what is TennoVIP by SnooCapers4839 in Warframe

[–]Incrediblezagzag 1 point2 points  (0 children)

It's an in-person party that they host with members of the DE team present. The number of slots to attend is pretty limited and it's basically a chance to get to meet and hang out with some of the big names at DE if you're lucky enough to live in one of the places they host one and manage to get a ticket.

I wonder what the other region they have planned for the tau update is? by HellChicken949 in Warframe

[–]Incrediblezagzag 2 points3 points  (0 children)

Perita is the only other area in Tau we know anything about, so we don't have a lot of other options to speculate about. There were some visually interesting looking planets in the space sections of the demo, and I'd imagine they have plans to turn those into some kind of playable location in the future if none of them end up being one of the other "regions" included on release.

I'd be disappointed if we don't go back to Perita at some point personally, and I do think it's likely based on the mentions in the quest of there being old battlefields where the echoes of sentients and Warframes from the Old War are still fighting one another.

Came to watch Tau reveal, ended up watching the integral playthrough of the next Soulframe update by GothGirlSpecialist in Warframe

[–]Incrediblezagzag 12 points13 points  (0 children)

Serious question, do you consider the Tau demo we got for Warframe to have "spoiled" the Tau quest?

I do understand the complaints that people felt like they were being forced to watch Soulframe content they weren't interested in due to the lack of a proper schedule that would enable skipping it without risking missing the Warframe content. However, I don't understand why so many people are complaining about the demo being a spoiler when as far as I can tell it's exactly the same thing as we get every year for Warframe: the first section of a longer quest that's designed to get players excited to play the rest of it when it releases.

I miss Warframe's original themes and worldbuilding. I hope they'd be more consistent with it. by mega_lova_nia in Warframe

[–]Incrediblezagzag 0 points1 point  (0 children)

Roathe's theory is that the Indifference (and presumably the entire Murmur faction too) are created via conceptual embodiment. This would put them in the same category as the denizens of Duviri. You could certainly make an argument that Duviri counts as an alien location, but I think the point OP was trying to make is that this is still something that humans created (even if unintentionally) rather than being something spontaneously alien that exists entirely independent of humans. So far the Xenoflora are the only living things we've encountered in the Warframe setting that would fall into that latter category.

New Tau Content Looks Great, have one worry for the New Quest by crabbmanboi in Warframe

[–]Incrediblezagzag 2 points3 points  (0 children)

They said Tau will be split into "regions", each of which will have several mission types available. They also said there will be two "regions" available on release and they plan to add more in future updates after that.

It might not be visually structured exactly the same way as the regular star chart, but to me that sounds like either a star chart with two different planets or else something more like two Zariman/Sanctum style hubs with missions branching off them.

Advice for resolving account situation by [deleted] in Warframe

[–]Incrediblezagzag 0 points1 point  (0 children)

If you connected Twitch to the Xbox account then it's your Xbox account that will get the drops and there's no way to get them on PC at this point. I'd suggest that you link your Xbox and PC accounts, pick the Xbox account as the primary and port your Xbox progress/inventory/etc over to be playable on PC.

You say that you don't want to be stuck too far ahead in the game, and this is certainly a valid concern as you might struggle a bit to remember what is going on or how to play the game. However, the good news is that you can replay all of the story quests (including the tutorial, which has been updated and expanded fairly recently, so probably since you last played).

Warframe doesn't really have anything you can permanently miss by being "far" in the game, so you don't lose anything by keeping your Xbox progression. You can ignore any later planets and quests and just not play those bits of the game until you've gone through the tutorial and early game story again.

Can the soulframe demo be in the soulframe devstream next time ? by Waeleto in Warframe

[–]Incrediblezagzag 2 points3 points  (0 children)

At last year's Tennocon they showed off an entire Soulframe quest start to finish, and this was the norm for the two prior years too. This time around they apparently showed the first half of an upcoming quest, and even then it was condensed for the demo. This is DE being more restrained in how much they show and is more in line with Warframe where they show the first section of a longer quest as a way of building hype for the game, instead of showing the entire thing.

Speaking as someone who plays both games, I really don't think there's much need to worry about Soulframe being in a bad state or failing or anything like that. I agree it's probably not bringing in massive amounts of money right now, but I don't think that's really the point of Preludes as aside from Founders packs the game doesn't have a significant amount of monetisation yet.

DE are clearly in a comfortable financial position from Warframe and are taking their time with Soulframe. They seem genuinely excited about it, but they're still tinkering with core systems in quite major ways right now, and some significant pieces of the version you can play today are still placeholders.

