Patch Notes.
#251
Posté 01 octobre 2012 - 08:53
#252
Posté 01 octobre 2012 - 08:53
thewalrusx wrote...
Missed these:
-Weapon mod intended for the earth dlc will be added to the game
-Guerrilla and Combative gear will now increase damage by 14% for listed weapons
PC
-Fixed an issue where players would get stuck on a "Joining game" screen. Players will now be able to join or simply receive an "unable to join" message.
I also would have loved to see a fix to that infuriating Joining Game problem. I can only play with some people on my friends list through a third party host, and I know from experience that when I host, lobbies fill much slower than for other people who have never had this problem.
Beyond one statement many months ago by a dev saying that the problem was due to "incompatible router configurations" they haven't acknowledged the issue at all.
I suspect that the fault lies with Origin and not Bioware though, so I'm no sure what I expect them to do about it.
Would the gear bonuses require a patch, or could they fix them in a weekly balance change?
#253
Posté 01 octobre 2012 - 08:54
I've also addressed the Geth Pyro issue on another thread, but it seems appropriate to bring it to this thread as well:
Now to those who are complaining about the Geth Pyros, please just take a step back and think about it for a minute:
1-This is an ARMORED unit and it only makes sense that BioWare would make this change, along with the added benefit of FBW farmers needing to rethink their strategy.
2-They are a close-range unit who can only attack you at close range. They're all pained bright yellow and have to stroll up to you to even do any damage. They can be handled quite nicely on open areas and are very deadly in close-quarters, as they should be.
Now I am aware of the flamethrower range seeming to extend past the particle effects, but this could be a lag issue, not sure. But if it is not, then yes this needs to be addressed.
3-The fuel tank is a weak spot which can create a nice explosion with a well placed sniper shot, so having Pyros being able to hop/dodge certain projectiles just makes sense as well.
Now I do understand to a degree about the complaint of Pyros still being able to do damage to crouched players. But I'm not sure on how the game mechanics works on this; if it has to do with how close the pyro is to the crouched player and/or if there is a damage resistance modifier in place.
But whatever the case may be, I would hope that our Vorcha Flamer ability and our Turret flamethrowers fall under the same mechanics. If someone from the BioWare team could address this, that would be great.
Modifié par WolfWyrm, 01 octobre 2012 - 09:04 .
#254
Posté 01 octobre 2012 - 09:00
#255
Posté 01 octobre 2012 - 09:01
Modifié par tfoltz, 01 octobre 2012 - 09:02 .
#256
Posté 01 octobre 2012 - 09:03
Wow, that is the first time someone from Bioware acknowledged that the Krysae got nerfed into oblivion.Derek Hollan wrote...
Other fixes listed are exactly that. They are fixes. They are neither buffs nor nerfs. They are to address issues to ensure things are working as intended.
For example, it was never our intention for Sabotage to be stackable. You were never supposed to be able to grab Geth Pyros over cover, etc.
The Krysae fix will indeed allow us to revisit this weapon and bring it "back to life."
Cheers
I was wondering about the reasons for nerfing 5 different weapon parameters at the same time a lot.
Anyhow, thank you! Not that I need the Krysae anymore, I already found a good replacement for my Vorcha Sentinel.
But losing a formerly nice weapon completely wasn't something to be happy about and I like the idea of having another potentially good weapon to choose from in the near future.
And thanks for the many other patches. The vast majority of my bug fixing wish list is now fulfilled.
I just keep my fingers crossed that the in game experience will confirm the fixing of those glitches.
The vanguard or ULM glitch still being up to no good in the game despite the 2nd patch attempt would probably be the last straw breaking the camel's back for many people I use(d) to play with.
I am curious about being able to headshot bosses again. Finally using "Targeting VI" equipment makes sense on Gold or Platinum. I think I still have over a 150 of those (I+II+III) in my weapon locker.
#257
Posté 01 octobre 2012 - 09:04
cgj wrote...
Mendelevosa wrote...
Not to sound rude, but it seems as if you would be grateful that Bioware is releasing a patch at all. There are many things that are going to be fixed, yet you only complain about what is not included in the patch.
Bioware didn't really have to do this you know.
hahahahaha seriously ?! of course they MUST do this
buy a car and the car falls apart on the first ride,
or buy a car that's missing wheels
you ain't gonna complain ?
we payed for supposedly finished game that should be glitch free
i hate how today's technology made devs lazy, in the good old time you bought a game that was finished and had few very bad bugs in it
today, 90% of the time you pay full price for something unfinished that devs 'plan' to finish afterward
And to add to my first reply, you have to realize that technology gets more complicated as time progresses. There weren't as many bugs in technology 10-20 years ago, because they were much more simple in terms of programming. This means there is much more room for bugs and glitches in today's world. Techinal issues are not present due to laziness. They are present because it is completely impossible to make a bug-free tech product.
