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  1. #21
    Quote Originally Posted by Stormkhan View Post
    Great work on the detailed review, Bard.
    Saddened that melee frames are not feasible.
    Not feasible... Yet :P

    There is a very strong demand for it so once they get past this warfront hurdles and the S-Day world event I woudn't be suprised to see it reopened.

    They are extremely focused on getting the new zones set up. The next patch will be about crafting, the 5 minute new user experience, and the copacabana story / city revamp. They are restructuring diamondhead and adding the ares and events so they will be able to add the chosen fortress and construction event (think AQ resource gathering event) without a major patch. They could add that part in with bugpatch or hotfix. So, it's a little misleading of me to say that the next patch is just crafting, new user, and copa because the stage 2 event, and thus next city, could start at any point during that patch.

    - - - Updated - - -

    Oh, pretty major news about crafting from fridays show.

    DNA and precious metals and stones are being removed due to some of the balance issues they presented. (Some classes had it harder than others... Esp on the DNA front)
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  2. #22
    I think the raptor would be a good choice for adding a melee type setup, The Name Raptor alone give s off a melee vibe. Two crystite Katanas would be BADASS give it a overhead double blade frontal arc slash, take the Accord recon splosive darts a HKM stealth CD and you have buttons 1-4 covered with the R36 or Assault rifle as secondary. The drawback would be adding the secondary would reduce the movement speed by 50% so as not to make it too OP.

    But i mean if you look at the game its self there is no real melee type mobs ingame except the world beasts and the Walkers so not sure how well a melee would fit in the world itself.

    Quote Originally Posted by Bardarian View Post
    DNA and precious metals and stones are being removed due to some of the balance issues they presented. (Some classes had it harder than others... Esp on the DNA front)
    and to think I spent all last night farming Arahna DNA for me Plasma cannon (LOVE my arsenal) well ahh well lol
    Last edited by WoWGoneBad; 2013-09-29 at 12:29 AM.

  3. #23
    Quote Originally Posted by WoWGoneBad View Post
    But i mean if you look at the game its self there is no real melee type mobs ingame except the world beasts and the Walkers so not sure how well a melee would fit in the world itself.
    Chosen bruisers are melee and use fist claw weapons.

    *extremely fast, high damage, and apply a 50% slow on hit. T4 (red) ones can cut apart a mammoth pretty quick.

    edit: I suspect that, rather than a melee frame, we will see a melee attack added to the basic controls like you see with warframe or a secondary weapon option like you see in global agenda.
    Last edited by Bardarian; 2013-09-29 at 12:36 AM.
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  4. #24


    Just a heads up. If you can craft a M.A.N. before the afternoon of the 13th, you should come to the FFANZ raid to deploy your MAN and get a baneclaw skull helm.

    *You can also come if you don't have a MAN ofc.
    Last edited by Bardarian; 2013-10-02 at 10:07 PM.
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  5. #25
    Damn, just when my computer gives up on me...

  6. #26
    I am Murloc!
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    Nice work!

    OP from the original thread was a mess. Hard to update when the person who made the original thread isn't even active on MMO-C anymore and updates have to be submitted through mods (and info just gets stacked instead of replaced, etc).

  7. #27
    I updated the resource section. I will update the crafting section as soon as the patch hits. Working on expanding the gear section now.

    The world section will get a copa and diamond head subsection when the patch hits as well. Might start working on the Copa section tonight.
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  8. #28
    Two highlights from todays show.
    - They are adding the ability to build a self-battlerezbots. We don't know much about how they will work, what it will take to build them, but they seem to be a way for players to spend resonators or resources so they can use crafted gear more often without fear of death penalty (durability loss). Sort of like gear insurance. Spend now rather than later.
    - The story will be broken into two seperate plot lines, what is happening on the global, accord scale and what is happening on a personal, ARES level. Sort of a planet vs personal quest line dynamic you see in SWTOR.
    Last edited by Bardarian; 2013-10-04 at 09:32 PM.
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  9. #29
    The Lightbringer Razael's Avatar
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    That story thing is kinda cool, i liked how SWTOR handled that, despite leveling alts being a bit boring since the planetary story was static. But since in this game you can use any frame on one character, i guess the only reason to make a alt would be if you wanted to play another race (assuming thats available, and that you can't use the character editor thingy , forgot the name, to change it) , so you'd likely not run into that problem.

  10. #30
    The last chapter of the Manga is up. Source

    - - - Updated - - -


    Community news: Grats to Phobos for getting promoted to producer. Hope you are staying on the show. Between Tony getting married and you getting promoted Pez might have his hands full. Looking forward to seeing those patch notes :P

    *Expect the patch mid week (If you dare)

    - - - Updated - - -

    Community news: Raider Town Lethal Holmgang PvP, in junction with FFANZ, will be keeping PvP alive while R5 reworks it with 1v1 and 5v5 weekly tournys (prizes). You can see details in the Community PvP subsection.

    - - - Updated - - -

    Additionally, those who enjoy demolition derby can sign up for the herpaderby and win prizes weekly here.
    Last edited by Bardarian; 2013-10-06 at 10:09 PM.
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  11. #31
    I am Murloc!
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    Herpaderby is fun but it isn't a race. It's a demolition derby. Pretty well done and the guy who organizes it has a special addon he uses to shoutcast the event with in-game announcements of how much health is on given motorcycle throughout the match.

  12. #32
    Quote Originally Posted by HBpapa View Post
    Herpaderby is fun but it isn't a race. It's a demolition derby. Pretty well done and the guy who organizes it has a special addon he uses to shoutcast the event with in-game announcements of how much health is on given motorcycle throughout the match.
    Whoops. Fixd.
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  13. #33
    community news: HERE is racing.
    Hey there!

