Playing this morning the gameplay loop reminds me of the super nintendo mech warrior game. Like you'd do a mission and come back to a bar to chat up other contacts and take a mission. Which is awesome thank you game I loved that fucking mech warrior game.
I'm really enjoying the ranger gameplay, especially in groups, I have two primers (inferno grenade, melee) and one finisher (pulse blast I think? basically the charge up shot) so I drop grenades, melee and if anything got primed and not dead I give it a pulse blast to finish it off.
I'm also enjoying that people definitely seem to be in fashion javelin, so many different color schemes. Someone this morning had their interceptor drawn up like spiderman. I even spent some of my coin on a new finishing animation the chest thump and nod. I'll probably grab the salute arrival to because it was cheap and yes I want to be JAVELIN CENA!
I would like some money because these are artisanal nuggets of wisdom philistine.
I just started playing my Storm seriously and I still don't have any sigils that click with me. Hoping I get the base set of abilities to drop soon.
The only Blast Seal I don't like is Living Flame. I guess in situations where you are hiding it could have some use, but most of the time I'm hovering and it just takes too long to get to the enemy. Generally when I use an ability I need it asap not for 15 seconds later. Ice Storm edges out Ice Blast but both have served me well. IB has a much longer Ice period, so if you need more crowd control, it may be better. Lightning strike is a good finisher but is a bit slow and unfortunately as a detonator, it's tied to the weaker focus seal primers. Flame burst is great as well, no combo (why?) but high damage and lots of it. So if you are stacking elemental damage and fire damage, it's a great ability.
Focus Seals, Burning orb and Glacial spear are great detonators. GS is my favorite ability right now. Frost Shards are an ok primer but super low damage so they aren't good for much else. Don't know much about the lightning ability's as Arc Burst doesn't combo (why?) and I've yet to ever get a single shock burst.
Origin ID\ Steam ID: Warder45
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large ape dps.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large ape dps.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
Naw its more a point of I think the Flame/Coil combo isnt survivable as the content gets harder because being close without your shield out seems very very not great. You have to be in the thick of it with flame/coil. With the other combo you have safe deeps for when you need to stop shield bashing.
Siege artillery does pretty good ranged stuff too.
mojojoeo on
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New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large ape dps.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
I love my flamethrower but time spent using that to prime is time spent with the shield down.
Flamethrower/Coil is and will be amazing for things where you're not on the edge of death though. But once the damage starts knocking you down to 1 HP just because "fuck you for even picking this difficulty" then I'm stashing those pretty quick.
New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large ape dps.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
I love my flamethrower but time spent using that to prime is time spent with the shield down.
Flamethrower/Coil is and will be amazing for things where you're not on the edge of death though. But once the damage starts knocking you down to 1 HP just because "fuck you for even picking this difficulty" then I'm stashing those pretty quick.
If the difficulty does get to that point I'm not sure Colossus has a place in the game because you'll never be able to fire your weapons.
I'm not a fan of firewall mortar. Seems I always manage to make a wall of fire between two groups of enemies.
I have found it to be unbelievably finnicky in terms of whether it even wants to correctly spawn the fire or not.
Yeah, it seems to just not spawn a fire if you hit a shielded enemy directly.
I've had it hit the ground near an enemy and just not spawn it as well. Sometimes it spawns for 3 seconds and disappears. It's just not consistent enough for me.
New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large ape dps.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
I love my flamethrower but time spent using that to prime is time spent with the shield down.
Flamethrower/Coil is and will be amazing for things where you're not on the edge of death though. But once the damage starts knocking you down to 1 HP just because "fuck you for even picking this difficulty" then I'm stashing those pretty quick.
If the difficulty does get to that point I'm not sure Colossus has a place in the game because you'll never be able to fire your weapons.
Watching people do GM1-3, including those who spent every minute chest farming until the nerf, it looks like the game is balanced like Dragon Age Multiplayer (DAMP) was. DAMP was basically unplayable past the intro difficulty without some form of heal on kill (you could get around it with good group comps but for john randos and solo play it was pretty vital until far into the paragon level grind), so that stat was on a good amount of gear. In Anthem it's on enough items and gives enough health back it looks like a similar mindset at work.
I think it's a bit silly to make the argument but it could be made everything but storm is in that place right now past GM1. Storm just has so many ways to stack damage making them great single target nukers, great at AoE nuking, great at CC, great at AoE CC, great at weapon damage, AND they stack those damage multipliers while hovering. Compare that to the other javelins coupled a universal reliance on heal on X I'm very curious how they start tweaking numbers. You can already see people poo-pooing they aren't keeping up with fully chest farmed storms and that will only get worse after the 22nd. As silly as it is to compare someone just beating the campaign to someone putting in dozens of chest farming hours before the nerf it's what people do.
