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Dev Workshop: Corpus Proxima & The New Railjack


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1 hour ago, [DE]Rebecca said:

Greetings Tenno!

 

The next Update we deploy on PC will be Update 29.10.0: Corpus Proxima & The New Railjack. This Update touches virtually every part of Railjack, and in our longest Dev Workshop to date we will be telling you what’s changing and why. Get comfy, dreamers.

Warframe has several key strengths that have helped it stand the test of time in the world of video games. One of these strengths is a sense of “flow”; blade and gun blend together, and mission objectives are clear, challenging reflexes and awareness. From your first foray into the Star Chart, mission progress flows into Junction progress, leading to Questlines and other systems opening up naturally.

Enter Railjack. Technology from the Old War that when wielded today, could take all of Warframe’s combat to Orbit. We tried many things that were different from the norm. While some elements did offer a unique spin on the existing formula, it was not for everybody, and many complaints cited the amount of separation from the main game as a negative. And we agree. To quote the venerable Cephalon Cy: We have work to do.

As we revisit Railjack in 2021, our overall goal is to simplify these points of friction, better integrating Warframe’s signature “flow”. This flow has evolved over the years for core Warframe, thanks in no small part to our continuous overhauls and revisits. From ‘Bullet Jumping’ to ‘The Sword Alone’, our path is rarely straight forward. If any Tenno out there chose to customize their Railjack Ship and name it ‘Theseus’, you may be onto something.

What is ‘The New Railjack’? The name is deceivingly simple. The depth will be explored in this workshop below, indexed by the way you will interact with it. Everything here is subject to change.

1. What will happen on login?
More Accessible
Avionics to Mods
Meet The ‘Plexus’
Dirac to Endo
Intrinsics 2.0 - Re-spec your Intrinsics!
Command Intrinsic
New Railjack Component: Hull
Wreckage Cost Changes
Early Adopters
 Streamlined Matchmaking (obey normal rules!)

2. What’s different in missions?
New Railjack Layout (smaller interior).
Stamina is gone!
Individual resource pools.
Malfunctions and Hazards
Unified Damage Types
 Node changes

3. What will keep me playing?
Corpus Railjack
Command
 New Missions

4. What Comes Next?
Void Storms and Relics!
Update 30: Call of the Tempestarii
 A better foundation for Update 30 and beyond.

What will happen on login?

More Accessible:

First thing’s first: if you have yet to build your Railjack as part of the Rising Tide Quest, the cost of ship components and the time it takes for each one to build has been dramatically reduced (the difference in cost will be part of our early adopter compensation below). Simply put: less Grind.  

If you’d rather just jump straight into the action, a fully built Railjack will also be available through the Market for Platinum in the new Railjack category. Maybe you’ve noticed a pattern - when we released Necramechs, we didn’t sell them for Platinum at launch either. Their Market appearance came many months later with Orphix Venom. It’s almost paradoxical that as a Free to Play game we don’t put these new items in the Market. There really isn’t a good reason, either, and players with Platinum - whether bought or traded - really have made it clear they’d like the option to buy new items. And now the option is there. And if you want to go the free path, it’s easier with less resources required.

Avionics to Mods

 

Now let’s talk AVIONICS. Before you even think of departing, you’ll want to revisit your Railjack’s Avionics, which have been redone as... Railjack MODS!

That’s right, Avionics are no more. This entire system has been completely overhauled, including Avionics being turned into regular Mods, so everything has been unequipped and reset. Gone are the days of upgradeable grid slots, and praying that your Host’s Railjack has the Avionics you want to use. In fact, you aren’t even equipping things on the Railjack itself anymore…

Meet the ‘PLEXUS’

Instead, Tenno will have a “PLEXUS” that they bring with them into every Railjack mission, carrying the three types of Avionics you are familiar with. Battle/Tactical Mods remain the same, but are personal to you, being available on any Railjack you board. Integrated Mods will be separated much like Warframe mods: Personal mod slots that only benefit you, and Aura mods that benefit the Railjack and your entire squad. Aura Mods for the Plexus will simply go in the designated Aura slot, similar to how Modding your Warframe works!

PlexusA.jpgPlexusB.jpgPlexusC.jpg

 

 

We hope that reverting back to the familiar Modding screen will help lessen the learning curve for new players. The shift to personal Mod loadouts should also allow for a more consistent gameplay experience, including public matchmaking.

