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[Anthem] Death from Above ! and Sideways ! sometimes even from Below !

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    KrieghundKrieghund Registered User regular
    So I have all blues in my open slots, but it isn't giving me the rare javelin achievement or changing my power number to blue. Does it have to be all slots, even if they are locked? As in, I have to wait until I unlock the last two component slots for it to trigger?

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    CormacCormac Registered User regular
    Yes, you likely have to unlock the last two component slots. I think total gear score has to reach a certain total number in order to be a particular tier.

    Steam: Gridlynk | PSN: Gridlynk | FFXIV: Jarvellis Mika
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    SaldonasSaldonas See you space cowboy...Registered User regular
    So is it this week that's supposed to have a bunch of QoL improvements and bug fixes?

    Twitch: https://www.twitch.tv/carthuun
    Switch: SW-1493-0062-4053
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    Wraith260Wraith260 Happiest Goomba! Registered User regular
    Saldonas wrote: »
    So is it this week that's supposed to have a bunch of QoL improvements and bug fixes?

    should be sometime this week yeah, but no word yet on exactly when.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Should be sometime soonish, the devs mentioned that the new scar themed armors would be hitting the store "after the patch hits" and I think the store resets on Tuesday if I recall correctly.

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    tastydonutstastydonuts Registered User regular
    edited March 2019
    Krieghund wrote: »
    So I have all blues in my open slots, but it isn't giving me the rare javelin achievement or changing my power number to blue. Does it have to be all slots, even if they are locked? As in, I have to wait until I unlock the last two component slots for it to trigger?

    Does the game say your jav is a rare or uncommon one? The quality of the items in the slots doesn't matter so much as the score that pushes it into each tier. You could be short a few points (or even a fraction), even if the bar looks 100%

    tastydonuts on
    “I used to draw, hard to admit that I used to draw...”
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    kaidkaid Registered User regular
    hlprmnky wrote: »
    Also I got a MW Flak Cannon and thought I would try it out. Why does this item exist? Why would you ever choose it over literally any other thing for this slot? I feel like I’m fundamentally missing something about how it works or is meant to work?

    It is actually pretty good vs the tyrant mine end boss with giant weak spots that you can use the mega shot gun to good effect. But yes pretty much all the other options are better in every way. A lot of the abilities could use a solid tuning pass and it does sound like some of that is going in this patch. Some stuff is just flat better. Like the cannon shot that heals 35% of your health and does serious damage and is a detonator or flack that is just pure damage no combo no healing. The lightning coil master work is another one of those if I have this why would I use anything else. It applies electric it applies ice and lets me be up in peoples face punching them out and detonating stuff constantly. Unless you are doing a specific fight that denies you melee range like that one escari end boss I would be hard pressed to ever give that up.

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    kaidkaid Registered User regular
    Prohass wrote: »
    Yeah trust me gm1 is where you should go as soon as youre able

    And don't worry about wasting peoples time, on gm2 I've seen people stand where the boss jumps in tyrant mine and get killed. This has happened more than I can count. He jumps in the same spot every time

    Also spookily literally the first world event I did after I complained about not getting any legendsries dropped a legendary. It was a death from above marksman rifle that I probably won't use but eh beggars can't be choosers

    Hard mode has only 6 specific masterworks that you can physically get. You don't get the full pool till GM1. With the gear change stuff once you are all in max level purples you should have no problem surviving in GM1 and then your power jumps up fast once you get your first 3 masterwork contract upgrades.

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    Corporal CarlCorporal Carl Registered User regular
    Should be sometime soonish, the devs mentioned that the new scar themed armors would be hitting the store "after the patch hits" and I think the store resets on Tuesday if I recall correctly.
    I believe Twitter said something like:
    Hey Freelancers, we've scheduled maintenance for #AnthemGame on March 26 between 1:30-3:30 p.m. UTC (8:30-10:30 a.m. CT). Plan your exploration accordingly!

    PSN (PS4-Europe): Carolus-Billius
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    hlprmnkyhlprmnky Registered User regular
    kaid wrote: »
    Hard mode has only 6 specific masterworks that you can physically get. You don't get the full pool till GM1.
    I did not know that at all. Thank you for sharing!

    _
    Your Ad Here! Reasonable Rates!
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    soylenthsoylenth Portland, ORRegistered User regular
    I would like to echo just jumping into GM1 once you have a couple masterwork weapons. You'll be very squishy until you get a few components, but you're likely to just get carried through a legendary contract at this point, it should be fine. I did it when none of us had full MW components and there'd be 2-3 of us dead half the time and it was still mostly fine. And you'll feel pretty survivable pretty quickly once you start getting the upgrades.

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    FencingsaxFencingsax It is difficult to get a man to understand, when his salary depends upon his not understanding GNU Terry PratchettRegistered User regular
    I just need to get to level 30 to do GM1.

    Also, I meant the orange text.

