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==Mechanics==
 
==Mechanics==
===Combat===
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===Mobility and Control===
Mobility-wise, Necramechs are capable of walking, jumping (default {{Key|Space}}), and slide dashing (default tap {{Key|Shift}} + any directional key). For more advanced maneuvers, the Necramechs have an '''Engine''' gauge denoting fuel, which is consumed when performing its unique movement techniques, and naturally replenishes if the Necramech is standing still or using standard movement. Sprinting (default holding {{Key|Shift}}) also consumes the Engine gauge.
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Necramechs are capable of walking, jumping (default {{Key|Space}}), and slide dashing (default tap {{Key|Shift}} + any directional key). For more advanced maneuvers, the Necramechs have an '''Engine''' gauge denoting fuel, which is consumed when performing its unique movement techniques, and naturally replenishes if the Necramech is standing still or using standard movement (it will not replenish however during falling from heights). Sprinting (default holding {{Key|Shift}}) also consumes the Engine gauge.
   
 
The Necramech has two advanced maneuvers unique to it:
 
The Necramech has two advanced maneuvers unique to it:
   
*'''Charge:''' Necramechs can perform a charge (default tapping and hold {{Key|Shift}}) which propels it at high speed towards its current heading, which can be steered by the directional keys (default {{Key|A}} to turn left and {{Key|D}} to turn right), though turn radius while charging is heavily reduced. Charging ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates. Charging can be maintained for as long as the Necramech has Engine fuel, and will only stop if the gauge is depleted, the sprint key is pressed, or the Necramech performs another maneuver like jumping.
+
*'''Charge:''' Necramechs can perform a charge (default tapping and hold {{Key|Shift}}) which propels it at high speed towards its current heading.
  +
**It can be steered by the directional keys (default {{Key|A}} to turn left and {{Key|D}} to turn right), though turning radius while charging is heavily reduced.
  +
**Charging ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates.
  +
**Charging can be maintained for as long as the Necramech has Engine fuel, and will only stop if the gauge is depleted, the sprint key is pressed, or the Necramech performs another maneuver like jumping. At the end of the charge (either through intentional stop or running out of fuel) while on the ground a forced recovery stomping animation will play out, resulting in an unavoidable moment of unresponsiveness of about 2 seconds. Despite the forceful appearance this animation does not deal any additional damage.
  +
**While the animation for the charge results in the Necramech lowering its height significantly, its actual collision model does not change and thus still unable to pass through "standard size" doorways.
   
*'''Hover:''' While in mid-air either from jumping or falling from heights, Necramechs can activate their flight thrusters (default hold {{Key|Space}} while airborne), making it hover which drastically slows down their rate of descent. 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. Hovering can be performed as long as the Necramech has Engine fuel, and the thrusters will shut off if the gauge is depleted, the jump key is released, or the mech's feet makes contact with a passable surface.
+
*'''Hover:''' While in mid-air either from jumping or falling from heights, Necramechs can activate their flight thrusters (default hold {{Key|Space}} while airborne), making it hover which drastically slows down their rate of descent.
  +
**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.
  +
**Also crouching and sprinting can be used while hovering to speed up/slow down the directional movement.
  +
**Hovering can be performed as long as the Necramech has Engine fuel, and the thrusters will shut off if the gauge is depleted, the jump key is released, or the mech's feet makes contact with a passable surface.
   
  +
Once the Fuel gauge has been depleted down to the last 5% remaining, a soft warning beeping sound will play until the Fuel recovery has kicked in.
They can crouch (default holding {{Key|Ctrl}}), but cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height, making them unable to pass through some smaller passages and doors.
 
   
 
They can crouch (default holding {{Key|Ctrl}}), but only stationary and cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height, making them unable to pass through some smaller passages and doors. Likewise shooting and/or aiming while crouched will cancel out and force them to stand up for the action.
Necramechs come with 4 abilities unique to each chassis, and like Warframes require Energy to be used. For their primary weapons, Necramechs can be armed with any [[Arch-gun]] that has a [[Gravimag]] installed, with regenerating ammo. They are also capable of engaging in melee combat using their arms and can perform aerial ground slams. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.
 
 
Necramechs are immune to [[knockdown]]s, [[stagger]]s, and energy-draining status effects, and they cannot be affected by special enemy incapacitation abilities such as the [[Deimos Tendril Drone]]'s latching attack. However, they are affected by the energy residue left by Vome and Fass.
 
   
 
Necramechs are unable to interact with objects that require the Use key (default {{Key|X}}), thus they are unable to hack consoles, carry objective items, grab pickups like [[Ayatan Star]]s, and revive allies.
 
