Wiki Warframe Español
Wiki Warframe Español
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m (Se añadió "Diseño Iridos de Necramech" de Prime Gaming)
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{{Fecha}}{{For|el enemigo|Necramech (Enemigo)}}
{{Fecha}}
 
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{{Necramech
{{Archwing
 
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| image = Necramech.jpg
|name=
 
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| introduced = {{ver|29}}
|image=Necramech.jpg
 
|health=
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| health = 2.250
|shieldcapacity=
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| shieldcapacity = 700
|armor=400
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| armor = 400
|powercapacity=
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| powercapacity = 180
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| sprint = 1
|stamina=
 
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| polarities =
|conclave=
 
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| alloyarmor = 400
|polarities=
 
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| protoshield = 1000
|alloyarmor = 400
 
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| machinery = 3000
|protoshield = 1000
 
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| baselevel = 40
|machinery = 3000
 
|baselevel = 40
 
 
}}
 
}}
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{{Quote|Mira, eras la segunda ola, chico. Los Necramechs estaban protegidos por escudos Antivacío, inmunes al pulso consciente... tan brillantes como una bolsa de martillos e igualmente de confiables. No como tú.|[[Padre]]}}
{{Quote|Look, you were the second wave, kid. <br>
 
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Los '''Necramech''' son máquinas de guerra [[Entrati]] que se encuentran en las ruinas de [[Deriva Cambion]] ([[Deimos]]). Son máquinas de guerra bípedas fuertemente blindadas construidas durante ''La Antigua Guerra'' como predecesoras de los [[warframe]]s, aunque eran mucho menos inteligentes. Los [[Tenno]] son capaces de acceder a estas reliquias de la [[La Antigua Guerra]] usando su [[Transferencia]] y pueden desplegarlos en los [[Recorrido libre|recorridos libres]].
The Necramechs were Void-shielded, Sentient-pulse immune... as bright as a bag of hammers and just as dependable.
 
   
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{{tocright}}
Not like you.|[[Padre]]}}
 
Los '''Necramech''' son máquinas de guerra [[Entrati]] que se encuentran en las ruinas de [[Deriva Cambion]] ([[Deimos]]). Son máquinas de guerra bípedas fuertemente blindadas construidas durante [[The Old War]] como predecesoras de los [[warframe]]s, aunque eran mucho menos inteligentes. Los [[Tenno]] son capaces de acceder a estas reliquias de la [[The Old War]] usando su [[Transferencia]] y pueden desplegarlos en los [[Recorrido libre|recorridos libres]].
 
 
{{Clr}}
 
 
==Adquisición==
 
==Adquisición==
Los '''Necramech''' pueden ser manejados por un [[Operador]] (que requiere la finalización de [[La guerra interna]]) vía [[Transferencia]], ya sea que se encuentren inactivos en los campos de [[Deriva Cambion]] durante [[Fass (Deimos)|Fass]] o sean propiedad del jugador. Un [[Operador]] solo necesita iniciar la [[Transferencia]] (por defecto {{key|5}}) cuando está cerca de un Necramech inactivo operativo para abordarlos. Los restos destruidos de Necramech para la [[Transferencia]] se pueden identificar por un aura azul que emana de ellos. Estos Necramechs solo tendrán estadísticas base de rango 0 sin mods, aunque tendrán todas sus [[habilidad]]es en el rango máximo y usarán un {{Weapon|Mausolon}} como arma por defecto.
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Los '''Necramech''' pueden ser manejados por un [[Operador]] (que requiere la finalización de [[La guerra interna]]) vía [[Transferencia]], ya sea que se encuentren inactivos en los campos de [[Deriva Cambion]] o sean propiedad del jugador.
Recorrido libre
 
   
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===Necramech Inactivo/Temporal===
{{CustomCollapsible| Ubicaciones de restos de Necramech en [[Deriva Cambion]] }}
 
[[Archivo:Ubicaciones de restos de Necramech.png|660px|center]]
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[[Archivo:Ubicaciones de restos de Necramech.png|thumb|250px|Ubicaciones<ref>Fuente: [https://i.ibb.co/qMc5fwh/unknown.png aquí]</ref> de Necramechs caídos en Deriva Cambion]]
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Los Necramechs caídos se pueden encontrar en los campos de [[Deriva Cambion]] durante [[Fass (Deimos)|Fass]]. Un [[Operador]] solo necesita iniciar la [[Transferencia]] (por defecto {{key|5}}) cuando está cerca de un Necramech inactivo operativo para abordarlos. Los restos de Necramech elegibles para la [[Transferencia]] pueden ser identificados por un aura azul que emana de ellos. Los Necramechs son capaces de aparecer en algunas de las diversas localizaciones predefinidas a la vez, seleccionados aleatoriamente cuando el jugador entra en la [[Deriva Cambion|Deriva]], sin embargo no aparecerán hasta que el jugador haya estado en la misión de Deriva Cambion durante '''5''' a '''10''' minutos.
Fuente: [https://i.ibb.co/qMc5fwh/unknown.png aqui]
 
{{CustomCollapsible/End}}
 
   
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Estos Necramechs solo tendrán estadísticas base de rango '''0''' sin [[mod]]s, aunque tendrán todas sus [[habilidad]]es en el rango máximo y utilizarán un {{Weapon|Mausolon}} como arma por defecto.
==As Enemy==
 
Hostile Necramechs can be found in [[Bóveda de aislamiento]] [[Contrato|Contratos]] which have a chance to drop Necramech mods, parts, and [[Centelleante]] after being destroyed.
 
   
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Durante [[Vome (Deimos)|Vome]], estos Necramechs se activan y luchan contra los enemigos automáticamente. Estos Necramechs activos no pueden ser abordados usando la Transferencia.
;Fighting against
 
Enemy Necramechs are invulnerable on their entire body, except for their shoulders, skull-like face-plate, and the glowing blue [[Vacío]] scar on its back. The arms can be shot off with enough damage to deprive its {{Weapon|Mausolon}} and melee, but will regenerate them if not defeated in a timely manner.
 
   
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===Necramech Propio/Permanente===
These Necramechs have the same abilities as when they're operated by a player but aren't limited by energy. Additionally, they project a short-range nullification field around themselves which cancels out Warframe and Operator abilities. Should the Necramech activate Storm Shroud it can be disabled by using [[Rapidez del Vacío]], similarly to dealing with [[Guardián Kuva|Guardiánes Kuva]].
 
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Los jugadores pueden fabricar sus propios [[Necramech]]s comprando los planos a través del [[sindicato]] [[Necraloide]]. Un Necramech construido ocupa una [[ranura]] de Necramech. Los jugadores comienzan con cuatro [[ranura]]s de Necramech de forma predeterminada y se pueden comprar más en el [[mercado]] por 20 {{Icono/Objeto|Platinum|texto}} cada una. También se pueden comprar los Necramechs preconstruidos en el mercado por 375{{Icono/Objeto|Platinum|texto}}, estos vienen con un [[Reactor Orokin|reactor orokin]] preinstalado gratis y una [[ranura]] Necramech.
   
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Los Necramech del jugador tienen libre personalización y se pueden equipar con varios [[Mod]]s exclusivos de Necramech para mejorar sus [[habilidad]]es. La herramienta [[Invocar Necramech]] se le da al jugador automáticamente al construir su primer [[Necramech]], que le permite convocar al Necramech para usarlo en cualquier [[Recorrido libre|mundo abierto]] ([[Deriva Cambion]], [[Las llanuras de Eidolon]] y [[Los valles del Orbe]]). Adquiriendo el [[Intrínsecos|intrínseco]] "Táctica" en rango 5 permite [[Invocar Necramech|invocar]] al Necramech en áreas terrestres de las misiones [[Empíreo]]. La herramienta [[Invocar Necramech]] tiene un tiempo de reutilización de '''1''' minutos ('''45''' segundos en rango 8 del [[Intrínsecos|intrínseco]] "Táctica") antes de que se pueda usar de nuevo si se destruye el Necramech, y un tiempo de reutilización de '''10''' segundos si el Necramech todavía está activo.
;Interaction with Looting Abilities
 
*Additional loot retrieval works for loot corpse ({{WF|Nekros}} [[Profanar]] and [[Kubrow Chesa ]] [[Recuperar]]) abilities.
 
*Additional loot retrieval does '''not''' work for loot while alive ({{WF|Ivara}} [[Merodear]]) and loot on death ({{WF|Hydroid}} [[Enjambre robador]], {{WF|Khora}} [[Domo estrangulador robador]], {{WF|Wukong}} [[Wukong#Habilidades|Cinco niveles de inmortalidad]]).
 
*Can '''not''' be petrified ({{WF|Atlas}} [[Mirada mineral]]).
 
   
==As Vehicles==
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===Modelos===
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<gallery widths="300" position="center" spacing="small" captionalign="center" bordersize="none">
Necramechs can be operated by an [[Operador]] via [[Estallido del Vacío]], whether they are found inactive in the fields of the [[Deriva Cambion]] or owned by the player. An Operator only needs to initiate transference (default {{key|5}}) when near an operational inactive Necramech in order to board them. Necramech wreckage eligible for transference can be identified by a blue aura emanating from them.
 
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Archivo:Necramech_Transparente.png|[[Voidrig]]|link=Voidrig
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Archivo:Necramech Bonewidow.png|[[Bonewidow]]|link=Bonewidow
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</gallery>
   
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==Mecánica==
;Spawn Locations [https://i.ibb.co/qMc5fwh/unknown.png (Ver el mapa)]
 
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===Movilidad y Control===
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Los [[Necramech]] son capaces de caminar, saltar (por defecto, {{Key|Space}}) y deslizarse (por defecto, {{Key|Shift}} + cualquier tecla de dirección). Para maniobras más avanzadas, los Necramech tienen un indicador de '''motor''' que indica combustible, que se consume al realizar sus técnicas de movimiento únicas, y se repone naturalmente si el Necramech está parado o usando un movimiento estándar (sin embargo, no se repondrá durante la caída desde las alturas). Esprintar (por defecto, {{Key|Shift}}) también consume el indicador del motor.
   
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El Necramech tiene dos maniobras avanzadas exclusivas:
===Acquisition===
 
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*'''Carga:''' los Necramechs pueden realizar una carga (presionar y mantener presionada la tecla {{Key|Shift}}) que lo impulsa a alta velocidad hacia su rumbo actual.
Players can craft their own Necramechs through the [[Necraloide]] [[Sindicato]] , which offers the necessary parts. Player-owned Necramechs have customizable livery and can be equipped with various Necramech-exclusive [[Mod]]s to enhance their abilities. In addition, player-owned Necramechs are able to wield any [[Archcañón]] equipped with a [[Gravimag]] to use as their primary weapon. A '''Necramech Summon''' [[Arsenal#Gear|Gear]] is automatically given to the player upon building their first Necramech, which allows players to summon the Necramech for use on any open-world [[Recorrido libre]] (i.e. the [[Las llanuras de Eidolon]], the [[Los valles del Orbe]] and the [[Deriva Cambion]]).
 
