Aller au contenu

Photo

Thanks For The Squad Ammo Patch Bioware!


  • Ce sujet est fermé Ce sujet est fermé
288 réponses à ce sujet

#251
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

CodyMelch wrote...

I always have their behaviour set to active........

when a mission starts I always activate either their ammo rounds or my squad rounds before combat starts. Then I would not have to worry it. But like I said once I activate the Squad ammo they always leave it on and never switch.

Also I usually just activate their ammo rounds and let them use it because they can come in handy. I only use squad Cyro for those who do not have an ammo power and for the reason I said above.  But yea even for those who have their own ammo powers, once the squad round is on they don't touch any other ammo round unless i have them do so. I hope this works for you, I never realised that this problem was even here to begin with o_o


Since you always have their power useage set to active, I'd wager that might be making a big difference in this case.  Being the control freak that I am, I always set the active power use to off and its always been a problem for me.

It makes me curious as to what percentage of the people who have these problems with the AI also have active power use turned off.

Modifié par implodinggoat, 08 mai 2010 - 09:42 .


#252
jwalker

jwalker
  • Members
  • 2 304 messages

implodinggoat wrote...

Christina Norman sent me a response to my message, which I appreciated. Namely...

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

Hopefully, that means that its 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.

Still the fact that she recognizes its an issue that should be addressed is somewhat encouraging.


Damn!!
We're screwed

Let's hack the game, then

#253
DOYOURLABS

DOYOURLABS
  • Members
  • 1 731 messages
I hate it when I take Grunt and Zaeed and they fight over what squad ammo they use. Whenever Zaeed turns on squad disrupter ammo, Grunt turns on squad incendiary.

#254
jwalker

jwalker
  • Members
  • 2 304 messages

DOYOURLABS wrote...

I hate it when I take Grunt and Zaeed and they fight over what squad ammo they use. Whenever Zaeed turns on squad disrupter ammo, Grunt turns on squad incendiary.


Yeah, that's annoying.

I've read somewhere they activate their ammo when they fight an enemy in which that ammo would bring an advantage. That's not true.
I once tried Zaeed in Grunt's loyalty mission. There are only things with armor and health in that place, not even one pistol to overheat. Nevertheless, Zaeed will turn squad disruptor ammo on. That's plain stupid. Unbelievable.

#255
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

jwalker wrote...

implodinggoat wrote...

Christina Norman sent me a response to my message, which I appreciated. Namely...

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

Hopefully, that means that its 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.

Still the fact that she recognizes its an issue that should be addressed is somewhat encouraging.


Damn!!
We're screwed

Let's hack the game, then


I wouldn't know anything about such deviant behavior.

Nor, could I possibly endorse such an act even if I did.

Modifié par implodinggoat, 09 mai 2010 - 02:46 .


#256
Cody

Cody
  • Members
  • 759 messages

implodinggoat wrote...

Regardless, later tonight I'll give both your method of activating a squad member's ammo power first a try as well as playing a little bit with active power use turned on to see what happens


Any luck?

#257
Crunchyinmilk

Crunchyinmilk
  • Members
  • 638 messages
I sure hope some attention is given to this behaviour/bug. It really does hamstring team tactics and make them less effective.



Unfortunately the current hacks/cheats offer no solution for those Shepards who don't want to spend their own squad points on all the ammo powers, and would rather party members pick up a few.

#258
Alamar2078

Alamar2078
  • Members
  • 2 618 messages
I have squad powers turned as far off as I can get them [so I have control] .... I appreciate folks posting "workarounds" for the issue as they help the Soldiers out there greatly.



However on all classes but Soldier I go ahead and give my team ammo powers and just have to remember to take 1 [and only 1] of the appropriate teammates along on a mission -- this way ammo powers don't get in the way.



For "defense" powers I like to give them the longest lasting versions of those and activate the power before combat so it's active and they aren't tempted to renew it on their own.

#259
Relix28

Relix28
  • Members
  • 2 679 messages
I really don't know why there's no option to completely turn off squad power usage. Like the one in ME1. Srysly. I'm no expert here, but what's the deal with this? Design oversight maybe? Both od these issues could have easily been eliminated, if there was a way to just turn off squad power usage. It's really annoying, and the only way to get around this is to exploit the game. Not cool.

