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Health and Shield Gates


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#526
UpirNoir

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spudspot wrote...

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.

I disagree. On test one and two, both times the Shield gets broken in the middle of a burst. The first time, the rest od the burst gets blocked, the second time, he immediately takes damage. There might be a single shot blocked, but it looks to me, like it just missed. Don't underestimate how long half a second actually is.....

Modifié par UpirNoir, 14 octobre 2012 - 02:40 .


#527
Reizo Ryuu

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I dunno what you are seeing, but in the second test the cannibal clearly hits him 4 times after the shield gets broken, and only the 4th hit registers as health damage, if you don't see it rip the video and take it into a non linear video editor.

Gates are working fine, as someone else said this "more gel" phenomena is prolly because of all the super aggressive stomping enemies now; collecters become downright suicidal just to go and stomp some down guy who isn't even near them.
If -anything- has changed (and I doubt it), I'd say bioware might slowed down the rate of fire of enemies, so instead of those 4 hits registering within the 500ms, the 4th hit actually hits on 550ms now.

#528
UpirNoir

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Reizo Ryuu wrote...

I dunno what you are seeing, but in the second test the cannibal clearly hits him 4 times after the shield gets broken, and only the 4th hit registers as health damage, if you don't see it rip the video and take it into a non linear video editor.

Gates are working fine, as someone else said this "more gel" phenomena is prolly because of all the super aggressive stomping enemies now; collecters become downright suicidal just to go and stomp some down guy who isn't even near them.
If -anything- has changed (and I doubt it), I'd say bioware might slowed down the rate of fire of enemies, so instead of those 4 hits registering within the 500ms, the 4th hit actually hits on 550ms now.

OK, one last time to this video:
I have watched very closely now. After the shield breaks, there are only three shots fired by the Cannibal. One of them clearly misses (the first one) one might be blocked and one definitly does damage. And by the way, the burst doesn't even last for .5 seconds after the shield breaks

#529
Shep3845

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Bioware, for next weeks fix, try releasing the old system that caused the vanguard glitch to see if this idea of host calculations being the reason to this problem.
[quote]Dama733 wrote...

[quote]Chaoswind wrote...

I'd also be curious to know what changes were made to fix the vanguard glitch, just out of curiosity.[/quote]

The host is responsible for all damage logic, and the clients only simulate it, so I don't believe lag should be a factor.

[/quote]

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.

[/quote]

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.

[/quote]

#530
Shep3845

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Lol just saw how bad I messed up the quotes. Sorry bout that.

#531
His Guardness

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I'd like to put here some kind of summarisation here and provide some sugesstions and my own experiences.

The Problems:

- the game is perceived as a lot harder than pre Dlc (I'd say pre Dlc because my impression was that it actually got easier after the patch due to certain bug fixes and changes in the way powers work with lag)

- the AI is perceived as changed (more agressive, more accurate)

- health / shield gates are perceived as not working the same way than pre dlc or not working at all in certain circumstances

- there is a perceived disparity in the magnitude of damage against shields and health

ok, now my view on those Problems.

- the game got harder

Absolutely. I've been playing on gold quite regularly pre Dlc and had a quite good rate of extractions (my guess would be around 70-90% over the last two months).  My use of consumeables was low, I even managed sometimes to extract without using a single medi-gel.
Now I can count myself lucky if I see the end of wave 6 on gold let alone an extraction. I've yet to see a single succesful extraction on gold against the Collectors ^^. My useage of consumeables literally skyrocketed in a way that a left over ops pack or medigel can be seen as indication of an extremely succesfull run. (or frustration when I stopped using that stuff because I would be kissing the ground again a second later anyway)

The fact that I too had my share of inexplicable fast deaths or just dropping dead for no apparent reason only added to my frustration so that by know I've gone back to play on silver -.- .

- the AI is perceived as changed (more agressive, more accurate)

The Devs state that there has been no change to the AI. I Don't want to call them liars but I have to admit that my game experience indicates something else.
Let me give an Example with one of our most "beloved" enemy units the Geth Hunter.

Hypothetical situation:

Pre Dlc;  Firebase White, Geth.
Description of the area: L-shaped thin cover on the lower right corner of the map. In front of it, on the left ,a big box + thin cover next to it, the entrance to the building, another pair of thin covers, the stairs/ramp that leads up the landing pad.