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**Puede manejarse con las teclas de dirección (por defecto {{Key|A}} para girar a la izquierda y {{Key|D}} para girar a la derecha), aunque el radio de giro durante la carga se reduce considerablemente.
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**Cargar muñecos de trapo y dañar a los enemigos en su camino, y también romper cualquier objeto ambiental destructible como cajas de botín.
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**La carga se puede mantener mientras el Necramech tenga combustible en el motor, y solo se detendrá si se agota el indicador, se presiona la tecla de velocidad o si el Necramech realiza otra maniobra como saltar. Al final de la carga (ya sea a través de una parada intencional o al quedarse sin combustible) mientras está en el suelo, se reproducirá una animación de recuperación forzada, lo que resultará en un momento inevitable de falta de respuesta de aproximadamente 2 segundos. A pesar de la apariencia contundente, esta animación no causa ningún daño adicional.
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**Si bien la animación de la carga hace que el Necramech baje su altura significativamente, su modelo de colisión real no cambia y, por lo tanto, aún no puede atravesar puertas de "tamaño estándar".
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*'''Flotar:''' mientras están en el aire, ya sea saltando o cayendo desde las alturas, los Necramechs pueden activar sus propulsores de vuelo (por defecto, mantenga presionada la tecla {{Key|Space}} mientras está en el aire), haciendo que flote, lo que ralentiza drásticamente su velocidad de descenso.
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**Mientras está suspendido, el Necramech puede moverse en cualquier dirección utilizando las teclas de dirección, lo que le permite volar a distancias cortas. Los necramechs también retienen cualquier impulso hacia adelante del movimiento del suelo al flotar, por lo que se puede lograr velocidad adicional corriendo y luego saltando en un vuelo estacionario. Los propulsores de vuelo solo ralentizan la velocidad de descenso del Necramech, por lo que pierde altitud gradualmente incluso si los propulsores aún están activos.
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**También se puede usar agacharse y esprintar mientras está suspendido para acelerar/ralentizar el movimiento direccional.
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**El vuelo estacionario se puede realizar siempre que el Necramech tenga combustible del motor, y los propulsores se apagarán si el medidor se agota, se suelta la tecla de salto o los pies del mech hacen contacto con una superficie transitable.
   
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Una vez que el indicador de combustible se haya agotado hasta el último 5% restante, se reproducirá un pitido de advertencia suave hasta que se active la recuperación de combustible.
==Patch History==
 
