Patch Notes.
#301
Posté 02 octobre 2012 - 02:16
#302
Posté 02 octobre 2012 - 02:17
#303
Posté 02 octobre 2012 - 02:28
squidney2k1 wrote...
Eric, so if you can completely re-work a power from the ground up (like the changes for Singularity), why has no attention been given to Tech Armor???
Why would it need attention? It's already much improved after all the buffs they've given to it. What exactly are you looking for? Even MORE damage reduction? More power damage?
#304
Posté 02 octobre 2012 - 02:37
An then I read the steaming pile which is the patch notes.. Lemme guess, they replaced the dev team with the folks who balance league of legends right?
#305
Posté 02 octobre 2012 - 02:38
Malanek999 wrote...
I read through the whole list again and counted 25 separate changes/fixes that will all lead to a significant improvement in the game. I am quite excited about this, it will breath new life into it even before new dlc comes out.
That is so true. So so true. I have never used the Human Adept more than once. Now I'll be looking forward to it. Along with the Cerberus Adept. And Batarians and non-Kroguard Krogans on U/U/G without any worries of rampant stunlocks. And Justicar spec'd with evo3 instead of evo4 and Turian Sol gets a revisiting, along with Human Soldier, and oh man SO GOOD!
#306
Posté 02 octobre 2012 - 02:40
#307
Posté 02 octobre 2012 - 02:46
#308
Posté 02 octobre 2012 - 02:52
And YAY! finally rid of all the missile glitchers! Good riddance.
Oh, and I doubt this will put an end to farmers. Take away the banshee path glitch but give 40% damage for headshots? Ha!
#309
Posté 02 octobre 2012 - 03:11
squidney2k1 wrote...
Eric, so if you can completely re-work a power from the ground up (like the changes for Singularity), why has no attention been given to Tech Armor???
Because it doesn't need it! Tech Armor is already great, jeez.
#310
Posté 02 octobre 2012 - 03:22
#311
Posté 02 octobre 2012 - 03:31
- Fixed an issue with talent points remaining after a character promotion
Is this referring to the one point that is left over after you promote a character that is always assigned to the same power, or is this a different issue that is being referred to?
#312
Posté 02 octobre 2012 - 07:26
I'll admit I am at the moment nervous about Geth Pyros no longer grabbable, I have often been sat behind cover with several shooting over the top, this makes standing up to try and shoot or use a power suicide, grabs were a lifeline.
The headshots to bosses is fantastic news, as it should be.
I'm really pleased they've stripped the Vorcha/ Flamer/ Reegar combo, it was clearly a bug and I always felt it made me look like a lesser Vorcha for not doing it.
Batarian & Krogan stagger resistance is marvelous, but does now make Turians look even more weak than before. Turians are really gimped in terms of defenses.
#313
Posté 02 octobre 2012 - 07:38
The smart Vorcha long since switched to using AcolytesKogia wrote...
I'm really pleased they've stripped the Vorcha/ Flamer/ Reegar combo, it was clearly a bug and I always felt it made me look like a lesser Vorcha for not doing it.
#314
Posté 02 octobre 2012 - 08:53
I hadn't seen that one. I suspect this is the problem underlying to the "Warp/Throw not triggering a BE while all powers hit the target". This one was not due to lag as far as I know and was what made me give up on playing AA a while ago. For example, you would Warp an Atlas then use Throw on it. Both powers hit the target but alas, no BE.dr_random wrote...
Can someone tell more about:
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?).
If the patch fixes this, then I'm going to play a lot more AA
#315
Posté 02 octobre 2012 - 09:04
#316
Posté 02 octobre 2012 - 09:39
Now it's singularity - .......... Pray another teammate uses a biotic power on them
#317
Posté 02 octobre 2012 - 12:13
The base cooldown isn't the cooldown at -200% CD, it's the cooldown at 0 CD.Bonza99 wrote...
Singularity base cool down changed to 8 sec, there goes one of my favorite classes to play - human adept biotic explosion machine. Previously for most baddies it was acolyte shot - singularity - immediate warp - BOOM!
Now it's singularity - .......... Pray another teammate uses a biotic power on them
The actual cooldown is going to be a good deal less than eight seconds, even before recharge bonuses in evolutions.
#318
Posté 02 octobre 2012 - 12:19
N7Kopper wrote...
The base cooldown isn't the cooldown at -200% CD, it's the cooldown at 0 CD.Bonza99 wrote...
Singularity base cool down changed to 8 sec, there goes one of my favorite classes to play - human adept biotic explosion machine. Previously for most baddies it was acolyte shot - singularity - immediate warp - BOOM!
Now it's singularity - .......... Pray another teammate uses a biotic power on them
The actual cooldown is going to be a good deal less than eight seconds, even before recharge bonuses in evolutions.
Warp have 8 sec base cooldown, so Singularity will have 2,5 sec cooldown at +200%. Or close to it.
#319
Posté 02 octobre 2012 - 12:28
#320
Posté 02 octobre 2012 - 12:33
#321
Posté 02 octobre 2012 - 12:57
Eric Fagnan wrote...
ollpet wrote...
Lots of nice fixes but im disappointed that the Earth DLC weapon mods arent made available with this patch.
We will be releasing them in the near future now that the patch fixes them.
All of this work you guys are doing is greatly appreciated.
Thank you.
#322
Posté 02 octobre 2012 - 04:28
squidney2k1 wrote...
Eric, so if you can completely re-work a power from the ground up (like the changes for Singularity), why has no attention been given to Tech Armor???
We're pretty happy with how Tech Armor is positioned right now, and it takes quite a bit of time to re-work a power so we only want to do it when it's really necessary.
#323
Posté 02 octobre 2012 - 04:31
Eric Fagnan wrote...
squidney2k1 wrote...
Eric, so if you can completely re-work a power from the ground up (like the changes for Singularity), why has no attention been given to Tech Armor???
We're pretty happy with how Tech Armor is positioned right now, and it takes quite a bit of time to re-work a power so we only want to do it when it's really necessary.
And you should be, it's a great power. ME2 tech armour is fun, but would be completely overpowered in ME3 multiplayer.
Modifié par Heggy, 02 octobre 2012 - 04:32 .
#324
Posté 02 octobre 2012 - 04:32
#325
Posté 02 octobre 2012 - 04:33
Koenig888 wrote...
I have a question for Bioware - "extra 40% weapon damage" sounds like it is multiplicative to total non-headshot weapon damage rather than additive to base weapon damage. Please confirm whether my understanding is correct.
Well it's a little more complicated than that since we have many bonuses and some of them are added together before the final multiplication, but the short answer is that it does multiply the regular weapon damage.





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