Upcoming Mass Effect 3 Patch 4 Patch Notes
#751
Posté 05 octobre 2012 - 04:19
-Return pyros to being able to be grabbed from cover
-Reduce the range on their flamethrowers so they can't spam kill you from 10, sometimes 15 feet away
-Fix the issue with rocket troopers firing missiles at you from behind walls, curving out and directly into you before you can even see them
-Fix the issue with rocket troopers firing missiles at you while their backs are to cover making you unable to hit them
-Make a change to the Piranha so that if you're going to reduce the clip size by 2, increase its reload speed at least
-Add a 2 second invincibility to players who are standing up once revived (currently as you get up you can be attacked several times while you still have no control over your character and can end up being downed by enemies such as pyros as soon as you're able to move the joysticks again)
-Fix the issue with cloaks / biotic attacks where the animations completely disappear making it impossible to know if your attack struck / unable to tell if you're cloaked.
Sounds like a good bit of requests, but I believe they're fair and plenty reasonable. As is, Platinum is manageable but a major pain in the ass, with the range of pyros as is and their ability to keep spamming flamethrowers hitting you through cover, its a little ridiculous. That and the rocket troopers shooting from impossible angles really sabotage a fair game.
#752
Posté 05 octobre 2012 - 04:33
Domecoming wrote...
Thanks for the patch.
EDIT: Can someone please explain what is automatic revive? I don't think I've ever encountered this.
I've seen it. Sometimes if I went down (always as a Salrian and usually while dodging, but that may be coincidence), I popped right back up, and sometime fell through the level and revived under the landing/extraction zone. Interesting times.
#753
Posté 05 octobre 2012 - 04:43
Oh well, I'll just set the game to Cerberus or Reapers as nearly all of my class's are lvl 20 so the xp bonus for random doesn't really apply. Easy fix
#754
Posté 05 octobre 2012 - 04:52
Yakko77 wrote...
I still hate Geth Hunters most of all but Geth Pyros have quickly made the #2 spot now that they can't be grabbed from cover. They're an infantry sized unit, no reason not to be able to grab them. Make it so their shields have to be down at most but not being able to grab them? It's a lame "fix" for an exploit that was hardly game breaking.
Oh well, I'll just set the game to Cerberus or Reapers as nearly all of my class's are lvl 20 so the xp bonus for random doesn't really apply. Easy fix
Doesn't make sense since the kinetic barriers are only effective against hard and fast strikes. Something like a grab passes through because it's slow. The slow blade penetrates the shield for those who are old enough to get the reference.
Modifié par Dead_Meat357, 05 octobre 2012 - 05:34 .
#755
Posté 05 octobre 2012 - 06:45
Soooo why am i getting crap all for my 'bonus'?
#756
Posté 05 octobre 2012 - 07:08
#757
Posté 05 octobre 2012 - 07:09
Anybody can confirm on this?jdmteggy4life wrote...
what about the asari justicar's rank 5 is that gonna to work now too???
#758
Posté 05 octobre 2012 - 07:16
-Reduce the range on their flamethrowers so they can't spam kill you from 10, sometimes 15 feet away
No - Geths are weak and buffed pyros could only improve difficulty...pyros especialy are slow, and game shouldn´t be just about camping behind covers and waiting for your prey.
-Fix the issue with rocket troopers firing missiles at you from behind walls, curving out and directly into you before you can even see them
-Fix the issue with rocket troopers firing missiles at you while their backs are to cover making you unable to hit them
This sounds reasonable...
-Make a change to the Piranha so that if you're going to reduce the clip size by 2, increase its reload speed at least
No...
-Add a 2 second invincibility to players who are standing up once revived (currently as you get up you can be attacked several times while you still have no control over your character and can end up being downed by enemies such as pyros as soon as you're able to move the joysticks again)
This sounds reasonable...
-Fix the issue with cloaks / biotic attacks where the animations completely disappear making it impossible to know if your attack struck / unable to tell if you're cloaked.
This sounds reasonable...
#759
Posté 05 octobre 2012 - 07:23
Applepie_Svk wrote...