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    CormacCormac Registered User regular
    edited March 2019
    My Colossus which I've never played has full masterwork and one legendary inscriptions because of drops from my Interceptor and Storm. He'll have level 1 abilities and masterwork guns which will make things interesting until I actually get some drops. I might do an hour or so of Hard or GM1 Freeplay to try and get some drops before I take it into GM1 missions or strongholds. My Ranger is roughly in the same place minus the legendary.

    Cormac on
    Steam: Gridlynk | PSN: Gridlynk | FFXIV: Jarvellis Mika
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    TurambarTurambar Independent Registered User regular
    Steam: turamb | Origin: Turamb | 3DS: 3411-1109-4537 | NNID: Turambar | Warframe(PC): Turamb
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    Phoenix138Phoenix138 ArizonaRegistered User regular
    .
    Fencingsax wrote: »
    I just need to get to level 30 to do GM1.

    Also, I meant the orange text.

    That only applies to that particular masterwork unfortunately. I imagine you could put together some pretty incredible combinations otherwise.

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    furlionfurlion Riskbreaker Lea MondeRegistered User regular
    Man coming back to this after playing Sekiro and damn is this game still busted. I just need to grind up a few more collectibles in freeplay for the platinum but every time I respawn I get terrible artifacting and texture screw ups. Plus the collectibles will literally despawn right in front of me. Can't wait to see where the game is in a month or two but I think I am done until then. Seeing Sekiro being so polished and smooth right out of the gate makes it really hard to come back.

    sig.gif Gamertag: KL Retribution
    PSN:Furlion
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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    furlion wrote: »
    Man coming back to this after playing Sekiro and damn is this game still busted. I just need to grind up a few more collectibles in freeplay for the platinum but every time I respawn I get terrible artifacting and texture screw ups. Plus the collectibles will literally despawn right in front of me. Can't wait to see where the game is in a month or two but I think I am done until then. Seeing Sekiro being so polished and smooth right out of the gate makes it really hard to come back.

    Same. I'll see what the patch offers this week and probably pick up the Scar Colossus armor if it actually makes it to the shop, but last night it just sort of hit me that I basically made zero progress on my colossus after an entire week of running Legendary contracts and 2-3 stronghold runs daily. I was about to start my 3rd legendary contract and just...stopped. Trying out division 2 now to scratch my dakka itch, but who knows, I'll probably give it another poke in a bit. There's a good game buried somewhere in there I'm sure of it.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Also this reddit thread about the Anthem Art book is kinda soul crushing. I'm now legit curious to see their original concepts they had planned for this game but something tells me it would frustrate more than anything I suppose.

    https://www.reddit.com/r/AnthemTheGame/comments/b55i8z/things_i_learned_from_the_anthem_art_book/
    Thought you'd all like to hear some of the things that came from the book - here are some of the highlights that stuck out to me.

    Anthem's story started originally as settlers from earth getting caught in a bermuda's triangle of space. They crash land, and most of the civilizations that are there are built out of the ruins of the ships that crashed there

    There are many concepts of the civilizations we only hear about. Heliost, Corvus, Stralheim, and so on all have fairly fleshed out concepts. I expect these will be future single-player hubs or social hubs to expand the map in the future

    The interceptor model in game is in fact a female model, even though it is said that javelins are unisex

    The interceptor had some pretty awesome alternative melee concepts, including ninja-esque swords/katana that sheath directly into/out of the fore-arms rather than held weapons

    There are concepts of early development for a Dragon (or Anthem's version of a dragon). This would appear occasionally in free-play, and would be an enormous flying boss that looks akin to a fish-like manta-ray.

    Early concepts of javelins were more open-faced, where you could see your pilot. They were also a lot scrappier

    They had tried having drones that circled your javelin, which was cut

    They tried a wingsuit before everybody had jetpacks

    There is a full concepted arsenal of Scar and Dominion weapons that we don't currently have access to

    There are a lot of concepts for different biomes - which may indicate the introduction of new biomes over time (either through cataclysms, or map expansion)

    The Arcanists have their own city somewhere (may have been said in the story, but I missed that detail)

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    SaldonasSaldonas See you space cowboy...Registered User regular
    Everything about this game just screams year 1 Destiny.

    Twitch: https://www.twitch.tv/carthuun
    Switch: SW-1493-0062-4053
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    KafkaAUKafkaAU Western AustraliaRegistered User regular
    Rage quit last night when the health bug hit me again. Team must have thought I was useless as they stopped reviving me.

    steam_sig.png
    Origin: KafkaAU B-Net: Kafka#1778
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    CormacCormac Registered User regular
    edited March 2019
    Oh hey! Finally a legendary drop. Fuck, it's another goddamn universal ultimate attack recharge on damage. All but one of 6 masterworks tonight were also dupes of stuff I already have, and the one that wasn't is bugged. It's supposed to be some percentage bonus to ice damage but doesn't show an actual percentage number. Irregardless that it's still not better than a purple +50% damage/-20% cooldown it would be replacing.