For added convenience, the Plexus can be Modded in several locations: in your Dry Dock terminal (like before), in the new Dry Docks found in various Relays (accessible via Fast Travel), and even in your own Orbiter!

Full details on Railjack Mod conversions will come in the Update Notes!

Orbiter.jpg

Dirac to Endo

Since Avionics are now treated like regular Mods, Dirac (the upgrade Resource for Avionics) is being converted into Endo, for a more cohesive upgrading experience. All Dirac spent on your Grid will be reimbursed (i.e up to 39,000 Dirac to Endo if you maxed out your Grid), and all existing Dirac stockpiles will turn into Endo on login of Update 29.10.0 at a rate of 1:1.

Intrinsics 2.0

Now, onto Intrinsics! Firstly, you’ll need to re-spec ALL your Intrinsics when you login! Because we changed so much, we want to make sure everyone gets a fresh start on where to spend their Intrinsics. This gives us the opportunity to overhaul the various progression trees, rewarding players’ investment in progression.

Here is a full table of the current changes Intrinsics for each category from Ranks 1 - 10. This is probably the most volatile section of the Workshop as we do expect to make some changes. Nevertheless, below is where we are currently at with changes highlighted:

 

Tactical

Piloting

Gunnery

Engineering

1

Tactical Mods & Crew Tracking.

Engine boost maneuver

Lead indicators and Ordnance lock enabled

Faster repairs with Omni tool.

2

Warframe Abilities accessible in Tactical Menu, Crew Chase Camera.

Lateral dodges maneuver

360 Turret view for Gunners.

50% reduction in air support cooldown (i.e Landing craft air support in regular missions).

3

Fast Travel within Railjack and send Commands via Tactical menu.

25% less damage while boosting

Archwing slingshot enabled

Archwing slingshot now pierces hull.

Ability to craft Ordnance at forge

4

Omni gear can be used to Warp aboard the ship.

DRIFT

Arch-melee weapons gain increased range and damage.

 

Ability to craft dome charges

5

Necramechs Become Deployable in all Railjack missions.

Vacuum radius increase while boosting/drifting or dodging.

 

Loot Dungeon Radar: Mark hidden Loot Dungeons while piloting.

Necramech gun damage increases.

Ability to craft heals for the Railjack.

Increases Forge yield by 25%

6

Tactical Mod Energy cost -25%

Evasive Pilot - enemy ram sleds have 25% chance to miss and malfunction causing them to explode.

Railjack Gun heat -20%

Forge cooldowns -25%

7

Tactical Mod cooldown -20%

Necramech speed +10%

Slingshot range +50%, gun overheat time -50%

Increases Forge output by another 25%

8

Archwing Blink cooldown -25%
+ Necramech summon cooldown -25%

Archwing speed +20%

Archwing damage/ strength /range /efficiency +20%

Archwing shield/armor/health +30%

9

Tactical ability cooldown further -20%

Railjack takes 25% less damage while Boosting and collisions do 2000 extra damage

(Under Review, may stay the same)

Necramech Buffs (25% Health, 25% Shields)

10

Warp to crew member on tactical screen

Railjack Blink - you can ‘blink’ with Railjack. When you emerge from the jump the Railjack will emit a large radial slow that will slow enemies in an area for an amount of time.

Aim snaps turret to lead indicator (lock-on lasts much longer than before, with small added cost to weapon heat)

Repair ship damage remotely from tactical screen

Command Intrinsic

This table has all the details on the Intrinsics you know, but we’re also adding the COMMAND Intrinsic! The final Intrinsic makes its debut with Update 29.10.0!

Once you’ve leveled up your Command intrinsic and have slots for Crewmates, it’s time to visit Ticker in Fortuna. She can put you in touch with a wide variety of people from all across the Star Chart for the right Hire price! Their price may be determined by your alignment with certain Syndicates - some crew will join you at a discount, and others double the price! Your Syndicate alignments determine all. Your crew will help keep your Railjack operational when flying in squads of less than 4 players. Which is to say - your Crew will help you out provided a Tenno cannot! Each Crewmate is available forever once Hired, but if you want to have more than 3 Crew members available to you, you’ll need to purchase more Crew Slots via the Market or ‘End Contract’ with a Crewmate to release from service. We should note the final rank (10) is not available at launch as we are still working on the role of ‘Elite’ crew once the core feature has been received / revised.

