ATTN: Bioware: Healthgate is NOT working fine. (Video proof again).
#26
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 11:58
Guest_Lord_Sirian_*
#27
Posté 16 octobre 2012 - 12:00
Lord_Sirian wrote...
It was 1 shot - shields down, next shot, dead.
There was no people's elbow. I would know. I was playing.
It seems like you're getting shot from two enemies:

But even if this is the case and another enemy took you to healthgate before that Hunter killed you, we should be able to see that 0.1s - especially in slow-motion.
Modifié par spudspot, 16 octobre 2012 - 12:01 .
#28
Posté 16 octobre 2012 - 12:01
To fix the problem all they need do is make it 0.5 right across the board on all difficulties. This would not effect balance in any negative form at all and it wouldn't altar the difficulty because an enemy can simply shoot you again 0.5 of a second later to drop you.
#29
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:03
Guest_Lord_Sirian_*
#30
Posté 16 octobre 2012 - 12:06
I changed my gamestyle because of this problem, so this problem makes us all better
So please biower xD plz
#31
Posté 16 octobre 2012 - 12:07
Lord_Sirian wrote...
On Gold I believe it is supposed to be 0.1. Either way I did NOT get the stoppage of damage at the minimum health. I just went straight from 3 bars to dead.
At how many FPS was this recorded? Doesn't matter that much if it's above 30, because then you should have recorded at least one frame where you are at healthgate. I couldn't find that frame on youtube. I assume it isn't there in your original video either?
In other words, could you post the intervall between you being alive and dead frame by frame? (Or rather your healthbar, to keep things small.
Modifié par spudspot, 16 octobre 2012 - 12:11 .
#32
Posté 16 octobre 2012 - 12:07
#33
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:11
Guest_Lord_Sirian_*
spudspot wrote...
Lord_Sirian wrote...
On Gold I believe it is supposed to be 0.1. Either way I did NOT get the stoppage of damage at the minimum health. I just went straight from 3 bars to dead.
At how many FPS was this recorded? Doesn't matter that much if it's above 30, because then you should have recorded at least one frame where you are at healthgate. I couldn't find that frame on youtube. I assume it isn't there in your original video either?
In other words, could you post the intervall between you being alive and dead frame by frame?
Nope it is not there and I've gone thru frame by frame. Fraps is set to record @ 60 FPS.
#34
Posté 16 octobre 2012 - 12:12
Not true if the cooldowns for the gate trigger when they are broken.Lord_Sirian wrote...
JestersShade wrote...
Something is missing in your video to clearly say that healthgate is broken.
As stated by a Bioware dev (http://social.biowar.../index/14478691), once it's been "used", you have a 4 seconds "cooldown".
Your video would prove it to be broken if you could be a 100% sure that before the final shot, you had not been in danger for at least 4 seconds.
I'm not saying you're wrong, I'm just saying that your video isn't complete and, as is, doesn't prove that healthgate/shieldgate are broken.
Healthgate has a SHORTER cooldown than shieldgate. This makes it literally IMPOSSIBLE for shieldgate to work (which it did in the video) and healthgate not to.Savvy?
You could take small arms fire that prevents your shield from regenerating until the shield gate cooldown is over, then hit healthgate, then have shields restore. At this point you would have shields, with shieldgate intact, and still have the cooldown on the healthgate. The only scenario that would make this always true is if the shield recharge delay was longer than the healthgate cooldown.
Note: not saying that this is what happens in the video, just pointing out that your reasoning may be faulty.
#35
Posté 16 octobre 2012 - 12:13
CaptainTeabag wrote...
The problem lies within the Healthgate/Shieldgate duration. On Silver and Bronze it lasts for around 0.5 of a second. On Gold/platinum is said to last only 0.01 / 0.02 (so fast the eye can not see it - even in slow mo).
To fix the problem all they need do is make it 0.5 right across the board on all difficulties. This would not effect balance in any negative form at all and it wouldn't altar the difficulty because an enemy can simply shoot you again 0.5 of a second later to drop you.
In order to get the health gate/ shield gate facts right I'll post here something from
http://social.biowar...14478691-1.html
there, one of the devs stated the following:
Eric Fagnan wrote...
