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[DE]Megan

Empyrean: Ivara Prime 27.0.11 - 27.0.11.3

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@[DE]MeganARE YOU STILL DRUNK?

On 2019-12-13 at 5:34 AM, [DE]Megan said:

HOUSES

Meet House Lavan, makers of Railjack technology from the Old War. Specializing in engines and shields, House Lavan focused on delivering rock-solid technology at a lower resource cost.  Their components were the backbone of the Orokin fleet but lacked the customization required by elite units.

Meet House Vidar, makers of Railjack technology from the Old War. House Vidar were material specialists that made a name for themselves with the shrewd balancing of performance and cost.  The ability of their hull and armor components to withstand extreme elements earned them the loyalty of specialized units.

Meet House Zetki, makers of Railjack technology from the Old War. House Zetki's components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.

There are different Houses of Railjack COMPONENTS, ARMAMENTS, and AVIONICS (Lavan, Vidar, and Zetki) that offer different strengths and weaknesses, allowing you to further customize your Railjack upgrading experience. Many of the same Avionics exist across the Houses. For example, you will find 3 different versions of the Avionic ‘ANODE CELL’ - a Lavan version, a Vidar version, and a Zetki version. 

Why Zekti is the WORST reactor?

 

  

5 hours ago, [DE]Megan said:

Lavan Reactor Mk I: Avionic Capacity now 20 to 30 (from 10 to 20)
Lavan Reactor Mk II: Avionic Capacity now 50 to 60 (from 10 to 40)
Lavan Reactor Mk III: Avionic Capacity now 80 to 90 (from 20 to 70)

Vidar Reactor Mk I: Avionic Capacity now 30 to 40 (from 10 to 25)
Vidar Reactor Mk II: Avionic Capacity now 60 to 70 (from 20 to 50)
Vidar Reactor Mk III: Avionic Capacity now 90 to 100 (from 30 to 100)

Zetki Reactor Mk I: Avionic Capacity now 10 to 20 (from 5 to 10)
Zetki Reactor Mk II: Avionic Capacity now 40 to 50 (from 5 to 30)
Zetki Reactor Mk III: Avionic Capacity now 70 to 80 (from 10 to 50)

 

"only the fleet's most important vessels could be outfitted with Zetki technology."
change to fleet most scraped vessels than!

Edited by Myaurico

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5 hours ago, [DE]Megan said:

Tenebrous Ephemera Removal and Future Acquisition: 

TEMPORARILY removed the Tenebrous Ephemera as a drop from Reinforced Sentient Containers aboard the Sentient Anomaly in Veil Proxima. The drop method is causing numerous issues in terms of connectivity stability and player frustration. We’re going to be changing the acquisition method that won’t involve a direct drop rate in a near future Hotfix/Update, and will instead be closer to a token system (complete X Anomaly missions to buy Ephemera from a vendor).

  • The Tenebrous Ephemera will be coming back as soon as possible in a better acquisition method

OMG I found one of those singing containers and there was just a couple of railjack resources in it!! Please tell me there's only a small chance the ephemera is in there and it didn't just rob me! XD

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eh due to the update its not in there now 😛 so you will have to wait for its return. I can haz cheeseburgers all day long

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vor 6 Minuten schrieb Myaurico:

"only the fleet's most important vessels could be outfitted with Zetki technology."
change to fleet most scraped vessels than!

may orokin prefered flux over capa

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27.0.11.3, Veil Proxima, Gian Point, solo mode (so I'm host by default). About 20 fighters dead, no fighters counter visible:

2JgiMaB.jpg

Didn't see counter through all the mission (it was missing from start to end), but cephalon correctly mentioned "Fighters halved" on appropriate moment. By the end of the mission last batch of fighters took a bit too long to spawn, which made me worry about failing for technical reasons.

Done it and didn't lose any loot (and I'm grateful for it), but counter should be in its appropriate place.

