Jump to content

Empyrean: Ivara Prime 27.0.4


Recommended Posts

Still waiting for Kosma Grineer to have SANE base stats.  I mean, they feel pretty good at levels 20-40, but their durability bloats insanely fast past that point.  Need to slow that way down with a custom leveling algorithm or reduce their base stats to match their other Grineer sub-faction counterparts.

Edited by Lost_Cartographer
  • Like 1
Link to post
Share on other sites

Hi Rebecca

I have a question about Ivara and Leverian.

I had assumed (based on atlas' entry into Leverian upon his prime's release) that Ivara would be getting added to Leverian with this update, but I found this was not the case upon inspection.

I understand that the whole team is VERY busy with Empyrean, I just would like to know if Leverian is something that the team is intent on continuing in the future, and if you think there will be any sort of "format" to it. 

Have a good one!

- Michael, a lore nut.

Link to post
Share on other sites
4 hours ago, AIAS-5 said:

2. The pacing between Railjack missions and resource farming is quite off.(Etc.)

I couldn't second this enough!

It would be nice if, at the end of a mission, when all objectives are complete, Cy would pipe up with "Mission Complete! Identifying Resources" and then highlight all resources with a hud marker. Even if we still have to go out and collect them ourselves, it would make the task much faster. Maybe even have him send out a swarm of collector drones to automate the end of mission task, even if that takes an avionics slot, or even a command intrinsic (when implimented).

Edited by Udinbak
  • Like 2
Link to post
Share on other sites
33 minutes ago, tychondus said:

Thats cute. Now where the relic part for Dethcube and Tekko? you do know that prime release comes with a frame and 2 weapons right? You did say expecting every part to be in its own relic is normal.

This whole argument was a misunderstanding, I thought you meant for a warframe to have multiple parts in one relic, not to have a weapon and frame part in one relic. I'm sorry for the misunderstanding, but it should've been evident what I was thinking the argument was, and you should've cleared it up given you never mentioned weapons at all.

Link to post
Share on other sites
1 hour ago, SSI_Seraph said:

unknown.png

That woudn't make any sense with what they're trying to do right there then...

Sorry, I misspoke. Zekti can go up to 90, Vidar can go up to 100... I have a Vidar at 86 and a clanmate has a Vidar up to 97... I was speaking from memory and memory, as they say, is inherently flawed.

A +90 Zekti is a good hold over until you can get that high stat Vidar. (Although the RNG does seem to be median weighted... so it rolls 30-60 avionics most frequently. Which is the point you're making.)

Again, my apologies.

Link to post
Share on other sites

Weird bug I'm having quite consistently: When using the slingshot and hitting something (enemy, asteroid, not crewship), 5 out of 6 times I end up like this:

uldewXZ.jpg

In my archwing, but with warframe powers (that I can't use since I cannot get energy, although an energy pad will give the +100 energy message, my AW gets it, not my frame) and normal weapons. While it was fun beating a Veil fighter to death with my scan hammer, and shooting the fighters with my OP rubico, it was very annoying since you can't really play the game

Rep recipe:

- use slingshot, hit enemy fighter or asteroid

- get stuck in AW/frame hybrid (can still boost and use gear)

Fix:

- omni tool back, once inside, operator mode and type /unstuck (in frame unstuck doesn't always help?) and use an airlockdrop to get outside

Expected:

- when in space, use AW all the things..

Link to post
Share on other sites
5 hours ago, AIAS-5 said:

. Reconsider Archwing Blink / Controls
Not everyone has been happy with the latest changes to Blink, with the 2 second cooldown taking a lot of the speed that Itzal provided previously. While I very much like how AW controls now, the one thing that boggles me the most though is how you have to handle Blink and Afterburner in turn to travel the fastest, with both being bound to the same key. For my part I've even written an AHK macro to deal with that. Why can't we bind them for ourselves? Railjack got a whole own key binding section, why has that never been a thing for Archwing? Please let the people decide how the wanna control their Archwings!
EDIT: Someone told me the Sprint/Roll bindings would correspond to the Afterburner/Blink controls, which I didn't know, but makes sense. It would still be nice to keep those settings separate and clean

Late to the party, but separately binding sprint and roll fixes the issue real nicely. Infact I can't think of why someone wouldn't rebind both to separate keys and sprint+roll to a separate keypad that you take away and never use again.
For those of you who use default keybinds, it is an issue. To me, not so much really.
The issue is in the cooldown for the blink, not just the keybinds.

Link to post
Share on other sites

The acceltra still dosent gain any benefit from projectile flight speed enhancements. This is a black sheep among the weapons with projectiles that have a travel time, and should be changed if it is not considered a bug. Please fix.

Link to post
Share on other sites

Please remove refine functionality. It is undue confusing. 

