LepraSK Posted September 17, 2015 Share Posted September 17, 2015 OMG, Clem is soo adorable :D He needs to have some fan art hugging his grakatas. Link to comment Share on other sites More sharing options...
Marrt Posted September 17, 2015 Share Posted September 17, 2015 Conclave Mod "Spry Sights" is still missing Link to comment Share on other sites More sharing options...
Jobistober Posted September 17, 2015 Share Posted September 17, 2015 None of the other sniper rifles in the game are used by sentinels. And your point is? Sentinel weapons are supposed to be crappy and useless? That seems to be the case DE is making here, with Carrier being the ONLY exception... Link to comment Share on other sites More sharing options...
Bloodshot999510 Posted September 17, 2015 Share Posted September 17, 2015 ░░░░░░░█▐▓▓░████▄▄▄█▀▄▓▓▓▌█ ░░░░░▄█▌▀▄▓▓▄▄▄▄▀▀▀▄▓▓▓▓▓▌█ ░░░▄█▀▀▄▓█▓▓▓▓▓▓▓▓▓▓▓▓▀░▓▌█ ░░█▀▄▓▓▓███▓▓▓███▓▓▓▄░░▄▓▐█▌ ░█▌▓▓▓▀▀▓▓▓▓███▓▓▓▓▓▓▓▄▀▓▓▐█ ▐█▐██▐░▄▓▓▓▓▓▀▄░▀▓▓▓▓▓▓▓▓▓▌█▌ █▌███▓▓▓▓▓▓▓▓▐░░▄▓▓███▓▓▓▄▀▐█ █▐█▓▀░░▀▓▓▓▓▓▓▓▓▓██████▓▓▓▓▐█ ▌▓▄▌▀░▀░▐▀█▄▓▓██████████▓▓▓▌█▌ ▌▓▓▓▄▄▀▀▓▓▓▀▓▓▓▓▓▓▓▓█▓█▓█▓▓▌█▌ █▐▓▓▓▓▓▓▄▄▄▓▓▓▓▓▓█▓█▓█▓█▓▓▓▐█ THANKS!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
MillbrookWest Posted September 17, 2015 Share Posted September 17, 2015 Additions: Added a ‘Max Framerate’ option in the Display settings. This tool will allow players to set a maximum framerate across all of Warframe. A max framerate can only be set if V-sync is disabled, but doing this will allow players to run the game at 120FPS instead of ~300FPS+ in places such as the Liset. Max Framerate settings include: No Limit, 30fps, 50fps, 60fps, 72fps, and 120fps. Two cents for my part, 120 fps should be set by default (I was set to "No Limit"). If someone want's more than that, they should willingly have to disable it... ie, people with beast rigs, or people who like to live on the limit :p This may help a bunch of people out with heat issues they perhaps weren't aware of running without V-sync. Link to comment Share on other sites More sharing options...
FelisImpurrator Posted September 17, 2015 Share Posted September 17, 2015 Lol. DE really meant to kill it either way. When you were about to think there is another sentinel good enough that you're willing, and feel fair, to trade off the utility of Carrier's and not obsolete its either, DE comes in and kills it for some sort of undefined balance... It's like one of those old thinkings, treating everything the same is treating "equal". And DE still stucks with that. All of the other sentinel weapons are so bad that no one uses sentinels apart from carrier to be lazy with, because they might as well not even have weapons they contribute so little to damage. Something something Vulklok is useless because you can't sit there and watch it solo missions anymore, unlike Sweeper Prime. Look, the bloody thing has perfect accuracy, negligible travel time unless you spend half your time running away from enemies at a 90 degree angle, and hits like a truck made of smaller trucks. Every six seconds, two if you pile on RoF, something will either be dead or procced into oblivion. Warframe held weapons are three times faster because they're balanced around humans who don't have built-in aimbots, they assume you don't have a macro, and they actually take effort to use. Do you really think it's fair for a sentinel to steal over half your kills because it fires its ridiculous electric railgun so bloody fast nothing else can get a shot in? No, wait, don't answer that. That was rhetorical. I mean, that WAS hilarious, but it was the least balanced thing since Covert Lethality. *sigh* No, it's not a tiny floating Peacemaker anymore. No, it's still not useless. Diriga lives, and it's finally a real mobile artillery platform, not some kind of automatic particle cannon. Link to comment Share on other sites More sharing options...
Institute-Marksman Posted September 17, 2015 Share Posted September 17, 2015 "Allied NPCs have vocal cues" YES, I HAVE BEEN WAITING SO LONGER FORT THIS!!! THANK YOU SO MUCH! Link to comment Share on other sites More sharing options...
VulcanWolf Posted September 17, 2015 Share Posted September 17, 2015 The Clem is real!!! Thank you very much DE for making not only the quest, but also bringing this character to life. Because of him, I had a hard time taking the grin off my face during the quest. Any chance we could get a reusable BP for our most beloved Grineer? Link to comment Share on other sites More sharing options...
Nostratt Posted September 17, 2015 Share Posted September 17, 2015 Thank you DE ;) Link to comment Share on other sites More sharing options...