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Los necramechs pueden agacharse (por defecto, manteniendo presionada la tecla {{Key|Ctrl}}), pero solo mientras está parado y no puede gatear; La combinación de estar agachado con movimiento dará como resultado una caminata más lenta con el Necramech manteniendo su altura de pie, lo que les impedirá pasar por algunos pasajes y puertas más pequeños. Del mismo modo, disparar y/o apuntar mientras está agachado se cancelará y los obligará a ponerse de pie para la acción.
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Los necramechs no pueden interactuar con objetos que requieren la tecla Usar ({{Key|X}} predeterminada), por lo que no pueden piratear consolas, llevar objetos objetivos, coger tesoros como [[Estrella Ayatan|estrellas Ayatan]] y revivir a aliados.
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Controlar el Necramech requiere que el [[operador]] se transfiera fuera del Warframe. Si se usa la [[Transferencia]] mientras Warframe y Necramech están uno al lado del otro o se apuntan desde la distancia, el jugador puede cambiar entre ellos sin entrar en el [[Operador]]. Si el Necramech no tiene piloto, se vuelve invulnerable al daño.
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===Combate===
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Los Necramechs vienen con 4 [[habilidad]]es únicas para cada chasis y, al igual que los [[warframes]], requieren [[energía]] para su uso. Para sus armas principales, los Necramechs pueden armarse con cualquier [[Archcañón]] que tenga un [[Gravimag]] instalado, con munición regenerativa. También son capaces de participar en combates [[cuerpo a cuerpo]] usando sus brazos y pueden realizar golpes aéreos de tierra. Los necramechs pueden disparar sus armas y realizar [[habilidad]]es que se pueden usar en el aire mientras se desplaza.
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Los necramechs son inmunes a [[derribo]]s, [[tambaleo]]s y [[Efecto de estado|efectos de estado]] que agotan la [[energía]], y no pueden verse afectados por [[habilidad]]es especiales de incapacitación del enemigo, como el ataque de enganche del [[Dron zarcillo Deimos]]. Sin embargo, se ven afectados por el residuo energético que dejan Vome y Fass.
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Los necramechs pueden [[recoger]] los [[Orbe de energía|orbes de energía]] lanzados por los enemigos, el entorno o habilidades de Warframe como {{A|Dispensario}} de {{WF|Protea}} o {{M|Depósito de vida}} de {{WF|Trinity}}, pero no puede ser energizado directamente por habilidades de Warframe ({{A|Vampiro de energía}} de {{WF|Trinity}}) o consumibles como [[restaurador de energía]]. Los necramecs no tienen capacidad de autorreparación y no pueden recoger orbes de salud ni utilizar Restauraciones de salud para restaurar el daño.
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Se pueden reparar utilizando:
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*Rapidez protectora de [[Enfoque/Vazarin|vazarin]].
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*{{A|Bendición}} de {{WF|Trinity}} (también aplica el beneficio de reducción de daño).
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*{{M|Rejuvenecimiento}}.
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*{{M|Micelio Latric}} de [[Predásito Visir]].
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*Energía azul de Vome (durante el ciclo [[Fass (Deimos)|Fass]]).
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No se benefician de:
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*Postura de curación de [[Venari]] o {{M|Recuperación del cazador}} (sin embargo, [[Venari]] y otros compañeros permanecerán al lado del Necramech para luchar).
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*Alguno de {{A|Reservas}} de {{WF|Wisp}}, {{A|Renovación}} de {{WF|Oberon}}, {{A|Velocidad}} de {{WF|Volt}} o {{A|Pacto}} de {{WF|Harrow}}.
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*{{M|Físico}}, {{M|Sifón de energía}}, {{M|Breve respiro}} o {{M|Radar enemigo}}.
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*{{M|Aspiradora}}/{{M|Buscar}} o {{M|Instinto animal}}.
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===Mods===
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El Necramech cuenta con 12 ranuras para mods, a diferencia de otros vehículos (por ejemplo, [[Archwing]]s o [[K-Drive]]s). Para compensar, cada polarización incrementa su rango en '''2''' hasta un máximo de '''40''' después de 5 [[Forma]], aumentando la capacidad de mods hasta un total de '''80''' en el rango 40 con un [[reactor Orokin]] instalado. Se pueden añadir polarizaciones adicionales cuando el Necramech alcanza su nuevo rango máximo en cada nivel de polarización. Cada rango adicional también otorga experiencia de [[rango de maestría]], dando '''8,000''' puntos en total. Sin embargo, hay que tener en cuenta que los Necramechs no aparecen en la pantalla de perfil para comprobar el progreso del rango de maestría.
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Su arma cuerpo a cuerpo predeterminada llamada "Pugil", no puede modificarse.
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Los Necramech construidos por jugadores pueden equiparse con los siguientes mods exclusivos de Necramech:
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{{CustomCollapsible|mods de Necramech|NecramechMods}}
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<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" position="center" bordersize="none" bordercolor="#FFFFFF" perrow="3">
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Relámpago Necramech.png|{{M|Relámpago Necramech}}|link=Relámpago Necramech
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Continuidad Necramech.png|{{M|Continuidad Necramech}}|link=Continuidad Necramech
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Derivación Necramech.png|{{M|Derivación Necramech}}|link=Derivación Necramech
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Eficiencia Necramech.png|{{M|Eficiencia Necramech}}|link=Eficiencia Necramech
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Fricción Necramech.png|{{M|Fricción Necramech}}|link=Fricción Necramech
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Flujo Necramech.png|{{M|Flujo Necramech}}|link=Flujo Necramech
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Furia Necramech.png|{{M|Furia Necramech}}|link=Furia Necramech
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Hidráulicos Necramech.png|{{M|Hidráulicos Necramech}}|link=Hidráulicos Necramech
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Intensificación Necramech.png|{{M|Intensificación Necramech}}|link=Intensificación Necramech
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Punto de presión Necramech.png|{{M|Punto de presión Necramech}}|link=Punto de presión Necramech
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Alcance Necramech.png|{{M|Alcance Necramech}}|link=Alcance Necramech
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Redirección Necramech.png|{{M|Redirección Necramech}}|link=Redirección Necramech
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Reabastecimiento Necramech.png|{{M|Reabastecimiento Necramech}}|link=Reabastecimiento Necramech
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Onda sísmica Necramech.png|{{M|Onda sísmica Necramech}}|link=Onda sísmica Necramech
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Estela Necramech.png|{{M|Estela Necramech}}|link=Estela Necramech
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Fibra de acero Necramech.png|{{M|Fibra de acero Necramech}}|link=Fibra de acero Necramech
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Optimización Necramech.png|{{M|Optimización Necramech}}|link=Optimización Necramech
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Estiramiento Necramech.png|{{M|Estiramiento Necramech}}|link=Estiramiento Necramech
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Propulsores Necramech.png|{{M|Propulsores Necramech}}|link=Propulsores Necramech
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Vitalidad Necramech.png|{{M|Vitalidad Necramech}}|link=Vitalidad Necramech
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Desviación Necramech.png|{{M|Desviación Necramech}}|link=Desviación Necramech
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Reprimenda Necramech.png|{{M|Reprimenda Necramech}}|link=Reprimenda Necramech
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Reparación Necramech.png|{{M|Reparación Necramech}}|link=Reparación Necramech
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Sensor enemigo Necramech.png|{{M|Sensor enemigo Necramech}}|link=Sensor enemigo Necramech
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Augurio Necramech.png|{{M|Augurio Necramech}}|link=Augurio Necramech
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Ira Necramech.png|{{M|Ira Necramech}}|link=Ira Necramech
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Aviador Necramech.png|{{M|Aviador Necramech}}|link=Aviador Necramech
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</gallery>
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{{CustomCollapsible/End}}
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==Personalización==
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Los Necramechs pueden tener su apariencia personalizada con varios diseños y cascos. Especialmente, si un jugador posee más de un modelo de Necramech, los cascos de esos modelos también se pueden usar en otros modelos de Necramech (por ejemplo, poseer un Bonewidow permitirá a los jugadores usar el casco de Bonewidow en un Voidrig).
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===Diseños y Sellos===
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{{CustomCollapsible|diseños y sellos|NecramechCustomization}}
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<gallery widths="192" position="center" bordercolor="transparent" spacing="small">
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NecramechBruntsparSkin.png|'''Diseño Bruntspar de Necramech'''<br />{{Platinum|120}} en el [[Mercado]]
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NecramechCryptanautHelmet.png|'''Casco Cryptanaut de Necramech'''<br />Recompensa de [[Operación: Veneno de Orphix]]
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Sello Snake de Necramech.png|'''Sello Snake de Necramech'''<br />{{Platinum|40}} en [[Necraloide]]
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SnakeVoidrigSkin.png|'''Diseño Snake de Necramech'''<br />{{Platinum|60}} en [[Necraloide]]
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VoidrigDayoftheDeadSkin.png|'''Diseño Día de los muertos de Necramech'''<br>[[Naberus]] ('''100'''{{Icono/Recurso|Símbolo de Madre|imgsize=20}}[[Símbolo de Madre|Símbolos de Madre]])
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KarnolythNecramechSkin.png|'''Diseño Karnolyth de Necramech'''<br />[[Acceso Prime]] de [[Nidus/Prime|Nidus]]
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ProtoNecramechSkin.png|'''Diseño Proto de Necramech'''<br>Recompensa de [[Onda nocturna/Mix de Nora Vol. 3|Onda nocturna - Mix de Nora Vol. 3]]
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VoidrigIridosSkin.png|'''Diseño Iridos de Necramech'''<br>{{Platinum|40}} en el [[Mercado]] (Tiempo limitado)<br>Recompensa de [https://gaming.amazon.com/necramech-iridos-skin/dp/amzn1.pg.item.69b4f631-e31b-4b11-af7c-3088d2e1d78c Prime Gaming]
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</gallery>
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{{CustomCollapsible/End}}
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==Notas==
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*Visualmente, los Necramechs caídos se pueden identificar a partir de las versiones estándar de los jugadores por sus colores más apagados y menos vibrantes, la falta de patrones pintados ornamentados en sus muslos y la textura más áspera y picada en su armadura.
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*Si apuntas directamente a tu Warframe mientras estás en un Necramech y utilizas la Transferencia, transferirás instantáneamente el control al Warframe, en lugar de pasar primero al modo Operador. Esto puede ser útil para los jugadores que no quieren estropear la existencia de los Operadores a los nuevos jugadores.
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*Cualquier habilidad se desactivará al abandonar el Necramech por cualquier motivo, así que hay que tenerlo en cuenta.
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*Aunque no se ven afectados por las habilidades de los Warframes, los Necramechs sí se ven afectados por las funciones de apoyo de los [[espectro]]s que no son Tenno o por algunos enemigos bajo [[Control mental]]. Esto incluye todos los tipos de [[Halieto protector|halietos protectores]] (que otorgan escudos adicionales y aumentos de recarga de escudo), [[Sanador Antiguo|sanadores antiguos]] (para redirigir el daño pesado hacia el propio sanador) y unidades [[Eximus]] de tipo guardián (mayor velocidad de recarga de los escudos).
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*Por defecto, los jugadores reciben cuatro [[ranura|ranuras de Necramech]] en el inventario. Se pueden comprar ranuras adicionales en el [[mercado]] por {{Platinum|20}} cada una.
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*Al reclamar un Necramech desde la fundición también obtendrás un arma [[Mausolon]] que ocupará una [[ranura|ranura de arma Archwing]] adicional. Es necesario comprar ranuras adicionales si tus ranuras están llenas, de lo contrario el Necramech no puede ser reclamado.
  +
*Los [[intrínsecos]] aplican bonificaciones a los Necramechs, que pueden aplicarse incluso fuera de las misiones [[Empíreo]]:
  +
**[[Intrínsecos/Táctica|Táctica]] en rango 5: permite usar [[Invocar Necramech]] en misiones empíreo.
  +
**[[Intrínsecos/Pilotaje|Pilotaje]] en rango 7: la velocidad de movimiento aumenta un 10%.
  +
**[[Intrínsecos/Artillero|Artillero]] en rango 5: el daño del arma Necramech aumenta un 20%.
  +
**[[Intrínsecos/Ingeniería|Ingeniería]] en rango 9: la salud y los escudos aumentan un 25%.
  +
  +
==Errores==
  +
*El salto y el combate cuerpo a cuerpo pueden ser "puestos en cola", haciendo que saltes o hagas un ataque cuerpo a cuerpo incluso si esa no era tu intención después de hacer otra acción. (Por ejemplo si estabas haciendo un ataque de deslizamiento y presionaste espacio, pero momentos después decides no saltar, seguirás saltando sin importar cuando termine el movimiento).
  +
*Para los clientes, los Necramechs pueden aparecer con piezas faltantes que pueden impedir al jugador atacar o abandonar su Necramech de cualquier manera, haciendo que la muerte sea la única solución para liberarse del control del Necramech. Si se produce este error, el Necramech estará inservible permanentemente durante el resto de la misión.
  +
  +
==Historial de actualizaciones==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|33.0.11}}
  +
*Fixed Voidrig and Bonewidow becoming disarmed after switching to Pugil mode.
  +
**''This was an issue with the “swap weapons” binding being unintentionally enabled for Necramechs - it is now disabled again. Swiping with Pugil can be done by using the melee binding as intended.''
  +
  +
{{ver|33}}
  +
*Fixed the Necramech ability UI not disappearing when opening the map in open landscapes.
  +
*Fixed Captura options not appearing when using a vehicle (Necramech).
  +
  +
{{ver|32.3}}
  +
*Necramechs can now be healed by Vazarin’s Protective Sling.
  +
**''When we launched Orphix Venom: Update 29.6, we removed a few ways that Necramechs could be unintentionally healed to keep it consistent with other healing abilities not affecting the Necramech, especially for Orphix Venom. On revisiting at Vazarin’s Protective Sling, we now feel that it should have the functionality to heal Necramechs for some added synergy between Operators and Necramechs.''
  +
*Fixed Necramech getting stuck on terrain if spawned against a specific wall in Conjunction Survival missions.
  +
*Fixed Necramechs floating in the Conservation capture screen when a player re-enters the Necracmech immediately after a successful capture.
  +
  +
{{ver|32.1}}
  +
*Fixed Energy Motes generated by the Emergence Dissipate Arcane not providing Energy if picked up by Necramech.
  +
*Fixed being able to spawn a Necramech in deep waters in the Orb Vallis and Plains of Eidolon.
  +
**''This also fixes being unable to access your Necramech in the water.''
  +
*Fixed camera flying through Orbiter after backing out of the Sigil menu on Necramech customization.
  +
  +
{{ver|32.0.7}}
  +
*Fixed loss of functionality after using transferring to go from K-Drive to Necramech.
  +
  +
{{ver|32.0.3}}
  +
*Fixed crash related to Necramech.
  +
  +
{{ver|31.7.2}}
  +
*Removed the Necramech 'Engine Low Power' sound due to excessive repetition when using it for a long time at low power - warning will now only occur when the engine is fully depleted.
  +
  +
{{ver|31.6.4}}
  +
*Fixed loss of functionality due to poor connection when Client dies in Necramech.
  +
  +
{{ver|31.6}}
  +
*Added abilities videos to the Necramech abilities screen.
  +
  +
{{ver|31.5.8}}
  +
*Updated the descriptions for Ironbride, Arquebex, and Necraweb
  +
  +
{{ver|31.5}}
  +
*Completing the Heart of Deimos quest will now reward you with the Voidrig Blueprint,  Voidrig Weapon Blueprint, Voidrig Capsule Blueprint, Voidrig Engine Blueprint, and Voidrig Casing Blueprint in the post-quest Inbox.
  +
**As a follow up to our Necramech Drop Rate & Crafting Cost Changes from Update 30.9.0, we wanted to add another way to set up players for success as they continue their journey to The New War and other content that requires a Necramech to participate.
  +
**For those who have already completed the Heart of Deimos quest prior to this update, these Blueprints will also be retroactively sent via Inbox. We will also be running an Alert on all platforms that rewards 4 Orokin Animus Matrices. More information on that here: https://forums.warframe.com/topic/1305860-orokin-animus-matrices-alert/
  +
*Fixed heavy spot loading at end of mission when owning a Necramech without the Necramech Summon equipped in gear wheel.
  +
*Fixed transference range for Operator into Necramech not being limited by distance.
  +
*Fixed crash related to the Necramech Summon Gear.
  +
*Fixed Clients becoming completely invulnerable when transferring to Necramech.
  +
  +
{{ver|31.1}}
  +
*Fixed a minor hitch every time a player jumped into Necramech.
  +
*Amped up Nechramech summon FX and added summon animations.
  +
*Fixed the Voidrig Necramech missing its corn cob bodice in the in-game Market diorama.
  +
  +
{{ver|30.9}}
  +
;Necramech Drop Rate & Crafting Cost Changes
  +
  +
Necramechs have started to play a vital role within the System - from being part of the Railjack experience, to a great tool in our Open Worlds. While their firepower provides an advantage, the time and resource investment required to obtain one has shown to be a deterrent to newer players. As The New War approaches, we aim to alleviate that initial friction and provide an easier path of obtainment.
  +
  +
Enemy Necramechs now have a 50% chance to drop a Necramech part across the board, evenly distributed. The battle required to defeat an enemy Necramech is not easy nor quick. This increased chance of getting a Necramech part helps to reduce the time investment needed in order to gather the mandatory parts to build your first Necramech.
  +
  +
Additionally, we’ve halved most of the Mining/Fishing part costs for crafting the Voidrig as this is the ‘first’ Necramech players see in the Heart of Deimos quest, so we want to make acquiring it a little easier. Bonewidow has been left as is as a longer-term goal.
  +
  +
The changes are:
  +
  +
*Voidrig Casing:
  +
**Adramal Alloy: From 120 to 60
  +
**Stellated Necrathene: From 16 to 8
  +
**Venerdo Alloy: From 40 to 20
  +
*Voidrig Engine
  +