Please allow squad share of resources inside galleon ships. It is causing frustration as some players are rushing it leaving others in fray

Link to post
Share on other sites
Il y a 13 heures, [DE]Rebecca a dit :

Fixed being loaded into a completely different mission when attempting to play a dynamic mission types (Kuva Siphons, Syndicate etc) when using Public matchmaking. This only occurred if there were more than one of that mission-type on the same planet at the same time. 

Yeah, the game has been repaired from the railjack cataclysm!
Still need to add the option to use the old archwing flight system and it'll be perfect 👍

Link to post
Share on other sites

New update may have messed up our ability to repair our ships or upgrade them so we repair them less.  It would help if somebody would exit the ship and take down crewships but they would rather fail the missions then instantly die after leaving the hanger. 😊

Link to post
Share on other sites

Resource/Economy

  1. All resources are shared, inside crew ships/bases/capital ships. Everyone gets the same thing
  2. All resources are instantly picked up and the range is global. Don't give me the same old "our devs are 50-50 split on universal pickups" story to keep deflecting the fact that Railjack needs it more than ever. Its already an effort to go around destroying all the containers for resources. Why should the blueprint be unobtainable if someone leaves the asteroid or capital ship locking everyone out?
  3. Get rid of the 200 forge capacity. Whoever came up with the idea that the engineer needs to be glued to the console to refine because resources hit capacity doesn't have a clue how to play this game.
  4. Resources should be guaranteed/confirmed after each mission completes. No need to worry about going to dry dock to "hard save" or worried that a bug will eat your rewards from another mission if you choose to continue via navigation.

Railjack

  1. Remove the doors that require 2 people to open. Why are they even there? In fact, remove them from the entire game except outside rescue missions.
  2. Intrinsic gain is bugged and often displays conflicting numbers. For example, it says you gained 40 intrinsics, but drydock only shows 23? 
  3. Enemy Crewship visuals should have a different highlight so you can distinguish them from regular fighters and heavy fighters at a distance
  4. Enemy commander should have a distance finder even though its always the same place
  5. Crewship cannons and missiles shouldn't one-shot-volley even the toughest of Archwings instantly.
  6. The Asteroid Base commander base in space is often "invisible" where the only thing you see are the two large red spheres on the left and right side, with the objective indicator on the entrance to the base. A lot of people cannot find the entrance into the base once the commander is killed. Again this wouldn't be a big deal if the blueprint didnt drop here and was shared along with the resources.
  7. People should be able to mark targets in space.
  8. Archwing deployment should give you several seconds of invulnerability so you don't die while exiting.
  9. Normalize all the XP/Affinity/Intrinsic gains so that everyone gets the same gain as long as they contribute past a minimum. There are plenty of ways to deal with afkers but does it really matter?
  10. Slider for wear and tear when?

Tactical

  1. Recall should be lower in the tree, preferably rank 1 and rank 2, due to how many "im stuck" bugs there are, and because space mining takes you 25,000m away from the railjack
  2. Boarding parties should be automatically marked by Cy no matter where they are on the ship

Piloting

  1. The dash/drift should last probably twice as long and have a longer cooldown.
  2. Should be able to mark any resource gatherable within 500m automatically. Or make this part of tactical
  3. Sprint bar is confusing, it needs to be more clear in how it works
  4. Give pilots a large long range beam to pick up stuff, but really just give universal pickups for railjack.

Gunnery

  1. The aim-assist should show up in archwing mode to help you aim with your weapons. 
  2. The lockon-assist auto-aim should also work in archwing mode.
  3. The aim-assist needs to be unique and tailored to each gun module. Right now certain gun modules always miss because it doesn't match the projectile speed and trajectory. 
  4. Fix the bug where forward artillery is blocked by the railjack itself so its impossible to shoot
  5. Forward artillery should literally be 360 artillery so you dont need to rely on the pilot. Plus this does jack damage to crewships unless the armor is stripped completely which makes this weapon almost useless in 99% cases.
  6. Resource popups block half of the cooldown meter.

Engineering 

  1. The entire engineering, 4 console setup, makes zero sense. Sure maybe you need 4 consoles because 4 players might want to do something (unlikely but I guess that's why its there). But other than that the UX and design is poor. Its clear you want the engineering specialist to handle engineering. They could have been given a console that isn't bogged down by a 2 minute cooldown on each action, and Like what part of engineering is "press buttons to craft consumables but its on a cooldown and more importantly your job is to watch if the capacity gets reached." Like seriously, who pulls on some rope to access crafting in a spaceship. We don't even do this on the Orbiter.
  2. All 4 consoles should be linked, and show all 4 cooldowns and associated crafting buttons. This way one console can manage all of engineering, but 4 people connect to it at the same time.
  3. Engineering console could have been a semi-active role where you can heal the ship or power the shields or charge the weapons and increase speed output. Along with managing repairs and fighting boarding crews, this becomes a full time job that's meaningful.
  4. Why on earth is there a 2 second animation windup to access a console and exit the console? This should be near instant like using any control interface.
  5. Engineers past rank X should be able to see the cooldowns and vitals and ship issues on their HUD
  6. Why is there a wall between all the consoles and a hole??
  7. You can't see how much stuff you're actually crafting with your higher ranks. For example you can craft 2 dome charges but it only shows +1. 

