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Health and Shield Gates


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#226
UpirNoir

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Megadawg169 wrote...

I belive Eric said eariler that  Sync kills, grenades and melee ignore the gates



Eric Fagnan wrote...


The following enemy attacks ignore the player health and shield gate mechanics, which means they can instantly kill you.
- Any sync kill
- Enemy grenades
- Possessed Abomination explosions


No mention of melee, sorry

Edit:
Mulitninja'd :P

Modifié par UpirNoir, 13 octobre 2012 - 01:54 .


#227
Grunt_Platform

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Brutes have always hit through shield gate, since their melee swipe can actually hit multiple times. There's nothing new about that.

#228
aeryk117

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Thanks for looking into this.

#229
Anagorrax

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Slightly further down the first page he also says:

"The point is that even a massive single shot of damage won't pass through your shield and hit your health, so you can't die in one shot."

I think we need some clarity between Shot and Hit.

#230
Megadawg169

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EvanKester wrote...

Brutes have always hit through shield gate, since their melee swipe can actually hit multiple times. There's nothing new about that.

that's what i was thinking of. That and combined with the AoE stagger then got with their charge  makes you feel completely helpless at times.

#231
Foxtrot813

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UpirNoir wrote...
Yeah, but as several videos show this happens on host as well.

It makes me wonder if something out of Bioware's control is bogging things down. Maybe EA is cutting back on servers a bit?

You know what, on a totally different matter I have been wondering this as well. Because more and more people (including me) have a real hard time connecting to the EA Servers at all. Just take a look at the PC tech support forum.

Yeah, disregard my whole theory, I totally derped. I just had a perfect game (connection-wise) on Bronze to test out the Collector Sniper, it was STILL happening. Plain Cerberus goons were shredding my shields to pieces, zero gating.

I think the EA server thing, if it's a thing, is just making whatever the issue is worse. :unsure:

#232
DeadeyeCYclops

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JaimasOfRaxis wrote...

Big Bad wrote...

DeadeyeCYclops78 wrote...

i call bull**** they are not the same as they were... so quit your lying i have never once seen this stuff happen where i still have shields get shot once and 800 to over 1k health disappears... b4 the dlc and patch. Just be honest and tell us you changed it so we would use more  consumeables, cause thats exactly what it is


They're looking into it.  I'm pretty sure that you acting like an **** isn't going to get us answers more quickly. 


C'mon, man. Be better than that.


I will gladly be better than that as soon as they  stop  with the BS stories... you can't BS a BS'er

#233
robarcool

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Megadawg169 wrote...

robarcool wrote...

lazysundae wrote...

First of all, thank you for taking the time to respond to this issue.

I also feel the gates are working differently since the DLC, and want to add that I have had an increase of deaths by "suicide" - where I seem to hit the gate, take no further damage, and drop anyway (while not under a DoT power). These show as suicide on the killfeed, and in some cases nothing shows at all - I am dead and have no idea by what. I wonder if people are encountering this as well.

Something I also observe way too frequently. Many kills on the kill feed don't show up at all. Guy dies, nothing shows up. Guy is revived, that shows up.

well i know swarmers and Ravanger acid will down you with out putting anything on the kill feed.

I was not playing against reapers. It was against collectors. So no acid or swarmers there.

#234
Fox-snipe

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EvanKester wrote...

Brutes have always hit through shield gate, since their melee swipe can actually hit multiple times. There's nothing new about that.


Not from what I recall.  Posted Image

Anagorrax wrote...

Slightly further down the first page he also says:

"The point is that even a massive single shot of damage won't pass through your shield and hit your health, so you can't die in one shot."

I think we need some clarity between Shot and Hit.


That quote is more related to the question of why Platinum even bothers with a 0.01 period of Invulnerability.

Which brings me to my next point.  Once the gate is triggered, you should not be taking damage during that period (0.1 for Gold).  Yet in that Brute video, all the damage happens pretty much at once.  Even if it were multiple swipes I'd imagine they'd all take place within that 0.1s period.

Then again I'm reminded of the topic of Praetorians where it was mentioned how their laser attack is actually multiple rapid-fire shots.  So maybe the solution truly is to extend the period of invulnerability.

However, that's only talking about the bosses.  I wouldn't be so much bothered by them being able to instantly down you.  The bigger concern is how regular foot soldiers and their rapid-fire rifles seem to be just as efficient in putting you down.  They didn't use to be.

#235
AzounEA

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Asebstos wrote...

frozzted wrote...

Eric, does this have any relation to using an OPS pack and still dying anyway?

I'd guess that would be lag related. The host has you as dead, but you pop an OPs pack before your system gets the message.


This was my conclusion as well.  It happens to me a lot when I play at odd-hours with lots of people from Russia and the EU.  Pop pack, die, pack goes through and I get the shield effect on my corpse.

#236
Megadawg169

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Fox-snipe wrote...

EvanKester wrote...

