Let's build a FAQ
#126
Posté 13 février 2013 - 06:03
If I promote a character that I needed an unlock card to unlock (a Turian Sentinel, for example), do I need to buy packs again until I re-ulock it, or will it stay unlocked?
I have only promoted a character once through my 300+ games and really never promote because I was always under the assumption that characters would re-lock (and I never saw the point of promoting other than to be an N7 elitist). With my picking up the game again, however, I want to rise through the ranks again simply to have something to do. So can I promote without fear? I don't want to lose access to my favorite character.
#127
Posté 13 février 2013 - 06:07
#128
Posté 13 février 2013 - 06:17
The characters will stay unlocked when you promote them. The classes character level will be set back to 1, but that's the onlything that happens, well that and you then get to reassign you powers when you level them- and the rest of the class -up.AnAverageGamer wrote...
If I promote a character that I needed an unlock card to unlock (a Turian Sentinel, for example), do I need to buy packs again until I re-ulock it, or will it stay unlocked?
Yeah, well you get away from the line of fire before you get shot to death, and by the way the Geth don't actually have sync kills, yes it might seem so, but beith stunned and being sync killed is way a different thing.Ryquist wrote...
How do I avoid sync kills from geth primes?
Modifié par Jarno Mikkola, 13 février 2013 - 06:20 .
#129
Posté 13 février 2013 - 06:22
Jarno Mikkola wrote...
The characters will stay unlocked when you promote them. The classes character level will be set back to 1, but that's the onlything that happens, well that and you then get to reassign you powers when you level them- and the rest of the class -up.
That's good news. Thanks!
#130
Posté 13 février 2013 - 11:27
#131
Posté 13 février 2013 - 11:45
Why can't I grab this enemy?
I just killed a Ravager, and now my health wont stop draining! What's going on?
#132
Posté 13 février 2013 - 12:25
How about....
"I'm stuck at the main menu and the message 'Connecting to EA Servers' won't go away and I can't access the multiplayer part of the game. What do I do?"
I've had this problem since day one. The only fix, known to me is to turn off my router/remove the network adapter before I start the game. Not a huge problem but surely there must be some other way around this?
#133
Posté 13 février 2013 - 02:22
EvanKester wrote...
>What are objective waves, how do they work?
>How many waves are in a match?
This.
And maybe:
What happens when the host leaves in the middle of the game?
A squad member went down. How can I help?
#134
Posté 13 février 2013 - 02:43
A: EA is greedy and wants us to have something in the way of your unlocks in the random number generator lottery store system so you will spend more cash trying to get what you want if you're a gambling addict.
#135
Posté 13 février 2013 - 03:59
A: Because, **** you. That's why.
#136
Posté 13 février 2013 - 04:11
#137
Posté 13 février 2013 - 05:27
The first with big basic general questions like how do I unlock new classes, how do I level up my character, what's the difference between xp and credits, simple stuff for new people.
The second with a more in-depth FAQ that would probably be better maintained by the community, but stickied by a moderator addressing game mechanics issues. Some members of the community could perhaps begin to compile information from other threads that appear often.
In both cases, as new information is added, it should be placed in a neat fashion in the first post of the thread. This thread should have a list of questions and answers already suggested edited into the first post so that people can discuss those further and perhaps spur discussion, as things are a little messy at the moment.
#138
Posté 13 février 2013 - 10:54
#139
Posté 14 février 2013 - 12:41
.458 wrote...
... loss of connection to EA means being kicked from a game. In the majority of cases, loss of connection is between a host and an off-host.
You sure about this? Never checked (since I rarely lead except by accident): so does the "leader" of the game have an option to kick a player after the game has started? At any point during the game?
I'll have to check this out. Means I've been kicked more times than I realized
#140
Posté 14 février 2013 - 08:38
A: [Insert link to game mechanics thread] — Armored enemies have different damage mechanics from regular enemies, and depending on difficulty level suffer reduced damage for each separate "bullet" that hits them.
Q: My Collector Sniper Rifle and Particle Rifle don't seem to do much damage to armor either, but they don't fire bullets! What's going on?
A: Weapons that fire a beam, like the Particle Rifle, actually function like regular bullet shooting guns with a very high rate of fire, and have their damage reduced for each hit, even during continuous fire.
Q: I'm using the Shredder Mod on my Geth Plasma Shotgun, but I can't shoot through a Guardian's shield most of the time. Why is that?
A: Some weapons, like the Geth Plasma Shotgun, fire "projectiles" that function a little differently from the bullets and beams fired by most weapons. These projectiles are similar to powers like Throw or Concussive Shot, and cannot penetrate cover for any distance. They can still slip around the shield or through the "mail slot". These weapons also ignore the defensive properties of armor, and can bypass the "Shield Gate" effect present on most difficulties. This is a complete list of projectile firing guns:
[Insert list]
These weapons do not benefit in any way from bonuses to Penetration or Armor Piercing.
Q: Will equipping a High-Velocity Barrel and a Piercing Mod on my Geth Pulse Rifle make it do extra damage to armor?
A: Yes and no. The weapon will no longer suffer from the damage reduction effects from Armor. However, it will not be able to any more damage to armor than it would to any other resistances (like Health). Equipping a High-Velocity Barrel and a Piercing Mod together will not do significantly more damage than a High-Velocity Barrel alone, as the difference is only 10% of the armor's damage reduction. On Gold, a High-Velocity Barrel reduces the armor damage reduction to 5 damage per bullet on its own.
