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Thanks For The Squad Ammo Patch Bioware!


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#151
Guest_Luc0s_*

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implodinggoat wrote...

Luc0s wrote...

Well I might be mistaken here but I'm pretty damn sure the options in Mass Effect where "squad power-usage: [on] [off]". Only ME1 had "defensive only". I'll start up my ME2 to check it out.


In ME1 you had an option for active which had your squad use all powers on their own including attacks, defensive only which had them use defensive talents like barrier or shield boost automatically, and I believe there was an option for completely off as well which put you in charge of defensive powers as well.  I always used the defensive only setting though since powers didn't have a shared cooldown so there was no reason not to have your squad cast a defensive ability like barrier on themselves as soon as possible.

In ME2 you have an  option for active power use which is similar to the way it was in ME1 and defensive and ammo powers only which has your squad automatically use defensive or ammo powers on their own.

My main complaint with this is that it causes the AI to constantly overrides the squad ammo power you have ordered them to use in favor of their own ammo which may be far less useful than the ammo you have ordered them to use.  Hence I have suggested an option to have the AI only use defensive powers automatically.

Additionally some people have complained that having the squad use defensive powers automatically is also very inconvenient since the powers now have a shared cooldown and having a squadmate automatically use a defensive power means they will be unable to use their offensive talents until the cooldown for their defensive power has ended.  I agree this is an issue although a less bothersome one to me than the squad ammo issue.  Personally I would prefer defensive abilities to be entirely passive and constantly active so that they never interfere with your squad's offensive abilities (that and I don't like abilities that make me or my squad glow like a Christmas tree).   That is more a suggestion for ME3 though.


So you mean that when I set my "Squad Power Usage" to "No", they'll still use their devensive powers? I honestly NEVER noticed that, not even on Insanity.

#152
Kurupt87

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Luc0s wrote...

implodinggoat wrote...

Luc0s wrote...

Well I might be mistaken here but I'm pretty damn sure the options in Mass Effect where "squad power-usage: [on] [off]". Only ME1 had "defensive only". I'll start up my ME2 to check it out.


In ME1 you had an option for active which had your squad use all powers on their own including attacks, defensive only which had them use defensive talents like barrier or shield boost automatically, and I believe there was an option for completely off as well which put you in charge of defensive powers as well.  I always used the defensive only setting though since powers didn't have a shared cooldown so there was no reason not to have your squad cast a defensive ability like barrier on themselves as soon as possible.

In ME2 you have an  option for active power use which is similar to the way it was in ME1 and defensive and ammo powers only which has your squad automatically use defensive or ammo powers on their own.

My main complaint with this is that it causes the AI to constantly overrides the squad ammo power you have ordered them to use in favor of their own ammo which may be far less useful than the ammo you have ordered them to use.  Hence I have suggested an option to have the AI only use defensive powers automatically.

Additionally some people have complained that having the squad use defensive powers automatically is also very inconvenient since the powers now have a shared cooldown and having a squadmate automatically use a defensive power means they will be unable to use their offensive talents until the cooldown for their defensive power has ended.  I agree this is an issue although a less bothersome one to me than the squad ammo issue.  Personally I would prefer defensive abilities to be entirely passive and constantly active so that they never interfere with your squad's offensive abilities (that and I don't like abilities that make me or my squad glow like a Christmas tree).   That is more a suggestion for ME3 though.


So you mean that when I set my "Squad Power Usage" to "No", they'll still use their devensive powers? I honestly NEVER noticed that, not even on Insanity.


then you're not paying attention to your squaddies. if you have a loyal grunt or jacob with you they are on cd allot of the damn time because they keep using barrier/fort. if you have your squad ammo up, cryo for example, then any of the squaddies with an ammo power will overwrite it because it is *better* against a level of protection/health, if thane is with you as soon as he starts shooting someone with health he'll switch to shredder, zaeed against a shield will switch to disruptor etc. if for some odd reason you have 2 squaddies with you, and both have a squad ammo power, they'll have arguments about whose is better, constantly switching between the two, its funny at first but quickly becomes REALLY ANNOYING.

#153
MonkeyLungs

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Yes please fix this. It is not only annoying but it makes Bioware look like poor planners and adds to the impression that the game was rushed to release.



In general I do not understand why Bioware thought limiting our options for the second game was a good idea. In ME1 we got: (Squad Powers - On, Defensive, Off) In ME2 we just get On, and Defensive. Why isn't their an OFF OPTION??? Doesn't really make sense...




#154
valleyman88

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Yes please!

I don't know much about programming but shouldn't this be an easy fix?

Luc0s wrote...
So you mean that when I set my "Squad Power Usage" to "No", they'll still use their devensive powers? I honestly NEVER noticed that, not even on Insanity.

They still use their ammo powers when you set it to "no", but they seem to use them less often.

Modifié par valleyman88, 01 mars 2010 - 04:56 .


#155
ufoflieger

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It should be an easy fix... if the game design is intelligent x)

But please.. something has to be done about this matter. Yesterday I played the collector base on insanity and took Grunt and Jack with me: "cool, squad incineration ammo against husks/scion, warp ammo against collectors."
I've never had such a hard time beating the seeker swarm level because I never had the right ammo type.
This needs to be fixed. It doesn't matter if it's "working as intended" or not. This is AI failure.
And I was really annoyed about it.

P.S.: And even more annoying is that there's no dev comment on this.

Modifié par ufoflieger, 01 mars 2010 - 05:14 .


#156
dragonic9100

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agreed

#157
Saiyan1126

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ufoflieger wrote...