Brutes have always hit through shield gate, since their melee swipe can actually hit multiple times. There's nothing new about that.


Not from what I recall.  Posted Image

Anagorrax wrote...

Slightly further down the first page he also says:

"The point is that even a massive single shot of damage won't pass through your shield and hit your health, so you can't die in one shot."

I think we need some clarity between Shot and Hit.


That quote is more related to the question of why Platinum even bothers with a 0.01 period of Invulnerability.

Which brings me to my next point.  Once the gate is triggered, you should not be taking damage during that period (0.1 for Gold).  Yet in that Brute video, all the damage happens pretty much at once.  Even if it were multiple swipes I'd imagine they'd all take place within that 0.1s period.

Then again I'm reminded of the topic of Praetorians where it was mentioned how their laser attack is actually multiple rapid-fire shots.  So maybe the solution truly is to extend the period of invulnerability.

However, that's only talking about the bosses.  I wouldn't be so much bothered by them being able to instantly down you.  The bigger concern is how regular foot soldiers and their rapid-fire rifles seem to be just as efficient in putting you down.  They didn't use to be.

Completely agree. The way i see it the easy fix is either increase period of invulnerablitly to .5  to .3 depending on difficultly. That or a RoF and/or Damage nerf to  troopers.

#237
Mafia_Steve

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Just played Silver against Reapers. On wave one, a single cannibal took down my N7 Demolisher (no fitness points). One burst took out the shield, second burst killed me. That is pretty extreme, especially on Silver. Also, in the same match, a Brute took out my shield and 95% of my health (health gate saved me) with one swipe. I don't recall that being the case before, either. Something is definitely up, and it's not the new units.

#238
JaimasOfRaxis

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I did a test run just now, with the N7 Destroyer on Gold. It just-so-happens that I timed how long it took a single Cannibal to kill me vs. Reapers on Gold when I was testing its peformance against the Kroldier and Krosent.

Before this began:

5.61 seconds

After:

3.47 seconds

That is almost halved.

Both games were on Dagger, and I specifically killed everything until there was one enemy left (A Cannibal). I hosted, and there was no one else in the game.

There is definitely something changed.

#239
Megadawg169

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Mafia_Steve wrote...

Just played Silver against Reapers. On wave one, a single cannibal took down my N7 Demolisher (no fitness points). One burst took out the shield, second burst killed me. That is pretty extreme, especially on Silver. Also, in the same match, a Brute took out my shield and 95% of my health (health gate saved me) with one swipe. I don't recall that being the case before, either. Something is definitely up, and it's not the new units.


well according to this i sound that either melee is affected diffrent by sheild gate or both are a bit spotty all of a sudden.

#240
Doctor Derp

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Now I'm having trouble understanding the idea behind the health gate. If enemies are going to do that much excess damage, what's the point of one character having more health than another? Even if the health gate is working properly both a krogan and a volus will walk out of a no-shield situation with the same result: Down to it's final health bar. The only way there would be a difference is if enemies weren't doing the amount of damage they currently are, or if there were multiple health gates, one per certain amount of health. Which from my understanding there is only one.

Modifié par Doctor Derp, 13 octobre 2012 - 02:20 .


#241
Reizo Ryuu

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This thread is hilarious, even after 10 pages and multiple bioware replies, people are still saying that something is wrong; it seems only me, cgj and a handful of others have been playing the actual game bioware has in their office then.

Also yes, brutes always hit you straight through shield gate, same as phantoms...because they actually hit you -multiple times-.

#242
Fox-snipe

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Doctor Derp wrote...

Now I'm having trouble understanding the idea behind the health gate. If enemies are going to do that much excess damage, what's the point of one character having more health than another? Even if the health gate is working properly both a krogan and a volus will walk out of a no-shield situation with the same result: Down to it's final health bar. The only way there would be a difference is if enemies weren't doing the amount of damage they currently are, or if there were multiple health gates, one per certain amount of health. Which from my understanding there is only one.


Health gate is (was) the "equalizer" we had against the enemies (we both had Shield gate, though it functioned a bit differently).  Reason probably being enemies are more powerful and more numerous but we can't simply be dying all the time, that defeats the point of playing the game.

The differences in health (and shields) is what determines what each character is capable of doing before needing to stop and find cover for shields to recharge.  A Krogan is near the top so they can continue fighting for a longer period of time before needing to stop and take a breather.  Volus & Geth (less shields due to Hunter Mode and very little health) cannot do as much before needing to hide.

This primarily works in our favor against foot soldiers who need to weaken us before we go down.  Bosses are pretty much capable of downing us quickly due to high damage, though they still need to break each gate (unless the peons do their jobs and weaken us first).  This isn't counting sync-kills.

The gates also allowed enemies to be buffed and become more powerful yet still providing us a means to survive the onslaught and fight back (provided we were fighting smart).

Modifié par Fox-snipe, 13 octobre 2012 - 02:33 .


#243
Anagorrax

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Reizo Ryuu wrote...