#260
Crunchyinmilk

Crunchyinmilk
  • Members
  • 638 messages
Actually I frequently have two minions with squad powers.
At the start of a mission I pick one weapon I want with each power so I can switch between them for myself at will. Then I switch guy B's weapon to his alternate, and have guy A activate his power. Then I swap my weapon, and both guy A and B's weapon, and have guy B activate his squad power. Finally I get guy A to switch back to his preferred weapon. Now guy A and B have their power on their preferred weapon and will NOT change it for the rest of the mission.
I can switch between the weapons as and when I need the different ammo powers and the guys are happy with their own ammo power active on their weapon.
Its not how I'd like to use squad powers but its the best I can do under the current system.

Modifié par Crunchyinmilk, 11 mai 2010 - 12:37 .


#261
LostInSanity

LostInSanity
  • Members
  • 244 messages
I never really knew this was an issue until the other day.

I'm doing Grunts loyalty mission and every time I switch to squad cryo, he switchs it to squad inferno. The damn bug breath FIRE!

#262
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

CodyMelch wrote...

implodinggoat wrote...

RE: Ordering a Squad Member to Activate Their Ammo Power, Before Activating Your Desired Ammo.


Your method of having the squad activate their ammo power first, then having the player override it with their desired  squad ammo power intrigues me.  I instinctively start each mission by activating the squad ammo power I desire and I can't recall ever ordering a squad member to activate their ammo before I activate my own.


I always have to order them to activate their power, otherwise they don't do it. Though their have been times in
combat they hads turned it on themselves but that is usually a last resort for them.

I'm wondering though did you only observe this behavior when you had squad power useage set to active or did you also observe it when you had it set to "defensive and ammo powers only"?


I always have their behaviour set to active.

I always play with active power use off, so having it turned on might ironically make your squad less active when it
comes to activating their ammo power.  If you have had active power use on my guess would be that the squad AI isn't activating the ammo power since it prioritizes using the character's other powers over using the ammo power and thus the AI never gets the chance to activate an ammo power since the AI will invariably prioritize activating one of the character's other powers before using an ammo power and thus wil never be in a situation where they will use an ammo power since the AI will always activate one of the other powers as soon as the character's cooldown cooldown period elapses.

Regardless, later tonight I'll give both your method of activating a squad member's ammo power first a
try as well as playing a little bit with active power use turned on to see what happens


when a mission starts I always activate either their ammo rounds or my squad rounds before combat starts. Then I would not have to worry it. But like I said once I activate the Squad ammo they always leave it on and never switch.

Also I usually just activate their ammo rounds and let them use it because they can come in handy. I only use squad Cyro for those who do not have an ammo power and for the reason I said above. But yea even for those
who have their own ammo powers, once the squad round is on they don't touch any other ammo round unless i have them do so. I hope this works for you, I never realised that this problem was even here to begin with
o_o


I did a test against some Blue Suns Mercs using your method of manually ordering the squad member to activate
their ammo power first (before they engage any targets) and then overriding the ammo power with my own squad ammo power without success.

I tried it with Active Power Use both On and Off.  Using Every Squad Member with Ammo powers and by attempting to override with both Disruptor and Cryo ammo and in almost every instance the squad overrided my Ammo power with their own whenever they targeted an enemy who was vulnerable to their power or whenever all the enemies in an area had been eliminated.

My suspicion is that you didn't observe the problem because you were likely using squad cryo to override ammo powers which were totally ineffective against a particular target, for example Thane's shredder ammo will never be activated against any synthetic.  As noted the AI will not activate their own ammo power in combat unless they target an enemy against which it is effective, so for example if Garrus is fighting Blue Suns mercs he will not override Squad Dirsuptor ammo with his Armor Piercing ammo until he targets a merc who's shields are down at which point he will activate his ammo to take advantage of its damage bonus against unprotected health.

Modifié par implodinggoat, 13 mai 2010 - 09:38 .


