Firefall MMOFPS [2011]

F6EWX-MM4CM-7N31M-LXDJW
H8V0H-NRLDS-OU0OK-H1I0V
E330H-UHW8P-G8F6O-J2343
0B8JL-W8NOO-6B9L5-NPRU6
UJUO1-UAWJS-HPUEA-EM0WW
FG8W1-28R1D-J79UP-308NQ
G2PZ5-CUDXO-KEOSR-V5B4Y
I562P-967NF-OQ07W-CXRI0

I think the first 3 are full on closed beta keys, the rest are weekend keys.

3rd key from here worked for me, cheers :)
 
A few more keys if anyone is looking for one:

B4BUP-EDZ36-KTDU6-WRZCI
3TNNL-MANN4-85RCZ-PBZEB
K90QP-KJH3X-0PCAX-UFN2V
JJQIP-IPX8H-2Q69D-AWAUZ
DDSSH-XLCOW-N5QGB-XLM1K
 
Anyone playing this? Just installed it. Got a key a few months ago but couldnt get it working, about to play now though.
 
I think these are all full invite keys
VPZPD-TYXNB-MK8SC-6QIDE
2AVI9-50Y3E-0184N-MMXL7
OW6BL-6NS2Q-N8FBZ-63DPH
1OEF5-SDQWJ-F1SQY-1JYB6
QEYGX-W41KD-GZ7PP-3LQD8
 
OK a heads up to all the next major patch is landing as I type this:

New Battleframe System
New Crafting mechanics
New Chosen and Incursion system

Patch Notes:
Progression
The new progression system is live! Weight has been renamed to "Mass". CPU has been renamed to "Cores". All currently created items in the game have been removed and replaced with starting gear. Tiers have been removed from the game. Unlocking new Battleframes now costs 10 Pilot tokens or 100 Red Beans. Pilot tokens are awarded at the 5th, 7th, 9th and 10th unlocks in each of the 3 constraint progression trees. Unlocking progression items in the three trees will increase Battleframes Mass, Power and CPU Cores accordingly. Battleframes movement speed and overall damage will be affected by Mass and Power usage respectively. More constraints mean more room to equip better gear! Acquiring progression items in the three trees requires Experience, Resources, and a special crafted item for the 10th unlock. Each Battleframe has a different resource requirement and special item needed to progress. CPU Cores are used to equip abilities. These will be utilized more in a Future Update You can now preview Battleframes before unlocking them. As this is a system in progress, please help us by reporting any oddities, and expect changes as we work out the kinks and bring more features online!
PVE