**Tempered Bapholite: From 100 to 50
  +
**Biotic Filter: From 2 to 1
  +
*Voidrig Capsule:
  +
**Spinal Core Section: From 30 to 15
  +
**Marquise Veridos: From 20 to 10
  +
*Voidrig Weapon Pod:
  +
**Biotic Filter: From 6 to 3
  +
**Thaumic Distillate: From 80 to 40
  +
**Charc Electroplax: From 45 to 25
  +
  +
;FIXES&#58;
  +
*Fixed Ivara's Cloak Arrow turning your Necramech permanently invisible.
  +
  +
{{ver|30.7}}
  +
*Fixed a crash that could occur when Transferring from Excalibur Umbra to a Necramech.
  +
*Fixed Necramech Slot pricing in Foundry appearing differently than it does in the in-game Market.
  +
*Fixed an issue where while completing Void Storm missions, collecting 10 Void Traces while in the Necramech without entering your Warframe does not open the Relic.
  +
  +
{{ver|30.5}}
  +
*Los enemigos de '''Jugulus Rex''' sueltan los Mods Necramech de '''Operación: Veneno de Orphix''':
  +
** Desviación Necramech
  +
** Reprimenda Necramech
  +
** Reparación Necramech
  +
** Sensor enemigo Necramech
  +
** Augurio Necramech
  +
** Ira Necramech
  +
** Aviador Necramech
  +
*Fixed missing Necramech landing sounds when transitioning from jump to run/walk.
  +
*Fixed the Archgun Ace Mod not applying its buff while in Necramech.
  +
  +
{{ver|30.3.3}}
  +
*Removed eligibility to purchase a Necramech from the Market if you don’t have access to the Operator.
  +
**Addresses inability to use the Necramech after purchasing from the Market. As reported here: https://forums.warframe.com/topic/1265402-soo-i-bought-the-necramech-was-tired-of-grinding-but-cant-use-it/
  +
  +
{{ver|30.0.6}}
  +
*Fixed numerous script errors when spawning a Necramech.
  +
  +
{{ver|30}}
  +
*Fixed Necramech’s not counting as being inside the Capital Ship airlock, which is needed to continue the mission.
  +
*Fixed Necramechs not despawning in the Railjack when returning to the Dry Dock.
  +
*Fixed Necramech and Archgun Affinity gained not displaying for the Host player if Necramech was dead at the time of mission completion.
  +
  +
{{ver|29.10.7}}
  +
*Fixed getting stuck as the Operator with no Abilities or movement after dying in a Necramech as a Client.
  +
*Fixed Necramech Summon not refreshing it’s cooldown after summoning a Necramech that has died as a Client.
  +
  +
{{ver|29.10.5}}
  +
*Fixed Necramech Exalted weapon (Arquebex, Iron Bride) Affinity gained not appearing in the End of Mission screen (visual UI bug only).
  +
  +
{{ver|29.10.3}}
  +
*Fixed Necramech Exalted weapon (Arquebex, Iron Bride) not accumulating Affinity.
  +
**Still investigating said Affinity not appearing in the End of Mission screen (UI bug).
  +
  +
{{ver|29.10}}
  +
*Added detailed Melee stats to your Necramech Upgrade screen. Now you can see the full scope of your Necramech’s Melee prowess when Modding it!
  +
*Fixed gaining Health each time you Transferred in and out of your Necramech instead of maintaining the Health/Shield values at the time of Transference.
  +
*Fixed Combat Discipline Mod healing applying to deployed Necramechs.
  +
*Fixed owned Forma count while polarizing Nechramechs also counting Aura and Umbra Formas, which are not usable on Necramechs. The count will now only show regular Forma.
  +
*Fixed Necramech’s Efficiency stat text appearing red instead of green when increasing it in the upgrade screen.
  +
*Fixed ornate Necramech (with a spoiler name that pays homage to a certain game series) missing its Helmet in the alcove in the Necraloid Syndicate room after the “One Last Ride” stage of the Heart of Deimos Quest.
  +
*Fixed Warframes spawning after Host migration with the Health values from whatever form they were in at the time of migration (Necramech, Operator, etc.).
  +
*Fixed Necramechs showing incorrect rank and Mastery in your profile.
  +
*Fixed inability to stop Necramech from sliding after hitting environment obstacles at a sharp angle.
  +
*Fixed the Fass distortion VFX lingering on screen if you Transfer to Operator or Necramech after walking over the goo in the Cambion Drift.
  +
*Fixed cases where Necramechs could not pick up Health Orbs.
  +
*Fixed Necramech reverting to default skin when destroyed. As reported here: https://forums.warframe.com/topic/1248927-necramech-skin-changes-upon-death/
  +
  +
{{ver|29.6.8}}
  +
*Fixed ‘Rank Up’ HUD not displaying specific item or level while piloting a Necramech.
  +
*Fixed Necramech waypoint not being the standard numbered waypoint.
  +
*Fixed Bonewidow's shield appearing on other Necramechs in the Arsenal if you were just looking at Bonewidow and it had a Skin equipped.
  +
  +
{{ver|29.6.6}}
  +
*Fixed deselecting a Necramech Ability with ‘Next/Previous’ bindings interrupting/turning off the Ability.
  +
**''This could affect keyboard/mouse players who opt in to this style of ability selection, but would most commonly affect players using Controllers''
  +
*Fixed Necramech Arsenal ordering Arch-Guns into 2 groups: weapons with Gravimag adapters, and those without. There's no need to move no-Gravimag weapons into their own subgroup here, because Gravimag Adapters are no longer required to equip a weapon to the Necramech.
  +
*Fixed Emblems being offset when equipped on the Bruntspar Necramech Skin.
  +
  +
{{ver|29.6.5}}
  +
*Upon login of this Hotfix, accounts that owned either the Necramech Snake Skin and/or Voidrig Day of The Dead Skin will be given the corresponding Necramech Helmets. Players who purchase these Skins in the future will get the Helmet automatically.
  +
*Another fix for the Mission Progress screen appearing blank while in a Necramech.
  +
*Fixed previously summoned Client Necramech appearing to explode when re-summoning it.
  +
*Fixed chosen Energy color not applying to Necramech ground slams
  +
*Fixed Voidrig Snake Necramech Helmet Skin appearing as a filepath in the Necramech Arsenal.
  +
  +
{{ver|29.6.4}}
  +
*Fixed an issue where Affinity collected in a Necramech wouldn't propagate to your Arch Gun if you Transferenced in from the Operator.
  +
*Fixed second Necramech death resulting in a functionality loss as the Operator until Operator respawns.
  +
*Fixed an issue where the player's inventory can end up with two instances of the Necramech's gun, which resulted in losing earned Affinity when Reviving as your Warframe.
  +
*Fixed Focus gained by the Necramech not being saved at End of Mission.
  +
  +
;Arch-gun Weapon Inventory Slots Explanation and Fix
  +
  +
When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.
  +
  +
A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.
  +
  +
'''''The fix:''''' upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.
  +
  +
;Changes
  +
*Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.
  +
  +
;Fixes
  +
*Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal.
  +
  +
{{ver|29.6.3}}
  +
*Fixed players being prevented from summoning Necramechs if they are too far away (applies to the Operation and Landscapes).
  +
  +
{{ver|29.6.2}}
  +
*Changed the height threshold for Necramechs to do the ‘hard landing’ behaviour to be much higher. This change was made because often you’d just hop on a flat floor and be stuck in the ‘hard landing’ behaviour animations which would disrupt flow.
  +
*Fixed a case where you’d be unable to use Abilities in your Necramech if you resummoned it and its last position was inside an Nullifier.
  +
*Fixed some erroneous ‘Up/Down’ actions visible for players in a Necramech.
  +
  +
{{ver|29.6.1}}
  +
*Fixed a crash that could occur when switching between Operator and Necramech after firing any type of Glaive.
  +
*Fixed an issue where a given Necramech’s Exalted Weapon would not properly update when in the Arsenal.
  +
*Fixed two players being able to occupy the same Necramech in Operation: Orphix Venom.
  +
  +
{{ver|29.6}}
  +
*Mix-and-match Necramech Helmets on both Bonewidow and Voidrig in the Arsenal!
  +
*Both Voidrig/Bonewidow Necramechs, Morgha, and Cortege weapons can be purchased in the Market for Platinum. Necramech’s also have their own category in the Market!
  +
*Fully crafted components for the Necramech/weapons are now tradeable.
  +
*Removed the Gravimag requirement on Archwing weapons for Necramechs.
  +
*Vazarin Dash, Trinity’s Blessing, Equinox's Mend, Rejuvenate Aura, and Arcane Pulse no longer heal Necramechs. Out of 21 sources of healing, these five slipped through.
  +
*Necramechs now transition to aiming pose faster when in the air.
  +
*Fixed an issue where you would get a second jump sound when aiming with a Necramech in the air.
  +
*Fixed an issue where Revive XP penalty didn't always apply to the Necramech gun if it was the same gun as your Heavy slot or Archwing loadout.
  +
*Fixed your first inworld waypoint not appearing if done in your Necramech.
  +
*Fixed neither Host nor Client not receiving Thermia if they’are in their Necramech when the reward is given.
  +
*Fixed a potential issue with Saya's Vigil if you were in a Necramech when it tried to give you a Scanner charge.
  +
*Fixed UI remaining scrambled after entering your Necramech in a Vome residue puddle.
  +
  +
{{ver|29.5.9}}
  +
*Bonewidow Necramech’s can now be found patrolling or in its deactivated state in The Cambion Drift, similar to Voidrig Necramechs.
  +
  +
{{ver|29.5.7}}
  +
*Firing your gun while Hovering as a Necramech is now considered to be in an “Aiming” state, meaning Mods like Critical Focus and Marked Target will apply again.
  +
*Fixed (again) Client Necramechs losing gained Affinity if the Host migrated.
  +
**''We had this originally fixed but then it regressed with Hotfix 29.5.6 - our apologies.''
  +
*Adjusted Necramechs desired spacing between players to avoid sometimes standing right on top of you.
  +
*Fixed Operator appearing invisible and floating after exiting your Necramech as Operator for the second time as a Client.
  +
*Fixed cases where both Voidrig and Bonewidow wouldn’t attack with its currently equipped weapon.
  +
*Fixed Warframe stats displaying incorrect values in the Arsenal when equipping a Necramech.
  +
*Fixed Necramech weapon getting stuck continuously firing after dashing while shooting.
  +
*Little blue Necramech and little blue Warframe Helmet icons now mark your Necramech/Warframe respectively on the minimap when not being “controlled” to aid in loss prevention.
  +
  +
{{ver|29.5.6}}
  +
*Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.
  +
  +
{{ver|29.5.5}}
  +
*Fixed Clients losing all Necramech Affinity gained in mission after a Host Migration.
  +
*Fixed the secondary Energy color option not appearing after polarizing Necramechs (Voidrig and Bonewidow).
  +
  +
{{ver|29.5.4}}
  +
*Necramech summoning is now more forgiving on the Cambion Drift. You should experience less ‘Invalid Launch Point’ on slopes, inclines, etc.
  +
*Fixed inability to summon a Necramech on shallow Cambion Drift Exocrine.
  +
**This also allows you to summon a Necramech along the shorelines of lakes in Plains of Eidolon and Orb Vallis!
  +
*Fixed ability to move around other players Vacuumed items by the Necramech. Your Vacuum should only affect pickups for yourself.
  +
*Fixed Necramech’s not displaying when searched in the Inventory screen.
  +
*Fixed numerous script errors when casting Necramech abilities.
  +
  +
{{ver|29.5.3}}
  +
*Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering.
  +
**''Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!''
  +
  +
{{ver|29.5.2}}
  +
*Fixed Necramechs losing Affinity when destroyed and the Warframe you are using dies.
  +
*Fixed Helios attempting, but not completing, scans while you are in Necramech form.
  +
*Fixed an issue with a fallen Necramech not spawning at the bottom of the Pit Monster.
  +
  +
{{ver|29.5}}
  +
;NEW NECRAMECH - BONEWIDOW&#58;
  +
  +
This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.
  +
  +
;''Abilities:''
  +
  +
'''MEATHOOK'''
  +
  +
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
  +
  +
'''SHIELD MAIDEN'''
  +
  +
Raise Bonewidow’s shield to block incoming forward damage.
  +
  +
'''FIRING LINE'''
  +
  +
Sweep surrounding enemies into the line of fire with a force beam.
  +
  +
'''EXALTED IRONBRIDE'''
  +
  +
Summon a devastating exalted blade.
  +
  +
''<nowiki>*</nowiki>Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!''
  +
  +
'''MORGHA'''
  +
  +
Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.
  +
  +
''<nowiki>*</nowiki>Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!''
  +
  +
'''''BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/'''''
  +
  +
;New Necramech Mods (max rank):
  +
  +
'''Necramech Flow'''
  +
  +
+150% Energy Max
  +
  +
'''Necramech Efficiency'''
  +
  +
+60% Engine Efficiency
  +
  +
'''Necramech Drift'''
  +
  +
+150% Hover Efficiency
  +
  +
'''Necramech Friction'''
  +
  +
+60% Slide Efficiency
  +
  +
''Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!''
  +
  +
;DEIMOS QUALITY OF LIFE CHANGES&#58;
  +
*Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
  +
**With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, '''we’ve increased the Shared Affinity Range in Free Roam missions'''. We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
  +
**If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
  +
*Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
  +
  +
;GENERAL DEIMOS CHANGES&#58;
  +
*Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
  +
  +
;GENERAL ADDITIONS&#58;
  +
*Added slightly tweaked Transference FX for both Warframe and Necramech.
  +
  +
;CONTROLLER CHANGES/FIXES&#58;
  +
*Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.
  +
  +
;FIXES&#58;
  +
*Fixed a crash that could occur when casting the Necramech’s Necraweb ability.
  +
*Fixed inability to launch Archwing after exiting out of a Necramech.
  +
*Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
  +
*Fixed friendly roaming Voidrig Necramech disabling Limbo’s Rift.
  +
*Fixed Necramech regenerating ammo rounds at the same exact rate regardless of the Arch Gun used.
  +
*Fixed roaming Necramech’s struggling to get up certain hills in the Cambion Drift.
  +
Fixed being able to use Emotes in Necramech as a Client. Mr.Roboto no more.
  +
*Fixed roaming Necramechs in the Cambion Drift occasionally having issues navigating small hills and getting stuck. Me too, Necramech... Me too...
  +
*Fixed getting stuck in Void Dash animation after transferring into Necramech while crouching.
  +
*Fixed map and in world marker for personal Necramech disappearing after entering and exiting it.
  +
*Fixed an issue where your Necramech’s minimap marker would be visible while you’re piloting it.
  +
*Fixed companion UI not updating properly while in Necramech, as reported here: https://forums.warframe.com/topic/1222078-pet-went-down-on-cabria-drift-while-in-mech-but-hud-still-showed-pet-with-100-health/
  +
*Fixed the Necramech Necraweb “Throw” HUD tooltip lingering after throwing the canister.
  +
*Fixed a hitch that would occur when opening the Arsenal immediately after crafting a Necramech.
  +
*Fixed Necramechs aiming sideways when moving to threats without having a valid target yet.
  +
*Fixed the Necramech Codex entry not showing what it drops (after Scanning).
  +
*Fixed issues with Chat linking Necramech Mods.
  +
*Fixed inability to Chat link Necramechs.
  +
*Fixed issues with the Necramech icon and diorama when viewed in the Codex.
  +
*Fixed Necramech Shocking Iron ability sound loop playing non-positionally when you Transfer out of the Necramech while ability is still active.
  +
*Fixed Helios struggling to Scan anything while you’re piloting a Necramech.
  +
  +
{{ver|29.3}}
  +
*Fixed Mirage’s Total Eclipse Augment Mod buff being shared with Necramechs.
  +
*Fixed Umbra’s sentience not functioning after Transferring into a Necramech.
  +
  +
{{ver|29.1.1}}
  +
*Fixed inability to swap the 9th Necramech Mod Slot Polarity due to the UI thinking it’s an Aura.
  +
*Fixed inability to purchase additional Config Slots for Necramech and Arquebex.
  +
  +
{{ver|29.1}}
  +
;SNAKE NECRAMECH SIGIL
  +
  +
This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!
  +
  +
;SNAKE VOIDRIG SKIN
  +
  +
Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.
  +
  +
''<nowiki>*</nowiki>Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!''
  +
  +
;Necramech Changes & Fixes:
  +
*Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:
  +
**If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.
  +
**If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.
  +
*Reduced the Necramech’s Shocking Iron ability sound loop.
  +
*Fixed summoned Necramech’s not having their Modded values when summoned again after dying.
  +
**''This was an issue before the cooldown changes.''
  +
*Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.
  +
**''This was an issue before the cooldown changes.''
  +
*Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.
  +
*Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.
  +
*Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack.
  +
*Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum.
  +
*Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.
  +
*Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.
  +
*Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech.
  +
*Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.
  +
  +
{{ver|29.0.8.1}}
  +
*Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy.
  +
  +
{{ver|29.0.8}}
  +
*Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.
  +
**''This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.''
  +
*We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright.
  +
**Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!
  +
*Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.
  +
*Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.
  +
*Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.
  +
*Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech.
  +
*Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech.
  +
**''Still some issues with going from Warframe > Operator > then to Necramech.''
  +
  +
{{ver|29.0.7}}
  +
*Changed 'Necramech Deflection' Mod name to 'Necramech Redirection' since we use Redirection for Max Shield Mods.
  +
*Fixed a crash when casting the Necramech’s Storm Shroud ability.
  +
*Fixed a crash when casting the Necramech’s Necraweb ability.
  +
*Fixed Client Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  +
*Fixed friendly Necramech nullification disabling Warframe Invisibility and Banish abilities.
  +
*Fixed fallen Necramech’s on Cambion Drift being Rank 0 for Clients.
  +
*Fixed applying Forma to the Necramech Arquebex not showing the Polarity right away until you relog.
  +
*Fixed ability to install an Umbra Forma on a Necramech. No need for this as no Umbra Necramech Mods exist!
  +
*Fixed Necramech Ammo regeneration speed not changing per weapon equipped.
  +
  +
{{ver|29.0.6}}
  +
*Improvements towards the Necramech Guard Mode Equip and Unequip flow to be cleaner and use Abilities functions better.
  +
*Fixed Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  +
*Fixed Client Necramech’s not retaining their gained XP after mission aborting. We are working on additional edge cases with Client Affinity retention on Necramechs. More to come!
  +
*Fixed second Necramech summon having no weapon and inability to shoot for Clients.
  +
*Fixed being able to walk through the blue force-field wall around the Plains of Eidolon as a Necramech.
  +
*Fixed ability to collide with allied Necramechs.
  +
*Fixed Mods on the lower left side of the Necramech Upgrade screen can't be read.
  +
*Fixed UI callout for the Necramech dodge/charge tutorial being incorrect.
  +
*Fixed the Necramech moving in a circular motion while boosting when tilting the controller joystick slightly to the left or right.
  +
*Fixed entering the Mod Bench while in the Necramech Upgrade screen resulting in getting the regular Mod Bench selection with all Mods showing.
  +
*Fixed "Melee Combos" for Necramechs showing broken Stance Mods and wrong combos.
  +
*Fixed a script error when a Necramech deactivated their Guard Mode ability.
  +
 