#141
Posté 14 février 2013 - 09:53
Let's do this nerd style!
{
if
(Wave_number=5, 9 or 10 and about_to_bleedout=true or
Wave_number>=3 and Alive_teammates=0 or
Teammates_request=true or
Wave_number>7 and team_capability=weak or
Wave_number>7 and medigel_remaining>=4)
then medigel=1;
else medigel=0
}
Modifié par Megakoresh, 14 février 2013 - 09:58 .
#142
Posté 14 février 2013 - 02:38
All those FAQs could be categorized in sections with subsections addressing the needs for players at various levels. e.g.
=Character Build FAQ
==Novice questions
==Intermediate questions
==Expert advice
This way it would become easy for someone to navigate based upon their familiarity without getting overwhelmed with too much info.
The wiki based FAQ could be better managed by senior folks from the community and moderated by bioware mods for conflicts and inaccuracies.
Of course this would be in addition to common questions as to where to look for support etc.
#143
Posté 17 février 2013 - 03:53
TheThirdRace wrote...
Adjust accordingly, but here it goes:
==================================================
What's in the packs?
[Recruit]
These cost 5,000 credits.
Slot 1: One of the Gel/Missile/Heal/Ammo consumables
Slot 2: Same list as slot 1, but never the same item
Slot 3: Same list as slot 1, but never the same item as 1 or 2
Slot 4: Weapon/Armor/Ammo "Equipment," rank I
*or* an increase to a default weapon
*or* a Human character
*or* a common upgrade
Slot 5: An increase to a default weapon
*or* a Human character
*or* a common upgrade
*or* (small chance) an uncommon weapon
*or* (small chance) an uncommon character
[Veteran]
These cost 20,000 credits.
Slot 1: Three of one of type of the Gel/Missile/Heal/Ammo consumables
Slot 2: Same list as slot 1, but never the same item
Slot 3: Weapon/Armor/Ammo "Equipment," rank II
Slot 4: Weapon/Armor/Ammo "Equipment, rank II
*or* an increase to a default weapon
*or* a Human character
*or* a common upgrade
*or* (small chance) an uncommon weapon
*or* (small chance) an uncommon character
Slot 5: An uncommon weapon
*or* an uncommon character
*or* (small chance) a rare weapon
*or* (small chance) a rare character
*or* (small chance) a consumable upgrade (considered a rare)
[Spectre]
These cost 60,000 credits.
Slot 1: Five of one of type of the Gel/Missile/Heal/Ammo consumables
Slot 2: Weapon/Armor/Ammo "Equipment," rank III
Slot 3: Weapon/Armor/Ammo "Equipment," rank III
*or* an increase to a default weapon
*or* a Human character
*or* a common upgrade
*or* an uncommon weapon
*or* an uncommon character
Slot 4: a common upgrade
*or* an uncommon upgrade
*or* a consumable upgrade (considered a rare)
*or* a reset card (also considered a rare)
Slot 5: A rare character
*or* a rare weapon
*or* (small chance) an ultra-rare weapon
The Premium Spectre pack is identical to the normal spectre pack except that slot 2 is skipped and there are two slot 5's.
==================================================
A link to this faq that everyone should read:
http://www.gamefaqs....ct-3/faqs/64052
You should add in some of the other packs(jumbo equipment, arsenal, reserves)
#144
Posté 17 février 2013 - 04:00
#145
Posté 17 février 2013 - 08:54
Modifié par tivesz, 17 février 2013 - 08:54 .
#146
Posté 17 février 2013 - 08:56
A: If you feel that silver has become so easy for you that you need a challenge then yes
#147
Posté 18 février 2013 - 06:22
A: Common character cards (IE: Base humans) will continue to drop in packs even after you have completed your manifest. They don't unlock any additional customization options, but they do give bonus XP.
They will never replace a weapon or gear card in a pack. The XP they provide could be useful if you promote your characters regularly.
Q: My powers sometimes stop doing damage to Banshees, what's going on?
A: Enemies like Phantoms, Banshees and Praetorians can put up barriers that prevent powers and melee attacks from effecting them. They only activate these barriers in response to powers with projectiles, such as Warp, Concussive Shot, Hawk Missile Launcher and Incinerate.
If you watch the enemy's animations, you can tell when they can put up the barrier. Phantoms can do it any time both their feet are on the ground, Banshees do it when they stop teleporting, and Praetorians use theirs when they are flying.
Modifié par EvanKester, 18 février 2013 - 06:34 .
#148
Posté 17 mars 2013 - 07:36
#149
Posté 17 mars 2013 - 08:10
"That was a joke."
If you want a serious answer, PM BroJo.
When they "unstickied" the thread, I assumed/feared the project had reached ... end of line.
#150
Posté 17 mars 2013 - 08:18
Grinch57 wrote...
It will be deployed with the next MP patch.
"That was a joke."
If you want a serious answer, PM BroJo.
When they "unstickied" the thread, I assumed/feared the project had reached ... end of line.
Surprising considering that most mods that I have seen for other games have a FAQ thread.




Ce sujet est fermé
Retour en haut







