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Update 7.7.3: Level Expansions And New Weapons!


[DE]Rebecca
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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!

HNuChZa.jpg

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

Edited by Trigrfingr
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This may have been already wrote in here but I think Paris arrow should get uncharged then you press reloading button.

 

Anyway to patch it is extremely good and keep up the great work so we can give out more positive messages about this.

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Great update guys! Love the new tilesets, and the infested animations! They look swell. Glad we got fixes to the paris colour selection, and I'm really enjoying the rifle mod buffs. 

 

The measures put in place to stop one team mate rushing to the end of the map and finishing before the rest, are also well received on my end. 

 

My only complaint so far is this: 

 

 

warframe_2013_04_14_00_37_23_03_by_11mei

 

 

258 shields gone in 3 seconds. From just one regular grineer grunt. Who's been giving the grineer dual Vipers? 

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Great update guys! Love the new tilesets, and the infested animations! They look swell. Glad we got fixes to the paris colour selection, and I'm really enjoying the rifle mod buffs. 

 

The measures put in place to stop one team mate rushing to the end of the map and finishing before the rest, are also well received on my end. 

 

My only complaint so far is this: 

 

 

warframe_2013_04_14_00_37_23_03_by_11mei

 

 

258 shields gone in 3 seconds. From just one regular grineer grunt. Who's been giving the grineer dual Vipers? 

You stood still, let him spray into you and melee you.  Of course that should knock out a couple hundred shields.

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You stood still, let him spray into you and melee you.  Of course that should knock out a couple hundred shields.

 

idk i think it depends on what lvl they are they are alot stronger and faster in higher lvls... 3 of them can drop a shield in seconds in 30-40 range.... but its not a bad thing just alot more of a challenge is all

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Great update, I expected those new tiles to be crappy little corridors nobody would pay any real attention to, but instead I got massive open areas, and they look nice as well.

And my guns fire nearly twice as fast with this framerate=firerate fix now, so that's also cool.

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i'm glad to hear i'm not alone on this valefor map thing.

i played kiliken today and if not for the slooooooow spawn rate, it would have been fine, but valefor fitted with the old map, kinda crossroads, swarmed by the enemy.

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So I could quantifiablely illustrate just how high their rate of fire is now. 

 

You start out with 229 at the beginning of the gif and the first burst brought you down to 129 and then get melee'd down to 84 and then shot you down to 3.  But it doesn't even matter since full bursts won't even hit as long as you're moving.

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You start out with 229 at the beginning of the gif and the first burst brought you down to 129 and then get melee'd down to 84 and then shot you down to 3.  But it doesn't even matter since full bursts won't even hit as long as you're moving.

Full bursts do hit you when you're moving. 

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