Thanks For The Squad Ammo Patch Bioware!
#101
Posté 23 février 2010 - 09:31
#102
Posté 23 février 2010 - 09:38
#103
Posté 23 février 2010 - 09:43
#104
Posté 24 février 2010 - 06:34
Let make it so they will stop the annoyance of them overwriting Squad ammo types when applied!
#105
Posté 25 février 2010 - 02:52
#106
Posté 25 février 2010 - 04:48
I am not a techie but it doesn't seem like it be that much more needed to fix it then something that basic.
#107
Posté 25 février 2010 - 04:56
Additionally I observed Thane fighting some Vorcha while equipped with squad Incendiary ammo and noted the same behavior, where in he kept the Incendiary ammo until the first Vorcha lost his armor at which point he switched to his Shredder ammo. So presumably Thane wouldn't use the Shredder ammo on Geth or any synthetic; however he would equip it against any organic enemy including those with shields.
From this we can conclude that Jack would equip Warp ammo against any organic enemy or any enemy with armor or barriers; but not against unarmored synthetics. Zaeed would equip Disruptor ammo against any shielded enemy or any synthetic. While Grunt or Jacob would equip Incendiary Ammo against any organic enemy and most likely against any armored synthetic enemy although the synthetic's resistance to incendiary ammo might prevent them from doing so.
So the AI's behavior is mainly a problem against shielded organics and armored synthetics or any enemy using both organic and synthetic units or a variety of defenses (Eclipse and Blue Suns mercs for example). You'll still get some benefit from the ammo power; but it might still be counterproductive particularly if the majority of your enemies are susceptible to your squad ammo while a minority are susceptible to your ally's ammo.
#108
Posté 25 février 2010 - 05:00
#109
Posté 25 février 2010 - 05:01
#110
Posté 25 février 2010 - 05:13
lazuli wrote...
I'll add my voice to the throng. Add another Squad Power Usage option for no powers at all. Jacob's hideously long Barrier recharge was mentioned earlier. I found that annoying as well. In the meantime, Miranda, Mordin, Samara, and Legion should at least be obedient.
Automatically activating the defensive power isn't really a problem for Grunt either since he's mainly speced out as a tank, unless you really have a hard on for concussive shot.
#111
Posté 25 février 2010 - 05:15
#112
Posté 25 février 2010 - 05:32
#113
Posté 25 février 2010 - 05:37
implodinggoat wrote...
The AI does seem slightly more intelligent about when they use their ammo powers than I first thought; but still not enough to make it beneficial. I was observing Garrus fighting some Geth after I had activated my squad disruptor ammo and I noticed that he didn't switch to his armor piercing ammo since it didn't provide any advantage. I then observed a fight with some Blue Suns mercs using shields and noticed that while they were shielded he continued to use the disruptor ammo; but the second one lost shields he switched to armor piercing ammo since it provides an advantage against unshielded organics. This is naturally problematic since he can't switch back to disruptor ammo on his own and he is now using an ammunition which gives him no advantage against the 20 or so shielded enemies still standing. Furthermore reequiping him with disruptor ammo is futile since he will switch back to his own ammo the instant an organic enemies shields drop; but at least if you're fighting nothing but synthetics he has the sense to keep the disruptor ammo unless of course one of the synthetics is armored (IE most anything other than Geth).
Additionally I observed Thane fighting some Vorcha while equipped with squad Incendiary ammo and noted the same behavior, where in he kept the Incendiary ammo until the first Vorcha lost his armor at which point he switched to his Shredder ammo. So presumably Thane wouldn't use the Shredder ammo on Geth or any synthetic; however he would equip it against any organic enemy including those with shields.
From this we can conclude that Jack would equip Warp ammo against any organic enemy or any enemy with armor or barriers; but not against unarmored synthetics. Zaeed would equip Disruptor ammo against any shielded enemy or any synthetic. While Grunt or Jacob would equip Incendiary Ammo against any organic enemy and most likely against any armored synthetic enemy although the synthetic's resistance to incendiary ammo might prevent them from doing so.
So the AI's behavior is mainly a problem against shielded organics and armored synthetics or any enemy using both organic and synthetic units or a variety of defenses (Eclipse and Blue Suns mercs for example). You'll still get some benefit from the ammo power; but it might still be counterproductive particularly if the majority of your enemies are susceptible to your squad ammo while a minority are susceptible to your ally's ammo.
