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Dev Workshop: Railjack Revisited Information


[DE]Rebecca

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The details of WARFRAME REVISED PART 4: RAILJACK REVISITED are as follows. These are not complete Patch Notes. These were mentioned on stream, but we wanted to give everyone a chance to review them in a true 'Dev Workshop' fashion. Just under 500 Tenno will be playing these changes over the weekend for practical feedback. 

Please take a look and know the goal is to revisit the pacing and feel of all Railjack missions.

General Changes:

  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
  • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”: 
    • Doubled the Railjack’s base Speed. 
    • Lowered Boost Speed by 75% 
    • Increased the Boost Speed cost of dodge. 
    • Increased Boost Drain (8 - 15)
  • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
  • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
  • Doubled Revolite crafting yield from 50 to 100
  • Tripled values of Titanium and Asterite resource drops

Ship Combat Changes:

  • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised. 
  • Halved the Health and Armour of all Grineer Fighters.
  • Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same. 
  • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (.1 - 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops. 
  • Decreased Railjack Shield Recharge delay from 5 to 3 seconds. 
  • Railjack Weapon heat build up changes:
    • Apoc - Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zekti from 40 to 20
    • Carcinoxx - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zekti from 20 to 12
    • Cryophon - Zekti from 400 to 350
    • Photor - Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zekti from 20 to 12

On-Foot Combat Changes:

  • Reduced the Health of all on-foot Grineer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.

Pacing Changes:

  • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
  • Drastically decreased the frequency of RJ Hazard types.
  • Made each RJ Hazard type more harmful to the ship.
  • Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained.
  • Increased the number of fighters in all alert stages.
  • Enemies now spawn much closer to the Railjack vs. 1000+ km away. 
  • Destroying all engines on a Crewship now disables weapons.

Archwing Changes / Fixes:

  • Longstanding issues with the usability of Archwing Melee has been fixed - it’s whacking day - let us know!. 
  • Archwing Melee Range mods now affects aim assist lock-on range.
  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • UI Lead indicator has been added to relevant Archwing Guns.

Systemic Changes: 

  • The Kuva Lich ‘Valence Transfer’ has been added for built Armaments and Components - players can now Transfer progress and stats to the new better parts, boosting them.
    • Requires Dirac to perform the operation
    • Combining matching tiers gives 10% boost in stats
    • Combining lower tier gives 5% boost in stats.
    • Two tiers removed (Mk3 with Mk1) is 2% boost

Affinity and Intrinsic Gain Changes: 

  • Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster. 
  • Increased the earned Affinity on killing Elite Fighters and Outriders.

Avionics Changes: 

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management. 

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.


Battle Avionic Refresh:

Munitions Vortex

Vortex is now attached to the front of your Railjack

Increased Vortex radius from 30 to 60

Increased radius from 150 to 200

Countermeasures

Initial use cost of 5 energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)

Blackout Pulse

Display range stat on all marked targets while projectile is in flight

Increased radius from 100 to 200

Increased damage from 250 to 500

Particle Ram

Requires forward velocity to be active

Increased speed of projectile when its launched

Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile

Shatter Burst

Display range stat on all marked targets while projectile is in flight

Range increased from 120 to 200

Damage increased from 500 to 1000

Radius increased from 60 to 80

Fall off decreased from 100% to 50%

Void Hole

Decreased duration from 25 to 12 secs

Increased attraction strength

Fiery Phoenix

Decreased energy drain from 5 to 2.5 per sec

 

Archwing Melee Stat Refresh:

Mastery Rank 0-3

Veritux

Damage increased from 300 to 360

Onorix

MR increased from 0 to 1

Damage increased from 290 to 320

Agkuza

MR increased from 0 to 3

Status chance increased from 10% to 15%

Mastery Rank 4-6

Kaszas

MR increased from 0 to 4

Status chance increased from 15% to 20%

Critical chance increased from 10% to 15%

Rathbone

MR increased from 0 to 6

Damage increased from 280 to 340

Status chance increased from 7.5% to 12%

Critical chance increased from 15% to 20%

Mastery Rank 7-9

Knux

MR increased from 0 to 7

Damage increased from 325 to 340

Critical chance increased from 10% to 13%

Centaur

MR increased from 0 to 8

Damage increased from 280 to 290

Prisma Veritux

MR increased from 0 to 8

Damage increased from 300 to 320

Critical chance increased from 15% to 30%

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6 minutes ago, [DE]Rebecca said:

Blackout Pulse

Display range stat on all marked targets while projectile is in flight

Increased radius from 100 to 200

Increased damage from 250 to 500

A relatively minor one, but don't forget to lower its cost from 4 to 2. Compared to the other Defensive Battle Avionics, Blackout Pulse's cost is rather inconsistent.