    I'm still having fun playing but goddamn the RNG has not been in my favor lately. It's become very very rare that any masterwork is an upgrade, and the majority of what I have aren't even great rolls to begin with.

    Cormac on
    Steam: Gridlynk | PSN: Gridlynk | FFXIV: Jarvellis Mika
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    ProhassProhass Registered User regular
    edited March 2019
    Yeah anecdotally my drop rate has tanked since the patch. I've been stuck at 718 on my main for weeks, either I get a gun which I don't need or a duplicate. I'm playing gm2, doing all the dailies and grinding constantly. It's ridiculous.

    I have no need for MWs anymore for any of my javelins, and purples are only good for consumables. I'm probably going to take a break soon until they release more structured grinding content like the keys and chest system they were talking about

    Prohass on
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    Longhorn PrimeLonghorn Prime Registered User regular
    edited March 2019
    Patch Notes 1.0.4

    https://www.reddit.com/r/LowSodiumAnthem/comments/b5q1hm/anthem_104_game_update_notes/

    Part 1 of 2
    NEW FEATURES


    Legendary Missions: Allows you to replay critical path missions again with a much higher difficulty level. One mission will be available per day that has no limit on the number of times it can be completed. These missions offer a new challenge and require team coordination to achieve victory!

    Elysian Caches: Earn Elysian Keys by completing daily challenges. These keys can be used on Elysian Caches, which appear at the end of each Stronghold after the boss is defeated to unlock vanity and crafting materials. Opening an Elysian Cache creates loot for each member of the Expedition. There are 67 unique vanity unlocks available, including vinyls, victory poses, emotes and arrivals. You will never get a duplicate vanity item! This is our first version of the ruleset for Elysian Caches in the game and we'll look forward to your feedback and the data we gather from your play.



    Loot Changes:

    Chests now have a chance to drop additional items and crafting materials in Strongholds, Freeplay and Missions.

    Apex creatures now have a chance to drop additional loot, similar to the change made to chests. (Apex creatures include: Ursix, Titans, Furies and Escari/Luminaries)

    On GM1 difficulty and higher, Stronghold bosses will now drop more loot with a chance at additional masterwork and legendary items.



    Nvidia Highlights:

    Added support for Nvidia Highlights to capture screenshots and game clips automatically:

    Visiting and viewing overlooks

    Defeating certain large creatures.

    Performing multi-kills

    Defeating legendary creatures

    Discovering the Tombs of the Legionnaires

    Performing combos

    When the player is downed by enemies.

    Defeating bosses



    PC Settings:


    Added Field of View sliders for various cameras in-game:

    Ground FOV: Adjusts the field of view of the camera during on foot gameplay.

    Zoomed FOV: Adjusts the field of view of the camera while your weapon is zoomed.

    Flight FOV: Adjusts the field of view of the camera during flight.

    Swim FOV: Adjusts the field of view of the camera while underwater.

    Pilot FOV: Adjusts the field of view of the camera when out of your javelin.



    AFK Timer:

    Reduced the AFK auto-kick timer from 10 minutes to 5 minutes.



    Nvidia DLSS Support:

    Support for Deep Learning Super-Sampling is now available on Nvidia RTX-based video cards.



    Performance:

    Improved performance on gameplay effects that were updating or running often to reduce performance strain.

    Example effects include things like:

    UI

    Weather

    Time of Day

    Level Art with Animated Props



    The Forge:

    The Forge can now be accessed via the main menu while you’re in Ft. Tarsis or the Launch Bay.

    There is no longer a loading screen when entering the Forge.

    BUGS & ISSUES (FIXES)


    Freeplay:

    Fixed an issue where a second pilot could enter the Tombs of the Legionnaires quest before acquiring the quest.

    Fixed an issue where performance could potentially drop in rescue sentinel world events with outlaws.



    Strongholds:

    Heart of Rage: Fixed party gather that was sending players back to the previous arena.

    Heart of Rage: Fixes to fog walls blocking access to enemies.

    Heart of Rage: Removed fog walls that could prevent the player from progressing.

    Heart of Rage: Fixed issue where late joining players would spawn in lava and in a downed state.

    Temple of the Scar: Fixed issues with fog walls could prevent the player from progressing.

    Tyrant Mine: Door leading underground opens when first player arrives now instead of waiting for all players to arrive.

    Tyrant Mine: Fixed an exploit where you could double loot from the Swarm Tyrant.

    General: Fixed an issue where strongholds were disappearing from the map, so they could not be selected.



    Missions:

    Finding Old Friends: Fixed waypoint markers if player proceeds without collecting the relics.

    Imposter: Removed fog wall where players can get trapped.

    See in the Dark: Fixed performance on Xbox One X when getting close to the echo lock.

    Matthias mission: Fixed pathfinding for Elementals that could get stuck behind a chest.

    Fixed issue with cinematic freezing during the third Dax mission.