{{ver|29.0.5}}
 
{{ver|29.0.5}}
 
*Damaged Necramech parts and Weapon Parts are now tradable!
 
*Damaged Necramech parts and Weapon Parts are now tradable!
*Fixed Necramech drops falling through the floor when dropped.
 
 
*Fixed Summoning Necramechs losing affinity gained in previous Necramechs.
 
*Fixed Summoning Necramechs losing affinity gained in previous Necramechs.
*Potential permanent fix to Void Dash being disabled by Vault Mechs, more work will be needed on this, but we have made some progress here.
 
 
*Fixed Ally Necramechs not always spawning during Vome Cycle.
 
*Fixed Ally Necramechs not always spawning during Vome Cycle.
 
*Fixed Ally Necramechs interfering with Operator Void Dashing and Transference.
 
*Fixed Ally Necramechs interfering with Operator Void Dashing and Transference.
   
 
{{ver|29.0.4}}
 
{{ver|29.0.4}}
*Player-usable Necramechs that you can Transference into on the [[Deriva Cambion]] no longer drop rewards.
+
*Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards.
**''Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the [[Bóveda de aislamiento]]s will still drop rewards, and now they’ll drop more of them (Scintillant).''
+
**''Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant).''
 
*Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
 
*Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
 
*Fixed a crash that would occur when in a Necramech when someone disconnects.
 
*Fixed a crash that would occur when in a Necramech when someone disconnects.
*Fixed issues with proper attachment/detachment of enemy Necramech arms for Clients. In some cases Clients saw Necramechs dying with both arms attached when in fact they were shoot off and weakspot exposed.
 
 
*Fixed enemies not targeting the Operator after dying in a Necramech.
 
*Fixed enemies not targeting the Operator after dying in a Necramech.
 
*Fixed inability to shot for the entire hover duration when in a Necramech.
 
*Fixed inability to shot for the entire hover duration when in a Necramech.
   
 
{{ver|29.0.3}}
 
{{ver|29.0.3}}
  +
*Added invulnerability period when Transferring into Necramechs found out in Cambion Drift.
*Fixed numerous script errors when encountering an enemy Necramech.
 
*Added invulnerability period when Transferring into Necramechs found out in [[Deriva Cambion]].
 
 
*Fixed a script error when using the Necramechs’ Guard Mode ability.
 
*Fixed a script error when using the Necramechs’ Guard Mode ability.
 
*Fixed a script error that occurred when a Necramech died.
 
*Fixed a script error that occurred when a Necramech died.
Línea 80: Línea 585:
 
*Reduced the Necramech Storm Shroud ability damage immunity from 1 to .8. This ability now functions similar to Iron Skin.
 
*Reduced the Necramech Storm Shroud ability damage immunity from 1 to .8. This ability now functions similar to Iron Skin.
 
*Increased the Necramech Reach Mod base Melee Range from +0.17 to +0.25.
 
*Increased the Necramech Reach Mod base Melee Range from +0.17 to +0.25.
*Fixed a crash when Transferring into a Necramech out on the [[Deriva Cambion]].
+
*Fixed a crash when Transferring into a Necramech out on the Cambion Drift.
*Fixed a crash that could occur if you were in a Necramech after a Host migration.
+
*Fixed a crash that could occur if you were in a Necramech after a Host migration.
*Fixed a crash when fighting a Necramech in the Isolation Bounty.
 
 
*Fixed Necramech’s not picking up things like Energy and Mods.
 
*Fixed Necramech’s not picking up things like Energy and Mods.
 
*More fixes towards dying in a Necramech resulting in your Operator being invisible and invincible.
 
*More fixes towards dying in a Necramech resulting in your Operator being invisible and invincible.
Línea 94: Línea 598:
   
 
{{ver|29}}
 
{{ver|29}}
  +
*Introducido.
*Introduced.
 
 
}}
 
}}
{{MechNav}}
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{{MecánicasNav}}
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{{PieArtículo}}
 
[[en:Necramech]]
 
[[en:Necramech]]

Revisión actual - 21:36 5 oct 2023

Última edición, 05-10-2023 por Sekram
Para el enemigo, véase Necramech (Enemigo).

Mira, eras la segunda ola, chico. Los Necramechs estaban protegidos por escudos Antivacío, inmunes al pulso consciente... tan brillantes como una bolsa de martillos e igualmente de confiables. No como tú.


Los Necramech son máquinas de guerra Entrati que se encuentran en las ruinas de Deriva Cambion (Deimos). Son máquinas de guerra bípedas fuertemente blindadas construidas durante La Antigua Guerra como predecesoras de los warframes, aunque eran mucho menos inteligentes. Los Tenno son capaces de acceder a estas reliquias de la La Antigua Guerra usando su Transferencia y pueden desplegarlos en los recorridos libres.

Adquisición[]

Los Necramech pueden ser manejados por un Operador (que requiere la finalización de La guerra interna) vía Transferencia, ya sea que se encuentren inactivos en los campos de Deriva Cambion o sean propiedad del jugador.

Necramech Inactivo/Temporal[]

Ubicaciones de restos de Necramech

Ubicaciones[1] de Necramechs caídos en Deriva Cambion

Los Necramechs caídos se pueden encontrar en los campos de Deriva Cambion durante Fass. Un Operador solo necesita iniciar la Transferencia (por defecto 5 ) cuando está cerca de un Necramech inactivo operativo para abordarlos. Los restos de Necramech elegibles para la Transferencia pueden ser identificados por un aura azul que emana de ellos. Los Necramechs son capaces de aparecer en algunas de las diversas localizaciones predefinidas a la vez, seleccionados aleatoriamente cuando el jugador entra en la Deriva, sin embargo no aparecerán hasta que el jugador haya estado en la misión de Deriva Cambion durante 5 a 10 minutos.

Estos Necramechs solo tendrán estadísticas base de rango 0 sin mods, aunque tendrán todas sus habilidades en el rango máximo y utilizarán un Mausolon Mausolon como arma por defecto.

Durante Vome, estos Necramechs se activan y luchan contra los enemigos automáticamente. Estos Necramechs activos no pueden ser abordados usando la Transferencia.

Necramech Propio/Permanente[]

Los jugadores pueden fabricar sus propios Necramechs comprando los planos a través del sindicato Necraloide. Un Necramech construido ocupa una ranura de Necramech. Los jugadores comienzan con cuatro ranuras de Necramech de forma predeterminada y se pueden comprar más en el mercado por 20 Platinum Platinum cada una. También se pueden comprar los Necramechs preconstruidos en el mercado por 375Platinum Platinum, estos vienen con un reactor orokin preinstalado gratis y una ranura Necramech.

Los Necramech del jugador tienen libre personalización y se pueden equipar con varios Mods exclusivos de Necramech para mejorar sus habilidades. La herramienta Invocar Necramech se le da al jugador automáticamente al construir su primer Necramech, que le permite convocar al Necramech para usarlo en cualquier mundo abierto (Deriva Cambion, Las llanuras de Eidolon y Los valles del Orbe). Adquiriendo el intrínseco "Táctica" en rango 5 permite invocar al Necramech en áreas terrestres de las misiones Empíreo. La herramienta Invocar Necramech tiene un tiempo de reutilización de 1 minutos (45 segundos en rango 8 del intrínseco "Táctica") antes de que se pueda usar de nuevo si se destruye el Necramech, y un tiempo de reutilización de 10 segundos si el Necramech todavía está activo.

Modelos[]

Mecánica[]

Movilidad y Control[]

Los Necramech son capaces de caminar, saltar (por defecto, Space ) y deslizarse (por defecto, Shift  + cualquier tecla de dirección). Para maniobras más avanzadas, los Necramech tienen un indicador de motor que indica combustible, que se consume al realizar sus técnicas de movimiento únicas, y se repone naturalmente si el Necramech está parado o usando un movimiento estándar (sin embargo, no se repondrá durante la caída desde las alturas). Esprintar (por defecto, Shift ) también consume el indicador del motor.

El Necramech tiene dos maniobras avanzadas exclusivas:

  • Carga: los Necramechs pueden realizar una carga (presionar y mantener presionada la tecla Shift ) que lo impulsa a alta velocidad hacia su rumbo actual.
    • Puede manejarse con las teclas de dirección (por defecto A  para girar a la izquierda y D  para girar a la derecha), aunque el radio de giro durante la carga se reduce considerablemente.
    • Cargar muñecos de trapo y dañar a los enemigos en su camino, y también romper cualquier objeto ambiental destructible como cajas de botín.
    • La carga se puede mantener mientras el Necramech tenga combustible en el motor, y solo se detendrá si se agota el indicador, se presiona la tecla de velocidad o si el Necramech realiza otra maniobra como saltar. Al final de la carga (ya sea a través de una parada intencional o al quedarse sin combustible) mientras está en el suelo, se reproducirá una animación de recuperación forzada, lo que resultará en un momento inevitable de falta de respuesta de aproximadamente 2 segundos. A pesar de la apariencia contundente, esta animación no causa ningún daño adicional.
    • Si bien la animación de la carga hace que el Necramech baje su altura significativamente, su modelo de colisión real no cambia y, por lo tanto, aún no puede atravesar puertas de "tamaño estándar".
  • Flotar: mientras están en el aire, ya sea saltando o cayendo desde las alturas, los Necramechs pueden activar sus propulsores de vuelo (por defecto, mantenga presionada la tecla Space  mientras está en el aire), haciendo que flote, lo que ralentiza drásticamente su velocidad de descenso.
    • Mientras está suspendido, el Necramech puede moverse en cualquier dirección utilizando las teclas de dirección, lo que le permite volar a distancias cortas. Los necramechs también retienen cualquier impulso hacia adelante del movimiento del suelo al flotar, por lo que se puede lograr velocidad adicional corriendo y luego saltando en un vuelo estacionario. Los propulsores de vuelo solo ralentizan la velocidad de descenso del Necramech, por lo que pierde altitud gradualmente incluso si los propulsores aún están activos.
    • También se puede usar agacharse y esprintar mientras está suspendido para acelerar/ralentizar el movimiento direccional.
    • El vuelo estacionario se puede realizar siempre que el Necramech tenga combustible del motor, y los propulsores se apagarán si el medidor se agota, se suelta la tecla de salto o los pies del mech hacen contacto con una superficie transitable.