New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large ape dps.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
I love my flamethrower but time spent using that to prime is time spent with the shield down.
Flamethrower/Coil is and will be amazing for things where you're not on the edge of death though. But once the damage starts knocking you down to 1 HP just because "fuck you for even picking this difficulty" then I'm stashing those pretty quick.
If the difficulty does get to that point I'm not sure Colossus has a place in the game because you'll never be able to fire your weapons.
Watching people do GM1-3, including those who spent every minute chest farming until the nerf, it looks like the game is balanced like Dragon Age Multiplayer (DAMP) was. DAMP was basically unplayable past the intro difficulty without some form of heal on kill (you could get around it with good group comps but for john randos and solo play it was pretty vital until far into the paragon level grind), so that stat was on a good amount of gear. In Anthem it's on enough items and gives enough health back it looks like a similar mindset at work.
I think it's a bit silly to make the argument but it could be made everything but storm is in that place right now past GM1. Storm just has so many ways to stack damage making them great single target nukers, great at AoE nuking, great at CC, great at AoE CC, great at weapon damage, AND they stack those damage multipliers while hovering. Compare that to the other javelins coupled a universal reliance on heal on X I'm very curious how they start tweaking numbers. You can already see people poo-pooing they aren't keeping up with fully chest farmed storms and that will only get worse after the 22nd. As silly as it is to compare someone just beating the campaign to someone putting in dozens of chest farming hours before the nerf it's what people do.
Can't say I'm surprised. I sort of expected this to happen because BioWare have historically struggled with scaling damage in a way that doesn't cause balance issues.
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DemonStaceyTTODewback's DaughterIn love with the TaySwayRegistered Userregular
Decreased loading times for older disk drives
Fixed many infinite loading screens
Fixed multiple challenges not tracking properly
A number of issues have been fixed that were causing players to disconnect or crash
Weapons and gear now have numbers present for modifiers
General Fixes and Improvements
Loot Reveal and Expedition Summary now correctly play during the end of expedition screen.
The gather party mechanic has been made more lenient in a number of situations
At the end of expedition screen players will no longer get stuck on "Recording Victories" or "Skipping All".
Game no longer hangs in Javelin menu when unlocking the second, third or fourth javelin
During the mission “What Freelancers Do” dying after killing Junkmaw & freeing Arcanists leaves you unable to progress, this has been fixed
Challenges now unlock for players at the correct levels
Fixed some camera issues during cutscenes
Legendary Contracts can now be accepted from the Social Hub contract board
Some enemies have had their shield values decreased
Loot now properly drops for players who are downed
The texture quality on the NPC Prospero has been improved
Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen
Fixed the time outs on echoes and relics to prevent griefing and to handle disconnections properly
Players can no longer fall through the floor during the 3rd trial in the Fortress of Dawn
Completing the tutorial expedition will now show the correct Ranger appearance
After disconnecting, rejoining an expedition will now place you back into a squad if you were in one previously
Corrected an issue where players could not interact with each other in the launch bay in certain circumstances
Corrected an issue during the Mission "Bad Deal" where outlaws won't spawn, blocking progress
The start of expedition screen has been improved
Addressed a variety of situations where killing enemies does not properly progress world events
Opening a chest now increments Tomb of the Legionnaire progress for all squad members present
Scar snipers can no longer shoot through Storm Shield
Corrected an issue where players would get stuck on the end of expedition screen in some situations
Players will no longer get disconnected if joining the "Finding Old Friends" mission while the cinematic is playing
Addressed a number of situations where players can get stuck on the environment in the launch bay
Increased the damage of the electric status effect
Corrected an issue where the Shield of Dawn could be crafted with less materials then intended in some situations
The Platinum Mission feat now grants completion as intended
Status effects can more reliably be applied to Titans
Fixed loading animations on Marksmen Rifles
Players can now access the Vault from the Forge
Swimming into jellyfish underwater no longer leaves a visual effect stuck on players.
