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Ilmoita käännösongelmasta
From my experience over the years, the mod drop rate from the containers of those obstacle rooms is very high. I've gotten uncommon & rare mods many times. This is extremely useful for new players, who start out with practically no mods.
The Derelict tile set versions however do not drop mods, only resources.
played since early 2014 and I don't remember being stamina locked in anything or not being able to bullet jump during tower key days
https://forums.warframe.com/topic/498793-update-17-echoes-of-the-sentient/
This is when we got Parkour 2.0 introduced, the one we use now.
Before that, we had stamina bar, horizontal & vertical wallrunning. no double jump, no bulletjump, no wall latching, no aimglide.
Interacting with ziplines had you gliding down from them with one hand while being able to shoot with your sidearm, we didn't walk on them.
Your memory of 2014 is incorrect or it was more recent after this update was released.
Here's an old video explaining everything about parkour 1.0
Warframe was a lot slower back then. The stamina is that thin green bar under your shield/health bar.
https://www.youtube.com/watch?v=diFmH-vEfJc
Excalibur super jump....heheheh. what a silly skill.
I do remember that Excalibur jump skill and running around slide attacking to get around, and doing the tutorial for this parkour 2.0 update but I still seem to think it's always been there.
I'm going insane
Naaah bro im right there with you, I played this off and on from launch and i would call BS(im not) if it wasnt for the fact i remember the hanging from the ziplines. Everything else sounds like a fever dream lol
Idk what you mean by the Orokin Tower Puzzle rooms, but the Orokin Puzzle rooms have always given you mods based on the puzzle you are doing. It's helpful to attain these if you're a lower MR since attaining these mods aren't all that common when you haven't completed the entire star chart yet, however these can be easily acquired as you get into higher and higher MR's and go for longer rounds/time in different modes.
Generally speaking, it loses its value fairly quickly since you will attain these mods with natural gameplay progression and you aren't missing out on anything if you do happen to miss it. I always found it cool to do them, and the mod you receive you can simply sell/trash/ect...
This is completely wrong
MCGAMERCZ is also wrong with his timing. You can check the wiki that has the exact timeline progression of the updates from the original release: https://en.wikipedia.org/wiki/Warframe
Also MCGAMERCZ, Brozime, iFlynn, NeoNess and all the other Warframe youtubers only gives guides, they don't know how to min-max ingame as well as the top players of the community. The only youtuber for warframe that actually knows their stuff at the time I was playing was -N00blShowtek-. Solid videos of min-maxing gameplay.
The open beta was in 2013 where they had bullet jump and I made my first account because I didn't have the specs for Destiny. I didn't play either back then. I started really playing warframe around 2014 then picked it up again a lot 2017. I always had bullet jump.
You're experiencing the Mandela Effect.[en.wikipedia.org]
Open beta did indeed start with Update 7 (March 2013)
Click on the link in my last post and read Reb's official post. It leads to the WF forums explaining in detail the changes of Update 17, when parkour 2.0 is introduced, including bulletjumping. I have been playing WF since Update 10.5 , Gradivus Dilemma event was underway on my first day.
I noticed a typo in my first post in this thread, when I wrote that Update 17 was on July 2017. I accidentally wrote 2017 because the update was number 17. The correct year was 2015. I fixed that now.
But everything else I wrote was correct. We had no bulletjumping before July 2015. I was there. Stamina bar, solar rail conflicts, press-4-to-win abilities, damage 1.0 where the meta was to just put all 4 element damage type on our weapons, etc etc. I still have screenshots from way back then. There was no bulletjumping during that period.
Excal, Mag and Loki were the starter frames and Mercury was the starter planet.
We ran (or coptered) way more than we jumped because our jumping options was very limited. This made the Orokin Vault treasure rooms and Spy rooms require more effort to get through. We were in overall much slower compared to today, hence why everybody craved coptering, it gave us the speed we all really wanted to have without having to always rely on Volt's speed.
The closest thing we had then that resembled bulletjumping was the aerial attack when using a Polearm. That animation hurled you forward in the direction where you were aiming. I used this a lot because it was so helpful, functioning the same as today's bulletjump. But almost everybody elsewas just Zorencoptering through the missions of course.
Hi, it me, closed beta Founder here. And he is right. Go and actually read the forum link he posted. It was a huge change that made pretty much all the old maps parkour obsolete. It still makes me slightly sad when I see one of those rooms where you are supposed to wall run up a wall, jump back onto a pipe, then wall run across another wall to get to the exit, since now you can just bullet jump across and ignore it all.
Yeah, Derelict ones used to drop but that was removed in an update as well. Personally, I think all of them should have a decent chance of some random ayatan when bouncing through; not that they would be terribly useful for veteran players but it would give a useful find for newer players or those looking to make ayatan decor for a dojo.
I also remember when dual ethers ignored armor… that’s why I saved for that to be my first built weapon. God they were great. Now they are garbage 🥺🥺🥺🥺
I somewhat recently got a riven for them from an one I unveiled and it made me so sad. I still have it just because of nostalgia, and even still have my original dual ethers.