Una vez que el indicador de combustible se haya agotado hasta el último 5% restante, se reproducirá un pitido de advertencia suave hasta que se active la recuperación de combustible.

Los necramechs pueden agacharse (por defecto, manteniendo presionada la tecla Ctrl ), pero solo mientras está parado y no puede gatear; La combinación de estar agachado con movimiento dará como resultado una caminata más lenta con el Necramech manteniendo su altura de pie, lo que les impedirá pasar por algunos pasajes y puertas más pequeños. Del mismo modo, disparar y/o apuntar mientras está agachado se cancelará y los obligará a ponerse de pie para la acción.

Los necramechs no pueden interactuar con objetos que requieren la tecla Usar (X  predeterminada), por lo que no pueden piratear consolas, llevar objetos objetivos, coger tesoros como estrellas Ayatan y revivir a aliados.

Controlar el Necramech requiere que el operador se transfiera fuera del Warframe. Si se usa la Transferencia mientras Warframe y Necramech están uno al lado del otro o se apuntan desde la distancia, el jugador puede cambiar entre ellos sin entrar en el Operador. Si el Necramech no tiene piloto, se vuelve invulnerable al daño.

Combate[]

Los Necramechs vienen con 4 habilidades únicas para cada chasis y, al igual que los warframes, requieren energía para su uso. Para sus armas principales, los Necramechs pueden armarse con cualquier Archcañón que tenga un Gravimag instalado, con munición regenerativa. También son capaces de participar en combates cuerpo a cuerpo usando sus brazos y pueden realizar golpes aéreos de tierra. Los necramechs pueden disparar sus armas y realizar habilidades que se pueden usar en el aire mientras se desplaza.

Los necramechs son inmunes a derribos, tambaleos y efectos de estado que agotan la energía, y no pueden verse afectados por habilidades especiales de incapacitación del enemigo, como el ataque de enganche del Dron zarcillo Deimos. Sin embargo, se ven afectados por el residuo energético que dejan Vome y Fass.

Los necramechs pueden recoger los orbes de energía lanzados por los enemigos, el entorno o habilidades de Warframe como Dispensario icono Dispensario de ProteaIcon272 Protea o Mod TT 20pxDepósito de vida de Trinity icono Trinity, pero no puede ser energizado directamente por habilidades de Warframe (Vampiro de energía simbolo Vampiro de energía de Trinity icono Trinity) o consumibles como restaurador de energía. Los necramecs no tienen capacidad de autorreparación y no pueden recoger orbes de salud ni utilizar Restauraciones de salud para restaurar el daño.

Se pueden reparar utilizando:

No se benefician de:

Mods[]

El Necramech cuenta con 12 ranuras para mods, a diferencia de otros vehículos (por ejemplo, Archwings o K-Drives). Para compensar, cada polarización incrementa su rango en 2 hasta un máximo de 40 después de 5 Forma, aumentando la capacidad de mods hasta un total de 80 en el rango 40 con un reactor Orokin instalado. Se pueden añadir polarizaciones adicionales cuando el Necramech alcanza su nuevo rango máximo en cada nivel de polarización. Cada rango adicional también otorga experiencia de rango de maestría, dando 8,000 puntos en total. Sin embargo, hay que tener en cuenta que los Necramechs no aparecen en la pantalla de perfil para comprobar el progreso del rango de maestría.

Su arma cuerpo a cuerpo predeterminada llamada "Pugil", no puede modificarse.

Los Necramech construidos por jugadores pueden equiparse con los siguientes mods exclusivos de Necramech:

Ver lista de mods de Necramech

Personalización[]

Los Necramechs pueden tener su apariencia personalizada con varios diseños y cascos. Especialmente, si un jugador posee más de un modelo de Necramech, los cascos de esos modelos también se pueden usar en otros modelos de Necramech (por ejemplo, poseer un Bonewidow permitirá a los jugadores usar el casco de Bonewidow en un Voidrig).

Diseños y Sellos[]

Ver lista de diseños y sellos

Notas[]

  • Visualmente, los Necramechs caídos se pueden identificar a partir de las versiones estándar de los jugadores por sus colores más apagados y menos vibrantes, la falta de patrones pintados ornamentados en sus muslos y la textura más áspera y picada en su armadura.
  • Si apuntas directamente a tu Warframe mientras estás en un Necramech y utilizas la Transferencia, transferirás instantáneamente el control al Warframe, en lugar de pasar primero al modo Operador. Esto puede ser útil para los jugadores que no quieren estropear la existencia de los Operadores a los nuevos jugadores.
  • Cualquier habilidad se desactivará al abandonar el Necramech por cualquier motivo, así que hay que tenerlo en cuenta.
  • Aunque no se ven afectados por las habilidades de los Warframes, los Necramechs sí se ven afectados por las funciones de apoyo de los espectros que no son Tenno o por algunos enemigos bajo Control mental. Esto incluye todos los tipos de halietos protectores (que otorgan escudos adicionales y aumentos de recarga de escudo), sanadores antiguos (para redirigir el daño pesado hacia el propio sanador) y unidades Eximus de tipo guardián (mayor velocidad de recarga de los escudos).
  • Por defecto, los jugadores reciben cuatro ranuras de Necramech en el inventario. Se pueden comprar ranuras adicionales en el mercado por Platinum‍20 cada una.
  • Al reclamar un Necramech desde la fundición también obtendrás un arma Mausolon que ocupará una ranura de arma Archwing adicional. Es necesario comprar ranuras adicionales si tus ranuras están llenas, de lo contrario el Necramech no puede ser reclamado.
  • Los intrínsecos aplican bonificaciones a los Necramechs, que pueden aplicarse incluso fuera de las misiones Empíreo:
    • Táctica en rango 5: permite usar Invocar Necramech en misiones empíreo.
    • Pilotaje en rango 7: la velocidad de movimiento aumenta un 10%.
    • Artillero en rango 5: el daño del arma Necramech aumenta un 20%.
    • Ingeniería en rango 9: la salud y los escudos aumentan un 25%.

Errores[]

  • El salto y el combate cuerpo a cuerpo pueden ser "puestos en cola", haciendo que saltes o hagas un ataque cuerpo a cuerpo incluso si esa no era tu intención después de hacer otra acción. (Por ejemplo si estabas haciendo un ataque de deslizamiento y presionaste espacio, pero momentos después decides no saltar, seguirás saltando sin importar cuando termine el movimiento).
  • Para los clientes, los Necramechs pueden aparecer con piezas faltantes que pueden impedir al jugador atacar o abandonar su Necramech de cualquier manera, haciendo que la muerte sea la única solución para liberarse del control del Necramech. Si se produce este error, el Necramech estará inservible permanentemente durante el resto de la misión.

Historial de actualizaciones[]

Revisión 33.0.11
  • Fixed Voidrig and Bonewidow becoming disarmed after switching to Pugil mode.
    • This was an issue with the “swap weapons” binding being unintentionally enabled for Necramechs - it is now disabled again. Swiping with Pugil can be done by using the melee binding as intended.

Actualización 33

  • Fixed the Necramech ability UI not disappearing when opening the map in open landscapes.
  • Fixed Captura options not appearing when using a vehicle (Necramech).

Actualización 32.3

  • Necramechs can now be healed by Vazarin’s Protective Sling.
    • When we launched Orphix Venom: Update 29.6, we removed a few ways that Necramechs could be unintentionally healed to keep it consistent with other healing abilities not affecting the Necramech, especially for Orphix Venom. On revisiting at Vazarin’s Protective Sling, we now feel that it should have the functionality to heal Necramechs for some added synergy between Operators and Necramechs.
  • Fixed Necramech getting stuck on terrain if spawned against a specific wall in Conjunction Survival missions.
  • Fixed Necramechs floating in the Conservation capture screen when a player re-enters the Necracmech immediately after a successful capture.

Actualización 32.1

  • Fixed Energy Motes generated by the Emergence Dissipate Arcane not providing Energy if picked up by Necramech.
  • Fixed being able to spawn a Necramech in deep waters in the Orb Vallis and Plains of Eidolon.
    • This also fixes being unable to access your Necramech in the water.
  • Fixed camera flying through Orbiter after backing out of the Sigil menu on Necramech customization.

Revisión 32.0.7

  • Fixed loss of functionality after using transferring to go from K-Drive to Necramech.

Revisión 32.0.3

  • Fixed crash related to Necramech.

Revisión 31.7.2

  • Removed the Necramech 'Engine Low Power' sound due to excessive repetition when using it for a long time at low power - warning will now only occur when the engine is fully depleted.

Revisión 31.6.4

  • Fixed loss of functionality due to poor connection when Client dies in Necramech.

Actualización 31.6

  • Added abilities videos to the Necramech abilities screen.

Revisión 31.5.8

  • Updated the descriptions for Ironbride, Arquebex, and Necraweb

Actualización 31.5

  • Completing the Heart of Deimos quest will now reward you with the Voidrig Blueprint,  Voidrig Weapon Blueprint, Voidrig Capsule Blueprint, Voidrig Engine Blueprint, and Voidrig Casing Blueprint in the post-quest Inbox.
    • As a follow up to our Necramech Drop Rate & Crafting Cost Changes from Update 30.9.0, we wanted to add another way to set up players for success as they continue their journey to The New War and other content that requires a Necramech to participate.
    • For those who have already completed the Heart of Deimos quest prior to this update, these Blueprints will also be retroactively sent via Inbox. We will also be running an Alert on all platforms that rewards 4 Orokin Animus Matrices. More information on that here: https://forums.warframe.com/topic/1305860-orokin-animus-matrices-alert/
  • Fixed heavy spot loading at end of mission when owning a Necramech without the Necramech Summon equipped in gear wheel.
  • Fixed transference range for Operator into Necramech not being limited by distance.
  • Fixed crash related to the Necramech Summon Gear.
  • Fixed Clients becoming completely invulnerable when transferring to Necramech.

Actualización 31.1

  • Fixed a minor hitch every time a player jumped into Necramech.
  • Amped up Nechramech summon FX and added summon animations.
  • Fixed the Voidrig Necramech missing its corn cob bodice in the in-game Market diorama.

Actualización 30.9

Necramech Drop Rate & Crafting Cost Changes

Necramechs have started to play a vital role within the System - from being part of the Railjack experience, to a great tool in our Open Worlds. While their firepower provides an advantage, the time and resource investment required to obtain one has shown to be a deterrent to newer players. As The New War approaches, we aim to alleviate that initial friction and provide an easier path of obtainment.

Enemy Necramechs now have a 50% chance to drop a Necramech part across the board, evenly distributed. The battle required to defeat an enemy Necramech is not easy nor quick. This increased chance of getting a Necramech part helps to reduce the time investment needed in order to gather the mandatory parts to build your first Necramech.

Additionally, we’ve halved most of the Mining/Fishing part costs for crafting the Voidrig as this is the ‘first’ Necramech players see in the Heart of Deimos quest, so we want to make acquiring it a little easier. Bonewidow has been left as is as a longer-term goal.

The changes are:

  • Voidrig Casing:
    • Adramal Alloy: From 120 to 60
    • Stellated Necrathene: From 16 to 8
    • Venerdo Alloy: From 40 to 20
  • Voidrig Engine
    • Tempered Bapholite: From 100 to 50
    • Biotic Filter: From 2 to 1
  • Voidrig Capsule:
    • Spinal Core Section: From 30 to 15
    • Marquise Veridos: From 20 to 10
  • Voidrig Weapon Pod:
    • Biotic Filter: From 6 to 3
    • Thaumic Distillate: From 80 to 40
    • Charc Electroplax: From 45 to 25
FIXES:
  • Fixed Ivara's Cloak Arrow turning your Necramech permanently invisible.