#263
implodinggoat

implodinggoat
  • Members
  • 1 822 messages
Sorry double post.

Modifié par implodinggoat, 13 mai 2010 - 09:35 .


#264
kalpain

kalpain
  • Members
  • 437 messages
I'm another person with squad powers turned off that has this issue. It completely disrupts my strategy especially when fighting husks when some switches to their own ammo power when I want\\\\\\\\need them all on squad cryo. It is infuriating.

Modifié par kalpain, 14 mai 2010 - 12:48 .


#265
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
Use the squad point glitch...simple. Save 10 points, use it on the ammo power, and when doing the glitch you take that annoying 1 point away from the power.



There you go. :P

#266
kalpain

kalpain
  • Members
  • 437 messages

Spartas Husky wrote...

Use the squad point glitch...simple. Save 10 points, use it on the ammo power, and when doing the glitch you take that annoying 1 point away from the power.

There you go. :P


True, but that's something I will keep in mind the next time I'm at the beginning.  Now I'm mid game in about 4 different play throughs.  But then only 2 of those have cryo ammo at all.

#267
Mykel54

Mykel54
  • Members
  • 1 180 messages

Spartas Husky wrote...

Use the squad point glitch...simple. Save 10 points, use it on the ammo power, and when doing the glitch you take that annoying 1 point away from the power.

There you go. :P


That is interesting, i was wondering a way to get rid of those points without using the save game editor. Could you please explain how this glitch works? I would really appreciate a step by step if it is not asking too much^_^

#268
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages

Mykel54 wrote...

Spartas Husky wrote...

Use the squad point glitch...simple. Save 10 points, use it on the ammo power, and when doing the glitch you take that annoying 1 point away from the power.

There you go. :P


That is interesting, i was wondering a way to get rid of those points without using the save game editor. Could you please explain how this glitch works? I would really appreciate a step by step if it is not asking too much^_^



On XBOX 360:
To get the Infinite Squad Points, you will need at least 4
available points and a power ready to be evolved to its 4th level. Go to
the Squad Menu and instead of pressing A to evolve a power, press X +
A. This evolves the power, while "undoing" points transfer at the same
time, leaving you with having both results. Now, repeat. NOTE: to get
maximized results, make sure you have 10 available points so you can
repeat the whole thing over and over again in one single session without
leveling up your character. This allows you to upgrade all skills.
Should you make a mistake, first press B to cancel the evolution then
press X calmly to remove the points you added and retry. Also it is
posible to regain previosly spent points with this method. For example,
if you have a level 3 ability and 4 unused squad points, you can regain
the points spent on the 3rd level skill and get 7 points in total. This
happens randomly, or the exact method is yet to be revealed.


Taken out of Mass effect wiki.

Now to make it more simple just in case, when your ready to evolve a powe,r press A and X, all points that had just been added to the power will dissapear, and then you press B to cancel the evolution.

To remove a annoying 1 point, you can't touch that skill until you get 10 points.

For example. If you have 3 lvs in a skill and want to get rid of it, when you evolve it with the glitch and CANCEL, it will only remove lv 3, leaving you with a lv 2 power.

So if ya want to get rid of Jacob's, Thane's.....Garru's.....Jack's, or anyone's powers.

Dont touch that power. Save 10 points, evolve it in 1 screeen time and cancel the evolution, you'll get that point back and your good to go.

Now wether or not you do it like me to just get rid of points or ma all skills is your decision, I just use it for getting rid of the dam one point.

#269
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

Mykel54 wrote...

Spartas Husky wrote...

Use the squad point glitch...simple. Save 10 points, use it on the ammo power, and when doing the glitch you take that annoying 1 point away from the power.

There you go. :P


That is interesting, i was wondering a way to get rid of those points without using the save game editor. Could you please explain how this glitch works? I would really appreciate a step by step if it is not asking too much^_^


Full instructions are in the OP on page 1.

Basically it goes like this.  First you need at least 9 squad points. 

