Hazard levels and Level Changes - Question and Answer
#151
Posté 10 octobre 2012 - 03:03
#152
Posté 10 octobre 2012 - 03:08
Scruffaluphagus wrote...
Probably already been asked, but will new hazard conditions be added over time? Or will we always be stuck rotating through basically the same levels and hazards?
Jos Hendriks wrote...
Good question. It's not very easy setting these hazard versions of levels up , but never say never. Play the hazard maps, see if you enjoy them. Let us know what you think! There are no guarantees either way that we would make more hazard versions of levels, but it's safe to say that demand informs supply. [smilie]http://social.bioware.com/images/forum/emoticons/joyful.png[/smilie]
#153
Posté 10 octobre 2012 - 03:17
love the changes btw!
#154
Posté 10 octobre 2012 - 03:26
They do not put on helmets for the hazard maps, and the wind/sand do not affect bullet/projectile trajectory. (hard to explain to the player and hard to implement). Not likely to happen.NikkoJT wrote...
I haven't been able to play on hazard maps yet, but the hazards seem pretty severe (from an in-universe perspective). Do characters normally helmetless put on helmets for hazard maps, and does the wind in the sandstorm affect the trajectories of slower projectiles such as grenades? If not, is this likely to be implemented?
Not currently. Right now it's an honor system and we'll be monitoring feedback on the extent of this hazard's abuse.Hazard Reactor's player-killing abilities seem open to abuse (and there are people who will abuse anything they can). Is there anything likely to be done about this?
Absolutely. The layout adjustments have been tested thoroughly by people with varying play styles and it seems that play styles that make use of cover should not be affected adversely.The Glacier and White changes are (quite rightly) made to reduce camping. Have their effects on other playstyles (and simply taking cover temporarily) been considered?
#155
Posté 10 octobre 2012 - 03:27
Blackphoenix85 wrote...
Is it just my impression or Dagger/Sandstorm is much more gpu demanding? I have an evident drop in framerate when I play that map, and it makes the map even harder to play
The sandstorm may be a bit more GPU intensive but really not by much. (as this also has to work on PS3 and Xbox360)
#156
Posté 10 octobre 2012 - 03:28
Something this does draw attention to: why does Cerberus always seem to have the cold bases? Heating bills must be enormous. If at all possible in the future; could we get some of the other facilities like the one Jacob is guarding in the SP campaign. That had quite an expansive outside that could be converted for MP use.
With the Collectors now back; a collector inspired map would be nice too. time constraints permitted obviously.
Dagger sandstorm; what about a slight movement speed debuff during the denser winds? I used to walk through sand dunes and you often had to dig your feet in to avoid being blown over plus the sand tends to be harder to look through physically. Still like the effect either way.
#157
Posté 10 octobre 2012 - 03:29
PaperAlien wrote...
How do you press the button on Reactor? Is it with the Use key? Because I've gotten to wave 6 already and it's still not pushable, the bar above it is filled.
It is with the use key, underneath the bar, on the green buttons. Were you hosting or client when you were playing?
#158
Posté 10 octobre 2012 - 03:33
There is no additional hazard beyond the core venting.Lynx7725 wrote...
Question and Feedback.
Qn: On Radiation Reactor, aside from the core meltdown hazard, are there additional hazards? Is there a particular DoT that applies after shields are stripped? I was playing my Sally Eng in there, getting floored a bit faster than usual. Was wondering if there is a global "radiation DoT" that hits player health if no shields.
The reactor venting is pretty clear in its location (it's the reactor's core when triggered, doors close off the area)Radiation Reactor, because of the uncertainty I had as to where the hazard actually is (in the reactor housing? or in the "global air"?), I don't like. If it's a global debuff, I prefer it to be something that applies to both sides and ideally not to player health.
#159
Posté 10 octobre 2012 - 03:34
Noted, looking into it.Mailak wrote...
Reactor core venting is bugged. I have had Geth Prim's, Cerberus Atlus's and Phantom's all walk right through the doors to escape the vent.
#160
Posté 10 octobre 2012 - 03:34
As someone else has mentioned but I don't see the answer in the main post.... Will the reactor automatically vent while a hacking/upload objective is being done inside the reactor? Or has that location been removed as an objective marker on hazard maps? Or will we just have to deal with it? (I am not opposed to that, it adds an interesting strategic element to trying to complete the objective, but it would be nice to know about before the entire squad gets wiped out!)
