Warframe Coop MMO

That would be awesome- I don't have it yet and am not seeing it online (location, that is).

Oh- DWolvin in game also.
 
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Polygon: Why didn’t anyone tell me Warframe is now the perfect game?

The game began its life as a mediocre third-person free-to-play shooter on the PlayStation Whichever and was promptly forgotten...but the developers continued to work on it...and update it...and work on it...they poured magical potions in it or something...they spun it into gold...and more people gave it a second chance, or tried it for the first time, and what they found was madness...what’s going on is some of the best minute-to-minute play in video games...not in shooters, not for a free-to-play game, but in all of video games...

https://www.polygon.com/2017/11/21/16687590/warframe-perfect-game-for-real
 
Well, having been sucked in two years ago I'll just say that it's fun, but absolutely be ready to use the Wiki / ask questions in mission (voice is very useful)
 
Well, having been sucked in two years ago I'll just say that it's fun, but absolutely be ready to use the Wiki / ask questions in mission (voice is very useful)

Wikis are a great resource...they helped me understand and master the first Dark Souls game
 
That article makes me want to try the game, good thing I have the next four days off!
 
The game is pretty fascinating the overall way it was developed. Community is very actively involved in the process with many changes and rebalancing coming through community request. It is a bit of a hard game to start. The really great story content does not start until about mid way into the game. Development tends to expand the end. The recent expansion was a bit different which has good points and bad points. They probably need to redo the beginning to make it friendlier. Just tons of videos out though. Beginners guides and build guides.
 
Warframe is pretty good. There are parts that are really bad, but overall it's great fun. Just don't give up when the grind feels to tedious. And find a regular group to play with, beats playing with randoms all day long.

Good luck to the newcomers, from a MR21 founder. :p
 
So I know everyone says there's a learning curve and not to give up, but this might be too steep of a learning curve for me. I can't even get past the create account part. Keeps telling me to confirm I'm not a robot, but I dont see any of those stupid "not a robot" check boxes or anything...
 
You may have security or firewall or cross domain settings blocking the check. Try using a different browser, or different system?
 
Mirage Prime access on the 12th. The leak ruined the surprise but not for the Kogake Prime and Akbolto Prime.

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LOL, some guy was crowing because he was in the process of selling a kogake riven up for 20p and he saw he article... so he disconnected. Probably going to have a good payday. Although personally I dislike the fist melee.
 
Welp, I figured out the system. The idea is to collect syndicate medallions in advance of the prime and turn then in for relic packs on release day. I was able to do this for about 25 packs, or 75 relics. I had pretty much everything. Got mirage cooking. Lots of mirage parts which I sold for pretty good plat. Working on the akbolto, only lacking the barrel. Missing 3 parts for kogake. A pretty good day when normal "junk" (mirage common chassis & neuro) sells for 25p.
 
Gave this game a try....didn’t like it. Something about the gameplay / feel of it just felt meh
 
To each their own, but I love the movement and ability to fluidly go from gunfight to melee and back. And the speed on parkour traverse may have ruined me for other games... :)
 
The game has grown organically over the years. Probably the main weakness is in the beginning for new players. Many things are not explained and hard to understand. A lot of things about it however are supremely satisfying.

There is a sense of weight about how you do things. If you build a warframe it will take 1 day for the parts and 3 days for the warframe. You can spend plat to speed things up. Or you can earn plat by selling things.

A lot of things I wanted in the division I found in warframe. The gameplay is very different. This is a shooter where melee is also functional... and you have various types of super powers... that you can use fairly frequently. Tons of different warframes and each warframe will have dfferent builds.

The coop play is fairly effortless. Clans work well and there is also regional/recruiting chat going on. The focus is purely coop. The advantage of multiyear development is that they continue to add depth and content to the game. Contrast that with other games where their challenge is to get you to pay for an updated version of the prior game + season pass.

It by no means is perfect however it is getting better with each release and the number of concurrent players is continually rising.
 