Positioning:: Me sitting behind the L-cover, the Geth hunter comes down the ramp cloaked.

Now what did usually happen in this situation ?
The geth hunter would march forward until he either stands directly in front of the cover or he would try to flank said cover in order to shoot/melee me in the back. If left alone he could also try and simply move over the cover.
Assuming that I would aim over the cover in order to shoot things/use powers he would not decloak in order to shoot me before he is well past the big box ( an estimated distance of 1-4m).

The same hypothetical situation post dlc:

The Geth Hunter decloaks much earlier. I've seen them decloak as soon as they reach the bottom of the stairs in order to shoot me. (what they do with surprising accuracy, given the fact that they use a shootgun ^^) Their inclination to actually flank me seems to be much lower.
In fact I've gotten the impression that it depends on your field of vision. If you look at them they decloak pretty early and start shooting, if not they close in and work as they always did.

I don't know about you but to me that looks like a change in AI behavior.
But aside from that singular experience, my take on this is that: the AI got much more agressive, I'd even go as far as relentless. This did go so far that my first impression of the gold games where that the overall gaming speed has increased quite a bit. A probably wrong impression but it was(is) there nevertheless.

- the health / shield gates

As I said before I have also experienced those very fast deaths. I cannot explain them but I can very clearly state that this behavior is new.
I do not have the tools to make an  accurate analysis myself but I have a few comments on the video "proofs" so far:

First of all, if this information is correct and the health/shield-meter is not enirely accurate then all investigation based on information provided by said UI-element is more or less guesswork.
If you cannot trust your basic data you cannot trust any conclusion based on that data.

Secondly, all of the video footage I've seen so far has a slight but important formal fault.
There is no information about the actual fps in the given situations (or if the recording program did record all frames). This information would be rather important for a frame by frame analysis of the given footage.
For example if the footage shows stable 60 fps there where only 6 frames to be considered for the gates on gold.

- the perceived disparity in the magnitude of damage against shields and health

Here, I think, it get's really interesting. Asuming that the Devs are actually right and the gates are working correctly then there are quite a few possibilities what is wrong. (I honestly doubt that the gates really work as intended. I've been one shot far to often for that to be true.)

For example:

- the different health/shield pools  don't get applied correctly. If we all run around with 500 hp that would explain a lot, especially for the previous "sturdy" classes

- there are ( new ? ) modificators towards dmg vs shields and dmg vs health. If those modificators where for example 0.8/1.5-2 that could also explain the current behavior.

- certain dmg-received-modifiers only get applied for dmg vs shields or not at all. Examples would be the armors (tech, blade etc.) or temporarily effects like reave or the Krogan battle rage.

- the enemies use certain ammunition mods, for example the new phased ammo which would explain videos where shield and health got damaged at the same time.

I'm sure there are other explanations but my suggestion is to try and eliminate those posibilities before we go back to "it's solely the gates".

PS.: sorry for the lengthy post

#532
UpirNoir

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His Guardness wrote...

I'd like to put here some kind of summarisation here and provide some sugesstions and my own experiences.

The Problems:

- the game is perceived as a lot harder than pre Dlc (I'd say pre Dlc because my impression was that it actually got easier after the patch due to certain bug fixes and changes in the way powers work with lag)

- the AI is perceived as changed (more agressive, more accurate)

- health / shield gates are perceived as not working the same way than pre dlc or not working at all in certain circumstances

- there is a perceived disparity in the magnitude of damage against shields and health

ok, now my view on those Problems.

- the game got harder

Absolutely. I've been playing on gold quite regularly pre Dlc and had a quite good rate of extractions (my guess would be around 70-90% over the last two months).  My use of consumeables was low, I even managed sometimes to extract without using a single medi-gel.
Now I can count myself lucky if I see the end of wave 6 on gold let alone an extraction. I've yet to see a single succesful extraction on gold against the Collectors ^^. My useage of consumeables literally skyrocketed in a way that a left over ops pack or medigel can be seen as indication of an extremely succesfull run. (or frustration when I stopped using that stuff because I would be kissing the ground again a second later anyway)

The fact that I too had my share of inexplicable fast deaths or just dropping dead for no apparent reason only added to my frustration so that by know I've gone back to play on silver -.- .

- the AI is perceived as changed (more agressive, more accurate)

The Devs state that there has been no change to the AI. I Don't want to call them liars but I have to admit that my game experience indicates something else.
Let me give an Example with one of our most "beloved" enemy units the Geth Hunter.