    What Freelancers Do: Fixed ammo depots popping into the world.

    Clarified objective text on how players can collect Corium.

    Incursion: fixed a number of voice over issues.

    Fixed a number of loot exploits in Matthias Legendary Contracts.



    General:

    Respawn timer no longer resets after a revive attempt by another player is interrupted.

    Fort Tarsis: Fixed an issue where the camera went under the terrain when getting a legendary contract from Matthias.

    Fort Tarsis: Fixed an issue where Commander Vule could appear in two locations at once.

    Fort Tarsis: Reduced the length of time NPCs glance away from player during conversations to stay more focused on the player.

    Low health warning now correctly states "Low Armor"

    Fixed grammatical issue in The Legion of Dawn library entry.

    The First Cypher journal entry has been moved to the Cyphers section.

    Audio: Cancelled audio when the player cancels out of launching an expedition.



    Gear/Abilities:

    Fixed text for several Masterwork items that caused incorrect % values for ultimate charge, the functionality has not changed :

    Ranger Frag Grenade (Last Argument)

    Interceptor Venom Spray (Viper’s Bite)

    Fixed text in the Forge where statistic bars for gear was showing as “Status” when it should say “Effect”:

    Acid Effect

    Ice Effect

    Fire Effect

    Electric Effect

    Fixed an issue where the Spark beam visual effect would not be present when turning away from the player using it.

    Fixed Masterwork Gear so that they now progress the Uncommon, Rare and Epic challenges of that Gear.



    Javelin Components:

    The Mark of Ruin and Amulet of Winter Storm Masterwork components should now correctly be applying their respective bonuses, have their corrected text and icons, and should be functional.

    Fixed an issue with the Mark of Clarity Storm component showing a 0 sec cooldown, now correctly shows 1 second.

    Fixed text for Interceptor Double-Edged Inscription component to be more clear on effects:

    “Increases all damage dealt by X% of base and reduces damage resistance by X%.”

    Fixed text for several Masterwork items that caused incorrect % values for ultimate charge, the functionality has not changed :

    Badge of Devastation (Masterwork Ranger Component)

    Emblem of Destruction (Masterwork Colossus Component)

    Fixed an issue where the Ablative Shielding (Masterwork Colossus Component) was not correctly granting the additional armor and shields noted in the text. This is updated on the player stats, but may not be resolved for the UI stat bars for the component.



    Weapons:

    Fixed statistic bar for weapons in Forge UI where “Magazine Size” was incorrectly labeled “Clip Size”.

    Fixed an error where the Thunderbolt of Yvenia’s lightning damage wasn’t scaling correctly for the Storm javelin.

    Fixed text for Artinia’s Gambit (Masterwork Relentless LMG) to be more informative of effect:

    Upgraded Relentless: Best balanced gun in this class. Detonates a combo explosion on primed targets in the area upon reloading



    Javelins:

    Adjusted an error with secondary player damage scaling (combos, status effects, ultimates, melee) where unequipped item slots were not identified correctly for damage scaling.

    Fixed an issue where ultimate charge (20 charge) wasn’t correctly being awarded to players when reviving a downed teammate.

    Fixed an issue where “Weakpoint Hit” triggers were unintentionally counted when hitting enemy shields.

    Fixed an issue where the amount of armor segments displayed on the player HUD was incorrect when compared to their actual armor values. This is only the UI half of the reported “health bug” problem.

    Fixed an issue where players could load into an expedition without having all of their inscription bonuses properly loaded. This would result in various problems (less shields, health, max ammo, etc) on the Javelin. We believe this should resolve the non-UI aspect of the reported “health bug” problem as this should now correctly load javelin health/shields.

    Fixed a problem where a player could be more easily killed through shields and armor when first entering the game for the first time on a new client build.

    Fixed an issue where swapping weapons at the start of the Storm Ultimate would give you a full heal without using the Ultimate charge.



    Creatures:

    Fixed an issue where the lightning effect and abilities would leave a shader effect on the Korox creature unintentionally.

    Fixed an issue where defeated creatures would sometimes go back into idle ragdoll positions unintentionally.

    Additional reduction and tuning to health of The Monitor boss fight in the Heart of Rage stronghold



    Inscriptions:

    Corrected several inscriptions where the magazine size was referred to as “clip”. Fixed to say “magazine” or “mag” (e.g. +X% Weap Mag Size”).

    The hip fire inscription bonus will no longer be applied to Sniper Rifles.

    The “Support +X% Luck” inscription has had its text changed to “+X% Luck”.

    The Weapon Reload stat inscription was not correctly applying to player weapons and has been corrected

    Fixed text on Blast Damage inscription so that it no longer includes “Weap” in the text to more clearly convey that it applies to all blast damage not just to weapons.