Watched most of the devstream today. They showed a ton of stuff. The third door in the back of the ship will now open for a personal quarters section. Fish tanks for small fish you caught, an iron man warframe display rack, a theme music selection section, a diorama section, shelves and probably other stuff they did not show. Theme music will be 4x scanned collectibles per track not purchases.

I think they said their next open world would be venus, I suppose for corpus, in spring.

On cetus they showed a mega-teralyst and also a mega-mega-teralyst.

Their next warframe will be cora, who can do selectable I/P/S damage, Her 1 is a whip, 2 is a bind and 3 is a attack kavat. They did not show 4.

There will be major IPS changes and many other things to come in a next week release. The idea is that only slash was viable so they wanted to make them all endgame scaling.

You will also be able to join a hosts ship. You can kind of do that now in a clunky process. They will also be having ghoul events on cetus with multiple missions. And repeating cetus missions will give standing.

Just a lot of cool things. Am pretty impressed at how they continue to grow the game.

Oh.... one other thing. There is a melee riven mod alert for the next 24 hours.

EDIT:

So I bought a bunch of veiled rivens for 30p each. Normally they go for 45. Gunna be busy for a while

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Their next warframe will be cora, who can do selectable I/P/S damage, Her 1 is a whip, 2 is a bind and 3 is a attack kavat. They did not show 4.
I think they said it would be Exalted Whip but did not show.
 
just a note, acolytes are going to be here tomorrow. They are 4 stalker like enemies with massive health pool who tend to drop some of the best mods. they can't be killed but given enough damage will drop a mod and disappear. Once their global health pool is 0.... they are gone. "Violence" is the one with the maiming strike drop and I think he did not last 12 hours last time around...?
 
Nice- I only have two of the four... And I need to scan on e a few more times!
 
So- if you can tear yourselves away from hunting Acolytes, the weather changes out on the plains are pretty cool, as are the Ghouls...

And Lotus... Well damn..
 
I've seen the rain, seems to be raining all the time. The ghouls, not exactly sure the point after you get the blueprints and fan mod. The meteor had great rewards you had to grind for. So I have been running acolytes, only missing maiming strike at this point. I wish the ghoul detail was more visible. They kind of look like indistinguishable objects in clouds.... For lotus, I think that was the first mission for the khora frame. And I recall seeing a stream where she was unmasked. Did not think about it at the time...
 
Agree about the Lotus.

The Ghouls are (I think) going to just be a normal even off and on from now on. I don't mind them but I need to remember to turn down the foliage, the little ghoul gets lost in the grass way to easily. And I'm also hunting Maiming Strike, Here is the tracker if you haven't been using it...
 
the first two acolytes were easy rares, I think their % was 20%, not the 5% in the wiki. Argon scope took me 31 runs. I am at 16 runs so far looking for maiming strike :)
And yeah, if the ghouls are just more variety for the regular missions that is fine. I am glad the game contains so much variety.
 
The riven experiment I did was pretty successful. I think that is probably the best way to make plat. I did get a bunch of garbage rivens I have to figure out how to get rid of, but also a couple of scoliacs, a zenistar and a lesion. The scoliacs took a bunch of rolls but I finally got both decent. Combined with maiming strike... they are everything people say they are. Fantastic for clearing syndicate missions and such. Sold one, the other is a keeper.
 
How do people price rivens? I've got something for Zhuge, Ack & Blunt and Tonbo, not sure what to do with them.
 
Median price site :
https://semlar.com/rivenprices/ (this is based on average "asking" prices and will include godly and unrolled rivens, unrolled may be much less, godly much higher)
trader sites:
https://wftrader.com (maybe the best, but 10 item listing limit)
http://riven.market (not sure if related to warframe.market but harder to use)
http://wftrading.net/ (someone just showed me this)

From semlar we show ack & blunt @ 60, tonbo @ 275 and zhuge @ 95

Getting high prices is hard. I can say though to roll the tonbo until you get range on it and it will be valuable, if not a keeper.
With 200% range and primed reach you can smash crates and kill enemies the floors above and below you. If you do syndicate missions you will clear the levels much faster.
 
