What would be cool, though, would be option for dynamic reflections
Hazard levels and Level Changes - Question and Answer
#476
Posté 17 octobre 2012 - 05:09
What would be cool, though, would be option for dynamic reflections
#477
Posté 17 octobre 2012 - 05:43
Thanks again for what you guys are doing for us by improving the game in every way
#478
Posté 17 octobre 2012 - 05:45
nanotm wrote...
um about firebase acid,
its a bit much when on bronze wiht a lvl 20 kit evo'd for shields and health you get one shot by mooks during hack missions (especially wiht collectors) who like to hide out of sight and spam nades into the zone, wave 4 hack mission at the LZ and well it ended after not very long, seems like the wave budget for collectors is 10x larger than for other factions and fighting them on bronze /silver is harder than doing u/u/p used ot be before the dlc and additional balances
maybe set the rain on bronze to only take 1/4 of your shileds instead of insta stripping them completly, and for silver take half, with gold/plat doing full removal >>>>
The rain only takes small portions at a time, and at a rather slow interval (tested on silver). Unless you are playing with a drell or volus (without shield boost) then you shouldnt have much problem, especially on bronze. If it is becoming an issue, try taking cover and varying your play style to avoid being fired on from multiple angles. The hazards are meant to be hazardous, it is meant to get you to stratigize and improve your gameplay. Think of it as a learning tool and not an annoying game mechanic.
#479
Posté 17 octobre 2012 - 06:04
#480
Posté 17 octobre 2012 - 07:23
stromguard555 wrote...
The rain only takes small portions at a time, and at a rather slow interval (tested on silver). Unless you are playing with a drell or volus (without shield boost) then you shouldnt have much problem, especially on bronze. If it is becoming an issue, try taking cover and varying your play style to avoid being fired on from multiple angles. The hazards are meant to be hazardous, it is meant to get you to stratigize and improve your gameplay. Think of it as a learning tool and not an annoying game mechanic.
maybe it works like that for you, for me on pc it literally starts raining and suddenly i've jumped from full shields to zero, then the swarm hits and i have a perma near death effect on my screen, being in the building's makes no differance and even better it randomly was dropping my shields whilst i was in buildings (playing off host on 4 seperate matches) perhaps its a host/none host issue as well either way something is bugged with it or just like the collectors patch the side effect was to make everything feel 3x harder than before the patch, like all the mook's chucking nades that can randomly one shot full health/shield krogaurds with rage active.
i'm surre its just random buggs with certain maps/enemies but its certainly made things a whole lot harder, oh and the acid rain sorta makes bronze rather like gold against everything since you insta die 90% of the time doing objectives from random mooks you cant even see due to the dodgy red near death problem
#481
Posté 17 octobre 2012 - 08:25
nanotm wrote...
um about firebase acid,
its a bit much when on bronze wiht a lvl 20 kit evo'd for shields and health you get one shot by mooks during hack missions (especially wiht collectors) who like to hide out of sight and spam nades into the zone, wave 4 hack mission at the LZ and well it ended after not very long, seems like the wave budget for collectors is 10x larger than for other factions and fighting them on bronze /silver is harder than doing u/u/p used ot be before the dlc and additional balances
maybe set the rain on bronze to only take 1/4 of your shileds instead of insta stripping them completly, and for silver take half, with gold/plat doing full removal >>>>
If mooks oneshot you at lv 20 on Bronze, you need to seriously re-evaluate your gaming career.
#482
Posté 17 octobre 2012 - 08:34
Firebase condor is in the thick of a Reaper invasion throughout the entire game. It would make perfect sense to have a harvester as a hazard there despite what factions are at play. Also the entire map is open air, vulnerable to the creature to wreak havoc.
You might not be able to interact with it per say, but to have it rain husks, or just fire down at the poor players would be a true hazard.
#483
Posté 17 octobre 2012 - 08:35
i run into somting simelar a coppel of weaks ago on fier base condor whit my batarian soldier wher i alsow couldn't do any damage nor pikk opp ammo or us consumabels, i couldn't die (tried to bi stabd by phantoms thei ignored miEyeOfHera wrote...
The acid rain, it would help if it was visible. Also, does it effect guns or something? I stayed under cover since I couldn't see any rain on my screen, and my gun was doing almost no damage, plus I couldn't pick up any ammo or use the ammo pack consumable. No, I wasn't lagging or having connection problems.
if ti is the sam glitch that si
#484
Posté 17 octobre 2012 - 08:58
Jos Hendriks wrote...
tehpuma wrote...
Question teacher! Here here!
The other thread got me thinking, is there a chance that you might dim the lighting on Giant some more? I really do love the idea of making it darker, it just seems it'd set the mood perfectly.
Will not likely happen. It's alright if it's mostly just atmospheric to people who play it.
Darn.
So... No thresher maw hazards in the future either?
#485
Posté 17 octobre 2012 - 09:01
just go ahead and make all the hazard maps available, cause they cool as hell...i dug reactor and dagger, and i'm loving giant and ghost....cant wait for the ones next week....also, if it's not too much trouble, how about some for all the maps?
#486
Posté 17 octobre 2012 - 09:40
tehpuma wrote...
Jos Hendriks wrote...
tehpuma wrote...
Question teacher! Here here!
