify 2 but has a limit on the targets, tharros is a cone in front, and is 2 casts as well. even shuriken cant full strip at 100% and requires the mod. in that case fire blast is the best choice. it also has the biggest range, at base 25, which is also pretty good. 4- the augment is not important, but its there for people who ant to use it. like all things, its an added bonus. builds are all about what YOU THINK you need in that specific build. for example, i build my volt for melee speed only, i could care less about range, so i added aquablade in one, and warcry in another. many people build volt for his 4th. that's the beauty of warframe, you are not stuck on what's the best. its all about what you need, and how you think you can get there. 5- i do think fire blast should be cheaper, but that's because i feel like fireblast and immolation should've been swapped around, as a side note, i also think it should be a full on sustained ability, instead of kinda turning into one at max immolation, which, im not gonna lie, costs too much. i also think it should lose immolation instead of gain it, so the player would need to focus on burning things to keep it and the DR high. 6- for DR, i said a few times, i think we should've gotten Shatter Shield from mesa as opposed to her shooting gallery. it could even get a drop in max DR to 80% or even 75%. being a skill that only works on ranged damage it would give alot of frames a good, survivability against damage they cant really defend against. another good choice would be null star being recastable without the need for a mod.
  10. you know, i think DE is doing the wrong choice in taking the MK-1 weapons from the start of the game. to me, the far better choice would be to simply gift ALL the MK-1 weapons from the start. so players can always have a silent primary and secondary. then simply rename the MK-1 part to WORN OUT/AGED/RAGGED/DEFECTIVE. IF possible, they could even have custom skin that is the same, but with visual defects, like the kunai having a broken or bent tip, the braton's white pieces broken exposing some of the inner body, or the paris having the string having a knot in the middle. those model changes would be minor, but it would be enough to show players that, yeah, they are not in a good state. then, there would be a quest from darvo that he comment on how bad those weapons look, so he will offer to fix them up. which is basically a visit to the relay and his spot there. and after its done, we would get the main version of those weapons, (if they have the worn out skin, it could be gifted through the inbox to the player afterwards). this could even be something like "hey, those weapons look pretty old, tell ya what, if you max rank those worn out guns, bring them to me, and i will fix them for you". which would not only give new players an incentive to test and rank up all of them, but also tell players "hey this weapon is no good". Darvo could even tell the player "this is a special service, since i couldnt let you go around with that trash"
  11. yep, i agree with you there, but like i said, some people actually defend that, as for armor strip completely, i dont get the complain about fire blast, as it, like most other armor stripper abilities now, can full strip in a couple cast, and them being area and having a usefull support mod makes it not an issue. EXACTLY. its too variable to make use of it, which fits on mirage, with her being all joker themed. so it doesnt feel out of place in here, but for other frames it just doesnt work as well. specially because you can force light with her 4th. but fireblast fully strips in 2 casts, same with a few other armor strip abilities. which is a no issue today, and those "special cases" are very few, and mostly specific enemies. the vast majority of armored foes will get full strip in 2 casts. which is not as negative because it means you dont need to go as heavy on str as with other abilities that do cap at 100. so, like i said, versatility and the idea of certain abilities being usefull for diferent situations. BUT, and this again, we have multiple flavors of Armor Stripping, some are better, others are worse, but at least we have multiple viable armor strip abilities. that's not the case for damage reduction, we barely have 2 that kinda work, except they are extremely finnicky at best. or downright completely useless at worst.
  12. agreed. thing is, its ok, because, belive it or not, some people do not want FULL armor strip. it feels counter intuitive, but they argue that full armor strip takes away the damage portion of corrosive weapons, so while i do agree TP is not a great armor stripper(you know what i mean), it does have a slot for those people who want partial armor strip to keep corrosive damage effective.
  13. i agree. bu that's what i had to do when you said because both have the same number of skills as helminth. and my argument was never about how many there are, but how many EFFECTIVE abilities there are. there are AT LEAST 2 great armor stripping abilities, but there's NO good DR on helminth. we have abilities that give armor, and abilities that can KINDA DR but are not reliable. armor stripping has reliable abilities that just work no matter what. and it also has some that either are limited in target or have a duration. but DR and armor stripping are not the same thing. which is why i edited that later as an example to the argument.