    I wanted to start an LGV Race event because there aren't enough and I thought it would be really fun.

    So here it is! The event will be at 9pm EST this Friday. If you'd like to sign up, just comment with your IGN. And in case you're new, you do have to own an LGV in order to race in the event. We will also be using the FFANZ Teamspeak at ts.ffanz.com:9233

    IMPORTANT: Everyone must install the addon REIGN because I will be using REIGN to make or use a pre-made racetrack. The addon is easy to install with Melder.

    There will be no prize for this first event. Just pure fun.
    I will add it to the community subsection if it catches on.

    - - - Updated - - -

    Patch Highlights

    Added the VIP Program. Players can purchase VIP access with Red Beans, giving them access to 50% bonus Crystite from missions and loot, 2 additional manufacturing slots and 8 additional marketplace slots.
    Updated the new user experience. New ARES Operators will join Typhon on the battlefield in an epic mission to fight off Chosen invaders at Copacabana. Be warned, this mission is not for the fainthearted.
    Copacabana city planners have revitalized the city by shifting key points of interest around and providing easier access to city amenities.
    Removed the key requirement to access the Melding pockets as well as Blackwater Anomaly.
    ARES Operators can now travel to different zones via a new full-world globe.
    The Accord Army Corps of Engineers has finished their forward base deployment in the area known as Diamondhead. ARES operators are needed to secure more land and fight back against the melding in this area.
    Crafting technicians have found a way to utilize components dropped from creatures as optional modifiers in battleframe equipment recipes.
    Decreased the drop rate of all equipment loot.
    DNA, crystite hybrid modules, gems and precious metals have been removed from the game.
    Added mouse mode (press V to toggle on and off). Mouse mode can be used to interact with clickable UI elements and rearrange the ability bar.
    Many many many many many many bug fixes.
    General

    Red Beans can now be purchased with GlobalCollect on the Firefall website.
    Arena PvP has been deactivated for now.
    VIP Program

    The Firefall VIP Program gives you premium membership status based on blocks of time, starting from a single day all the way to twelve months.
    While a member of the VIP Program, ARES Operators will have access to the following:
    +50% Crystite from missions and loot.
    Two additional Manufacturing slots.
    Eight additional Marketplace slots.
    The pricing for the VIP program is as follows:
    1 Day - 10 Red Beans
    3 Days - 25 Red Beans
    7 Days - 40 Red Beans
    30 Days - 100 Red Beans
    180 Days - 550 Red Beans
    365 Days - 950 Red Beans
    Note: Buying additional time while already a part of the VIP program will act as a time extension on your membership.
    Note: Anything loaded in the VIP manufacturing slots will continue to process and can be unloaded if VIP time expires. These slots cannot be used again until the VIP membership is renewed, however.
    Note: Any items listed in the VIP Marketplace slots can be claimed or cancelled normally if the VIP time expires. These slots cannot be used again until the VIP membership is renewed, however.
    New Player Experience

    Upon creating a character, ARES Operators will be prompted to enter their callsign and receive a mission from Consul Nostromo.
    ARES Operators are encouraged to customize their characters at New You stations around New Eden.
    A Chosen attack has devastated the Battle Lab, making the facilities unusable to train new ARES Operators.
    New ARES Operators will join Typhon on the battlefield in an epic mission to fight off Chosen invaders at Copacabana. Be warned, this mission is not for the fainthearted.
    The new user experience is now more strongly focused on Firefall's exciting storyline. ARES Operators will be introduced to a variety of important characters in the first few minutes of gameplay.
    ARES Operators do not have to complete this mission alone! Other new ARES Operators will be able to team up and work together to fight off the Chosen.
    General Bugfixes

    Fixed an issue where deleting a character that is an army commander would give an empty LUA error. A proper error should now be displayed.
    Fixed an issue that would cause sounds to stop playing after some time.
    Fixed an issue where users were allowed to use C: as their parent Firefall directory.
    Fixed an issue with Logitech Mice (particularly the G500) where changing the vertical scroll speed on the GS mouse options would cause Nav Wheel to increment by the set point value.
    Battleframes

    All Battleframes will now start out with a secondary weapon - they no longer require an unlock for the initial secondary weapon.
    Fixed an issue where the Burst Rifle's magazine would remain in the air during the reload animation.
    Fixed an issue with beam weapons where their firing visual effects would continue to play after switching weapons while firing.
    Assault

    Accord Assault
    Fixed typos in the description of Crater.
    Fixed a typo in the description of Shockwave.
    Fixed an issue where players were sliding off of enemies when directly hitting with Crater.
    Fixed an issue where Fuel Charger II, III & IV could not be crafted, giving the message that the blueprint cert was missing even though that is not the case.
    Fixed an issue where Shockwave would damage enemies behind collision, out of its line of sight.
    Fixed an issue where Shockwave was damaging enemies 15m behind the cast.
    Tigerclaw
    Added a new weapon model for the Fusion Cannon.
    New visual effects for Fusion Cannon model and Missile Shot.
    Fusion Cannon's Nova Blast can now only be detonated by its owner.
    Fixed an issue where Nova Cannon firing animation would not play in first person view.
    Firecat
    Added a new weapon model for the Thermal Cannon.
    Thermal Cannon's alt fire will now be affected by elemental ammo chambers.
    Biotech