    The text for Shield Refresh and Shield Delay inscriptions were incorrectly swapped on items and have been corrected. These inscriptions will now reflect the intended effect:

    Shield Delay: Increases the speed at which your shield recharges

    Shield Refresh: Reduces the time between when your shield breaks and when it starts regenerating

    The “+X% Pistol Ammo” inscription has been updated and now specifically references the Heavy Pistol “+X% Hvy Pistol Ammo”.



    Other:

    Fixed a number of issues that could cause the game to crash

    Players can now “Junk” items much faster in their vault.

    Daily/Weekly/Monthly interaction points now directly link the player to the Cortex entry

    Fixed a number of issues that would cause players to be unable to interact with objects or players.

    Match consumables now sort by rarity then alphabetically

    Quickplay instances will no longer be allowed to spawn into missions older than 15 minutes.

    Fixed an issue where a small number of players could not craft items and would continue to receive Common (white) and Uncommon (green) drops after hitting level 30.

    Approximate Update Download Sizes:

    PS4: ~2.3GB - 2.5GB (depending on region)

    Xbox: ~2.5GB

    PC: ~2.6GB

    Longhorn Prime on
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    Longhorn PrimeLonghorn Prime Registered User regular
    edited March 2019
    Part 2 of 2
    OTHER FEATURES:


    Masterwork Changes:

    Doubled the rate at which Masterwork gear with multiple charges regain charges:

    Ranger - Venom Darts (Tactical Onslaught)

    Colossus - Rail Gun (Garred's Hammer)

    Interceptor - Cluster Mine (Bitter Harvest)

    Storm - Ice Storm (Winter’s Wrath)

    Storm - Ball Lightning (Seal of the Open Mind)

    Fixed several exploits related to Masterwork and Legendary drops that were allowing unintended drop-rates when player was downed.

    Added a new audio effect for when a Masterwork / Legendary item drops in-game.



    COLOSSUS

    Colossus Components:

    Ablative Shielding:
    Increased buff to 40% for 10 seconds (was 20% for 5 seconds).

    Grand Entrance:
    Improved ability to reliably trigger on heavy impacts and air melee slams.

    Reinforced Hull:
    Increased buff to 33% (was 20%) and removed cooldown.

    Shock Treatment:
    Was: Hitting enemies with Ordnance Launcher abilities temporarily lowers thruster-heat buildup by 30% for 5 seconds.
    Now: Taking damage increases all damage by 8% for 10 seconds, stacking to 10.

    Stalwart’s Badge:
    Was: On shield break increases all ability damage by 40% for 5 seconds.
    Now: When hit with a status effect, increase all gear damage by 40% for 10 seconds.

    Synchronized Frame:
    Changed to hitting an enemy from defeating an enemy.


    Colossus Gear:

    Fist of the Crucible:
    Was: Victor's Advantage: Defeating an enemy increases Flamethrower damage by 30% for 10s seconds, stacking to 5.
    Now: Striker's Advantage: Hitting an enemy increases Flamethrower damage by 12% for 10 seconds, stacking to 10.

    Best Defense:
    Increased base damage by 25%.

    Black Powder:
    Increased base damage by 25% cooldown reduced to 1 second (was 4 seconds).

    Solvent Green:
    Increased base damage by 40%.

    Titan’s Hail:
    Was: Upgraded Burst Mortar: Special shells burst across wide area. Burst Mortar can now trigger explosive combos.
    Now: Upgraded Burst Mortar: Special shells burst across wide area. Creates a large physical explosion for each enemy hit.



    INTERCEPTOR

    Interceptor Components:

    Survival Algorithm:
    Increased to 40% for 10 seconds (from 20% for 10 seconds).

    Talisman of Power:
    Increased to 60% for 10 seconds (from 50% for 5 seconds).

    Conductive Lattice:
    Was: Performing a small melee hit-streak (3) detonates an electric explosion.
    Now: Melee hits detonate an electric explosion, can occur once every 2 seconds.

    Vengeance Matrix:
    Was: All damage is increased by 25% for 5 seconds when suit health declines.
    Now: On low armor, damage taken is reduced by 50% for 10 seconds.

    Way of Salvage:
    Increased to 40% for 10 seconds (from 40% for 5 seconds).

    Way of the Swift:
    Increased to 60% for 10 seconds (from 50% for 5 seconds).

    Way of the Bold:
    Increased to 40% armor restored (from 20%).

    Way of Integration:
    Increase to 30% for 10 seconds (from 30% for 5 seconds)


    Interceptor Gear:

    Cariff’s Talon:
    Increased base kick damage by 200%, removed cooldown, increased to 50% armor restored.

    Raneri’s Charge:
    Increased base damage by 25%, removed cooldown.

    Serpent’s Veil:
    Increased base damage by 35%, changed to trigger on melee hit (from on melee kills).

    Shadow Claw:
    Was: Wraith Strike instantly recharges with a small kill-streak (2).
    Now: Launches two wraith projections that seek enemies.

    Absolute Zero:
    Removed requirement of being above target, increased explosions damage.



