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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
{{WeaponInfoboxAutomatic
+
{{WeaponInfoboxAutomatic}}
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
 
|name =
 
 
<!--
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
 
 
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
 
-->
 
<!--Statistics-->
 
|image =
 
|mastery level =
 
|slot =
 
|type =
 
|trigger =
 
 
<!--Utility-->
 
|ammo type =
 
|flight speed =
 
|range =
 
|noise level =
 
|fire rate =
 
|spool =
 
|accuracy =
 
|magazine =
 
|max ammo =
 
|reload =
 
|zoom =
 
|combo reset =
 
|combo min =
 
|finisher damage =
 
|channel damage =
 
|disposition =
 
 
<!--Normal Attacks-->
 
|normal impact =
 
|normal puncture =
 
|normal slash =
 
|normal element =
 
|normal damage =
 
|normal pellet count =
 
|normal burst count =
 
|normal critical chance =
 
|normal critical damage =
 
|normal status chance =
 
|normal punchthrough =
 
|normal radius =
 
|normal duration =
 
|normal falloff =
 
|normal ammo cost =
 
 
<!--Charge Attacks-->
 
|charge impact =
 
|charge puncture =
 
|charge slash =
 
|charge element =
 
|charge damage =
 
|charge time =
 
|charge pellet count =
 
|charge burst count =
 
|charge critical chance =
 
|charge critical damage =
 
|charge status chance =
 
|charge punchthrough =
 
|charge radius =
 
|charge duration =
 
|charge falloff =
 
|charge ammo cost =
 
 
<!--Area Attacks-->
 
|area impact =
 
|area puncture =
 
|area slash =
 
|area element =
 
|area damage =
 
|area pellet count =
 
|area critical chance =
 
|area critical damage =
 
|area status chance =
 
|area radius =
 
|area duration =
 
|area falloff =
 
|area ammo cost =
 
 
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
|secondaryarea impact =
 
|secondaryarea puncture =
 
|secondaryarea slash =
 
|secondaryarea element =
 
|secondaryarea damage =
 
|secondaryarea pellet count =
 
|secondaryarea critical chance =
 
|secondaryarea critical damage =
 
|secondaryarea status chance =
 
|secondaryarea radius =
 
|secondaryarea duration =
 
|secondaryarea falloff =
 
 
<!--Secondary Attacks-->
 
|secondary impact =
 
|secondary puncture =
 
|secondary slash =
 
|secondary element =
 
|secondary damage =
 
|secondary pellet count =
 
|secondary burst count =
 
|secondary critical chance =
 
|secondary critical damage =
 
|secondary status chance =
 
|secondary punchthrough =
 
|secondary radius =
 
|secondary duration =
 
|secondary falloff =
 
|secondary charge time =
 
|secondary fire rate =
 
|secondary trigger =
 
|secondary ammo cost =
 
 
<!--Throw Attacks (for Glaives)-->
 
|throw impact =
 
|throw puncture =
 
|throw slash =
 
|throw element =
 
|throw damage =
 
|throw critical chance =
 
|throw critical damage =
 
|throw status chance =
 
|throw punchthrough =
 
|throw falloff =
 
|throw charge time =
 
 
<!--Charged Throw Attacks (for Glaives)-->
 
|charged throw impact =
 
|charged throw puncture =
 
|charged throw slash =
 
|charged throw element =
 
|charged throw damage =
 
|charged throw critical chance =
 
|charged throw critical damage =
 
|charged throw status chance =
 
|charged throw punchthrough =
 
|charged throw falloff =
 
|charged throw charge time =
 
 
<!--Other Melee Attacks-->
 
|slam attack =
 
|slam radius =
 
|slide attack =
 
|slide attack =
 
 
<!--Miscellaneous-->
 
|syndicate effect =
 
|augments =
 
|polarities =
 
|stance polarity =
 
|users =
 
|introduced =
 
}}
 
 
{{Codex|The Ogris fires detonite infused casings.}}
 
