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Update 7.7.3: Level Expansions And New Weapons!


[DE]Rebecca
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I hate to sound like an &#! and to be the one to say this..but can we tone down the melee weapons for a bit? There is a massive difference between the amount of melee and ranged weapons in the game, I woudln't even mind some modified rifles like how you have a lot of melee weapons that are slower but do more damage than another of the same type.

 

God, yes. The weapons they are adding are stunning, but they're nearly universally melee.

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The new tiles are phenomenal.  Great work, DE!  Love the dual ethers too.  Beautiful weapons.  It's like fighting with butterfly wings of death.

 

The pluto palas defense tile is a work of art.  Holy crap I lost my breath when I saw it.  Not sure if it appears anywhere else, but that one is amazing.

Edited by Yorinar
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We may not need firearms...but some new rifles would really be nice to add to the collection.

Feels like it has been a while since we got a rifle.....besides the Paris if you consider that a rifle/sniper.  Well, I am satisfied with what I have to play around with now so I can be patient.

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silencer maybe, if you know what that is but I dont think so! If you knew what it was you would probbably alredy make it. And make it avalable to buy the game then you got like 1 free warframe and 75 plat and some cool levels! PS:would love it

 

 

 

 

(like if you think same as me!)

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Tenno, behold new weapons and explore new terrains!

 

New Ether Melee Weapons and Twin Vipers will devastate the enemy. New Level Expansions to be explored and conquered await you, Tenno!

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ADDITIONS:

- New Weapon: Twin Vipers

- New Weapon: Dual Ether

- New Weapon: Ether Daggers

- New Level Expansion: New levels added to Grineer Asteroid and Corpus Outpost tile sets

- New animations for Infested enemies

- New Grineer helmets for Trooper, Seeker and Commander

 

 

CHANGES:

- Banshee blueprints moved to the uncommon pool

- Quiver and arrows for the Paris now properly apply colour customization

- Half of the active players in a squad must reach extraction before extraction timer starts

- Effect added to revive from bleedout

- Corpus Crewmen can use zip-lines now too. Enemies on zip-lines will not stagger or stun.

- Sentinels can now properly shoot crawling enemies

- Shade sentinel will now cloak as well when casting Ghost

- Increased the amount of time before targets change in the 2nd and 3rd round of the target shooting rank up challenge

- Melee enemies will no longer attack the sentinel when sentinel is out of range

- Increased weapon critical chance for all weapons

- Buffed Rifle mods to bring them closer to Pistol and Shotgun mods

- Laser door traps no longer deal health damage, will still damage shields and knockback

- Added damage reduction description to Ember's Overheat power, boosted level increase damage reduction

- Removed red overlay from Ember’s World on Fire power

- Increased the DoT for Ember’s Fireball power

- Increased the spread range of Saryn's Venom power

- Saryn's Moult power will no longer expire after a set time, must be destroyed

- Performance optimizations! Fixed portal/occlusion not working in network games, reduced network replication set. This should give a nice boost to low/mid range hardware, reducing both CPU and GPU burden.

- Shifting mod rarity to balance the the distribution better (too many rares before).

 

FIXES:

- Fixed frame-rate affecting weapon fire-rate. Some weapons will have different stats in the UI: don't panic, the baseline values had to change when the frame-rate dependency was fixed.

- Fixed network-related bug that enabled parry damage reduction even when you weren't parrying.

- Fixed selling recipes into a negative amount

- Fixed akimbo pistols firing from the offhand while wall sliding

- Fixed an issue with Sgt Nef Anyo remaining in cloak mode permanently

- Fixed an issue with squad chat breaking when exiting and re-entering a lobby

- Fixed an issue with bogus alerts appearing on Terminus

- Fixed an error when trying to whisper a user with a hyphen in their name

- Fixed enemy/loot radar not kicking in for existing players when new player joins mission in progress

- Fixed an issue where Clients were attempting to replicate thousands of objects causing severe performance issues

- Fixed charged Paris shot that would be spent without the player releasing the shot

- Fixed profile picture showing as default on profile screen, and added support for showing friend's picture when viewing profile 

- Fixed energy colour not showing properly for Clients

- Fixed sentinel re-equipping itself when returning from a mission

- Fixed an issue with AI becoming inactive after a host migration

- Fixed an issue with the contacts list not properly updating and leaving large gaps intermittently

- Fixed an issue with host migration not occurring if host quits after objective is completed

how do we update?

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silencer maybe, if you know what that is but I dont think so! If you knew what it was you would probbably alredy make it. And make it avalable to buy the game then you got like 1 free warframe and 75 plat and some cool levels! PS:would love it

 

 

 

 

(like if you think same as me!)

Honestly I don't think there's going to be a scilenced weapon put into the game for some time. If you want a scilencer, play Banshee.

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Tenno, behold new weapons and explore new terrains!

- New Level Expansion: New levels added to Grineer Asteroid and Corpus Outpost tile sets

 

 

You definitely weren't kidding when you say expansion. It's maze-like in some areas now, but I actually find that interesting to be a part of the level's challenge. However the waypoints have been bugging out making it extremely difficult to navigate, please fix that.

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You definitely weren't kidding when you say expansion. It's maze-like in some areas now, but I actually find that interesting to be a part of the level's challenge. However the waypoints have been bugging out making it extremely difficult to navigate, please fix that.

 

Yeah the waypoints don't behave well with so many levels (meaning, horizontal spaces where you can run around) in the same room.  You have to go really high up in one and I got pretty far behind the group the first time I hit it.  Not sure what they could do to fix that, though, with a 2D map..  Or were you seeing some other issue?

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Yeah the waypoints don't behave well with so many levels (meaning, horizontal spaces where you can run around) in the same room.  You have to go really high up in one and I got pretty far behind the group the first time I hit it.  Not sure what they could do to fix that, though, with a 2D map..  Or were you seeing some other issue?

The way point will appear off the map in some instances and given the new level designs with vastly increased vertical scale there is no indication of what "floor" the next point is. Considering I can't open up a map and look at the level to see where to go, the only indicator is the waypoint marker on the minimap. I'm all for exploring and such, but when at one instance a point marks the exact door you go to on the other side of the room, and at another instance marks somewhere rooms away to get to, the problem of consistency comes into play leading to confusion.

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