Omega bug: Biotic Charge = Instant death
#1
Posté 29 novembre 2012 - 09:42
#2
Posté 29 novembre 2012 - 10:51
Modifié par Anksara, 29 novembre 2012 - 10:52 .
#3
Posté 29 novembre 2012 - 11:37
#4
Posté 29 novembre 2012 - 11:53
#5
Posté 29 novembre 2012 - 12:23
// I thought it was the robot's instant kill.(what the robot's name? Didn't remember.)
#6
Posté 29 novembre 2012 - 12:27
// I thought it was the robot's instant kill.(what the robot's name? Didn't remember.)
Rampart Mech? I don't remember mechs there... (there were troopers, centurions, nemesis and phantoms)
#7
Posté 29 novembre 2012 - 12:35
Nero Narmeril wrote...
// I thought it was the robot's instant kill.(what the robot's name? Didn't remember.)
Rampart Mech? I don't remember mechs there... (there were troopers, centurions, nemesis and phantoms)
Yeah, I remember my shep floating near one of them before the charge, then an unexpected death occured.
#8
Posté 29 novembre 2012 - 12:41
#9
Posté 30 novembre 2012 - 07:00
#10
Posté 30 novembre 2012 - 08:22
#11
Posté 04 novembre 2013 - 06:04
#12
Posté 30 novembre 2013 - 06:04
#13
Posté 11 janvier 2014 - 09:57
#14
Posté 27 janvier 2014 - 02:03
#15
Posté 27 janvier 2014 - 03:15
#16
Posté 27 janvier 2014 - 06:34
NeroonWilliams wrote...
For some reason, the game WILL not let you cross the gap down the center in this section with Charge. I think it has to do with the supposed "great height" that we are at. Once I crossed over that gap, I was free to Charge away IIRC (so long as I didn't Charge over the gap).
Could you please elaborate on this "gap down the center?" I would very much like to be able to Charge there if possible, but I hate mission failed screens. (The real penalty for dieing in a video game is the loading screen you have to suffer through!)
#17
Posté 27 janvier 2014 - 06:43
Rannoch and the Normandy dock in Citadel DLC have spots like this.
#18
Posté 27 janvier 2014 - 08:08
cap and gown wrote...
NeroonWilliams wrote...
For some reason, the game WILL not let you cross the gap down the center in this section with Charge. I think it has to do with the supposed "great height" that we are at. Once I crossed over that gap, I was free to Charge away IIRC (so long as I didn't Charge over the gap).
Could you please elaborate on this "gap down the center?" I would very much like to be able to Charge there if possible, but I hate mission failed screens. (The real penalty for dieing in a video game is the loading screen you have to suffer through!)
Just as you are entering the bridge, Nyreen mentions "I hope you don't have a problem with heights" (or something to that effect). There are two gangways that run the length of the level with a couple of walkways in between them. because of an obstruction, you must cross over to the far one before proceeding to the door. I may be wrong about remembering being able to Charge FORWARD ONLY once I got to the other side, but definitely Charging from one gangway to the other will result in death (I'm assuming because of the "great height") sort of like falling through a Singularity on the Skyway way back on Feros.
#19
Posté 27 janvier 2014 - 12:39
#20
Posté 27 janvier 2014 - 01:04
#21
Posté 27 janvier 2014 - 01:08
#22
Posté 27 janvier 2014 - 01:40
Modifié par AlexMBrennan, 27 janvier 2014 - 01:41 .
#23
Posté 27 janvier 2014 - 02:31
Cakcedny wrote...
Nero Narmeril wrote...
// I thought it was the robot's instant kill.(what the robot's name? Didn't remember.)
Rampart Mech? I don't remember mechs there... (there were troopers, centurions, nemesis and phantoms)
Yeah, I remember my shep floating near one of them before the charge, then an unexpected death occured.
The Mech doesn't have a Insta-kill...
Not that I even saw one, TBH.
Also @OP: For me, it's a known Bug. Here are the details:
The Catwalks
will be a medkit immediately on your right as you exit onto the
catwalks leading directly to the Talon outpost entrance. There's also
some salvage (1500 credits) in front of the burning gap in the catwalks.
A shuttle will drop off Cerberus troops behind a smokescreen on the
catwalks, followed by two Phantoms, then Centurions, Troopers, and some
Nemeses. The Hydra missile launcher from earlier will come in handy to
quickly end the fight against the Phantoms. Tip:
Don't fire your missile launcher at the first sign of Cerberus - the
Phantoms drop in from above a bit after the first shuttle of enemies
arrive, so save the missile for them.
Warning: If playing Vanguard, it is prudent to limit usage of Biotic Charge in this section as executing it improperly WILL cause Shepard to die even with full health and shields.
it seems this triggers because of the bottomless pit below and the
numerous open holes to that pit. those are instant kill areas - other
maps also have bottomless pits, it's just that they're more or less
"sealed" (e.g. human-reaper area)
unlike here and can't be reached normally aside from outrageous
glitching or manual location manipulation. here's what i've determined
so far:
- don't charge if the path intersects an open hole: between the
catwalk lanes (actually you can, just don't do it "diagonally". do it at
right angles as if you cross normally by running+jumping). - don't charge if the target's jumping toward the other side
- don't charge if the target's too far (even more so if they're
phantoms since they move fast and can throw off the charge path
significantly)
chances of failure so it's best to err on the side of caution.
- If I caused a perfectly timed Biotic Explosion with the charge, I'd land on the catwalk normally.
- If I caused a Tech/Biotic Explosion with the charge, I'd die.
- If the enemy was airborne (by Singularity, Push, Pull, Lift or Explosion), I'd die.
- If I timed it so the enemy had just taken a hit that staggered
them and they were right in the middle of the "stagger" animation, the
results were mixed and I'd either land on the catwalk normally or I'd
die (I couldn't figured out if it was due to the animation sequence
itself or just random chance).





Retour en haut