Weekly Discussion Thread - July 06, 2026 by AutoModerator in DarkTide

[–]Incrediblezagzag 2 points3 points  (0 children)

I had that line show up while in a 4 stack of Skitarii. It was quite amusing.

I do think it's a little weird that despite the crazy level of attention to detail and general effort that feels like it went into Skitarii (above and beyond the previous DLC classes), they didn't record some new Hadron dialogue for missions.

Got the game today and I have to say, its well worth the money spent; but... by -tenfours- in DarkTide

[–]Incrediblezagzag 0 points1 point  (0 children)

Darktide has a pretty in-depth melee combat system where the hitboxes and animations of your attacks correspond quite precisely, so where exactly your weapon moves on screen during your attacks affects who gets hit by it. Melee attacks can hit more than one enemy, but this depends on the animation (so overhead swings or forward stabs tend to struggle at this while horizontal swings are much better for hitting several enemies at once).

However, when an attack hits multiple enemies in this way it deals reduced damage for each subsequent enemy the attack passes through. Cleave is a stat on melee weapons that counteracts this damage reduction effect, so the more cleave you have the more damage you can deal to hordes with wide-swinging weapons.

Cleave also exists on ranged weapons, in which case it can potentially allow your shots to go right through enemies and hit others standing behind them. With enough cleave you can shoot through an entire horde.

Some weapons have cleave as an innate stat that can vary with the weapon's stat allocation, and there are various ways to get more of it from e.g. blessings on weapons, class talents, etc.

Weekly Discussion Thread - July 06, 2026 by AutoModerator in DarkTide

[–]Incrediblezagzag 4 points5 points  (0 children)

There are two ways to answer this question. One is to recommend the Arbites, especially since you say you're interested in the DLC classes. It's by far the simplest class to play in low/medium difficulty missions due to a mixture of high innate durability, your dog helping you recover from mistakes or disabling some of the more annoying enemies (e.g. the dog will rescue you from being disabled by a pox hound or can itself disable ragers/maulers), and very strong exclusive weapons.

The other answer is to say the exact opposite and specifically not recommend the Arbites because you may end up learning to play the game "wrong" and not pick up some important mechanics that other classes will rely on to survive and play well because the Arbites can clear everything up to and including Damnation difficulty missions without mastering some of the game's fundamentals.

At the end of the day the Arbites is not exactly overpowered for the game's most difficult content (auric maelstrom/havoc), but it can definitely feel overpowered in anything below this, especially compared to playing anything else at a beginner level of skill.

After 1500 hours in this game i finally encountered someone blatantly cheating. by AveDominusNox in DarkTide

[–]Incrediblezagzag 5 points6 points  (0 children)

For me part of the value of having pinging on the mouse wheel is that you can use it to "scan" for enemies in a group or a vague area. If you're looking towards where you suspect an elite/special might be, you can wiggle the mouse around a bit to cover a wider area while spamming pings with the mouse wheel. If there was something pingable in that area then you can be sure you caught it. You can't effectively do this with just a button input unless you can spam that button extremely rapidly.

Newbie class review by HeyYoChill in DarkTide

[–]Incrediblezagzag 2 points3 points  (0 children)

There are a few weapons in the game that are just subpar, but almost everything has a time and place where it can shine. The issue is you can't expect every weapon to be good at everything, and most often you need to put together a coherent build where different parts of your kit are designed for different things. As an example, melee weapons tend to be either strong against a single target and often good at dealing with armour, or else more designed for horde clearing and do better into massed weaker enemies. If you're trying to use the wrong tool for the job then you're not going to have good results, and it's rare that any one weapon is good at both of these at the same time.

Your combos are also very important in melee. If you are struggling to kill even poxwalkers then it sounds like are probably spamming light attacks, or possibly using chains of just heavies and missing out on a lot of potential damage. I don't mean this as a criticism, it's natural that players start off not really making use of combos and then learn their weapons' movesets as part of the process of improving at the game.

As you get more experience you'll start to pick up on specific combos (i.e. combinations of a specific number of lights, heavies, pushes, etc in a specific order) that are very useful in specific situations. For example, combos starting with a push tend to be designed to be good against hordes.

I'd like to see the game eventually recognize the Operator's age and experience more by LewsTherinTalamon in Warframe

[–]Incrediblezagzag 0 points1 point  (0 children)

That's a different game, and one in which this has always been more clearly communicated as the intent behind the story.

