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UPDATED X3: If we're not going to have our old Healthgates/Shieldgates....


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#26
JaimasOfRaxis

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I'll do it for him, Sareth.

Goodly Khranitel linked us this. Look at it from 1:25 to 1:30 for hot instant death action.

Modifié par JaimasOfRaxis, 11 octobre 2012 - 03:52 .


#27
Arppis

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To be fair, enemy shouldn't have had their shieldgates. They got numerical advantage over us.

Every talk about fairness falls flat to that fact.

#28
Sparbiter

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I support this, even if health or shield gate was working. A global increase to player health works for me.

#29
mpompeo27

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Vorcha are most affected by the lack of health gate since even the best Vorcha will basically never have shields so health gate was critical for their regen to work as it should.

Modifié par mpompeo27, 11 octobre 2012 - 04:02 .


#30
BattleCop88

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+1

#31
MinatheBrat

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Sparbiter wrote...

I support this, even if health or shield gate was working. A global increase to player health works for me.


That might work. All I know is that game balance feels like it's been shot, stabbed, set on fire, pissed out and biotic explosioned off the ledge.

#32
JaimasOfRaxis

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A brief list of classes, from most affected to least by the gate removal:

Vorcha: Duh. Vorcha have to be in the thick of it to get kills for regen, you remove their ability to take hits without going down, there's basically no point whatsoever in playing a Vorcha.

Krogan: That massive amount of health you have is a whole lot less impressive when enemies shred through it in a nanosecond.

Batarian: See Krogan. Arguably less screwed since their health/shield balance is a little more even.

Turians: Somewhat more likely to die, as half of them can't dodge and they were already not as durable as the others.

Variant Humans (N7 Destroyer, Paladin, etc): They have lots of shields, but only normal health.

#33
JaimasOfRaxis

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I'm glad to see the solidarity on this one.

Let's push for these improvements so we can finally stand a fighting chance once again!!

#34
DeadeyeCYclops

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+1 and they need to get rid of the damned hack objectives with all the bumrush tactics the enemies use it is all but impossible to keep from getting swarmed during these things if bioware truely wishes to get rid of camping get rid of the camp circle hacks

Modifié par DeadeyeCYclops78, 11 octobre 2012 - 04:12 .


#35
sareth_65536

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Khranitel wrote...

As example:
www.youtube.com/watch
4:50-4:57. The Drell was clearly under fire from Marauder and Cannibal, but he didn't received damage to health. Notice that after he applied Ops pack his barriers goes down at the same moment. Also notice different colored splash effects when bullets hit his health (which isn't not going down) and barrier (which is).

didn't the bullets hit the wall? Even if not, I remember how I always died if a marauder meleed me breaking shields and then shooted.
Can nerf be a console thing? 

#36
Richter Harken

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It seems like every time they try to fix the vanguard glitch, they introduce new problems that affect gameplay detrimentally, and also fail to fix the vanguard glitch.

I love vanguards, but at this point I'd almost prefer it if they's just scrap the class and roll back the awful, awful netcode changes.

Modifié par Richter Harken, 11 octobre 2012 - 04:16 .


#37
Big Bad

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+1

Would love to get a dev response on this topic.

#38
donnyrides

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+1

can't solo anymore because it feels like basic troops like husks and the like are moving faster along with lack of shield gate making it harder to take the wrath of damage while completing the deactivate objectives where you are defenseless.

If people want to cheat with the old immortal glitch, let them. We need our shieldgate back.

#39
DVS27t

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sareth_65536 wrote...

DVS27t wrote...

Elecbender wrote...

The "health gate" never shielded you from automatic fire nor DOT.

The mechanic protects you from one lethal attack. It does not matter how powerful or weak the attack.


i was OHK'd twice by scions last night with full health and shields using the geth engineer and a cyclonic modulator III. SEEMS LEGIT, right?

that's the scions problem, not health and shield gate one
Never had troubles with other enemies.

Khranitel wrote...

Elecbender wrote...

The "health gate" never shielded you from automatic fire nor DOT.

The mechanic protects you from one lethal attack. It does not matter how powerful or weak the attack.

That's not true at least for automatic fire.
Check any gameplay recorded prior to last patch.

link please if it is as easy to find as you say


It's a combination of the two.  The shot does WAAAAAY too much damage and the gates are broken.

#40
count_4

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JaimasOfRaxis wrote...

For the unitiated, the fix for the Vanguard Glitch and Immortal Bug was to remove health and shield gating for players in regards to damage-over-time effects and automatic fire.  

Got any official dev response to back that up?
Cause I was unable to find any evidence for changes to the gates during the testing I did.

#41
MattH

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Agreed

#42
Arppis

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Enemy shouldn't have had pinpoint accuracy from day 1.

It's just stupid.

#43
JaimasOfRaxis

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count_4 wrote...

JaimasOfRaxis wrote...

For the unitiated, the fix for the Vanguard Glitch and Immortal Bug was to remove health and shield gating for players in regards to damage-over-time effects and automatic fire.  

Got any official dev response to back that up?
Cause I was unable to find any evidence for changes to the gates during the testing I did.


There has been zero official response yet. Draw your own conclusions.