MR 22 test was a pain in the ass, but my trusty Rhino P + Tigris P made it through.

I really want to start doing the raids (sorties) anyone experienced in LoR want to walk myself and a friend through it one night ?
 
I actually have never done a raid. There are tutorial videos on them, 4 very specific builds to be used for the raids. They take 15 minutes to 2 hours. I see people running them all the time but have not wanted to invest the time.

Congrats on MR22. MR23 is a pita, you will probably want to practice with limbo for that. He moves through mobs more effortlessly than loki.

MR24 is not too bad, an operator destroy ball thingy. You should be able to get there without having to buy vaulted stuff, although frost, ember and loki will be unvaulted early feb and I believe some corresponding weapons so that will give tons of MR.
 
I actually have never done a raid. There are tutorial videos on them, 4 very specific builds to be used for the raids. They take 15 minutes to 2 hours. I see people running them all the time but have not wanted to invest the time.

Congrats on MR22. MR23 is a pita, you will probably want to practice with limbo for that. He moves through mobs more effortlessly than loki.

MR24 is not too bad, an operator destroy ball thingy. You should be able to get there without having to buy vaulted stuff, although frost, ember and loki will be unvaulted early feb and I believe some corresponding weapons so that will give tons of MR.

Loki is the only vaulted frame I'm missing at the moment, I need to start doing pets, that's one I'm lacking in quite a bit. I did a practice of 23 with Rhino right after beating 22, it's gonna be a bitch for sure, I was thinking Loki but Limbo does sound like a better idea, Ivara would be nice if bullet jumping didn't break prowl, and those little capture points haul ass haha.
 
what I found is that although loki would appear to be faster his movement is slowed by the enemies he passes whereas limbo is not. There are enemies that can target him in the void and sometimes he pops out but that is more manageable. Ivara... I want to like her but I am used to loki and she is just way too slow.

For pets, the kubrows are easy. You farm eggs on eprime, the 1st earth location. They may have 8 dens and you can get an egg in 2-3 passes. Then it is just RNG. Note,buy the genetic imprint blueprint, build two and make two imprints of all your pets. Name your pets similar to what they are so you can track them for trading. Ie: sunika = sunny, etc. I would RNG all up until the last one. The charger is easy, I am guessing you know how to make that.

The kavats are a bit different. You need a ton of genetic codes to make them and they are extremely rare. So I would make the first (RNG) and trade his imprints for the second.
 
what I found is that although loki would appear to be faster his movement is slowed by the enemies he passes whereas limbo is not. There are enemies that can target him in the void and sometimes he pops out but that is more manageable. Ivara... I want to like her but I am used to loki and she is just way too slow.

For pets, the kubrows are easy. You farm eggs on eprime, the 1st earth location. They may have 8 dens and you can get an egg in 2-3 passes. Then it is just RNG. Note,buy the genetic imprint blueprint, build two and make two imprints of all your pets. Name your pets similar to what they are so you can track them for trading. Ie: sunika = sunny, etc. I would RNG all up until the last one. The charger is easy, I am guessing you know how to make that.

The kavats are a bit different. You need a ton of genetic codes to make them and they are extremely rare. So I would make the first (RNG) and trade his imprints for the second.

I had totally forgotten that you can trade imprints, that will make life easier... except I hate losing vacuum while I level one haha
 
Right? No Vac= No way. That said, the latest hotfixes make the plains look great, and the fix of the weird momentum bug on the plains makes flight great(ish). But now that I'm about to hit MR20 I have to leave for a month for business. No internet worth mentioning but at least there is good food (Bella Napoli).
 
Big update to some Warframes, much needed imo. They are still taking ideas.

Hail Tenno!

With big plans for 2018, it seemed like an appropriate time to revisit a core element of Warframe - the Warframes themselves! We spent most of January reading your feedback and analyzing gameplay stats, and as February kicks off we have some plans to share!