The Accord Battle Lab
Welcome to the The Accord Battle Lab: The Accord Battle Lab serves as a basic tutorial for players as they enter the game. This experience will introduce the player to the world of Firefall. It features a series of challenges from movement, combat, character customization, and introduces weapons and abilities for each of the 5 Accord Batteframes. For this patch, all players, when they first log on, will play through this experience. Things to Expect: When players enter the experience, they will find that they are in Civilian Clothes, and will be walked through a series of challenges Players will be given access to each of the 5 Accord Battleframes and be offered challenges to test each of these abilities. Players will meet both Aero and Oilspill Known Issues If you use any of the interactable terminals more than once, you will queue VO lines. This can result in Aero repeating herself. After selecting a Battleframe from the Holograms you will see 5 challenge Drones. They are friendly. Interact with them and they will give you the appropriate challenge The Triage Challenge is not working as intended. Before using an Ultimate, make sure to run over the HKM Power Up. This is mentioned in text and via a Sin Card, but some people miss both of these.
Chosen Warfront
General Chosen no longer attack watchtowers from random locations on the map. Attacks now come in more organized groups in much more noticeable 'warfront' patterns. Chosen attack from outposts they control and directly from the melding New Chosen AI has been integrated into all warfront encountersInvasions They're back, and have been redesigned The Chosen are focused on invading Thump Dump and Sunken Harbor The Chosen use siege tactics to bombard the SIN towers as well as invade with ground forces to destroy the shield generators, requiring players to both defend and attack to deal with the threats. Invasions are designed to be multi-squad encountersChosen Scouts & Drop Pods Drop pods have been redesigned They no longer spawn everywhere / anywhere in the world. Instead, they are called down by Chosen Scouts. Chosen Scouts and their drop pods are designed as solo-player content.Incursions Incursions have been redesigned The number of Chosen defending the Incursion has been increased and the number of defending structures has been decreased in order to make the encounter more mobile Players need to clear out the area around the Incursion in order to spawn a Shield Disruptor When players use the Shield Disruptor, it begins the defend state. During this time, players defend the Shield Disruptor against waves of Chosen while it brings down a shield protecting a generator. When a generator is vulnerable, players can quickly blow it up to start the next defend wave, which is harder than the previous wave After all the generators are destroyed, the Warbringer is vulnerable and can be destroyed Incursions are designed to be squad contentWatchtowers When occupied by Chosen, the spawn room contains a device that governs the Chosen's ability to spawn in that room. Players can interact with that device to blow it up to prevent the Chosen from spawning in the watchtower until a new device is arcported in. Watchtowers updated with new VO Watchtowers now display the amount of Chosen in the vicinity (if any) when Accord controls the tower Watchtowers are no longer revealed by default on the map. They are now associated with certain points of interest (POI). When players uplink to a POI's SIN tower, the associated watchtowers are then fully revealed. Watchtowers are designed to be group content Placement of some glider pads on watch towers have been adjusted so they no longer propel the user into terrainPOI Buffs POIs under Accord control now give players buffs Major POIs (Thump Dump, Copacabana, Sunken Harbor, and TransHub) each give a unique buff to all players in the zone while the Accord maintains control of the POI •Copacabana: Increased health regen
•Thump Dump: Increased resource gain
•TransHub: Reduced cooldowns
•Sunken Harbor: Increased XP gain
Minor POIs (Sigu's Sanctuary, Northern Shores, Cerrado Plains, etc) give a small stacking damage buff that increases in strength the more minor POIs that are controlled by the Accord When the Accord loses control of these POIs, they also lose the associated buffs Note: UI is not yet in the game to communicate that these buffs are active, but they are working behind the scenes. We decided to keep the bonuses in-game while we continue to work on the UI for it.
ARES Missions / Local Events
Introduced ARES missions throughout New Eden! There are many new locations around New Eden where your expertise as an ARES operator is required Thirty new interior spaces will now challenge you with objective based combat scenarios •Missions vary in difficulty, from solo encounters to five player group scenarios.
•Fight through several different mission types with ever changing enemy forces in every one of the thirty spaces.
•Earn rewards for the new crafting and progression system.
•Nearly 200 unique narrative scripts have been added to these encounters which highlight the role of players as ARES Operators and inform about the state of New Eden and its population.
Known issue Sometimes the Arcporter does not appear at the end of an ARES mission. If this happens, you may need to re-enter the mission volume and exit again to make it appear.New Event: Player Created LGV Races A new item called "Starting Line" is craftable at the manufacturing station, and becomes a consumable. Place the Starting Line anywhere in the world. You are automatically given the Finish Line which you place a minimum of 500m from the Starting Line. Anyone can participate in the race by interacting with the Starting Line. The race will stay in the world as long as players keep using it.Thumper and Scanning Improvements All of the thumper costs and capacities have been adjusted. New sizes of Personal and Squad thumpers have been designed by Accord engineers and are available for manufacture. Find the thumper that best fits your squad's gear and skill! Personal Thumpers are designed for 1-2 players. Resources recovered are split amongst the squad. Squad Thumpers are designed for full squads. Resources are shared equally amongst the squad (no splitting). Creatures spawned by the thumper are much more region-specific. The balance and timing of all thumper spawns have been adjusted. Completing a thumper to 100% yields a double resource bonus. Completing a thumper to 100% results in an XP reward for the squad. Explosive Aranhas killed by players only have small explosions instead of their large self-destruct explosion. If you help a squad with their thumper, you will receive a small resource reward from the Accord. Thumpers now have global mapmarkers – check your map to find a nearby squad with an open slot that is digging for a resource you need. Lots of new voice over and feedback has been added to the thumper encounter. Thumper placement rules have been adjusted to reduce positional exploits. Players are now able to thump in flat water and wet sand Many other small improvements to thumpers including: visual effects, lighting, creature spawn positions, thumper health, new creatures, etc. You can only see the Thumper map markers if you've connected to the SIN tower for that area Scan Hammer visuals have been improved – the SIN data should be much easier to read in order to find the best veins.Open World The Sunken Harbor watch towers now have unique names Sunken Harbor spotlights now move even if players are not looking at them Several NPCs in Trans Hub now have different names Floating buildings around New Eden have been put back on the ground Various floating rocks, bushes, etc. are now back on the ground Various texture glitches have been fixed Various texture seams have been closed Hisser nests now align properly to mountains Fixed auto turrets that clipped through the ground Antennas are now properly displayed from far away Plugged terrain holes in the Dig Site 5 cave Plugged terrain holes in the back of the Cliffedge Encampment near Copacabana Plugged terrain holes around the Broken Shores Secret Lab Plugged terrain holes around Thump Dump The SIN Tower in Thump Dump now has collision Shield barriers of the SIN towers in Sigu and Stonewall are now correctly aligned The /cheer emote of the female character no longer loops Removed some rocks in the middle of the road by Cerrado PlainsSIN Imprints Fixed some SIN imprints that were not playing Playing a SIN imprint will interrupt other SIN imprint recordings SIN imprints are now prettier and easier to see from a distance Missions & Encounters Daily missions are now resetting properly Players no longer get double rewards for the Holmgang mission Dynamic events are now spread out in a more distributed pattern
Chosen
Chosen have a new fashion designer Chosen have taken to wearing masks Chosen have developed their own weapons and weapon appearances Chosen will now take additional damage when shot in critical locations with any weapon Chosen are no longer able to re-capture towers after dying Chosen no longer get stuck between a crate and a rock ledge Chosen no longer get stuck during an invasion trying to target shield generators through wallsChosen Assault Renamed to "Shock Trooper" Now uses the Chosen Assault Rifle instead of the burst rifle Various AI tweaks and improvements Gets the party started by deploying a Tortured Soul spawnerJuggernaught There have been slight adjustments to his plasma cannonSiegebreaker Revision to hit area of Siegebreaker's charge attack Corrected animation issues with Siegebreaker's weapon firingSniper Chosen snipers have been spotted in New Eden for the first time May also deploy Tortured Soul spawnersEngineer Chosen engineers are now pushing out of the Melding Now owns Chosen DronesDrone Owned by Chosen Engineer Provides support to other Chosen unitsTortured Soul Chosen have been seen sending mutated creatures known as Tortured Souls into battle.Grunts Now only plays one sound when making melee attacks The Chosen grunt now plays his attack animation properly The Chosen Grunt animations no longer twitch
Creatures
Creatures now drop specific crafting components instead of random resources Where creatures spawn in the world is more closely related to the environmental conditions. NPCs can now use weapon alt-fires, be cautious Creature burrow/unburrow improvements Reduced health points of smaller creatures like the shelless Hisser and Skiver from 700 to 200Terrorclaw Terrorclaw now hits targets in a more reasonable area while rolling Fixed various animation glitchesToxic Aranha Toxic Aranhas now have screen effects when damaging a playerThresher Thresher charge delay duration reducedWyrms Wyrms are hostile and gradually decay hostility Fixed wyrm facing issues with ability and attack Shortened target selection range in combat Checks range before attackingStorm Kestrel Storm Kestrel have their descend speed reduced but their charge increasedExplosive Aranhas Explosive Aranhas will not walk through shields anymore Less powerful explosion when killed by a player vs. blowing up on their ownWasp The wasp has been introduced into New Eden for the first time Behaves much like the Culex and can be found inlandSkiver Skivers have been introduced into New Eden for the first time Skivers are small creatures with low health and tend to attack in swarms Sand Skiver variants are found in different biomes than Skivers
Combat

