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Empyrean: Ivara Prime 27.0.5


[DE]Rebecca

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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. Stealing the prototype crewship can get it stuck between the base and the doors. If the person doesn't blow it up from the inside nobody can get to it after. The only way then is to fire a artillery shot at it and hope it destroys it.
  8. People should be able to mark targets in space.
  9. Archwing deployment should give you several seconds of invulnerability so you don't die while exiting.
  10. 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?
  11. 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.

 

 

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Even with the many bugs that still persist in the railjack missions, the critical ones have been adressed (btw, I still wonder why no one have tested this thing properly before launching it officially).

The thing that I cannot understand is why people complain about teammates, or the host going away when the mission completes instead of farming resources and so on, when you can do all missions with just 2 people (you really don't have anyone to play with?), as I do with a friend. If you don't want people refining when it's not the time to do so, then pley solo or in pairs. You can farm lots of things soloing Earth missions, and even with Saturn missions being viable solo, they are more annoying. We still have almost all equipment default but the pilot guns, and we do the missions perfectly in Saturn, exploring all the map afterwards. With a pilot and an engineer there's enough (I'm the main engineer repelling boarding parties and repairing the ship xD).
So in conclusion, lvl up your intrinsecs, manufacture or repair better equipment, and you'll be able to do anything solo before the system gets expanded with the command feature. You can't just think of doing everything in the game in the few days Empyrean has been live and not find any difficulties. The game progression for the equipment is somehow slow, so I can't understand people complaining about enemies being too durable when shooting with stock weaponry in Saturn missions, to say something xD

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12 hours ago, GingaNinjah said:

Amm why does Ivara and Ivara prime have the same base armor stats?

Because Ivara doesn't have the Armor to matter anyway. Improving her armor from 65 to 150 or whatever doesn't matter at all when it comes to building her.

Shields, Energy and the minor boost to Sprint Speed are far more useful on her.

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14 hours ago, [DE]Rebecca said:

Empyrean: Ivara Prime 27.0.5

Avionics Drop Chance Increase + Dirac Resource Drop Change:


Dirac is one-size-fits-all resource for Railjack upgrading - from Grid to Avionics. Wreckage can be scrapped for it, Avionics can be scrapped for it, and it can be found virtually everywhere in Railjack missions. Avionics are an important part of your Railjack customization and power experience, and are only found in a few places.

For this round of changes, we are doing the following:

 

  • Removed Dirac from Grineer Fighter Drop Tables. This now means everywhere else (mission complete, scrapping, point of interest, etc) are the best sources for Dirac. Having Grineer Fighters be the best source for everything was overkill - they now are Avionics and Resource focused.

This was an horrendous change. I spent close to 4 hrs playing today and scrapped a total of 400 Dirac. Considering the actual drop amounts of mods and wreckage from a mission the amount of Dirac is meagre to say the least. Its a real turnoff. 

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Scrapped all the extra railjack mods I didnt need, to find one i did need, that was installed in avionics, that i wanted to keep, has also been scrapped. Would be great if game didnt include installed mods in list of those we can scrap or the game makes it clear we are about to scrap mods that have been installed.

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14 hours ago, AIAS-5 said:

Thanks!

EDIT: Today I applied my first Reactor upgrade, some time later I found out that the capacity has reset and the Reactor screen now shows me this:
olcc30F.png

I think this needs some fixing...

You could try selecting the reactor again but not changing anything. that usually fixes it for me

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I have an inconvenience regarding the points to improve the level of the Railjack.
I repeat the same missions of several nodes, I have even repeated all the nodes that exist in Railjack, but when I reach 22 points I do more and more missions as soon as I get 2 or worse, one more point. What is happening? Why does it seem that as I get more points I have the slowest point to get the next point?
Is it not possible to get points and use them in the levels, I mean if I have to reach 32 points and I have 6 , in the game it does not allow me to use it because it does not meet the level, but what if I could use them, So I would have 26 points less?

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I also have an inconvenience that the archgun damage is irregular, that is, sometimes I have some smeeta buff (orange critics), and I do 200-400 points of damage to the enemies but sometimes I have not got the same buff and even so I keep doing the same damage to some enemies (not all)
Why do weapons do such low damage? (40-120), has one used Forma and Forma and Forma, in those weapons so that they do not hit any damage, is it disappointing, and incidentally only to increase it by Railjack level?
Even if you put elemental mods on the weapon as radiation, (in theory you will do more damage to the enemy), you actually keep hitting the same damage, nothing changes and if the state changes, and if I have corrosive, even if the damage is applied it remains the same even if in theory the enemy does not have armor in some cases.