Hypothetical situation:

Pre Dlc;  Firebase White, Geth.
Description of the area: L-shaped thin cover on the lower right corner of the map. In front of it, on the left ,a big box + thin cover next to it, the entrance to the building, another pair of thin covers, the stairs/ramp that leads up the landing pad.

Positioning:: Me sitting behind the L-cover, the Geth hunter comes down the ramp cloaked.

Now what did usually happen in this situation ?
The geth hunter would march forward until he either stands directly in front of the cover or he would try to flank said cover in order to shoot/melee me in the back. If left alone he could also try and simply move over the cover.
Assuming that I would aim over the cover in order to shoot things/use powers he would not decloak in order to shoot me before he is well past the big box ( an estimated distance of 1-4m).

The same hypothetical situation post dlc:

The Geth Hunter decloaks much earlier. I've seen them decloak as soon as they reach the bottom of the stairs in order to shoot me. (what they do with surprising accuracy, given the fact that they use a shootgun ^^) Their inclination to actually flank me seems to be much lower.
In fact I've gotten the impression that it depends on your field of vision. If you look at them they decloak pretty early and start shooting, if not they close in and work as they always did.

I don't know about you but to me that looks like a change in AI behavior.
But aside from that singular experience, my take on this is that: the AI got much more agressive, I'd even go as far as relentless. This did go so far that my first impression of the gold games where that the overall gaming speed has increased quite a bit. A probably wrong impression but it was(is) there nevertheless.

- the health / shield gates

As I said before I have also experienced those very fast deaths. I cannot explain them but I can very clearly state that this behavior is new.
I do not have the tools to make an  accurate analysis myself but I have a few comments on the video "proofs" so far:

First of all, if this information is correct and the health/shield-meter is not enirely accurate then all investigation based on information provided by said UI-element is more or less guesswork.
If you cannot trust your basic data you cannot trust any conclusion based on that data.

Secondly, all of the video footage I've seen so far has a slight but important formal fault.
There is no information about the actual fps in the given situations (or if the recording program did record all frames). This information would be rather important for a frame by frame analysis of the given footage.
For example if the footage shows stable 60 fps there where only 6 frames to be considered for the gates on gold.

- the perceived disparity in the magnitude of damage against shields and health

Here, I think, it get's really interesting. Asuming that the Devs are actually right and the gates are working correctly then there are quite a few possibilities what is wrong. (I honestly doubt that the gates really work as intended. I've been one shot far to often for that to be true.)

For example:

- the different health/shield pools  don't get applied correctly. If we all run around with 500 hp that would explain a lot, especially for the previous "sturdy" classes

- there are ( new ? ) modificators towards dmg vs shields and dmg vs health. If those modificators where for example 0.8/1.5-2 that could also explain the current behavior.

- certain dmg-received-modifiers only get applied for dmg vs shields or not at all. Examples would be the armors (tech, blade etc.) or temporarily effects like reave or the Krogan battle rage.

- the enemies use certain ammunition mods, for example the new phased ammo which would explain videos where shield and health got damaged at the same time.

I'm sure there are other explanations but my suggestion is to try and eliminate those posibilities before we go back to "it's solely the gates".

PS.: sorry for the lengthy post

Very good post. Simething like this was probably needed, to clear up the different things being thrown together in here. I only want to add one point.
Difference between heavy hiting sinlge shots and rapidfire. In my experience, those rapidfire guns of the regular mooks are the biggest offenders right now, as I have never before dropped that often and fast to said mooks, while the heavy hitters seem to behave more or less normal to me. The Scion being the big exception, because his cannon just seems to ignore any gates and protection.

#533
ss9876

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BioWare, please look at the telemetry data for non-Collector enemies (and non-Volus players) over a few weeks before the DLC and a few days after. Have the rates of players going down and the rates of durability consumable use increased in those days? I know you guys aren't seeing anything to suggest a change in your tests, but something feels wrong to a lot of players. Maybe the game is just that much harder with Dragoons and functional Geth Drones, and the telemetry data suggests we're over-reacting - or maybe consumable use is disproportionately high and there's something your tests aren't catching.


