Fluffy_Death Posted January 23, 2013 Share Posted January 23, 2013 Ember helm is still an issue for me it's disappearing and changes to default colors during gameplay but the arsenal screen it shows normal. Link to comment Share on other sites More sharing options...
Borklund Posted January 23, 2013 Share Posted January 23, 2013 Please read this thread: https://forums.warfr...013/#entry47744 Thank you, that's just what I wanted to hear. I look forward to playing Warframe again. Link to comment Share on other sites More sharing options...
Vashramire Posted January 23, 2013 Share Posted January 23, 2013 Gorgon also seems to have 0% base crit chance now also. Link to comment Share on other sites More sharing options...
AngelGuardcc Posted January 23, 2013 Share Posted January 23, 2013 my rhino is running slow now...i have like 40% sprint in mods :c Link to comment Share on other sites More sharing options...
Keagian Posted January 23, 2013 Share Posted January 23, 2013 (edited) I kinda liked the 100x sprint boost, felt like Raiden from Metal Gear Rising for a sec their. Edited January 23, 2013 by demsoulja Link to comment Share on other sites More sharing options...
[DE]Steve Posted January 23, 2013 Share Posted January 23, 2013 Heads up on mod stacking. Sorry to say, but multiplicative stacking (value = ((value*mod1)*mod2)*mod3) had to go. We'll be going a full boosting pass on Mod strength, so expect some good gains in the next update but not the insane run-away values we had before when stacking matched types. Link to comment Share on other sites More sharing options...
Aquilus Posted January 23, 2013 Share Posted January 23, 2013 Still stuck at checking for updates. More than 24 hours without being able to play makes me a sad panda. Link to comment Share on other sites More sharing options...
Nirrti Posted January 23, 2013 Share Posted January 23, 2013 Still stuck at checking for updates. More than 24 hours without being able to play makes me a sad panda. Yep, same for me. I'll try again tomorrow, it's 1:30am here. Link to comment Share on other sites More sharing options...
Saavedro Posted January 23, 2013 Share Posted January 23, 2013 (edited) Having the run speed was hilariously fun. Crossing entire sections in seconds, jumping over huge gaps, and running through lasers unscathed, haha! Edited January 23, 2013 by Saavedro Link to comment Share on other sites More sharing options...
TwilightAsh Posted January 23, 2013 Share Posted January 23, 2013 Heads up on mod stacking. Sorry to say, but multiplicative stacking (value = ((value*mod1)*mod2)*mod3) had to go. We'll be going a full boosting pass on Mod strength, so expect some good gains in the next update but not the insane run-away values we had before when stacking matched types. How will the values be calculated after this? Or we can't have 2 of the same mods on the same weapon/warframe anymore? Link to comment Share on other sites More sharing options...
Aquilus Posted January 23, 2013 Share Posted January 23, 2013 (edited) How will the values be calculated after this? Or we can't have 2 of the same mods on the same weapon/warframe anymore? Sounds like it will be calculated additively as opposed to multiplicatively. Which means that if you have a weapon with 20 damage and two 50% damage mods, the weapon would do 40 damage. With the old stacking, it would have been 45 damage. Edited January 23, 2013 by Aquilus Link to comment Share on other sites More sharing options...
TwilightAsh Posted January 23, 2013 Share Posted January 23, 2013 Ah, I get ya. Thanks for clarifying Link to comment Share on other sites More sharing options...
Kokurai Posted January 23, 2013 Share Posted January 23, 2013 Having the run speed was hilariously fun. Crossing entire sections in seconds, jumping over huge gaps, and running through lasers unscathed, haha! thissss hahhaa Link to comment Share on other sites More sharing options...
[DE]Steve Posted January 23, 2013 Share Posted January 23, 2013 Sounds like it will be calculated additively as opposed to multiplicatively. Which means that if you have a weapon with 20 damage and two 50% damage mods, the weapon would do 40 damage. With the old stacking, it would have been 45 damage. Yep! Link to comment Share on other sites More sharing options...
