いいか、お前は第二波だったんだよ、小僧。Voidシールドを纏ってセンティエントパルスに耐性のあるネクロメカは…ハンマーの詰まった袋みたいに輝いて頼りになるんだ。お前とは違う。 Look, you were the second wave, kid. The Necramechs were Void-shielded, Sentient-pulse immune... as bright as a bag of hammers and just as dependable. Not like you.
ホバー中は方向キーで任意の方向に移動できる。While hovering, the Necramech can move in any direction using the directional keys allowing it to fly across short distances. Necramechs also retain any forward momentum from ground movement when hovering, thus additional speed can be attained by sprinting then jumping into a hover. The flight thrusters only slows the Necramech's rate of descent, so it gradually loses altitude even if the thrusters are still active.
Necramechs can crouch , but only while stationary and cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height. 同様に、しゃがんだ状態での射撃や照準はキャンセルされ、立ち上がることを余儀なくされる。
Despite their tall height, Necramechs are capable of walking through small passageways and doors that would seemingly not support their size, causing their helmets to scrape against the ceiling.
Necramechs can have their appearance customized with various skins and helmets. Notably, if a player owns more than one model of Necramech, the helmets from those models can be used on other Necramech models as well (e.g. owning a Bonewidow will allow players to use the Bonewidow helmet on a Voidrig).
Visually, Fallen Necramechs can be identified from stock player versions by their duller and less vibrant colors, the lack of ornate painted patterns on their thighs, and the rougher pitted texture on their armor.
While aiming directly at your Warframe while in a Necramech, you will instantly transfer control to the Warframe, rather than going into Operator mode first. This can be useful for players not wanting to spoil the existence of Operators to newer players.
Any abilities will be deactivated upon leaving the mech for any reason, so keep that in mind.
While not affected by Warframe abilities they are affected by non-Tenno Specter support functions or some enemies under Mind Control. This includes all types of Shield Ospreys (giving bonus shields and shield recharge boosts), Ancient Healers (for heavy damage redirection towards the Healer itself), and Guardian type Eximus units (faster recharge speed for shields).
Similarly, they are Adversely affected by some enemy abilities, such as energy leech eximus draining the mechs energy reserves, slowed movement and fire rate from Arctic Eximus, and moved around by some special abilities that normally knock a Warframe down.
Jumping and Meleeing can be "queued", causing you to jump or melee even if that wasn't your intention after doing another action. (For example you were doing a slide attack and pressed space, but moments later you decide against jumping, but when ending the sprint you will still jump regardless).
For clients, Mechs may spawn with missing pieces which may prevent the player from attacking or leaving their mech in any way, making death the only way to free yourself from mech control. If this bug happens the mech will be permanently broken for the rest of the mission.
The "Necra" in Necramech may refer to "Necro", a Greek prefix meaning "death". This would line up with the Orokin's ability to cheat death by transferring themselves into new bodies, much like the player who transfers into their Necramech does not die when their vessel is destroyed, as well as the depiction of a human skull on the chassis.
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.
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.
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!
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.
Skewer and hold a target. Use again to hurl the victim damaging them and anyone near the impact site.
Raise Bonewidow’s shield to block incoming forward damage.
Sweep surrounding enemies into the line of fire with a force beam.
Summon a devastating exalted blade.
*Acquire the Bonewidow Blueprint and the required parts from Loid for Necraloid Standing!
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!
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!
Added slightly tweaked Transference FX for both Warframe and Necramech.
Fixed the Necramech ability UI menu not appearing in the HUD when using a controller.
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.
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.
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.
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.