This is a good point. If there is any doubt that this is a genuine issue, the telemetry data should provide confirmation. Might make sense to analyze this for Reapers as they are the enemy that has changed the least. Even on Silver, I have noticed a lot more deaths and medigel usage following the DLC. I think people are adapting their playstyles to become more cautious, so this effect might be reduced over time. (I haven't noticed a similar problem after other DLCs, so I don't think this effect can be attributed to an influx of inexperienced players or 'mass hysteria'.)

It does 'appear' that the gates saved your life more often prior to the DLC. However, I realise that there may be some other (more subtle) factors in play here. As many have said on this thread, something doesn't feel right.

#534
Reizo Ryuu

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I just took it into a video editor, his shield breaks and exactly at 601ms is when the 4th shot hits.

To add some frame data (which is a tad more inaccurate), it takes almost 17 frames, which translates to ~560ms.
Gates are working fine.

Modifié par Reizo Ryuu, 14 octobre 2012 - 03:46 .


#535
Nitrocuban

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Haha oh wow, I was doing Bronze run Tech Armor only to unlock that challenge.
I think this "bug" or what ever it is hit Bronze the hardest of all. Before it was close to impossible to die on Bronze with a Krogan, now it is not that hard after all.

#536
stayposi1990

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His Guardness wrote...

- the game got harder

Absolutely. I've been playing on gold quite regularly pre Dlc and had a quite good rate of extractions (my guess would be around 70-90% over the last two months).  My use of consumeables was low, I even managed sometimes to extract without using a single medi-gel.
Now I can count myself lucky if I see the end of wave 6 on gold let alone an extraction. I've yet to see a single succesful extraction on gold against the Collectors ^^. My useage of consumeables literally skyrocketed in a way that a left over ops pack or medigel can be seen as indication of an extremely succesfull run. (or frustration when I stopped using that stuff because I would be kissing the ground again a second later anyway)

The fact that I too had my share of inexplicable fast deaths or just dropping dead for no apparent reason only added to my frustration so that by know I've gone back to play on silver -.- .


This is the main thing bugging me. Gold hardly feels fun now. I liked to grind silver for creds with only gear.

This was because I wanted to save all my consumables/medigel for gold, which I would do very well at.
I never had much medigel as it was, because I was also trying to get guns that I liked for gold. 

I can still do silver with only gear, but now I have no ops packs and no thermal clip packs by the end.
I ALWAYS get the 15 revives badge now, even with decent teams.

People started dropping like flies as soon as the DLC came out.

I see a lot of complaints that there is no one to play with on higher difficulties, and yet I also see people telling anyone who is having trouble with the changes to go back to bronze.

That's the most immature, self-defeating mentality I've ever seen, in terms of the community.

If you don't give people a chance to get better, both skill wise and equipment wise, the # of good players is not likely to increase, at least at any beneficial rate.

Bronze isn't really a viable way to get better equipment in any reasonable amount of time.
At least, it wasn't to me when I first started playing. 

If the rewards for each level of play were higher, you can bet I would not be bothered one bit by the changes.

But right now none of the difficulties feel very worth it to me.

I am sure I, personally, will adjust fine. Especially since I just got my Harrier II!!! (MichaelPhelpsSuperSaiyan.jpg)

But I think a lot of new people would rather just drop the game.

#537
rymajn3

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Reizo Ryuu wrote...
Gates are working fine.

Shhh, don't say that. People need to blame something for their deaths.

There's absolutely no difference at all in difficulty. Just new enemies. The only difference is the farmers are now grouped in with everyone else. Before, they were on Glacier or White.

If you have even one decent teammate, Gold is a breeze. If you keep dieing over and over, you're doing something wrong. Stop standing in front of enemy fire and get your flank on.

#538
wes60620

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UpirNoir wrote...

First of all, thanks for the info ! Although I find it strange why we suddenly get cut down by rapidfire mooks (Marauders, Cannibals, Centurions etc) so incredibly fast. Something must have happened since the dlc....


I noticed it also.

#539
Nitrocuban

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What if the change didn´t come with patch nore DLC but weekly balance changes?

#540
LoonySpectre

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I don't know whether it's a shield gate issue, but I don't know where to report this. Been soloing Bronze in London. When I descended the stairs fighting off a Brute and a Cannibal (the latter was shooting me), all of a sudden the message "The team is down, aborting mission" displayed and the failed mission screen appeared when I was still standing. The shields haven't even dropped yet at that point!
I can only speculate that there was a failed sync kill animation from Brute on my volus.