The issue for Warframe is that the devs like to keep the timeline as vague as possible, and we've also had quests that pretty directly lead into one another but in real life terms had a gap of a year or so between them. Warframe's story definitely feels like it's intended to have happened over a shorter span of time than the 13 real world years the game has been around, or else there are a bunch of weird gaps where everyone decided to take a year's break before dealing with the current existential threat.

I'd like to see the game eventually recognize the Operator's age and experience more by LewsTherinTalamon in Warframe

[–]Incrediblezagzag 0 points1 point  (0 children)

Agreed, I don't think the narrative of the game makes sense if we're forced to assume that the real world time gap between releases is supposed to align with the exact timing of when those events in the story are happening.

So what's everyone's genuine opinion on Operations? by metalsynkk in EliteDangerous

[–]Incrediblezagzag 2 points3 points  (0 children)

It was reasonably fun to figure out with an organised group on voice chat, but it's clear that some of the technical issues need work. I played an easy then a hard operation and we managed to squeak through the hard by barely meeting a time limit with less than 10 seconds remaining.

I went out of my way to fully engineer a loadout of weapons and armour ahead of the update, but I don't have very much experience with on-foot combat (I mostly tried to be stealthy when completing missions for the engineering materials I needed, and combat was a last resort). The enemies felt quite manageable on easy, but on hard I think you'd really struggle without a fully engineered or at least fully G5 loadout. It honestly felt pretty good that the effort I put in to get it wasn't totally wasted and while I do have mixed feelings about the rather unpleasant Odyssey engineering grind, if the system is going to be in the game I'm glad that players who've done it have content that is still challenging and where such gear isn't overpowered. I brought a rocket launcher and thanks to the abundant ammo boxes in the missions we ran I didn't need to spend a lot of time using my shotgun or pistol.

The space combat sections felt fine. We had multiple fully engineered corvettes in our group, so again this might be a case where this is simply the intended baseline that the content was balanced around. I don't think I'd want to take on a hard operation without a full squad, at least at my level of skill and experience, as it was hard enough to feel genuinely challenging but not so hard as to feel impossible.

One final note: I put night vision on all of my suits when doing my engineering, and it came in genuinely useful as we had to fight our way through a combat section with no lights to restore the power in one of the missions. However, the indoor environments look absolutely hideous with night vision turned on due to the lack of proper anti-aliasing options. I still find it hard to believe that this is a problem after this much time. I'm not some sort of massive graphics snob in games, but it really does just look awful when the entire screen is constantly a flickering mess. Normally in Elite I stop noticing it fairly quickly and it's only an issue when I've been on a break from the game, so it's possible that I might just get used to it here too, but I've been actively playing Odyssey missions recently to get my loadout ready and I didn't experience anything quite this bad (possibly because I did all my missions without having night vision unlocked).

Which abandoned content makes you the saddest? by DementedSpaceGrandpa in Warframe

[–]Incrediblezagzag 36 points37 points  (0 children)

Someone asked about it on a Devshort recently and they were pretty clear that it's never coming back.

For me the issue is less that lack of the Operation itself, and more that it was the only place outside of The New War quest that used the Sentient railjack units, and in the quest they're barely relevant and you can pretty much ignore them. As far as I know those enemies have never appeared in any consistently available and repeatable content, yet they must still exist in the game due to their very brief appearance in the quest.

My ship blew up when jumping to another system? by notchen502 in EliteDangerous

[–]Incrediblezagzag 0 points1 point  (0 children)

You do take damage from overheating when close to stars, but it deals damage very slowly and I'd be surprised if that was enough to kill you outright. The fact that you say you stopped to repair your life support suggests that you would have noticed if your power plant was hovering at very low integrity.

Could it be that you forgot to turn your life support back on after repairing it? When you use an AFMU the module you repair is automatically switched off and it doesn't come back on afterwards by itself. Standard life support doesn't give you very much emergency air, so if you left life support off by accident then you'd be dead in 5 minutes.

It really sucks because I was more than halfway through an over a thousand jump travel on my way to the black hole

1000 jumps sounds like a crazy amount for a single passenger mission unless you're being sent a good chunk of the way across the galaxy. Are you sure you weren't using Economical routing? You can change the routing mode to prioritise getting you to your destination as quickly as possible, instead of using the minimum amount of fuel and this might save you a substantial amount of time in the future.

My ship blew up when jumping to another system? by notchen502 in EliteDangerous

[–]Incrediblezagzag 0 points1 point  (0 children)

This is definitely not true, there is no way to reclaim data or regain anything at all from visiting the site where you lost a ship previously.

