• Warframe V. VI - "like Mass effect with jumping"
    39,376 replies, posted
What are the mods like? are they already in?
Probably won't be available until tomorrow about 12:00 MST/2:00 ECT on the press release, and probably be launched out a couple hours after that or possibly held til friday, unless by weekend event they mean "wednesday to tuesday" like they did the grineeeeeeer settlements. Since these are both permanent and a new mode, the weekend event part of it will probably just be an increased chance of keys or reduced fab costs or the like.
So I've been kicking around this concept and refining it with leonemechanica for a little while: warframes need secondary mod slots for lesser used mods. Think about it, the necessary mods, ie Redirection, Vitality, Fast Deflection, etc will always beat out Provoked or Master Thief or Thief's Wit or Undying Will or [B]any[/B] of the elemental resistances (among others) for one of six mod slots(assuming all 4 warframe abilities are equipped). These secondary slots would have their own separate mod capacity (to avoid conflicting with 'primary' mods, otherwise what's the point) and probably polarities. None of the secondary mods would have a direct impact on DPS, health, armor, etc, but would instead be bonuses that aren't inherently vital to high level gameplay. If you've ever played a high-ish level character in WoW, minor glyphs in the [URL="http://www.wowwiki.com/Glyph#Minor_glyphs"]the glyph system[/URL] were a heavy influence on this concept. This would be an effort to justify the use of some of the lesser used mods mentioned above. I don't believe DE will ever do something like this, but it was a fun mental exercise to try to incentivize the crappier, less used mods. [B]Edit:[/B] Came up with a quick list of example 'secondary' mods: Acrobat, Antitoxin, Diamond Skin, Enemy Sense(?), Flame Repellent, Handspring, Heavy Impact, Insulation, Intruder, Lightning Rod, Maglev, Master Thief(?), Parry, Provoked, Reflection(?), Shield Flux, Shock Absorbers, Sure Footed, Thief's Wit(?), Undying Will, Warm Coat (?) denotes possible secondary status, may have enough impact on gameplay to warrant primary slot [B]Edit 2:[/B] Total secondary mod slots would be like 2 or 3 with a total mod capacity of like 10 that can be doubled via potato (same potato that affects primary slots, not a new one).
Doing a minor mod system for Warframes would be so great.
I thought up something which I think would solve the issue and also make sense. There would be 3 kinds of mods for warframes, tied to parts of the warframe. Each part would get 4 mod slots, and individual mod capacity. System Mods are Powers, so you could have any 4 powers active without worrying about using the mod points for your "vitals". Chassis Mods are defensive mods, But Redirection+Shield Restore and Armor+Health would get fused into 2 mods instead of 4 separate. Helmet Mods are the more unique mods, like Equilibrium, Master Thief or Handspring which are more like skills than "modifications".
Yeah, honestly, I think as you level up or something, specific slots open up, there are some pretty necessary mods for later play, and just jamming in certain mod over and over is kinda limiting builds. Except in the case of like, 2 or 3 frames, my build is the same, well, if the polarities are right.
[QUOTE=iLife_Aftermath;42468077]I thought up something which I think would solve the issue and also make sense. There would be 3 kinds of mods for warframes, tied to parts of the warframe. Each part would get 4 mod slots, and individual mod capacity. System Mods are Powers, so you could have any 4 powers active without worrying about using the mod points for your "vitals". Chassis Mods are defensive mods, But Redirection+Shield Restore and Armor+Health would get fused into 2 mods instead of 4 separate. Helmet Mods are the more unique mods, like Equilibrium, Master Thief or Handspring which are more like skills than "modifications".[/QUOTE] But what if I want to equip, say, all defensive mods? I'm stuck with either wasting points by equipping them in improper parts or having to polarize like crazy just to do a highly specific build. Granted, there aren't enough mods right now for me to pull that off with 12 mod slots, but I like generic layouts so I can mix and match at will.
