Last month, Warframe received an update that carried a new patch across all platforms. The patch 27.3.9 brings the most awaited Operation: Scarlet Spear for PS4, Xbox, Switch, and other platforms. Last week, the developers released a new patch that follows the previous patch version, to the beta testing servers.
Well, the testing for patch 27.4.3 has ended and the new update will roll out for live servers tomorrow and it’s supposed to bring updated content to the game servers along with a fix to various issues.
Also, Warframe Revised: Railjack Revisited (Part 1) arrives with the update 27.4.3 tomorrow. The new content pack includes two new Tennogen Bundles. According to the developers the new Tennogen Bundles feature a curated list of Round 18 items from talented creators. Players will be able to find them in the in-game Market once the update is live.
You can check out the details below –
TennoGen Bundle XLV
- Wisp Delusion Skin + Helmet by prosetisen
- Oberon Youkai Skin + Helmet + Arm Armour by Hitsu San
- Baruuk Bedouin Skin + Helmet by Erneix and karu
TennoGen Bundle XLVI
- Polearm Jotunheim Skin by Mz-3
- Heavy Blade Suprema Skin by Hitsu San and Reil
- Two Handed Nikana Arashi Skin by Lubox
- Heavy Blade Mizar Skin by Girtan
We have mentioned the official patch notes for the new update below. Make sure to check it out for finer details.
Warframe Update 27.4.3 Patch Notes –
Console Specific Notes:
- Selecting “Defaults” in the ‘Customize Controller’ Options will now give you the option to choose to either default ‘All’ bindings or just those in the current tab.
- Fixed opening the “search” function in several menus while moving the virtual cursor causing it to continue to drift in that direction.
- Added a new Omni Tool binding! The default binding is R1 + 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!
- Fixed outstanding issue on chat where you’d see loading spinner instead of “your access to chat has been suspended” when banned. Possibly related to the following chat issues:
- Fixed controller triggers not working correctly if bound to an analog action (such as camera up/down in Decoration mode).
- Fixed inability to select duplicates of a Mod when using direct text input with a controller.
Railjack Revisited (Part 1):
Tenno! We are continuing our Warframe Revised update pattern – this time with a focus on Railjack. Earlier this year we released ‘Warframe Revised’ which touched a lot of Warframe, but also included a big batch of bug fixes for Railjack. Now it’s time to dive deeper into key areas: Pacing, Balance, and Tools of the Trade. Not included in this Revist: Intrinsics, Missions, and other areas. These are bigger undertakings for later Parts, but expect more revisions to come (to Malfunctions too)! The key intention behind this Railjack Revisited update is to make Railjack better paced and more fun, while also being more rewarding for your time.
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 will no longer have downtime – it will rotate 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.
- Changed the Omni tool to 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.
- When transitioning between Railjack missions, your Warframe/Operator Health/Shields will be restored as well as any Vazarin instant Revives.
- Railjack sessions will lock after 5 minutes or if 50% of the Fighters have died – similar to normal sessions.
- Railjack Missions will 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.
- 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.
- Made the hit notification sounds clearer when making contact with an enemy fighter.
- Removed the mention of ‘Archwing Catapult maneuvers’ from the Engineering Intrinsics description due to none of its Ranks relating to the Archwing Slingshot. You can find Archwing Slingshot improvements under the Gunnery Intrinsic!
- “Reset Defaults” and “Randomize All” buttons in Railjack cosmetics screen will reset the camera to the overview when viewing the exterior. This makes more sense as these buttons apply changes to the entire ship, and also fixes an issue where if you were focused on the decal or name then the position would be wrong after changing the Railjack skin.
- Your Pet Companions will teleport alongside you when transitioning between different regions in a Railjack mission (ie Omni Recall, Archwing Slingshot, boarding a Crewship via Archwing, etc).
- This addresses feedback that Pet Companions could take many seconds to catch up, or if it’s bleeding out, won’t catch up at all, thus dying frequently. This also fixes Pet Companions sometimes dying on an exploding Crewship that you’ve already departed from.
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.
- 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. Zekti from 40 to 20
- Carcinoxx – Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zekti from 20 to 12
- Cryophon – Zekti from 400 to 350
- Photor – Sigma/Lavan/Vidar heat build up reduced from 10 to 8. Zekti 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
- Zekti
- MK 1 – 117 to 141
- MK 2 – 200 to 240
- MK 3 – 320 to 384
On-Foot Combat Changes:
- Reduced the Health of all on-foot Grineer Railjack enemies by half.
- Removed scaled damage controllers from all on-foot Grineer Railjack enemies.
Pacing Changes:
- Added Caps for the amount of simultaneous Railjack Hazards (Fire, Electric, and Breaches). Your Railjack can only have 1 of each Hazard active at a time.
- Made each RJ Hazard type even more, MORE harmful to the Railjack based on Public Test results.
- Reduce Railjack Speed and Damage when Railjack is in “Catastrophic Failure” mode.
- Increased the amount of Omni Revolite required to remove hazard events, but quadrupled the XP gained:
- Fire Hazard: From 600 to 2400
- Electricity Hazard: From 600 to 2400
- Ice Hazard: From 600 to 2400
- Hull Breach: From 600 to 2400
- Hull Rupture: From 1000 to 4000
- Increased the number of fighters in all alert stages.
- Enemies now spawn much closer to the Railjack vs. 1000+ km away.
- Destroying all engines on a Crewship now disables weapons.
