Collectors are bugged - confirmed by bioware
#276
Posté 25 octobre 2012 - 11:14
Brenon, thanks for the further info!
#277
Posté 25 octobre 2012 - 11:15
DaftArbiter wrote...
If this is true, this would explain why Collectors seem so much "harder."
probable due of
a) almost perfect aim of all normal units (trooper and captain), even worse then possessed. they also have faster firerates than any other normal unit.
c) constant spam of husks that do explosive fire damage, and nuke when possesed.
d) constant spam of mosquitos.
e) that goddamn grey flying crab + other units = ownage...
f) all units seem to have insane range (scyons sniping from the other side of the map in Ghost & Giant. same with Captains.
#278
Posté 26 octobre 2012 - 04:28
Modifié par Volkai7, 26 octobre 2012 - 04:32 .
#279
Posté 26 octobre 2012 - 04:37
Modifié par Arctican, 26 octobre 2012 - 04:38 .
#280
Posté 26 octobre 2012 - 04:38
#281
Posté 26 octobre 2012 - 04:42
I look forward to seeing what you guys do with this new information, and hope that soon it won't be like playing the next difficulty up with half the credits when playing Collectors!
#282
Posté 26 octobre 2012 - 04:43
best
support
ever.
Modifié par Tymathee, 26 octobre 2012 - 04:43 .
#283
Posté 26 octobre 2012 - 04:44
#284
Posté 26 octobre 2012 - 04:47
#285
Posté 26 octobre 2012 - 04:50
This is pretty much the sole reason I have completely avoided collectors after trying them like twice since release.
Now I just hope it will be a nice quick fix.
#286
Posté 26 octobre 2012 - 05:04
Wow, thanks for your effort and clarifying it in this thread.corlist wrote...
*Edit* Collector bugs are confirmed
All collector units, possessed or not, take 33.3% less damage from any combo explosion.
Bronze collectors take base damage.
Silver collectors take bronze damage.
Gold collectors take silver damage.
Platinum collectors take less-than-gold damage.
Also, scions cannons are most probably doing 2x more damage than they should. (Whenever a scion shoots a character, 2 instances of the same damage is dealt. This does not bypass protection gates.)
Scions do 2800/4256/5600/6720 damage per shot in the 4 difficulties respectively. (These numbers are already doubled.)
This at least explains, why fighting the Collectors always felt harder compared to the other factions. I always said, that if Bronze is difficulty level 1 and silver 2 and gold 3 and platinum 4, then collectors on Silver felt like 2.5 and on gold like 3.5.
It also explains why one second of getting hit by the Scion is usually enough to instantly down you.
I hope they can fix it through balance changes and that we don't have to wait until the next patch is released which would probably be some time in 2013...
Again THANK YOU for your effort !!!
#287
Posté 26 octobre 2012 - 05:11
#288
Posté 26 octobre 2012 - 05:25
#289
Posté 26 octobre 2012 - 05:35
corlist wrote...
Julian Skies wrote...
I think that what he means based off the Ravager's cannons is that it's likely that the code for the Scion's cannon is an adjusted copy/paste of the Ravager's cannon code, meaning they have like 90% of the same behaviour, save the on-hit damage effect and skin effect of the bullet.
The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.
...
How did you know this? is it in the clientside data that the balance changes modify?
Also what tools did you use to watch the memory and what kind of searches did you use to find the health values for specific enemies?
#290
Posté 26 octobre 2012 - 05:39
glad the community was able to give the proper feedback to have this looked into.
even though, the challenge is fun.
#291
Posté 27 octobre 2012 - 04:40
Modifié par Star fury, 27 octobre 2012 - 04:45 .
#292
Posté 27 octobre 2012 - 04:45
#293
Posté 27 octobre 2012 - 08:41
#294
Posté 27 octobre 2012 - 08:42
#295
Posté 27 octobre 2012 - 08:50
Modifié par Arppis, 27 octobre 2012 - 08:50 .
#296
Posté 27 octobre 2012 - 09:00
#297
Posté 27 octobre 2012 - 09:13
#298
Posté 27 octobre 2012 - 09:21
#299
Posté 27 octobre 2012 - 09:23
ryanshowseason3 wrote...
corlist wrote...
Julian Skies wrote...
I think that what he means based off the Ravager's cannons is that it's likely that the code for the Scion's cannon is an adjusted copy/paste of the Ravager's cannon code, meaning they have like 90% of the same behaviour, save the on-hit damage effect and skin effect of the bullet.
The ravager's cannons are functionally identical to the scion's with the exception that the scion's cannons also apply an effect which prevents regeneration. This effect may be the culprit behind the doubled damage.
...
How did you know this? is it in the clientside data that the balance changes modify?
Also what tools did you use to watch the memory and what kind of searches did you use to find the health values for specific enemies?
The delayed regeneration is visible enough in-game. A Scion will take down your shields, lob grenades at you, and take you down after you run from it. Normally, your shields will have gone up to at least 40%, but with the DOT effect, you are almost guaranteed to go down if there are other enemies present.
#300
Posté 27 octobre 2012 - 09:30




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