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So the archwing mods were not supposed to affect railjack? And just now you decided to fix it? So much for orokin battleship. Cryotic cannons nerfed, battle avionics nerfed, warframe buffs affecting ship nerfed, exp from missions heavenly nerfed. Veil ships "Nerfed" but by increasing the health the healing they receive from crewships is actually buffed. So it is true, isn't? NO FUN ALLOWED.

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Oh i forgot to ASK is there Zekti shield higher than 500? or Zekti shields is scrapiest too?

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dying as host on a crew ship can now lead to a soft lock where you are permanently dead. may or may not be related to using operator while aboard crew ships

 

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ok weird watching the twitch prime stream from my ship on steam it just closes i can still hear the stream playing but i can get back over to it not sure if thats a steam issue or from the latest update.

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6 hours ago, lainverse said:

Good, this is how you actually reward the dedicated players rather than just make it a drop chance and reward random people instead of those who actually do it over and over again. This also should partially kill awful abort farm for these chests. Please add scenes there for tokens as well.

This is stupid. They should have left it the way it was until the new drop system implementation. This way only a few lucky people have it. There is litteraly no reason to remove the ephemra from the drop. Mind you that they always say for things they remove that they will implement it again in the future, but we now DE and how soon works: Raids, new war, war within, univarsal vacuum and so on.

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6 hours ago, [DE]Megan said:

Affinity gained from all Omni tool Repairs and Forge actions aboard the Railjack is now shared with the squad!

Really? So went from a way to motivate ppl to do a boring action to NO MOTIVATION at all. Now no one will want to be responsible for that since it will be a LOSS of affinity as doing anything else will be better. If we gonna have affinity share, at least make it so ALL other activities are also shared.

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38 minutes ago, Person7557 said:

So the archwing mods were not supposed to affect railjack? And just now you decided to fix it? So much for orokin battleship. Cryotic cannons nerfed, battle avionics nerfed, warframe buffs affecting ship nerfed, exp from missions heavenly nerfed. Veil ships "Nerfed" but by increasing the health the healing they receive from crewships is actually buffed. So it is true, isn't? NO FUN ALLOWED.

The railjack is not an archwing, so no, they weren’t supposed to affect it. I can’t believe the amount of shock and surprise at this fix. 

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I'm not happy about this removal on the ephemera. I did over 1.7k runs with no reds and just 12 yellow caches. I'm no genius but can't we have the red cache increase spawn rate. Every run I was doing yellow seemed 1% chance to spawn and red 1% less. Why not increase them both but no, lets remove it because it seems way easier. I endured so much pain and now there's no point playing RJ. GG thanks DE.

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6 hours ago, [DE]Megan said:

TEMPORARILY removed the Tenebrous Ephemera as a drop from Reinforced Sentient Containers aboard the Sentient Anomaly in Veil Proxima. The drop method is causing numerous issues in terms of connectivity stability and player frustration. We’re going to be changing the acquisition method that won’t involve a direct drop rate in a near future Hotfix/Update, and will instead be closer to a token system (complete X Anomaly missions to buy Ephemera from a vendor).

  • The Tenebrous Ephemera will be coming back as soon as possible in a better acquisition method

This is stupid. They should have left it the way it was until the new drop system implementation. This way only a few lucky people have it. There is litteraly no reason to remove the ephemra from the drop. Mind you that they always say for things they remove that they will implement it again in the future, but we now DE and how soon works: Raids, new war, war within, univarsal vacuum and so on.

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6 hours ago, [DE]Megan said:

Empyrean: Ivara Prime 27.0.11

The Great Reactor Buffings: 

(...)

Introducing global buffs for all Reactor types found in the wild. Any existing gear you have will simply be adjusted for Avionics capacity, which will automatically be a buff in all cases (note: the Vidar III’s range has been compressed significantly from a 30 -100 range to the new 90 -100 range, but we will not give you lower adjustments if you had a Vidar III Reactor with Avionics capacity values in the 90 -100 range before this change). 