- Destroying all engines on a Crewship kills half the crew on board.
Archwing Changes / Fixes:
- Longstanding issues with the usability of Archwing Melee has been fixed.
- Made numerous changes here based on Public Test results, including further Melee weapon rebalancing.
- Increased base Melee magnetism range from 100 to 140m
- Decreased chance of Enemy Fighters performing a maneuver to break away from Melee attacks from 100% to 10%.
- Increased camera offset from Enemy Fighters from 25 to 30m to help show action.
- Archwing Melee Range Mods now affect aim assist lock-on range.
- Archwing Gun stats normalized – space combat now uses ground “Heavy Weapon” stats.
- UI Lead indicator has been added to relevant Archwing Guns.
Systemic Changes:
The Kuva Lich ‘Valence Fusion’ is coming for built Armaments and Components. Introducing RAILJACK VALENCE FUSION – players will be able to fuse duplicate built or unbuilt stats to their favourite built parts, boosting them. Based on Public Test Cluster feedback, this no longer requires built Armaments and Components to Valence Fuse: Wreckage can be used, with a resource cost (Max 40%!). Built Armaments and Components can also be used and consumed, with a Dirac cost.
- Requires Dirac to perform if VALENCE FUSION occurs for built Armaments and Components.
- Requires Resources and Credits if VALENCE FUSION occurs for Wreckage of Armaments and Components.
- Combining matching tiers gives 10% boost in stats
- Combining lower tiers gives 5% boost in stats.
- Two tiers removed (Mk3 with Mk1) is 2% boost
- You can only VALENCE FUSE the same House and type of Armaments and Components across all MKs – much like Kuva Lich Weapons. Also Sigma equipment (your starting equipment or purchased from the Dojo) cannot be upgraded in this way.
Affinity and Intrinsic Gain Changes:
- Doubled Affinity-to-Intrinsic Point conversion. You will now gain Intrinsics 2x faster.
- Increased the earned Affinity on killing Elite Fighters and Outriders.
Avionics Changes:
- When it comes to Avionics changes, there’s an overarching goal: Simplify Avionic management.
- Each Integrated Avionic Type will only exist with a single Manufacturer rather than three Manufacturer flavors. What this means is that there won’t be 3x variants of the same Avionic.
- Consolidated Avionics have had their Avionic Capacity Drain altered so that on average the Integrated Avionics now consume 20% less. This ensures players can more comfortably fit the builds they want in the new consolidated system based on Feedback from the Public Test Cluster.
- The ‘retired’ Integrated Avionics will be removed from players inventory via a script on login.
- The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of its Type.
- ALL Dirac used to upgrade Integrated Avionics will be refunded. This applies to both retired and remaining Avionics.
- ALL remaining Integrated Avionics will have their Upgrades drained.
- Added ‘Incomplete’ tab/category to the Avionics screen in the ‘Configure Railjack’ panel, Mods Segment screen, and the Codex.
- Avionics, Mods, and Arcanes that are not owned are marked as ‘preview’ in this category and those that you own but have not ranked to Max are also in this category.
- You can now Chat Link Avionics!
Battle Avionic Refresh:
Countermeasures
- Initial use cost of 5 Flux Energy, double cost if used again within 4 secs up to a cap of 40 energy (5/10/20/40)
Blackout Pulse
- Display range stat on all marked targets while projectile is in flight
- Increased radius from 100 to 200
- Increased damage from 250 to 500
Particle Ram
- Requires forward velocity to be active
- Increased speed of projectile when its launched
- Increased length of projectile so targets stay within the damage field as long as they did before with slower projectile
- 50% more Damage during a Vector Maneuver
- 100% more damage when launching the Particle Ram
- Now accepts energy colour.
Shatter Burst
- Display range stat on all marked targets while projectile is in flight
- Range increased from 120 to 200
- Damage increased from 500 to 1000
- Radius increased from 60 to 80
- Fall off decreased from 100% to 50%
Void Hole
- Decreased duration from 25 to 12 secs
- Increased attraction strength
Fiery Phoenix
- Decreased energy drain from 5 to 2.5 per sec
Seeker Volley
- Increased damage from 1000 to 1600
- Increased Critical Chance from 20 to 40%
- Increased speed from 120 to 260
- Seeker Volley now drops from Kosma Taktis.
Tactical Avionic:
Fire Suppression
- Changed the Fire Suppression Tactical Avionic to always fix only one Hazard, and upgrading the rank reduces the cooldown.
- Previously the only reason you would have upgraded this Avionic was to handle more Hazards at once, but now your Railjack can only have 1 Hazard at a time. Reducing the cooldown instead still gives you a reason to rank it up.
NEW AVIONICS!
Find these new Avionics from Earth, Saturn, or Veil Proximia Grineer Fighters to enhance your Railjack (these values are with Max Rank Avionic and Max Grid Rank):
Deep Hold (Lavan)
Increase Forge Capacity by 60%.
Cruising Speed (Zetki)
Increase Speed by 80% when no enemies within 3000m.
Quicklock (Lavan)
Decrease Ordnance Lock-on time by 75%.
Artillery Cheap Shot (Zekti)
Forward Artillery has a 50% chance to not consume Dome Charges.
Ordnance Cheap Shot (Lavan)
Ordnance weapons have a 50% chance to not consume Munitions.
Turret Velocity (Vidar)
Increase Turret Range by 25.3%. Increase Turret Projectile Speed by 55%.