Each Warframe's stats and ability kits combine into a unique entity that offers different strengths and weaknesses. With 34 Warframes to choose from (and the 35th on the way), a Tenno may find there is no challenge they cannot overcome by making good use of the swiss army knife that their Arsenal offers. Some well-rounded frames do multiple things well, while others greatly excel in specific circumstances.

When reviewing the Arsenal over time, our developers often find themselves asking: 'is this fun?'. That's the most important question to us, from the perspective of both the active player and their three squadmates. We understand the importance of power fantasy, but overbearing abilities can make squadmates feel ineffective by seriously disrupting intended gameplay flow. Conversely, when a Warframe doesn't do enough, players may simply choose a "better" frame, sacrificing personalization and diversity for efficiency. Neither of these situations are ideal, so let's shake things up!

Everything you're about to read is subject to change. In response to statistics and player feedback, we are planning the following adjustments to Warframe abilities and Augments (appearing in alphabetical order!):

ASH

Bladestorm - Upon activating Bladestorm, Ash's clones will do the stabbing, leaving the player free to act. Ash can choose to join in the execution by using Teleport on a marked enemy.

As one of three "stealth" frames that offer invisibility, Ash serves as a more offensive alternative to Ivara and Loki. In practice, his Bladestorm ultimate falls short of those expectations - although the ability is sufficiently lethal, players would be locked into cutscenes as Ash and his clones finished the job on marked targets.

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With the above changes, the Ash player can continue moving and shooting after activating Bladestorm, while his clones do the dirty work! Plus, as an added feature, if a player wants to take advantage of the invincibility offered by the cutscenes (or just thinks they look cool), they can use Teleport on a marked target after activating Bladestorm to join in on the stabbing fun.

ATLAS

Rubble (new mechanic) - Comes from killing petrified enemies. Atlas collects rubble to restore his health, or temporarily increase armor if already at max health.

Landslide - Does bonus damage on petrified enemies. Killing petrified enemies with Landslide generates bonus rubble. We have also increased the contact radius at max rank from 1.5m to 2m.

Petrify - Can use Petrify on Tectonics' bulwarks to increase rolling velocity and damage. Can also be cast on Rumblers to heal them. Able to cast any ability while Petrify is active - use Landslide to move between enemies or erect rumblers and bulwarks, without Petrify ever turning off! Petrifying speed is also more effective at longer ranges now.

Rumblers - While casting, creates an AoE around Atlas that will petrify any enemy that comes close. Rumblers create rubble when they expire, based on how much health they had.

Released in late 2015, Atlas fills the role of a beefy brawler Warframe. While his first ability Landslide really packs a punch, the rest of his kit falls short in comparison to other frames. We saw this reflected in Atlas' usage stats, where he was the generally the least-used frame that didn't have a Prime variant.

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Similar to other recent reworks, we aim to give Atlas more synergy between the abilities at his disposal. Petrify is now a versatile ability that does not limit the casting of other abilities, and can be used to buff bulwarks and heal Rumblers. Introducing the Rubble mechanic improves Atlas' survivability, while rewarding players for taking advantage of the frame's synergies. The instant AoE Petrify upon casting his Rumblers ultimate also helps protect players during the cast animation.

BANSHEE

Resonating Quake (augment) - Upon cast, places a Quake that does not require channeling to maintain, meaning Banshee can move freely. Has a short duration, and does not move with the player. Has double the range of a regular Soundquake, but does more damage near the center.

Banshee's abilities fill both offense and support roles, offering damage boosting, crowd control, and area of effect capabilities. But for many, her gameplay has become centralized around an augment for her ultimate, Resonating Quake. Since sound waves can hit through walls, the humongous area of effect can prevent enemies from getting anywhere near the objective, while the casting player is left with nothing to do but wait. From our own public play experiences, Resonating Quake is what we as creators of Warframe find to be the most unfun ability- "I want to enjoy this horde shooter, but where are the hordes?"

