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Dark Sector Free on Steam until Nov 30th 6am ET
store.steampowered.com Save 100% on Dark Sector on SteamA third-person Action/Shooter that thrusts players into a sci-fi flavored nightmare scenario set in the post Cold War era.
You may run into an issue with the HUD going off the screen if you're playing in 16:9, you can fix it by: > 1: Open ...\Dark Sector\Configs\DS.cfg in notepad > > 2: Put the following line under the [Windows_Config,/Types/Config] Graphics.DisplayAspectRatio=FullScreen4x3 > > and Save.
https://steamcommunity.com/app/29900/discussions/0/540734255021920399/
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Spread the Signal (1999 ARG)
Edit: important, ingame visit the Hollvania Mall and go where Arthur is and click on the phone right behind him (should be active the 'hang out' option).
Also don't forget to go behind there stairs where you can find a hole in the floor that leads to a vending machine, click on it for a Drippy glyph.
Then login on the Warframe website and go here:
https://www.warframe.com/1999/doktorentrati
(You should be able to click on the end option)
and enter this codes with the same order
HOHHLKLLKOKO OHLKKOOLLHHK KOOKLHLKOHLH OLOKKOKLHLHH LLOHLHKKOOHK LKLOKHHOLHOK
This will give you a code for a poster ingame
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Gamblers guide (Koumei tips and tricks)
So after a lot of playing Koumei this is a series of tricks, some obvious and some hopefully not, that you can use to get the most out of her kit. I'm going to try and format this thing into sections but I was never the best at typography so hopefully the end result is coherant.
The goal of this guide is not to build around specific decrees but instead to allow her to directly benefit from as many decrees as possible and thus reducing the rng element.
--Koumei herself-- So there's a few things you can do on Koumei herself to make life easier, most of these are pretty well known but I'm including them for the sake of having a comprehensive guide.
- Sickening Pulse: Probably the most well known Helminth for Koumei, its popular because it works, synergizing with her 4 to allow for nuking all the way up to level cap, this buff to her 4 also makes several decree challenges much easier.
- Parkour mods: I know a lot of people hate the idea of wasting an exilus on this but it really does make her gameplay that much smoother, something in the lightning dash family of mods is ideal and once you start the extra bullet jump distance is hard to give up.
- Armor: This is more than just defense for Koumei, in long runs it can also translate directly into power strength, and with arcane battery a mod like umbral fiber can sub in for (primed)flow too. A full Umbral Koumei hits a permament 600% power strength once her decrees are stacked.
- Equilibrium: Another useful but niche option, Koumei has decrees that both create and benefit from health orbs and this mod synergizes well with them.
--Decree challenges-- Some decree challenges can be a pain but with the minnimal investment of sickening pulse (and maybe that parkour mod) most of that pain goes away.
- Kill X enemies afflicted with element: Basically free, if its not one your weapon just prime with your 4 or kill with your 4 + sickening pulse, or with whatever weapon your passive is on right now.
- Kill while airborne, sliding or wall latched. Cast your 4 when on the ground, then do the appropriate manuver and hit sickening pulse, works everywhere from base level to endurance. Alternatively shotguns can do this a little slower but are less finicky, especially with sliding.
- Headshot kills: This is actually the only challenge I routinely skip, you can make it easier with skill or specific weapons but weapons that work best with Koumei tend not to be the greatest for headshotting and one of your own decrees can actually steal your own headshots by turning them into toxin procs.
--Equipment-- Koumei is in many ways a weapons platform frame, however unlike frames like Rhino, Mirage or Saryn the buffs she provides are less clear cut; in her hands some weapons hardly benefit at all while others can achieve heights far above what can be achieved with more conventional buffs.
- Hybrid: This is the most basic rule of gearing Koumei, decrees benefit both crits and status so a weapon that inflicts both is going to get the most consistent benefit.
