Upcoming Mass Effect 3 Patch 4 Patch Notes
#401
Posté 02 octobre 2012 - 04:42
#402
Posté 02 octobre 2012 - 04:52
#403
Posté 02 octobre 2012 - 05:14
Of course, and I REALLY hate to bring this up, but there is one thing missing. The main menu takes way too long to navigate, and is unreliable. I've had the menu take upward of 45 seconds+ to be able to use, and often times the server fails to load. It's just too clunky and cumbersome, and needs fixed.
#404
Posté 02 octobre 2012 - 05:34
some of these good and some of these are bad!!!!Chris Priestly wrote...
Mass Effect 3 Patch 4 Patch Notes
A new patch will be coming this week for Mass Effect 3 which will improve your gaming experience!
On X360 and PS3, you will be prompted to update your software, just confirm and wait for it to complete. On PC you will need to install the patch through Origin before you launch Mass Effect 3. Wait for it to complete installation before playing.
We expect the patch to be available Thursday this week, but will update when we have more information.
Issues Fixed:
- Fixed tutorial tip that didn't properly display an unbound command
- Fixed an issue in multiplayer where if a character has DLC weapons equipped, and the DLC associated to the weapons is deleted, the weapon loadout screen displayed no weapons
- Sabotage power evolution 6 increased tech damage bonus no longer stacks
- Fixed a rare crash in the final mission level involving the firing of the Cain at the Hades Cannon.
- Fixed the Encumbrance Bar from not updating correctly for the Earth DLC weapon mods
- Fixed weapons with natural piercing from having their damage reduced with piercing mods equipped
- Incinerate power evolution 5 now gives a damage bonus to frozen and chilled enemies
- Krogan Vanguard Rage bonuses now work properly
- Fixed Shepard's shadow from not appearing after entering and exiting an Atlas
- Fixed quitting/disconnecting while holding Retrieve Object that could cause the Retrieve Object to disappear
- Fixed users logging off or disconnecting during gameplay from not being able to return online until rebooting the game
- Players can no longer grab Geth Pyros over cover
- Fixed issue in which enemies surviving a detonated Stasis blast became invulnerable
- Attempting to equip similar weapon mods will now present a 'Slot Occupied' message
- Asari Justicar passive power evolution 3 power damage and force bonus now works properly
- Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%
- Particle Rifle no longer replenishes ammo from ammo boxes and supply pylons
- Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards
- Fixed pathing for Banshees so they don't get stuck in a teleport routine
- Fixed Asari Justicar from not being able to activate Biotic Sphere within range of large enemies
- Fixed dropping Retrieve Objects that could potentially fall under the level
- All Batarian and Krogan kits will now stagger less than other kits
- Ops Survival Packs now grant a one second damage immunity when consumed
- Singularity power re-designed:- Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
- Singularity no longer has a maximum number of charges and will only be destroyed when the time runs out
- Performing a biotic combo on someone floating in the singularity no longer ends the singularity
- Base cooldown changed to 8 seconds
- Base duration of the singularity changed to 8 seconds
- Base power now does 100 points of damage per second to all targets that are in range, even if not floating in the singularity
- Base power sets up biotic combos on everyone that comes into range (only 1 combo added per enemy per cast of singularity)
- Rank 3 changed to a damage over time bonus (used to be a radius and duration bonus)
- Evolve 1 changed to singularity duration bonus (used to be a hold duration bonus and number of charges increase)
- Evolve 5 changed to damage over time bonus (used to be a radius increase mechanic)
- Evolve 6 now detonates biotic combos when the singularity explodes
- Fixed an issue with Firebase Jade giving partial extractions when all players are already inside the extraction zone
- Fixed SMG Ultralight Materials Mod not having impact on power recharge speed
- Fixed Armor Piercing Ammo not applying penetration bonus to secondary weapon
- Fixed player death camera beginning before a sync kill is complete
- Fixed an issue with talent points remaining after a character promotion
- Melee creatures will now completely ignore pets (drones, decoys, etc.) rather than just having a chance to ignore them
- Fixed an issue with Private Lobbies not staying private after the match has begun
- Krysae no longer ignores enemy shield gates
- Fixed various weapon sound-replications for clients
- Concussive Shot changes:- Fixed issue where enemies in Stasis surviving a biotic detonation would become un-synchronized for clients
- Evolution 3 damage and force bonus now applies to frozen and chilled targets
- Evolution 5 changed to increase damage by 50% and radius by 1 meter (used to take on the properties of your ammo power, but this did not work)
- Evolution 6 damage bonus to organics increased from 100% to 200% over 10 seconds
- Fixed Leviathan DLC Weapon Mods not carrying over to New Game +
- Marksman will instantly reload weapon ammunition when activated
- N7 Shadow Sword Mastery power evolution 5 and 6 now apply to Shadow Strike damage
- Fixed Atlas rocket applying damage over time on N7 Paladins using the Omni-Shield
- Fixed automatic revive at a specific spot in Firebase White
- Fixed an issue with ammo boxes causing players to be unable to fire weapons after attempting to refill grenades
- Fixed an issue with the Krysae Sniper rifle not functioning properly on squad members (Firefight pack)
- Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
- Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage.