Pastry Posted January 23, 2013 Share Posted January 23, 2013 I just want to thank them for their great work, also when will there be more additions btw, hopefully in the new update :) Link to comment Share on other sites More sharing options...
Kyuzo Posted January 23, 2013 Share Posted January 23, 2013 major bug skipping mission intro's my rhino warframe looks like ash..... even the skills have ash icon's but are all rhino. ill post in proper thread with picture. Link to comment Share on other sites More sharing options...
WildJuice Posted January 23, 2013 Share Posted January 23, 2013 Anybody knows when that fabled update is coming alive? :P Link to comment Share on other sites More sharing options...
Cawkslapjones Posted January 23, 2013 Share Posted January 23, 2013 Heads up on mod stacking. Sorry to say, but multiplicative stacking (value = ((value*mod1)*mod2)*mod3) had to go. We'll be going a full boosting pass on Mod strength, so expect some good gains in the next update but not the insane run-away values we had before when stacking matched types. This sounds like something that could have been handled with any reasonable thought. What the change does is discourage hardcore Framers who farmed the mods to get to the ridiculous point that they are. What it does to the craps like me is say "You've been going in the wrong direction, and sorry that you can't have more than 2 frames or upgrade hardly anything without giving us money or marrying your keyboard." At least tell me when you are expecting this update, please. Link to comment Share on other sites More sharing options...
AngelGuardcc Posted January 24, 2013 Share Posted January 24, 2013 (edited) did the Hek get nerf again ? ....rank 5 with 136 dmg.....not worht it or lower its rank at least... Edited January 24, 2013 by AngelGuardcc Link to comment Share on other sites More sharing options...
GOOSEthaMOOSE Posted January 24, 2013 Share Posted January 24, 2013 (edited) So i just got this mod bug, where it does not show the mods name. http://imageshack.us...lution0010.bmp/ Edited January 24, 2013 by GOOSEthaMOOSE Link to comment Share on other sites More sharing options...
SilverBones Posted January 24, 2013 Share Posted January 24, 2013 Oh boy. What a day. Just a hiccup, Steve. No need to go all 'Ancient Disruptor' on it :) Link to comment Share on other sites More sharing options...
RaZ0R_R Posted January 24, 2013 Share Posted January 24, 2013 (edited) Are the decimals on mods intended? Were the mods just visually rounding up, or are the values changed to what they are now? Edited January 24, 2013 by RaZ0R_R Link to comment Share on other sites More sharing options...
Ced23Ric Posted January 24, 2013 Share Posted January 24, 2013 I'd say, the latter, as several stats have gone down for me. But this might actually be coincidential - they changed mod stacking/multiplying (which is a good thing). Link to comment Share on other sites More sharing options...
[DE]Steve Posted January 24, 2013 Share Posted January 24, 2013 This sounds like something that could have been handled with any reasonable thought. What the change does is discourage hardcore Framers who farmed the mods to get to the ridiculous point that they are. What it does to the craps like me is say "You've been going in the wrong direction, and sorry that you can't have more than 2 frames or upgrade hardly anything without giving us money or marrying your keyboard." At least tell me when you are expecting this update, please. I understand your concern and I did my excel and graphing calculator homework. Rest assured, we want the same thing: pay off for high-end specialization. Multiplicative stacking will perpetually bite us in the ass, even moreso as we experiment with additional mod slots. So the clearest choices to me where: nerf multiplicative mods which sucks for low-end/nonstacked, or change it to multiply basevalue and add. I did not want to go down the road of hard limits or exponential decay as these become a UI and intuitiveness burden. I am always open to suggestions (the cry for this change started on these forums, from our hardcore warframers)... Link to comment Share on other sites More sharing options...
[DE]Steve Posted January 24, 2013 Share Posted January 24, 2013 Are the decimals on mods intended? Were the mods just visually rounding up, or are the values changed to what they are now? Rounding was lying. I added more precision. It was driving me nuts to see +50 (100 ^ 149.1) etc. Link to comment Share on other sites More sharing options...
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