In other cases the aura of corrosive projection does not work on these enemies, I have gone in some with 4 corrosive projections (100% guaranteed that they do not have armor) and even so the damage of the archgun and the archmelee remains the same.

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I encountered a rather frustrating bug yesterday that I don't think has been resolved yet. I was in a railjack mission when the Ivara Prime Update came in. After the update and mission, I could not exit the mission without aborting it despite completing all objectives. When I tried returning to the Dojo, I was prompted to close the game and update it before I could go there. Extremely frustrating.

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I also notice something really amazing related to the Sniper and the Bows
After the change received by the arches, they began to paste more I give an example.
I have a Vulkar and Rubico riven with Multidisparo + CC + CD and neg and a Snipetron Multi + CC + Dmg and Vectis CD + CC + Electric dmg, and a Cernos Riven with CC + CD and neg.

Using the same build, the cernos rakta  with a headshot on 1 grinner level 80-85 (Sortie / Railjack), makes 330k (oranges) (0  corrosive projection)
In the same case:
Vectis 44k oranges
Rubico 78k oranges
Vulkar 80k yellow
Snipetron 66k yellow

Using a buff like Roar de Rhino, it still doesn't overcome the damage to my cernos

Increasing the sniper combo to level x4, even so it does not exceed 240k

My point is, in real life, a sniper hits much more than an bow.

I know it is a game, but it is logical that something that has flying time or a shot propelled by the force of an arm and that this shot, arrow, is getting closer to the ground over time, generates much more damage than a sniper?

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Had an issue last night after these updates that during archwing my arch gun wouldn't equip(only melee), and then in same stage I went to the station and inside my melee wouldn't do anything I hit E it pulls the sword out but couldn't attack with it allowing me only primary and secondary weapons.  Only had it in 1 mission and never had it before today's fixes

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@[DE]Rebecca

I'll post this to Reddit for visibility.

Dear DE,

This is by far the best and most engaged gaming community I've been part of and as a near 40 lifelong gamer, I've been part of plenty. Over the past couple weeks, I have chatted with several people who said they are "done" with Warframe. Several told me this after the Kuva Lichs due to the RNG aspect. Now again I hear this with Railjack because of the bugs and unreasonable costs.

For a long time, you've been able to consistently push reasonably bug-free content that made us happy. You've been able to hot-fix, balance and tweak quick enough to keep it from being a huge impact. I am not sure that is the case anymore.

1) RNG Stats: First off, there is a HUGE change in your game's approach to rewards. RNG stat pool weapons for Kuva Lich's and Railjack is an enormous departure from the Warframe of the past. I know there has been some limited posts about it, but this approach which is in full effect for every aspect of Railjack is very frustrating to see. I know you are trying to keep content relevant and alive for longer, however RNG is not fun. Non-challenging content that needs done repeatedly to get the reward you want is a surefire way to burn out of a game. Please rethink this.

2) Quality / Bugs: Railjack was simply put, not ready for prime-time. It still isn't after 3 hotfixes. The bugs are game-breaking, the material costs are INSANE, the drops tables are borderline abusive, balance is needed... Kuva Lich's also had some serious bugs but as that was not a completely new game mode it wasn't as game-breaking.

3) Game Complexity: With Railjack another system was introduced with a full set materials, crafting requirements, a type of modding, slots. This is yet another system to maintain forever. It seems that with every major launch, other game-modes are impacted in ways not expected.

With these three items in mind, I implore you to extend an offer to your community to help with testing and balancing. If a significant number of players had tested Railjack prior to launch, you would have gotten the valuable feedback you need to fix, balance and tweak before the major roll-out.

You've made an amazing game universe with so many systems. We want to help. We believe in you. Let those of us who can, help you make this game better. I strongly believe it will make a big impact in player retention, game quality and player morale.

Respectfully,

Ven

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2 hours ago, Avss said:

Resource/Economy

        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. This is so true I understand a limit if I could bring resources from previous mission but even at that 200 is a bit low.

        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 pretty sure this is a bug because if it was intentional I lose some respect for DE

Railjack

Crewship cannons and missiles shouldn't one-shot-volley even the toughest of Archwings instantly. Feel this falls under your archwings need retweak but yes

Stealing the prototype crewship can get it stuck between the base and the doors. If the person doesn't blow it up from the inside nobody can get to it after. The only way then is to fire a artillery shot at it and hope it destroys it. Major problem and needs to be fixed can cause mission to not be able to complete.

People should be able to mark targets in space. Stated many times and is MUCH needed

Archwing deployment should give you several seconds of invulnerability so you don't die while exiting. yes

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? AFKers should be kickable because it's very bad for moral knowing you have to finish the mission while they do nothing but the normalize / share needs to happen we are all out there working as a team I'm repairing the ship keeping it alive so that means I don't get the intrinsics for the kills outside? DUMB you claim this patch was all about teamwork and yet you implement things to encourage solo play so you get points.

