Clarifying the missing mods from the Multiplayer Manifest
#151
Posté 25 juillet 2012 - 04:38
#152
Posté 25 juillet 2012 - 05:49
MrFuddyDuddy wrote...
Well they were all Uncommons? And unlike gear they shouldn't be a problem getting them, would't be surprised if when they released them I maxed all of them off a handful of Vet packs
Nope, both the rare AND uncommon gear faucet has been turned off for me for over the past million+ credits despite missing a dozen levels in each category. I tried another two regular spectre packs to no avail after my post above, getting yet again ONLY level 3 and 4 consumables in the uncommon and rare slots.
#153
Posté 25 juillet 2012 - 11:20
#154
Posté 25 juillet 2012 - 11:37
#155
Posté 26 juillet 2012 - 03:30
Comedy!
#156
Posté 26 juillet 2012 - 04:15
freemyheart wrote...
I need 2 more Ultra-Rare drops to max out ALL of my weapons. I need 36 more Gear drops to max out all of my Gear.
Comedy!
yeah def not dropping right as i had everything maxed until earth came out
I mean gear/mods
URs are a pain for me but i'm getting them just slower than many
Now earth uncommons are a major pita and the rares are not popping worth a hoot
im tired of ammo 4 guys give me the other rares first then give me ammo
bettter yet make a ultra jumbo for 66k and stop giving me these things as gold cards. Ya get a crap game or lag out and poof there goes ya psp reward
#157
Posté 27 juillet 2012 - 01:09
#158
Posté 27 juillet 2012 - 01:42
ForTuchanka wrote...
MrFuddyDuddy wrote...
Well they were all Uncommons? And unlike gear they shouldn't be a problem getting them, would't be surprised if when they released them I maxed all of them off a handful of Vet packs
Nope, both the rare AND uncommon gear faucet has been turned off for me for over the past million+ credits despite missing a dozen levels in each category. I tried another two regular spectre packs to no avail after my post above, getting yet again ONLY level 3 and 4 consumables in the uncommon and rare slots.
Same here. Haven't gotten a single rank in any of the new gears since they "fixed" it. Haven't gotten any ultra rares either, but that's probably just bad luck.
#159
Posté 27 juillet 2012 - 09:04
Chris Priestly wrote...
I have seen some questions from fans about mods that were "missing" from the most recent Multiplayer Manifest. These items are:These items were deliberately excluded as we realized that they required some patching that was not ready in time for Earth. They will be available in a future update once the patch is complete.
- Assault Rifle High-Velocity Barrel
- Assault Rifle Thermal Scope
- Sniper Rifle High-Velocity Barrel
- Sniper Rifle Thermal Scope
- Shotgun High-Velocity Barrel
- Shotgun Omni-Blade
- Pistol Heavy Barrel
Those items seem a little redundant. We already have AP mods for those weapons, and a melee attatchment for the shotgun. What's the difference? Aside from asthetics.
#160
Posté 27 juillet 2012 - 10:25
#161
Posté 27 juillet 2012 - 01:18
squidney2k1 wrote...
Chris Priestly wrote...
I have seen some questions from fans about mods that were "missing" from the most recent Multiplayer Manifest. These items are:These items were deliberately excluded as we realized that they required some patching that was not ready in time for Earth. They will be available in a future update once the patch is complete.
- Assault Rifle High-Velocity Barrel[/color]
- Assault Rifle Thermal Scope
- [color="#ff9900"]Sniper Rifle High-Velocity Barrel
- Sniper Rifle Thermal Scope
- Shotgun High-Velocity Barrel
- Shotgun Omni-Blade
- Pistol Heavy Barrel
Those items seem a little redundant. We already have AP mods for those weapons, and a melee attatchment for the shotgun. What's the difference? Aside from asthetics.
I believe the assault rifle and shotgun high velocity barrels add both extra damage and penetration to assault rifles and shotguns, making them two-in-one mods. The shotgun omni-blade increases melee damage by 50% compared to the 25% melee bonus the shotgun bayonet.
#162
Posté 27 juillet 2012 - 02:02
#163
Posté 27 juillet 2012 - 02:25
Brenon Holmes wrote...
Haloburner wrote...
Can we expect a patch in the next two weeks?
I don't think I should really talk about specific dates... but "No, sorry." Would be the answer to that one.
http://social.biowar...ndex/13356319/2
Bioware employees can not talk about when the next patch will be coming out.
Modifié par BabyfaceAssassin, 27 juillet 2012 - 02:26 .
#164
Posté 27 juillet 2012 - 04:07
#165
Posté 27 juillet 2012 - 04:50
I've also heard talk the high velocity barrels add weight to the weapon as well. What I personally want to know is if the HVB's can also be equipped with the AP or shredder mods, since you can safely assume EB and HVB won't be compatible (EB and CTS aren't compatible on pistols).Mendelevosa wrote...
I believe the assault rifle and shotgun high velocity barrels add both extra damage and penetration to assault rifles and shotguns, making them two-in-one mods. The shotgun omni-blade increases melee damage by 50% compared to the 25% melee bonus the shotgun bayonet.
Though, as a brief aside what we need is an extra T-clip mod for assault rifles.