{{Codex|The Ogris fires detonite infused casings.}}
The '''Ogris''' is a [[Grineer]] rocket launcher that fires {{Icon|Proc|Blast|Text}} rockets that explode over a small area, but can also [[stagger]] the player if they aren't careful. A [[AT Ogris|slower projectile version]] of this is used by the [[Bombard]], though the homing ability isn't present on the version used by the Tenno. It can be [[research]]ed from the [[Research/Chem Lab|Chem Lab]] in the [[dojo]].
+
The '''Ogris''' is a {{Faction|Grineer}} rocket launcher that fires {{D|Blast}} rockets that explode over a small area, but can also [[stagger]] the player if they aren't careful. A [[AT Ogris|slower projectile version]] of this is used by the [[Bombard]], though the homing ability isn't present on the version used by the Tenno. It can be [[research]]ed from the [[Research/Chem Lab|Chem Lab]] in the [[dojo]].
 
This weapon can be sold for {{cc|7,500}}.
 
 
{{BuildAutomatic|type=Weapon}}
 
   
 
==Characteristics==
 
==Characteristics==
This weapon deals {{Icon|Proc|Blast|Text}} damage.
+
*This weapon deals {{D|Blast}} damage.
 
*Rockets explode in a '''7.1''' meter radius upon impact with a surface or enemy.
 
  +
**Initial hit and explosion apply status separately.
'''Advantages:'''
 
  +
**Explosion does not need direct line of sight to deal damage and will penetrate walls.
*Very high base damage.
 
 
**Enemies can destroy the rockets with gunfire or area of effect explosions.
**Innate {{Icon|Proc|Blast|Text}} damage &ndash; effective against [[Machinery]] and [[Fossilized]].
 
*Rockets explode in a '''7''' meter radius upon impact with a surface or enemy.
 
 
*Can be fired while sprinting.
 
*Can be fired while sprinting.
 
*Can use the Ogris-exclusive {{M|Nightwatch Napalm}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mods.
 
*Can benefit from {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}) and {{M|Cautious Shot}}.
  +
 
{{Advantages|
 
*Very fast charge speed.
 
*Very fast charge speed.
 
}}
*Very high [[status chance]].
 
**Can reach over 100% status chance with {{M|Thermite Rounds}}, {{M|Rime Rounds}}, {{M|High Voltage}}, and {{M|Malignant Force}}.
 
*Can use the Ogris-exclusive {{M|Nightwatch Napalm}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mods.
 
*Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
 
   
'''Disadvantages:'''
+
{{Disadvantages|
*Innate {{Icon|Proc|Blast|Text}} damage &ndash; less effective against [[Ferrite Armor]].
 
*Very low [[critical chance]].
 
*Slow [[reload speed]].
 
 
*Projectiles have travel time.
 
*Projectiles have travel time.
 
*Explosion inflicts [[Stagger|self-stagger]].
 
*Explosion inflicts [[Stagger|self-stagger]].
*Explosion has linear damage falloff from 100% to 20% from central impact.
+
*Explosion has a [[Enemy Body Parts|headshot]] multiplier of 1x and cannot trigger headshot conditions.
  +
*Explosion has linear [[Damage Falloff]] from 100% to 20% from central impact.
*Enemies can destroy the rockets with gunfire or area of effect explosions.
 
  +
}}
*Very ammo inefficient.
 
**Low magazine size.
 
**Very low ammo capacity.
 
**Draws ammo from the rare sniper ammo pool.
 
   
 
{{WeaponComparison|Kuva Ogris}}
 
{{WeaponComparison|Kuva Ogris}}
  +
**Trigger type (Charge vs Semi)
{{WeaponBuildSection}}
 
  +
  +
==Acquisition==
  +
The Ogris's blueprint can be [[research]]ed from the [[Research/Chem Lab|Chem Lab]] in the [[dojo]].
  +
 
{{BuildAutomatic|type=Weapon}}
 
This weapon can be sold for {{cc|7,500}}.
   