It should be an easy fix... if the game design is intelligent x)

But please.. something has to be done about this matter. Yesterday I played the collector base on insanity and took Grunt and Jack with me: "cool, squad incineration ammo against husks/scion, warp ammo against collectors."
I've never had such a hard time beating the seeker swarm level because I never had the right ammo type.
This needs to be fixed. It doesn't matter if it's "working as intended" or not. This is AI failure.
And I was really annoyed about it.

P.S.: And even more annoying is that there's no dev comment on this.

Devs usually comment on "debatable threads" there are no people who enjoy this, are in favor of this problem, or even find this reasonable. Everyone agrees this is a problem that should (but won't) be fixed. There is no reason to comment on such an obvious problem that wont be fixed. I hope I can eat my words, but until then...

Modifié par Saiyan1126, 01 mars 2010 - 08:30 .


#158
King Eselred

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/signed



Nothing like having Thane overwrite some nice squad ammo with level 1 Shredder Ammo... :\\

#159
Ackillez

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Ah yes, the "squad ammo bug".



We have dismissed that theory.

#160
Darnalak

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Ackillez wrote...

Ah yes, the "squad ammo bug".

We have dismissed that theory.


I just had an overpowering need to punch a Turian.

#161
valleyman88

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Darnalak wrote...

I just had an overpowering need to punch a Turian.

If Bioware had any business-sense at all, they'd start selling That Annoying Turian Counil Member Punching Bags™. It would bring in more cash than any DLC.

#162
implodinggoat

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valleyman88 wrote...

Darnalak wrote...

I just had an overpowering need to punch a Turian.

If Bioware had any business-sense at all, they'd start selling That Annoying Turian Counil Member Punching Bags™. It would bring in more cash than any DLC.


That dude is in serious need of a renegade interrupt, preferably one involving the Firestorm. 

#163
Terraneaux

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Saiyan1126 wrote...

Devs usually comment on "debatable threads" there are no people who enjoy this, are in favor of this problem, or even find this reasonable. Everyone agrees this is a problem that should (but won't) be fixed. There is no reason to comment on such an obvious problem that wont be fixed. I hope I can eat my words, but until then...


Word.  They'd have to pay someone to fix this, it's not worth it to them.  

#164
implodinggoat

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Well for the PC at least, its only a matter of time before someone programs a mod to fix this; but if you own the 360 version like me you're totally dependent on Bioware for bug eradication. To their credit they have released a patch already, albeit one that's only for the PC. I recall some talk regarding Dragon Age about the potential of bringing user generated content from the PC to the consoles, so maybe if we're lucky some industrious gamer will do Bioware's job for them and perhaps if we are very lucky they may see fit to port said work to the consoles. Or maybe we'll get really lucky and they'll fix it on their own simply for the satisfaction of making me eat my words.

#165
Terraneaux

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implodinggoat wrote...
Or maybe we'll get really lucky and they'll fix it on their own simply for the satisfaction of making me eat my words.


It shouldn't be 'luck' for a company to fix a bug or problem in a game its customers pay for.  But I guess it is, at this point.

#166
implodinggoat

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Terraneaux wrote...

implodinggoat wrote...
Or maybe we'll get really lucky and they'll fix it on their own simply for the satisfaction of making me eat my words.


It shouldn't be 'luck' for a company to fix a bug or problem in a game its customers pay for.  But I guess it is, at this point.


Agreed, one would hope that simple pride in one's work would compel them to eliminate the bugs; but to be frank there is little profit in doing so.  They do an exceptional job making their games, although they have a much more apparent economic incentive to do so, since in all honesty even if they don't fix their bugs its not going to dissuade me from buying their games.  I realize fixing these bugs is mudane compared to developing new games or DLC; but isn't that why God created interns?  

#167
Average Gatsby

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I don't know if I already said I support the OP. But I do. Let me choose my ammo!

#168
-D-C-D-

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I've died SO MANY times because of this. Zaeed with his squad disruptor and Grunt with his squad Incendiary made Horizon nightmare-ish :( THEN, I saw "Squad Power Usage," and there was a glimmer of hope. This dream, too, was not to be.



Picture the scene...Vanguard, Insanity, low health, last enemy...



Harbinger, tiny bit of Barrier, full Armor...



*Charge*



*Shoot*



*Little to no damage done on Armor*



*Looks at gun...DISRUPTOR?? IT WAS INFERNO!!*



CRITICAL. MISSION. FAILURE.

#169
DaKroganKillla

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squad ammo patch plz

#170
Dorstin The Black

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/signed

and how about some xbox patch love?

#171
Lyrandori

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Agreed.

#172
mayatola

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Yeah, that would be nice. It sorta defeats the purpose of squad ammo when they overwrite it automatically.

#173
Saiyan1126

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-D-C-D- wrote...

I've died SO MANY times because of this. Zaeed with his squad disruptor and Grunt with his squad Incendiary made Horizon nightmare-ish :( THEN, I saw "Squad Power Usage," and there was a glimmer of hope. This dream, too, was not to be.

Picture the scene...Vanguard, Insanity, low health, last enemy...

Harbinger, tiny bit of Barrier, full Armor...

*Charge*

*Shoot*

*Little to no damage done on Armor*

*Looks at gun...DISRUPTOR?? IT WAS INFERNO!!*

CRITICAL. MISSION. FAILURE.

This, except it makes it a whole lot worse when you choose warp ammo as a bonus.

#174
Steelcry

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Agreed!



Though I don't think its a bug, just something they didn't foresee being a problem.

#175
Darnalak

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I think originally they meant squad ammos to stack... then I imagine it didn't take them very long to realize just how rediculously powerful that'd be, and axe'd it... without fixing the AI.