Rodee7 Posted September 17, 2015 Share Posted September 17, 2015 (edited) What?? Im I seeing this right? Fire rate mods now reduce time between shots per burst on burst fire weapons. *Logs in and Grabs "hind"* https://www.youtube.com/watch?v=8wxsuk4Nf_Y jokes aside..its about time fire rate mods affect the burst shot... Thank you DE these fixes keep getting better and better. Edited September 17, 2015 by Rodee7 Link to comment Share on other sites More sharing options...
jok1987 Posted September 17, 2015 Share Posted September 17, 2015 The most absurd was fixed in my life that I saw Why did you low rate of fire? My opinion is that if these weapons are now very strong and very strong carrier must're like the poor ...... Unless you have a playmaker like carrier. I would say that selfishness Link to comment Share on other sites More sharing options...
indy864 Posted September 17, 2015 Share Posted September 17, 2015 So Vulklok base damage per second at introduction: 100 * 1 -> 100 dps Now: 85 * 0.15 -> 12.75 dps Hm... Looking forward to the new quest though. Link to comment Share on other sites More sharing options...
Weidro Posted September 17, 2015 Share Posted September 17, 2015 M O A R C L E M G I V E U S N A O W Link to comment Share on other sites More sharing options...
Morrendeil Posted September 17, 2015 Share Posted September 17, 2015 amazing fix. thx a lot.now my burston prime is tttttttruly a beast! Link to comment Share on other sites More sharing options...
JesterTheNight Posted September 17, 2015 Share Posted September 17, 2015 Fixed an issue causing bad AI pathing for a new Host after a Host Migration. This hasn't actually been fixed, just happened to me in Casta. Link to comment Share on other sites More sharing options...
Ghost_1302 Posted September 17, 2015 Share Posted September 17, 2015 "Attack speed Mods now affect melee finisher attack animation speed." YES! THANK YOU!! Link to comment Share on other sites More sharing options...
LordPreda Posted September 17, 2015 Share Posted September 17, 2015 (edited) I don't get why everyone is so whiny about Vulklok. It's a great weapon, it just doesn't fire as fast as it did and thus no longer steals 90% of your kills. Aw, no more Grineer shouting Tenno skoom when you side with them? Actually, they still do. I heard at least one Heavy Gunner say it twice. I think she was very passionately trying to tell me how she felt about me, despite the fact that I was saving her stupid ship from the Corpus. BUG: NPC's, especially Clem and Operatives, seem to get stuck in corners, next to doors and beneath walkways a lot lately. When I Solo play, I rely on Operatives very much for fire support and losing one to a pathfinding bug is pretty much a surefire way for me to die. It also happens to Enemies very frequently, and even bosses like Tyl Regor. It is especially noticeable in Defense or Interception missions, where every wave you have 1 or 2 NPC's getting stuck in the spawn rooms, or beneath that one set of stairs on Ceres, or under the floor, on those pipelines. Once or twice we even had them fall off the map completely, and had to wait for them to fall around one or two kilometers and die before the wave actually ended. I was thinking of aborting before that happened. Edited September 17, 2015 by LordPreda Link to comment Share on other sites More sharing options...
fatpig84 Posted September 17, 2015 Share Posted September 17, 2015 Herp derping Link to comment Share on other sites More sharing options...
TheFatDrake Posted September 17, 2015 Share Posted September 17, 2015 Thanks - Still not fixed since 17.0.1 I've never seen that happen! XD Link to comment Share on other sites More sharing options...
RogueHypeHD Posted September 17, 2015 Share Posted September 17, 2015 CLEM! Link to comment Share on other sites More sharing options...
SantaFrost Posted September 17, 2015 Share Posted September 17, 2015 only problem with this update, a none reuseable clem clone bp Link to comment Share on other sites More sharing options...
S0V3REiGN Posted September 17, 2015 Share Posted September 17, 2015 (edited) DE, why is the Clem's print not reusable? Please make it so we can acquire it somehow. I think I can speak for all of us in saying we want to be able to GET CLEM! Edited September 17, 2015 by S0V3REiGN Link to comment Share on other sites More sharing options...
[DE]Grzegorz Posted September 17, 2015 Share Posted September 17, 2015 At the very last Vulklok is now consistently bad... 0.15RPS is rather harsh, especially because we never know if it is actually targeting something. I suggest bumping it to .20-.30RPS zone (because obviously .5RPS was too much, duh, Sweeper ought to be superior to everything else) and giving it a visible tracking laser that would follow its current target. Link to comment Share on other sites More sharing options...
Demdemeh Posted September 17, 2015 Share Posted September 17, 2015 Thanks! Much appreciated updates and fixes! Still no fix for: https://forums.warframe.com/index.php?/topic/411461-shared-mods-within-weapons-and-sentinels/ https://forums.warframe.com/index.php?/topic/522769-archwing-affinity-challenges/#entry5907442 Link to comment Share on other sites More sharing options...
KondziQ Posted September 17, 2015 Share Posted September 17, 2015 Soon... Link to comment Share on other sites More sharing options...
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