- Fixed the health bar position of Tactical Scan on Swarmers
- Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving
- Fixed seeking projectile powers occasionally failing to impact targets even though it appeared to impact
- Successfully extracting from a match gives 10% bonus credits. This reward does not depend on your squad members – you must extra personally to get the reward.
- Fixed an issue that caused the Retrieve Objective wave to not recognize the recovery of the object when it enters the retrieve zone
- Fixed bleedout effect that was disappearing when another player used an Ops Survival Pack
- Fixed Decoy that was blocking the use of ladders to NPCs and squadmates
- Fixed Flamer power of Vorcha from being activated simultaneously with the Reegar Carbine
- Fixed icons of powers disappearing from the Character Screen
- Fixed an issue with Ken/Gabby and Tali/Garrus ambient dialogues not triggering in Normandy engineering
- Fixed an issue in which purchasing multiplayer card pack purchases would not complete
Exploits Fixed:
- Fixed an exploit that allowed players to be invincible and invisible to enemies
- Fixed an exploit where players were able to use rockets from other weapons
PS3 Only:
- Fixed an issue on PS3 where after accepting an invite, a player could get stuck in a multiplayer screen by entering the store from the promo screen and then exiting without purchase
- Fixed a crash when pressing PS button during the game's boot sequence
PC Only:
- Fixed the hint popup to update mouse left click and right click bindings
- Fixed an issue that made Origin users display their game as joinable when their game is full
- Fixed a crash on Firebase Rio caused by heavy melee
Xbox Only
- Fixed a rare crash (black screen) on Xbox 360: Upon booting up the game and attempting to reach the title screen, players will now be able to get to title screen to recover their save games. Progress to locked achievements will be reset. Achievements already unlocked will remain unaffected.
#405
Posté 02 octobre 2012 - 05:38
#406
Posté 02 octobre 2012 - 05:59
nefer wrote...
I wonder if they fixed CS last evolution and shockwave??
Evolution 5 changed to increase damage by 50%
and radius by 1 meter (used to take on the properties of your ammo
power, but this did not work)
Evolution 6 damage bonus to organics increased from 100% to 200% over 10 seconds[/list]
Not very clear re CC . Appears that they are saying that you get a straight 50% amplification rather than ammo properties .
Modifié par stricko, 02 octobre 2012 - 06:10 .
#407
Posté 02 octobre 2012 - 06:04
#408
Posté 02 octobre 2012 - 06:17
What about the cruddy textures? Most are way worse than Mass Effect 2, even in the same places. The Normandy for instance has lower res textures in ME3 than ME2. Anderson looks as if he has skin cancer, Edi seems to be melting, and some ships look like they are made of Lego. Some textures remind me of old school Duke Nukem. This laziness must be fixed, in at least an optional download.
The journal? When is that mess going to be sorted out? Thing is completely useless compared to the previous games.
Controls? When are we PC gamers going to be able to map different functions to different keys. Spacebar for everything is irritating and is for mentally disabled people like those on consoles. ME1 and even 2 was better. Why change it? Laziness again.
There are also many bugs in-game that cause Shepard to get stuck. Like exploring that one downed ship, if you walk near the edges, sometimes you bounce in the air and are trapped on the spot.
**Spoilers**
This is a bit of an extra I would like. For the end battle, I would like to see more ship battle scenes with the Reapers, since that is more of a threat than a husk. It would be cool to see some choices show through. Like if you evolve the Geth, you see a Quarian ship about to be taken out by a reaper, but then a fleet of Geth come in and swarm it, sacrificing some of themselves to save their creators. It would be good to see the Crucible land some hits on some enemies too. I would also like to see Human and Turian ships working together with the Normandy at the helm (linking them together) to pulverise a reaper, to emphasis co-operation and contrast the First Contact War. We also need some Rachni ships to come into the picture to reap revenge on the Reapers.
For the ground battle, I think adding a scene where some humans are fitting of some husks, then get swarmed by Marauders. Then a battalion of Turians come in and ambush them to save the day. Then some brutes must brake their way through and surround the Turian Human companions, only then to see an army of Krogan charge in, saving them again from certain death. Next, as more and more Reapers come, some Ravagers snipe the allies, thinning their numbers, then suddenly a swarm of Rachni come borrowing from underground and take them out by surprise. Finally, you see then all: Human, Turian, Krogan and Rachni standing back to back as more and more reapers approach, then Shepard's final decision comes in, and you see them get vaporised by the wave. The scene should vary, depending on who you saved in the game. (No Rachni part, if you did not save the queen)
I think this would make the battle seem more epic and show the co-operation of the galaxy, and make some of you decisions show through.
#409
Posté 02 octobre 2012 - 06:21
#410
Posté 02 octobre 2012 - 06:25
DaBigDragon wrote...
Bone3ater wrote...
All in all, awesome patch. I have one complaint though, in SP it still isn't fixed that Liara remembers the reconciliation during the Shadow Broker with Shepard, right? Or was it already fixed?