(...)

What is the math for this?

If a person got a 30-89 will it be buffed to 90 (simple round)? Or will it be proportionately adjusted similar to temperature conversion (New = (600 + Old)/7), as in 30->90 (bottom range) and 89->94?

Just to make sure people are not getting the short end of the stick by having a 90-94 range that won't be buffed while a 89 is sure to pass theirs.

(I got a 98, so I don't really care myself, but the rest may)

 

Actually, nevermind, I just discovered. It's similar to the temperature adjust, and either someone didn't program it correctly to not buff 90 and higher, or they came back on what was written. My 98 became a 100.

Looking forward to a nerf, since I don't believe this was intended.

Edited by R4dioS1lence
Opened my Railjack, MkIII Vidar was boosted from 98 to 100

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Whenever you trade a mod since today's hotfixes, the warning of it unequiping pops up. Very annoying.

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vor 2 Stunden schrieb AIAS-5:

I don't think the Scrap UI is supposed to look like this...? (I was soft-locked BTW and had to force close the game)
hI1HEXU.png

gRCHDyC.jpg

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6 hours ago, 0meg4x said:

I was Okay with the way it was, the reintroduction of the Hold to Heavy Melee keeps messing me up everytime.

There were (only) really two things bugging me to death. The perma-healing enemies in Proxima, which made solo missions a total drag, and the forced "hold-E and destroy your melee combo"-function. The perma-healing is now fixed, which made RJ missions doable again (and now the rector boost has got me triggered again, as it is now possible to REALLY play around with the avionics). But the "hold E and destroy your melee combo counter"-function is still forced upon me, and sucks big-time. It only half-works anyway, it triggers heavy attacks but at the same time makes it unavoidable to also trigger unwanted heavy attacks.

During a normal 60 min. arbitration and playing with a melee weapon and a stance I know well (stored in my brainstem) I still trigger multiple WTF-heavy attacks, losing all combo-driven stuff from my build immediately. This might be due to trying to time the hits to actual enemies & moving fluidly, which is now doable with melee 3.0. But rather than being a source of enjoyment it is annoying as hell, totally counter-intuitive and even sort of destroys the appreciation for the new melee 3.0. Which I first disliked (because it changed things a lot), then learned to enjoy and love, and then have learned to almost hate because of the (re-)introduction of the forced "hold-E and destroy your combo"-function.

I would be totally happy with removing hold-E completely forever, but since that would make at least a few fellow Tennos unhappy the least you could do is allow me to opt out of this. Or, even more logically, set the no-"hold-E" as the new standard (as it originally was in melee 3.0, with good reason) but allow those wanting to still use hold-E to "opt back into the old way".

Edited by Graavarg

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Oh yay. And the Archwing Avionics are useless again. 
I mean i were already aware they will be nerfed.. or "fixed" how DE calls it, but damn..
Could have taken a bit longer this time.

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4 hours ago, taiiat said:

okay, now please create intentional secondary Mods for these effects instead, so that Players have the option to invest more Slots into some main Stats for the Ship with the tradeoff paying extra Slots for them. they don't have to be super strong or anything, just decent additional increases.

 

also for the love of god, look at the Shield Mod vs the Health Mod and tell me that these two Stats aren't ridiculously far apart. 
why are Shields between +48% and +72%, while Health is between +90% and +506%. plus Armor.
why is the Shield Mod not even in the same Zipcode as the Health Mod. i would recommend Multiplying the minimum of Shield Mods by 2.5x, resulting in +120%, and the maximum by 3x, resulting in +216%.

these numbers gives Players without upgraded versions of Bulkhead somewhere to upgrade into for the short term (since the Shield Mod would offer a much more relevant increase and so could be paired on top of Health&Armor), and in the long term just makes Shield Capacity have some real relevance compared to Health+Armor.