 
==Notes==
 
==Notes==
Line 203: Line 41:
 
**Interacting with consoles will not cancel charge unless you are required to hack them.
 
**Interacting with consoles will not cancel charge unless you are required to hack them.
 
**Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for {{Weapon|Lanka}}, {{Weapon|Ballistica}}, {{Weapon|Opticor}} and {{Weapon|Drakgoon}}.
 
**Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for {{Weapon|Lanka}}, {{Weapon|Ballistica}}, {{Weapon|Opticor}} and {{Weapon|Drakgoon}}.
*The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by [[Multishot]].
+
*The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by [[Multishot]].
 
   
 
==Trivia==
 
==Trivia==
Line 219: Line 56:
 
*Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
 
*Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
 
*Prior to {{ver|13}}, rockets from the Ogris were unable to pass through Volt's {{A|Electric Shield}}, instead they would collide with the shield and explode.
 
*Prior to {{ver|13}}, rockets from the Ogris were unable to pass through Volt's {{A|Electric Shield}}, instead they would collide with the shield and explode.
*Prior to {{ver|19.10}}, rockets stuck to enemies with {{M|Adhesive Blast}} would cause damage over time, with a chance to proc status effects, including {{Icon|Proc|Slash|text}} to lethal effect.
+
*Prior to {{ver|19.10}}, rockets stuck to enemies with {{M|Adhesive Blast}} would cause damage over time, with a chance to proc status effects, including {{D|Slash}} to lethal effect.
  +
  +
*Though it differs in physical appearance, the Ogris could be compared to the [https://en.wikipedia.org/wiki/RPG-7 RPG-7]. Both weapons involve a charge up before firing a rocket at a target and both are effective with medium to long range targets.
   
 
==Bugs==
 
==Bugs==
Line 225: Line 64:
   
 
==Media==
 
==Media==
<gallery position="center" type="slideshow" widths="600">
+
<gallery widths="300" position="center" spacing="small">
  +
Ogris 1.png|Ogris as it appears in the arsenal
  +
Ogris 02.png
 
OgrisCodex.png|The Ogris in the Codex as of Update 16.
 
OgrisCodex.png|The Ogris in the Codex as of Update 16.
 
Ogris Old Model.png|The Ogris' old model as it appeared in the codex until Update 16.
 
Ogris Old Model.png|The Ogris' old model as it appeared in the codex until Update 16.
 
Ogris2.png|The Ogris' render prior to Update 16.
 
Ogris2.png|The Ogris' render prior to Update 16.
Ogris.png|Old Ogris Colour Choices
+
OgrisBeta.png|Old Ogris Colour Choices
Ogris_Energy2.png|Old Ogris' energy colour was shown in two lights on the back of the model when charged.
+
Ogris Energy2.png|Old Ogris' energy colour was shown in two lights on the back of the model when charged.
 
OgrisNewReloadAnimation.gif|The reload animation of the Ogris' old model.
 
OgrisNewReloadAnimation.gif|The reload animation of the Ogris' old model.
 
Ogris Rocket.jpg|An Ogris rocket in the default colours.
 
Ogris Rocket.jpg|An Ogris rocket in the default colours.
  +
File:OgrisX3.jpg
lucas-hug-grineerogrisgrenadelauncher.jpg
+
Lucas-hug-grineerogrisgrenadelauncher.jpg|Concept art
lucas-hug-grineerogrisgrenadelauncher2.jpg
+
Lucas-hug-grineerogrisgrenadelauncher2.jpg
 
</gallery>
 
</gallery>
  +
 
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
+
<gallery widths="300" position="center" spacing="small">
 
[[File:Warframe Ogris (4 Forma Build)|thumb|right|335 px]]
 
[[File:Warframe Ogris (4 Forma Build)|thumb|right|335 px]]
 
