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BioWare Alert!


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#1
GameKillerFT

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As requested by no-one, Next weeks Bugs/Glitches will be posted as soon as possible around July 3rd. These will include, but not limited to, Buffs, Typos, Map errors, Power failures, Weapon errors, Gears, and Consumables.

As a taste or preview, Due to about 60% of BioWare not keeping a difference between class, and characters I have looked into
  • Arc Grenades
  • Power Efficiency Gear and Consumables
Arc Grenades need a buff of about 200- 400 damage output to equal the other grenade types, Frag 1300, Cluster 1100, Lift 1500, Sticky 1600, and Little Arc stands at about 800. Inferno were not made as an instant damage as the rest but over time damage instead, therefore not listed. Keep in mind, all Grenades listed are made for maximum damage.
Power Efficiency Gears and Consumables do not work as intended. Example: Structural Ergonomics Gear is to reduce Power Recharge Speed by 15%. as so 15% of 8.70 seconds is about 7.40, add a Power Efficiency Module Lv. 3 and that should be about 6.80 seconds. So SMG ULM is not the only thing needing an Imediate fix.

Just like BioWare is changing the game based on how we play,"Intruding" I will assist BioWare in making the game so,"Equal, and less Balanced" seeing as how that is how this game is going.

PS. Clear example: Quarians/Civilian have Tac Scan for 3 seconds at 20 meters, while Geth/Military now have Hunter Mode for constant at 24 meters at 50% reduce shields. They are almost the same now. As I understand it, Geth are supposed to be far more supreme to their creator counter parts, but now the Damage output, vision enhancement, and power assistance is not as Diverse as it should be for a game such as this. Different fractions should be just that, different in effectiveness, damage, and powers. If players whatever percent choose to play differently so be it, the game should not be made so equal that there is not piont to having different races, and classes to shoose from.  
 
So agian, It may take time to undo the mess you have made BioWare, but I, and my sources/players will assist you in fixing this for you, you may help if you wish it would go faster that way I think. I look forward to working together in the future.

GameKillerFT bringing you Updates on your Multiplyer Unbalanced Glitches/Bugs. Till next week.

#2
Ciam

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GameKillerFT wrote...

As requested by no-one, Next weeks Bugs/Glitches will be posted as soon as possible around July 3rd. These will include, but not limited to, Buffs, Typos, Map errors, Power failures, Weapon errors, Gears, and Consumables.

As a taste or preview, Due to about 60% of BioWare not keeping a difference between class, and characters I have looked into

  • Arc Grenades
  • Power Efficiency Gear and Consumables
Arc Grenades need a buff ...

Stopped to read...

#3
rmccowen

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GameKillerFT wrote...

Power Efficiency Gears and Consumables do not work as intended. Example: Structural Ergonomics Gear is to reduce Power Recharge Speed by 15%. as so 15% of 8.70 seconds is about 7.40, add a Power Efficiency Module Lv. 3 and that should be about 6.80 seconds. So SMG ULM is not the only thing needing an Imediate fix.

That's not how cooldowns work.

#4
xsuckafreee

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i agree. arc grenades could use a buff. they are a tad bit underwhelming.

#5
ABjerre

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Ciam wrote...

Arc Grenades need a buff ...

Stopped to read...


Well, looking at the raw damage, the man does have a point... I personally think it is fine as they are with the stun effect 'n all, but damage wise, they are on the light end of the scale.

#6
PoetryAvenger

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Saw "BioWare Alert!" and thought nah, this won't be funny.
Then I noticed it was by you, the infamous FameKilterPT! Good thing you made that topic to advise us to remember your name, 'cause otherwise I would've just passed this by.

#7
Lima54

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Arc Grenades need a buff...

Really? Have you not seen someone clear a spawn point with it?

#8
Tokenusername

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You again!

Be gone vermin!

#9
xtorma

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ABjerre wrote...

Ciam wrote...

Arc Grenades need a buff ...

Stopped to read...


Well, looking at the raw damage, the man does have a point... I personally think it is fine as they are with the stun effect 'n all, but damage wise, they are on the light end of the scale.


don't they have a much larger radius?

I guess I don't understand how balance is supposed to work. I always thought the whole idea was that if you raise one aspect of something, another aspect must be reduced to keep balance.

#10
GameKillerFT

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Then how does it work, it is to reduce recharge speed as it says, and it does not. It is reduce by a percent not a flat number, that for easier fast programming I think, so I am right. Just get a calculator and see. I have looked up the stats, and trialed and errored all I post. I am on Xbox so it may or may not be the same for all Platforms, but that should be a no brainer.
As for SMG ULM, it shows reduced weight and cooldown, but does not allow faster power recharge speeds as intended, players use it mainly on the N7 Hurricane as it is the heaviest smg. Agian test and does NOT work as it said in Patch 1.03. This has been an issue from the begianing and needs priority as all origanal issue should.
Continue to contest me, I can do this longer than you can for I live to play, not just get those worthless acheveiments or rank as many or some others do.
Next Contestant

#11
Doc-Jek

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Did you already make a post like this? Also, no... Arc grenades are ridiculous as it is.