    Accord Biotech
    Fixed an issue where Healing Wave IV range is not affected by Range Booster IV.
    Fixed an issue where power allocation does not affect Poison Trail.
    Fixed an issue where Accord Chemical Sprayer's tooltip does not display damage.
    Dragonfly
    Added a new weapon model for the BioRifle.
    Fixed an issue where the BioRifle's alt fire did not have an animation.
    Fixed an issue where the stock BioRifle did not have audio for reloading.
    Fixed an issue where an ally would be healed for one extra tick when Rally is triggered.
    Fixed an issue where Battleframes below a certain threshold would trigger Rally twice.
    Fixed an issue where power allocation does not affect Healing Pillar (applies to both damage and healing).
    Fixed an issue where power allocation does not affect Healing Ball (applies to both damage and healing).
    Recluse
    Updated the BioCrossbow weapon model to its original intended model.
    Fixed a typo in the description for Stock Kinetic Shot.
    Fixed an issue where power allocation was not affecting Evacuate damage.
    Fixed an issue where power allocation was not affecting Creeping Death damage.
    Fixed an issue where power allocation was not affecting Kinetic Shot damage.
    Dreadnaught
    Fixed an issue where players would be unable to equip or remove certain Dreadnaught plating. Existing plating will be equippable by all players until broken, but new plating will be Dread specific, as by the design.
    Fixed an issue where Turret Mode would only affect HMG weapon stats.
    Known Issue: Turret Mode's shield is causing durability loss for equipped items when in use.
    Accord Dreadnaught
    Fixed an issue where Accord Mortar Launcher III & IV AoE would not be affected by crafting.
    Fixed an issue where Accord Mortar Launcher's stats were not affected by item quality.
    Fixed an issue where Heavy Armor sound effects would not stop playing for players other than the Dreadnaught.
    Fixed an issue where the Forward Shield alt-fire would refresh instantly.
    Arsenal
    Arsenal Chassis and Reactor upgrades renamed to 'Aggressor'.
    Fixed an issue where if an Arsenal was downed while using Particle Beam and is revived, the ammo count for Particle Beam is reset.
    Fixed an issue where Turret Mode bonus damage was not applied to Light Machine Gun.
    Fixed an issue where Arsenal Plating III research tooltip shows "Research Rhino Plating III".
    Fixed the tooltip description for EMP to mention it triggers upon ability activation.
    Fixed an issue where the alternate Chassis and Reactor could not be equipped.
    Fixed an issue where power allocation was not affecting Combat Shotgun or Particle Beam damage.
    Fixed an issue where Combat Shotgun and Particle Beam could be used on other Dreadnaughts.
    Fixed an issue where using the Accord Arcfold Mortar in combination with the Combat Shotgun would fire a mortar for each shotgun round.
    Fixed the description of the Arsenal in the Garage that mentions its use of a "Primary Heavy Machine Gun".
    Fixed an issue where using the alternate fire and then swapping to primary fire would cause the spread to instantly become its maximum value.
    Mammoth
    Added a new weapon model for the Plasma HMG.
    Fixed an issue where the Plasma HMG would not deal any splash damage.
    Rhino
    Added a new weapon model for the Laser HMG.
    Fixed an issue where Rhino loadouts were still using Accord Dreadnaught plating.
    Engineer
    Fixed an issue where deployables spawned under water would not take damage. Deployables under water can now be affected by deep water.
    Accord Engineer
    Fixed a typo in the description for Sticky Grenade Launcher.
    Fixed an issue where Heavy Turret was doing more damage than the tooltip displayed.
    Bastion
    Fixed an issue where power allocation does not affect Sentinel Pod.
    Fixed an issue where power allocation does not affect Multi-Turret.
    Fixed an issue where Multi-Turret would cease to shoot at enemies.
    Fixed an issue where Sentinel Pod was healing players as well as deployables.
    Fixed an animation issue causing strange wrist movement when Sentinel Pod & Multi Turret abilities were activated.
    Fixed an issue where the Tesla Rifle's audio would cease to play though the player is still firing.
    Electron
    Modified the Shock Rifle's alt fire so that only the owner may detonate the energy orb by firing at it.
    Recon
    Fixed an issue where crafted Resonating Bolts' preview was not reflecting the actual outcome. The cooldown for Resonating Bolts should now trigger after the proper maximum amount of bolts have been deployed.
    Accord Recon
    Fixed an issue where Accord Regenerative Plating is healing an extra tick.
    Nighthawk
    Added a new weapon model for the Sniper Rifle.
    Removed the headshot multiplier on from the hip shots when using Eruption Rounds.
    Fixed a typo in the description for Stock Ambush.
    Fixed an issue where power allocation was not affecting Remote Satchel Charge damage.
    Fixed an issue where power allocation was not affecting Execute Shot damage.
    Fixed an issue where power allocation was not affecting Eruption Rounds damage.
    Fixed an issue where Smoke Screen would affect deployables.
    Raptor
    Added a new weapon model for the Charge Rifle.
    Reduced base strength (Rate of Fire & Charge Time) for Chosen and Crafted versions of Power Field.
    Fixed an issue where Electron Charge Emitter III did not affect the strength attribute of Power Field.
    Fixed an issue where Teleport Beacon had a slightly higher global cooldown than the rest of the Raptor's abilities.
    Fixed an issue where SIN Scrambler does not make enemies appear red when in a squad duel.
    Fixed an issue where the Raptor weapon does not leave a bullet decal when unzoomed.
    Open World