CrewUI.jpgCrewUI2.jpg

 

Level up their skills and assign them to specific roles before taking off, or change their assignments on the fly with the Tactical Menu! Crewmates will gain Affinity like you’re used to, which can be spent to increase aptitude in certain roles as ‘Competency Points’. Additionally, converted Kuva Liches are available for Crewing your Railjack as a Defensive powerhouse who are very difficult to take down thanks to their incredibly high Health stat.

One last stop before you’re ready to go: the Dry Dock. If you don’t have access to a clan Dry Dock, fear not! Publicly available Dry Docks can be found in the Second and Third tier relays (Saturn - Kronia and Pluto - Orcus relays on PC) on each Platform..

New Railjack Component: Hull

Even though Mods have been moved to a personal player level, the components of your ship like shields, engines and weapons will still be dependent on the hosting player’s collection. The Corpus Railjack update will include a number of new weapons to collect and upgrade, but also an entirely new component: Hull materials. Since Health and Armor mods can no longer be applied to the Railjack itself, this component determines the Health and Armor values of your ship.

HullA.jpg

Wreckage Cost Changes

Speaking of Shield, Engines, and Weapons (Armaments and Components), we have significantly reduced the Resources required to build options from the Wreckage you acquire. Simply put, yet again, less Grind.

Early Adopters

Now for the “Early Adopters” information. Whether you’re someone that’s already ‘finished’ Railjack or have just a couple of hours under your belt - we have a variety of bundles you may be eligible for!

Clan has a Dry Dock:

Exclusive Clan Railjack Monument!

ClanStatue.jpg

Player has Completed 1 or more Wreckage or Clan BP: Tier 1

1x Rush Repair Drone
2x Armament Slots
10 x Riven Slivers
Bonus Railjack Mods
- Munitions Vortex
- Battle Forge
- Particle Ram
- Void Hole
- Railjack Resource Bundle

Player has completed at least 12 Wreckage: Tier 2

- Everything in Tier 1
- 2x Rush Repair Drones
- 15 Riven Slivers
- 10,000 Endo
 -7 Day Resource and Affinity Booster
- Railjack Resource Bundle #2

Player has completed at least 30 Wreckage: Tier 3

 - Everything in Tier 1 AND Tier 2
 - 3x Rush Repair Drones
 - Legendary Core
 - Umbra Forma
 - Railjack Resource Bundle #3

Matchmaking Changes

Once your Railjack and Plexus are all set up, it’s time to find a mission. We’ve taken this opportunity to streamline Railjack Matchmaking, better following the rules set out in the main game. Playing as a Host used to require starting the mission from your own Railjack (Liset or Dry Dock). Now, clicking a node with no open squads in the regular Star Chart will start your own hosted mission, instead of giving you an error about no open squads and asking you to go to the Dry Dock (or the back of your Ship).

What’s different in missions?

When you first step onto your Railjack, you may notice a few key differences…

The left and right turrets behind the cockpit are no more; instead you’ll find entrances to a “dorsal” turret on top of the ship, and a “ventral” turret on the bottom. This makes 360 degree turning much more sensible, and will improve the sensation of aiming while in motion, as you now look in the direction of ship flight by default.

Going further back in your Railjack, there used to be a large open area with several floors, connecting to the Railjack slingshot at the top, and the cargo hold at the back. This area is essentially no more - all of the ship’s vital functions have been compressed into a single smaller space, to reduce traversal time between stations.

Back in the cockpit, you choose a mission node and launch from the Dry Dock. Upon warping into the sector, your Railjack feels lighter and more mobile than ever before… Not only has the base speed of the Railjack been increased, but also the Railjack sprint bar is no more! Pilots cannot fire their gun while in boosted flight, but it’s now much easier to reach mission objectives quickly. We’ve added a small cooldown to the Dodge maneuver to compensate for the sprint bar removal, but it can still be used much more frequently than before!

Opening the Tactical menu, you’ll see that the map perspective is now static, a common player request. Crewmates will also appear at the bottom, allowing you to observe their position or issue new orders.

TacticalMenu.jpg

So now bullets, missiles and fighters are flying fast and hectic in the heat of battle. You aim at a swarm of Corpus fighters, deploy your personal avionic ability and... oh no! Someone already used all the Flux Energy!

