Warframe Railjack Revisited Part 1 – Report 27.4 patch notes

The best thing to do is jump into the game to see how it plays, then check out the patch notes below for any specifics which you may be interested in. For consoles will want to wait a bit longer while the patch goes via certificate remember, it is merely available on PC. In Part 1, we’re revising Pacing, Balance, and Tools since these 3 compose the foundation of all Railjack gameplay: what is the speed of Railjack assignments? How hard are you currently hitting enemies (and vice versa)? What are the resources for the trade? This update provides answers to each these queries in a brand new foundation to the Railjack you have understood since launch. The crucial intention behind this Railjack Revisited update would be to make Railjack better paced and more enjoyable, while also being more rewarding for the time. Not all changes will be landing simultaneously, and it is just part one of a procedure to improve the Railjack experience.

It is nearly impossible to pull out highlights in the patch, with many sides of the game. You will observe some items listed below are striked-through! Over the weekend, we posted a Dev Workshop of those changes, also conducted our first Public Evaluation Cluster, until they went 33, where these Railjack changes could be playtested by Tenno. We desired to demonstrate this in our update notes as we iterated on the comments gathered when we iterated on a change after feedback, we’ve listed the original planned change with strike-through to the sake of comparison! The notes which follow will be the Dev execution of that feedback, which are now live! Whether you shared your ideas on the Dev Workshop or engaged in the Public Test Cluster, thank you for providing thoughtful feedback prior to release on these Railjack changes, we look forward to more chances. Warframe Revised: Railjack Revisited (Part 1): Update 27.4 Railjack Revisited has just developed for Warframe on PC, including a huge rework of the way the Railjack system performs out from the game. Nearly everything was changed, and the patch notes are substantial. Railjack Revisited (Part 1): Tenno! We’re currently continuing our Warframe upgrade blueprint — now with a concentration on Railjack. We released’Warframe Revised’ which touched a lot of but additionally included a batch of bug fixes. Now it is time to dive deeper into key areas: Pacing, Balance, and Tools of the Trade. Not included within this Revisit: Intrinsics, Missions, and other regions. These are larger undertakings for afterwards Parts, but expect more revisions to come (to Malfunctions also )!

General Changes:

  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
    • We’ve also improved the way that Vacuums pull items towards the player and the Railjack. The maximum amount of time it takes for the pick-up to reach the player should be a little more consistent now (about 0.75 seconds in most cases).
  • The Sentient Anomaly in the Veil Proxima now has no downtime – it rotates every 30 minutes to a different node with no downtime in between.
  • Changing the pacing and general feel of all Railjack Piloting and movement to be less reliant on the optimal strategy of “Single strafe Boost then Repeat”:
    • Doubled the Railjack’s base Speed.
    • Lowered Boost Speed by 75%
    • Increased the Boost Speed cost of dodge.
    • Increased Boost Drain
  • Made scale a factor in damage reduction and bonuses. This means Archwings and their weapons will do more damage to ships, while also taking less damage from them.
  • Fixed inconsistencies with the sensitivities of the emplacement positions (side turrets now match the pilot turret)
  • Doubled Revolite crafting yield from 50 to 100.
  • Tripled values of Titanium and Asterite resource drops.
  • Grineer on-foot enemies now drop Archwing Mods, and Captains drop Operation and Dual Stat Archwing Mods.
  • Added an Omni Tool binding when using a controller! The default binding is RB + Right Directional-Pad button, to customize go into your Options > Controls > Customize Controller > Ability Menu > Bind ‘Equip Omni’.
    • The Omni Tool will only be equipped using this shortcut option if it is in the Gear Wheel!
  • The Omni tool will now slot into the first available slot in the Gear Wheel when given to players instead of being appended to the end.
  • Removed unnecessary ability to use the Omni tool outside of Railjack missions.
  • Railjack sessions now lock after 5 minutes or if 50% of the Fighters have died – similar to normal sessions.
  • Removed the whirly spin move of one of the Sentient fighters. He was having just a little bit too much fun and the other Sentients were just not having any of his funny business.
  • Updated the look of the Taktis Grineer Fighter ships.
  • Made slight visual updates to the search bar in the Avionics screen.
  • When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
  • Railjack Missions now reward more Credits at End of Mission to tie some of the main currencies into the reward structure more heavily.
    • Earth Proxima Missions reward 30,000 – 45,000 Credits depending on the node.
    • Saturn Proxima Missions reward 50,000 – 75,000 Credits depending on the node.
    • Veil Proxima Missions reward 80,000 – 150,000 Credits depending on the node.

Ship Combat Changes:

  • Changed all Health, Shield and Armour to use the new Tenno versions introduced in Warframe Revised.
  • Halved the Health and Armour of all Grineer Fighters.
  • Randomized the amount of Fighters required to be killed during the Extermination portion of the Skirmish mission so it’s not always the same.
  • Decreased the amount of time between landing the killing shot to the enemy explosion on Fighters (0.1 – 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
  • Decreased Railjack Shield Recharge delay from 5 to 3 seconds. Shield Recharge delay remains at 5 second based on Public Test results.
  • Railjack Weapon heat build up changes:
    • Apoc – Sigma/Lavan/Vidar heat build up reduced from 20 to 12. Zetki from 40 to 20
    • Carcinoxx – Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
    • Cryophon – Zetki from 400 to 350
    • Photor – Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zetki from 20 to 12
  • Railjack Weapon changes:
    • Milati Multi Missile
      • Reload speed increased from 5 secs to 2 secs
      • Projectile speed increased from 250 to 400
    • Pulsar damage increased:
    • Sigma/Lavan/Vidar
      • MK 0 – 43 to 52
      • MK 1 – 78 to 94
      • MK 2 – 133 to 160
      • MK 3 – 213 to 256
    • Zetki
      • MK 1 – 117 to 141
      • MK 2 – 200 to 240
      • MK 3 – 320 to 384
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