[QUOTE=Rand0mNumber;42469111]But what if I want to equip, say, all defensive mods? I'm stuck with either wasting points by equipping them in improper parts or having to polarize like crazy just to do a highly specific build. Granted, there aren't enough mods right now for me to pull that off with 12 mod slots, but I like generic layouts so I can mix and match at will.[/QUOTE] You wouldn't be able to add more than 4 defensive mods to begin with, also there's only 8 mod slots on waframes right now. The point of the system I came up with was to remove the "I need to have these mods installed otherwise i'll be ripped to shreds" that came with the defensive mods, which hindered unique playstyles that came with the other mods. If you want a defensive playstyle you add tank-ish chassis mods (armor health, shield recharge, damage resistance, knockdown resist) and tank-ish skills (rage, handspring etc.)
[QUOTE=iLife_Aftermath;42468077]I thought up something which I think would solve the issue and also make sense. There would be 3 kinds of mods for warframes, tied to parts of the warframe. Each part would get 4 mod slots, and individual mod capacity. System Mods are Powers, so you could have any 4 powers active without worrying about using the mod points for your "vitals". Chassis Mods are defensive mods, But Redirection+Shield Restore and Armor+Health would get fused into 2 mods instead of 4 separate. Helmet Mods are the more unique mods, like Equilibrium, Master Thief or Handspring which are more like skills than "modifications".[/QUOTE] This is brilliant
[QUOTE=Rand0mNumber;42469111]But what if I want to equip, say, all defensive mods? I'm stuck with either wasting points by equipping them in improper parts or having to polarize like crazy just to do a highly specific build. Granted, there aren't enough mods right now for me to pull that off with 12 mod slots, but I like generic layouts so I can mix and match at will.[/QUOTE] Actually to use every defensive mod in the game you need 14 mod slots and at least ten of them would need to be polarized.
Alright alright alright update! 317MB eh?
They made all boss rewards drop at the end of the mission, like with Nekros. [editline]9th October 2013[/editline] [quote]Update 10.3.0: Hump Day! ADDITIONS The Orokin Vaults have emerged in the Derelict Tile Sets! [url]https://forums.warfr...s-have-emerged/[/url] Ongoing User Interface upgrades and styling improvements. Survival Mission Improvements: Items awarded at 5 minute intervals are now shown in the HUD below the Lotus transmissions. Reward items now stack as you play - all rewards are given at the end of the mission. As you play and survive, you will receive items at these times: 5m: Item from the first reward tier 10m: Item from the first reward tier again 15m: Guaranteed Void key (this is considered the second reward tier). 20m, 25m, 30m+: Item from the third reward tier Void mission Prime rewards are awarded at 15 minutes only. Mission rewards are now split into three distinct tiers of enemy level, instead of being based on faction. Expect better rewards based on the enemy tier you are fighting: Tier 1: Level 1-25 Tier 2: Level 25-45 Tier 3: Level 45+ Void mission rewards are tied to the tier of the key. Extraction no longer triggers if only one player enters the extraction area. If the life support bar is still depleting, *all* players must be at extraction to complete the mission. The regular 60 second extraction timer starts if half the team is at extraction *after* the life support bar reaches zero. All doors in the level are now locked until you trigger the alarms. Added an effect to show the exact position of the next incoming support capsule. CHANGES Improved management and feedback when equipping mods between weapons and sentinels. Bosses now have their blueprint drops as end-mission rewards (like Lephantis) instead of physical orbs in the level. Further improvements on the experimental multi-threaded rendering option. If you had this enabled, take note you will need to re-enable this in the settings area. Hid conclave scores from lobby UI; only reveal them in squad panel when someone votes on a Conclave node, and also provide name of player who doesn't meet Conclave rating requirement. Made Dojo prop decoration destruction give all your resources back. Hooked up sound to the Revive mechanic, falling downed allies now has audio feedback. Improved matchmaking to consider a player's "Loadout rank" when finding a suitable squad to join (sum of pistol + rifle + melee + powersuit rank) . Updated Dera and Sicarus firing sounds. Added missing mod card image for Quick Thinking. Improved camera motion under collision. Gloss maps added to Nekro’s materials for more varied shininess. Added elemental FX for Kama. Added more colour variation to Infested Pistol FX. Acrid