Health and Shield Gates
#501
Posté 14 octobre 2012 - 08:43
One might think that the reason is that people used to farm FBW are now playing u/u/g, but I can assure you, that's not the case. I used to top the list with few exceptions, now I'm not making any more score than the rest of the PUGs. Gold games usually end before the 6th wave...
I'll probably just take a break from MP until this issue is solved. It's no fun.
#502
Posté 14 octobre 2012 - 08:45
now, sometimes we are so close each other that we actually shoot each other
and revives (if we are not messed up by 3 dragoons and 2 phantoms) are instant.
because of this i managed to achieve 5 consecutive games, full extraction.
although i played turian ghost with TC specced to damage, overload and argus X - which is as excellent weapon IMO. it is possible in the top 3 character....better than GI...
Modifié par koschwarz74, 14 octobre 2012 - 08:48 .
#503
Posté 14 octobre 2012 - 09:02
#504
Posté 14 octobre 2012 - 09:28
-No, the gate system, be it health or shield, is not fundamentally broken.
-Yes, there ARE circumstances where health gate is ignored. I can not pinpoint exactly the circumstances as it is not perfectly repeatable, but having promoted all my characters when the patch hit, some classes I played in BRONZE this week-end, and while most of the times it worked I definitely noticed a total absence of health gate a few times.
-This may or may not be linked, but tghere seems to be also an occasional issue with vanguard charges. A couple of times this week-end (both against collectors) my Kroguard charged an enemy to land with no shield and no gate wxhatsoever left on its health.
It was all a bit too circumstancial, I do not record my games, but I am wondering if this may not be an issue with anything that have DoT or stops shield regenration. From my understanding, the mechanisms mean that, from full health/full shield, it takes at least three hits from anything to die : one breaks your shield, one puts you to min health, and the last kills you. I DEFINITELY have been killed in two hts by Scions several times this week-end. (and am wondering if this doesn't tie to my Kroguard issue, as having no shield when I land does look like the issue of trying to shadow strike with a N7 Shadow, and somehow haing a scion managing to launch at my charge landig poiny before I'm even there).
#505
Posté 14 octobre 2012 - 09:56
The game feels a lot harder now than before the patch.
I don`t even why, and while the reason is of course interesting, i - as a player - just notice that there are now situations in which you cant beat the game.
As this is frustrating, the fun is decreasing.
Personally, i was playing successfully the occasional UUP prior the patch, and now i don´t even consider starting it. UUG needs more consumables now, and personally i cant beat the collectors with low-fitness biotics
#506
Guest_Jiovanie-_*
Posté 14 octobre 2012 - 09:56
Guest_Jiovanie-_*
#507
Guest_Jiovanie-_*
Posté 14 octobre 2012 - 10:12
Guest_Jiovanie-_*
That being said, there are moments when neither gate works. There are times when I can take a full clip from the Geth Prime with my Shadow, and then there are days when my Krogan Sentinel gets insta downed from a full clip by a cannibal. I'm beginning to think that rapid firing weapons destroy shields and probably ignore the shield gate. I thought shields were supposed to protect best against rapid firing weaponry?
#508
Posté 14 octobre 2012 - 10:46
I literally haven't noticed it after several hours of play, and I don't see the need for name calling here Oli. Sorry you took it so personal.121210Olivia wrote...
sclera wrote...
I have no idea why people suddenly started whining about the fictional removal of shield gate. I never noticed it, never even considered it until I saw a million threads popping up about it. The only explanation:
http://en.wikipedia....i/Mass_hysteria
Utter garbage. The game DOES require MORE consumables and players DO die considerably more often--post DLC.
Whining???
What an idiotic and insultive thing to say. Surprised at you Sclera.
#509
Posté 14 octobre 2012 - 11:13
Chaoswind wrote...
Eric Fagnan wrote...
Dunvi wrote...
Thank
you for your response! And especially for responding to each of the
currently active threads - it really is great to know for certain that
the devs are aware of our questions.
Do you know how badly the
gates may be affected by lag? I definitely feel like I'm taking damage
when I'm expecting a second to drop down, and it usually seems to happen
a moment late, so maybe there's lag interactions that are causing the
feeling of an overall difficulty spike.
