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Thanks For The Squad Ammo Patch Bioware!


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#1
implodinggoat

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*****NEWS FLASH!!!*****

BIOWARE RELEASED A PATCH FOR THE 360 THIS MORNING (MAY THE 17th) WHICH FIXED THE SQUAD AMMO BUG! 

http://social.biowar...9/index/2637694

I've tested it out personally and I can confirm the Squad AI no longer overrides your squad ammo under any circumstances.  The patch isn't out for PC yet; but in the thread Bioware created for the patch Chris Priestly said that a PC patch should come out soon.




*****A REQUEST FROM THE FANS TO THE BIOWARE PROGRAMMING STAFF*****


Can we please get a patch to keep the squad AI from overriding the player's desired squad ammo power with their own ammo or at the very least give us an option to stop the AI from activating their ammo powers at all?  Because as much as I like the concept behind Squad Ammo Powers having my squadmates continually override my orders by equipping their own vastly inferior ammo every time they enter combat kind of defeats the point.  

For example Thane's Shredder ammo which is only effective against the health of organic enemies is nearly worthless on higher difficulty levels and yet his AI will override the ammo I ordered him to use with his own worthless ammo regardless of whether enemies are employing protection and even if he is overriding a Level 4 ammo power with his own Level 1 ammo power.  On top of that the game makes things worse by automatically assigning a point into the ammo powers for Thane, Garrus, Jacob and Jack so that unlocking their loyalty power can actually make them less useful to the player simply because of a faulty AI script.

And if the player should make the mistake of bringing two allies with Squad Ammo powers on the same mission then the AI will descend into a fit of schizophrenia that would be downright hysterical if it weren't so game breaking.  This causes the AI to completely spaz out as your allies continually override eachother's squad ammo in a desperate struggle to ensure that their ammo power is active at all times.  Furthermore since the AI is now constantly activating their ammo powers this not only leaves the player without their desired ammo; but completely incapacitates their squad since your team is now spending more time activating their ammo powers than firing at your enemy while the cooldown penalty from their ammo powers renders them unable to use any of their other powers.

Overrall I think the programming team did an exceptional job on the squad AI in ME2 and thats why its such a shame to see all your hard work blemished by something like this.  I've been a fan of Bioware for a long time and while your company has repeatedly proven it can deliver brillaint new games, Bioware's reputation for post launch support has yet to reach the same standard of excellence.  The continuing stream of DLC for ME2 and Dragon Age demonstrates that Bioware is definitely moving in the right direction; but as mundane as it may be nothing proves a true commitment to your games and your fans better than hammering out pesky little bugs like this.  Just look at Valve, they earned their reputation by proving that they never stop supporting their games and even though they've been waiting years for a new episode of Half Life their fans will still go to bat for them.

Please patch this soon, the community would really appreciate it and it would do a lot to prove your company's dedication to the quality of your games and the concerns of your community.

SUGGESTIONS FOR A SQUAD AMMO PATCH

The best solution for this problem I've seen and the one I would encourage Bioware to pursue was proposed by Stengahpolis, who suggested....

Stengahpolis wrote...

The fix for this seems pretty simple.  Squadmates already check to see if they are being affected by *their* ammo power.  Just change it so they check if they're being affected by *any* ammo power.


This would make it so that the AI would still automatically activate their ammo power if they don't have one active; but would keep the AI from overriding any squad ammo power which overrides their own ammo.  This fix would also rectify the AI bug which causes two squadmates with a squad ammo power to continually activate their ammo power in an attempt to override the other squadmate's ammo power.

If anyone reading this thinks that they could make a PC mod to accomplish this, I'm sure all the PC players out there would appreciate it.  Although 360 players like me will still have to petition Bioware for a fix.

IMPROVING DEFENSIVE POWERS

Many fans have also complained about allies automatically using their defensive abilities since doing so can add a long cooldown which prevents them from using their offensive powers.  I would suggest that in ME3 defensive abilities be made entirely passive and always active so that they never interfere with the use of offensive powers even if they need to be made less powerful in order to offset this change.  Or better yet change the defensive abilities to function like the Sentinels Tech Armor ability which once activated will remain active until depleted and program the Squad AI to only activate the defensive power once all the enemies in the immediate area have been slain or if directly ordered by the player.


*****HOW TO COMPENSATE FOR THE AI RATHER THAN DISABLING AN AMMO OR DEFENSIVE POWER*****

Sadly, there is still no fix which truly mends the AI to use Ammo Powers properly.  These fixes will simply give you a way to keep your squad's AI from automatically using their Ammo Powers or Defensive Powers by taking all the points out of the ability.  The obvious downside to this method is that your ally will no longer be able to use their Ammo power at all.  Therefore player's using a class with few or no ammo powers should still consider unlocking an ally's squad ammo power and adjusting their playstyle to compensate for the lax AI.     