#166
Posté 27 juillet 2012 - 05:27
You're going to be waiting for over 2 weeks according to Brennon.Frostmanus wrote...
Good to know. I won't be buying a single PSP, until this issue is fixed.
#167
Posté 27 juillet 2012 - 05:39
humes spork wrote...
I've also heard talk the high velocity barrels add weight to the weapon as well. What I personally want to know is if the HVB's can also be equipped with the AP or shredder mods, since you can safely assume EB and HVB won't be compatible (EB and CTS aren't compatible on pistols).Mendelevosa wrote...
I believe the assault rifle and shotgun high velocity barrels add both extra damage and penetration to assault rifles and shotguns, making them two-in-one mods. The shotgun omni-blade increases melee damage by 50% compared to the 25% melee bonus the shotgun bayonet.
Though, as a brief aside what we need is an extra T-clip mod for assault rifles.
Indeed they do, here are the full stats as listed in the Earth DLC files. It's hard to say how they will rebalance them prior to going live though.
Earth DLC Items
#168
Posté 27 juillet 2012 - 07:16
#169
Posté 27 juillet 2012 - 07:23
BabyfaceAssassin wrote...
Brenon Holmes wrote...
Haloburner wrote...
Can we expect a patch in the next two weeks?
I don't think I should really talk about specific dates... but "No, sorry." Would be the answer to that one.
http://social.biowar...ndex/13356319/2
Bioware employees can not talk about when the next patch will be coming out.
Well, that post was about a fix to the banshee "magnet hands" glitch, so there's still some hope that these mods will be fixed sooner than that...
#170
Posté 27 juillet 2012 - 07:25
Creakazoid wrote...
humes spork wrote...
I've also heard talk the high velocity barrels add weight to the weapon as well. What I personally want to know is if the HVB's can also be equipped with the AP or shredder mods, since you can safely assume EB and HVB won't be compatible (EB and CTS aren't compatible on pistols).Mendelevosa wrote...
I believe the assault rifle and shotgun high velocity barrels add both extra damage and penetration to assault rifles and shotguns, making them two-in-one mods. The shotgun omni-blade increases melee damage by 50% compared to the 25% melee bonus the shotgun bayonet.
Though, as a brief aside what we need is an extra T-clip mod for assault rifles.
Indeed they do, here are the full stats as listed in the Earth DLC files. It's hard to say how they will rebalance them prior to going live though.
Earth DLC Items
There are some effects that aren't listed in that list, too. Like the AR HVB increasing damage along with what's listed there already.
#171
Posté 27 juillet 2012 - 08:06
humes spork wrote...
I've also heard talk the high velocity barrels add weight to the weapon as well. What I personally want to know is if the HVB's can also be equipped with the AP or shredder mods, since you can safely assume EB and HVB won't be compatible (EB and CTS aren't compatible on pistols).Mendelevosa wrote...
I believe the assault rifle and shotgun high velocity barrels add both extra damage and penetration to assault rifles and shotguns, making them two-in-one mods. The shotgun omni-blade increases melee damage by 50% compared to the 25% melee bonus the shotgun bayonet.
Though, as a brief aside what we need is an extra T-clip mod for assault rifles.
There are already mods that arent compatible, equipping one removes it from the list for the other slot. Evidenced by SMG equipped with ULM and attempting to add Recoil mod. Or else i would actually use the hurricane V i have.
#172
Posté 27 juillet 2012 - 10:21
Yea it doesn't really make sense that we can't use both recoil and ULm though (even though ULM on SMGs don't work anyway so I don't know why anyone would use it in the first place).Le Pwn wrote...
humes spork wrote...
I've also heard talk the high velocity barrels add weight to the weapon as well. What I personally want to know is if the HVB's can also be equipped with the AP or shredder mods, since you can safely assume EB and HVB won't be compatible (EB and CTS aren't compatible on pistols).Mendelevosa wrote...
I believe the assault rifle and shotgun high velocity barrels add both extra damage and penetration to assault rifles and shotguns, making them two-in-one mods. The shotgun omni-blade increases melee damage by 50% compared to the 25% melee bonus the shotgun bayonet.
Though, as a brief aside what we need is an extra T-clip mod for assault rifles.
There are already mods that arent compatible, equipping one removes it from the list for the other slot. Evidenced by SMG equipped with ULM and attempting to add Recoil mod. Or else i would actually use the hurricane V i have.
I mean the different barrels not being equipped at the same time makes sense but other than that .... Like wtf?
#173
Posté 27 juillet 2012 - 10:24
#174
Posté 28 juillet 2012 - 05:23
#175
Posté 28 juillet 2012 - 08:39
GGW KillerTiger wrote...
Yea it doesn't really make sense that we can't use both recoil and ULm though (even though ULM on SMGs don't work anyway so I don't know why anyone would use it in the first place).
I mean the different barrels not being equipped at the same time makes sense but other than that .... Like wtf?
It's really pretty logical once you think about it. The stability mod alters the weight distribution of the gun and makes it more stable by optimal weight allocation (along other things). ULM make the weapon practically weightless, messing with any kind or weight distribution as well as countering any anti-recoil measures (just imagine a Desert Eagle that's as light as a feather and then shooting it - the kickback should be quite large
Modifié par Siran, 28 juillet 2012 - 08:40 .




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