Instead of creating a less effective version of the same augment, Resonating Quake will now offer an alternative playstyle, providing a stationary Quake that does not restrict player movement. The augment will still lock down a very wide area, but with a short duration and less damage on the outskirts of the Quake, it should be less effective at killing enemies your squadmates cannot yet see. Effective usage will now require frequent casting and strategic placement, encouraging a more active playstyle.

CHROMA

Spectral Scream - Removed walk speed and jump restrictions You can now freely move while this is active! Damage output is now also affected by the Vex Armor's Fury bonus!

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Vex Armor - Fixed a longstanding issue with number calculation being multiplicative. Boosts now apply before upgrades instead of after, making the ability consistent with all other damage boosting abilities. Overshields are now considered for Vex Armor. Chroma's Vex Armor remains one of the top performing damage-multipliers in the game - and it's now an aura! Instead of just being focused on Chroma, it can now benefit allies in range.

The only change that comes with a full history lesson!

https://forums.warframe.com/topic/788574-octavia’s-anthem-hotfix-2023/

Fixed an issue where Chroma would deal no damage with Vex Armor active. While this may sound like a simple fix, if you're a Chroma user please read on!\ Solving Vex Armor actually takes as back to Chroma's beginning. On original power creation, we used some less-than-ideal calculation methods to create Scorn and Fury's effects. If you are an avid Chroma user, you probably know the power maximizing this ability brings. At some point in Chroma's future we will need to revisit and use ideal methods for his Abilities; we will inform you well in advance when Chroma is under review."

Chroma is a complex frame that players usually acquire further on in their Tenno journey. As referenced above, much of that complexity stems from some questionable back-end calculations, which caused Vex Armor to calculate damage boosts AFTER upgrades instead of before. Although the UI may indicate that damage/armor is buffed by a few hundred percent, the actual buff amounts would be much higher. Furthermore, compound elements would effectively be multiplied twice for Fury's damage boosting, leading to some ludicrous results.

Back in April 2017, extreme damage boosting was not really a problem, so we left the ability as is. However, the Plains of Eidolon update marked a shift in community mindset by introducing Teralysts - featuring multiple large health pools on each weakpoint, damage boosting abilities became an important part of efficient hunting teams. While other damage boosting options require more team coordination, a single self-damaging Chroma could bypass the weakpoint damaging portion of the fight in an instant. At its simplest, we do not want our Eidolons one-shotted.

Chroma's usage was already somewhat narrow, so we want him to remain a competitive option for Teralyst damage boosting, while also improving other parts of his kit. Although the magnitude of his boost will be lowered, it will still be one of the strongest boosting abilities in the game, and both damage/armor increases will now apply to all teammates in a nearby radius. Furthermore, Spectral Scream without movement restrictions allows players to be the aimgliding, fire-breathing dragon they've always dreamed of! We will continue to observe how these changes affect Chroma (and the Teralyst hunting squads) in the coming weeks, and consider further tweaks if needed.


EMBER

World On Fire - 5 seconds after casting, a percentage will begin counting up on the ability icon. As this percentage scales from 0% to 100% over 10 seconds, the ability's energy cost and damage dealt both grow to double, while the ability radius shrinks to half.

Ember is the original damage caster frame, offering low survivability in exchange for high offense. Her ultimate, World on Fire, is unmatched in terms of widespread lethality - while many Warframes specialize in certain mission types, Ember's specialty is "anything under level 30". By simply bullet jumping through levels with World on Fire active, enemies become a non-factor, making Ember a ubiquitous pick across most of the Star Chart. Like a mobile Resonating Quake, this monopoly on kills can leave squadmates struggling to keep up, in an attempt to see the enemy before they melt. These changes increase lethality at higher levels, while addressing the ability's huge range.

World on Fire will continue working similarly to how it does now, but with changing effects over time. The gradually increasing energy cost should encourage most players to toggle the ability when needed, instead of the current "set and forget" approach. Players who can afford to run the ability at max charge may need to get more up close and personal, but the increased damage should help Ember out against higher level enemies. World on Fire is still very capable of clearing rooms and sweeping hallways, but should now be applied more deliberately!