#541
GHOST OF FRUITY

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It's an odd issue and it seems a bit random. The last couple of days the shieldgate thing doesn't seem to have happened as much in the games i've played in. People aren't dying anywhere near as frequently, the shields seem to behave as they usually do. Either that or i'm just adapting to things. It seems to change from day to day, and it's very confusing.

#542
Nitrocuban

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Most people play more defensive and use Stronghold Gear. Yes they adapt. But the game used to be more fun than it is now.

#543
SimJoseph7

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Just to throw in another "what was that?" moment.

Played Cerberus on Rio (can't remember the difficulty setting). I was observing as I was dead and something strange happened. The last person standing was taken down. At that point, the enemy is supposed to "freeze in place" until the last downed player either bled out or used a med-gel.

That "freeze" happened for about 1 to 2 seconds but then a Dragoon from the distance "skated" next to the last man down.

I don't know if it means anything or not but I just thought I would throw that out here.

Joseph

#544
Aytanay

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Qui-Gon Glenn wrote...

@TheLastAwakening: Take cover. What wonderful advice, simp.

I play Gold and Plat. The new challenges convinced me to promote the classes and rebuild.

Bronze and Silver are far more affected by the enemy changes and the AI improvements than Gold or Plat... on Plat you expect a couple times a game of getting roflstomped by a mob and having to gel a couple times to get out of the fray, or even gel & rocket. This can happen on Gold too, especially if you stray to far from the team.

I just played a Bronze match with my lvl 9 Havoc Trooper.... I usually would have gone silver but I wanted to spam his fake charge/nova situation, so I felt bronze would be relaxing and fun. Wave 8, surrounded by a Geth Prime, two Pyro's and a bomber, NO ESCAPE. ON BRONZE.

I am not a rook... look at the manifest. This is garbage, pure and simple. I like my challenge on Gold and Plat, and really it seems mostly the same. Bronze and Silver, on the other hand, the enemies are significantly OP, especially the muthertrucking Scion with his variety of OHK/2HK implements. I expect major nerfs to the enemy for Bronze and Silver, or the devs will basically be kissing off any new players.... Bronze seems to be about like Hardcore Difficulty from the SP, damn near Insanity..... how is this a good introduction to MP?

@Chris: so, from the coding side nothing has changed.... did anyone actually test the game in the various difficulties as you all have said you have done in the past? The Collectors are OP... nothing more to say really... and the Bronze and Silver difficulties with the new AI changes and added new enemies, are broken. Yep, they are actually way too hard.... which makes no sense. I play Gold and Plat anyway, and still do except when I am leveling. Before the patch/DLC, I could often walk into a silver lobby with a level 1 player and score 1st or second on the leaderboard and use maybe 1 ops pack. Silver now is a consumable fest, like gold and plat.... which is silly, as the payoff at the end is nowhere worth the consumables spent.


This is exactly how I feel lately. I used to play bronze to relax, sometimes silver to lvl up characters even though I used to lvl up in gold from lvl 1 and now I'm spending consumables in bronze? Wiping in silver? Something has changed and it is not me.

#545
Nelzeben

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I can't pinpoint what exactly is wrong and it's fairly inconsistent for me, but I played my fair share of Gold matches. I had a pretty good idea of how much more fire I could take without dying. If I died, I knew why.
Now? Sometimes I die pretty much half a second after my shields are gone, even if there's only one Centurion shooting at me. Sometimes I get jerked back to where I was a second ago when I die. Sometimes things seem fine.

Something's different beyond the new units and ridiculous insta-stomps by everything but bosses. I know if I died because I was surprised by a Dragoon sneaking up on me or a Geth bomber, or if I died because a Cannibal at the other side of the map took me down within seconds.

#546
DigitalSoulja_

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I now know for a fact that that this thread is complete horse sh*t. Was just playing as a Kroguard and went from full Heath & Shields to almost dead in one hit from a praetorian. Can we please just fix this problem BW as my fave multiplayer game is becoming less and less fun to play every day..

Modifié par DigitalSoulja_, 14 octobre 2012 - 07:09 .


#547
Reizo Ryuu

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DigitalSoulja_ wrote...

I now know for a fact that that this thread is complete horse sh*t. Was just playing as a Kroguard and went from full Heath & Shields to almost dead in one hit from a praetorian. Can we please just fix this problem BW as my fave multiplayer game is becoming less and less fun to play every day..