-Return pyros to being able to be grabbed from cover
-Reduce the range on their flamethrowers so they can't spam kill you from 10, sometimes 15 feet away
No - Geths are weak and buffed pyros could only improve difficulty...pyros especialy are slow, and game shouldn´t be just about camping behind covers and waiting for your prey.
You do realize this is a cover based shooter right?
Modifié par vDarkEaglev, 05 octobre 2012 - 07:27 .
#760
Posté 05 octobre 2012 - 07:34
Wowky wrote...
When does the patch come out?
Already out.
The Absurdity wrote...
- Players can no longer grab Geth Pyros over cover
- Fixed pathing for Banshees so they don't get stuck in a teleport routine
- Melee creatures will now completely ignore pets
is a big, fat, FU to half your playerbase. Considered jumping on to play this weekend. Needless to say, not anymore.
- With the Banshees, Geth Primes and Atlas's beign easier to kill now, I don't think this will be a problem.
- Again this will only make them easier to kill as you will actually be able to run from them to some extent now and get a better position. And they are much harder to kill while teleporting so again this makes them easier to deal with.
- This could be a problem. I'll reserve judgement until I've actually played the game with this in effect though. The Geth don't have anything that is primarily melee focused to speak of. So for credit farmers on gold I don't think anything will be changed by this. It could get interesting to see how this will work with the factions that do have melee focused enemies. With Cerberusyou have the Phantom, but the Phantom should always be a priority for the group anyway. Their life span should be made as short as possible and I don't know how often people really tie them up with decoys and delay killing them. I normally play with friends and we don't usually have more than one engineer if that and whether we do or not, we make sure the Phantom is killed ASAP. Killing the functionality of decoys in the game definitely kills the usefulness of the engineer classes. And again this could definitely make the Reaper forces tougher to deal with, especially when soloing missions as virtually all Reaper troops are melee fighters aside from the Cannibal. Husks and Brutes are definitely melee focused. Banshees are about half and half I suppose. Not sure how it will behave with them. Marauders aren't melee focused so they should still target decoys.
Modifié par Dead_Meat357, 05 octobre 2012 - 07:50 .
#761
Posté 05 octobre 2012 - 07:48
vDarkEaglev wrote...
Wow they fixed the Vanguard glitch the exact way I've been saying since the demo ... way to fail BioWareApplepie_Svk wrote...
-Return pyros to being able to be grabbed from cover
-Reduce the range on their flamethrowers so they can't spam kill you from 10, sometimes 15 feet away
No - Geths are weak and buffed pyros could only improve difficulty...pyros especialy are slow, and game shouldn´t be just about camping behind covers and waiting for your prey.
You do realize this is a cover based shooter right?
And also based on teamplay, most of the time I can bump only into campers... camping is not much about teamplay
#762
Posté 05 octobre 2012 - 08:58
#763
Posté 05 octobre 2012 - 09:06
Thanks bioware, I've been stuck with a bug for the last five months that locks me out of the game and I get this as my reward? *rolleyes*
Modifié par Maztu, 05 octobre 2012 - 09:07 .
#764
Posté 05 octobre 2012 - 10:11
Chris Priestly wrote...
Mass Effect 3 Patch 4 Patch Notes
- Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
wasn't this taken out in an earlier patch?
#765
Posté 05 octobre 2012 - 11:18
#766
Posté 05 octobre 2012 - 11:22
viki2011 wrote...
is it out yet?
Yes, yes it is.
#767
Posté 05 octobre 2012 - 11:33
TScott215 wrote...
viki2011 wrote...
is it out yet?
Yes, yes it is.
Thanks
#768
Posté 05 octobre 2012 - 12:20
vhulkv wrote...
Players can no longer grab pyros from cover? So let me get this straight, on Platinum games like Firebase White the banshees no longer get stuck on the cover and can come right over to you AND you can't grab the pyros who at times come into the room FOUR AT A TIME and mercilessly spam their flamethrowers at you, hitting you WHILE BEHIND COVER dealing damage, with their reach being able to hit all the way to the back wall? Wonderful, so now Platinum games are going to be hell to get through. How about this?....
