Thanks For The Squad Ammo Patch Bioware!
#176
Posté 02 mars 2010 - 11:55
#177
Posté 03 mars 2010 - 01:30
Darnalak wrote...
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.
You never know, maybe thats why they axed the ammo counter on the gun.
#178
Posté 03 mars 2010 - 02:23
#179
Posté 03 mars 2010 - 02:54
rabbit 018 wrote...
This wouldn't be a problem if they had kept ammo types as upgrades to individual weapons like ME1 instead of making them "powers" but i agree that it needs to be fixed
I Actually like the ammo powers in ME2 as opposed to the ammo upgrades in ME1, I just wish the AI knew how to use them. I would like to see the non ammo upgrades (Scram Rail, Kinetic Coil, etc.) make a come back though. It was nice to be able to tweak the performance of your guns to your liking (putting an upgrade that improves accuracy in the Revenant for example).
#180
Posté 03 mars 2010 - 05:11
#181
Posté 03 mars 2010 - 05:34
Thisimplodinggoat wrote...
rabbit 018 wrote...
This wouldn't be a problem if they had kept ammo types as upgrades to individual weapons like ME1 instead of making them "powers" but i agree that it needs to be fixed
I Actually like the ammo powers in ME2 as opposed to the ammo upgrades in ME1, I just wish the AI knew how to use them. I would like to see the non ammo upgrades (Scram Rail, Kinetic Coil, etc.) make a come back though. It was nice to be able to tweak the performance of your guns to your liking (putting an upgrade that improves accuracy in the Revenant for example).
I wouldn't mind them also adding a frictionless materials upgrade to every gun or even make it an armor piece. It could allow the user to get more shots per thermal clip.
Modifié par Saiyan1126, 03 mars 2010 - 05:36 .
#182
Posté 03 mars 2010 - 06:24
ELSE: do not use ammo power.
Basically they need one conditional added. It's probably not the 15 minutes of coder time, but the QA that would be the hang-up.
#183
Posté 03 mars 2010 - 09:11
cxensign wrote...
IF AND AND NOT : Use ammo power.
ELSE: do not use ammo power.
Basically they need one conditional added. It's probably not the 15 minutes of coder time, but the QA that would be the hang-up.
Well, they also have to apply the patch via xbox live for the console users, and im pretty sure microsoft charges out the ass for that cuz they can, so they can't really justify the expense to EA.
#184
Posté 03 mars 2010 - 03:05
Saiyan1126 wrote...
Thisimplodinggoat wrote...
rabbit 018 wrote...
This wouldn't be a problem if they had kept ammo types as upgrades to individual weapons like ME1 instead of making them "powers" but i agree that it needs to be fixed
I Actually like the ammo powers in ME2 as opposed to the ammo upgrades in ME1, I just wish the AI knew how to use them. I would like to see the non ammo upgrades (Scram Rail, Kinetic Coil, etc.) make a come back though. It was nice to be able to tweak the performance of your guns to your liking (putting an upgrade that improves accuracy in the Revenant for example).
I wouldn't mind them also adding a frictionless materials upgrade to every gun or even make it an armor piece. It could allow the user to get more shots per thermal clip.
That's a good idea or alternatively one that just increases the amount of ammo you can carry fo the weapon and/or increases the clip size. Personally, I'd like to see some modular upgrades that increase accuracy and/or reduces recoil, increase ammo capacity, and obviously one that increases damage.
It might also be a good idea to make some of the weapons which are underpowered in comparison to other weapons in their class (like the Avenger, Shuriken, Predator, and Katana) have more upgrade slots than the more powerful weapons so that the player might have a reason to use them again. I like how the guns all have a different feel to them; but some of them just don't have the power to justify the player choosing them over their competition.
#185
Posté 07 mars 2010 - 07:14
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.
If you have a PC, I believe there is a mod out there that allows you to reallocate squad powers however you want.
#186
Posté 09 mars 2010 - 11:56
#187
Posté 10 mars 2010 - 08:45
Modifié par implodinggoat, 10 mars 2010 - 08:45 .
#188
Posté 10 mars 2010 - 09:03
DapperDan77 wrote...
Yeah, this needs to be fixed asap.
Except they'd rather give us more heavy weapon DLCs.
#189
Posté 10 mars 2010 - 09:52
Terraneaux wrote...
DapperDan77 wrote...
Yeah, this needs to be fixed asap.
Except they'd rather give us more heavy weapon DLCs.
Yep and I've already got a thread in place to **** for another patch to go with it. I really do have too much time on my hands.
http://social.biowar...47912/2#1658159
#190
Posté 15 mars 2010 - 11:13
I believe its possible to use gibbed's save game editor to respec squaddies out of ammo powers on PC. Would still very much like to see an official fix for this though.
#191
Posté 16 mars 2010 - 12:36
#192
Posté 16 mars 2010 - 12:48
Kurupt87 wrote...
bump
I believe its possible to use gibbed's save game editor to respec squaddies out of ammo powers on PC. Would still very much like to see an official fix for this though.
I have gibbed save editor revision 25 and the henchmen stuff isn't implemented yet. Is there a newer version out there?
#193
Posté 16 mars 2010 - 01:25
going to raw tab, then under squad open the henchman collection, which should be whoever is in your party plus maybe something random. now open the powers collection of the right squaddie and you can change the rank of the power. hopefully that should sort it out. if not, then the guys in the modding thread will know a way.
#194
Posté 16 mars 2010 - 01:33
Kurupt87 wrote...
So do i, it should be doable by;
going to raw tab, then under squad open the henchman collection, which should be whoever is in your party plus maybe something random. now open the powers collection of the right squaddie and you can change the rank of the power. hopefully that should sort it out. if not, then the guys in the modding thread will know a way.
Sorry, I can't help. The only fix I know is the half assed one for the 360 that I mentioned earlier. I'm sure someone will make a mod for it soon though if there isn't one already. One of the advantages of playing on PC. I like my 360 controls; but I do miss the modding community.
Modifié par implodinggoat, 16 mars 2010 - 01:35 .
#195
Posté 16 mars 2010 - 01:46
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.
#196
Posté 16 mars 2010 - 01:57
#197
Posté 16 mars 2010 - 02:01
Kurupt87 wrote...
Meh, i'll make a new thread with both the xbox fix and pc fix in the OP.
I can just add it to this one. I just edited the OP to include the 360 instructions and I'll do the same for the PC fix if someone will send me some links and instructions on the PC fix. For the time being I just copy pasted Kurupt87's instructions.
Modifié par implodinggoat, 16 mars 2010 - 02:11 .
#198
Posté 16 mars 2010 - 02:20
#199
Posté 16 mars 2010 - 02:25
#200
Posté 16 mars 2010 - 02:34
On a side note, Grunt also spams his barrier if he's loyal. It is incredibly annoying when you're in the middle of a fight, and you NEED his concussive shot "right now" to drop an enemy charging you 'cos your powers are recharging, and "oh no", Grunt's gone and auto-activated his barrier and is still in his cool-down phase.
Just another one of those power usages that doesn't actually get turned off.




Ce sujet est fermé
Retour en haut