- LMGs and Shotguns: A large number of her less popular and thus wasted decrees relate to magazine capacity, ammo efficiency and reloading. With many weapons these are useless, with the right weapons they can be excellent. Both weapon types tend to suffer from long or frequent reloads, delaying or skipping these alone is a nice buff. LMGs in particular have huge base magazines which can reach or exceed a thousand capacity with the right decrees, this can turn into truly bottomless magazine with reload on kill or even an additional 1000% electrical damage. Shotguns are similar, with magazine capacity, ammo efficiency and reload decrees allowing them to function as bullet hoses, its less dramatic than with LMGs but you haven't lived until you've tried bottomless magazine Felarx.
- Melees: Another way to put the initial summary of this section is that Koumei is a jank amplifier. dual ichor and okina incarnons are already strong but the daggers and clouds proccing decrees on their own is a whole new level of crazy. Projectile weapons go crazy with multiplicative CO and the inevitable melee rainbow status you aquire (even without priming). Heavy attack crit weapons make an entertaining alternative to hybrids with their own set of decrees that turn everything into a corrosive syam. Of course if you can get a fun hybrid heavy attack weapon then that's the dream and please mention it in the comments.
--Specific gear reccomendations-- Just some gear for Koumei that's effective and fun, and most importantly helps avoid wasted decrees.
- Trumna(prime): Its no torid incarnon (what is?) but as far as Koumei primaries go this has it all. At the start of the mission is a solid hybrid LMG with an alt-fire that can really come in clutch when you're having trouble with those airborne/latch/slide kill challenges. Stick around for a while and its an endless stream of bullets with all the fire-rate and damage you'll ever need. -Quellor: A side-grade to Trumna that trades damage for being a bit more consistent with headshots, and trades the grenade for the alt-fire that opticor wishes it was. Also has the highest base magazine capacity in the game if you really want to make the most out of the magazine size to electrical damage decree. -Scourge(prime): Largely a utility pick for the headshot challenge but also a decent weapon in its own right, most decrees just help this keep up with level scaling but if you get the ones that inflict toxin and electric AOEs on headshots then this thing is suddenly a rapid fire rocker launcher. -Shade(prime): At low levels this plus verglass or primer of your choice can help with damage CC or whatever you need. Into endurance (or right away if you want to build for it) you almost certainly have enough strength and efficiency from decrees that you can just sit around invisible and spam this + sickening pulse to nuke everything without even being shot at.
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Weekly Warframe Revisited: Excalibur
The posterboy, master of the sword, the ol' reliable - Excalibur!
Release date: 2012-10-25
Passive: Excalibur has improved mastery in the Tenno art of the blade, receiving +10% Attack Speed and +10% damage bonuses for melee attacks while wielding swords, dual swords, nikanas and rapiers. Slash Dash - Dash between enemies while slashing with the Exalted Blade. Radial Blind - Emits a bright flash of light, blinding all enemies in a small radius for several seconds. Radial Javelin - Launches javelins towards enemies, dealing high damage and impaling them to walls. Exalted Blade - Summon a sword of pure light and immense power.
Acquisition: Available as one of the three starting Warframe options. Otherwise his main blueprint can be purchased from the Market, component blueprints can be obtained from defeating Lieutenant Lech Kril on War, Mars.
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Level 10k achieved, thank you Koumei.
Got a clip collection of the shenanigans max decrees enables too, I think I hit it around level 7500, six or so hours in. Don't mind the cyst, it was actually a completely impromptu run and I hadn't even finished building Koumei let along fashionframing her. She's that good!
Clip collection still rendering/uploading, will comment it down below when it's ready.
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Weekly Warframe Revisited: Xaku
The fragmented one, 3 frames in one, spooky scary skeleton - Xaku!