The other thread got me thinking, is there a chance that you might dim the lighting on Giant some more? I really do love the idea of making it darker, it just seems it'd set the mood perfectly.
Will not likely happen. It's alright if it's mostly just atmospheric to people who play it.
Darn.
So... No thresher maw hazards in the future either?
I would love it if the Giant was more darker and my teammate today said the exactly same thing. It would make it so much more awesome.
#487
Posté 17 octobre 2012 - 09:58
DJ Airsurfer wrote...
If mooks oneshot you at lv 20 on Bronze, you need to seriously re-evaluate your gaming career.
what gaming career? i play games cos i like ot play them and it takes my mind off other things, theres been plenty of buggy games over the years where this sort of thing inadvertantly gets introduced by a patch and then removed by another patch, doesnt mean anything about a person's playing ability
#488
Posté 17 octobre 2012 - 11:38
Chardonney wrote...
tehpuma wrote...
Jos Hendriks wrote...
tehpuma wrote...
Question teacher! Here here!
The other thread got me thinking, is there a chance that you might dim the lighting on Giant some more? I really do love the idea of making it darker, it just seems it'd set the mood perfectly.
Will not likely happen. It's alright if it's mostly just atmospheric to people who play it.
Darn.
So... No thresher maw hazards in the future either?
I would love it if the Giant was more darker and my teammate today said the exactly same thing. It would make it so much more awesome.
And of course I certainly agree. However I don't even know if they can add something like a thresher maw into it.
#489
Posté 18 octobre 2012 - 04:24
Sadly, giant is not hazard at all.
#490
Posté 18 octobre 2012 - 06:15
Giant is one big sniper trolling map now
Ghost is great, feels like a proper hazard. Might be nicer if the rain was more sporadic? Only rained twice in eleven waves, for a wave and a half-ish each time, but I could see the visual effect.
#491
Posté 18 octobre 2012 - 06:15
#492
Posté 18 octobre 2012 - 07:15
#493
Posté 18 octobre 2012 - 08:39
#494
Posté 18 octobre 2012 - 01:18
#495
Posté 18 octobre 2012 - 01:45
I heard, the geth shields and health, is down, when the rain is up in the Ghost, but this working too for Marauders, Banshee, Atlas, Phantoms, Nemesis, Centurions, Collector Captain ?
#496
Posté 18 octobre 2012 - 02:20
This works for any enemy that has shields.DesioPL wrote...
I played Giant and Ghost hazard versions.
I heard, the geth shields and health, is down, when the rain is up in the Ghost, but this working too for Marauders, Banshee, Atlas, Phantoms, Nemesis, Centurions, Collector Captain ?
#497
Posté 18 octobre 2012 - 02:22
That's outside of things that I do or decide, but I'll let those people know there is a want for it.HBSWong wrote...
Can we have some future Hazard maps where you can get +15% credits instead of exp? This is so much more required then +15% exp which, if you really want exp should just choose unknown instead for +25%. +15% achieves nothing as currently these 2 bonuses also do not stack.
#498
Posté 18 octobre 2012 - 02:27
#499
Posté 18 octobre 2012 - 06:25
Modifié par ParaNeuman, 18 octobre 2012 - 06:25 .
#500
Posté 18 octobre 2012 - 06:50
Reactor's fun since it's player-manipulated. Though because of that it's typically more of a benefit than a hazard unless a teammate is trying to get allies killed. Would have been nice if, while the core needed venting, that radiation/heat would vent/burst out of pipes elsewhere in the facility creating damaging areas like ghost. Always a little concerning when you see enemies walk through the closed reactor doors, though, especially when it's something big like an Atlas phasing through.
Dagger is alright, though I fear that the 'whiteout' on White will just be the same thing, but with a differently colored haze. Maybe it'll be a bit different like having a freezing effect, slowing shield recharge by 20% but granting rounds a 20% chance of not using up the thermal clip as with the SMG mod. Or something. Interested to see how the last two maps work.
Extending this concept to the newer maps would be very welcomed. While getting new kits is nice, having new challenges to use those kits IN, such as a new faction gives a lot more life into multiplayer (balancing aside, so happy to see the Collectors happen. Personally, I've been hoping for a Mercenary faction that broke off from Aria's control or something).
Condor could have husks raining down like in single player, Hydra could have the lower section flooded slowing movement like with collector webs (possibly with the ability to drain). Jade could have fires, Goddess could have shield doors that block lanes of fire. Vancouver wind gusts that sway aim, London artillery strikes or maybe a Reaper laser that fires down the street. Rio would be harder. Collapsing bridges and enabling omni-bridge controls could be nice, but that'd surely wreak havoc with AI pathfinding. Maybe they adjust per round? At any rate, there's a lot of interesting things that could be done.
I'd agree that the 15% EXP for the hazard maps isn't much of an incentive to take a potentially harder map, though the fun of something different is currently incentive enough. In general I think it'd be nicer if random offered credit increases rather than EXP, even if it's a small 5% pittance. More so than getting extra money, it'd encourage people to not grind a particular map/faction combo. Side note: Firebase White is SO much better now. Previously the stage was useful for grinding, but terrible for general play since you typically only had two choices for movement.
Sorry for the long post, but had a lot to say on the new maps. Very happy to have them included in the game.





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