    Removed the requirement to have Arcfold modulators to get into Diamondhead, Sargasso Sea, and Antarctica. These are now accessible by anyone.
    Removed the requirement to craft a key to gain access to Blackwater Anomaly.
    Copacabana has been modified to better accommodate the new user experience and general usage flows.
    When retaking Watch Towers, there is a chance that one of five different encounters may start on the first attempt at taking the Watch Towers from the Chosen.
    SIN towers now emit a pillar of light from their center, reaching out to the sky.
    SIN's world map view has improved. ARES Operators can now zoom out to a global view.
    ARES Operators can now use the global view to arcport to certain locales marked on the map.
    The Accord Engineering Corps has adjusted buoy placement closer to the shore to better signify safe areas for ARES operators.
    The Accord Engineering Corps have made some adjustments to the terrain along the coastline south of Copacabana. They have also cleared out some of the road debris at Broken Shores.
    Watch Tower rewards are now scaled based on the number of Chosen cleared.
    Watch Tower all clear message triggers after ten seconds, down from two minutes.
    Melding Wyrms are now treated as boss creatures for Melding Thumper encounters.
    Added a Battleframe Garage terminal to Moisture Farm.
    Daily Mission Objects should now destroy themselves upon logout to reduce inventory clutter.
    Reduced the accuracy of Tanken Assaults.
    Players can now leave Freecam (F9) mode by pressing Esc.
    Added a sound effect for when EXP boosts are applied.
    Added a sound effect for when EXP boosts are expired.
    Hitting SPACE while gliding now activates jump jets rather than closing the glider wings and dropping (this has been moved to the SHIFT key).
    Chosen Troopers will now use tactical positioning to pick locations to move to while fighting.
    Disabled the music for the Pirate Raid encounter.
    New Players
    After completing the new player experience, players will fly into Copacabana on Oilspill's dropship.
    Players will be led to the Copacabana SIN tower and driven to different activities that will show them the basics of interacting with the Firefall world.
    Deimos, a friendly robot, will come to new ARES Operators' aid if they are incapacitated during their first two hours of play.
    Diamondhead
    The Accord Army Corps of Engineers has finished their forward base deployment in the area known as Diamondhead. ARES Operators are needed to secure more land and fight back against the melding in this area.
    The new base requires additional power to help keep the Melding at bay. ARES Operators are asked to keep the SIN tower powered up to prevent the Melding from collapsing over the entire zone. Depositing Melded Crystite will keep the SIN tower at the forward base powered up.
    Three new areas have been discovered within Diamondhead where ARES Operators may be dispatched to disrupt potential enemy activity.
    New creatures have been spotted in Diamondhead. ARES Operators are advised to take note of the new threats, Vile Scorpions and Armored Scorchers.
    Open World Bugfixes
    Fixed an issue where enemies for ARES missions would spawn outside of their ARES spaces.
    Fixed an issue where SIN was not highlighting enemies properly.
    Fixed an issue where the Data Collector for the Crashed LGV event was louder than intended.
    Fixed various holes, props and collision around New Eden and the Melding Pockets.
    Fixed an issue where the Riot turret would fire at seemingly nothing during an invasion.
    Fixed an issue causing NPCs to fire on ARES Operators before visually appearing.
    Fixed an issue where ARES Operators were not getting mission credit for kills by squadmates.
    Fixed an issue where Oilspill would repeat his dialogue when leaving the area of a crashed thumper.
    Fixed an issue where the Melding Tornado would knock players back if they were not near the funnel.
    Fixed an issue where the Melding Tornado shards would not move with the tornado.
    Fixed an issue where the Jacob's Pass Watch Tower status is affected by the type of monsters in the nearby ARES cave.
    Fixed an issue where Meld-thumping near a Watch Tower would award the thumper players with multiple Watchtower Defense rewards.
    Fixed an issue where ARES Operators were not getting hit by rocks thrown by Wooly Brontodons.
    Fixed an issue where Crystite in Crystite Containers in Moisture farm would cease to rotate as a player approaches.
    Fixed an issue where the Repulsor and Tectonic icons were on top of each other in the Diamondhead map.
    Fixed an issue where Recovered Grenade Launcher was dropping more frequently than intended.
    Fixed an issue where ARES Operators could not drop their Payload during Retrieval ARES missions.
    Removed remaining Omnicon banners in Sunken Harbor.
    Fixed an issue where pressing F9 while gliding would change gliding direction. Movement input orientation is now locked so players may use the freecam reliably while gliding.
    Fixed an issue where typing a number while donating Crystite Resonators would activate abilities.
    Fixed an issue where the Unknown Savior achievement would not update.
    Fixed an issue where the Girls Just Wanna Have Fun achievement could not be unlocked.
    Fixed an issue where the Me...Love...SHINEY achievement is not tracking progress. Fixed an issue where the Tire Kicking achievement would complete at 24/25 races.
    Fixed an issue where all the following achievements would only track the thumper stated within the description of the achievement:
    Quite the Gamble
    No Pain, No Gain
    Risk and Reward
    Thumper Aficionado
    Thumper Journeyman
    Thumper Professional
    Ground Pounding
    Underground Resourcer
    Realigned the forcefield at the Biosphere respawn.
    Fixed an issue with Chosen Warbringer visual effects, the generator emissions should be thinner and less noisy.
    Fixed an issue where Brontodon melee strikes were hitting players vertically well above the expected height.
    Fixed an issue where a user could die while mounting a LGV, allowing them to ride around on the LGV and respawn on it.
    Fixed an issue where holding jump just before picking up a heavy object completes allows players to jet normally (Crashed Thumper).
    Oilspill should no longer use the phrase "It's raining Crystite!" upon 100% completion of a thumper (you don't get Crystite from thumping directly).
    Fixed an issue where the grinding sounds would not play as part of the thumper's thumping.
    Fixed an issue where Chosen Grunt Scout melee audio would play for remote ARES Operators.
    Fixed an issue where logging out while on Dropships would spawn players at their last known location, causing them to fall to their death. Players should now be saved to their most recent "on ground" position during logout.
    Fixed an issue where Brinewyrms created odd textures on rocks they kick up while burrowing.
    Fixed an issue where Antarctica objectives could be healed by a Bastion's Tesla Rifle.
    Fixed an issue where Sargasso Sea and Diamondhead objectives could be healed by a Dragonfly.
    Fixed an issue where the floor of the underwater area at Shanty Reactor would not damage players.
    Fixed an issue where Stock Tiki Thumper has less health than Stock Thumper.
    Fixed an issue causing the rear wheel of the LGV was kicking up more dust than intended.
    Fixed an issue where weapons could be charged and fired while mounting an LGV.
    Aero should now suggest ARES Operators to uplink with new SIN towers less frequently now.
    Fixed an issue where the Toxic Thresher did not have a spawn-in animation.
    Fixed some audio issues with the crashed LGV.
    Fixed an issue where the battleframes detail popup in the Battleframe Garage could not be closed.
    The Brazilian Party Radio of Sunken Harbor has been relocated to the picnic area.
    Fixed an issue where Melding Tornado orb projectiles had no flyby audio.
    Removed the 'Do Not Enter' visuals from the entranceway leading to the Melding Arcporter for Blackwater Anomaly in Copacabana.
    Fixed an issue causing female characters' upper body would tilt to the side when in the air and looking down.
    Fixed an issue where character orientation would not match LGV orientation when dismounting the LGV.
    Fixed an issue where players would hear other players' death sound as they spawn in.
    Fixed an issue where ARES Operators would be notified of a new mission even though they were already engaged in that mission.
    Fixed an issue where Aero was only using one line for SIN uplinks. There should now be some variance.
    Fixed an issue where looking straight up from below a vehicle would inverse the camera.
    Smoothed out NPC head turning animations when facing players.
    Fixed an issue causing framerate to drop inside the Melding Tornado Room.
    Fixed an issue where when turning with the glider it would cause the player to dive into the ground.
    Fixed an issue with the ARES space at the Agricultural Facility, south of Sigu's Sanctuary. Assassinate targets could get knocked into the water and were unable to be killed, making it so the mission could not be completed. Targets should no longer be able to be knocked into the pool.
    Fixed an issue where using the Melding Tornado exit multiple times would give multiple rewards.
    Fixed a typo with the Copacabana advertisement sign at Trans Hub.
    Fixed an area where the Crashed Thumper would spawn out of reach of its thumper parts due to heavy load (between Copacabana and Trans Hub).
    Fixed an issue where the Tectonic Generators in Diamondhead did not have collision on their tops.
    Fixed an issue where the Mag Lift in Sargasso Sea did not have the proper collision.
    Fixed the Assault Rifle animations in first person mode.
    Fixed an issue where "Remaining" for time remaining would not translate in non-English versions.
    Fixed an issue where ARES Operators would still get SIN and radio chatter at Sunken Harbor while it was under Chosen control.
    Fixed various areas across Coral Forest and the Melding Pockets where players could get stuck.
    Removed the ability for certain (intended to be) inanimate objects to dance.
    Fixed an issue where ARES Operators were able to switch to a weapon while carrying an object without dropping the object.
    Fixed various civilian NPC placement and pathing.
    Fixed an issue with the Chosen Executioner's weapon firing audio.
    Fixed an issue where Chosen drop pods were spawning too close/underneath watch towers.
    Fixed an issue where jumpjet audio would continually play.
    Fixed an issue where NPCs were not properly animating after leaving a deployable.
    Fixed some areas that would display "Accord-Restricted Zone" for thumping and the message should have been "Unthumpable Surface".
    Fixed an issue where Chosen were still playing grunt sound effects after death.
    Fixed the gear shift audio for LGVs, the sound effect has been reverted to its previous iteration.
    Fixed an issue where a vehicle's driver would be missing when mounted out of sight.
    Fixed an issue where players would continue to burn after jumping out of lava.
    Fixed an issue where the Tanken Grenadier had no weapon fire audio.
    Fixed an issue where SIN Imprint voice over and radio voice over would overlap.
    Fixed an issue where stealth enemies could be spotted and placed in SIN.
    Fixed an issue in Diamondhead where burning and crackling ambiance sounds were playing when there was nothing burning or crackling nearby.
    Crafting
    DNA, Chosen technology, crystite hybrid modules, gems and precious metals have been removed from the game. They served little purpose and offered no additional depth to the crafting system. They also drove up the price of crafted items significantly, making them harder to sell compared to the very common and cheap loot drops.
    Removed the requirement for any of the above items from crafting recipes.
    Added a second optional component slot to crafted equipment recipes.
    Optional Components for Abilities and Weapons
    Added new creature drops to be used as optional components for certain weapons and abilities. The quality of the drops depend on the stage of the creature that dropped them.
    Plasma Cannon