#12
GameKillerFT

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PoetryAvenger wrote...

Saw "BioWare Alert!" and thought nah, this won't be funny.
Then I noticed it was by you, the infamous FameKilterPT! Good thing you made that topic to advise us to remember your name, 'cause otherwise I would've just passed this by.


Hate, feel the hate, and love it.

#13
WARMACHINE9

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Arc grenades ned a buff? Ths is a joke thread right? I don't think they need a debuff but i defenitly don't think they need a buff. Thats just silly talk.

#14
ForThessia

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Ciam wrote...

GameKillerFT wrote...

As requested by no-one, Next weeks Bugs/Glitches will be posted as soon as possible around July 3rd. These will include, but not limited to, Buffs, Typos, Map errors, Power failures, Weapon errors, Gears, and Consumables.

As a taste or preview, Due to about 60% of BioWare not keeping a difference between class, and characters I have looked into

  • Arc Grenades
  • Power Efficiency Gear and Consumables
Arc Grenades need a buff ...

Stopped to read...

actually loledImage IPB

#15
GameKillerFT

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Lima54 wrote...

Arc Grenades need a buff...

Really? Have you not seen someone clear a spawn point with it?

 
I Have, but unless ther is a Damage typo, the OP I made clearly states round facts.

#16
GameKillerFT

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Tokenusername wrote...

You again!

Be gone vermin!


Hate, feel the hate, and love it.

#17
StarStruck010

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Can you show me where 1.03 said it fixed ULM?

#18
GameKillerFT

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xtorma wrote...

don't they have a much larger radius?

I guess I don't understand how balance is supposed to work. I always thought the whole idea was that if you raise one aspect of something, another aspect must be reduced to keep balance.


There radius is a bit larger by about 1.5 meter.

Balance in my mind means, A diversity or difference between a multiple of things, like a Justice Scale. It has to plates, place two objects on the plates and the scale balances the objects without falling over. One may be in favor but the the Scale, what keeps it in place, is untouched.
As opposed to making all this Equal, Like a solid line, A solid line keeps all things back regardless of strength or weakness. In turn, Regardless as class, Character, Powers, or Loadout, we as score/do the same. Were is the fun/team aspect in that.
Agree?

#19
GameKillerFT

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StarStruck010 wrote...

Can you show me where 1.03 said it fixed ULM?


Yes I can.

Patch 1.03 Notes:

Common to all Platforms:

-Fixed the Ultralight Materials SMG weapon mod in multiplayer so it correctly affects weapon recharge
I think weapon recharge is a typo.

-Fixed the issue that using an ops survival pack consumable immediately before death could have no effect. It now works as intended
Not working.

-Fixed evaded projectiles having an erratic course
Not working.

#20
Cayse

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StarStruck010 wrote...

Can you show me where 1.03 said it fixed ULM?


The 1.03 patch notes on the Bioware site no longer list the ULM fix. They originally did, and if you look up the patch notes on other sites or when they were posted by Priestly on these forums they're identical.. except the ULM is fifth on the list of changes.

The official notes; http://social.biowar...age/me3-patches

Chris Priestly's post, with ULM; http://social.biowar...ndex/12276459/1

#21
GameKillerFT

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Cayse wrote...

StarStruck010 wrote...

Can you show me where 1.03 said it fixed ULM?


The 1.03 patch notes on the Bioware site no longer list the ULM fix. They originally did, and if you look up the patch notes on other sites or when they were posted by Priestly on these forums they're identical.. except the ULM is fifth on the list of changes.

The official notes; http://social.biowar...age/me3-patches

Chris Priestly's post, with ULM; http://social.biowar...ndex/12276459/1

 I hate to say it but, you just post what i did in longer format. I geuss it cant hurt though.

#22
EYExTxBAG_

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StarStruck010 wrote...

Can you show me where 1.03 said it fixed ULM?



Chris Priestly wrote...

Hi Everyone.

We are pleased to say that the next Mass Effect 3 patch Is now available globally for PC, Xbox 360 and PS3.