Modifié par Mendelevosa, 01 octobre 2012 - 09:41 .
#258
Posté 01 octobre 2012 - 09:04
Eric Fagnan wrote...
Shawn22OS wrote...
How about the Drell's Eric? Are there fixes included in the patch?
The patch is going to allow us to modify some Drell stats we weren't able to before, so we'll be investigating the Drell in the future.
Yeah, I had thought you were going to add yourself some new toys here....
Is everones favorite assasins going to start being able to fire 25% more accurately? (I would love this.)
#259
Posté 01 octobre 2012 - 09:06
Eric Fagnan wrote...
ryoldschool wrote...
Eric, if still reading - SS is now getting the Sword mastery rank 5 and 6, but it has been getting power damage from passive - has this been corrected as well?
I'm not aware of any fix to the bonuses it was getting from power damage, so I think it should still be getting those even though it's not supposed to.
But Shadow Strike is good because of that mistake. If you removed the fact that power boosts affect it, you'd have to buff it somewhere to make up for it. I say just leave it as it is. It may not be working as intended, but at least it's working.
#260
Posté 01 octobre 2012 - 09:06
#261
Posté 01 octobre 2012 - 09:11
Don't forget that after the fix in this patch, Shadow Strike will be getting a 50% multuplicative boost against either Shields/Barriers or Armor. And the Shotgun omni-blade is coming out, which'll give another 50% multiplier.SushiSquid wrote...
Eric Fagnan wrote...
ryoldschool wrote...
Eric, if still reading - SS is now getting the Sword mastery rank 5 and 6, but it has been getting power damage from passive - has this been corrected as well?
I'm not aware of any fix to the bonuses it was getting from power damage, so I think it should still be getting those even though it's not supposed to.
But Shadow Strike is good because of that mistake. If you removed the fact that power boosts affect it, you'd have to buff it somewhere to make up for it. I say just leave it as it is. It may not be working as intended, but at least it's working.
...Though personally, with its slow animation and the risk involved, I like the way it benefits as both a power and a melee attack.
#262
Posté 01 octobre 2012 - 09:20
Fixed seeking projectile powers occasionally failing to impact targets even though it appeared to impact
Is it about what can be perceived while lagging (I mostly connote it with lagging) or does it mean some changes to dodging (Gasp, Pyro dodge gotten rid of finally?).
#263
Posté 01 octobre 2012 - 09:22
#264
Posté 01 octobre 2012 - 09:26
#265
Posté 01 octobre 2012 - 09:35
#266
Posté 01 octobre 2012 - 09:36
#267
Posté 01 octobre 2012 - 09:37
#268
Posté 01 octobre 2012 - 09:40
#269
Posté 01 octobre 2012 - 09:40
EvanKester wrote...
Don't forget that after the fix in this patch, Shadow Strike will be getting a 50% multuplicative boost against either Shields/Barriers or Armor. And the Shotgun omni-blade is coming out, which'll give another 50% multiplier.SushiSquid wrote...
Eric Fagnan wrote...
ryoldschool wrote...
Eric, if still reading - SS is now getting the Sword mastery rank 5 and 6, but it has been getting power damage from passive - has this been corrected as well?
I'm not aware of any fix to the bonuses it was getting from power damage, so I think it should still be getting those even though it's not supposed to.
But Shadow Strike is good because of that mistake. If you removed the fact that power boosts affect it, you'd have to buff it somewhere to make up for it. I say just leave it as it is. It may not be working as intended, but at least it's working.
...Though personally, with its slow animation and the risk involved, I like the way it benefits as both a power and a melee attack.
Exactly. It's a large risk to use the power, there needs to be a large reward for it too. Shadow Strike being extremely strong is what makes it still worth using even with it being slow and commonly detected by enemies who then turn around and swing at the air where you will be so they hit you in the face just as you go to use it, staggering you and getting you killed, even though you were hosting so there's no lag and it's totally unfair that enemies can magically detect you before you even get over to them.
Uh... where was I? Oh yeah, Shadow Strike needs to remain really powerful, and part of its power is the large boost from both melee and power increases combining.
Modifié par SushiSquid, 01 octobre 2012 - 09:41 .
#270
Posté 01 octobre 2012 - 09:44
WolfWyrm wrote...