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
 
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
Line 247: Line 89:
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|32.2}}
  +
*Fixed several parts of the Ogris sliding around when selecting colors while customizing.
  +
  +
{{ver|32}}
  +
;Ammo Changes
  +
  +
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
  +
  +
'''''Ammo Pickup Overrides'''''<br/>
  +
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
  +
  +
'''Primary Weapon Ammo Pick Up Overrides'''
  +
  +
5 Ammo per Pick Up:
  +
*Ogris
  +
  +
;Headshot Damage Changes
  +
  +
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
  +
  +
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
  +
  +
*Radial damage no longer gains extra headshot damage or triggers headshot conditions.
  +
**This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
  +
  +
;OPTIMIZATIONS&#58;
  +
*Optimized the particle FX on the Ogris.
  +
  +
{{ver|30.8}}
  +
*Fixed some overlapping textures on the Ogris Unreal Rocket Launcher Skin.
  +
 
{{ver|27.2.2}}<br/>
 
{{ver|27.2.2}}<br/>
 
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
 
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
Line 410: Line 283:
 
*{{M|Nightwatch Napalm}}, the Ogris exclusive PvE [[mod]].
 
*{{M|Nightwatch Napalm}}, the Ogris exclusive PvE [[mod]].
 
*{{Weapon|Kuva Ogris}}, the [[Kuva Lich]] counterpart of this weapon.
 
*{{Weapon|Kuva Ogris}}, the [[Kuva Lich]] counterpart of this weapon.
*{{Weapon|Angstrum}}, a pistol that also fires rockets. 
+
*{{Weapon|Angstrum}}, a pistol that also fires rockets.
 
*{{Weapon|Torid}}, a modified [[Infested]] version.
 
*{{Weapon|Torid}}, a modified [[Infested]] version.
   
Line 426: Line 299:
 
[[Category:Update 8]]
 
[[Category:Update 8]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]
  +
[[uk:Оґріс]]

Latest revision as of 17:41, 5 June 2023

The Ogris fires detonite infused casings.

The Ogris is a IconGrineerOn Grineer rocket launcher that fires DmgBlastSmall64 Blast rockets that explode over a small area, but can also stagger the player if they aren't careful. A slower projectile version of this is used by the Bombard, though the homing ability isn't present on the version used by the Tenno. It can be researched from the Chem Lab in the dojo.

Characteristics[]

  • This weapon deals DmgBlastSmall64 Blast damage.
  • Rockets explode in a 7.1 meter radius upon impact with a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Enemies can destroy the rockets with gunfire or area of effect explosions.
  • Can be fired while sprinting.
  • Can use the Ogris-exclusive Mod TT 20px Nightwatch Napalm mod, and the launcher-exclusive Mod TT 20px Adhesive Blast mods.
  • Can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed) and Mod TT 20px Cautious Shot.

Advantages over other Primary weapons (excluding modular weapons):

  • Very fast charge speed.
  • Rocket Impact (wiki attack index 1)
    • High status chance (35.00%)
    • Above average disposition (●●●●○ (1.30x))
  • Rocket Explosion (wiki attack index 2)
    • High total damage (600)
    • High status chance (35.00%)
    • Above average disposition (●●●●○ (1.30x))

Disadvantages over other Primary weapons (excluding modular weapons):

  • Projectiles have travel time.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 20% from central impact.
  • Rocket Impact (wiki attack index 1)
    • Very low crit chance (5.00%)
    • Low reload speed (2.50 s)
    • Low magazine (5)
    • Very low ammo max (20)
    • Low fire rate (1.500 attacks/sec)
  • Rocket Explosion (wiki attack index 2)
    • Very low active falloff slope (8.9m/%)
    • Very low crit chance (5.00%)
    • Low maximum falloff distance (7.1 m)
    • Low reload speed (2.50 s)
    • Very low magazine (5)
    • Low fire rate (1.500 attacks/sec)
    • Very low ammo max (20)
    • Below average crit multiplier (2.00x)

Comparisons:

Acquisition[]

The Ogris's blueprint can be researched from the Chem Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
DetoniteInjector
5
Salvage
5,000
AlloyPlate
600
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity643,000
Credits
7,500
DetoniteAmpule
10
Ferrite
500
Plastids
150
PolymerBundle
300
Time: 3 Day(s)
Prereq: Ignis
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for Credits64 7,500.