General
Double Damage is now dropped when the carrier dies. It can be picked up again by nearby enemies/allies during its 20 second "active" duration.
Movement
Increased base movement speeds in PvP Increased air control universally Increased jet thrust strength Increased mavity Added "Air Sprinting" – press and hold shift while jetting to move faster in a horizontal direction. Costs more energy per second. Sprinting will now drain energy while enabled in PvP
Crafting
We have laid the foundation for our new crafting system!
Resources
Resources now only have 3 aspects (down from 5): Power, Mass, and CPU-Cores Like the previous resources, each resource in a family is "best" at a specific aspect An additional stat on resources is called "Purity" which influences the the refining process (read below) The number of resources are changing from 3 families of 3 (9 total) to 5 families of 3 (15 total) Resources and families have new, less cryptic names Creatures now drop only crystite and have a chance of special drops which are used in many recipes
Resource Refining
Raw resources All resources are acquired as "raw" and must be refined before they can be used in crafting recipes Aspect stats of raw resources persist into their refined versions Refining takes the raw resources and splits them into multiple results: •Seed Crystite (currency)
•Refined resources (used for crafting)
•Crystite Hybrids (used for crafting)
Crystite hybrids are used in the new crafting system to power the more powerful weapons and abilities For every unit of raw resources being refined, there is a 0.1% chance of getting a crystite hybrid •If you refine 1000 units of a raw resource, you get 1 crystite hybrid 100% of the time
If you refine more than 1000 units you have a +0.1% chance of getting an extra crystite hybrid per unit being refined •Refining 1355 units of a raw resource means you get 1 crystite hybrid, and have a 35.5% chance of an additional crystite hybrid
The higher the purity of the raw resource, the more units are outputed when refined
Crafting & Components
All Battleframe modules & weapons now have component-based recipes To build a Plasma Cannon I, you must first build two components: the Plasma Cannon Barrel I and the Plasma Reactor I, each requiring refined resources Each component affects a different attribute of the master item – the Plasma Cannon Barrel I affects AOE radius, the Plasma Reactor I affects damage The quality of the resources used determine the quality of the component crafted – the higher the component's quality, the better it affects the related attribute There are 4 stages of crafting planned per item, this patch features the first two The higher the crafting stage, the more complex the recipe and the more powerful the item More powerful gear will be more constraint-hungry – see the Progression notes!) For the time being, ALL crafting recipes are available – in a future patch, you will have to research each crafting recipe before you can build the item
Manufacturing UI
A new, and still in development, interface has been added at the molecular printer to allow players to manufacture components and gear. Recipes are organized by category for organizational purposes. A search field has been added for ease of finding specific nanoprints. All players will have 2 available workbenches allowing 2 nanoprints to be built in parallel. Many improvements to come in future patches.
 