This thread is hilarious, even after 10 pages and multiple bioware replies, people are still saying that something is wrong; it seems only me, cgj and a handful of others have been playing the actual game bioware has in their office then.

Also yes, brutes always hit you straight through shield gate, same as phantoms...because they actually hit you -multiple times-.


Lots of people report problems while a couple say its fine. I've played this game on and off since march , after the latest patch/dlc something has changed. I don't know technically what it is but something has made alot of my characters fell like the are made of wet paper when previously they did not. Hell even my Kroguard doesnt fell as solid anymore.

So yes something has changed, no I'm not sure what may be the technical problem but I think we need to look at some evidence of player footage pre and post patch/ dlc and see what is causing people to feel like their is a significant and negative difference.

#244
JoJohnson117

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This is great but it seems that the gate isn't working at the moment as I seem to fight enemies even on bronze and get killed much quicker and enemies tearing right through when before the latest update I would have survived. Enemy also instant kill too much know and seem Primes and other enemies can target you when you are invisible which is kinda frustrating.

#245
Anagorrax

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 OK check this video pre the latest patch for possible comparison damage/shield wise.


 If you go to 01:10 You'll see this guy get a grab on an assault trooper and then get shot up by 2 other assault troopers and they only take half his shield down. Compare that to a couple of cannibals downing a guy in barely second in the new patch.

Something is up here,  can we get some more example pre and post patch perhaps to Help bioware to identify whats going on?

EDIT: Actually carryon watching to 02.20 he's not at full shield , maybe 55%, he gets shot up but is still at 2 bars of health. With things in their current stat that would have taken him out.

Modifié par Anagorrax, 13 octobre 2012 - 02:54 .


#246
Doctor Derp

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Fox-snipe wrote...

Doctor Derp wrote...

Now I'm having trouble understanding the idea behind the health gate. If enemies are going to do that much excess damage, what's the point of one character having more health than another? Even if the health gate is working properly both a krogan and a volus will walk out of a no-shield situation with the same result: Down to it's final health bar. The only way there would be a difference is if enemies weren't doing the amount of damage they currently are, or if there were multiple health gates, one per certain amount of health. Which from my understanding there is only one.


Health gate is (was) the "equalizer" we had against the enemies (we both had Shield gate, though it functioned a bit differently).  Reason probably being enemies are more powerful and more numerous but we can't simply be dying all the time, that defeats the point of playing the game.

The differences in health (and shields) is what determines what each character is capable of doing before needing to stop and find cover for shields to recharge.  A Krogan is near the top so they can continue fighting for a longer period of time before needing to stop and take a breather.  Volus & Geth (less shields due to Hunter Mode and very little health) cannot do as much before needing to hide.

This primarily works in our favor against foot soldiers who need to weaken us before we go down.  Bosses are pretty much capable of downing us quickly due to high damage, though they still need to break each gate (unless the peons do their jobs and weaken us first).  This isn't counting sync-kills.

The gates also allowed enemies to be buffed and become more powerful yet still providing us a means to survive the onslaught and fight back (provided we were fighting smart).


You are correct. But the problem is this "extra health" some characters get is very quickly destroyed and is impossible to be regenerated other than bloodlust, ops packs, and the round ending heal. So because of the crazy damage enemies are doing, both a krogan and volus will hit the same health gate and will be relying on that rather than the health points themselves. So either there's supposed more health gates based on the amount of health you have, each with a very brief period of invulnurability, (which would both limit the high damage single attacks and the rapid fire weaker attacks while allowing bulkier classes to regen more health) or there's absolutely no point to health not completely regenerating like shields. (Other than "lore").

Just a thought.

#247
Fox-snipe

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Sorry, I thought you were genuinely asking the question for clarity on the gates, not posing it as a "so what's the point these days" type of question.

I agree though, the amount of health doesn't seem to matter as much right now. Like I mentioned in my reply to UpirNoir's video, health seemed to be dimishing at a disproportionately/alarming rate (granted the 400-point difference between health & shields).

Modifié par Fox-snipe, 13 octobre 2012 - 02:54 .


#248
Big Bad

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So I just played a few gold games. They were tough (especially the collectors), but things felt more "normal" than they did yesterday. I don't know wtf is going on!

#249
Anagorrax

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Big Bad wrote...

So I just played a few gold games. They were tough (especially the collectors), but things felt more "normal" than they did yesterday. I don't know wtf is going on!


Ninja hotfix by bioware? :ph34r:

#250
Godzilla87

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Eric Fagnan wrote...

We've looked through basically all the code and data changes over the past couple months and we can't find any unintended changes that would account for the game feeling more difficult, other than the obvious ones listed in the patch notes and all the new content. None of the enemy weapons, firing behavior, AI, or damage systems have been changed other than what was listed in the patch notes.


I know its a little off topic but AI was brought up and it feels like the enemies "peek" (find the last player alive) less frequent than it used to be. I was soloing and ran into a banshee on a coffee break.