#1:    I would reccommend you only invest in a squadmember's ammo powers if you intend to max the power out to Level 4 since Shepard's own level 4 squad ammo will likely be superior to an ally's lower level ammo power.

#2:   Only bring an Ally with Squad Ammo on a mission where their ammo power will be effective.  For example Zaeed's Squad Disruptor Ammo is very useful against Blue Suns Mercs and Geth; Jacob or Grunt's squad Incendiary ammo is highly effective against Blood Pack Mercs and Husks while Jack's Warp Ammo is best used against Collectors and other Biotics.

#3:    Make sure you Never Bring Two Allies With Squad Ammo Powers On The Same Mission since this will likely cause the squad AI to spaz out and make your two allies continually activate their ammo powers as they fight eachother over who's Squad Ammo power will be activated.  This will leave you without your desired ammo while your allies will be unable to use any of their other powers and will spend more time activating their ammo then
firing at your enemies.


*****INSTRUCTIONS FOR DISABLING YOUR ALLY'S AMMO POWERS FOR THE 360 AND PC*****


360 FIX USING THE X+A INFINITE SQUAD POINT GLITCH

If you have the Xbox 360 you can take away the point the game automatically puts into an ally's loyalty ammo power or Jacob's Incendiary Ammo if you cleverly exploit the infinite squad point glitch. Be advised though, you will need 9 talent points on hand to max out the ammo power.

What you do is open the character level up window and take the unwanted ammo power from level 1 to level 3. Then when you take it to level 4 you press X + A simultaneously; but instead of pressing A to choose a new power (as you would were you using the infinite squad point glitch) you press B to exit the window. The result will be that the game will give you all the points allocated to the ammo power back, giving you 10 points to use as you wish, which is exactly enough to max out all of the character's other powers.

For reference the Infinite Squad Point Glitch can be done by pressing X+A when evolving a power to level 4 then selecting your desired evolution and pressing A.  Doing so will unlock the power and let you keep any points you just spent on the power.  So if you evolve a power from level 3 to 4 and use the glitch you will unlock the power and retain the 4 talent points you normally would have spent, while if you use a full 10 points to evolve a power from 0 to level 4 you will unlock the fully evolved power and retain your 10 points which will allow you to repeat the process again and again until you've maxed out everything.

360 AND PC FIX USING GIBBED SAVE EDITOR

If you don't have 9 talent points on hand or if you're playing the PC version, you'll need to use the Gibbed Save Editor in order to take all the points out of an Ammo power or Defensive Power.

The easiest way to take away the ammo powers using the Gibbed Save Editor (360 or PC version) is to open a save file in the Save Editor then go to the Toolbox Tab and hit "Refund All Talent Points" under the headline Henchmen then save your changes.  This will unassign all your squad members talent points including the ones invested in their ammo power, so the next time you boot up the game you can simply open the squad menu and then reassign their now unspent talent points however you please.

More Info On The Gibbed Save Editor Can Be Found Here

360 Version:  http://social.bioware.com/forum/1/topic/103/index/2277020/1

PC Version:  http://social.bioware.com/forum/1/topic/103/index/2338026/1


360 AND PC FIX USING GIBBED SAVE EDITOR, ALTERNATE METHOD

Unlike the first method which reallocates all squad points for all squad members, using this method will allow you to individually alter the talent points allocated to a specific squad member and will also allow you to add adittional talent points should you so desire.

Note this recquires the Gibbed save file editor, which can be found here...

http://mod.gib.me/ma...eedit_rev25.zip

Kurupt87 wrote...

Open the save file using gibbed save editor. Go to the raw tab. Under Squad, to the right of henchman should
be collection, click on that then on the button that appears, a new window opens. This has a list of all the squaddies you have, plus the hero that is wilson. Click on the desired squaddie, eg vixen is miranda, leader is jacob. Now, to the right click on collection that is beside powers, opens up a new window again, with a list of abilities that you should understand. Click on the one you want to modify, to the right are some differing fields, one of which is rank, highlight it and change it to (0-4) depending on if you want to improve it or get rid of it.
Hope that helps you guys.


Thanks to Kurupt87 for posting these instructions.

Further instructions on how to use the gibbed save editor can be found here.

http://www.masseffec...torial=saveEdit


*****A Very Brief Reply From Christina Norman*****

I sent Christina Norman a message requesting a patch for this issue and pointing out this thread and she sent me a response to my message, which I appreciated even though she couldn't get into a lot of details.  All she could say was...