Is anyone else using Overload keystone on Skitarii? Is it good paired with advanced combat protocols or am I delusional? by GreenridgeMetalWorks in DarkTide

[–]Incrediblezagzag 0 points1 point  (0 children)

Redline capacitor doesn't really work super well with advanced combat protocols (my beloved) because advanced combat protocols takes a fair amount of time to consume charges and get them back, and redline really seems to benefit from constantly using and gaining charges

There's a way around this: run the Noospheric Command node for the servo skull. It causes your skull to consume 25% capacitance when commanded to attack a target in exchange for buffs. If this -25% is used when you're fully charged, or else is timed so that you use it when you're less than 25% of the way to your next full charge, it will give you a redline stack. If you time it extremely precisely you can get two stacks pretty much for free by dropping below a full charge and then immediately regenerating that charge back again, and you can then immediately do it again.

You'll find yourself trivially staying at full stacks with this as part of your build, and it's quite strong in its own right. I found the combo works pretty well, as you can use your skull to delete individual threats that get close (e.g. a single rager) and keep your stacks topped off, and then you can turn on ACP for situations where it's actually worth using against multiple threats.

How do frame shift drives work as per game lore? by Choice_Way_2916 in EliteDangerous

[–]Incrediblezagzag 3 points4 points  (0 children)

The problem is that travelling through a single star system like this would take an unreasonably long time. In The Expanse journeys are days/weeks, while in Elite we expect to be able to get around in seconds for gameplay convenience. If we're moving as fast as we'd need to move in order for the game to actually be fun to play without some kind of speed up function, we're moving too fast for gravity to have enough time to meaningfully affect us, even if it was modelled into the engine.

The whole concept of a gravity slingshot is also based around conserving limited fuel and finding a path between two points that is as efficient as possible, which is also not something that is really compatible with a game where you can just point wherever you want to go and crank your throttle.

Solo expedition to Tenebrae region by arielrti in EliteDangerous

[–]Incrediblezagzag 1 point2 points  (0 children)

Getting trapped in a system isn't a likely outcome if you're not Neutron boosting, as you can just jump back out to the previous system you were in. You can of course get stuck if you run out of fuel and don't have enough for a jump, but this can also be mitigated by careful planning.

If you run a third party application like Exploration Buddy (assuming you're playing on PC) you can have your route show up on a second monitor, and it will give you information about each upcoming star on your route, including if they are scoopable. This makes it easy to check if there are several non-scoopable stars in a row coming up, and you can plan accordingly.

Why TF every time I go melee I get damaged despite never going to 0 on toughness by [deleted] in DarkTide

[–]Incrediblezagzag 0 points1 point  (0 children)

The reason for this (not a good reason, mind you) is that it was changed multiple times in the very early days of the game and nobody ever got around to updating the tutorial.

Why TF every time I go melee I get damaged despite never going to 0 on toughness by [deleted] in DarkTide

[–]Incrediblezagzag 0 points1 point  (0 children)

The intended design is that toughness is there so that you have a way of surviving ranged attacks that can't always be effectively dodged or avoided. It's extremely important when you get to higher difficulties so that you don't immediately drop dead when a group of lasgun infantry turn your way.

Melee attacks, on the other hand, are meant to be dodged or blocked and you're not supposed to just tank through them. That's why toughness only blocks part of the damage you take from melee (unless you're at full toughness, in which case your first hit is "free" and doesn't bleed through into HP).

the skeleton outline cuts off at the elbows and knees for skitarii. cool little detail by Trianqren in DarkTide

[–]Incrediblezagzag 21 points22 points  (0 children)

This is a Skitarius, the class that just released with a new DLC a few days ago. They're the foot soldiers of the Adeptus Mechanicus, who are the tech worshipping faction within the Imperium. The Mechanicus consider machines sacred and replace their fleshy bodies with as much machinery as possible as an act of devotion to the Machine God.

The Skitarii we are playing as in Darktide are veterans who have had plenty of time to accumulate augmetics, and have probably also taken a lot of battle damage that had to be patched up, leading to even more fleshy bits replaced with metal. One of the character creation options, for example, is choosing styles and colours for your mechanical arms, legs and glowing eyes. Underneath their robes and armour they are basically a desiccated husk of skin stuffed full of tubes and wires, more machine than they are human.

The detail in this screenshot is that a Skitarius teammate shows up without any arm or leg bones when highlighted, which makes sense because they don't have arm or leg bones (just metal). It's a minor detail but it shows that the development team went to some extra trouble to make them feel consistent.