very nice. thanks for the effort and sharing it !
ME3 MP class Builder
Débuté par
Narida L
, mars 30 2012 01:28
#26
Posté 04 avril 2012 - 10:31
#27
Posté 04 avril 2012 - 02:33
i think this may be broken...it won't calculate totals and the "points remaining" won't go below 81...
#28
Posté 04 avril 2012 - 02:42
I did find an error.
"Tactical Cloak
Rip your enemies apart with this shrapnel-packed grenade."
Other than that, nice job. You just need to implement weapons and whatnot for the cooldown times. If you care to do that, this may help.
"Tactical Cloak
Rip your enemies apart with this shrapnel-packed grenade."
Other than that, nice job. You just need to implement weapons and whatnot for the cooldown times. If you care to do that, this may help.
Modifié par Elite3141, 04 avril 2012 - 02:43 .
#29
Posté 04 avril 2012 - 05:12
Impressive, really!
If you add weapon to this, it would be absolutly perfect!
Thanks!
If you add weapon to this, it would be absolutly perfect!
Thanks!
#30
Posté 04 avril 2012 - 05:30
Very nice
#32
Posté 04 avril 2012 - 08:12
Found a few bugs,
- proximity mine 6(salarian infiltrator, turian soldier) increases recharge
- Damage reduction for fortification(krogan soldier) increases by 5% of 15% rather than 15% to 20%
- Same as above with tech armor(all sentinels)
- Rank 6 throw, force and damage has no effect(Asari Adept, Human Sentinel)
- Quarian Defender(quarian engineer) gives no bonus to sentry turret
- Rank 6 cryo(quarian engineer, human infiltrator) has the same problem as proximity mine
- Shockwave's(human adept, human vanguard) evolutions seem to be all broken
- Pull(Drell vanguard, drell adept) is listed as a 2m radius by default
- Clusted grenade(drell vanguard) is called frag grenade
- Sabotage(quarian infiltrator) 4, duration doesn't work
- Sabotage 5, recharge speed doesn't work
#33
Posté 04 avril 2012 - 08:26
Salarian decoy duration, and krogan tech armor dmg reduction is bugged... at least thats what I found yet 
Edit: Krogan rage seems to bring up a "Rage damage reduction"' dialogue box all the time i pick a power
Edit: Krogan rage seems to bring up a "Rage damage reduction"' dialogue box all the time i pick a power
Modifié par Moonwish, 04 avril 2012 - 08:28 .
#34
Posté 04 avril 2012 - 08:44
This is great... Man, now I wish I would've gotten into the whole programming thing, back when the world was young, Pentium was five years in the future and Dinosaurs roamed the earth.
I wonder if there is any way to include Weapons and their damage, then factor in bonuses from powers, like Tactical Cloak. I also wonder if there is some page where the power stats from the game are more detailed; specifically when attributes effected by upgrades are not even listed in the in-game stats, like Sentinel-Throw-Radius and all the others like that.
I wonder if there is any way to include Weapons and their damage, then factor in bonuses from powers, like Tactical Cloak. I also wonder if there is some page where the power stats from the game are more detailed; specifically when attributes effected by upgrades are not even listed in the in-game stats, like Sentinel-Throw-Radius and all the others like that.
#35
Posté 04 avril 2012 - 09:01
Ok; update! Don't forget to clear your cache. (CTRL+F5)
@LAMBENT GEAR79
Try it now ;-)
@Elite3141
I fixed it. Thanks for the list, I've started implementing weapons.
@Kildyu
Thanks a lot for the detailed bug report! I fixed everything although what did you mean with "Pull(Drell vanguard, drell adept) is listed as a 2m radius by default"? I couldn't find anything wrong.
@Moonwish
Yeah Rage isn't working properly yet, I'll get right on it...
@LAMBENT GEAR79
Try it now ;-)
@Elite3141
I fixed it. Thanks for the list, I've started implementing weapons.
@Kildyu
Thanks a lot for the detailed bug report! I fixed everything although what did you mean with "Pull(Drell vanguard, drell adept) is listed as a 2m radius by default"? I couldn't find anything wrong.
@Moonwish
Yeah Rage isn't working properly yet, I'll get right on it...
#36
Posté 04 avril 2012 - 09:18
noticed something...on the Human Sentinel, lvl 6 Throw, when you choose the recharge speed option, it increases the recharge from 5.3 seconds to 26.7 seconds...fyi
great work by the way!
great work by the way!
#37
Posté 04 avril 2012 - 09:30
#38
Posté 04 avril 2012 - 09:55
Sorry for all the bugs I was working on all that nonsense at like 3am heh. but I'm glad all you have noticed these things so Narida can fix them. XD
#39
Posté 05 avril 2012 - 02:48
Awesome job. Is it possible for you to add a weapon option as well?
It would be nice to see the stats with what weapon and its different mods, as well as what my new cooldown % would be.
It would be nice to see the stats with what weapon and its different mods, as well as what my new cooldown % would be.
#40
Posté 05 avril 2012 - 02:55
Nice work on this.
#41
Posté 05 avril 2012 - 04:36
Narida L wrote...
Ok; update! Don't forget to clear your cache. (CTRL+F5)
@LAMBENT GEAR79
Try it now ;-)
@Elite3141
I fixed it. Thanks for the list, I've started implementing weapons.
@Kildyu
Thanks a lot for the detailed bug report! I fixed everything although what did you mean with "Pull(Drell vanguard, drell adept) is listed as a 2m radius by default"? I couldn't find anything wrong.
@Moonwish
Yeah Rage isn't working properly yet, I'll get right on it...
Hmm, may have just been a problem on my end, I thought I saw it there even when the radius evolution was not selected, either way looks good now.
#42
Posté 05 avril 2012 - 05:12
THIS.IS.AWESOME!!!
#43
Posté 05 avril 2012 - 05:18
1 more I just noticed, cryo is listed as -.15% recharge, and the evolution as -20% recharge bringing the total to -20.1% instead of -35%
Modifié par Kildyu, 05 avril 2012 - 05:18 .
#44
Posté 05 avril 2012 - 05:21
As always, excellent work Narida, you are truly the best. Now, I'm off to make some builds
.
#45
Posté 05 avril 2012 - 05:25
Really a nice little thing you did here, I'm impressed.
#46
Posté 05 avril 2012 - 11:18
Ok, I added weapons and fixed Rage. I hope I got all the calculations right for the cooldowns.
Ultralight materials are still missing, but apparently those are broken anyway.
@Kildyu
fixed that too, thanks^^.
The builder is getting really cluttered so I'll try and clean that up next; unfortunately website design isn't really my strong point xD
Thank you to royard for his guide on weapon weights and cooldowns.
Ultralight materials are still missing, but apparently those are broken anyway.
@Kildyu
fixed that too, thanks^^.
The builder is getting really cluttered so I'll try and clean that up next; unfortunately website design isn't really my strong point xD
Thank you to royard for his guide on weapon weights and cooldowns.
#47
Posté 05 avril 2012 - 11:38
Awesome, exactly what i have been looking for last week, but couldnt find. Thanks!
#48
Posté 05 avril 2012 - 11:50
OMG weapon support.
They should totally sticky this.
They should totally sticky this.
#49
Posté 05 avril 2012 - 01:46
what does it say when you select the weapon you are using? Maybe it is just my screen, but the text for that overlaps with text describing my powers and i can't read it...
#50
Posté 05 avril 2012 - 01:50
Great work!





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