- Main article: Melee
Melee (ver: 2.0) is a form of combat system that utilizes edged or blunt weapons and close quarter attacks. Every attack causes the player to take a single step forward. However, if the player is crouched, non-combo melee attacks will not cause a step forward. Melee weapons can be equipped in the tertiary slot of the arsenal in Warframe.
Current melee weapons consist of a number of classes, in which each class of weapons has a unique set of attack animations, including normal, jump, slide, stealth attacks, finishers, combos, and blocking.
- Main article: Archwing Maneuvers
Archwing Maneuvers are a set of actions that a player can perform with the Archwing, a set of mechanical wings used by a Tenno to fly and engage in combat in space.
Archwing flight controls are similar to normal ground-based controls, with some variations for three-dimensional movement. Movement is controlled with both thekeys and mouse, in conjunction. Unlike ground combat, Archwings retain momentum after releasing movement keys mid-flight - even without sliding. Higher velocity allows a further coast.
Hitting objects at high speed will result in the Archwing taking damage, making collision avoidance important to gameplay.
Sprinting will cause the frame to lower their weapon and move at a greatly increased speed. Each Warframe may have a different speed modifier for sprinting. Sprinting speeds can be increased with Rush and Armored Agility.
In Settings, you may configure a new Key Binding to Toggle On/Off to auto-sprint. This is useful so you don't end up holding the sprint button all the time.
|Combo||While Sprinting + Crouch|
Sliding is crouching while moving. This will bring a frame to a gradual stop (Except when sliding down a slope, Ranged weapons may be used while sliding and a melee attack creates a separate combat maneuver.Sliding is helpful for going under obstacles quickly that would otherwise need to be crawled under by Crouching.
|Combo||While Sprinting Mid-Air + Crouch|
This action will help maintain momentum and allow the frame to travel further. Your jump distance is also improved allowing you to reach distant places. Additionally, it allows you to somewhat aim where you would like to land.Divekicking will knockdown most enemies on hit, inflicting a minor damage of 20 Impact damage.
|Combo||While Mid-Air + Jump|
Players can easily execute double jumping by tapping the jump button twice, allowing them to reach a higher destination. Double jumping carries the momentum the player have and can be used in tandem with other advanced maneuvers to achieve a complex feat. In addition, coming into contact with any surface--Wall and grounds alike will retain player's ability to double jump again.
|Combo||While Sliding/Crouching + Jump|
While sliding or crouching, pressing the jump button will cause the Warframe to launch themselves midair at a highly increased speed relative to where the direction of the camera is facing, allowing possibilities to close a longer gap or reach a higher destination. Akin to the Rocket Jump, performing bullet jumping while having the camera pointed to the ground will propel the players upwards, allowing them to easily aim at ground enemies mid-air (usually in tandem with Aim Glide).
|Combo||Approach Edge + Jump|
Rolling is a basic combat evasive maneuver used to get out of the way of a charging enemy, to evade bullets, grenades or melee attacks and to transition from cover to cover. It can also be used as a stealth maneuver while crouching. The short burst of speed can avoid detection in situations where the slow crouch-walk speed is not sufficient. Rolling also reduces all damage taken by the player by 75% during the middle of the roll's animation.
Rolling may occur involuntarily then the player lands heavily after a forward momentum--However may be cancelled by rolling midair before landing to achieve a lighter, faster recovery.Rolling shakes off certain enemies or projectiles that cling to the player (such as Latchers, Maggots, or Leeches) and can also 'dispel' certain status effects such as the infected MOA nanoswarm and unwanted Banish effects.
|Combo||Aim + Left/Right + Tap Sprint|
While aiming, move sideways and tap the sprint button to do a sideway roll. This is very useful while trying to fight around Grineer and with Seekers or against bosses with slow attacks. The two dodge roll animations differ slightly, as the leftwards roll includes a small hopping animation that the Warframe completes at the end of their roll, while the dodge roll to the right is simply a roll.If the players have melee equipped, they can change the direction of their sideway roll relative to camera movement, allowing a more flexible movement.
|Combo||Aim + Backward + Tap Sprint|
While holding the aim button hold the back key and tap the roll button to do a back handspring. This is very useful while trying to fight around Grineer and with Seekers or against bosses with slow attacks.If the players have melee equipped, they can change the direction of their handspring relative to camera movement, allowing a more flexible movement.
|Combo||Sprint Forward + Jump|
VerticalRun at a perpendicular direction towards a wall, then tap jump to wall dash upwards. Players can continue to wall dash indefinitely by subsequently tapping jump, and can flexibly switch to walldash sideways by pointing the camera relative to the direction. The faster the sprint speed of the frame, the higher it can climb.
Run with less than a 70 degree angle towards a wall and tap jump to wall dash across the wall. Players can continue to wall dash indefinitely by subsequently tapping jump, and can flexibly switch to walldash upwards by pointing the camera relative to the direction. The faster the sprint speed of the frame, the higher it can climb.Players can also propel themselves away from the wall with an accelerated speed by pointing the camera relative to the direction players wish to jump away to.
|Combo||While Walldashing + Aim|
During wall dashing, players can latch onto a wall by aiming. This stops any movements players currently have and will remain stationary on the place, allowing them to fire at enemies from a high vantage point. However, players can only perform this maneuver for a limited amount of time--During which if the timer runs out, they will involuntarily latch off the wall.
It is important to note that this maneuver shares its timer with Aim Gliding.
|Combo||Approach Obstacle + Jump|
This maneuver can be done on obstacles half the size of the Warframe, allowing more movement across blocked paths with ease. Jumping while near these obstacles causes the Warframe to vault over them, whether Sprinting or not.This mechanic can be changed in the game settings so the automatic vaulting is turned off, which helps for some instances where vaulting should never occur, like ledges.
WIP, no information released yet.
|Currencies||Credits • Ducats • Platinum • Standing|
|General||Affinity • Clan • Foundry • Fusion • Key Bindings • Login Rewards • Mastery Rank • Mods • Player Ship • Polarization • Trade System • Transmutation|
|Gameplay||Mission||Alert (Tactical) • Archwing • Cell • Challenge Reward • Death Mark • HUD • Maneuvers (Archwing) • Matchmaking • One-Handed Action • Tile Sets • Mission • Enemy Behavior|
|Stealth||Hacking • Noise Level • Stealth|
|Attributes||Weapons||Accuracy • Ammo • Attack Speed • Critical Hit • Damage • Fire Rate • Melee • Multishot • Projectile Speed • Punch Through • Recoil • Reload • Status • Zoom|
|Warframe||Attributes • Armor • Health • Rift Plane • Shields • Stamina • Threat Level|
|Aesthetics||Cosmetics • Colour Picker Extension • Idle Animations|
|Mathematical||Enemy Level Scaling • Maximization (Duration • Efficiency • Range • Strength) • User Research|