If this has ever happened to you before, worry not. As of this update, all Railjack ammo stockpiles are tracked separately per player. From Revolite to Dome Charges, you’ll only have to keep track of your own ammo consumption. These consumables will also replenish slowly on their own over time, so Railjacks will always be fully stocked before leaving the Dry Dock. In a pinch, crafting more ammo in the cargo hold will replenish the stockpiles of all Tenno aboard, so dedicated Engineers can still make a huge impact on gameplay. It’s the best of all worlds!

One other important change to note about the energy economy - as part of the transition from Railjack-based Avionics to player-based Harnesses, Battle/Tactical abilities will now be fueled by Warframe energy, and Flux Energy will be completely removed from the game (any Avionics that relate to it will be converted to Endo). This allows players with existing tools for Energy generation to better integrate those tools into regular Railjack gameplay, further intertwining the two sides of the game. Now - let’s talk about Reactors. They exist to give you Avionics Capacity, and Flux Energy. Both of those things are now removed, so the new role of Reactors is to provide Power Strength, Range, or Duration buffs to Railjack Battle Avionics being used aboard the ship!

Avionic costs and capabilities will be rebalanced accordingly with this new energy economy. Our Update Notes will have the final information here as we are still actively balancing this.

Railjack Malfunctions/Hazards have also received a refresher to no longer directly affect the Railjacks Health or Shields.

  • Electrical Hazards now scramble your Mini Map and disable use of the Tactical Menu
  • Catastrophic Hull Breaches now deals damage to all players on board until it has been sealed
  • Ice Hazards can now freeze interactive elements of the Railjack: Pilot seat, Forges, Archwing Slingshot, and Turrets
  • Fire Hazards now cause weapons to overheat quicker and cool down more slowly
  • Hull Ruptures have been removed all together.

Unified Damage Types

Railjack combat inherited a lot of the familiar Warframe damage types, but with a twist. Impact became Ballistic, Cold became Frost, and so on. We are removing the second layer of ‘Railjack’ Damage types to unify and have the system be based on what Players already spend time learning: core Warframe elements. This means that:

Ballistic = Impact
Plasma = Puncture
Particle = Slash
Frost = Cold
Ionic = Electricity
Incendiary = Heat
Chem = Toxin

Node Changes

The Nodes in the Railjack you know are split across Earth, Saturn, and the Veil Proxima. There’s choice, sure, but there’s no real meaningful choice with the only option being ‘Skirmish’ - or at least it seems that way until you memorize what Points of Interest live on what nodes. Then what? It comes down to too much repetition of a small set of nodes, and a lot of Railjack just being ignored. For what we believe to be the healthier new direction for Railjack, we are making some changes by removing some existing Grineer nodes. This includes the removal of the Gian Point node. A decision that was not made lightly, but in the interest of improving the variety of missions played we felt it was a necessary step. We’ve essentially taken what was good about Gian Point (a quick turnaround mission with a high Affinity reward) and put it into the objectives of Railjack itself, so that the diversity of content gets played in more than just one node over and over (and over) again. The addition of Corpus Proxima regions will introduce many new missions to play (and it’ll say more than ‘Skirmish’!). We’ll also be adding Corpus missions to the deep reaches of space in the Veil Proxima.

What will keep me playing?

Corpus Railjack is here! These Robots and Crewmen taking to the skies will greatly expand the Proxima star chart - three new planets (Venus, Neptune and Pluto Proxima) will introduce new enemies, new points of interest and more. There will also be the most difficult missions for Corpus Railjack added to the Veil Proxima.

Regions.jpg

We will also be diversifying the types of missions available, in our efforts to further combine the Railjack experience with regular Warframe gameplay.

Some of these new mission types will already be familiar - classic Defense and Exterminate modes will occasionally be the main objective of a Railjack mission. Fight your way into the capital ship as a team, and extract back to Railjack upon completion.

We are also adding two new mission types! The first, known as Orphix, will be familiar to anyone who played the Orphix Venom event - take down the Sentient invaders, making use of Operators and Necramechs to circumvent the nullifier pulse fields. Instead of earning event currency, these missions are planned to drop Arcanes, offering an alternative to Eidolon capturing squads.

CorpusRJ.jpg

Finally, a completely new Mission type known as Volatile will offer the means to sabotage a capital ship. Help Cephalon Cy from the inside by making use of the environment to cause a Reactor failure, while fighting off Engineers who can stop you! 

For those keen on exploring the Proxima Regions, we’ll also have a variety of more secret areas you can explore and perhaps find some new gear… stay tuned to the Update Notes.