Railjack Interface UX

  1. A new score screen should be created for Railjack. One that shows all the resources you had before and after the mission completed so you can see the yield difference. This also helps players spot check the numerous math bugs that show undercounted intrinsic gain and resource gain that have been posted all over Reddit. The new score screen isn't just for helping debug the game however, it's just necessary to show progression in a way that's easy to digest without having to memorize what you have in storage already. Just look at how confusing intrinsic counting is. Its like its intentionally designed to be a confusing and hard to parse.
  2. Allow players to manage and upgrade their railjack either from the Orbiter or at least inside the railjack too. 
  3. Allow players to go directly to the railjack upgrade interface in the dojo.
  4. The pilot and the sideguns should have separate resources for using missiles so people stop arguing over it. 
  5. Wreckage capacity should be doubled due to the RNG nature of them. The game should also display the total wreckage you have in your inventory so you know when you approach capacity.
  6. Needs better compare/sort functions.

Railjack Ship Design

  1. You should be able to reach the engineering section from the back of the 2nd deck. Put a hole or ramps in there. Its pretty annoying how the edgy tenno kid plot device takes up that entire area while blocking off access to the back.
  2. Slingshot area shouldn't be in some small hidden area at the top of the ship. If anything it should have been in the circular drive area at the observation deck.
  3. Shields feel pretty bad compared to health. Buff shields or give armor to shields. Shields have long not made much sense in warframe aside from a few frames.

Omnitool

  1. Should have about 50% more range so you can repair damaged areas on the ceiling without having to jump.
  2. Hazards like fire/electrical shouldn't have some "minigame". The speed at which the process bar ramps up is too fast in the beginning to meaningfully hit early [ ] targets, its almost easier to just keep using the tool until the circle fills. Just remove the minigame all together. Very few people like your open world mining mechanics anyways.
  3. Instead of having this take up space on your gearwheel, give this tool a hotkey that accesses it anywhere on your gearwheel. Not just a 1-10 gearwheel hotkey that only works on first page items. 
  4. Hazards like fires/frost/electrical should clearly indicate what systems they are affecting (shield 

Avionics

  1. Its pretty much a nightmare to compare and contrast between three different houses at the start when you don't know how it works. Why bother having three types of the same type of Avionics when clearly two of them are garbage compared to the best one? Could have simply gone much clearer naming convention or allow more upgrades from higher tier houses so its easy to tell "at a glance" which Heat avionic is actually better without scrolling around and clicking each of them.
  2. Like Wreckage, is it just me or do we simply not know what's what out there to the point where the next update is for sure going to invalidate all the effort and resources invested in the current "best in class" upgrades?

Archwing

  1. Archmelee is useless and needs to be revisited or just removed until later.
  2. Please add a archwing defense mission that people can grind xp on.
  3. Reduce blink cooldown by 1 second.
  4. Amesha seems to be the only viable archwing so far, others need a revamp for railjack.
  5. Blink should be separate from Roll. Give Roll its own hotkey, its practically useless anyways.

Other

  1. Please FIX the god damn de-acceleration from trying to spam blink. You should have to HOLD down SHIFT to switch to speed modes so that trying to blink while in combat doesn't suddenly put you out of high speed.
  2. Would be cool if there were more specialized enemy fighter AI. Their ability to evade is annoying however since they can maneuver in ways players cannot. 
  3. Explain all the new damage types. What is Particle damage? Plasma damage? etc.
  4. Archmelee is useless. In fact most archweapons are useless.
  5. Using recall twice while the first one is going bugs it often so it cannot be used to recall again.
  6. No resources can be picked up in the special veil mission.
  7. There should be a cooldown on entering and exiting environments so you don't bug out in archwing mode or ground mode.
  8. The empyrean map should not zoom straight into Earth every time, or should look at the last planet done. 
  9. Improve visibility of resources. You can barely see them as it is. Just do players a solid.
  10. Dying in space sucks. With how much damage enemies are doing, its impossible to get revived in most scenarios, nevermind reaching someone in 10 seconds.