Slider for wear and tear when? -Um this is already in game since day 1 I used it.

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 Or better yet, FIX the stuck bugs... that would be great.
  2. Boarding parties should be automatically marked by Cy no matter where they are on the ship easily seen by tactics don't see the need for this one

Gunnery

  1. Fix the bug where forward artillery is blocked by the railjack itself so its impossible to shoot Is that why I sometimes fire it shows HUGE red numbers and does 0 damage
  2. 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. AT the very least it should be like the side guns and not follow pilot movement, I get the shot lined up and he's pulling up or left and I keep having to readjust and when it takes 3 shots from this worthless gun that's just crazy
  3. Resource popups block half of the cooldown meter. This is a huge issue but if they would move the gauge to the reticle instead this would be solved.

Engineering 

  1. 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. Big yes to this we have asked for this multiple times, just 1 console and on the display show all 4 forges with some icon that shows it's ready or not, the whole go to each one wait for animation and find out if it can produce is just crazy and very tedious.(PS the forge timers are still broken yesterday they were "ON" when I was docked and "OFF" during mission.
  2. 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.
  3. Engineers past rank X should be able to see the cooldowns and vitals and ship issues on their HUD This would be a nice feature
  4. Why is there a wall between all the consoles and a hole?? Bad "engineering" design 

Railjack Interface UX

  1. Allow players to go directly to the railjack upgrade interface in the dojo. it's called fast travel dry dock
  2. 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. the drive area would be a great place for that single console that controls them all!!! 
  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.you mean like the right click that shows what they all do?
  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. Please add a archwing defense mission that people can grind xp on - Already exists on neptune
  2. Reduce blink cooldown by 1 second. - one of the intrinsic abilites does this
  3. Blink should be separate from Roll. Give Roll its own hotkey, its practically useless anyways. - In your options keybinds for ARCHWING they have a dash/roll and under it is dash and under that is roll, just assign the desired key (names of those might be off cause I'm not at home so can't read the names of the options)Other
  4. 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.
  5. 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. 
  6. Archmelee is useless. In fact most archweapons are useless.
  7. Using recall twice while the first one is going bugs it often so it cannot be used to recall again. Plus minor bug of showing "recall in x seconds" on host screen when a player uses it (this didn't happen everytime but was happening everytime with the same player in my team so maybe player2? or 3 or 4 type situation.
  8. There should be a cooldown on entering and exiting environments so you don't bug out in archwing mode or ground mode.
  9. The empyrean map should not zoom straight into Earth every time, or should look at the last planet done. Yes it's not saving our "last mission" location and going to earth EVERY time.
  10. Improve visibility of resources. You can barely see them as it is. Just do players a solid. Or just increase the pick up range again ... IF I CAN KILL IT I SHOULD BE ABLE TO LOOT IT and shouldn't have to to tell pilot yo could you stop dodging the ramsleds for a sec and grab that item that just dropped of the guy I killed to your left!!
  11. 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.

 

 

 

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1 hour ago, Azrael_V said:

This was an horrendous change. I spent close to 4 hrs playing today and scrapped a total of 400 Dirac. Considering the actual drop amounts of mods and wreckage from a mission the amount of Dirac is meagre to say the least. Its a real turnoff. 

Nah it was needed. I played RJ over the weekend and got enough Dirac to max my entire grid and every avionic i had. I've got a good deal of zetki mods. The Dirac economy was baaad before.

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As an Inaros main, I feel like having to recharge scarab armor each time I go after a crewship just adds so much extra time to having to board them. If you could manage to have scarab armor be retained after entering/exiting archwing it would be very much appreciated. Nothing like having to recharge it and try to mess with the laggy operator inputs to refill my health before actually doing my job. Adding onto the laggy operator bit, there's input lag with operators, almost like trying to enter/exit in a hub or orbiter. During this point of being unable to input return to warframe, you can very easily die and be stuck with transference interference. This makes Vazarin's protective dash very risky and clunky to use. Really don't want to be forced to play Valkyr Prime or straight stealth just to play boarder without getting shredded by grineer crews. Thank you, DE. Otherwise, Empyrean is tons of fun. ^^ Also, to anyone complaining about how much wreckage you've been scrapping, just remember the change is a balance to removing the 400-500 dirac you'd get in a mission from just fighters. That's less than 3 missions to fully max a grid with the completion dirac rewards, so suck it up. It's a balance change, your income prior to this hasn't really changed.

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