now uses energy color. Added sound for Trinity’s Energy Vampire ability deactivating. Players can only sell their last remaining Sentinel weapon if they have no Sentinels in their inventory. Improved mini-map pathing to prevent misleading objective icons. Reduced impulse on stealth finishers. Balanced Nova’s Molecular Prime ability for Conclaves only. Added unique casting sounds for Banshee abilities and updated Soundquake and Silence. Added new Volt Shield ability sounds. Updated Volt overload charge sounds to match animation. Added translations for some text that was English only. Added local and remote teleport sound slots for Ash’s Bladestorm. Added small smoke effect to noxious crawlers. Fixed mobile-defense objective markers; they now stay on the active defense objective and only show the other terminal markers after the defense wave is complete. Prevented Vor’s electrical attacks from hiting the invisible players (Loki, Ash). Improved spawning in multi-defense (and other modes that explicitly spawn enemies using custom spawn filters). Improved spawning logic in Corpus Ship Survival. Changed minimap marker settings to help with finding Survival capsules in Grineer Galleon. Added a limit to the number of Survival markers that appear onscreen at once; aside from making it easier to see the action this may also help with frame-rate. Removed elevators from Orokin Derelict Survival. Improved melee weapon accuracy vs. non-upright targets. Made sentinel flare visual effect use energy color. Removed redundant mission start VO after host migration. Changed pre-death (aka bleed-out) to disallow blocking or parrying. Changed all UPPERCASE Warframe and weapon names in descriptions to Capital Case. Improved Ash Teleport responsiveness – trimmed animation and added reaction to enemy being teleported to. Added Carrier Sentinel ambient FX. Added holster animation to Dual Zoren, Dual Ichor, and Dual Cleaver weapons after a jump attack. Replaced pagination with scrolling navigation for browsing available profile pictures. Revised player resurrection sounds. Added conclave values to Sentinels and Kama. Revised Clan leaderboard badges. Made Ignis flame effects use energy color. Added immediately display of cosmetic item loadout changes to on the main menu avatar; Backing out without equipping a cosmetic item will then revert to your actual loadout. Improved Mag Prime materials to better allow tinting. Improved logic for drawing enemy fire while using Rhino’s Iron Skin ability and Djinn Sentinel Fatal Attraction precept. Improved ambient sound for Dojo Gardens. Conclaves now operate on best-of-three rounds instead of single round. FIXES Fixed various host migration issues found in Survival related to enemy spawning. Fixed Survival life support capsule and pickup timing. Fixed issue with news/alerts not displaying intermittently. Fixed mission nodes being selected in the background when clicking on alert popup. Fixed some highlight issues with consumables (buttons now disabled when not picking consumables). Fixed rare cases where an alarm panel outside of the spawn would be enabled instead of the one in the spawn room, changed how health drain works. Fixed Dual Ichor getting stuck in charge mode. Fixed Sure Footed mod that was not working on clients. Fixed issue where using chat while in a non-star node lobby will prevent the player from starting it, and when done in a star chart lobby, will start the match. Fixed bounding box on consoles that allowed players to walk up them. Fixed issue where player loses rewards in key-accessed defense missions if they do not claim and exit with host. Fixed missing intro/outro music in Conclaves. Fixed issue where Clans could build more than one of the same Clan Halls. Fixed changing regions while zoomed preventing alert panel from every showing up again. Fixed missing damage number reports for clients during Ember’s Overheat ability. Fixed some issues with Warframe idles. Fixed (switched) Glaive mod names of Quick Return and Rebound to match the function. Fixed animation bug with Boltor if reload is interrupted by melee. Fixed Mag’s Shield Polarize ability FX on enemies to use correct color. Fixed a “power in use” bug that occurred after using Nekros’ Desecrate. Fixed issue with Soma where clip mesh during reload animation was rendering black Fixed Akimbo Bolto sound attenuation and missing reload sounds. Fix for Glaive mods to be shared between Glaive/Kestrel Fixed Conclave game type not counting in stats. Fixed Torid gas cloud not appearing when the projectile hits and kills an enemy. Fixed reported collision issues across all maps. Fixed clients not being able to damage ragdolled enemies with trace fire weapons. Fixed continuous fire AoE weapons (Ignis, Embolist) from hitting the same target multiple times per shot when in