#161
Posté 10 octobre 2012 - 03:35
Reactor is the only hazard that makes things easier.Tronar wrote...
I have one question regarding the credits/XP change made by hazards though. You said the amount would be slightly reduced for maps where the hazard makes it easier. So far the only hazard map I could think of becoming easier would be Reactor. All of the other hazards sound to me as making the map a littler tougher. Can you confirm that or list the maps/hazards considered to make the game easier?
Thank you in advance.
#162
Posté 10 octobre 2012 - 03:37
Phil Dingus wrote...
Rolling them out over a period of weeks (and not taking away the existing ones) seems like a better idea. I'm confused; why would maps be removed?
I kind of like the sandstorm on Dagger. What's the rationale behind the decision that we can't play it next week, and instead can only select two others? :/
Because hazard/weather conditions change. We're monitoring feedback on this setup though, so thanks for your input.
#163
Posté 10 octobre 2012 - 03:37
Pathetisad wrote...
Can enemies activate the core in reactor?
They cannot.
#164
Posté 10 octobre 2012 - 03:39
TheGoda wrote...
Before I get my hopes up about giant, I was always wanting a mp map where you have to use the flashlight on the gun like in single player. I would've loved it if the swarmers were on giant and a blackout on glacier, imagine the sheer horror you and your friends would have if you could only see as far as your flashlight and you hear a banshee shriek, or see a brute just slam into you from the darkness. Glacier is the only map I can think of that being a possibility of making sense. Any chance of seeing stuff like that if future hazards are made? Maybe even for that new mass effect game that's been rumored to come out
Flashlights are prohibitively expensive to implement, so it is very unlikely that such a hazard would come into existence in ME3 MP. Thanks for the suggestion though.
#165
Posté 10 octobre 2012 - 03:40
Some of the hazard behaviour has it occasionally not be present for a wave.comrade8472 wrote...
could the Hazards have a 5% chance of not appearing for a random wave?
or is there already a chance for it to not be there for one wave?
#166
Posté 10 octobre 2012 - 03:41
The new Firebase White is the original with a few additions, not designed from scratch, but thank you. Glad you like it.SpockLives wrote...
Who designed the new Firebase White? I soloed on it last night, and I thought it was absolutely perfect! I love the changes. Kudos to whoever is responsible.
#167
Posté 10 octobre 2012 - 03:42
#168
Posté 10 octobre 2012 - 03:42
silentstep79 wrote...
i haven't gone through all the original maps yet, but is firebase white the only one to get a redesign?
love the changes btw!
Firebase Glacier also has had some adjustments, and I may have snuck in a grenade or 2 or an ammo respawn fix into Reactor.
#169
Posté 10 octobre 2012 - 03:45
Tried that, ultimately wasn't easy to communicate to the player, and it wasn't fun.PsiMatrix wrote...
Dagger sandstorm; what about a slight movement speed debuff during the denser winds? I used to walk through sand dunes and you often had to dig your feet in to avoid being blown over plus the sand tends to be harder to look through physically. Still like the effect either way.
#170
Posté 10 octobre 2012 - 03:50
Jos Hendriks wrote...
silentstep79 wrote...
i haven't gone through all the original maps yet, but is firebase white the only one to get a redesign?
love the changes btw!
Firebase Glacier also has had some adjustments, and I may have snuck in a grenade or 2 or an ammo respawn fix into Reactor.
Thanks for that! Noticed it first thing, last night, when playing a grenade class character.
#171
Posté 10 octobre 2012 - 03:58
Simple question, why?Jos Hendriks wrote...
Level Changes
Q: What has changed to Firebase Glacier?
- Closed off the central dead-end control room.
#172
Posté 10 octobre 2012 - 04:02
#173
Posté 10 octobre 2012 - 04:04
#174
Posté 10 octobre 2012 - 04:23
Simple answer, to prevent camping.Zhuinden wrote...
Simple question, why?Jos Hendriks wrote...
Level Changes
Q: What has changed to Firebase Glacier?
- Closed off the central dead-end control room.
#175
Posté 10 octobre 2012 - 04:24
It is not.Fixers0 wrote...
New additions are great, small question: is the AI affected by the sandstorm on Dagger?





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