Health and Shield Gates
#576
Posté 14 octobre 2012 - 11:27
One burst from just about any enemy breaks your shield and the next burst takes you down to your health gate and since the enemies with burst-fire come at you in groups of 3 or more you will go down fast on any difficulty.
I've been using the Shield Booster gear all week and it helps alot so how about raising every character shield by something like 300 points or lowering the enemy's damage for a week and see if anything changes.
#577
Posté 15 octobre 2012 - 12:31
Geth Prime was only enemy on map. Its drone and turrets were both in the rotunda, having gotten seperated from the Prime. Ran up and attempted to Havoc Strike it.
First siege pulse reduced shield by about a third. Second hit claim 50% of my health doing nothing to the shield. 3rd hit kills me.
Normal this isn't.
Why? Because it worked normally a few minutes later IN THE SAME MATCH.
Modifié par JaimasOfRaxis, 15 octobre 2012 - 12:43 .
#578
Posté 15 octobre 2012 - 12:36
#579
Posté 15 octobre 2012 - 12:53
Modifié par ParanoidDrone, 15 octobre 2012 - 12:56 .
#580
Posté 15 octobre 2012 - 01:11
#581
Posté 15 octobre 2012 - 01:45
ive been getting one shot by atlus and banshees on my geth infiltrator when i solo bronze for weapon masteriesEric Fagnan wrote...
E71 wrote...
Is there even a point to 0.01 seconds? I mean, come on...
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.
#582
Posté 15 octobre 2012 - 02:17
kingvenom41392 wrote...
ive been getting one shot by atlus and banshees on my geth infiltrator when i solo bronze for weapon masteriesEric Fagnan wrote...
E71 wrote...
Is there even a point to 0.01 seconds? I mean, come on...
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.
So has one of my fellow KRO TEAMers.
#583
Posté 15 octobre 2012 - 02:32
#584
Posté 15 octobre 2012 - 03:05
ive stim packed in a sticky situation, and been 1 shotted
but an a geth rocket trooper.
Ive also noticed it happening after Ops packing. But i think
i remember this happening pre-patch. i dunno, just contributing
my experience so we can nail it down, but i believe it has to do
with regeneration
#585
Posté 15 octobre 2012 - 03:14
#586
Posté 15 octobre 2012 - 06:34
Atlas missile and Banshee's ball of space magic have DoT effect. Health gate can't help you agains thatJaimasOfRaxis wrote...
kingvenom41392 wrote...
ive been getting one shot by atlus and banshees on my geth infiltrator when i solo bronze for weapon masteriesEric Fagnan wrote...
E71 wrote...
Is there even a point to 0.01 seconds? I mean, come on...
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.
So has one of my fellow KRO TEAMers.
#587
Posté 15 octobre 2012 - 07:59
I have to agree that something has changed. I normally play engineers and they are often specced as 66644 or 66653. Before the patch/DLC I could play Bronze and Silver using the Omnitools gear and rarely died. Now I have to use Stronghold or I'm dead all the time. My strategy has not changed.
(I used to only use Stronghold on Gold or Reaper Silver)
Have the spawn compositions changed? That could create a semblance of difficulty rise, due to increased Grenadiers being spawned by the opposition.
The irony of it all is the Reapers are now the easier faction to kill...and the Collectors play as if they are one level higher than the setting. Bronze Collector is more difficult than Reaper Silver.
Modifié par john-in-france, 15 octobre 2012 - 08:00 .
#588
Posté 15 octobre 2012 - 08:27
Furthermore, I was using my Destroyer on the prior weekend, but he felt lacking. After the DLC I promoted the class (to accumulate points for the challenges as well as respec) and set him up specifically for shields and weapon damage, opting out of the multi-frag power entirely. Having done so, I've done much better in matches with this character, consistently taking top spots in Silver even when coming late in the round, but have, despite this, felt more frequently frustrated. So, I wasn't having a 'bad day', I've been having what are, on paper, 'good days', but have not enjoyed them. I don't know if it's a shield/health gate issue, I don't think it's the new enemies (they do tend to execute MUCH more frequently in my opinion, though), but something is off.
My friend doesn't look at forums or look stuff up about the game, but tends to do very well in higher difficulty matches than I do and he's about ready to quit because of a marked change in the way the game works.
#589
Posté 15 octobre 2012 - 08:36
bd2eazy wrote...
seems like after a regen of shields this bug happens.
ive stim packed in a sticky situation, and been 1 shotted
but an a geth rocket trooper.
The gates have a cooldown of about 3 or 4 secs IIRC. If you benefited from them during that time frame they won't save you again from heavy hits.
#590
Posté 15 octobre 2012 - 10:24
So something is definitely going on. You almost get killed now by just leaning out of cover to use grenades or biotics wtf
#591
Posté 15 octobre 2012 - 10:50
As much as I like to play the Vanguard I would also ask for a roll back of the host/client logic should that indeed be the source of the problem. I'd rather refrain from playing the Vanguard off-host again than suffering more from the weird "drop dead without any visible reason" mechanic that is happening since the patch/DLC.Dama733 wrote...
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.
[...]
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.