We have been investigating claims
that the health and shield gates are not working properly. After some
initial testing, we can confirm that both gates are working correctly,
but we will continue to investigate whether there are edge cases that
cause them to not work in some situations.
With that said, below
is a brief explanation of how the gates work and some factors that could
make it appear like they are not working.
We have two damage
gates in the game. When your shields hit zero, for a small duration you
become invulnerable to damage preventing any health damage from taking
place. Similarly, when your health gets below 5% you become invulnerable
to damage for a short time. The duration of these gates change based on
difficulty and they are listed below:
- Bronze 0.5 seconds
- Silver 0.25 seconds
- Gold 0.1 seconds
- Platinum 0.01 seconds
There
is also a cooldown on both gate mechanics, preventing you from becoming
invulnerable too often. You can only get the benefits of the shield
gate once every 4 seconds, and once every 3 seconds for the health gate.
This means that if your shields hit zero on Bronze, for example, you
become invulnerable for 0.5 seconds, but if your shields get restored
through a Geth Turret, a Volus Shield Boost, Stim Pack, or some other
means, and your shields go down again after the 0.5 second window and
within 4 seconds you will not get a second window of invulnerability.
None of the health and shield gate values or mechanics have changed since we shipped the game.
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
Some
of our new abilities, like the Volus Shield Boost (on the caster only),
and Stim Pack, make the player invulnerable for a short duration after
the cast, but this is separate from the shield gate mechanic.
#36
Posté 16 octobre 2012 - 12:13
I have a very aggressive play style. I love to play roles where I am out in the open, drawing fire and aggro. Even on Platinum I forgo cover. As anyone who plays the same knows, you learn to work your gates pretty well in this role.
Over the last week, I have not played a single class other than the new Turians, and my reliance on Stim Packs has really made me familiar with that gate cool down, to the point where I know 100% of the time whether I can expect the gates to function and when they'll be absent.
Your video clearly shows the gates working, but the opposite may not be true. We can't see if you had just recovered from damage, and we can't see if a Trooper is shooting you alongside the Hunter. It's inconclusive.
This game has become significantly more difficult lately. I think people are just to quick to look for something to blame.
#37
Posté 16 octobre 2012 - 12:13
Lord_Sirian wrote...
Nope it is not there and I've gone thru frame by frame. Fraps is set to record @ 60 FPS.
Ok, in that case there should be ~6 frames showing you're at healthgate.
On the topic of cooldowns causing that problem: While this might explain the shieldgate being gone very well, I'm having trouble explaining missing healthgate with it, simply because for that to be the case you'd have to get away from an attack with only healthgate left. This is what aches me, in the past I often got away with only that last sliver of health, now I almost always go down if I take fire without shields...
Modifié par spudspot, 16 octobre 2012 - 12:18 .
#38
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:14
Guest_Lord_Sirian_*
killacwalka3 wrote...
Not true if the cooldowns for the gate trigger when they are broken.Lord_Sirian wrote...
JestersShade wrote...
Something is missing in your video to clearly say that healthgate is broken.
As stated by a Bioware dev (http://social.biowar.../index/14478691), once it's been "used", you have a 4 seconds "cooldown".
Your video would prove it to be broken if you could be a 100% sure that before the final shot, you had not been in danger for at least 4 seconds.
I'm not saying you're wrong, I'm just saying that your video isn't complete and, as is, doesn't prove that healthgate/shieldgate are broken.
Healthgate has a SHORTER cooldown than shieldgate. This makes it literally IMPOSSIBLE for shieldgate to work (which it did in the video) and healthgate not to.Savvy?
You could take small arms fire that prevents your shield from regenerating until the shield gate cooldown is over, then hit healthgate, then have shields restore. At this point you would have shields, with shieldgate intact, and still have the cooldown on the healthgate. The only scenario that would make this always true is if the shield recharge delay was longer than the healthgate cooldown.
Note: not saying that this is what happens in the video, just pointing out that your reasoning may be faulty.
That's true but clearly not what happens in the video. And not what was happening while I was playing.
Context matters, people.
#39
Posté 16 octobre 2012 - 12:17
#40
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:19
Guest_Lord_Sirian_*
Distilled Poison wrote...