    Dragonborn Plasma Cannon
    Replaces Scattershot Alt Fire with "Dragon's Breath", shooting a burst of fire forward in a cone.
    Requires optional component Fire Gland which is dropped by Explosive Aranhas + Ash Dragons.
    Fire Gland quality modifies Dragon's Breath range.
    Crater

    Shielded Crater
    Adds Blast Shield to Crater. Blast Shield spawns centered on the impact site of Crater.
    Requires optional component Drone Module which is dropped by Chosen Drones.
    Drone Module quality modifies Blast Shield health.
    Afterburner

    Soaring Afterburner
    Adds Quick-Deploying Gliding Gear to Afterburner. Glider wings sprout from the Assault at the end of Afterburner.
    Requires optional component Wings which is dropped by Culex and Wasps.
    Wings quality modifies Quick-Deploying Gliding Gear duration.
    Bio Needler

    Noxious Needler
    Replaces alt fire with Plague Blaster, which increases the amount of damage enemies take when hit by the alt fire. This effect also spreads to nearby targets.
    Requires optional component Poison Gland which is dropped by Toxic Aranhas + Toxic Varants.
    Poison Gland quality modifies the % of increased damage taken.
    Poison Trail

    Toxic Poison Trail
    Adds Blinding Fumes to Poison Trail, decreasing enemies' accuracy while in Poison Trail.
    Requires optional component Ink Sac which is dropped by Nautilus.
    Ink Sac quality modifies the enemy accuracy reduction.
    Triage