Actualización 30.7

  • Fixed a crash that could occur when Transferring from Excalibur Umbra to a Necramech.
  • Fixed Necramech Slot pricing in Foundry appearing differently than it does in the in-game Market.
  • Fixed an issue where while completing Void Storm missions, collecting 10 Void Traces while in the Necramech without entering your Warframe does not open the Relic.

Actualización 30.5

  • Los enemigos de Jugulus Rex sueltan los Mods Necramech de Operación: Veneno de Orphix:
    • Desviación Necramech
    • Reprimenda Necramech
    • Reparación Necramech
    • Sensor enemigo Necramech
    • Augurio Necramech
    • Ira Necramech
    • Aviador Necramech
  • Fixed missing Necramech landing sounds when transitioning from jump to run/walk.
  • Fixed the Archgun Ace Mod not applying its buff while in Necramech.

Revisión 30.3.3

Revisión 30.0.6

  • Fixed numerous script errors when spawning a Necramech.

Actualización 30

  • Fixed Necramech’s not counting as being inside the Capital Ship airlock, which is needed to continue the mission.
  • Fixed Necramechs not despawning in the Railjack when returning to the Dry Dock.
  • Fixed Necramech and Archgun Affinity gained not displaying for the Host player if Necramech was dead at the time of mission completion.

Revisión 29.10.7

  • Fixed getting stuck as the Operator with no Abilities or movement after dying in a Necramech as a Client.
  • Fixed Necramech Summon not refreshing it’s cooldown after summoning a Necramech that has died as a Client.

Revisión 29.10.5

  • Fixed Necramech Exalted weapon (Arquebex, Iron Bride) Affinity gained not appearing in the End of Mission screen (visual UI bug only).

Revisión 29.10.3

  • Fixed Necramech Exalted weapon (Arquebex, Iron Bride) not accumulating Affinity.
    • Still investigating said Affinity not appearing in the End of Mission screen (UI bug).

Actualización 29.10

  • Added detailed Melee stats to your Necramech Upgrade screen. Now you can see the full scope of your Necramech’s Melee prowess when Modding it!
  • Fixed gaining Health each time you Transferred in and out of your Necramech instead of maintaining the Health/Shield values at the time of Transference.
  • Fixed Combat Discipline Mod healing applying to deployed Necramechs.
  • Fixed owned Forma count while polarizing Nechramechs also counting Aura and Umbra Formas, which are not usable on Necramechs. The count will now only show regular Forma.
  • Fixed Necramech’s Efficiency stat text appearing red instead of green when increasing it in the upgrade screen.
  • Fixed ornate Necramech (with a spoiler name that pays homage to a certain game series) missing its Helmet in the alcove in the Necraloid Syndicate room after the “One Last Ride” stage of the Heart of Deimos Quest.
  • Fixed Warframes spawning after Host migration with the Health values from whatever form they were in at the time of migration (Necramech, Operator, etc.).
  • Fixed Necramechs showing incorrect rank and Mastery in your profile.
  • Fixed inability to stop Necramech from sliding after hitting environment obstacles at a sharp angle.
  • Fixed the Fass distortion VFX lingering on screen if you Transfer to Operator or Necramech after walking over the goo in the Cambion Drift.
  • Fixed cases where Necramechs could not pick up Health Orbs.
  • Fixed Necramech reverting to default skin when destroyed. As reported here: https://forums.warframe.com/topic/1248927-necramech-skin-changes-upon-death/

Revisión 29.6.8

  • Fixed ‘Rank Up’ HUD not displaying specific item or level while piloting a Necramech.
  • Fixed Necramech waypoint not being the standard numbered waypoint.
  • Fixed Bonewidow's shield appearing on other Necramechs in the Arsenal if you were just looking at Bonewidow and it had a Skin equipped.

Revisión 29.6.6

  • Fixed deselecting a Necramech Ability with ‘Next/Previous’ bindings interrupting/turning off the Ability.
    • This could affect keyboard/mouse players who opt in to this style of ability selection, but would most commonly affect players using Controllers
  • Fixed Necramech Arsenal ordering Arch-Guns into 2 groups: weapons with Gravimag adapters, and those without. There's no need to move no-Gravimag weapons into their own subgroup here, because Gravimag Adapters are no longer required to equip a weapon to the Necramech.
  • Fixed Emblems being offset when equipped on the Bruntspar Necramech Skin.

Revisión 29.6.5

  • Upon login of this Hotfix, accounts that owned either the Necramech Snake Skin and/or Voidrig Day of The Dead Skin will be given the corresponding Necramech Helmets. Players who purchase these Skins in the future will get the Helmet automatically.
  • Another fix for the Mission Progress screen appearing blank while in a Necramech.
  • Fixed previously summoned Client Necramech appearing to explode when re-summoning it.
  • Fixed chosen Energy color not applying to Necramech ground slams
  • Fixed Voidrig Snake Necramech Helmet Skin appearing as a filepath in the Necramech Arsenal.

Revisión 29.6.4

  • Fixed an issue where Affinity collected in a Necramech wouldn't propagate to your Arch Gun if you Transferenced in from the Operator.
  • Fixed second Necramech death resulting in a functionality loss as the Operator until Operator respawns.
  • Fixed an issue where the player's inventory can end up with two instances of the Necramech's gun, which resulted in losing earned Affinity when Reviving as your Warframe.
  • Fixed Focus gained by the Necramech not being saved at End of Mission.
Arch-gun Weapon Inventory Slots Explanation and Fix

When we first introduced Necramechs to Warframe, they did not have a “head” component that you could change. You just owned an entire Necramech and that was it. In order to increase the cosmetic flexibility of Necramechs we made the head modular, giving you the ability to change it the same way you can change a Warframe’s Helmet. A script was run that retroactively gave you the Helmets of Necramechs you already owned so you didn't have to build them again to get the Helmet.

A mistake in that script caused players to receive extra copies of the Mausolon gun (which comes with Crafting/Claiming a Necramech in the Foundry), but without increasing your number of Archwing Weapon inventory Slots to hold them. This caused players who had already filled up their Inventory Slots to receive an error message that said "Invalid slots: Contact support" when trying to build a new Necramech or Archwing weapon. Selling the excess Mausolons you received would only temporarily suppress this error because as soon as you built another Arch-gun, you would again own more Arch-guns than you owned Inventory Slots.

The fix: upon login, if you own more Arch-guns than Slots, your Inventory count is corrected in the backend. You will still receive the "Invalid Slots" error if you try to claim a Necramech or Arch-gun from the Foundry, however, when you sell excess Arch-guns or buy Slots from the Market, the problem fixes itself for real instead of just suppressing the error message.

Changes
  • Necramech HUD reticles will now always be white, same as other reticles, to ensure it's always as visible as possible.
Fixes
  • Fixed Voidrig Day of the Dead Helmet Skin appearing as a filepath in the Necramech Arsenal.

Revisión 29.6.3

  • Fixed players being prevented from summoning Necramechs if they are too far away (applies to the Operation and Landscapes).

Revisión 29.6.2

  • Changed the height threshold for Necramechs to do the ‘hard landing’ behaviour to be much higher. This change was made because often you’d just hop on a flat floor and be stuck in the ‘hard landing’ behaviour animations which would disrupt flow.
  • Fixed a case where you’d be unable to use Abilities in your Necramech if you resummoned it and its last position was inside an Nullifier.
  • Fixed some erroneous ‘Up/Down’ actions visible for players in a Necramech.

Revisión 29.6.1

  • Fixed a crash that could occur when switching between Operator and Necramech after firing any type of Glaive.
  • Fixed an issue where a given Necramech’s Exalted Weapon would not properly update when in the Arsenal.
  • Fixed two players being able to occupy the same Necramech in Operation: Orphix Venom.

Actualización 29.6

  • Mix-and-match Necramech Helmets on both Bonewidow and Voidrig in the Arsenal!
  • Both Voidrig/Bonewidow Necramechs, Morgha, and Cortege weapons can be purchased in the Market for Platinum. Necramech’s also have their own category in the Market!
  • Fully crafted components for the Necramech/weapons are now tradeable.
  • Removed the Gravimag requirement on Archwing weapons for Necramechs.
  • Vazarin Dash, Trinity’s Blessing, Equinox's Mend, Rejuvenate Aura, and Arcane Pulse no longer heal Necramechs. Out of 21 sources of healing, these five slipped through.
  • Necramechs now transition to aiming pose faster when in the air.
  • Fixed an issue where you would get a second jump sound when aiming with a Necramech in the air.
  • Fixed an issue where Revive XP penalty didn't always apply to the Necramech gun if it was the same gun as your Heavy slot or Archwing loadout.
  • Fixed your first inworld waypoint not appearing if done in your Necramech.
  • Fixed neither Host nor Client not receiving Thermia if they’are in their Necramech when the reward is given.
  • Fixed a potential issue with Saya's Vigil if you were in a Necramech when it tried to give you a Scanner charge.
  • Fixed UI remaining scrambled after entering your Necramech in a Vome residue puddle.

Revisión 29.5.9

  • Bonewidow Necramech’s can now be found patrolling or in its deactivated state in The Cambion Drift, similar to Voidrig Necramechs.

Revisión 29.5.7

  • Firing your gun while Hovering as a Necramech is now considered to be in an “Aiming” state, meaning Mods like Critical Focus and Marked Target will apply again.
  • Fixed (again) Client Necramechs losing gained Affinity if the Host migrated.
    • We had this originally fixed but then it regressed with Hotfix 29.5.6 - our apologies.
  • Adjusted Necramechs desired spacing between players to avoid sometimes standing right on top of you.
  • Fixed Operator appearing invisible and floating after exiting your Necramech as Operator for the second time as a Client.
  • Fixed cases where both Voidrig and Bonewidow wouldn’t attack with its currently equipped weapon.
  • Fixed Warframe stats displaying incorrect values in the Arsenal when equipping a Necramech.
  • Fixed Necramech weapon getting stuck continuously firing after dashing while shooting.
  • Little blue Necramech and little blue Warframe Helmet icons now mark your Necramech/Warframe respectively on the minimap when not being “controlled” to aid in loss prevention.

Revisión 29.5.6

  • Fixed an issue when using the same Arc-gun in Heavy Weapon slot and Necramech gun slot, where Affinity earned before first summoning your Necramech wouldn't apply to the Necramech's version of the Arc-gun.

Revisión 29.5.5

  • Fixed Clients losing all Necramech Affinity gained in mission after a Host Migration.
  • Fixed the secondary Energy color option not appearing after polarizing Necramechs (Voidrig and Bonewidow).

Revisión 29.5.4

  • Necramech summoning is now more forgiving on the Cambion Drift. You should experience less ‘Invalid Launch Point’ on slopes, inclines, etc.
  • Fixed inability to summon a Necramech on shallow Cambion Drift Exocrine.
    • This also allows you to summon a Necramech along the shorelines of lakes in Plains of Eidolon and Orb Vallis!
  • Fixed ability to move around other players Vacuumed items by the Necramech. Your Vacuum should only affect pickups for yourself.
  • Fixed Necramech’s not displaying when searched in the Inventory screen.
  • Fixed numerous script errors when casting Necramech abilities.

Revisión 29.5.3

  • Changed the default Necramech ramming and hovering controller bindings to crouch for ramming, and aim for hovering.
    • Player feedback provided insight that pressing and holding hover with the controller removed the ability to aim with the right stick. This issue made air combat difficult on controllers and restricted Necramech gameplay to be on the ground. Please let us know how this change feels!

Revisión 29.5.2

  • Fixed Necramechs losing Affinity when destroyed and the Warframe you are using dies.
  • Fixed Helios attempting, but not completing, scans while you are in Necramech form.
  • Fixed an issue with a fallen Necramech not spawning at the bottom of the Pit Monster.