  14. parasitic armor and defy only give armor, making them subpar at best, eclipse gives you no control over it, its a gamble specially with how the game will define light and dark areas, meaning, you cant count on it, null star is useless on builds with 100%+ range, and need the augment to refresh, against infested or mid level corpus and above, its pretty useless, finally elemental ward is more of a support. as it doesnt really give much defensive ability to any frame. neither do people use it for defense. that whole list is basically like all you had for armor stripping would be 3 tempest barrage, with 2 fire blast. and the second fire blast randomly turns into roar because you are 2 steps to the left than you were before. its not even in the same league. hell, pillage alone, is far more defensive than most of those DR abilities COMBINED. lets compare them, armor strip fireblast can full strip an area with 2 cast, have aug that heals. Pillage can full strip an area with 2 casts, gives shield back. terrify can full strip in a single cast, is temporary and doesnt affect bosses shuriken need aug, but its incredibly cheap, can only strip 2 targets at a time. tharros strike, never used, so i wont comment on how good it is. tempest barrage, mediocre at best, it will gain innate corrosive proc, which will make it far better, but its stil not going to be used for armor strip by anyone besides hydroid. Damage Reduction Null Star, the more range your build has, the worse it gets, as it will lose DR from enemies getting closer to you, require mod to refresh. Eclipse, amazing DR... when it is in DR mode, which you have absolutely no control over. nobody uses it for defense, as its real use is the, also outside of your control damage boost. no frame in need of DR will use eclipse for its DR. Defy, gives a few seconds of immunity and then a slap, gain armor based on how many enemies you are hit by during the immunity and how many you hit with the slap. all it really gives for DR is the immunity which locks you unable to do anything and armor, its less DR and more an "oh sht" button. parasitic armor, the exact same as defy, but without the immunity phase. you also lose shield, and the shield gate, having only armor, you also NEED to mod for shield to make it even useable in the first place. Elemental Ward is a great support ability, but its defensive ability is mediocre at best, HEAT fgives max health, which wont reduce damage, ELECTRIC gives max shield, which, again, is not DR, Toxic gives absolutely no defensive buff of any kind, it just poison enemies around you, COLD gives armor, it will REFLECT bullet damage, but you will still get hit first. only null star and eclipse are DR abilities, and, like i said, they are not something people can use reliably. and null star DEMANDS your build to not have range to even be used as a DR ability in the first place.
  15. i highly disagree with the "only 2 are good" having used most of them, i can garantee shuriken has been a great choice since forever, fireblast has even more utility if used with one of its augs, terrify works very well, and can full strip in a single cast. only one i have yet to play with is tharros strike. but that's because i have not played with styanax that much after getting it. and cant stand the missions to make a second one to put into the helminth. so while sure, pillage is the best, its not the only valid option at all. compared with damage reduction you do not have any that is even as good as the weakest of the full strip helminth abilities. getting armor from a helminth ability is not that usefull, and the only real DR in there is nova's, which is not bad when used on her, but its a jank version of splinter storm.
  16. technically, terrify is also a CC, specially with its aug, that basically petrify enemies as well. i think its fair to call that an "interesting twist". its also incredibly usefull for many other mission types, like interception and defense(specially the ones with people instead of a defend point).
  17. lets see: shuriken. fireblast. pillage. tempest barrage.(even though its not 100% it still reduces armor alot, specially with corrosive projection aura in the party) terrify. tharros strike. 6 abilities, 5 if you dont count tempest barrage. but, like i said, its not like other frames dont have armor strip besides those, for example, gauss thermal sunder can armor strip when in redline, frost avalanche can as well, nyx's had one of the best armor strips for a long time, oberon, grendel, trinity, caliban. and so on. so its not fair to just talk about armor stripping with helminth as if it was a necessity for every frame. and in some cases like zephyr or baruuk, its not like you even care about the enemy armor either... any ability that can put enemies to sleep and open to finishers is maybe even more usefull against most enemies as well. it's shield restore will become even more appealing after the shield gate rework, as more people will be using bigger shield pools as well.
  18. sure, but its not like it need that much power to get to 100% with terrify, i belive its around 160 str. the real problem is that it doesnt work on some more troublesome enemies. when other stipping abilities do. to me, terrify is just a "oh sht" button but with the ability of going invisible with operator, it lost alot of its use for helping save fallen allies or something similar. as a side note, corrosive barrage may not full strip, but it allowing for corrosive and viral procs will give frames that can armor strip some cool potential for condition overload. specially if you put gas on the melee.
  19. i would make it so the kraken goes into puddle and back instead. i said this before, but to me, what they should've done is do the hold/press mechanic, but have it be, press to summon the kraken: in press "form" the kraken would use its tentacles to drag enemies inside its mouth(which i would change into a giant toothed mouth sarlacc pit instead of puddle), and it would work like a vortex/larva, only weaker, and they would stop when above its gaping mouth, instead of getting dragged into the middle of the mouth. in hold, it would make the kraken dive, dragging enemies under, but leaving their heads above water, which would also make them open to ground finishers. it would be the best of both worlds. and not only allow for his kraken to feel unique(instead of the nezha spears or vauban's bastilleis is after the rework). it would also make people mind's blown, seeing a ginormous mouth filled with teeth take 10+ meters in the middle of a room, and holding enemies with its tentacles. it would become a spectacle. and offer another flavor of vortex, that also feels unique on its own.