I'm really looking forward to the patch too, especially the new overhaul on the Singularity. I'm digging all the extra DOT (damage over time) evolutions as well. Can't wait!
I've also addressed the Geth Pyro issue on another thread, but it seems appropriate to bring it to this thread as well:
Now to those who are complaining about the Geth Pyros, please just take a step back and think about it for a minute:
1-This is an ARMORED unit and it only makes sense that BioWare would make this change, along with the added benefit of FBW farmers needing to rethink their strategy.
2-They are a close-range unit who can only attack you at close range. They're all pained bright yellow and have to stroll up to you to even do any damage. They can be handled quite nicely on open areas and are very deadly in close-quarters, as they should be.
Now I am aware of the flamethrower range seeming to extend past the particle effects, but this could be a lag issue, not sure. But if it is not, then yes this needs to be addressed.
3-The fuel tank is a weak spot which can create a nice explosion with a well placed sniper shot, so having Pyros being able to hop/dodge certain projectiles just makes sense as well.
Now I do understand to a degree about the complaint of Pyros still being able to do damage to crouched players. But I'm not sure on how the game mechanics works on this; if it has to do with how close the pyro is to the crouched player and/or if there is a damage resistance modifier in place.
But whatever the case may be, I would hope that our Vorcha Flamer ability and our Turret flamethrowers fall under the same mechanics. If someone from the BioWare team could address this, that would be great.
Thanks man, great post about what really should'nt be the deal that some are making it to in this thread.
There are ways to crowd control Pyros as well, some powers stagger them quite well in addition to the weapons.
But yeah, penetrate works wonders against Pyro's - and whenever my SE sees one it's like a walking firebomb ready to clean up the area.
#271
Posté 01 octobre 2012 - 09:46
Derek Hollan wrote...
The PS3 splash screen issue is fixed in this patch.
Other fixes listed are exactly that. They are fixes. They are neither buffs nor nerfs. They are to address issues to ensure things are working as intended.
For example, it was never our intention for Sabotage to be stackable. You were never supposed to be able to grab Geth Pyros over cover, etc.
The Krysae fix will indeed allow us to revisit this weapon and bring it "back to life."
Cheers
So what are the nerfs Pyros are getting to compensate?
#272
Posté 01 octobre 2012 - 09:50
WolfWyrm wrote...
Now I do understand to a degree about the complaint of Pyros still being able to do damage to crouched players. But I'm not sure on how the game mechanics works on this; if it has to do with how close the pyro is to the crouched player and/or if there is a damage resistance modifier in place.
I think Pyros being able to burn crouched players is fine. Why not? It's difficult to contain fire. It doesn't travel in a straight line like bullets do.
#273
Posté 01 octobre 2012 - 09:53
About as viable as they are now.Crocodiles wrote...
I'm wondering how viable engineers with pets will be now?
#274
Posté 01 octobre 2012 - 10:13
spaceling wrote...
WolfWyrm wrote...
Now I do understand to a degree about the complaint of Pyros still being able to do damage to crouched players. But I'm not sure on how the game mechanics works on this; if it has to do with how close the pyro is to the crouched player and/or if there is a damage resistance modifier in place.
I think Pyros being able to burn crouched players is fine. Why not? It's difficult to contain fire. It doesn't travel in a straight line like bullets do.
As long as our Vorcha Flamer powers and the Turret Flamethrower powers are also granted the same benefit, I agree with ya. If not, then it should be fixed somehow.
Also the Bonus Credits for finishing Extraction is a great move on BioWare's part. Now I'm motivated to finish extraction, even if it costs me a med kit or two!
-edit-
Oh and thanks Singu! Just throwing out my two cents is all.
Modifié par WolfWyrm, 01 octobre 2012 - 10:15 .
#275
Posté 01 octobre 2012 - 10:25
WolfWyrm wrote...
spaceling wrote...
WolfWyrm wrote...
Now I do understand to a degree about the complaint of Pyros still being able to do damage to crouched players. But I'm not sure on how the game mechanics works on this; if it has to do with how close the pyro is to the crouched player and/or if there is a damage resistance modifier in place.
I think Pyros being able to burn crouched players is fine. Why not? It's difficult to contain fire. It doesn't travel in a straight line like bullets do.
As long as our Vorcha Flamer powers and the Turret Flamethrower powers are also granted the same benefit, I agree with ya. If not, then it should be fixed somehow.
Also the Bonus Credits for finishing Extraction is a great move on BioWare's part. Now I'm motivated to finish extraction, even if it costs me a med kit or two!
-edit-
Oh and thanks Singu! Just throwing out my two cents is all.
I agree.





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