Notes[]

  • Both the actual rocket and the explosion can deal critical hits.
  • The 100 damage of the rocket is dealt upon impact, and can therefore normally only hit one target.
  • Charge can be held indefinitely, allowing the user to prepare a shot before it is needed, or hold a shot while changing positioning.
    • One-Handed Actions will not cancel the charge, including all one-handed abilities and most maneuvers. Notable exceptions are rolling and making a hard landing.
    • Interacting with consoles will not cancel charge unless you are required to hack them.
    • Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for Lanka Lanka, Ballistica Ballistica, Opticor Opticor and Drakgoon Drakgoon.
  • The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by Multishot.

Trivia[]

  • The Ogris received a visual remodel in Update 16.0 (2015-03-19), giving it a bulbous appearance in line with other Grineer weapons.
    • Its new appearance shares several visible parts with the Torid Torid, implying that the Torid is an Ogris with Infested parts.
    • Prior to Update 16.0 (2015-03-19), it used a simpler, box-shaped model.
      • The old Ogris model humorously had "Grineer BGrineer IGrineer G   Grineer HGrineer UGrineer RGrineer T   Grineer FGrineer 4Grineer 3" - Grineer for "BIG HURT F43" - written on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
    • Prior to Hotfix 8.1.3 (2013-06-19), the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of firefights.
      • The exhaust tubes and clip now vibrate and wobble when charging and when fully charged.
    • Prior to Update 9.5 (2013-08-09), the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
  • The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
  • Hotfix 18.4.10 (2016-02-11) removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris would be unable to begin charging another shot after partially charging and cancelling for any reason.
  • Uses the same lighting effect as shooting an explosive barrel.
  • Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
  • Prior to Update 13.0 (2014-04-09), rockets from the Ogris were unable to pass through Volt's ElectricShield130xWhite Electric Shield, instead they would collide with the shield and explode.
  • Prior to Update 19.10 (2017-02-09), rockets stuck to enemies with Mod TT 20px Adhesive Blast would cause damage over time, with a chance to proc status effects, including DmgSlashSmall64 Slash to lethal effect.
  • Though it differs in physical appearance, the Ogris could be compared to the RPG-7. Both weapons involve a charge up before firing a rocket at a target and both are effective with medium to long range targets.

Bugs[]

  • Firing at Lephantis does not deal explosive damage to the targeted area (only the damage of the projectile impact is counted).

Media[]

Ogris Skins

Edit

Patch History[]

Update 32.2 (2022-11-30)

  • Fixed several parts of the Ogris sliding around when selecting colors while customizing.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

5 Ammo per Pick Up:

  • Ogris
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
OPTIMIZATIONS:
  • Optimized the particle FX on the Ogris.

Update 30.8 (2021-10-04)

  • Fixed some overlapping textures on the Ogris Unreal Rocket Launcher Skin.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Ogris: 80%

Hotfix 27.2.1 (2020-03-05)

  • Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Hotfix 24.6.2 (2019-04-05)

  • Reverted the Ogris Changes made in 24.6.0

Update 24.6 (2019-04-04)

  • Converted from Charged to Semi Auto.
  • Ammo pool increased from 20 to 30.
  • Area-of-Effect increased from 6 to 7m.
  • Area-of-Effect damage reduced from 600 to 400.
  • Optimizations towards Mirage Hall of Mirrors projectile FX for Ogris that was causing crashes.

Update 22.12 (2018-02-09)

  • Increased Charge speed from 0.8 to 0.3 secs
  • Increased Fire Rate

Update 21.0 (2017-06-29)

  • Reduced explosion radius and damage of Ogris in Conclave.

Update 20.0 (2017-03-24)

  • The Ogris has gone through a visual Upgrade
  • The Flight Speed of the projectile has been increased.
  • The Status Chance has been increased to 35%.
  • The charge time to fire the Ogris has been reduced.
  • The direct Impact damage of the projectile has been decreased to 100.
  • AoE damage has increased to 600.
  • AoE range has increased to 6 meters.
  • Mastery Rank requirement has increased to 8.