ragdoll. Fixed missing bodyfall event sounds for Grineer deaths. Fixed inbox not popping up after tutorial, if you have unread messages. Fixed issue that allowed Nova’s Wormhole ability to teleport through rock walls. Fixed Loki’s Radial Disarm that was removing limbs from Infested Runners. Fixed issue where after activating the first objective in Orokin mobile defense, the timer does not start. Fixed Dx11 being disabled in the launcher if you went to the settings panel before Dx11 had been auto-detected. Fixed enemies not always playing their death animations / ragdolls. Fixed weapons that played reload sounds twice (Ignis, Grakata, Embolist) Fixed Nekros “noble” pose with Lanka equipped. Fixed Survival reward that awarded a maxed Sentinel mod. Fixed weapon energy shader for dark (black) energy colors. Fixed issue where MOAs raised with Nekros Shadows of the Dead ability knocked down friendly players. Fixed Shadows of the Dead not applying effects on clones for clients when there is enough latency between them and the host. Fixed emblem deco positions on Carrier and Djinn sentinels. Fixed Torid gas cloud damage radius, which was larger than the actual visible cloud. Fixed Torid elemental damage not being affected by armor. Fixed issue where Mods won't apply to newly purchased weapons until you "touch" them in the arsenal. Fixed level 60+ Infested suicide runners surviving after they self-explode. Fixed Osprey's not being affected by Ember’s Fireblast (even when flying right through the effects). Fixed multiple animation bugs reported in forums. Fixed mismatched translations of planet name for Phobos. Fixed Vor teleporting after targets he hasn't seen yet. Fixed ragdolled enemies not displaying a health bar. Fixed throwing animation (Kunai, Hikou) becoming jittery with fire rate increase. Fixed NPCs potentially falling through floor when activating panic-button. Fixed issue where Sentinels were destroyed during Lephantis battle phase switches. Fixed reload sounds for Dual Vastos with data mass reload animation. Fixed Reflection mod not working on Grineer Lancers. Fixed Infested chargers and ancients not being appropriately affected by Vauban’s Vortex ability. Fixed issue where player could craft last remaining secondary weapon (for dual version) leaving the player with no secondary weapon available. Fixed Ignis and other weapons causing Pickups to go crazy if they had not come to rest in Conclave duels. Fixed the news and alerts blocking the mouse even when they are invisible. Fixed issue where users may be unable to rotate their camera after placing a decoration in the Dojo. Fixed perceived range issues with Galatine, and also fixed misaligned elemental FX. Fixed some reported issues with Rescue Target “stuck” spots. Fixed some gfx settings that would not actually take effect the 1st time you toggle if your reconfig required a device reset (ie: res change) Fixed issue where players could attack and kill each other between rounds in Neptune and Pluto Conclaves. Fixed issue where players were repeatedly teleported out of the duel area upon host migration. Fixed missing elemental FX for Dakra Prime and Plasma sword. Fixed issue where enemy Shield Osprey drones would shield friendly enemies controlled by Nyx or Nekros. Fixed Glaive Rebound mod to have improved rebounding (must travel specified distance before auto-recall) Fixed headshot stat tracking issues with all ranged weapons. Fixed issue where if a player dies during a survival mission, they will lose their previously acquired checkpoint. Fixed client not initiating lobby when joining sessions while zoomed in on a planet. Fixed "joined <player>" message unnecessarily appearing when returning to frontend after completing a mission. Fixed stat tracking to exclude enemy pet kills/deaths in Conclave duels. Fixed Ember’s Fireblast light FX being independent of its power duration. Fixed spectating mode - spectators no longer spectate themselves. Fixed Conclave spawning to avoid players spawning on top of each other. Fixed Fatal Attraction precept error on clients, resulting in missing FX. Fixed player getting stuck in sprint without toggle sprint in some cases. Fixed akimbo animations related to crouching and hand positioning. Fixed issues with Ammo Mutation mods that were not functioning as intended.[/quote]
[QUOTE=NikoChekhov;42470326][B]They made all boss rewards drop at the end of the mission, like with Nekros.[/B] [editline]9th October 2013[/editline][/QUOTE] [highlight]YEESSSSS! WARFRAME IS SAVED![/highlight]
[quote]Made Ignis flame effects use energy color.[/quote] YES
I'm digging the new modding UI. [t]https://dl.dropboxusercontent.com/u/12654117/2013-10-09_00002.jpg[/t]
[img]http://i.imgur.com/HhRS1WW.png[/img] Found it maxed, just like that
[QUOTE=d00msdaydan;42470512]YES[/QUOTE] Warframe is saved!