    RANGER

    Ranger Components

    Tactical Advantage
    Was: Increase engine heat threshold (max stamina) by 35%. Weak point hits lower thruster-heat buildup by 10% for 5 seconds
    Now: Increase engine heat threshold (max stamina) by 50%. Weak point hits lower thruster-heat buildup by 80% for 10 seconds

    Badge of Devastation
    Was: Increases assault launcher by 15%. Performing a large hit-streak (10) will instantly add 1% Ultimate charge.
    Now: Increases assault launcher by 30%.Performing a large hit-streak (10) will instantly add 3% Ultimate charge.

    Victor’s Resolve
    Was: Increases blast damage by 50% and decreases impact damage by 20%. Performing a small multi kill (3) instantly restores 25% armor.
    Now: Increases blast damage by 50% and decreases impact damage by 20%. Performing a small multi hit (2) instantly restores 25% armor

    Second Wind (was Defensive Bulwark)
    Was: Increases all gun damage by 25%. On low health, increases gun damage by 25% for 10 seconds.
    Now: Increases all gun damage by 25%. On low health, increases gun damage by 60% for 10 seconds.

    Elemental Ops
    Was: Increases fire damage and max heat capacity by 20%, and fire resistance by 20%. Increases elemental effects applied to enemies by 20%.
    Now: Increases fire damage and max heat capacity by 50%, and fire resistance by 50%. On a hit streak (5), applies acid to the target.

    Combined Arms
    Was: Increases grenade damage by 5%. Defeating an enemy with assault launcher gear increases grenade gear damage by 60% for 5 seconds.
    Now: Increases grenade damage by 30%. Hitting an enemy with assault launcher gear increases grenade gear damage by 60% for 10 seconds.

    Airborne Advantage
    Was: Increases impact damage by 35% and decreases blast damage by 35%. Hovering increases all resistances by 10%.
    Now: Increases impact damage by 50% and decreases blast damage by 20%. Hovering increases all resistances by 25%.

    Tip of the Spear
    Was: Increases combo damage by 50%. Performing a combo restores 40% armor to nearby allies.
    Now: Increases combo damage by 60%. Performing a combo restores 40% armor to nearby allies.

    General’s Favor
    Was: Increases Assault Launcher recharge by 35%. Defeating an enemy with melee increases grenade damage by 50% for 10 seconds.
    Now: Increases Grenade recharge by 40%. Hitting an enemy with melee increases grenade damage by 45% for 10 seconds.

    Vanguard’s Badge
    Was: Increases melee damage by 30% and electric effects by 30%. Performing a melee kill restores 20% shields.
    Now: Increases melee damage by 40% and electric effects by 40%. Performing a melee hit restores 40% shields.


    Ranger Gear

    Argo’s Mace:
    Increased base damage by 25%

    Avenger’s Boon:
    Increased melee damage by 210% for 20s (was 110% for 20s)

    Cold Blooded:
    Changed to On Hit increase melee damage by 235% for 10s (was 135% for 10s when freezing enemies).

    Ember’s Lance:
    Increased explosion damage.

    Explosive Blaze:
    Changed to On Hit and removed cooldown (was on igniting enemies).

    Grand Opening:
    Was: Upgraded Seeker Grenade: Splits into seeking submunitions. Ambusher's Fury: Defeating enemies from above grants 75% increased weapon damage for 20 seconds.
    Now: Upgraded Seeker Grenade: Splits into seeking submunitions. Striker's Fury: Hitting enemies grants 60% increased weapon damage for 20 seconds.

    Recurring Vengeance:
    Was: Upgraded Seeking Missile - Combo Effect: Impact. After defeating an enemy, regain 100% charge, can occur once every 7.5 seconds.
    Now: Upgraded Seeking Missile - Combo Effect: Impact. Detonating a combo grants 100% charge.

    The Gambit:
    Increased damaged of ice explosions



    STORM

    Storm Components

    Amulet of Winter:
    Increased to 30% damage for 20 seconds (was 20% for 20 seconds).

    Mark of Clarity:
    Increased to 40% armor restored with no cooldown (was 20% with 10 second cooldown).

    Mark of Ruin
    Was: Increases fire damage and fire effect. While blast seal recharges, focus seal damage increases by 40% for 20 seconds.
    Now: Increases fire damage and fire effect. After applying a status effect, increases fire damage by 50% for 10 seconds.

    Mark of Wrath:
    Was: Increases gear damage and lowers gear recharge rate. While focus seal recharges, blast seal damage increases by 50% for 5 seconds.
    Now: Increases gear damage and lowers gear recharge rate. Detonating a combo causes large electrical explosions.

    Token of Daring
    Was: Increases elemental damage and decreases physical damage. A shield break increases seal damage by 20% for 20 seconds.
    Now: Increases elemental damage and decreases physical damage. On shield break, instantly recharge all gear.

    Token of the Master:
    Increased to 60% for 10 seconds (was 60% for 5 seconds).

    Token of the Pupil
    Increased to 60% for 10 seconds (was 60% for 5 seconds).