Release date: 2020-08-25
Passive: Xaku has a 25% Dodge chance to harmlessly phase through incoming enemy weapon attacks, while protected by a 25% Damage Reduction against area of effect damage. Xata's Whisper - Wield Void damage for all attacks from equipped weapons when activated. Grasp of Lohk - Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament. Damage output increases based on enemy level. The number of weapons grabbed also determines the damage multiplier for The Lost: Deny's Void beam. The Lost - Cycle through a trio of lost Warframe powers. Accuse manifests a Void fissure to corrupt enemies into allies. Gaze grasps targets in Void tendrils that capture damage and inflict it when the target is released. Deny annihilates with a beam of Void energy, wiping Sentient resistances. The Vast Untime - Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new, swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void Damage. Xaku's other active abilities' duration is frozen in time and resumes once The Vast Untime expires.
Acquisition: Main blueprint is awarded upon completion of the Heart of Deimos quest. Component blueprints are acquired from Cambion Drift Bounties: the Helmet Neuroptics are obtained from Bounties lvl 15-25, Systems Systems from lvl 30-40 and Chassis Chassis - from either lvl 40-50 or Steel Path lvl 100.
- www.rockpapershotgun.com The Warframe devs want you to come try their luxurious fantasy action-RPG Soulframe
Warframe developers Digital Extremes have announced a new round of early access for their 2025-bound fantasy action-RPG…
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Weekly Warframe Revisited: Nezha
The Scion of the Burning Wind, protector of Reshantur, most slippery frame - Nezha!
Release date: 2015-12-16
Passive: Nezha slides 60% faster and goes 35% farther. Fire Walker - Blaze a trail of flames, scorching enemies and cleansing allies. Blazing Chakram - Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Warding Halo - Create a protective ring of fire that also stuns and damage enemies who get too close. Divine Spears - Impale nearby enemies on spears that erupt from the ground.
Acquisition: Main and component blueprints can be purchased from the Tenno Lab in the dojo.
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Brainstorming an open, newbie friendly and fully equal Clan idea, curious about any input
Hi there! For a bit of context, I've played quite a bit of Warframe so far. My main's MR 21, got good toys, not a lvl. 999+ Endless Mode player, but I have a good bit of gear and research unlocked.
Most important of said resources is a Clan. I've founded it strictly for a Railjack and for the Clan specific research. It's currently fully furbished with all available labs and lairs, Dry Dock, Navigation section, Trade Hub, basically everything that's essential is there.
But now that I've unlocked most of the things which interested me, it basically serves as a very expensive Railjack garage and nothing more. So I was thinking I might breathe some life into it and make it available to more people who could use this stuff.
My idea would be that everyone would be set to Warlord by default, so equal authority and no bickering over roles. The ethos of the Clan is mainly as a safe space for anyone and everyone as long as they bring no hate toward others, and I want it to be a safety net for people, a space in which they can help eachother, form a community, play around with Clan builds, try their hand at decorations, get access to that section of toys, the works. A sort of Space Commune, if you will.
I'm really looking forward to any feedback, observations, input, or even an expression of interest, and I thank you for taking your time!
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Crowd Wisdom: Incarnons, Week 4
We've finally caught up! What would people like now, should I just keep doing a weekly discussion thread and link to previous weeks? Or just wait for the week 8 rotation until it's all done?
This week is another amazing one, with some very notable community favourites:
- Lex
- Magistar
- Boltor
- Bronco
- Ceramic Dagger
My top picks this week are the Boltor and Ceramic Dagger, but the Bronco is a very fun and totally unique toy for reasons I will explain.
Lex
Oh boy. This is it, this is the Surge weapon of all time. I also ran it as a Fortifier build during Jade Shadows and it turned me into a Fortifier Enjoyer (before I graduated to Atomos and Akarius). It's also an amazing Outburst weapon. And it's compatible with Cannonade!
Essentially the final form of Arca Plasmor style weapons, this "side"-arm hits like a truck with a big wall of energy that kills anything you point it at. Maybe I'll give it a catchy name like "one of the Three Demons" of priority killers in the Incarnon arsenal, alongside Furis and Vasto. If nothing else, the raw damage numbers are extremely entertaining. If you go the Surge route, try it on Yareli smiles sluggily.