Patch 1.03 Notes:

Common to all Platforms:
-Fixed an issue where sometimes facial movement would not match the voice over if a hitch occurred
-Fixed
an issue where taking cover in a certain area of Cure the Genophage
mission would cause players to become blocked from progress
-Fixed Action mode so it will now respect difficulty if set in the main menu
-Fixed an issue where the player would always be walking forward instead of towards objective in The Return mission
-Fixed the Ultralight Materials SMG weapon mod in multiplayer so it correctly affects weapon recharge
-Fixed a rare case where the reinforcement pack purchases could fail and take currency without giving cards
-
Fixed the issue where users logged off/disconnected during multiplayer
gameplay would not log back in properly until their game is rebooted
-Fixed the issue that multiplayer Geth sentry turret flamethrower would endlessly repeat audio SFX
-Fixed various multiplay maps where a player could fall through the map during multiplayer gameplay
-Fixed
the issue that using an ops survival pack consumable immediately before
death could have no effect. It now works as intended
-Fixed the issue so the Falcon weapon in multiplayer no longer sometimes fire blanks
-Fixed the issue where enemies who were detonated with a biotic power while in stasis would become invulnerable
-Fixed the issue where Banshees who got hit with a rocket launcher would not play the correct death animation
-Fixed
the issue where joining a match in progress while a Geth prime turret
is active leaves the turret there for the remainder of the game. It now
disappears.
-Fixed the issue when joining a match in progress while
the host is performing a combat roll would play firing animation on the
client for the host character, for the duration of the match
-Fixed an issue so Vanguards who are charging as they die are no longer being routed to the ground
-Fixed Host migration that would sometimes cause players to start on an incorrect wave
-Fixed the issue when a client quitting a match during deep bleedout causes muted/ducked audio to persist into next match
-Fixed the issue that when being revived at the same time as being executed would leave players in an T-Pose state
-Fixed the issue that when a Banshee takes enough damage to stop her charge state, her normal state is not immediately returned
-Fixed
the issue where a player could enter a state when completing cover
interactions near a ladder which could lead them to becoming
invulnerable and unable to deal damage
-Fixed game hitching of 1-2 seconds at start of waves
-Fixed clients occasionally seeing nonstop firing visual effects
-Fixed evaded projectiles having an erratic course
-Fixed an issue where selecting resume after death could occasionally cause henchmen to not spawn properly
-Fixed weapon recoil that could become reversed with a Turian when stability mod and passive power present
-Fixed the cover slot in Meet the Diplomats mission would cause a player to become stuck
-Fixed Geth prime and harvesters taking headshot bonus damage when they shouldn’t
-Fixed shooting the atlas in the cockpit with a penetration weapon doing double damage
-Fixed
the Kishock Sniper Rifle that would hit head bone (critical hit) on
enemies that should not be possible, such as the Brute, Banshee and
Ravager
-Fixed and issue where clients in cover cannot do any damage to targets at wide angles relative to the cover
-Fixed an issue where player can glitch their melee combo to only perform cover lean melee animations
-Fixed
an issue where while dying in multiplayer, if the player pressed the
prolong life button too quickly they could erroneously die
-Fixed an issue so Drell Adept Reave audio plays at full volume for all players
-Fixed an issue that an interrupt could sometimes fail to prevent a Cerberus engineer from building a turret
-Fixed a crash in conversations after Investigate Sanctuary mission
-Fixed an issue where gear items from the Rebellion DLC would unequip at the end of each match.
-Fixed an issue so ammo consumables, such as cyro ammo, would not replicated from host to clients
-Fixed the Memory Leak going in and out of Multiplayer Menus
-Added feature to remove AFK players after a set amount of inactivity
-Added a cooldown to Ops Survial consumable
-Made ammo consumables insta-reload and damage bonus

PS3 Only:
-Fixed wrong DLC Text in the Trophy File
-Added Downloadable Content option to PS3 Main Menu

Xbox Only:
-   
Fixed an issue where Mass Effect 3 soft locks in character screen if
user unplugs Ethernet at “Checking downloadable content…” after
accepting an invitation from multiplayer menu

PC Only:
-Fixed an issue where the Online Pass Activation screen would appear for users despite PC not having a need for an online pass
-Fixed the Galaxy Map search and rescue asset GUI not appearing when using eyefinity
-Fixed an issue where users could not scan on galaxy map when right-click is rebound
-Fixed
an issue where having the PC hud (heads up display) (left shift) up
when a player dies in multiplayer and revived would cause player unable
to move and the hud to remain active



:devil:

:ph34r:

Modifié par EYExTxBAG_, 28 juin 2012 - 03:35 .


#23
Mgamerz

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Op needs to learn that BioWare makes the game, not the players.
Also, my sig

#24
Mysterious Stranger 0.0

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OP wants to kill our game.

It's in his name.

#25
Cayse

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GameKillerFT wrote...

 I hate to say it but, you just post what i did in longer format. I geuss it cant hurt though.


I tabbed around to get links to offical posts. :P