    Tome of Precision
    Was: Increases electric damage and electric effect. Sniper rifle weak point kills increase electric damage by 60% for 5 seconds.
    Now: Increases electric damage and electric effect. Defeating an enemy increases elemental damage by 40% for 10 seconds.

    Vanguard’s Token
    Increased to 40% for 10 seconds (was 10% for 20 seconds).


    Storm Gear

    Hailstorm’s Renewal
    Removed requirement of being above target, increased base damage by 25%.

    Seal of the Open Mind
    Removed requirement of being above target, now permanently has 2 charges.

    Venomous Blaze
    Increased base damage by 50%. Changed from every 3rd hit to every 3rd consecutive hit.

    Winter’s Wrath
    Increased base number of charges and recharge rate.

    Ten Thousand Suns
    Was: Upgraded Burning Orb - Combo Effect: Chain. Striker's Wrath: After hitting an enemy, gain 5% increased damage for 5 seconds stacking to 20.
    Now: Upgraded Burning Orb - Combo Effect: Chain. Striker's Wrath: After hitting an enemy, gain 10% increased damage for 10 seconds stacking to 10.

    Black Ice
    Changed to hitting an enemy freezes nearby creatures (was defeating an enemy). Note: Must sustain the beam on a single creature for the duration of the ability.



    Inscriptions:

    As part of our effort to improve inscription ease of use all inscription values now have the +/- value at the beginning of the state line rather than after any text. For example:

    “Supply +X% Drop Rate” will now read as “+X% Supply Drop Rate”.

    This has been applied to all inscriptions.



    Components:

    Ranger Basic Components:

    Crossed Arms Basic Ranger component now increases blast damage by 35% and reduces impact damage by 15% (from 50% and 20%)

    Thermal Regulator Basic Ranger component now increases fire damage and max heat capacity by 25% (was 20%).

    Grenade Augment Basic Ranger component now increases grenade damage by 15% (was 5%).

    Convergence Core Basic Ranger component now reduces blast damage by 15% (was 35%).

    Grenadier Inscription Basic Ranger component now correctly reduces cooldown of Ranger Grenades and text is updated to reflect this.

    Grenadier Inscription Basic Ranger component was reduced from 35% cooldown reduction to 30% cooldown reduction.


    Universal Components:

    The Special Arms Ammo component now only affects heavy pistols and grenade launchers.

    The Machine Pistol Ammo component now also affect autocannons and the name has been changed to Rapid Arms.


    Previously added Universal Components with patch 1.0.3:

    Symbiotic Surge: Increases javelin armor by a large amount. Increases all damage by 50% for 10 seconds when picking up a repair pack.

    Softened Blows: Increases javelin shields by a large amount. Increases damage resistance by 75% for 5 seconds when shields run out.

    Thermal Cooling: Increases the javelin's heat capacity to allow the javelin to fly more effectively. Reduces time you stay overheated significantly.

    Rejuvenating Ammo: Increases reserve ammo for all equipped guns. Replenishes armor by 20% when picking up an ammo pack.

    Emergency Power: An inscribed component that augments javelin Ultimate gear and increases damage. Ultimate meter refills instantly when armor is critically damaged. Can occur once every 120 seconds.


    Added Brand New Universal Masterwork Components with patch 1.0.4:

    ***(***NOTE: These unique MW Components only drop in Grandmaster 1, 2 & 3 difficulty levels)

    Bloodlust: An inscribed component that increases melee weapon damage. Increases melee damage by 75% for 10 seconds when killing an enemy by using melee.

    Acid Slugs: Adds specialized storage for enhanced shotgun ammunition and increases damage. Hitting (7) shotgun shots in a single burst applies acid on the target.

    Giant Slayer: Adds specialized storage for enhanced marksman rifle ammunition and increases damage. Increases weak point damage by 50% after a consecutive Marksman Rifle hit streak (5).

    Focused Freeze: Adds specialized storage for enhanced Light Machine Gun ammunition and increases damage. On a consecutive LMG hit-streak (10), shots freeze the target.

    Feedback Loop: Adds specialized storage for enhanced assault rifle ammunition and increases damage. Increases damage resistance by 50% for 10 seconds when firing the last shot in an assault rifle magazine.



    Gear:

    Updated Interceptor Wraith Strike gear text to match new functionality: “Interceptor projects a ghost of itself that can warp up to X targets. Active Auras apply to all targets struck.”



    Weapons:

    Reduced the weapon reload times by speeding up the reload animations for the Colossus Heavy Weapons (Autocannons and Grenade Launchers).



    Javelins:

    Interceptor Melee can now execute multiple melee attacks with a single held input.

    Interceptor can now detonate combos even if they have an aura currently active. This allows the Interceptor to detonate the combo to do extra combo damage without having to wait for the aura to expire. In addition, detonating a combo will refresh the duration of the currently active aura (regardless of the primer that is detonated on the creature). For example, if you have an Ice Aura active and you detonate a creature primed with Acid it will refresh the duration of your Ice Aura.