What Comes Next?

Void Storms and Relics!

Despite our original plans, we cannot ship Void Storms with this Update due to the scope of changes and additions within the New Railjack. But that’s okay, but thematically they truly belong with Update 30: Call of the Tempestarii which is based on Void Storms in many ways. When Void Storms do come, they’ll offer Tenno a way to use their Void Relics in Railjack Missions! They’ll be a rotating optional mission type to play, just like Fissure Missions on the normal Star Chart, but much bigger and stormier.
And of course, the story behind Void Storms and more will be revealed in…

Update 30: Call of the Tempestarii

U30Tempestari4K_v5.jpg

All the work going into Update 29.10.0 is to set the stage for Update 30: Call of the Tempestarii. Update 30 will bring a signature Warframe quest for Sevagoth, tease a new villain, and more. We also plan to release it at the same time on all Platforms! So while Update 29.10.0 comes to PC first, Update 30 will bring all of this and Sevagoth to Consoles at once.

The release of Corpus Liches aka Queenpins is still planned for the future in its own update. Think more ‘Update 30.5’ territory. Don’t quote me on that Update number though, it could shift a bit.

A better foundation for Update 30 and beyond.

The final section of the Dev Workshop. Making it this far means you’ve officially read our longest Dev Workshop to date, and probably some of the most dramatic systemic changes we’ve made to Warframe since ‘Update 7: Stormbringer’ almost 8 years ago. So how does that happen? How do we find ourselves, 8 years later, still performing ‘dramatic systemic changes’? It is a difficult question to answer, and this Dev Workshop is already long enough as it is. The short answer is:

Making Warframe is hard. Making Warframe good is even harder. We try - then try some more. It constantly needs to be redone, rethought, and rebuilt. Railjack released in a far-from-perfect state, but the potential for something truly Warframe has always been there. We tried a rework last year, but it didn’t go deep enough. This is truly a foundational change for Railjack. And it’s also new content. Unified content. Core Warframe meets Railjack. Necramechs meet Core Warframe. It’s all connecting now. But the most important connection of all is the Tenno who see through each iteration, and give us their understanding and feedback on what would make things better. Or at least, less worse. Every Tenno has their own style on letting us know. But if one thing has remained consistent through-out 8 years, it’s the Tenno - you - blowing on our sails. Beyond oceans we never even imagined were within reach.

Of course… beyond. Just what is in that Reliquary? How can the Murex be stopped?

We expect to ship this Update on PC within the next week or two. Tenno - it’s almost here! ANY changes to the  content of this workshop will be edited in below in a ‘Changes’ section! Expect to see some action here - we are actively testing the work here, and expect some tweaks. 

Sooo question. How can we tell how many salvage did we fix as to not waste materials on getting to 30 sslvage. I know i repaired stuff but idk how,much and i dont wanna lose out do i make a support ticket?

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The 30 wreckage thing I hope includes scrapping or valence fusion. My RJ is fully outfitted how I want it and have SOME extra weapons. Any more and I'll have to spend plat to increase my storage. 

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26 minutes ago, fabien21920 said:

This is made to catch up the ressource sink the "old railjack" was to repair, so if you didn't repair any wreckages, you didn't used that much ressources

Then at least valence fusion should count to this as well, most of my RJ resources are spent on maxing those stats.

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1 hour ago, [DE]Rebecca said:

Player has completed at least 30 Wreckage: Tier 3

 - Everything in Tier 1 AND Tier 2
 - 3x Rush Repair Drones
 - Legendary Core
 - Umbra Forma
 - Railjack Resource Bundle #3

Battle/Tactical abilities will now be fueled by Warframe energy, and Flux Energy will be completely removed from the game 

OK I have an issue and a question. With the wreckage is that going to include fused wreckage or only built? Because I've been here since launch and only ever built like 6 or 7 things but transmuted so many.

Additionally by tying railjack energy to warframes is this not like how old exalted weapons were tied to warframe weapons? Am I going to suffer if I choose to bring a lower ranked frame or one that wasn't built for energy. I feel like flux should have stuck around and each player be given their own flux pool instead. 

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1 minute ago, CorerMaximus said:

We have 9 integrated slots that's dropping to 8; can we fix this- have 12 or the 9 back? Losing out on a slot feels pretty harsh.