I'm going to be blunt, but there's still not much reason to use the other Battle Avionics, especially Munitions Vortex over the "Defensive" Battle Avionics. Still halving the Fighter's health and armor may make a difference.

The only thing that remains unaddressed are Crewships, especially since they only reward Affiinity/Intrinsics by "killing" the Crewship after you overload its reactors.

 

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Looks good, should make the Railjack gameplay more enjoyable.

 

On the Hazards though, with it now being limited of one hazard of a type at a time, will we see new and more varied ones in the future?

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Thanks!

I was going to ask during stream, but the 800 second chat cooldown was a bit much.

Any plans of removing the farming cap for intrinsics for those of us at 10-10-10-10 now that you're making the gain faster? At least let us farm 1023 so we can be prepared for command intrinsics whenever that releases. 

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Looking forward to seeing some of this in action.

Will there be adjustments made to the visuals of Particle Ram and Fiery Phoenix, as a Pilot I often hear Gunners complaining about obscured/blocked/distraced views.

On the subject of Gunners, can there be a direction indicator for where in relation to the ship they are pointing their guns?

How do new Hazards effect rank 10 Engineering drones?

So many questions and this isn't feedback.. I'l; stop sorry. 🤐

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11 minutes ago, [DE]Rebecca said:

Your Railjack can only have 1 of each Hazard active at a time.

Sound really lame on paper. If the Railjack's badly damaged, it should be damaged all over. This doesn't really make a lot of sense from a logical perspective, as a fire shouldn't prevent other fires from occurring, neither from a gameplay perspective, since it trivializes repairing the ship.

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8 minutes ago, [DE]Rebecca said:

Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”: 

  • Doubled the Railjack’s base Speed. 
  • Lowered Boost Speed by 75% 
  • Increased the Boost Speed cost of dodge. 
  • Increased Boost Drain (8 - 15)

 


This needs to be seen in action before commenting on it in depth, but rule of thumb is that Tenno love speed. 

 

9 minutes ago, [DE]Rebecca said:
  • Reduced the Health of all on-foot Grineer Railjack enemies by half.
  • Removed scaled damage controllers from all on-foot Grineer Railjack enemies.


Was this really needed? Most on foot Grineers are basic troops, it is not like an army of Nox ram into the ship (THIS IS NOT AN SUGGESTION).

 

10 minutes ago, [DE]Rebecca said:
  • Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
  •  


This is already abused in the current iteration of the RJ. Refusing to fix the breaches *as they will just respawn*, adding a cap will make players more prone to ignore them. However, the other part of this carrot/stick - more dangerous can backfire, needs to be seen.

 

12 minutes ago, [DE]Rebecca said:
  • Archwing Melee Range mods now affects aim assist lock-on range.
  •  


Mind the vomit comet ( I do like Arch melee).
 

 

13 minutes ago, [DE]Rebecca said:
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  •  


Consider instead of removal, leaving them as non functional (and non tradable) curio.

The rest of the changes just need to be seen, hope that the PTC cycle benefits this greatly. 

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2 minutes ago, Takkov said:

wait, so the avionics that I used for reasons like cost efficency in some cases, even if they have a lower max effect are going to be removed?

good question. If we have a mod that doesn't have the manufacturer you are going with, will we just be stripped of that mod with nothing in its place?

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25 minutes ago, [DE]Rebecca said:

Avionics Changes: 

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management. 

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.

So players will be punished further for not winning a Zetki Bulkhead by not having any EHP increasing avionic at all?

This is even worse for Hull Weave since deciding whether Zetki is better than Vidar seems pretty hard.

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Good stuff.  I'm excited about everything but these two:

6 minutes ago, [DE]Rebecca said:

Particle Ram

Requires forward velocity to be active

As a pilot I spend a lot of time going backwards so I can shoot at pursuing ships.  I feel like this will mostly relegate Particle Ram to resource farming, which is still useful but not nearly as much.  Can you still launch Particle Ram when going backwards?

 

11 minutes ago, [DE]Rebecca said:
  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.

Does that also mean each type of Avionic will also take on the drain of the highest tier version?  With some Avionic types I found it useful to equip the lower tier variation because it provided more bang for a smaller amount of Avionic space.  I understand the need to make things simpler, but this change removes anything differentiating Avionics from being just Mods for Ships.

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21 minutes ago, [DE]Rebecca said:

Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same. 

I'm not sure about this 

 

"It's not always the same" means nothing here when all it affects is mission length and not mission variety.

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22 minutes ago, [DE]Rebecca said:

Avionics Changes: 

When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management. 

  • Each Integrated Avionic Type will now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s Type.
  • ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
  • ALL remaining Integrated Avionics will have their Upgrades drained.

Instead of removing the avionics from the inventory you should transform them into the final version, or at least make a "flawed" version and make them have the"middle" tier stats, so they are still inferior but still allow mission completion. Otherwise people will have to farm them again.

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