If this is the case and IF it is the cause of all the problems then we're going to have to ask ourselves, do we ask BW to roll back the changes and live with the Vanguard glitch or have no glitch and keep dying ridiculously easily.
I'd rather fly above the map than keep dropping dead instantly just because the hosts game said I took a deadly hit that I didn’t on my screen.
#592
Posté 15 octobre 2012 - 10:50
I've had a few experiences of just suddenly going down with no warning - No shield breaking/bleedout effect, just straight down unexpectedly. I couldn't even tell who/what had shot me, it's happened a good 6-7 times over the weekend, both against larger groups of enemies and against a single enemy, so I'm pretty certain it's not just the effect of simultaneous rapid fire weapons.
#593
Posté 15 octobre 2012 - 11:17
#594
Posté 15 octobre 2012 - 11:37
And since hosts are facing this as well and you guys cant seem to find the reason behind this in the recent patch and DLC, maybe it had something to do with the recent weekly balance changes.
#595
Posté 15 octobre 2012 - 11:49
#596
Posté 15 octobre 2012 - 12:04
In game terms, these events COULD have been happening at the same rate all along, but now that we as a crowd are looking for them, each and every one becomes a "nail in the coffin" proving that something has changed. Meanwhile we're discarding the statistical evidence of all the times the gates DO work properly.
I'm not saying nothing's going on, and I'm no longer saying something IS. Most of what we've got is gut feeling, which can be manipulated by an awful lot of factors. So... we need to take all of this with a grain of salt. At this time Eric says there's no code change that should be responsible for what we think we're seeing. We need to mentally be neutral on this.
#597
Posté 15 octobre 2012 - 12:21
ArmpitOdor2 wrote...
The thing is that we COULD be just looking at confirmation bias. One of the ways the human mind works is that when you have an idea, you start underlining data points that support your idea while discarding data points that don't. A quick summary on this... two people with opposing political views can read the same (neutral) article regarding a hot-button topic and can both come out with the opinion the article support their views.
In game terms, these events COULD have been happening at the same rate all along, but now that we as a crowd are looking for them, each and every one becomes a "nail in the coffin" proving that something has changed. Meanwhile we're discarding the statistical evidence of all the times the gates DO work properly.
I'm not saying nothing's going on, and I'm no longer saying something IS. Most of what we've got is gut feeling, which can be manipulated by an awful lot of factors. So... we need to take all of this with a grain of salt. At this time Eric says there's no code change that should be responsible for what we think we're seeing. We need to mentally be neutral on this.
I think many of people have now come to the conclusion that the gates are working but there is still a problem. That problem looks to be associated with the Vanguard glitch fix and that hosts now work out most of the calculations and any lag is causing a delay between what the host is calculating and what the player is experiencing, resulting in apparent 1 hit kills and invisible stomps.
Modifié par Anagorrax, 15 octobre 2012 - 12:27 .
#598
Posté 15 octobre 2012 - 12:32
I completely understand the difficulty to find the source of the problem with all those contradicting statements.Chris Schanche wrote...
There's a lot of conflicting information in this thread, some people seem to think it's health gate only, some both, some that there isn't an issue and some that there is. We're still keeping an eye on all cases as we play this weekend, but as I've said before, I ran checks against this without this patch, then without the previous patch, then without the patch before that, and the gate timer was the same across the board.
We're not dismissing these concerns, but Eric spent a lot of time going through everything we changed in this patch that could have touched this and couldn't find anything, and I still can't see any evidence that these gates don't work the way they do before the patch.
I also acknowledge that tracking down this bug will probably be more complicated than dealing with the Vanguard Glitch.
Nonetheless one thing is quite sure: something has changed!
According to my N7HQ I alone have played over 500 hours ME3 Multiplayer. And I usually play with people having twice or even thrice the amount of my N7 rank, so accordingly they have played a lot more hours than I have.
And we all agree that the mechanics of losing shield/health or dying definitely have changed.
In addition I know players capable of soloing Platinum (unfortunately I personally - despite the many games I've played - am not good enough to do that). And when they say they need to use a lot more medi-gel since the patch/DLC even on Gold difficulty than they used to before the patch (yes, also against reapers, the problem is not only based on the new Collector faction), then it is quite unlikely that they all got much worse players at exactly the same time and in addition having the time coincide with the time the new patch and DLC were released.
So please keep looking until you can find the source of the problem.
It would be highly appreciated if those mechanics could be reversed to the way they were before the latest patch/DLC, especially since you stated that there was no intent to change anything, so we are not talking about deliberate balance changes that people want to have rolled back.
Anyhow, thanks for keeping up the de-bugging and supporting your fan base and especially thanks for communicating back in this thread! It is very much appreciated.
Modifié par Tronar, 15 octobre 2012 - 02:09 .
#599
Posté 15 octobre 2012 - 12:59
#600
Posté 15 octobre 2012 - 01:04
They're indeed working, because single shot enemies can't kill you with 1 shot, but all the enemies with rapid fire weapons simply don't care about gates.
On Gold/Platinum, gates are useless vs burst fire enemies. They should at least absorb the damage of all the bullets of the bursts triggering the gates for them to be useful, not just the damage of those in the 0.1 - 0.01 frames. Especially if they come from multiple enemies at once.





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