    Ghostly Triage
    Adds a Phase Unit to Triage, which allows the player to be able to pass through enemies/allies causing damage to enemies and healing allies
    Requires optional component Space Manipulator which is dropped by Chosen
    Space Manipulator quality modifies duration.
    HMG

    Barrier HMG
    Adds an Upgraded Forward Shield to the HMG alt fire, creating an improved shield. Full body shield
    Requires optional component Brontodon Ivory which is dropped by Brontodons.
    Brontodon Ivory quality modifies shield health.
    Heavy Armor

    Spiny Heavy Armor
    Adds a Damage Reflector which harms enemies that hit the Dreadnaught while Heavy Armor is active.
    Requires optional component Shell Fragment, which is dropped by Rageclaws & Terrorclaws as well as the mighty Bane Claw (best quality)
    Shell Fragment quality modifies the percentage of damage returned.
    Repulsor Blast

    Attracting Repulsor Blast
    Adds a Magnetic Attractor to Repulsor Blast, drawing enemies in to the Dreadnaught before Repulsor Blast is fired.
    Requires optional Component Space Manipulator, which is dropped by Chosen
    Space Manipulator quality modifies pull-in range.
    Sticky Grenade Launcher

    Burrowing Sticky Grenade Launcher
    Adds Burrowing Explosives to Sticky Grenade Launcher which applies a Damage over Time effect to the area that they were detonated on.
    Requires optional component Brinewyrm Goo, which is dropped by Brinewyrms.
    Brinewyrm Goo quality modifies the damage of the Damage over Time.
    Supply Station

    HKM Supply Station
    Adds High Capacity Arcfold Tech to the Supply Station, replacing health pickups with HKM powerups.
    Requires optional Component Hypercapacitor, which is dropped by Chosen
    Hypercapacitor quality modifies amount of HKM charge given.
    Heavy Turret

    Rocket Turret
    Adds Rocket Turrets to Heavy Turret. Rockets fire ontop of the normal firing projectile
    Requires optional component Explosive Device, which is dropped by Tanken
    Explosive Device quality modifies rocket damage.
    R36

    Sharpeyed R36
    Adds tech to increase the magnification when zooming with the R36.
    Requires optional component Cornea, which is dropped by Rimehunters and Wargrim.
    Cornea quality modifies magnification.
    Decoy

    Advanced Decoy
    Adds AI behavior to Decoy which allows Decoy to move and shoot before it explodes.
    Requires optional component Drone Module, which is dropped by Chosen Drones.
    Drone Module quality modifies AI damage.
    Cryo Grenade

    Burning Cryo Grenade
    Adds a Frost Burner to Cryo Grenade, which increases Cryo Grenade damage. Applies a DoT that burns he target ontop of slowing them
    Requires optional component Fire Gland, which is dropped by Explosive Aranhas + Ash Dragons.
    Fire Gland quality modifies damage.
    Crafting Bugfixes

