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Posts posted by Jukantos

  1. Am 14.12.2019 um 13:58 schrieb bigBiermonster:

    Going back to orbit sometimes fixes it and it comes back.
    Sometimes I restart the game and it comes back.
    sometimes it doesnt at all

    So i found out there's a brand new elevator at the back of my orbiter that takes me up INTO my railjack, and then from there i can manually fly it into my dojo drydock with 100% no failure. Going up there was also added as an option to the escape main menu (and im a blind dummy)

    Sooooo if you have trouble getting your railjack into your drydock, try accessing it from your orbiter. Still, the "call my railjack" button shown at the TennoCon demo isn't functional, i guess that at least still counts as a bug.

  2. vor 2 Minuten schrieb bigBiermonster:

    Issue reported: on some occasions, going to the drydock your railjack is missing.

    Had it happen to me several times, on time I get to the drydock and everything is fine, the I come back to it some time later and there's no railjack.
    sometimes going back to orbit and coming back to drydock fixes it. sometimes not.

    No idea if this is a game feature,
    I haven't done any missions with my railjack (sometimes with others') in between the times it's there and the times it's not.

    How did you get it back? Mine seems permanently gone, havent been able to make it come back even once

  3. Am 13.12.2019 um 04:18 schrieb Fire2box:

    My Railjack is no longer in my drydock at all after doing the NEW lua quest. I've logged out of the game and back in, still didn't show up again. 





    kinda stinks this is preventing me from doing what the update is about. 😐

    Exactly this happened to me too. No Railjack in dojo, consoles for calling it / customizing it are completely dead.

    I can now watch it hover over my orbiter and absolutely nothing else. Can't host a squad, cant apply my upgrades, nothing 😞

  4. vor 6 Stunden schrieb Descent-of-Damocles:

    I just realized... If reload speed is not considered for Exilus mods, then Depleted reload is a big missed opportunity. We really wanted that negative magazine capacity, and that actually btw, does not increase the sustained dps because... halved magazine

    It's a bit ironic because magazine size inevitably WILL contribute ever so slightly to improved DPS... they'd have to limit that slot to purely gun mechanical things like Silence, Recoil, Holstering times

  5. vor 42 Minuten schrieb (XB1)C11H22O11:

    you need Mesa to have a good time? She is the most boring Warframe

    Look at it this way: If the new melee LOOKS awesome but is utterly bad at getting rid of enemies (while it has to compete with stuff like Mesa, Saryn, Ignis Wraith, Beam Kitguns) then noone is going to use it. It'll look very cool. And noone is going to use it.

    Try using Melee RIGHT NOW in Arbitrations without getting oneshot the second you run into a batch of enemies with a shield drone you didn't take down fast enough. Fun innit? Now imagine doing that without Primed Reach long range melee weapons. Congratulations, now you see why the only way forward is going to be Mesa

    • Applause 3

  6. vor 4 Stunden schrieb sorcer3r:

    If this works against high valuable targets like demolysts then it will be fun.

    But in typical horde situations I am not sure how this slow attacking should be an alternative for fast spin attacks. ( or where in all this melee rework is the alternative for spin attacks?)

    Despite the suspected melee damage nerf I hope  warfame is the right game for such slow and single target focused attacks ...



    We all know it isn't. Why spent 5 seconds slicing up a single trooper (while his buddies are still shooting you!) if you can walk through hallways holding M1 on an Ignis Wraith? (Or on an Amprex, or a Braton Prime, or a Quanta, or whatever doesn't get nerfed after this LOL)

  7. If the goal is to make me hit every enemy five times to kill it with my melee, this sounds like a really stylish way to achieve that goal

    WIth one minor problem. Melee used to be the only form of damage output that could be scaled insanely enough to deal with the raw amount of health and the absolute one-hitscan-bullet-tap problem that high level enemies pose once they get high enough. We already have a problem with a dynamic in the game right now, where vs endgame loadouts enemies either uselessly melt, or they oneshot veteran players. Theres no middle ground. They pose no intriguing interaction, it's just "kill or be killed" (to quote my favorite flower)

    With these changes? You can bet i'll be running around with my Ignis Wraith a heck of a lot more. Why bother running into the range of an enemy one finger death punch if i don't get rewarded with sweeping clearance of multiple enemies for doing so? Considering you made it sound like you wanted to bring the rest of melee up to the power level of the typical slide&dice builds this is a surprisingly sweeping sum of nerfs. Each individual one might even make sense, but all at once?

    I cant see myself even killing Sortie level enemies in melee combat anymore. If i have to hit them half a dozen times, they WILL get a counterpunch in, and currently that counterpunch means most of my non-tank frames are flat on their back, floored by 600-1500 damage.

    I'll certainly film myself in quite a bit of simulacrum mode tomorrow to have a comparison, but this feels like the already dreaded "goodbye combo damage multiplier" nerf ON TOP of wrecking all the big meta damage mods. It's the stacked nature that makes it overbearing and intimidating. The day a Grineer Grunt with his Cleaver can out-melee my Excalibur, is the day i switch to dumb launcher primaries xD


    TL;DR read the underlined section

    • Upvote 2

  8. vor 2 Stunden schrieb Zuhan:

    I don't think they are skipping it. I think they took some of the personnel from the development and moved them to Fortuna for its release in the coming weeks. They will go back to it after Fortuna has released. I suspect Melee 3.0 will release in December.

    Honestly, the main problem i have with Melee 3.0 is still that IF we lose the melee combo multiplier damage, i'm going to lose effectively 75%+ of my melee damage. And no amount of fancy animations is going to make me feel good if i stand propped up against a lvl 120 enemy for 10+ seconds not killing them with half a dozen melee attacks until i get smacked down in one shot. I hope it doesn't come to that, but that's the CORE takeaway i got from all the melee 3.0 things i've seen so far. My combo multiplier traded for upgraded high jump ground slams which are not very usefull in tight corridor tilesets 😕

    I hope im wrong! It's just the impression i've had so far

    • Like 2
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    • Upvote 1

  9. vor 39 Minuten schrieb Zuhan:

    They showed "The Sacrifice" 2-3 years before it was released. I don't see how showing Railjack a year early is strange.


    That said, I already have an area set aside for the Drydock in my Dojo.

    ACTUALLY last saturday Steve streamed on twitch and said Railjack was aimed at "Early next year / late this year if we're lucky"

  10. Can you please bring back the OLD Bo skin as a staff skin option? I loved my Matrix 2 Neo vs Smith Steel pipe to Pluto and back and i would really like to be able to soak in that nostalgia again.

    Dont get me wrong the new Model isnt bad by any means but it's just not "my" favorite melee anymore

    Much love!

  11. vor 12 Stunden schrieb Voltage:

    Will Power Donation give 7 capacity along with Steel Charge to standardize the Aura system? Inconsistency between Aura mods is why players who wish to use Umbral Mods always run Steel Charge. It would be nice if Aura Mods all offered 7 (or 9) additional capacity at max rank to level the playing field.

    Preferably 9 to be honest. Having builds which are theoretically possible but flat out impossible due to not having enough points even at max forma with a potato isn't great - progression shouldn't feel hard capped

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