Necramechs are unable to interact with objects that require the Use key (default {{Key|X}}), thus they are unable to hack consoles, carry objective items, grab pickups like [[Ayatan Star]]s, and revive allies.
   
 
Controlling the Necramech requires the [[Operator]] to Transference out of the Warframe. If Transference is used while the Warframe and Necramech are right next to each other or are aimed at from a distance, the player can swap between them without going into the Operator. If the Necramech is unpiloted, it becomes invulnerable to damage from all sources.
 
Controlling the Necramech requires the [[Operator]] to Transference out of the Warframe. If Transference is used while the Warframe and Necramech are right next to each other or are aimed at from a distance, the player can swap between them without going into the Operator. If the Necramech is unpiloted, it becomes invulnerable to damage from all sources.
  +
  +
===Combat===
 
Necramechs come with 4 abilities unique to each chassis, and like Warframes require Energy to use. For their primary weapons, Necramechs can be armed with any [[Arch-gun]] that has a [[Gravimag]] installed, with regenerating ammo. They are also capable of engaging in melee combat using their arms and can perform aerial ground slams. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.
  +
 
Necramechs are immune to [[knockdown]]s, [[stagger]]s, and energy-draining status effects, and they cannot be affected by special enemy incapacitation abilities such as the [[Deimos Tendril Drone]]'s latching attack. However, they are affected by the energy residue left by Vome and Fass.
   
 
Necramechs can replenish energy from Energy Orbs dropped from enemies, the environment, or from Warframe abilities like {{WF|Protea}}'s {{A|Dispensary}} or {{WF|Trinity}}'s {{M|Pool of Life}} augment, but cannot be energized directly by Warframe abilities (such as {{WF|Trinity}}'s {{A|Energy Vampire}}) or consumables like Energy Restores. Necramechs have no self-repair capability, and cannot pick up Health Orbs or use [[Health Restore]]s to restore damage.
 
Necramechs can replenish energy from Energy Orbs dropped from enemies, the environment, or from Warframe abilities like {{WF|Protea}}'s {{A|Dispensary}} or {{WF|Trinity}}'s {{M|Pool of Life}} augment, but cannot be energized directly by Warframe abilities (such as {{WF|Trinity}}'s {{A|Energy Vampire}}) or consumables like Energy Restores. Necramechs have no self-repair capability, and cannot pick up Health Orbs or use [[Health Restore]]s to restore damage.

Revision as of 16:21, 12 September 2020

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The following article/section contains spoilers.

For the enemy, see Necramech (Enemy).
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.

The Necramechs are Entrati war machines encountered on the ruins of Cambion Drift, Deimos. They are cybernetic bipedal mecha built during The Old War as a predecessor to Warframes, though they were far less intelligent. The Tenno are capable of accessing these Old War relics using their Transference, and can deploy them in Landscapes.

Acquisition

Necramechs can be operated by an Operator (which requires completion of The War Within) via Transference, whether they are found inactive in the fields of the Cambion Drift during Fass or owned by the player. An Operator only needs to initiate Transference (default 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. These Necramechs will only have Rank 0 base stats with no mods, though they will have all of their abilities at max rank, and use an unmodded Mausolon Mausolon as their default weapon.

Spawn Locations in the Cambion Drift [view map]

Players can craft their own Necramechs through the Necraloid Syndicate. Players must be at least Mastery Rank 14 in order to purchase Zymos Zymos and Sepulcrum Sepulcrum blueprints from Father for ranking up this Syndicate to purchase the necessary Necramech component blueprints. A built Necramech takes up one Necramech slot. Players start out with four Necramech slots by default and more can be purchased from the Market for Platinum64 20 each.

Player-owned Necramechs have customizable livery and can be equipped with various Necramech-exclusive Mods to enhance their abilities. A Necramech Summon 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 Landscape (Cambion Drift, Plains of Eidolon, and Orb Vallis). The Necramech Summon Gear has a 2 minute and 30-second cooldown before it can be used again.

Models

  • Voidrig Necramech
  • Unknown Necramech (to be released later)

Mechanics

Mobility and Control

Necramechs are capable of walking, jumping (default Space ), and slide dashing (default tap Shift  + any directional key). For more advanced maneuvers, the Necramechs have an Engine gauge denoting fuel, which is consumed when performing its unique movement techniques, and naturally replenishes if the Necramech is standing still or using standard movement (it will not replenish however during falling from heights). Sprinting (default holding Shift ) also consumes the Engine gauge.