Much as I liked this when I tried it, I kind of wish they'd settle on a progression system once and for all and concentrate on adding PvE content.
 
Something like that, I patched it up yesterday and they have added a lot more stuff... Still enjoyable and fun just exploring.
 
It feels a lot better now, intro so you know what the hell is going on, better tutorial that lets your muck around with all the different frames. Still a bit confusing once you get dumped out in the world, but been playing it all night regardless.
 
Been playing this last night / this morning... seems fun athough a bit confusing.

Still quite a few bugs, calldowns disappearing...crafting geting stuck most of which seems to fix itself if you relog.

Only thing is it feels like there is no progresion, I'm mining...refining...killing stuff and apart from the initial unlock of each ability it doesn't feel like I'm actually getting anywhere.
 
Been playing this last night / this morning... seems fun athough a bit confusing.

Still quite a few bugs, calldowns disappearing...crafting geting stuck most of which seems to fix itself if you relog.

Only thing is it feels like there is no progresion, I'm mining...refining...killing stuff and apart from the initial unlock of each ability it doesn't feel like I'm actually getting anywhere.

I agree, i have no idea what i am doing tbh, the tutorial wasn't that great, it was like a overload of information all at once.

The combat is really nice though, its just i have no clue what i am doing progression wise. :p
 
If you have done all the sin towers I would runs some ares missions they show up on the map and also lookout for tornadoes. If you press y in game there are also daily rewards to do and achievements.
Then maybe work on unlocking the battle frame you want.
A new addition is the blackwater anomaly run which takes a bit to unlock but if your in a squad with a key they can take you in.
After that its just grinding for resources doing thumping and all of above to craft better gear.
I mix up doing all of the above to not get board and maybe do a bit of pvp now and then.
More is getting added but there is still a fair bit to do for now.

If you type /rui in chat it will reload the User Interface if the game is not responding.
 
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Been playing this last night / this morning... seems fun athough a bit confusing.

Still quite a few bugs, calldowns disappearing...crafting geting stuck most of which seems to fix itself if you relog.

Only thing is it feels like there is no progresion, I'm mining...refining...killing stuff and apart from the initial unlock of each ability it doesn't feel like I'm actually getting anywhere.

the game seems to be mainly about mining and getting gear upgrades.

you must be able to build mounts as well as I saw someone on a bike or something when I last played a few weeks back
 
I paid $50 last year to become a gold founder member (iirc), but there was just nothing to do! I think it was just a case of grinding mats from thumpers and that was it. This was back in October I believe! Worth coming back for open beta you reckon?
 
Anyone still playing this? Even though there's still really the one big zone, I seem to be spending more time on it than anything else at the moment.
 
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