From what I've gathered hp and armor avionics have been moved to the "hull" component, so you are in fact gaining 1 mod slot for free

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So, what I'm reading from this is that I, a relative railjack newbie, can qualify for the tier 3 veteran reward by buying and immediately scrapping 30 tier 1 sigma weapons from the dojo?

Unironic 10/10,  I'm entirely on board.

EDIT: Wait hang on: boarding crews drop some of the best archgun mods in the game. The new pilot ability that makes them die before reaching my ship cuts down how many shots we get at them per mission. *thinking emoji*

Edited by (NSW)Captain
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Will there be an option to keep the original ship size? 

Never really had a problem with navigating the ship and really liked the feeling of having this massive ship

Please give us some option to keep it as it is

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Too bad there's nowhere to check in-game how many components you've repaired in total. We can only have up to 15 at a time so that means the people eligible for Tier 3 can't see their progress past the halfway point.

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1 hour ago, [DE]Rebecca said:

too much repetition of a small set of nodes, and a lot of Railjack just being ignored . . . removal of the Gian Point node . . . in the interest of improving the variety of missions played we felt it was a necessary step

DE: Man, this one particular node is the only thing the handful of players willing to put up with our terrible new game mode want to play...DELETE IT SO THEY PLAY OTHER STUFF WE THINK THEY SHOULD PLAY!

You guys are amazing, and unfortunately not in a good way of late.

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1 hour ago, [DE]Rebecca said:

This includes the removal of the Gian Point node.

Don't do this.... OP Nodes should never be deleted, nerf the affinity gain in half if you have to.

This Workshop makes it look like DE hasn't been willing to take advice from actual Railjack players seriously and instead has opted to take more feedback and complaints from well known content creators or popular reddit posts (that didn't really play Railjack for more than 5 hours). Disappointing.

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So looking at it all:

TACTICAL CHANGES
Old Rank 5 effect is now part of Rank 2 effect
New Rank 5 effect to summon Necramechs in missions
Rank 6 now affects Tactical Mod energy costs on the Warframe
Rank 8 also reduces Necramech summon cooldown

PILOTING CHANGES
New Rank 3 effect for +25% DR when boosting
Old Rank 5 effect now dropped to Rank 4
New Rank 5 effect to increase vacuum and mark secret vaults
New Rank 6 effect to dodge Ramsleds and cause them to malfunction
New Rank 7 effect for increased Necramech speed
Old Rank 10 effect is now part of Rank 9 effect, DR increased to +25%
New Rank 10 effect to "Blink", slowing nearby enemies

GUNNERY CHANGES
Old Rank 4 effect merged with Rank 3 effect
New Rank 4 effect to increase Arch-melee damage and reach
New Rank 5 effect gives Necramech Archgun damage boost
Rank 9 effect TBD

ENGINEERING CHANGES
New Rank 2 effect to reduce Air Support Charge cooldown
Old Rank 4 and Rank 5 effects swapped
New Rank 5 effect also allows crafting of heals for Railjack
New Rank 9 effect increases Necramech EHP

1 hour ago, DeathMavrik said:

Will there be an option to keep the original ship size? 

Never really had a problem with navigating the ship and really liked the feeling of having this massive ship

Please give us some option to keep it as it is

I highly doubt that will be possible for several reasons.

For one, if you're the host of a bigger ship, that means any players who join your mission will have to deal with the larger size of it whether they want to or not -- kinda goes against the point of an update that shifts more power and responsibility onto the individual player in a mission. The roulette on whether you enter a mission to a bigger or smaller Railjack will be a nuisance.

Second, the reduced size isn't purely for navigational purposes, but logistical ones. For instance, a larger ship would have more places that hazards can form or enemies can breach.

Edited by Archwizard
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My biggest issue with these changes is that you haven't touched the MKI-II-III wreckage system.

One of the biggest qualities of warframe, and a great motivator compared to other looter shooters like Destiny for instance, is that your weapons are never rendered obsolete by a new update. You don't need to chase the latest stuff to be proficient, a good gun is a good gun. Building MKI stuff knowing that there is the exact same piece of gear in an MKII version is disheartening. So is valence transfering to optimize your MKIII gear knowing that some day you'll just release MKIV gear that will instantly render your hard work kinda moot.

Any word on this ? Has reworking this system been considered ? I think it's one of the weakest point of railjack long term.