I'd also be curious to know what changes were made to fix the vanguard glitch, just out of curiosity.
The host is responsible for all damage logic, and the clients only simulate it, so I don't believe lag should be a factor.
I don't know if this was asked...
But could this be the issue?
few weeks back I read a person explain the Vanguard glitch as the HOST and the player fighting about the location the player died causing a desynch and sending the player to outer space or hell
In another thread someone with a Blue Tag said the Vanguard Glitch was fixed by making the Host calculations take precedence over the player, so maybe the whole situation is the Host telling us we are dead, that we didn't dodge all those shots, making techniques like strafing useless on non host?
The only testing i could think about was to play with a Banshee warp while the rest of my team watched in spectator mode.
First Warp:
Warp flies out
I run left (no roll)
Now there is a wall that should prevent the warp from hitting me yet I get "hit" and my shield goes down
Note: The warp didn't hit me aka the "proyectile" didn't hit, it just did its damage.
Result: Warp ignored the wall and hits me even if NO animation indicated that the warp was about to blow in my face.
(run around the map taking pot shots at banshee
Second warp:
Warp flies out
I roll left
Result: Warp misses me
Third Warp:
Warp flies out
I run left and grab cover in the same wall of the first test
Result: Warp either missed or the wall did protect me this time.
I've been paying closer attention to what happens when I die now, and I am starting to see more often that when I die when moving (running rolling etc) my body is dragged back several feet, Im starting to wonder if it is in fact an issue with the host's game calculations now being more dominant than the players (ie if host game says we didnt dodge the shot that kills us when on ours we did dodge it, then we take the hit), and there is in fact nothing wrong with the Health/shield gates.
This may be why to Bioware the gates are reading as working correctly, when the cause is something different entirely.
the only possible way to fix this issue then is to revert the data sharing back to what it was before, I know this will bring the Vanguard glitch back, but until theres another way to fix it without causing this whole issue I see no other way.
Modifié par Dama733, 14 octobre 2012 - 11:14 .
#510
Posté 14 octobre 2012 - 11:15
sclera wrote...
I literally haven't noticed it after several hours of play, and I don't see the need for name calling here Oli. Sorry you took it so personal.121210Olivia wrote...
sclera wrote...
I have no idea why people suddenly started whining about the fictional removal of shield gate. I never noticed it, never even considered it until I saw a million threads popping up about it. The only explanation:
http://en.wikipedia....i/Mass_hysteria
Utter garbage. The game DOES require MORE consumables and players DO die considerably more often--post DLC.
Whining???
What an idiotic and insultive thing to say. Surprised at you Sclera.
But your observations are maybe so biased that you should not call the observations of others hysterical. It`s very elitist to post such crap.
I for one came here yesterday to see if other`s would have made the same observations as me. And they did. Am i hysterical?
#511
Posté 14 octobre 2012 - 11:16
#512
Posté 14 octobre 2012 - 11:33
#513
Posté 14 octobre 2012 - 11:38
Biotic charge/stim pack/cloak etc. keep mashing the keys and nothing. You see in game it acknowledges the command but just won't do a damn thing while enemies keep pounding you.
I'm sure that's the problem.
#514
Posté 14 octobre 2012 - 11:50
I've noticed that when I use the Ops Survival Pack, sometimes my health and shields do not recover and I die from an enemy shooting at me. What is worse, it counts as using one of them, which wastes it.
I believe it is because it takes a second for it to recover, like when your shields start to recover, but then you are hit, it stops the recovery. But... well, you never know.
I've also noticed, and back on this topic (
One reason why I like Bioware so much. They actually LISTEN! 0o0
#515
Posté 14 octobre 2012 - 11:50
Reizo Ryuu wrote...
UpirNoir wrote...
There you go
The first test, everything seems fine, but the second is interesting, because there is clearly no .5 second break between shield getting broken and health taking damage
No, on these games I played today I was not hosting
Edit: Ninja'd
Seems to be working just fine to me, at the second test he gets hit 4 times after the shield breaks, but only the 4th hit actually does any damage, same thing happens at the third test when he reaches healthgate: the cannibal manages to hit him 3 times at health gate and it does no damage.