-Return pyros to being able to be grabbed from cover
-Reduce the range on their flamethrowers so they can't spam kill you from 10, sometimes 15 feet away
-Fix the issue with rocket troopers firing missiles at you from behind walls, curving out and directly into you before you can even see them
-Fix the issue with rocket troopers firing missiles at you while their backs are to cover making you unable to hit them
-Make a change to the Piranha so that if you're going to reduce the clip size by 2, increase its reload speed at least
-Add a 2 second invincibility to players who are standing up once revived (currently as you get up you can be attacked several times while you still have no control over your character and can end up being downed by enemies such as pyros as soon as you're able to move the joysticks again)
-Fix the issue with cloaks / biotic attacks where the animations completely disappear making it impossible to know if your attack struck / unable to tell if you're cloaked.
Sounds like a good bit of requests, but I believe they're fair and plenty reasonable. As is, Platinum is manageable but a major pain in the ass, with the range of pyros as is and their ability to keep spamming flamethrowers hitting you through cover, its a little ridiculous. That and the rocket troopers shooting from impossible angles really sabotage a fair game.
I can tell you that Platinum now is hard like hell. I'm a very good player and with three more fantastic players it was nearly impossible in firebase white (one of the easiest in platinum). We made it only once and we tried four times. I hope we have better upgrades for our weapons the next week in the nerf spot.
#769
Posté 05 octobre 2012 - 02:31
Finally.
- Players can no longer grab Geth Pyros over cover
Well. This is rather....unexpected. Getting mixed feelings about this one.
- Fixed issue in which enemies surviving a detonated Stasis blast became invulnerable
FINALLY. I was wondering when they'd fix this. Yeah, screw you, Phantoms.
- Disruptor Rounds consumable (all ranks) damage multiplier against shields and barriers increased from 100% to 400%
This is a welcome change. Excellent. Now Disruptor Rounds are usefull!
- Fixed an issue when using Biotic Charge before death that caused the match to be unplayable afterwards
Actually, due to this fix, the vanguard glitch now appears with Shadow Strike. Just gonna throw that out there.
- 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
Another handful of welcome changes. Thank you for these.
Also, the new Singularity looks promising.
- Fixed an issue with the Banshee being able to sync-kill players farther than she should be able to
A round of applause for the magnet hands fix, please.
- Fixed Armor Piercing Ammo not applying penetration bonus to secondary weapon
About damn time.
- Krysae no longer ignores enemy shield gates
Don't worry about giving this poor gun a proper burial. They've already nerfed it into the ground and then shat on it's grave. A moment of silence for the fallen.
- Can now headshot Banshees, Geth Primes, and Brutes for an extra 40% weapon damage.
The mighty BioWare shall taketh, then giveth back what shouldn't have been fixed to begin with.
All in all, getting mixed feelings about it, but I'd say it's a very much needed patch. They still didn't fix a lot of stuff like those pesky Atlases climbing on top of things they shouldn't, or the Geth's nope-stagger and their ability to shoot you when they shouldn't be able to. Also ladders. And Firebase Rio crashing when an N7 magician class decides to teleport off the map by accident. And the Destroyer's Missile Launcher arc. And a handful of other things.
That'll do, BioWare. That'll do.
#770
Posté 05 octobre 2012 - 02:49
himegoto wrote...
Anybody can confirm on this?jdmteggy4life wrote...
what about the asari justicar's rank 5 is that gonna to work now too???
#771
Posté 05 octobre 2012 - 03:38
#772
Posté 05 octobre 2012 - 04:12
TheNiddo wrote...
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.
Agreed. When I play my salarian engineer against geth, I always target pyros, rocket troopers, and hunters first with energy drain. Those are my priorities. It makes it soooooooooo much easier for the rest of the team to watch everything else....
#773
Posté 05 octobre 2012 - 05:43
IntelliMoo wrote...
razor087 wrote...
HI
Can anybody please tell me the estimated download size (for PC)?
Was somewhere less than 190 mb for me.
Thanks
Oddly it was only 33Mb for me ? atleast it the downloader stopped it's 4GB patch issue
#774
Posté 05 octobre 2012 - 06:29
#775
Posté 05 octobre 2012 - 07:40
Lucas1987Dion wrote...
^^ 38MB for me... Funny, all of us have different patch size...
It was 33MB for me but I had received another patch the day before or so which was about 4MB. So that's probably the reason for the discrepancy in size.





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