BW staff commented that the preatorian beam hits multiple times, VERY VERY GODDAMN FAST, it won't care about your gates...learn2play.

Modifié par Reizo Ryuu, 14 octobre 2012 - 07:11 .


#548
DigitalSoulja_

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Reizo Ryuu wrote...

DigitalSoulja_ wrote...

I now know for a fact that that this thread is complete horse sh*t. Was just playing as a Kroguard and went from full Heath & Shields to almost dead in one hit from a praetorian. Can we please just fix this problem BW as my fave multiplayer game is becoming less and less fun to play every day..


BW staff commented that the preatorian beam hits multiple times, VERY VERY GODDAMN FAST, it won't care about your gates...learn2play.


whatever mush, I know how to play just fine thanks, I can't read every god damn thread on here can I. If that's true then Ok fair enough but we all still now this game has been broken ever since the last dlc. Learn how not to be a dick. 

#549
Reizo Ryuu

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DigitalSoulja_ wrote...

whatever mush, I know how to play just fine thanks, I can't read every god damn thread on here can I. If that's true then Ok fair enough but we all still now this game has been broken ever since the last dlc. Learn how not to be a dick. 


..Did you just insult me?
And no you clearly don't know how to play just fine, since you failed to realised that the praetorian beam is ...a beam just like the prothean particle rifle; beams do constant damage, it's not rocketscience to figure that out.

And no you don't have to read every "thread", but you can at least make some effort to read a couple of pages in this thread; it's considered good etiquette to not just barge in with your false positive statements which just reset the discussion.

#550
MinatheBrat

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Just wanted to throw some of my experiences in there. Was playing with a team last night that I've been stomping around with since March. Gold was no problem for us. We've backed down to silver. At times, -not all the time- it was like none of us could stay up. It was a constant round of dying/reviving on a grand scale. I used alot of consumables. So bizarre.

I also was sync-killed by a Praetorian when I didn't get the animation- and neither did my teammate. It looked to me like I was in cover with my Fury throwing biotics at it, the Praetorian was down the hall to my view. To my teammate he said my character was standing in the hall not moving for a minute. And then I was down, -to my view the the A button came up to mash, but then it dissapeared too and I was out of the round and lurking on the team. Very odd.

Urbynwyldcat wrote...

I love retaliation, but since the dlc I have, on multiple occasions, lost my full shields and health instantly and reduced to tapping A until revived. By instantly I mean that 1 second I'm running along, a split second later I'm down with no intervening attack ever having took place. Is this what everyone is talking about with these 'health gates' ?


This has been my experience and my teammates too. It's especially puzzling for those who play Batarians and Krogans. I tend to play squishier characters, but still...something has definately changed.

I have also noticed my death not being on the killfeed- which is weird too.

hellgate49698 wrote...

Something is happening as far as why enemies are taking down exposed players much quicker then before.

However I don't think it's a shield gate issue as much as multiple enemies firing at your character at the same time. 

So why is this happening? Stomping is the answer. All the enemy facations are now program to home in on fallen characters to go for the kill, even if they are in the middle of fighting someone else. 

Because of this, even if you revive right away, your character is now being targeted by all the enemies on the field. Which then all shoot at your character at the same time... resulting in instant death and healthing being chewed up like it doesn't exist.

That's got to be the answer. Before, enemies weren't program to stomp on characters that quickly, hence the enemies were futher away, but now they're right next to you to try for finishing them. They also couldn't do as much damage to your characters, because the second you went down, enemies priority change to hunting down the other players.

However, now because of the stomp machanic their objective is to kill down players as quickly as possible, hence the lack of health bar when you try to revive.


I have to wonder if this is true. Because it seems like what takes me down are the small mooks- cannibals, assault troopers, marauders. If they've become way more agressive and are constantly shooting immediately at you, then it could chew up your shields and health since they protect you more from "one hit" kills then being shot full of holes by 5 troopers at once.

This would also explain why Bioware's not getting any numbers back on shield mechanic changes. They haven't. They're just being nullified. However, I bet bet bet bet bet that the number of deaths/revives and consumable usage has gone off the charts. I know everyone I've talked to has reported that.

[edit for typos]

Modifié par MinatheBrat, 14 octobre 2012 - 07:30 .