As for changes to the gate,  it's been widely documented by several, including here. There's a lot of cases of no shields = mooks annihilate you.

#44
MinatheBrat

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Our devs have been really wonderfully responsive on a broad range of topics lately and are usually quick to respond.

The fact that they have remained silent on this makes me nervous that this was either an:
A- intended nerf that we weren't supposed to notice and they haven't decided how they want to talk to us about it yet
or
B- an unintended ghost in the machine that is not easily or able to be fixed and they haven't decided what -if anything- to do about it

Might be a C, D, E or F reason but this seems logical to me. 

#45
JustinSonic

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 I'm confident Tuesday will have A LOT of fixes to this game since the drop of this new DLC.

The top 10 problems I've encountered are:

1. Shield gating. As you were saying, this is obnoxious. I can still rock my Drell Vanguard just fine in Silvers/Golds, but I have to put Power Recharge Speed equipments on him just so I can constantly keep my shield up! As you all know, he has bad shields, but average health. I kind of rely on that!

2. Stomping. Wasn't there a fix that they would stop you less frequently? Now, all of a sudden, the INSTANT you die, an opponent will run over to stomp you. To make matters worse...the Reapers can do it now! I say, only Cerberus and the Geth should be able to stomp. Remove it from the other 2 factions (well, for the Collectors' sake, how about only POSSESSED creatures can stomp?). I have so much Ops/Cobras/Ammo, but barely any medigel because I'm always about to get stomped. This needs a major fix.

3. Geth Bombers. Officially now the cheapest enemy in the game, this guy makes the Geth almost unplayable! It's too strong, ridiculously overpowered (seriously, it can drop an infinite amount of grenades, has a small stature, can shoot at the player, and moves fast). In terms of this fix, either make the unit a one-shot kill similar to Geth Turrets, or only allow each Bomber to deploy grenades only ONCE. After, they're just another unit. Or...just send less of them out!

4. Scions. THIS is the worst enemy from the Collectors, not the Praetorian. They're incredibly though, can shoot Ravager blasts from a distance (and have pretty good aim...not needing a blue line of fire, and delay), they can drop multiple grenades, AND can sync kill you. Broken, right? Scions were a pain in ME2, but still passable. I can't stand them in this game.

5. Dragoons. This one's minor. A lot of people have problems with these guys, and I really don't. The only thing that should be done to them is either slowing down their movement speed, or making them a bit weaker. Not really much else.

6. Atlas. Another minor one. I'm not a huge fan of the speed increase to these things, but maybe that's just me. 

7. Collector Weapons. Why am I even equipping these things if they're not doing anything?

8. Havok Stroke. Another minor one for me. I understand the purpose of this move, and how useful it really is! Thing is, it should have a SLIGHT damage boost to it. Just slight.

9. Various bugs. I dunno if this one will be addressed, but I've been able to fall through HazardBase Dagger multiple times and walk on the desert ground. It was cool and everything, but you know...I CAN'T PARTICIPATE IN THE MATCH! Eventually, I'll get warped back to the surface...but still...

There are plenty more than just this (such as Magnet Hands STILL existing), but who knows?

10. The explosion damage of various Collectors. VERY minor, becuase I don't really enounter this, but this blast can sometimes take out your whole team...even from an Abomination! This needs a SLIGHT tweaking-down.

#46
winelanv44

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MinatheBrat wrote...

Our devs have been really wonderfully responsive on a broad range of topics lately and are usually quick to respond.

The fact that they have remained silent on this makes me nervous that this was either an:
A- intended nerf that we weren't supposed to notice and they haven't decided how they want to talk to us about it yet
or
B- an unintended ghost in the machine that is not easily or able to be fixed and they haven't decided what -if anything- to do about it

Might be a C, D, E or F reason but this seems logical to me. 



If B, does that mean the geth have broken through the Bioware firewalls?!?!     :blink:


;)

#47
count_4

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JaimasOfRaxis wrote...

count_4 wrote...

Got any official dev response to back that up?
Cause I was unable to find any evidence for changes to the gates during the testing I did.


There has been zero official response yet. Draw your own conclusions.

As for changes to the gate,  it's been widely documented by several, including here. There's a lot of cases of no shields = mooks annihilate you.

Linking the same video a hundred times doesn't change the fact that he's killed by the Praetorian beam in the only scene that remotely qualifies as 'proof' for the gate conspiracy. Beam is not affected by the gates.

Not saying that nothing has vhanged, but I have yet to see actual proves. From others as well as my own videos.

Modifié par count_4, 11 octobre 2012 - 04:35 .


#48
BlackbirdSR-71C

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/Signed

Before the shield/health gate changes the insane damage and perfect accuracy of gun using mooks was bad, now it's just unacceptable.

#49
jrm_ayun

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Yeah. People keep saying then just don't let your shields go down. Well not everyone's a solo gold/plat caliber player but that doesn't mean we're incompetent. Even those who solo get their shields stripped from time to time

#50
sareth_65536

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JaimasOfRaxis wrote...

I'll do it for him, Sareth.

Goodly Khranitel linked us this. Look at it from 1:25 to 1:30 for hot instant death action.

I agree with praetorian, but still not any enemy