Go to the character who you want to remove the ammo power from and take the power from level 1 to 3, then when you evolve the power to level 4 press X + A simultaneously.  Then once the screen pops up to choose how you want to evolve the power press B to exit and then the game will take all the squad points out of the power including the first point that was already invested and give them back for you to spend as you like.

PS:  Using the same method; but choosing to evolve the power rather than pressing B to cancel is the method for getting infinite squad points on the 360.  If you evolve the power rather than canceling it will unlock the power; but won't charge you any squad points for it.  So if you evolve a power from level 3 to level 4 and press X + A you will unlock the power and keep the 4 points you would have spent on the power; but if you have ten squad points you can evolve a power all the way from 0 to level 4 and still have 10 squad points left over so you can repeat the process until you unlock everything.

Modifié par implodinggoat, 15 mai 2010 - 02:41 .


#270
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

kalpain wrote...

Spartas Husky wrote...

Use the squad point glitch...simple. Save 10 points, use it on the ammo power, and when doing the glitch you take that annoying 1 point away from the power.

There you go. :P


True, but that's something I will keep in mind the next time I'm at the beginning.  Now I'm mid game in about 4 different play throughs.  But then only 2 of those have cryo ammo at all.


If you're open to modding you can use the Gibbed Save Editor to reassign points.  There is a version for both the PC and 360 versions of the game.

#271
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
I dont want them to fix this weird thing with a patch, yes it is an oversight and very dumb thing to have done. But with this glitch it is easily solved. And saves Bioware to do a very big patch for something so small.

#272
Mykel54

Mykel54
  • Members
  • 1 180 messages
Spartas Husky, thank you for your explanation, it was very clear. Still i could not get it to work, i think it is because i have the PC version and not the Xbox one. I´m sorry that i didn´t know that this method only worked for the Xbox version, i think your tutorial was very good and it could be useful to add it to the first page so people playing on the Xbox know a way to get around this bug.

implodinggoat, i heard about the save editor before but i have never used it. I was worried that it would mess up with the files and perhaps corrupt them or something making them incompatible for importing with ME3 (i remember this happening on ME1 if you tweaked some things). I guess that removing one talent point here and there should not be a enough reason for a incompatibility problem. I will definitely give the save editor a try, thank you for both for your help.^_^

#273
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
oh....my bad dude.





That is weird....something is available on console and not on pc through input commands....wow...weird as hell.

#274
Mykel54

Mykel54
  • Members
  • 1 180 messages
Don´t worry, i have just figured a way to get around this bug for PC players using the save game editor ^_^

Just for reference for others who may be interested in this too , what i
am going to do (when i start a new game) with Garrus is

-First spend points in concusive shot/overload until you do the loyalty mission.

-Do the loyalty mission, and you will have 1 point in ap ammo.

-Use the save editor and remove that 1 point from ap ammo, then add 1
point in the passive ability of Garrus (Turian Rebel). Save and close the save editor.

This way you are effectively removing one point/adding one and Garrus should
end up with 30 points in the end, allowing you to max the other 3 skills. Hopefully this change is so insignificant
that it will not break the compatibility of imported games in the
future.

I hope this is helpful to other people who want to get rid of those special ammo and play the game without this annoying bug, which don´t only mess up with squad ammo, but also make you unable to max the 3 other skills.

Modifié par Mykel54, 15 mai 2010 - 12:41 .


#275
implodinggoat

implodinggoat
  • Members
  • 1 822 messages

Mykel54 wrote...

Don´t worry, i have just figured a way to get around this bug for PC players using the save game editor ^_^

Just for reference for others who may be interested in this too , what i
am going to do (when i start a new game) with Garrus is

-First spend points in concusive shot/overload until you do the loyalty mission.

-Do the loyalty mission, and you will have 1 point in ap ammo.

-Use the save editor and remove that 1 point from ap ammo, then add 1
point in the passive ability of Garrus (Turian Rebel). Save and close the save editor.


For Reference:  The Easiest Way to Take Away Ammo Powers Using the Save Editor

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 reallocate their talent points however you please.

I'll go add this to the OP, so people can find it more easily.

Modifié par implodinggoat, 15 mai 2010 - 11:37 .