Magistar
Has two variants: the base Magi and the Loka Sancti Magistar variant.
Slamkong might have had a QoL regression but the Magistar is still great on every frame. Can be evolved for a truly unreasonable 20m slam radius, although it's not a true sphere like other radial effects, and seems to be restricted by terrain slopes and steps, just like Slampotes and Exec shockwaves. Still, this is a massive nuke, and the new Galvanized Melees let you pretend this is the Arca Titron if you run an Influence build. Needless to say it's great as an Afflictions weapon too. The nuke radius is significant enough it's also a candidate for Exposure builds, which have great synergy with Surge builds.
The Sancti variant heals you too, so this is an interesting option for Combat Discipline/Arcane Avenger setups that don't otherwise want to run some form of self healing.
Boltor
My beloved, and easily my favourite Frostbite weapon. First up is the consideration between the Telos and Prime variant. Telos Boltor is technically the lesser of the two Truth incarnons after the Burston, but it still does its job well enough. Telos is also a straight downgrade to the Prime by a fair margin, and for no real benefit in raw stats. What you do get is the Truth effect, which gives you +25% parkour speed!
That said, Telos Boltor makes it into many of my loadouts as a great utility weapon. It kills most things very fast, clears crowds, and anything it doesn't kill is buried under Cold and Corrosive for my other weapons to handle. And most importantly of all, it makes me go even faster. Zoom!
Bronco
It's time to reveal some deep Warframe lore. Dizzying Rounds applies always. You can open finishers even through Overguard, as well as spam finishers on Acolytes. As an Incarnon, it hits hard too. My favourite combo is an Outburst build with a Ceramic Dagger, but this goes great with the two rapier zaws and the Destreza Prime due to their exceptional finisher damage. Like the Boar, I think the biggest pain point is the slow charging and poor accuracy, although like the Boar you can run "accuracy on equip" in your Exilus to mitigate this.
The weird thing about Dizzying Rounds is that Zakti does not exhibit these properties. Maybe it'll get nerfed, maybe the Zakti will get buffed. Who knows! Enjoy it for now.
Also, credit to Nash Prime for revealing this weird interaction in his Protea video. Go subscribe to him, his buildss will turn you into a Warframe genius.
Ceramic Dagger
Ah yes, the iconic funny combo stacking Incarnon. With the addition of Galvanized Reflex, can get to 11x initial combo, and I believe Ready Steel might push it to 12x? If you don't have Crescendo yet or want to run Slamflictions or Influence, this is a great option. I use it as a slamfluence weapon on Zephyr.
Probably the best stat stick for most frames with exalted pistols, since all you have to do is get some melee kills to keep Galv Coil rolling, and you can transfer Outburst to your exalted to your heart's content; unless you count Crescendo and Vazarin. I wouldn't recommend this on Titania though due to the clunk of having to recast her 4 every now and then.
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Weekly Warframe Revisited: Hildryn
The shield maiden, muscle mommy, justice rains from above - Hildryn!
Release date: 2019-03-08
Passive: Utilizes shields instead of energy to power her abilities. Overshields protect Hildryn's Health pool from damage types that normally bypass shields to directly affect health, such as Toxin damage and Combat Discipline's health loss per kill. Hildryn's Shield Gating grace period is 3.5 seconds when fully charged. Balefire - Charge and launch devastating bolts of fire (the game lies, it's actually electricity). Pillage - Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields. Haven - Create a shield aura around allies. Enemies that approach shielded allies will take damage. Aegis Storm - Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground.
Acquisition: Main blueprint can be purchased from Little Duck upon reaching Rank 2 with Vox Solaris. Component blueprints can be acquired from Exploiter Orb.
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Frequent Riven Sellers: Have things slowed down for you?
For the past two plus weeks, I’ve noticed that sales of rivens of all types—great, good, average—have slowed WAAAY down.