    Fixed an issue where Smoothbore Barrel III (used for Shotgun III) would only accept Methine when the stats ideally want Nitrine. This component should now only accept Nitrine.
    Fixed an issue where using the "Clear" button on non-optional component slots would not do anything in Molecular Printer.
    Fixed an issue where the Manufacturing Complete window is missing information.
    Fixed an issue with missing equipment models in the crafting UI.
    Fixed an issue where stat previews of equipment don't update when a component is slotted.
    Fixed an issue where claiming items from a Molecular Printer would not appear until relogging.
    Fix for missing cost text in workbench purchase dialog.
    Fix for repair points/pool not displaying in crafting previews.
    Items
    Decreased the droprate of full equipment loot. This was done because the amount of items coming into the economy through loot drops is too high and we would like crafting to have a more prominent role in the marketplace.
    Decreased the stats of Chosen loot. We feel that the equipment that was dropping was too powerful. This should only affect new drops.
    Added a random delay before market listings will appear in search results.
    Executioner's Hood will now match current warpaint.
    Tech Skull will now match current warpaint.
    Model 5 Helmet will now match current warpaint.
    Model 5 Tech Helmet will now match current warpaint.
    Gas Mask will now match current warpaint.
    Top Run and Gun will now match current warpaint.
    Updated Thresher Leash's icon.
    When an ARES Operator wins a very rare item at the Vending Machine, a sound is played globally along with a chat notification.
    Updated token art.
    Added marketplace sorting by list price, quality and amount.
    Items Bugfixes
    Fixed an issue where T.O.P. did not have a top hat.
    Fixed an issue where the DigiCamo pattern does not affect Accord Dreadnaught.
    Fixed an issue where "The Gobbler" icon in the vending machine was missing.
    Fixed an issue where unlocking items in the New You would not appear until after relogging.
    Fixed an issue where calling down rewards crates too quickly in succession would cause crates to get lost.
    Fixed an issue where consuming a second set of an already owned cosmetic unlock from the Vending Machine would cause the item to disappear permanently.
    Fixed an issue where Mustang would not show any currency type next to his prices.
    Fixed an issue where vendors would show the wrong clip size for grenade launchers.
    Fixed an issue where the Beta Crystite Glider triggers the cooldown of the Sunset Glider Pad.
    Fixed an issue where the Rechargable Hoverpad & Crystal Wing Glider shared cooldown.
    Fixed a typo in a Vendor's error message "Insufficient Funds".
    Fixed an issue where unpackaging items from the Vending Machine would remain in inventory and could be sold on Marketplace.
    Fixed an issue where decal position would reset on a battleframe upon logging out.
    Fixed an issue where the Sunset Glider Wings were using the Angel Wings visuals.
    Fixed an issue where inventory settings would reset after deleting an item.
    Fixed an issue where pressing 'Delete' at the inventory screen would not delete the selected item.
    Fixed an issue where the Battleframe Terminal was not displaying all cosmetics.
    Fixed an issue where resource pickup sounds were playing for ARES Operators when their squadmates would pick up resources.
    Fixed an issue where players would purchase items on the Marketplace and are charged Crystite but would not receive the item.
    Fixed an issue where attempting to post an item to the Marketplace with an excessive price causes and endless SIN sync. Sell price is now limited to 99.9 million Crystite.
    Fixed an issue where players could not trade passive ability modules on the Marketplace.
    Fixed an issue where some packaged pets could not be sold on the Marketplace.
    Fixed an issue where equipped and worn items would show up on the sellable list on the Marketplace.
    Fixed an issue where players could not cancel Marketplace listings.
    Fixed an issue where the quality of listed items was not being displayed on Marketplace tooltips.
    Social
    Added profanity filter option to gameplay Options.
    Added a chat scroll indicator and you can now scroll chat via the mouse wheel when moused over chat.
    Added a /me emote system that plays on the say chat channel.
    Social Bugfixes
    German Localization - fixed an issue where the Backspace key would open the yell chat channel instead of chat response.
    Fixed an issue where the chat scroll bar would not fade out with the rest of the chat box.
    Fixed an issue where the "Available" button would not stay active after a player closes the Squad Search window.
    Fixed an issue where the Squad Search and Friends UI would not save which tab you last used.
    Fixed an issue where players could not whisper friends from the drop-down menu.
    Fixed an issue where players could ignore themselves.
    Fixed an issue where players could add themselves to their friends list.
    Fixed an issue where a player could add the same name to their friends list multiple times.
    Fixed an issue where players could add <blank> as a friend.
    Fixed an issue where players could not invite friends to a squad using the drop-down menu.
    Fixed an issue where clicking between "My Friends" and "Blacklist" will move the window.
    Fixed an issue where using the Nav Wheel to accept a squad invite would not work.
    User Interface
    Added a mouse mode! Press V to toggle mouse mode on or off.
    Mouse mode can now be used to rearrange the ability bar or click on different elements on the HUD.
    Added a clickable VIP button to the top left under the player's name.
    Added (placeholder) buttons for chat tab interaction.
    Added a clickable HUD element to the bottom left of the screen to navigate to different UI features.
    Added the ability to drag calldowns from inventory to the calldown (5) slot on the ability bar.
    Added a Heads Up Display for Gliding.
    All Web UI elements that are interactable (such as buttons or inventory items) now switch the mouse pointer to the hand state when hovered upon.
    Esc. menu is now accessible at loading screen (not the Firefall splash screen, though).
    Added a chat notification for when screenshots are taken.
    Moved the killing blow notifications to the top-middle portion of the screen by default.
    Added a Character Overview screen (default hotkey P) which displays the following information of the current equipped battleframe:
    Battleframe progression.
    Equipped weapons, abilities and other equipment.
    Mouse over the equipment icons for tooltips.
    Inventory once again has a list view.
    Tooltips load faster.
    Optimized inventory cache in the UI.
    Added a ON_PRE_RELOADUI event to gUI for the add-on community, allowing authors to safely save data before the UI is reloaded.
    Added VIP manufacturing slots to the Molecular Printer.
    Updated the Molecular Printer slot purchase process.
    Added VIP purchase panel to the NavWheel
    New tip appearance.
    New loading screen visuals.
    Updated notification alerts.
    Updated achievement progress popup art.
    Updated point of interest/location UI upon entering a new area.
    Added a standard [X] close button for New You and Garage at the top right.
    Moved the 'Paint Shop', 'Maintenance', and 'Tutorial' buttons in the Garage UI to the top of the screen.
    Changed the audio for swapping battleframes in the Garage to a shorter and quieter sound effect.
    Known Issue: you cannot currently buy or craft self-revive tokens.
    New appearance for loot cards in the world with full tooltip info via holding the Aquire Target key (F by default).
    Added a 'Remember Password' option to the Login screen.
    Added a button on the character select screen to assist with setting up authenticator apps.
    Known Issue: When you unload all 4 slots and begin to load items in again, sometimes a 400 error is given. The current workaround is to close the error and load the workbench again.
    User Interface Bugfixes
    Fixed an issue on the dashboard where XP is showing multiple values overlapping.
    Fixed an issue where the HUD was displaying a Crystite bonus that was not actually applied to the player.
    Fixed a display with the Year field when setting birthdate (no longer uses a comma).
    Fixed an issue where the TAB Maintenance window was not updating durability status until logout or reloading UI.
    Fixed an issue where inventory and Garage would not update Crystite values.
    Fixed an issue where when tabbing through the New Account fields, it would skip Birthdate and Country.
    Fixed an issue where the New You menu list extended beyond the background graphic.
    Fixed an issue where the chat window would cover a portion of the Marketplace UI which disallowed any interaction with that portion of the Marketplace UI.
    Fixed an issue where the Flashlight tooltip would appear during daytime.
    Fixed an issue where reloading the UI while downed would cause the respawn UI element to disappear.
    Fixed an issue where the interact button was misaligned.
    Clicking Notifications when there aren't any notifications to display will now display the message "No Notifications".
    Fixed an issue where the Garage would display zero resources and not allow a player to purchase progression certifications.
    Fixed an issue where the audio from the Garage video tutorial would play after exiting the Garage.
    Fixed an issue where the Endangered Species achievement does not show a progress bar.
    Fixed an issue where the Title for Thumper Journeyman is missing from the achievement menu.
    Fixed an issue where after completing Bird's Eye View achievement, the progress bar would display 8/9.
    Fixed an issue where after completing Siege the Walls, the progress bar would display 9/10.
    Fixed an issue in the Garage where players could not see what was equipped on their battleframe when a slot was locked.
    Fixed an issue where HP bars were not visible while scoped in with sniper rifles.
    Fixed an issue where duplicate mission waypoints would stack on the screen.
    Fixed an issue where the difficulty bars around the outside of a map icon were not properly aligned.
    Fixed an issue where you could open the map while the loading screen is up.
    Fixed an issue where replacing broken gear with gear that's not broken causes maintenance tab text to overlap.
    Fixed an issue where broken weapons had permanently prompted for a reload.
    Fixed an issue where the 'Back' button in the Decal positioning menu was only responsive on bottom half.
    Fixed an issue where selecting 'None' as a warpaint option would cause functionality issues with the Garage.
    Fixed an issue where in using the Garage, clicking the 'Maintenance' button while in the Decals menu would cause the UI to overlap and Garage to lock.
    Fixed an issue where the loading screen would disappear before the character is spawned in the world.
    Fixed an issue where SIN cards were not updating or despawning for certain missions.
    Disabled an improperly formatted loading screen.
    Fixed an issue where players were not getting the Activity Tracker on their second login of the day.
    Fixed an issue where quality numbers on abilities would appear outside of their module box in the Garage.
    Fixed an issue where inventory tooltips in the French and German versions would display in English.
    Fixed an issue where bringing up the Achievement screen on the loading screen would not fully appear.
    Some downtime will be required before the patch goes live.
    Great work FadedPez on the notes