Plus, as others have said, you kinda removed everything that made your own railjack a joy to build. As someone who had worked to build a cool ship, it was kind of a treat to take randos in it to give them a great tool. This kinda neutralizes this effect. I'm afraid that those changes that aim to integrate railjack to the rest of the game also make railjack... Like the rest of the game.

But in DE I trust and thanks for the great work anyway, good luck, don't work too much and take care <3

Thanks again for all the fun you've given us.

Edited by Saucisse_Tartine
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2 minutes ago, -Augustus- said:

DE: Man, this one particular node is the only thing the handful of players willing to put up with our terrible new game mode want to play...DELETE IT SO THEY PLAY OTHER STUFF WE THINK THEY SHOULD PLAY!

You guys are amazing, and unfortunately not in a good way of late.

welp...Hydron..welp

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Il y a 1 heure, [DE]Rebecca a dit :

Intrinsics 2.0

Now, onto Intrinsics! Firstly, you’ll need to re-spec ALL your Intrinsics when you login! Because we changed so much, we want to make sure everyone gets a fresh start on where to spend their Intrinsics. This gives us the opportunity to overhaul the various progression trees, rewarding players’ investment in progression.

Here is a full table of the current changes Intrinsics for each category from Ranks 1 - 10. This is probably the most volatile section of the Workshop as we do expect to make some changes. Nevertheless, below is where we are currently at with changes highlighted:

[snip]

I have noticed that control of the Artillery Cannon is no longer in the Intrinsics (formelly Gunnery 5). What happens to it ? Does it become available by default ? Is it removed ?

Edited by Aralicia
Missing question mark
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1 minute ago, Saucisse_Tartine said:

So is valence transfering to optimize your MKIII gear knowing that some day you'll just release MKIV gear that will instantly render your hard work kinda moot.

To be fair, they haven't said they're releasing Mk. 4 components, just that they're releasing new weapons.

Considering the unification of RJ damage types, I wouldn't be surprised if that means weapons with cross-elemental damage like Radiation and Magnetic.

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So regarding the energy pool. How does that work with frames like Lavos or Hildryn? kind of don't like the idea of being pigeonholed into certain frames in order to make a useful Railjack for energy?  Also what happens to the Zetki and Vidar Reactors that control amount of Flux energy and modding capacity?!

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1 hour ago, [DE]Rebecca said:

Player has Completed 1 or more Wreckage or Clan BP: Tier 1

1x Rush Repair Drone
2x Armament Slots
10 x Riven Slivers
Bonus Railjack Mods
- Munitions Vortex
- Battle Forge
- Particle Ram
- Void Hole
- Railjack Resource Bundle

Player has completed at least 12 Wreckage: Tier 2

- Everything in Tier 1
- 2x Rush Repair Drones
- 15 Riven Slivers
- 10,000 Endo
 -7 Day Resource and Affinity Booster
- Railjack Resource Bundle #2

Player has completed at least 30 Wreckage: Tier 3

 - Everything in Tier 1 AND Tier 2
 - 3x Rush Repair Drones
 - Legendary Core
 - Umbra Forma
 - Railjack Resource Bundle #3

Will valence fusions count for "completed" wreckage?

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En 8/3/2021 a las 16:03, [DE]Rebecca dijo:

but if you want to have more than 3 Crew members available to you, you’ll need to purchase more Crew Slots via the Market or ‘End Contract’ with a Crewmate to release from service. We should note the final rank (10) is not available at launch as we are still working on the role of ‘Elite’ crew once the core feature has been received / revised.

 

En 8/3/2021 a las 16:03, [DE]Rebecca dijo:

Player has completed at least 30 Wreckage

 

En 8/3/2021 a las 16:03, [DE]Rebecca dijo:

This includes the removal of the Gian Point node.

 

En 8/3/2021 a las 16:03, [DE]Rebecca dijo:

classic Defense

 

En 8/3/2021 a las 16:03, [DE]Rebecca dijo:

We should note the final rank (10) is not available at launch as we are still working on the role of ‘Elite’ crew once the core feature has been received / revised.

MiserableCommonIvorybilledwoodpecker-max

I mean, who completed 30 wreckage? when it first came out you would say "Nah Im not building a f* thing until I get the +99 avionics" and even now with the valence system you would want to craft the better ones and then fuse them but anyways (thanks for changing it).