Update 19.10 (2017-02-09)

  • Fixed unintentional DoT from Adhesive Blast on the Ogris.

Hotfix 19.0.5 (2016-11-18)

  • Fixed Adhesive Blast causing the Ogris projectile sound to not play.

Update: The Index Preview (2016-10-20)

  • Increased ammo pool of Ogris in Conclave.

Hotfix: The Silver Grove 2 (2016-08-22)

  • Fixed enemies and allies floating upwards when hit by an Ogris with Adhesive Blast.

Update: The Silver Grove (2016-08-19)

  • Ogris damage and projectile speed increased in Conclave.

Hotfix 18.10.5 (2016-05-04)

  • Improved the FX of the Ogris Napalm Nightwatch mod.

Hotfix 18.10.4 (2016-05-02)

  • Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.

Update 18.7 (2016-03-30)

  • The Ogris can now be used in Conclave.

Update 18.5 (2016-03-04)

  • Updated Ogris visual impact and muzzle flash FX.

Hotfix 18.4.10 (2016-02-11)

  • Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.

Update 17.10 (2015-11-04)

  • Fixed an issue enabling players to mantle recently fired Ogris rockets.

Hotfix 17.2.1 (2015-08-20)

  • Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.

Update 17.1 (2015-08-12)

  • Nightwatch skin added.

Hotfix 17.0.4 (2015-08-06)

  • Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.

Update 17.0 (2015-07-31)

  • Adjusted the range and impact of explosions caused by the Ogris rockets.
  • Fixed fire rate Mods not allowing charge weapons like the Ogris to fire.

Hotfix 16.0.2 (2015-03-21)

  • Fixed Ogris charging effects and firing animation not displaying properly.

Hotfix 15.16.1 (2015-02-26)

  • Fixed missing explosion effect from Ogris.

Update 14.9 (2014-10-01)

  • Fixes reported cases of clients not being able to damage enemies caught in Vortex when using the Ogris.

Update 14.2 (2014-08-13)

  • Ammo capacity reduced from 540 to 20.
  • Fixed issue with Ogris rockets that killed Infested Runners having their damage be used on the pod as well as part of the Runner?s explosion.

Hotfix 14.0.5 (2014-07-21)

  • Performance Improvements for Mirage + Hall of Mirrors and Ogris.

Update 14.0 (2014-07-18)

  • Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.

Update 13.0 (2014-04-09)

  • Fixed Ogris rounds not passing through Volts Electric Shield correctly.

Hotfix 11.5.4 (2013-12-22)

  • Fixed radial damage being broken for clients (Nova's Molecular Prime, Ogris, etc).

Hotfix 11.5.3 (2013-12-21)

  • Fixed elemental damage upgrade mods not applying to the splash & embed damage from projectiles.

Update 11.5 (2013-12-19)

  • Fixed Arsenal stats for Ogris due to projectiles having complex damage.

Update 10.0 (2013-09-13)

  • Ogris charge FX revised, toned down.

Hotfix 9.8.4 (2013-09-09)

  • Toned down Ogris charge effect.

Hotfix 9.5.2 (2013-08-12)

  • Fixed Ogris charge sound effect playing randomly when it wasn't being charged.

Update 9.5 (2013-08-09)

  • Added custom reload animations for the Ogris.

Update 9.4 (2013-08-02)

  • Fix for killing blows with Ogris or Torid affecting resource drops for client.

Update 9.3 (2013-07-26)

  • Updated charged sounds.

Hotfix 8.1.3 (2013-06-19)

  • Added visual indicator to Ogris when they are ready to fire

Hotfix 8.0.7 (2013-06-06)

  • Fix for Ogris and Multishot damaging player.

Update 8.0 (2013-05-23)

  • Introduced.

Last updated: Hotfix 21.1.0.1 (2017-07-19)

See also[]