    - - - Updated - - -

    On top of being able to arcport to where ever from the map, you can now see Dredge and "coming soon"

    You know what else might be coming soon?



    Yeah. It sees you.
    Last edited by Bardarian; 2013-10-09 at 12:58 AM.
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  14. #34
    The Lightbringer Razael's Avatar
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    Did they just revamp the whole starting player mission AGAIN?
    Oh and BioCrossbow model update holy shit. Might just pop in to see this.

  15. #35
    Why doesn't my game look anywhere near that good on max graphics?

    Stupid bullshots. I strongly dislike you.

    Quote Originally Posted by Razael View Post
    Did they just revamp the whole starting player mission AGAIN?
    Oh and BioCrossbow model update holy shit. Might just pop in to see this.
    I remember hearing about this. I hope it's the last fucking time.

  16. #36
    The Lightbringer Razael's Avatar
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    Quote Originally Posted by Edge- View Post
    Why doesn't my game look anywhere near that good on max graphics?

    Stupid bullshots. I strongly dislike you.



    I remember hearing about this. I hope it's the last fucking time.
    If it makes you feel better (which it probably won't) my FireFall doesn't look anything like that with the settings turned up to max. Dislike the way they present screenshots they don't represent the truth, in my case they don't at least, my textures always seem pixelated and murky.

  17. #37
    About the graphics,

    In a early build the game did look a lot more like that screenshot.

    However, the servers or the engine could not handle it. They had to scale back the graphics to like mario64 for .4 / .5 and the spell effects were practically removed. Some of the early videos showed really crazy graphics and ability graphics. I joined around .4 so I, personally, did not experience it but I have watched stuff people have linked on the forums showing the then and now.

    But red5 isn't korean. They can't do Tera engine stuff. No american can.

    (If this is inaccurate I apologize. Just going off what I know from the main boards)

    - - - Updated - - -


    2010 ^
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  18. #38
    I am Murloc!
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    Quote Originally Posted by Edge- View Post
    Why doesn't my game look anywhere near that good on max graphics?
    It used to. Back when I was first in the beta it was pretty close to what those photos look like even on my half-assed machine. Since they're running so much of the game through cloud severs (Amazon EC2 if I'm not mistaken) the more people who get into the game and the more stuff added to the game on Red5's side...the more they've had to dial back the graphics.

  19. #39
    Hey guys,

    For those that may not know, I'm Frank and I'm a Community Coordinator at Red 5 Studios. Hello!

    Thanks for keeping this thread up to date, really great job with it!

    Our latest patch isn't a massive content update that our veteran may desire, but we spent a LOT of time taking care of bugfixes and laying some groundwork for the future. As always, since we're still in development, we're hoping to add more content in the coming months while attempting to keep the polish at a good level.

    Also, since melee frames/attacks was brought up here, I thought I'd shed some light on that. We tried having melee in the game a few times before. The reason why it was never a lock was because its feeling was very off, and did not work too well with the network model. We know it's a pretty big topic for a lot of people and it may be something we can revisit further on down the line (no promises, though!).

    I'll try to check back on this thread a little more often and talk shop with you guys.

  20. #40
    Quote Originally Posted by R5S-FadedPez View Post
    Hey guys,

    For those that may not know, I'm Frank and I'm a Community Coordinator at Red 5 Studios. Hello!

    Thanks for keeping this thread up to date, really great job with it!

    Our latest patch isn't a massive content update that our veteran may desire, but we spent a LOT of time taking care of bugfixes and laying some groundwork for the future. As always, since we're still in development, we're hoping to add more content in the coming months while attempting to keep the polish at a good level.

    Also, since melee frames/attacks was brought up here, I thought I'd shed some light on that. We tried having melee in the game a few times before. The reason why it was never a lock was because its feeling was very off, and did not work too well with the network model. We know it's a pretty big topic for a lot of people and it may be something we can revisit further on down the line (no promises, though!).

    I'll try to check back on this thread a little more often and talk shop with you guys.
    It's awesome to hear that you guys are trying to get it to work even though you have so many other things going on. I wasn't sure if you guys were opposed to it as a principle or if there wasn't time to implement it and to find out that it's a tech issue gives me a lot of hope (tempered by the understanding it might not happen).

    Thank you so much for dropping by

    - - - Updated - - -

    I updated crafting. I will expand on the gear subsection when I have time.

    Really like the lack of sub components (involving the DNA and Tech).
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