I think you are underestimating how fast 500ms actually is.
Yup, in the video everything works just as intended. The last bullet of each of these Cannibal bursts destroys the shields, then there is the burst delay - which is shorter than the gate cooldown - and the second burst takes him down to healthgate. Again the burst delay is shorter than the cooldown, so the first bullet in the third burst kills him as he is at healthgate.
The only thing about this that seems odd, or might be new, is that you don't actually see the Cannibal firing that bullet that kills you when you're on healthgate.
I really have no idea why I didn't just drop dead so often before the patch and DLC, because obviously those gates work just as they always have. (They really do, take a look at older gameplay vids, you'll see the same things we have now.)
MasterRed_ko7 wrote...
I've also noticed, and back on this topic (), that my character has been going down fairly quickly when shot by enemies with rapid fire weapons (Marauders, Assault Trooper, etc). It could just be me imagining it, and that it happened on the Silver rank, but, again, I figured it's good to say it so that the developers can hear it and make sure everything is alright.
Because the delay between their shots is longer or equal to the duration of your health-/shieldgate. So basically when a Marauder fires a burst with 8 shots at you and #3 takes away your shields, #4 won't do damage to you and the next 4 shots will hit you.
I still don't get how this fits with Erics post from July, where he said a quick burst shouldn't be able to break the gate, but after looking at some older gameplay it seems it has always been that way.
MasterRed_ko7 wrote...
One reason why I like Bioware so much. They actually LISTEN! 0o0
Also this.
Modifié par spudspot, 14 octobre 2012 - 11:58 .
#516
Posté 14 octobre 2012 - 12:09
Another example: I was hosting a game yesterday in an area with a slow internet connection -- about 300kb/s peak download speed. I was a turian sentinel with a shield booster, sure, but on FB Goddess against Collectors, everyone around me was dying at a significantly higher rate than I was.
Now it could have been that my teammates just sucked (it was a partial PUG) But if the host is now responsible for health/damage calculations, and he/she has anything less than a perfect internet connection, a 0.1 gate on gold and a 0.01 gate on platinum are going to mean nothing for the other players. If you can't anticipate where an enemy is, how can you fight it?
I'll do some more testing, see what happens.
#517
Posté 14 octobre 2012 - 12:10
That always used to happen on my geth infiltraitor, and still does. Typically I play fairly tanky characters, however.bluebeam wrote...
sclera, which characters/playstyles do you prefer? Because the issue, AFAIK, is noticeable mostly on squishy characters, especially the ones that benefit from being aggressive. Didnt'you notice your character dropping dead instantly after your shields are down?
#518
Posté 14 octobre 2012 - 12:13
rka001 wrote...
Or maybe this is just BW`s way to encourage us to spec into 6 fitness.^^
Even with 6 fitness and bonus shields my Destroyer died in two bursts from a marauder on gold.....
#519
Posté 14 octobre 2012 - 12:21
#520
Posté 14 octobre 2012 - 12:25
#521
Posté 14 octobre 2012 - 12:52
Not sure if this is related or not, but figured I'd mention it.
#522
Posté 14 octobre 2012 - 12:57
Playing with my well known Novaguard vs Reapers, hosting or not hosting, full shields, full health, direct hitting marauder bullets before needed at least 3 to 4 bullets, now 1 to 2 are enough to kill me, how is that possible???
BioWare did a great job with this DLC, but they´ve broken the health- and shieldgate mechanics of all characters.
I would guess this could be related to the fix of the "Vanguard glitch", "Dama733" gave a good explanation a few posts above.
I hope BioWare can iron out this issue without breaking anything else (Vanguard glitch again) - nobody is perfect.
Modifié par Josh.de, 14 octobre 2012 - 01:03 .
#523
Posté 14 octobre 2012 - 01:16
#524
Posté 14 octobre 2012 - 01:25
I can't count the times I died after the dlc came out, from low level opponents!!!!!!!!!!
#525
Posté 14 octobre 2012 - 01:27
As long as I can get 25 medigels n missles in every pack. And carry at least a dozen of each in-game.
Temporary bandade. Do it bioware!





Retour en haut




