Upcoming Mass Effect 3 Patch 4 Patch Notes
#51
Inviato il 01 ottobre 2012 - 04:34
#52
Inviato il 01 ottobre 2012 - 04:34
- Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
finally!! her magnet are nerfed to the ground.
#53
Inviato il 01 ottobre 2012 - 04:35
Question though: say, we're already in progress of a NG+ from a file save that completed Leviathan, will the mods just appear or do we need to restart?
#54
Inviato il 01 ottobre 2012 - 04:35
- can't grab Pyros no more
- cannot distract bosses with Drones and shyte
Really? It's not like Banshees completely ignored my drone today most of the time anyway.
#55
Inviato il 01 ottobre 2012 - 04:35
Ross42899 wrote...
Okay. Looks like a decent patch. But mostly MP fixes. What about the remaining SP glitches? (Shepard getting stuck behind Joker in Normandy cockpit, 180 degree head turns of characters in certain conversations, missing animation in "Aralakh Company/Rachni" mission, some quests not always be able to complete, etc.)
Well...how rare are those? I've played throught the story three times and have yet to come across any sort of glitch whatsoever.
On topic, the newly buffed disruptor ammo looks like it'll finally see some more use.
#56
Inviato il 01 ottobre 2012 - 04:35
#57
Guest_Guest12345_*
Inviato il 01 ottobre 2012 - 04:36
Guest_Guest12345_*
#58
Inviato il 01 ottobre 2012 - 04:36
- Fixed pathing for Banshees so they don't get stuck in a teleport routine
- Melee creatures will now completely ignore pets
Firebase White-anti farming and anti-camping in general. The first two I get. The third one... I do not like at all. If it plays out like it reads then Brutes, Husks, and Swarmers are going to just walk right by Decoys, drones, and turrets 100% of the time. This is a bad way to fix that. A better way, given how long ya'll have been working on this, would have been to give Brutes and Husks an actual attack option against "pets", which is why they get stuck on them in the first place. Bad, bad bad bad bad, bad.
- Ops Survival Packs now grant a one second damage immunity when consumed
*hisss* Don't think that'll solve the problem of premature death by Pack failure. It really needed a 1 second override option to counter lag between the host and client which causes people to die despite hitting the Op Pack. Unless there's some better netcoding going on here behind the scenes I'm going to strongly suspect that the "death despite Op Pack" issue will not be fixed.
- Fixed an issue with enemies approaching a downed player to execute, but showing mercy and leaving
.... I... really don't know how to feel about that. In some ways given the amount of time it has taken to patch some of the serious bugs it would have been rather nice of you to leave that "mercy" bug in there as gift to your player base.
- Marksman will instantly reload weapon ammunition when activated
*Emperor Palpatine voice* Gooooood.
- 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.
10% kind feels low, although on Gold and Platinum its an okay reason to fight to get yourself extracted. My gut says it's not enough though to combat group suicide after wave 10 on speed running credit farming. Those extra two minutes per round could likely be used by speed runners more productively for higher credit returns. I hope you guys mathed this.
#59
Inviato il 01 ottobre 2012 - 04:37
#60
Inviato il 01 ottobre 2012 - 04:38
#61
Inviato il 01 ottobre 2012 - 04:38
#62
Inviato il 01 ottobre 2012 - 04:38
- Fixed the health bar position of Tactical Scan on Swarmers
YES. FINALLY!
#63
Inviato il 01 ottobre 2012 - 04:39
mystupidmouth wrote...
"Players can no longer grab Geth Pyros over cover"
Cue the lamentations and woe of the FBWGG farmers!
Not really, that isn't a big issue at all. Just have to target the Pyros a little bit sooner instead of leaving them to second last. And of course, Salarian Decoys still make them basically a nonthreat.
Instead, you can probably expect new strategies for FBWGG involving Singularity in the same room.
#64
Inviato il 01 ottobre 2012 - 04:39
#65
Inviato il 01 ottobre 2012 - 04:39
they say so, but that means jack **** as they have said so with two of the last three patches, and the glitch still exists.LiarasShield wrote...
The main question is the vanguard glitch being resolved in this patch
#66
Inviato il 01 ottobre 2012 - 04:40
#67
Inviato il 01 ottobre 2012 - 04:40
LiarasShield wrote...
The main question is the vanguard glitch being resolved in this patch
- Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards
At least that's why they're saying they did. I'll believe it when I play it though... next event weekend.
#68
Inviato il 01 ottobre 2012 - 04:41
LiarasShield wrote...
The main question is the vanguard glitch being resolved in this patch
This seems to be the main resolution regarding Vanguard glitch, even if it's a rather general statement:
- Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards
#69
Inviato il 01 ottobre 2012 - 04:42
#70
Inviato il 01 ottobre 2012 - 04:42
#71
Inviato il 01 ottobre 2012 - 04:42
Dorje Sylas wrote...
- 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.
10% kind feels low, although on Gold and Platinum its an okay reason to fight to get yourself extracted. My gut says it's not enough though to combat group suicide after wave 10 on speed running credit farming. Those extra two minutes per round could likely be used by speed runners more productively for higher credit returns. I hope you guys mathed this.
Are you aware that on Platinum, given the maximum amount of credits earned, this means extra 13,750 gold? Or, in other words, a Bronze match's worth of money in 2 minutes. I think it's bonkers.
#72
Inviato il 01 ottobre 2012 - 04:43
#73
Inviato il 01 ottobre 2012 - 04:43
Just to remind:
Chris Priestly wrote...
I can say that this is not planned to be the final patch and issues not fixed in 1.03 (story issues, PS3 framerate, EMS, etc) are being investigated for the next patch. As with any bug, if it is not fixed, that is likely because it is not an easy fix. That doesn't mean that it won't ever be fixed, just that it was not ready by the time this patch was complete.
Modificata da Mr Cloud, 01 ottobre 2012 - 04:44 .
#74
Inviato il 01 ottobre 2012 - 04:44
Poor vorcha, lose the beauty of red-blue flame is quite tragic.
#75
Inviato il 01 ottobre 2012 - 04:45
IronRush wrote...
Where is headshot bosses and Concussive shot amplification fixed?
Concussive shot amplification reworked:
"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)"





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