 

it's also probably a good idea to seriously consider making the Archwing buff Mods just affect all Allies within 1Klick including the Ship and be those secondary Mods, with adjusting their values accordingly (most of them are hardly even worth using for anything because of being so weak, while a couple are a bit nuts).
this is because nobody is going to Equip these Mods just to buff Archwings, especially considering that most of the Mods are very, very weak.
 

Is there even a point to shields when the easiest earth mission can wipe my level 3 shields? I have the super hull and I'm hunting for the super shield regen but I'm wondering if after all that effort will the easiest earth mission still wipe my shields?

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4 hours ago, Skindown said:

The ones I dropped and got restored were from before new's year, so pretty far back ...

Hi mate, what did you say to support? In terms of filling out a ticket for this?

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Can you please fix the Sephfan nikana zaw sheath visibility bug? Its been more than a year now.

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Thank you for the reactor buff. Though I would rather see the RNG stats be removed entirely and leave it for the bonus effects the item has, this is a step in the right direction. I hope that you continue with it and apply it to the other parts as well. For those who scrapped your old Vidar reactors with bad rolls and regret it, I urge you to contact DE's support team. They will restore 'em.

To the dev team: Reminder that half of Archwing's combat (melee) is still entirely nonfunctional unless you've got a Veritux or Prisma Veritux equipped. For the most part, Arch-melee weapons are unusable, and have been like that for months. And that really sucks, since Archwing is supposed to be a big part of Empyrean and it doesn't even work right now.

On a non-related-to-Archwing note: It would be highly appreciated if you gave kitguns the same pass as you gave zaws, and allow them to wear weapon skins. I'd love to use your fancy new Sigma-series pistol one.

 

5 hours ago, Evhel said:

So wait, did i farm weeks and weeks for a 90+ reactor and now you give them for free? You know that's basically like saying i completely wasted my time, for playing the game, right? Good for those who didn't farm it yet but that's a punch in the face to those who invested- now wasted- time end effort in the game.

At least run a script to increase all the already owned reactors to 100. (Which btw isn't even enough to put a mod in every slot. Buff it to 120/130, the Zetki is just too close now)

I have no words.

 

q5tmfm14rpw31.jpg

Edited by Sapphirya

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Just letting you know there's still a few lingering CONTROLLER KEYBIND issues making it essentially impossible to keybind RJ on a controller without issues.

gamer ps4 GIF

  1. While there is a "scroll power" left and right buttons, there is no "fire ability" button on railjack screen. Dpad down appears to "fire" an ability, but it seems to fire the last used ability and not the selected ability, making you spam five particle ram in a row even if you just moved the cursor to void hole. Why even have scroll power keys if you can't shoot the power you scrolled to.
  2. When you attempt to keybind the Ability Menu anywhere else than R1, it causes an issue where it's impossible to close Ability Menu after firing an ability... I had to abort games because i was stuck being only able to fire missiles and not resume control of my ship.
  3. There is still no "Tactical Menu" keybind in ability menu section and in railjack section... Meaning the only place you can put it currently is in the general section, which is already key starved. At least make it available in the Ability Menu like on PS4 please... And ideally make it accessible while driving the RJ as a keybind.
  4. Move Up / Move Down keys are linked between the general and railjack tab for some reason, making it very hard to change them because trying to move them in RJ screen will cause "melee stance conflicts"
  5. No ability to unbind stuff you don't need (like the side camera and the scroll left and right power if using ability menu). The side camera especially has to go , as it curently often breaks the hud for the rest of the mission when hit by mistake, and you simply can't get rid of it even though it's essentially useless. Meanwhile no tactical menu keybind...
  6. No ability to bind power 1-2-3 to let's say D pad (on PS4 it seems when you have nothing bound to the dpad that works, but since on PC you cannot unbind , you can't get it work.

SO YEAH , PLEASE FIX THESE CONTROLLER ISSUES, ideally while drinking like Steve !

steve GIF 

Edited by Tenno_Cobra

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