The Necramech has two advanced maneuvers unique to it:

  • Charge: Necramechs can perform a charge (default tapping and hold Shift ) which propels it at high speed towards its current heading.
    • It can be steered by the directional keys (default A  to turn left and D  to turn right), though turning radius while charging is heavily reduced.
    • Charging ragdolls and damages enemies in its path, and also breaks any destructible environmental objects like loot crates.
    • Charging can be maintained for as long as the Necramech has Engine fuel, and will only stop if the gauge is depleted, the sprint key is pressed, or the Necramech performs another maneuver like jumping. At the end of the charge (either through intentional stop or running out of fuel) while on the ground a forced recovery stomping animation will play out, resulting in an unavoidable moment of unresponsiveness of about 2 seconds. Despite the forceful appearance this animation does not deal any additional damage.
    • While the animation for the charge results in the Necramech lowering its height significantly, its actual collision model does not change and thus still unable to pass through "standard size" doorways.
  • Hover: While in mid-air either from jumping or falling from heights, Necramechs can activate their flight thrusters (default hold Space  while airborne), making it hover which drastically slows down their rate of descent.
    • 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.
    • Also crouching and sprinting can be used while hovering to speed up/slow down the directional movement.
    • Hovering can be performed as long as the Necramech has Engine fuel, and the thrusters will shut off if the gauge is depleted, the jump key is released, or the mech's feet makes contact with a passable surface.

Once the Fuel gauge has been depleted down to the last 5% remaining, a soft warning beeping sound will play until the Fuel recovery has kicked in.

They can crouch (default holding Ctrl ), but only stationary and cannot crawl; combining crouch with movement will result in a slower walk with the Necramech maintaining its standing height, making them unable to pass through some smaller passages and doors. Likewise shooting and/or aiming while crouched will cancel out and force them to stand up for the action.

Necramechs are unable to interact with objects that require the Use key (default X ), thus they are unable to hack consoles, carry objective items, grab pickups like Ayatan Stars, and revive allies.

Controlling the Necramech requires the Operator to Transference out of the Warframe. If Transference is used while the Warframe and Necramech are right next to each other or are aimed at from a distance, the player can swap between them without going into the Operator. If the Necramech is unpiloted, it becomes invulnerable to damage from all sources.

Combat

Necramechs come with 4 abilities unique to each chassis, and like Warframes require Energy to use. For their primary weapons, Necramechs can be armed with any Arch-gun that has a Gravimag installed, with regenerating ammo. They are also capable of engaging in melee combat using their arms and can perform aerial ground slams. Necramechs are able to fire their weapons and perform abilities that can be used in mid-air while hovering.

Necramechs are immune to knockdowns, staggers, and energy-draining status effects, and they cannot be affected by special enemy incapacitation abilities such as the Deimos Tendril Drone's latching attack. However, they are affected by the energy residue left by Vome and Fass.

Necramechs can replenish energy from Energy Orbs dropped from enemies, the environment, or from Warframe abilities like ProteaIcon272 Protea's Dispensary130xWhite Dispensary or TrinityIcon272 Trinity's Mod TT 20px Pool of Life augment, but cannot be energized directly by Warframe abilities (such as TrinityIcon272 Trinity's EnergyVampire130xWhite Energy Vampire) or consumables like Energy Restores. Necramechs have no self-repair capability, and cannot pick up Health Orbs or use Health Restores to restore damage.

They can be repaired using:

They do not benefit from:

Modding

The Necramech features 12 mod slots unlike other vehicles (e.g. Archwings or K-Drives) and provides 6,000 Mastery Rank points at full rank.  Note, however, that Necramechs do not appear on the profile screen for checking Mastery Rank progress. Orokin Reactors and Forma can be installed to enhance modding capabilities.

Player-built Necramechs can be equipped with the following Necramech exclusive mods:

Notes

  • 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.

Gallery

Patch History

Hotfix 29.0.8.1 (2020-09-10)

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

Hotfix 29.0.8 (2020-09-10)

  • 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.

Hotfix 29.0.7 (2020-09-03)

  • 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.

Hotfix 29.0.6 (2020-09-01)

  • 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.

Hotfix 29.0.5 (2020-08-28)

  • 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.

Hotfix 29.0.4 (2020-08-27)

  • 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.

Hotfix 29.0.3 (2020-08-26)

  • 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.

Hotfix 29.0.2 (2020-08-26)

  • 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.

Hotfix 29.0.1 (2020-08-25)

  • 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.

Update 29.0 (2020-08-25)

  • Introduced.