Now I’m not selling any hugely in demand GRolls, but some of my stuff is quite good. Like a Sun & Moon riven with CC, SC, Attack Speed.
Anyone else seeing sales dry up? I’m suspicious that the market is holding its breath for 1999’s release.
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Crowd Wisdom: Incarnons, Week 3
What an incredible week. It's genuinely difficult to choose! What do you all have planned? For those of you who have everything, what are your favourites?
On offer:
- Latron
- Strun
- Furis
- Furax
- Bo
My personal favourite this week is the Furax. Furis is also probably the king this week. Latron follows closely if you're like me and married to your Akarius or Grimoire.
So, let's talk about the weapons!
Latron
There's a lot to love here. Double Tap is kind of unreasonable to have on an Incarnon, but here we are: stacking damage from 1.2x, to 1.4x, up to 5x damage. Can also remove armour with Flensing Spikes if you have no other source. Just an extremely powerful weapon. If anyone wants to test this, I'm curious if Blast detonations add Double Tap stacks.
Strun
Like the Bo this week, pretty no-frills. It's a good and reliable weapon for killing priority targets and doing a bit of crowd sweeping.
Furis
The spiciest blowtorch in the game. It's an absolute monster. Outburst and Encumber are my personal favourite builds, and you can pretty reasonably build either Heat or Blast depending on what you're trying to kill; Blast is as always the perfect all-rounder.
I admit, after reviewing the evolutions for this writeup, I'm really curious about a deliberately nerfed build around Conjunction Voltage, Stormburst and Prelude of Might to stack up huge multishot... for the memes.
Furax
This might be my second-favourite Incarnon of all time. Where do I start, it has so much going for it!
The first thing is it's strong, and fist weapons have really cool animations. I make joyous "DOONG" sounds every time I heavy attack. The best bit though is that this is a specialised heavy slam weapon, as if you're the host (most of the time) it has 90% heavy slam efficiency. With the new Galv Reflex, you can just keep throwing out heavy slams to your heart's content.
The other perk is that it is compatible with Amalgam Furax Body Count, which confers +30% fire rate to secondaries and also staggers nearby enemies whenever you get a melee kill. Great on Gloom frames.
Finally, the Wraith variant also has heightened initial combo so you can heavy attack a little harder.
This can also be evolved into a combo storage weapon, so one setup I use is Rauta, an Outburst secondary for priority killing, and an Influence Furax for crowd clearing.
Bo
Another uncomplicated beatstick. It's a staff. I use it as an Influence nuker (waddatwist), but I believe Clashing Forest is good for racking Afflictions stacks? I'll actually have to hand discussion off to someone else, I don't really know much about staves.
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Warframe 1999 ARG
Not sure if you get anything for solving the puzzles, or if it's just some teasers for 1999.
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Weekly Warframe: Koumei
The fate manipulator, plays with loaded dice, "99% of gamblers quit before they hit it big" - Koumei!
Release date: 2024-10-02
Passive: Every 1 minute, fate selects one of Koumei's equipped weapons to impart randomized Status Effects when dealing Damage for 1 minute. Kumihimo - Weave the threads of destiny. Enemies who touch the threads suffer a random Elemental Status Effect. A roll of triple sixes creates threads that inflict one of every Elemental Status Effect. Omikuji - Koumei glimpses a favorable future and the precise steps needed to reach it. Complete the challenge to earn a Decree. A roll of triple sixes grants a Decree without a challenge. Omamori - Surround yourself with Omamori Charms, each with a chance to have enemy attacks heal you instead of damage you. The number of charms is determined by Koumei’s dice roll. A roll of triple sixes grants invulnerability for the duration of your Omamori Charms. Bunraku - Wield your foe’s fate threads like the strings of marionettes. Koumei’s dice determine how many Status Effects foes in front of Koumei will suffer. A roll of triple sixes maximizes Status Effect stacks and extends Bunraku to enemies behind Koumei.