Christina Norman wrote...
"We're aware of the issue that's all I can say, patches are complicated!" - Christina Norman.


While I obviously would have liked a bit more info I can understand why she's hesitant to say much since many random comments by the Bioware staff have a tendency of being quoted as an iron clad promise and/or definitive evidence that Bioware lies and doesn't give a damn about their fans.  In fact I asked Stanley Woo about it before I asked Christina and since he works in PR he had the good sense to stick to "No Comment".  

Still I find the mere fact that she recognizes its an issue that should be patched is somewhat encouraging. So I'm going to remain hopeful that the mere recognition of the problem indicates the problem is somewhere on their itinerary for things to patch.  That said, don't take Christina's comment as a promise that it's going to get done anytime soon and certainly don't take it as an indication that it will be in the next patch.

You can never really tell what those rascally Canadians are up to.

Modifié par implodinggoat, 17 mai 2010 - 05:01 .


#2
emb31588

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Agreed

#3
-Skorpious-

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voice of Turian Councilor - I agree.

#4
RamsenC

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I'm on board with this. Hopefully this stays on the front page until we get a dev response.

#5
Riot Inducer

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that would be very nice, the AI does not equip ammo powers intelligently at all

#6
implodinggoat

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I sent Christina Norman a message asking if Bioware has any plans to patch this. Hopefully she'll send me a response in the next few days.

#7
FoFoZem

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I agree as well

#8
Graunt

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Yes, it's such a minor fix but would be a welcome relief for many.

#9
banshee768

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That would indeed be nice.



Also, could you please remove their infinite ammo? But let the enemies keep theirs.

#10
marshalleck

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This is so incredibly annoying. "Squad power use" turned off should mean exactly what it says--they don't automatically use anything. This effectively screws up any Shepard that takes a squad ammo power, meaning NO Shepard should ever take it.

#11
Kronner

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Yep, this is a game-breaking bug.

#12
GCreature

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I'd be happy if the patch just gave you an option to stop allies from using any powers. Right now the best you can do is allow them to use defensive and ammo powers.

#13
ODST Steve

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I agree. Keep this post alive.

Does anyone know if making the power usage defensive negates this.

#14
Merchant2006

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Agreed. THIS IS AN OUTRAGE!!!

#15
Jonp382

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I would like this as well.

#16
Mikenator700

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Although this patch sounds incredible, providing that Bioware get to it, I for some reason didn't have this problem with my squadies.

Everytime i put on A-P squad ammo I can see the little yellow holos on their weapons and they seem to keep it on unless I switch.

What does irk me is that MY ammo types tend to switch for no reason. I could be shooting troopers with A-P ammo on my Revenant, and then it'll switch to Incendiary or Disruptor for no reason.

#17
StingerSplash01

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First off the three extra ammo powers aren't useless at all shredder ammo does extra damage to organics, ap ammo does extra damage to armor and snyths, and warp ammo does extra damage to armor, barrier, and health, it's warp in bullet form when an enemy is affected by biotics at all it will do even more damage so they are not useless, your just angry that your teammates say FU to your ammo and say MY AMMO FTW. I personally don't have a problem with squad just make it so that when an enemy comes up it switches to the most powerful ammo for that enemy of defense type.

#18
Grand_Commander13

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ODST Steve wrote...

I agree. Keep this post alive.

Does anyone know if making the power usage defensive negates this.

Its description specifically uses ammunition powers as something they'll still use.

#19
matt654321

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*Looks at DAO and notices that the dex bug still hasn't been fixed, which totally gimps a bunch of builds and completely changes how certain classes play*



I'd say that it's not gonna happen any time soon.

#20
sinosleep

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matt654321 wrote...

*Looks at DAO and notices that the dex bug still hasn't been fixed, which totally gimps a bunch of builds and completely changes how certain classes play*

I'd say that it's not gonna happen any time soon.


Well, that did get fixed for the PC version. Lucky us I guess. :)

#21
Merrel0525

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I agree..

#22
apk117

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This is an absolutely infuriating bug indeed. A fix of some sort would be most welcome. From my experience with BioWare though, they are not in any hurry at all to fix "little things" like this. We've all already bought the game, right? /sigh

Modifié par apk117, 17 février 2010 - 03:39 .


#23
GCreature

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If only there was a toolset.. We could fix all these little things ourselves.

#24
StingerSplash01

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They can't release a toolset for Mass Effect and if the community fixes it for the PC, they will then neglect the 360 version.

#25
CriPPleR_HD

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I would like this fix please. Thanks!