  20. gotta have to completely disagree with more abilities armor stripping on helminth, we already have a ton of them, what we need is survival abilities instead. i still defend that we should've gotten either shatter shield from mesa or turbulence from zephyr. the only real DR we actually have are not as good when helminthed. like nova's or wukong's. those are abilities that work best with those frames, but are kinda bad when put on others. many other frames also already have some form of armor/shield stripping. like mag, nyx or vauban.
  21. I just watched the amazing 64BITS warframe demake video and it made me think, couldnt DE make something like that for real? they could easily contract a team like inti-create to work on the project. make it an original story that follow warframe lore, but isnt tied into the main game. here's how i see how it could be done: you start with excal, and each boss unlocks a new warframe, before entering a mission you can pick 4 to bring with you, that you can swap, in the same style as the biometals from megaman ZX/ZXA or the team system in megaman X7/X8. missions would be 1 intro, 8 main missions that you could tackle in any order, after 4 you get an intermission, after you get past all 8, you unlock the final 2-3. you can even have 2 extra "secret missions" and 1 "after the end" mission. killing the mission boss unlocks a new warframe, each warframe can be upgraded after they reach lvl 30. to their prime variant(you unlock umbra after the final mission, and excal prime after you 100% the run). there's even a NG+ that let you keep everything, but the game is harder. each mission is based on a diferent planet with the intro and intermission being on earth. and after you complete the mission you unlock some challenge side missions for each planet: 1 endless type: defense/survival/excavation/interception(with 8 missions, you get 2 of each divided between the planets) and 1 "time trial" spy/capture/sabotage/extermination(same, 2 of each, divided between the planets). those side missions unlock weapon variant blueprints to upgrade your weapons. each warframe can equip 1 primary, 1 secondary and a melee. they each have 4 abilities + a passive. they level up to 30, which unlocks their prime, which resets its level but can then be upgraded to 30. each level add some stat points, but every 5 levels opens a new mod slot, they start with 1 mod slot and can have up to 6 mods by level 30, at 15, instead of a normal mod, they gain an aura mod slot. at level 10, the prime unlocks the exilus mod slot. and afterwards 2 arcane slots, 1 on level 20, 1 on level 30. excal unlocks its exilus and arcane mod slots through the story missions. after the first 2 main missions, you unlock kubrows, then after the intermission, sentinels, after the 6th kavats and finally, after completing the 8th mission, moas. you can equip 1 for each frame you bring to the mission, there are 2 of each. and they grant a passive ability. the ability also has 2 modes, granting 100% of its bonus if the frame is active in game, or 50% if just in the party. 14 weapons for each, primary, secondary and melee + 2 infested. primary having 2 bows, 3 rifles, 3 shotguns, 2 beam, 2 launchers. secondary having, 4 semi-auto, 4 auto(including the twin grakatas, of course), 2 shotguns, 1 beam and 1 thrown. melee would have 1 nikana(with the skiajati that unlocks with umbra as an extra), 2 swords(the skana and the broken war), 2 heavy swords(including the war), 1 hammer(the jat kittag), 1 dual dagger(fangs), 2 dual swords(nami skyla and dual cleavers), 1 polearm, 2 glaives(glaive and halikar). weapons also have variants, prime(tenno)/wraith(grineer)/vandal(corpus), with infested weapons being considered as variants themselves. base weapons need to be crafted, with their bps obtainable from the start for tenno weapons, dropped from enemies for grineer, corpus and infested. and their upgraded variants being received for completing the side quests. in many ways, warframe has alot of that megaman X DNA in its gameplay. and it would be incredible if DE could make something new and exciting that even people who arent into warframe can enjoy. in the same way games like bloodstained had its oldschool plataformer that was popular enough to get its own sequel, im sure that if done right, this could become another great plataformer on its own right.
  22. it somehow worked for me as well when i did it today. no idea why it didnt yesterday. but hey, maybe its some server issue.
  23. closed the game, went to grab a bite, came back, still no mail with gara prime nor the weapon. both are claimed on twitch so yeah. dunno if its something of a bug, or if that's it and we just missed it.
  24. yep, welcome to the party. lots of people seem to be getting that issue. and while it does show up to some, for many others... yeah. aparently there was a problem with the servers, so if the issue was fixed, or that was something diferent, we have no idea yet.
  25. yep, same issue here. didn show up in neither the inventory nor by mail. have account linked, watched even more than 30 mins, claimed, no dice.
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