    Increased the max stamina (thruster) meter for all Javelins by 20%.

    Reduced the base overheat duration for all Javelins by 20%.

    Fire Status effect on players no longer instantly overheats the Javelin but instead starts to quickly build up until overheating.

    Added new audio for thrusters failing to ignite when frozen by an enemy creature .

    Improved audio notification for when Javelin ultimate ability is ready.

    Added the ability to enter hover underwater.

    Longhorn Prime on
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    kaidkaid Registered User regular
    soylenth wrote: »
    I would like to echo just jumping into GM1 once you have a couple masterwork weapons. You'll be very squishy until you get a few components, but you're likely to just get carried through a legendary contract at this point, it should be fine. I did it when none of us had full MW components and there'd be 2-3 of us dead half the time and it was still mostly fine. And you'll feel pretty survivable pretty quickly once you start getting the upgrades.

    Yup the first legendary contract on GM1 is a bit challenging but even one master work gear item is a bunch of survivability boost so the next few become easier to do.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Some solid QOL changes there. Be interesting to see if it makes running GM2 worth anything. :-/

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    kaidkaid Registered User regular
    Weapons:

    Reduced the weapon reload times by speeding up the reload animations for the Colossus Heavy Weapons (Autocannons and Grenade Launchers).

    God that is about damn time. I have a grenade launcher I like but the thing is so heinously slow to reload that it isn't worth bothering with.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Gah...no scar colossus/intercepter skins in the store today...guess we're waiting until Friday looks like T_T

    https://www.reddit.com/r/AnthemTheGame/comments/b5otrg/even_i_am_annoyed_with_this_store_update/

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    tastydonutstastydonuts Registered User regular
    Ice cream Javelins!

    “I used to draw, hard to admit that I used to draw...”
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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Gah...no scar colossus/intercepter skins in the store today...guess we're waiting until Friday looks like T_T

    https://www.reddit.com/r/AnthemTheGame/comments/b5otrg/even_i_am_annoyed_with_this_store_update/

    Also, "Tactical Confetti" is a phrase I want to work into a conversation somehow in the future.

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    tastydonutstastydonuts Registered User regular
    All I know is that's going on my Collosus, white base, pink and lime.

    “I used to draw, hard to admit that I used to draw...”
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    TurambarTurambar Independent Registered User regular
    Fantastic patch notes!

    Let's hope they didn't break too much in the process

    Steam: turamb | Origin: Turamb | 3DS: 3411-1109-4537 | NNID: Turambar | Warframe(PC): Turamb
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    tastydonutstastydonuts Registered User regular
    Fire Status effect on players no longer instantly overheats the Javelin but instead starts to quickly build up until overheating.

    They released the GOTY Edition .

    “I used to draw, hard to admit that I used to draw...”
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    DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    Oh...the AFK timer was 10 minutes.

    I was wondering why it never seemed to kick in even though they said it existed.

    Hell even 5 minutes is too generous imo. But its cool.

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    DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    Those balance changes are pretty good.

    Especially the ones to the Ranger's gear.

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    PreacherPreacher Registered User regular
    Fire Status effect on players no longer instantly overheats the Javelin but instead starts to quickly build up until overheating.

    They released the GOTY Edition .

    That's a really nice change because fire attacks routinely just flat out kill you do to not being able to properly escape, especially on ninja boys.

    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    tastydonutstastydonuts Registered User regular
    Preacher wrote: »
    Fire Status effect on players no longer instantly overheats the Javelin but instead starts to quickly build up until overheating.

    They released the GOTY Edition .

    That's a really nice change because fire attacks routinely just flat out kill you do to not being able to properly escape, especially on ninja boys.

    Yeah, the insta overheat and hard landing animations were pretty annoying.

    “I used to draw, hard to admit that I used to draw...”
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    DragkoniasDragkonias That Guy Who Does Stuff You Know, There. Registered User regular
    Yeah. Why it didn't just add to overheat in the first place was beyond me.

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    KyanilisKyanilis Bellevue, WARegistered User regular
    These patch notes sure are something. Very reassuring that we'll eventually get the game we all want, there's definitely a lot of feedback related qol changes in here too.
    Interceptor can now detonate combos even if they have an aura currently active. This allows the Interceptor to detonate the combo to do extra combo damage without having to wait for the aura to expire. In addition, detonating a combo will refresh the duration of the currently active aura (regardless of the primer that is detonated on the creature). For example, if you have an Ice Aura active and you detonate a creature primed with Acid it will refresh the duration of your Ice Aura

    As an Interceptor main this change is just like behind fantastic.

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    Phoenix138Phoenix138 ArizonaRegistered User regular
    Some of those buffs sound incredible. Looking forward to all the added comboing that the ranger can now do. Plus getting shields back on a melee hit sounds fantastic for survivability.

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