I'm going to have to disagree with the notion that gates aren't working properly, and I say this as a person who experiences gate bypasses quite often. Let me explain.
I have a very aggressive play style. I love to play roles where I am out in the open, drawing fire and aggro. Even on Platinum I forgo cover. As anyone who plays the same knows, you learn to work your gates pretty well in this role.
Over the last week, I have not played a single class other than the new Turians, and my reliance on Stim Packs has really made me familiar with that gate cool down, to the point where I know 100% of the time whether I can expect the gates to function and when they'll be absent.
Your video clearly shows the gates working, but the opposite may not be true. We can't see if you had just recovered from damage, and we can't see if a Trooper is shooting you alongside the Hunter. It's inconclusive.
This game has become significantly more difficult lately. I think people are just to quick to look for something to blame.
Wrong wrong and wrong. Try reading the rest of the thread. Again, I KNOW how the gate mechanics work. I WAS THE ONE PLAYING. I KNOW WHAT HAPPENED JUST BEFORE I GOT KILLED. I had not had a shield or healthgate in the last 30 seconds, much less the last 4.
I have whole video recorded and just checked.
#41
Posté 16 octobre 2012 - 12:19
#42
Posté 16 octobre 2012 - 12:23
Any way we can get the 60 FPS video, OP?
Modifié par count_4, 16 octobre 2012 - 12:24 .
#43
Posté 16 octobre 2012 - 12:23
#44
Posté 16 octobre 2012 - 12:25
#45
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:27
Guest_Lord_Sirian_*
count_4 wrote...
Well, the video has 30 FPS and the time from the beginning of the health dropdown to death is 3 frames - 0.13s worst case and enough to hide the healthgate.
Any way we can get the 60 FPS video, OP?
Nope. You could just trust me though I guess. I have no agenda here apart from showing Bioware that there is something wrong. Why would I go to the trouble of hiding the fact that there really WAS a healthgate?
I have reviewed the 60 FPS video FRAME BY FRAME and my health goes from 3 bars to completely depleted instantly.
No healthgate. If you choose not to believe me, that's on you.
#46
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:28
Guest_Lord_Sirian_*
fondy14 wrote...
Yes thank you for posting that. I have been thinking they don't work esp when my QFI dies instantly after shields drop, from a trooper on silver. I have been playing other classes and characters since the challenge, and have noticed something weird it seams to work better on some characters than others, for example my FQI dies almost instantly on silver but SI seams to be more robust, neither of them have any points in fitness and the have the same health/shields 500/600, and no I did not use consumables or gear with shield modifier. I would be very grateful if some one could explain this to me. Lord_Sirian always enjoy your posts, I have learned a far bit from them.
Thanks.
#47
Posté 16 octobre 2012 - 12:32
dont post much, mostly read.Lord_Sirian wrote...
fondy14 wrote...
Yes thank you for posting that. I have been thinking they don't work esp when my QFI dies instantly after shields drop, from a trooper on silver. I have been playing other classes and characters since the challenge, and have noticed something weird it seams to work better on some characters than others, for example my FQI dies almost instantly on silver but SI seams to be more robust, neither of them have any points in fitness and the have the same health/shields 500/600, and no I did not use consumables or gear with shield modifier. I would be very grateful if some one could explain this to me. Lord_Sirian always enjoy your posts, I have learned a far bit from them.
Thanks.Didn't realise I was so internet-famous. And I can't say I've seen you post a great deal.
#48
Posté 16 octobre 2012 - 12:32
#49
Posté 16 octobre 2012 - 12:33
#50
Guest_Lord_Sirian_*
Posté 16 octobre 2012 - 12:34
Guest_Lord_Sirian_*
Ramsutin wrote...
May I ask, why can't we see the full vid?
Because the full vid is 20 minutes long. I could upload it if you like, but it won't be 60 FPS. And it will take me like 20 hours to upload.
I COULD (and might) upload the preceding 30 seconds just to prove that I had not been gated in the previous 4 seconds. But only if people keep calling me a liar or implying that I am one. I hope I do not have to resort to that. Uploading is a huge pain for me.





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