GARA

Mass Vitrify - Wall health scales based on health and shields of the enemies it glasses over.

*Our latest Warframe Gara is a versatile frame on the cutting glass edge, with a tool for most situations. After recent changes to her Mass Vitrify, the ability is serviceable against most of the star chart, but doesn't hold up well to higher level content.

While this is tough to showcase in a gif, in practice the wall has gotten stronger because it has covered many enemies in this cast!*

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To help the ability scale better, the health of Mass Vitrify's wall will increase based on the health and shields of the enemies who are "glassed" by the ability's cast. This added incentive for letting enemies get close to the objective should add an interesting risk/reward element to Gara's gameplay.

MAG

Polarize - Shards created by Polarize now scale based on power strength, as well as the percentage of damage done to that specific enemy.

Crush - Each stage of crush emits a shield heal from Mag. Restores shields to nearby allies per damage instance, based on the number of enemies affected.

Mag has seen many changes over Warframe's history - her major rework in 2016 reinforced her role as a fragile crowd control caster, widening her usability across all factions. Although she performs well in the right hands, some of the synergies introduced in that rework did not have quite the impact we wanted. Plus as a starter frame, we want new players to feel like choosing Mag is a more viable option.

Increasing the damage of shards created by Polarize should give Mag more kill power. Additional shield restore on Crush also offers a way to passively support your team while clearing crowded rooms!

VOLT

Discharge - Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods).

Removing Discharge's damage cap has been a common request since Volt's rework in early 2016. We tried testing this version of the ability internally, and decided it was too much - stunning all enemies for 20+ seconds, through walls and inside spawn closets, had a seriously disruptive effect on gameplay. However, we understand why this is a common request, and have done our best to make it work.

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Lightning strikes most fierce at the center. To accompany the damage cap removal, Discharge is now less effective at medium to long range, doing less damage and stunning for less time. The damage reduction is mostly offset by an increased base damage on the ability, but the reduced stun at long range should keep mission flow in check.

ZEPHYR

Some of Zephyr's abilities are cheaper to cast while airborne - details in progress.

Tail Wind - Combined into a single ability with Dive Bomb. Can be charge cast on the ground, launching Zephyr into the air where she then hovers. In the air, Tail Wind still flies in whatever direction you're looking, and Dive Bomb activates if cast while looking straight down.

Air Burst - New ability replacing Dive Bomb. A projectile that causes an AoE burst on contact, ragdolling enemies. Can be fired into Tornadoes to make them bigger.

Tornado - Now spawn where player is aiming and can be steered. The closest tornado will move to your aimpoint, meaning you can move them around. Tornado damage type now determined by largest amount of elemental damage absorbed, instead of last type absorbed. Tornadoes do a better job of keeping enemies captured, and shooting Tornadoes will do damage to enemies trapped inside.

Zephyr, the warrior of the skies, has seen little change since being introduced in early 2014. Four years later, her ability kit is showing its age - Parkour 2.0 improved mobility across all Warframes, making her reduced gravity and Tail Wind less useful by comparison. Turbulence is consistently useful, but all other abilities leave something to be desired.

To give Zephyr new wind beneath her wings, her Tail Wind and Dive Bomb will now be the same ability, cast depending on which direction the player is looking. This makes room for her new ability Air Burst, which gives Zephyr new ways to rain death from the skies. We do not have a gif ready for this yet. Combined with Tornado tweaks intended to make the ability more consistent and useful, Zephyr's more well-rounded kit should help reassert her air superiority.

We believe these changes make our wide Warframe roster more diverse and fun to play. We will be listening to your responses, so please keep feedback respectful and constructive. While not final, these changes will likely go out in a state very close to what is listed above. Once players have had a chance to try the changes themselves, we will consider further actions.\ Thanks Tenno!
 
I'm a bit salty over the Ember changes, sometimes I just want to nuke my way through a low level mission (Nitain alerts anyone)

I dunno if Atlas changes and Zephyr changes are enough to take them out of shit tier
 
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