 

 

 

Edited by Avss
Link to post
Share on other sites
Il y a 3 heures, Sanxxieh a dit :

So far the laziest Prime ever created. No Ivara fixes, no Ivara rework, no Ivara rebalance... just an another Ivara skin. That's pretty disappointing, even for me.

Why would you fix and rebalance a frame that already works very well with a variety of build ?

Primed Frame are rarely a huge improvement. They got a new skin, some polarities (she got a free V polarity), and a slight stat buff. Only frame that actually need a rework receive one.

Wukong was an exception, not a rule.

AFAIK Atlas Zephyr Mirage and a lot of other frame got a similar Prime release without anything changing.

Seriously why do you even want an Ivara rework ? Because you can't rush extermination mission with her ? Sure. But she's still the spy queen, and she's awesome in survival, defense, free roam activities (conservation, mining...), enjoy several damage boosters, scale well with higher level enemies, and can even do Eidolon.

Hell I'm doing railjack mission with Ivara now. Stealth and Redeemer Prime makes a very safe and short work of the invading enemy crewmen, and being able to blast the central part of a crewship without having to kill a single enemy saves a lot of time.

Edited by Isokaze_BestKaze
Link to post
Share on other sites
vor einer Stunde schrieb Isokaze_BestKaze:

Why would you fix and rebalance a frame that already works very well with a variety of build ?

Primed Frame are rarely a huge improvement. They got a new skin, some polarities (she got a free V polarity), and a slight stat buff. Only frame that actually need a rework receive one.

Wukong was an exception, not a rule.

AFAIK Atlas Zephyr Mirage and a lot of other frame got a similar Prime release without anything changing.

Seriously why do you even want an Ivara rework ? Because you can't rush extermination mission with her ? Sure. But she's still the spy queen, and she's awesome in survival, defense, free roam activities (conservation, mining...), enjoy several damage boosters, scale well with higher level enemies, and can even do Eidolon.

Hell I'm doing railjack mission with Ivara now. Stealth and Redeemer Prime makes a very safe and short work of the invading enemy crewmen, and being able to blast the central part of a crewship without having to kill a single enemy saves a lot of time.

Ivara has nice support and damage options, however her stats make it very hard to not overrely on invisibility. 

Probably not an issue for many people, but I dont like staying invisible all mission - would've been nice if her prime-entry would've given her the stats to broaden her options.

Link to post
Share on other sites
vor 21 Stunden schrieb tychondus:

You can call bs all you want. No overlapping you say? I wonder what Neo T2 is then?

A Relic without even one Atlas Prime Part, let alone two.

Fang Prime BP

Akbronco Prime BP

Wukong Prime Neuroptics BP

Forma BP

Dethcube Prime Carapace

Tekko Prime Blade

Link to post
Share on other sites
3 hours ago, avsbesTenno said:

A Relic without even one Atlas Prime Part, let alone two.

Fang Prime BP

Akbronco Prime BP

Wukong Prime Neuroptics BP

Forma BP

Dethcube Prime Carapace

Tekko Prime Blade

Huh? You are proving my point. Dethcube and Tekko BOTH were released with Atlas. And thus null and void your own statement. I'm not sure what your point is?

Link to post
Share on other sites
  • 2 weeks later...

- Mine Fire suspresion is fully upgraded and is placed on a lvl 2 grid, so I can extinguish 7 fires. But when in mission it shows only ''extinguish: 5 fires'', please fix this.

- Seeker volley aivonics does not show how many damage it deals with every hit, please make that happen.

- The wear and tear customiztion options resets everytime u go back to dry dock.

- Sometimes the colour of ur name on the ship will also reset to Black.

- (Sorry cant insert a picture, il make it so clear as possible) By Payloud when u are in dry dock u have above on the right of your screen all your resources. And under every thing u can buy (Like revolite) it sais (your resources)/(Cost of making that material). I have 20k pustrels and cubic diode so by my there should be standing (I geuss) 20 k/5 20 k/5. But there is actually standing 9.999/5 9.999/5. So every resource above 9.999 wil show only 9.999 and not the real amount of your resource, think this should also be changed.

- There should be a new tab in your inventory called Components and Armaments that will make it clearly u have ur maxium of slots reached, just like we have for weapons and robotics.

 

*Wear&tear and text customiztion options also reset when u press an other tab of your railjack interface when in drydock.

Thank u DE again, for your hard work to develop and fix the game when needed.

Enjoy the rest of your holliday everyone!

Edited by Lordwolfspirit
Link to post
Share on other sites
12 hours ago, Lordwolfspirit said:

- Seeker volley aivonics does not show how many damage it deals with every hit, please make that happen.

What it shows is exactly how much damage it does in veil 😉

Adding to this though, the engine speed bonus seems to disappear from time to time, and it's speed definitely doesn't line up with distance traveled.

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...