Dev Workshop: Railjack Revisited Information

Warframe9 - Dev Workshop: Railjack Revisited Information


The details of WARFRAME REVISED PART 4: RAILJACK REVISITED are as follows. These are not complete Patch Notes. These were mentioned on stream, but we wanted to give everyone a chance to review them in a true 'Dev Workshop' fashion. Just under 500 Tenno will be playing these changes over the weekend for practical feedback.

Please take a look and know the goal is to revisit the pacing and feel of all Railjack missions.

General Changes

  • Doubled the Railjack’s innate loot-pickup (Vacuum) Range.
  • 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 (8 – 15)
  • 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

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 (.1 – 1 sec) down from (1-3) seconds. The effect of this will be not only a quicker pace, but also a quicker time to spawn any drops.
  • Decreased Railjack Shield Recharge delay from 5 to 3 seconds.
  • 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

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.
  • Drastically decreased the frequency of RJ Hazard types.
  • Made each RJ Hazard type more harmful to the ship.
  • Increased the amount of Omni Revolite required to remove hazard events, but increased the XP gained.
  • 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.

Archwing Changes / Fixes

  • Longstanding issues with the usability of Archwing Melee has been fixed – it’s whacking day – let us know!.
  • Archwing Melee Range mods now affects 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 Transfer’ has been added for built Armaments and Components – players can now Transfer progress and stats to the new better parts, boosting them.
    • Requires Dirac to perform the operation
    • Combining matching tiers gives 10% boost in stats
    • Combining lower tier gives 5% boost in stats.
    • Two tiers removed (Mk3 with Mk1) is 2% boost

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 now only exist with a single Manufacturer rather than three Manufacturer flavors.
  • The ‘retired’ Integrated Avionics will be removed from players inventory via a script.
  • The remaining Integrated Avionic for each Type will take on the values of the previously highest valued Avionic of it’s 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.

Battle Avionic Refresh

Munitions Vortex

Vortex is now attached to the front of your Railjack

Increased Vortex radius from 30 to 60

Increased radius from 150 to 200


Initial use cost of 5 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

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

Archwing Melee Stat Refresh

Mastery Rank 0-3


Damage increased from 300 to 360


MR increased from 0 to 1

Damage increased from 290 to 320


MR increased from 0 to 3

Status chance increased from 10% to 15%

Mastery Rank 4-6


MR increased from 0 to 4

Status chance increased from 15% to 20%

Critical chance increased from 10% to 15%


MR increased from 0 to 6

Damage increased from 280 to 340

Status chance increased from 7.5% to 12%

Critical chance increased from 15% to 20%

Mastery Rank 7-9


MR increased from 0 to 7

Damage increased from 325 to 340

Critical chance increased from 10% to 13%


MR increased from 0 to 8

Damage increased from 280 to 290

Prisma Veritux

MR increased from 0 to 8

Damage increased from 300 to 320

Critical chance increased from 15% to 30%

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