That might make sense since I knew Garrus kept insisting on his AP over my Disruptor whenever there was a geth Hunter/Destoyer (one with shields and armor), and the WHOLE fight with the colossus. Zaeed and Garrus kept fighting over their ammos when fighting mechs (all mechs have armor on insanity).
#114
Posté 25 février 2010 - 06:29
Though I guess in honesty, you can not talk about the Squad Ammo problem with out addressing the problems of Defensive issues; as the most simple way to fix this would be to let us totally turn off our squad using there powers outside our command. Though if you hate micromanaging in a fight that would be a not so great solution.
#115
Posté 25 février 2010 - 07:25
Techo Angel wrote...
While the long Defensive Cool-downs activating is indeed annoying to put it kindly...Is Jacob using Barrier or Legion Popping his Geth Shield so bad a thing? I mean while Jacob is not a real tanker, being able to send him out there to take some fire off you, doesn't sound like it be all that bad a deal.
Though I guess in honesty, you can not talk about the Squad Ammo problem with out addressing the problems of Defensive issues; as the most simple way to fix this would be to let us totally turn off our squad using there powers outside our command. Though if you hate micromanaging in a fight that would be a not so great solution.
Seriously, just have an option to make ammo powers manual only. They're easy enough to switch yourself, you don't have to target anything, just hit something in the menu.
#116
Posté 25 février 2010 - 08:10
#117
Posté 25 février 2010 - 09:17
The ability to apply and stick to a Squad ammo type is what best about it, and the fact that your crew may change to a different ammo type at will WITH OUT your orders defeats that. Now if ImplodingGoat is correct about the Nature of the AI and how they change Ammo types, it may be one those 'trying to help only to hurt' issues. Throwing on a Ammo there AI reads as effect against a object of the moment only to hurt the over all actions of the Squad because its use is limited while what you want to use as your Squad ammo is more useful in the long run.
#118
Posté 25 février 2010 - 09:27
#119
Posté 25 février 2010 - 07:52
A fix please, that would be great. Thank you by advance.
The incessant ammo swapping is painful but imo, it's more the fact that I definitively would want complete control over ALL my squad powers (like in ME1) and not some false choice like 'Do you want the game to manage every powers or almost every powers ?'
#120
Posté 26 février 2010 - 12:29
implodinggoat wrote...
Automatically activating the defensive power isn't really a problem for Grunt either since he's mainly speced out as a tank, unless you really have a hard on for concussive shot.
Good point. I didn't include him in my list because of his ammo power, though, not because of his armor ability. Yes, his ammo power is optional, but there isn't a companion respec option that I'm aware of.
#121
Posté 26 février 2010 - 03:41
lazuli wrote...
implodinggoat wrote...
Automatically activating the defensive power isn't really a problem for Grunt either since he's mainly speced out as a tank, unless you really have a hard on for concussive shot.
Good point. I didn't include him in my list because of his ammo power, though, not because of his armor ability. Yes, his ammo power is optional, but there isn't a companion respec option that I'm aware of.
For Grunt and Zaeed I've learned to just avoid putting any points in their ammo powers, which lets you max out all their other skills. Using them to give yourself squad ammo for a particular mission could also work; but as its set up now doing so will entail using only that ammo for the rest of the mission which only works if you're fighting a single type of enemy.
A companion respec option would at least provide an imperfect fix for this issue since it would allow us to take the points out of our allies ammo powers.
Modifié par implodinggoat, 26 février 2010 - 03:42 .
#122
Posté 26 février 2010 - 09:23
#123
Posté 26 février 2010 - 09:48
It's in the instructions that defensive/ammo powers are always automatic. Why? I can only assume that they realized the problem during testing - I mean how could a tester not find this as annoying as us - but decided they couldn't/wouldn't fix it - so they made it a "feature" - now they can get away with not having to fix it. My guess fixing it would take too much time, so they'll ignore it.
Modifié par devnullprime, 26 février 2010 - 09:50 .
#124
Posté 26 février 2010 - 10:27
#125
Posté 26 février 2010 - 11:41




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