[QUOTE=iLife_Aftermath;42469217]You wouldn't be able to add more than 4 defensive mods to begin with, also there's only 8 mod slots on waframes right now. The point of the system I came up with was to remove the "I need to have these mods installed otherwise i'll be ripped to shreds" that came with the defensive mods, which hindered unique playstyles that came with the other mods. If you want a defensive playstyle you add tank-ish chassis mods (armor health, shield recharge, damage resistance, knockdown resist) and tank-ish skills (rage, handspring etc.)[/QUOTE] There's 10 slots on warframes at the moment (well, 11 with aura). I really only use 2 defensive mods, but having those 2 dedicated defensive slots unused doesn't feel right. To me, it changes the system to "You'd better fill these slots up, because why else would they be here?" Sure, you don't need to fill them, but you'd have empty/mismatched slots instead. I do like the idea of more dual stat mods, but too many of those could get weird. "You can only boost [stat X] if you also boost [stat Y]." Now, if we had a mod mixer where we could create our own dualstat mods, that could work. I saw a similar idea to yours pitched on the forums a few months ago; I haven't located it yet. [QUOTE=27X;42469601]Actually to use every defensive mod in the game you need 14 mod slots and at least ten of them would need to be polarized.[/QUOTE] My apologies, I wasn't specific. I haven't acquired them all yet. So, while there may be that many, my mods list doesn't show it.
Oh thank fuck, they finally made mods that are exactly the same stack. Changing loadouts just got a whole lot faster.
For those who haven't bought the bundle yet, here is a free code! ( 36B7-5AF8-AC83-E79E ) (post if you snagged it)
[QUOTE=Grasp;42471459]For those who haven't bought the bundle yet, here is a free code! ( 36B7-5AF8-AC83-E79E ) (post if you snagged it)[/QUOTE] Thanks! Redeemed. EDIT: Is anyone else having problems when typing in the lobby? I keep getting tossed around different planets everytime I hit a random letter or enter to submit a line. Escape is also pulling down the Online/Private/etc dropdown, activating the Mission Results screen, or both.
What was it for?
Says invalid code, what is it for?
170 Platinum from the bundle deal on the previous page. [QUOTE=lapsus_;42459023][url]http://www.bundlestars.com/all-bundles/quickfire-indie-bundle/?utm_source=Facebook&utm_medium=social&utm_campaign=quick[/url] 5$ for 170 platinum, dark sector on steam and other shit[/QUOTE]
Also, opinions on the kestrel?
[QUOTE=Grasp;42471583]Also, opinions on the kestrel?[/QUOTE] It ragdolls enemies, but glaive mods don't work for it.
RIP Boar, Gorgon, Ether Daggers and Machete. Those who aim to max all weapons, go buy the BP now. They're retiring in 6 days time.
[QUOTE=DrasarSalman;42471596]It ragdolls enemies, but glaive mods don't work for it.[/QUOTE] The ragdolling is very useful in defense when ancients are surrounding the cryopod and you need to make some breathing room
I just logged in for the first time in a couple months. Why aren't there more people donating mutagen samples? I just donated all 130 of mine like a good little sheep. What about the rest of you?
[QUOTE=secundus;42472471]RIP Boar, Gorgon, Ether Daggers and Machete. Those who aim to max all weapons, go buy the BP now. They're retiring in 6 days time.[/QUOTE] I'm pretty surprised about that. I mean, they just released boar prime. Are they really making the prime version more common than the regular one?
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