Actualización 29.5

NEW NECRAMECH - BONEWIDOW:

This fearsome Necramech, fashioned in honor of the Entrati matriarch, is a robust front-line fighter. Favoring armor and health over shield strength, Bonewidow can grab and hurl enemies, deploy a heavy shield for personal defense, and cleave through opposing ranks with a massive warblade.

Abilities:

MEATHOOK

Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.

SHIELD MAIDEN

Raise Bonewidow’s shield to block incoming forward damage.

FIRING LINE

Sweep surrounding enemies into the line of fire with a force beam.

EXALTED IRONBRIDE

Summon a devastating exalted blade.

*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!

MORGHA

Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.

*Acquire the Morgha Blueprint and the required parts from Loid for Necraloid Standing!

BONEWIDOW FEEDBACK THREAD: https://forums.warframe.com/topic/1236086-deimos-arcana-bonewidow-necramech-megathread/

New Necramech Mods (max rank)

Necramech Flow

+150% Energy Max

Necramech Efficiency

+60% Engine Efficiency

Necramech Drift

+150% Hover Efficiency

Necramech Friction

+60% Slide Efficiency

Find these Necramech Mods as rewards from the new Isolation Vault Bounties or from Loid for Necraloid Standing!

DEIMOS QUALITY OF LIFE CHANGES:
  • Necramechs will now increase max level by 2 for each Forma applied, up to Rank 40!
    • With twelve Mod slots to fill, borrowing the Polarity mechanics introduced with the Paracesis made perfect sense. This change also prompted a discussion to address the mission restrictions with Necramech leveling (Free Roam only). As a result, we’ve increased the Shared Affinity Range in Free Roam missions. We still have plans to allow deployable Necramech’s in normal mission modes at a later date - stay tuned!
    • If you have already reached Rank 30 on your Necramech prior to this update, you will retain the full Mastery Points for it. You are still free to level it to Rank 40 to unlock further Mod slots!
  • Enabled Shield-Gating for summoned Necramechs! You’ll now experience the brief invulnerability period when your Necramech Shield breaks.
GENERAL DEIMOS CHANGES:
  • Necramechs (Bonewidow and Voidrig) now have a built-in vacuum!
GENERAL ADDITIONS:
  • Added slightly tweaked Transference FX for both Warframe and Necramech.
CONTROLLER CHANGES/FIXES:
  • Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.
FIXES:
  • Fixed a crash that could occur when casting the Necramech’s Necraweb ability.
  • Fixed inability to launch Archwing after exiting out of a Necramech.
  • Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
  • Fixed friendly roaming Voidrig Necramech disabling Limbo’s Rift.
  • Fixed Necramech regenerating ammo rounds at the same exact rate regardless of the Arch Gun used.
  • Fixed roaming Necramech’s struggling to get up certain hills in the Cambion Drift.

Fixed being able to use Emotes in Necramech as a Client. Mr.Roboto no more.

  • Fixed roaming Necramechs in the Cambion Drift occasionally having issues navigating small hills and getting stuck. Me too, Necramech... Me too...
  • Fixed getting stuck in Void Dash animation after transferring into Necramech while crouching.
  • Fixed map and in world marker for personal Necramech disappearing after entering and exiting it.
  • Fixed an issue where your Necramech’s minimap marker would be visible while you’re piloting it.
  • Fixed companion UI not updating properly while in Necramech, as reported here: https://forums.warframe.com/topic/1222078-pet-went-down-on-cabria-drift-while-in-mech-but-hud-still-showed-pet-with-100-health/
  • Fixed the Necramech Necraweb “Throw” HUD tooltip lingering after throwing the canister.
  • Fixed a hitch that would occur when opening the Arsenal immediately after crafting a Necramech.
  • Fixed Necramechs aiming sideways when moving to threats without having a valid target yet.
  • Fixed the Necramech Codex entry not showing what it drops (after Scanning).
  • Fixed issues with Chat linking Necramech Mods.
  • Fixed inability to Chat link Necramechs.
  • Fixed issues with the Necramech icon and diorama when viewed in the Codex.
  • Fixed Necramech Shocking Iron ability sound loop playing non-positionally when you Transfer out of the Necramech while ability is still active.
  • Fixed Helios struggling to Scan anything while you’re piloting a Necramech.

Actualización 29.3

  • Fixed Mirage’s Total Eclipse Augment Mod buff being shared with Necramechs.
  • Fixed Umbra’s sentience not functioning after Transferring into a Necramech.

Revisión 29.1.1

  • Fixed inability to swap the 9th Necramech Mod Slot Polarity due to the UI thinking it’s an Aura.
  • Fixed inability to purchase additional Config Slots for Necramech and Arquebex.

Actualización 29.1

SNAKE NECRAMECH SIGIL

This distinctive serpentine Sigil adds venomous menace to any Necramech. As a bonus, a Warframe compatible Snake Sigil is included when purchasing the snake Necramech Sigil!

SNAKE VOIDRIG SKIN

Rusty but trusty. This skin revives the glory of the legendary Old War Necramech, Snake.

*Find both the Snake Necramech Sigil and the Snake Voidrig Skin with the Necraloid Syndicate for Platinum in the Necralisk!

Necramech Changes & Fixes
  • Currently there is a 3 minute cooldown on every use of the Necramech Summon Gear item. We’ve changed the cooldown behavior of the Necramech Summon to reflect the following:
    • If the player's Necramech is still active, then the Necramech Summon only has a 10 second cooldown. Summoning it this way will move the Necramech to the player's desired position but NOT restore its Health/Shields/Energy.
    • If the player's Necramech has been destroyed, then the Necramech Summon has a 3 minute cooldown, and will have its Health/Shields/Energy refilled on summon.
  • Reduced the Necramech’s Shocking Iron ability sound loop.
  • Fixed summoned Necramech’s not having their Modded values when summoned again after dying.
    • This was an issue before the cooldown changes.
  • Fixed summoned Client Necramech’s having 0 Energy when summoned again after dying.
    • This was an issue before the cooldown changes.
  • Fixed rare case of a player's Warframe ceasing to exist after Transferring into a Necramech, resulting in an inability to Transference back into your Warframe.
  • Fixed personal Necramech losing all functionality after Transferring into a fallen Necramech and then summoning your own Necramech.
  • Fixed ability to interrupt the Necramech ground slam attack with another ground slam attack or normal melee attack.
  • Fixed Client Necramech’s appearing to run in place after Transferring out of the Necramech with forward momentum.
  • Fixed the Necramech appearing crushed around an Excalibur when viewed via Look Link or Mod Link.
  • Fixed the Necramech model clipping/overlapping with the Upgrade screen when accessed in a Hub/Town.
  • Fixed Necramech UI and regular weapon crosshair overlapping when attempting to access the Gear wheel via controller while in the Necramech.
  • Fixed Necramech weapon appearing blurry after Transferring into a summoned Necramech before the weapon opening animation finishes.

Revisión 29.0.8.1

  • Fixed fallen Necramech’s Guard Mode ability not functioning, and instead just draining Energy.

Revisión 29.0.8

  • Necramech’s can no longer interact with Ramparts or hack Alarm Towers in the Plains of Eidolon.
    • This fixes a functionality loss when interacting with a Rampart while in a Necramech and hacking issues specifically with the Plains Alarm Tower.
  • We have adjusted the Necramech Drop tables to have a mix of Mods in the Necraloid Syndicate as well as on Necramechs outright.
    • Removed Necramech Vitality, Refuel, Necramech Intensify, and Necramech Pressure Point from Necramech Drops and moved to Loid’s Necraloid Offerings for Standing. warframe.com/droptables has been updated!
  • Fixed becoming stuck mid-Transference when attempting to exit your Necramech while going through Deck 12 in Orb Vallis.
  • Fixed ability to bypass the Plains of Eidolon and Cambion Drift perimeters with a Necramech. This also fixes the ability to summon a Necramech when out of bounds.
  • Fixed ability to ignore teleport volumes and walk along lake-beds with the Necramech by keeping constant forward momentum in the Plains of Eidolon.
  • Fixed the Host Necramech UI getting overlapped if a Client squadmate exits their Necramech.
  • Fixes towards blank ‘Mission Progress’ screen when viewed while in a Necramech.
    • Still some issues with going from Warframe > Operator > then to Necramech.

Revisión 29.0.7

  • Changed 'Necramech Deflection' Mod name to 'Necramech Redirection' since we use Redirection for Max Shield Mods.
  • Fixed a crash when casting the Necramech’s Storm Shroud ability.
  • Fixed a crash when casting the Necramech’s Necraweb ability.
  • Fixed Client Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  • Fixed friendly Necramech nullification disabling Warframe Invisibility and Banish abilities.
  • Fixed fallen Necramech’s on Cambion Drift being Rank 0 for Clients.
  • Fixed applying Forma to the Necramech Arquebex not showing the Polarity right away until you relog.
  • Fixed ability to install an Umbra Forma on a Necramech. No need for this as no Umbra Necramech Mods exist!
  • Fixed Necramech Ammo regeneration speed not changing per weapon equipped.

Revisión 29.0.6

  • Improvements towards the Necramech Guard Mode Equip and Unequip flow to be cleaner and use Abilities functions better.
  • Fixed Necramech’s not retaining their gained XP if you left the Necramech before you entered the gate/area to return to Town.
  • Fixed Client Necramech’s not retaining their gained XP after mission aborting. We are working on additional edge cases with Client Affinity retention on Necramechs. More to come!
  • Fixed second Necramech summon having no weapon and inability to shoot for Clients.
  • Fixed being able to walk through the blue force-field wall around the Plains of Eidolon as a Necramech.
  • Fixed ability to collide with allied Necramechs.
  • Fixed Mods on the lower left side of the Necramech Upgrade screen can't be read.
  • Fixed UI callout for the Necramech dodge/charge tutorial being incorrect.
  • Fixed the Necramech moving in a circular motion while boosting when tilting the controller joystick slightly to the left or right.
  • Fixed entering the Mod Bench while in the Necramech Upgrade screen resulting in getting the regular Mod Bench selection with all Mods showing.
  • Fixed "Melee Combos" for Necramechs showing broken Stance Mods and wrong combos.
  • Fixed a script error when a Necramech deactivated their Guard Mode ability.

Revisión 29.0.5

  • Damaged Necramech parts and Weapon Parts are now tradable!
  • Fixed Summoning Necramechs losing affinity gained in previous Necramechs.
  • Fixed Ally Necramechs not always spawning during Vome Cycle.
  • Fixed Ally Necramechs interfering with Operator Void Dashing and Transference.

Revisión 29.0.4

  • Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards.
    • Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant).
  • Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
  • Fixed a crash that would occur when in a Necramech when someone disconnects.
  • Fixed enemies not targeting the Operator after dying in a Necramech.
  • Fixed inability to shot for the entire hover duration when in a Necramech.

Revisión 29.0.3

  • Added invulnerability period when Transferring into Necramechs found out in Cambion Drift.
  • Fixed a script error when using the Necramechs’ Guard Mode ability.
  • Fixed a script error that occurred when a Necramech died.

Revisión 29.0.2

  • Reduced the Necramech Storm Shroud ability damage immunity from 1 to .8. This ability now functions similar to Iron Skin.
  • Increased the Necramech Reach Mod base Melee Range from +0.17 to +0.25.
  • Fixed a crash when Transferring into a Necramech out on the Cambion Drift.
  • Fixed a crash that could occur if you were in a Necramech after a Host migration.
  • Fixed Necramech’s not picking up things like Energy and Mods.
  • More fixes towards dying in a Necramech resulting in your Operator being invisible and invincible.
  • Fixed all squadmates getting the UI tips for the Necramech’s Necraweb ability when one player is using it.

Revisión 29.0.1

  • Reduced overall sounds of the Necramech, including very loud death sounds.
  • Fixed dying in a Necramech resulting in your Operator being invisible and invincible.
  • Fixed missing temporary invulnerability when Transferring into a Necramech.
  • Fixed Necramech Fury and Necramech Pressure Point Mods not functioning for either Host or Client.

Actualización 29

  • Introducido.
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