I hope that the lich's slots are free because farming them is an absolute sleep simulator and I would have to pay to play along them? I'll pass and speaking of wich, certainly you didn't say they are unlocked in rank 10 wich is coming later but something tells me that this is the case so a big stay tuned again.

The last levels of the intrinsics doesn't feel rewarding still considerating that Gian is gone and now there is no "fast" way to get 100/200/500 points so I hope the missions are fun and that my team's AI is at least competent since playing railjack with other players is pretty difficult due to the connection errors, wreckage limits and host bugs. 

And why the f did you bring defence to this? there is spy, capture, rescue, heck even interception would be more fun than just orbiting an objective like a fly : /

Edited by VoidArkhangel
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1 hour ago, shieldb said:

Some clarification around this would be swell! I'm in the category of folks that feel like they've "finished" the current iteration of RJ (Finished the RJ star chart, maxed out all the intrinsics, all T3 parts/weapons on my railjack that have been valence fusion'd to at least 90% rolls), but I'm not sure I've actually repaired 30 wreckage since valence fusion allows you to use unrepaired components. The initial "repair the wreckage" costs versus resource acquisition had me queueing up with other folks to go straight to T3 parts and not really bother with building T1/T2 stuff.

 

1 hour ago, Marmelade said:

Tier 3 as complete 30 mk3 wreckage or 30 wreckage as a whole mk1\2\3 ?

 

59 minutes ago, Voltage said:

What does "complete 30 wreckage" mean? I have 10 components & Armaments (because I have the optimal of each), and 5 wreckage. Do I need 30 crafted?

 

45 minutes ago, Zoero said:

I too want to know about this since im on the same boat. 100% maxed out RJ, I probably have only made maybe 15 weapons. No need to make more past 2 maxed photors

 

40 minutes ago, (PSN)mpo3o said:

Using Repaired Wreckage as indicator of being early adopter of railjack seams really wierd. Personally at realease we boosted our friend railjack with rush reapair drones and we played on his railjack for really long time until we received ultra rare Vidar reactor and farmed enough titanium to build  it. We played on console so any economic changes were applied after close to two months after initial realease.  Just clarify what counts towards those rewards

 

35 minutes ago, (XBOX)The Neko Otaku said:

For the early adaopter stuff how do we figure out how many wreakage you had built?

 

34 minutes ago, JotaX_97 said:

What does it mean to have repaired 30 Wreckage? I have fully built my Railjack with all weapons (5 Lavan T3 + 5 Vidar T3 + 5 Zekti T3), plus all T3 Reactors, Shields and Engines.  However, this only amounts to 24 wreckage since I held on to my resources and only crafted tier 3 components. It doesn't seem fair for a player who repaired 30 T1 parts to receive the higher compensation, while I would receive the medium compensation. 

 

25 minutes ago, Wevi said:

What does Player has completed at least 30 Wreckage: Tier 3 mean?
I need to have repaired 30 different wreakages?

 

16 minutes ago, Katinka said:

Is there a way to check in advance if we are eligible for these?  Something like an option in the website's account settings to confirm it?  I think I'll have enough but it'd be nice to know for sure, or to know if I need to nip out and grab a couple more things to repair before the update hits.  Sadly I can't remember how many bits of wreckage I have repaired and later scrapped on finding a better replacement.

 

13 minutes ago, (XBOX)DragonColony said:

Sooo question. How can we tell how many salvage did we fix as to not waste materials on getting to 30 sslvage. I know i repaired stuff but idk how,much and i dont wanna lose out do i make a support ticket?

 

9 minutes ago, (PSN)EpICFreeDoMZz said:

OK I have an issue and a question. With the wreckage is that going to include fused wreckage or only built? Because I've been here since launch and only ever built like 6 or 7 things but transmuted so many.

 

5 minutes ago, Archwizard said:

Too bad there's nowhere to check in-game how many components you've repaired in total. We can only have up to 15 at a time so that means the people eligible for Tier 3 can't see their progress past the halfway point.

@[DE]Rebecca There is a general confusion about this and i want to know too what does that actually mean and how are we able to see what rank we're in right now. Do we need to own 30 at the time of the update, or did we had to have 30 at one time or do we actually have to repair 30 wreckages? And do fusing count too? This is extremely unclear!

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can you guys clarify a little more on the early adopters bonus criteria? like it counts both wreckage and clan research or just wreackage?
otherwise great job I'm really looking forward to it
and will we have a forma event like plague star since its not coming back?

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