Acquisition: Main and component blueprints can be obtained from Shrine Defense on Saya's Visions, Earth. Alternatively they can be purchased from Koumei's Shrine in Cetus with Fate Pearls, which are dropped by the Infested Oni at the end of Shrine Defense.
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Crowd Wisdom: Incarnons, Week 2
A pretty cool week with some very unique gimmicks on offer. For the Suda enjoyers we also have a Synoid weapon, so that's nice!
As always, I'd love to hear what people have to say about their favourite incarnons.
Offerings this week:
- Boar
- Gammacor
- Angstrum
- Gorgon
- Anku
My top picks are the melee (as always) and the Angstrum, but there are really no wrong choices here.
Boar
Can either use the base, or the Prime, which if memory serves me comes out alongside Mag when she comes back. The Incarnon form turns this into three Amprexes duct taped together, and the evolutions themselves give this incredible power even without shifting it. Has a fairly major weakness in that it is very difficult to charge Incarnon due to the low charge per pellet, and fairly severe spread.
Gammacor
Has a Synoid variant, if for some reason you still have the base and didn't glue it to a stick to make a Heliocor. Interesting concept for an Incarnon in that both modes achieve something different, so it kind of has an altfire with extra steps. Evolutions put the unshifted mode into an absolute powerhouse of a Magnetic beam, although it doesn't chain, sadly.
Incarnon form has a bit going on: it shoots slugs very slowly that embed, suck enemies in (or levitates enemies if you get a headshot), then explode. It deals base Cold and also forced Cold on detonation. I can't remember if it can pull Demos around or not. Bit of an oddball weapon, it feels like a priority killer.
Technically has multiplicative Accuracy, but good luck if you try that build route. Works amazingly with Outburst. Also one of the top Surge weapons, and the Evolution II: Infused Shots has natural synergy if you go that route.
Angstrum
One of the two options this week with Prisma variants, which makes it very appealing. Like the Torid, it also charges off body shots, and like the Torid this means it can self-charge off Blast procs placed by the base form. Blast builds can often shoot once, shift the weapon, and have a full charge by the time it's shifted. Very cool!
This one has a few build routes. You can go Surge and build it Incarnonless with the old "stack multishot and magazine size" meme build, but better this time due to the Incarnon buffs. It also has multiplicative Accuracy, so I personally like to use it as a head deleter since it can achieve a 2.9x multi. And as is more often than not the case, Outburst is a strong option, especially with Avenger. Finally, it has quite a good proc rate, especially when paired with Amalgam Furax, so a classic Encumber build is a strong option.
Gorgon
The other Prisma this week. Also has a Wraith variant. Currently our only LMG incarnon, unless you count the Phenmor.
I'll be honest, I have a bit of an emotional grudge against the Incarnon form. The Gorgon has a very cool augment called Metamorphic Rounds, which is functionally completely useless on the Incarnon. The weapon is good, it just fills me with sadness.
Incarnon mode shoots fireballs that deal Heat, so we once again have a one-mod Blast option for even more crowd clearing! Not much to say, it's just a solid incarnon that deals a lot of damage and looks very cool.
Supra incarnon when though? Make it shoot clouds of homing flak and we're golden.
Theoretically, Zephyr could exploit Funnel Clouds to make Metamorphic Rounds work on the Incarnon form, but also Zephyr with a Gorgon kills everything pretty much immediately, so it's just a mental exercise. Play Zephyr btw.
Anku
A Tenno Labs offering. Scythes are just a great weapon class, and this is no exception. The Incarnon mode's innate perk gives this forced Slash and +3 range.
The one thing I can say against the Anku is that the forced slashes can be a bit of a liability for Afflictions builds, but it's easy enough to play around and prepare. Otherwise this is an amazing blender weapon for Influence spam. Can also be evolved for combo storage, which I always appreciate as a recovering Naramon enjoyer.