EDIT: Can't grab Pyros anymore? Well, I don't even play against Geth anymore so not that it matters that much. Could've used some bug fixing though...(second complaint).
The thing with Liara was fixed with Leviathan.
Really, did not know that!
Still, gotta know if the new Singularity affects SP too...
#411
Posté 02 octobre 2012 - 06:44
- Players can no longer grab Geth Pyros over cover.
I'm not sure about this. Geth pyros aren't much bigger than hunters or troopers, so grabbing them seemed plausible, especially when said hunters can be shotgunning you in the face., but if this is to stop farming, not going to help, most pyros never even make it close to cover.
- All Batarian and Krogan kits will now stagger less than other kits
God damnit, finally.
- Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards.
YES.
- Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
YES YES YES.
- Krogan Vanguard Rage bonuses now work properly
- N7 Shadow Sword Mastery power evolution 5 and 6 now apply to Shadow Strike damage.
Woo!
- Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
Hmm, i knew banshees and brutes didn't take extra damage, and so joy there, buy i thought primes did, i thought thats what made them flinch back when i was shooting them in the face, nonetheless, good stuff.
- Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving.
When did this ever happen?
- Successfully extracting from a match gives 10% bonus credits. This reward does not depend on your squad members – you must extra personally to get the reward.
Well, now i have a reason not to fight to the death instead of running away.
- Fixed an exploit that allowed players to be invincible and invisible to enemies.
That was a thing? Wow. I mean i knew the vanguard glitch had some of this incorporated into it, you were essentially invincible, but you flew into the air.
Well i don't care about campaign changes, but you fixed a lot of issues with multiplayer which is good.
#412
Posté 02 octobre 2012 - 06:53
- Players can no longer grab Geth Pyros over cover
- Fixed pathing for Banshees so they don't get stuck in a teleport routine
Pooping my pants
At least I can shoot at the Banshee's stupid mug and be rewarded for it.
#413
Posté 02 octobre 2012 - 07:00
Outside of that, it's looking good. A little off-putting that they've made Geth Pyros grab immune while at the same time not fixing any of the other numerous Geth issues, but since I don't play Geth anymore I guess it doesn't really matter.
What I would like to know though (and apologies if this has already been answered in the topic), is this, regarding the new 'headshots' on bosses:
Are these shots (including the Atlas exhaust port) actually cosnidered headshots, or are they just weak points that give a flat damage increase when shot? I'm wondering if it's now worth taking some headshot damage bonuses on certain characters, but I don't see much point if it won't affect the damage the bosses take from being shot in their newly acquired heads.
#414
Posté 02 octobre 2012 - 07:03
#415
Posté 02 octobre 2012 - 07:35
Chris Priestly wrote...
- Players can no longer grab Geth Pyros over cover
Whaaat?? Nooo!!
Honestly, it would be pretty unrealistic if you were able to grab someone that keeps flaming you, you would have your face and your arms immediately burnt
#416
Posté 02 octobre 2012 - 08:15
BerzerkGene wrote...
- Players can no longer grab Geth Pyros over cover.
I'm not sure about this. Geth pyros aren't much bigger than hunters or troopers, so grabbing them seemed plausible, especially when said hunters can be shotgunning you in the face., but if this is to stop farming, not going to help, most pyros never even make it close to cover.
Size and mass are different though. A cube of sugar and uranium can be the same size and weigh differently. Pyros have armor bars. And armor has weight, you could see this as a correction of the pyros being able to be grabbed when they have armor, as they were the only unit in the game with an armor bar you could grab.
#417
Posté 02 octobre 2012 - 08:27
#418
Posté 02 octobre 2012 - 08:53
#419
Posté 02 octobre 2012 - 09:16
With regard to these changes:
- Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
- Can now shoot the Atlas’ exhaust port on his back for an extra 40% weapon damage.
Are these "headshots" for the purposes of modifiers (Kishock, Graal, Locust, Targeting VI, passive Headshot bonus) or are they a flat 40% damage bonus that isn't affected by things that do extra "headshot" damage?
#420
Posté 02 octobre 2012 - 09:36
Why? Engineer drone has useful ability - to distract heavy enemies: bruts and banshees! If it will can't do this, what's a point to use it? useless ball... I disagree with this deсision...
#421
Posté 02 octobre 2012 - 10:03
The Geth Pyro 'fix'(?) is certainly an interesting one, considering it'll make Gold much more challenging than it is.
Also glad to see the Vanguard/Biotic Charge bug fixed, hopefully there's not another minor thing that causes this same issue.
Nice work, BW!
#422
Posté 02 octobre 2012 - 10:30
- Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
all i needed to know. seems every bug has been fixed woo
#423
Posté 02 octobre 2012 - 11:18
Oh well, back to RE.
#424
Posté 02 octobre 2012 - 11:23
I wasn't that affected by them, though... What I miss the most are the loading screens from SP in MP to give a more immersive feeling. MP is getting a bit bland...
#425
Posté 02 octobre 2012 - 11:45





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