Idle animations will no longer sync up over time in the Launch Bay
Haluk is no longer dual-wielding canes in the epilogue scene
Corrected an issue where players could not interact with each other in the launch bay in certain circumstances
Fixed an issue that could cause players in the launch bay to have identical emotes and be unable to use them
Interceptor melee ability animations will no longer stretch out in certain situations
Corrected an issue where the default Ranger appearance doesn't preview in the forge in some situations
All animations now play as intended in the Forge
Players can now enter the Tomb of Gwanes while in a party
The default Javelin wear state has been changed from "Dirty" to "Old"
Sentinel Loyalty 2 text no longer incorrectly states that it will lead to a larger vault
Picking up ammo from the ground now properly gives you 30% of that ammo back into both the current magazine and the maximum spare ammo
Fixed a bug where some global (Javelin Icon) inscription bonuses were not being properly applied to the Javelin and other gear/weapons.
Fixed some issues that could cause the Armor Pip count on the UI to break and not display properly
Strongholds
Fixed an issue that would cause a Stronghold server crash after defeating the last boss
Temple of Scar - Players can no longer get stuck in the mined tunnel in the explosives room
Temple of Scar - Players can no longer be blocked from entering the explosives room due to fog wall
Fixed Tyrant Mine so people that join the stronghold in-progress do not end up locked away from their team
Adjusted lighting in Tyrant Mine underwater section to make it easier to navigate to the exit
The Swarm Tyrant will no longer get stuck in the side cave entrances in some situations
Corrected an issue where players would spawn into different areas of the Tyrant Mine in certain situations
Implemented more safeguards to stop players from going AFK in Strongholds
Challenges
Only Masterwork items can now be used to progress Masterwork challenges as intended
Corrected an issue where some Challenges track progress simultaneously instead of incrementally, as intended. (ex: Blast Missile I and then Blast Missile II instead of both incrementing at the same time
Gear and Weapons
After having 1st pilot unlock suit after tutorials, creating a new pilot and going to forge no longer causes load screen hang
Ice damage bonuses are now correctly applied on ice gear
Suit-wide bonuses from inscription are now functioning properly
Players can no longer salvage equipped items
Javelin specific gear and/or weapons are no longer able to be used on javelins they aren't intended for
Corrected an issue where in some circumstances Masterwork Components do not have any inscriptions
The Endless Siege Masterwork Autocannon no longer displays a damage increase of 0% in its tooltip
Suit-wide specific weapon ammo bonuses coming from infusions are now correctly applied
A Network Error Message no longer appears when opening an item chest in the second tutorial
Colossus shoulder gear will now share the appearance of the rest of the javelin as intended
Deadeye has increased spare ammo 10 -> 20
Cloudburst has had increased damage 16.3 -> 21
Torrent has had increased damage 22.2 -> 28.6
Lightning Strike’s pre-visualization will now accurately depict that the explosion snaps to the ground.
(Ranger) Inferno Grenade base damage 130 -> 175
(Interceptor) Cryo Glaive base damage 20 -> 50
(Storm) Living Flame base damage 50 -> 60
(Storm) Glacial Beam base damage 150 -> 120
(Storm) Arc Burst secondary damage 100 -> 150
(Ranger) Pulse Blast base damage 225 -> 300, and now deals extra damage to Shields (previously did extra damage to Armored).
(Ranger) Blast Missile now properly scales up in damage as the item level increases
(Interceptor) Melee attacks now have some minor resistance penetration
Large Area of Effect abilities will better register multi-kill activities for challenges and medals
Spark Dash functionality has been significantly improved when the target enemy is at a different height (above/below) the Interceptor.
Several gear pieces that had missing primer or detonator icons have been fixed.
Interceptor
Tempest Strike - Detonator Icon
Spark Dash - Detonator Icon
Venom Spray - Primer Icon
Detonating Strike - Primer Icon
Colossus
Lightning Coil - Detonator Icon
Shock Coil - Primer Icon
Flamethrower - Primer Icon
Several improvements have been made to ensure gear use on PC prioritizes turning the Javelin towards the reticle when used rather than casting in front of the Javelin's current direction.
Javelins
The Colossus javelin is now able to activate its shield more quickly after using an ability or firing a weapon
The Storm javelin now reacts to getting hit when its shields are up
Fixed an exploit that allowed the Storm's ultimate attack to be used more times than intended
The Colossus exo can now shield and revive at the same time
Interceptor Combo Aura has been increased in power and now has a damage over time component
Ranger melee now has a cooldown when striking in the air
The Target Beacon ability now correctly seeks targets
Spark Dash and Venom Spray now target based on player cursor instead of character facing. This should also improve the travel path of Spark Dash.
The Colossus will no longer be knocked out of the sky in some situations when the attack was blocked by their shield
Combos + Status Effects
Combo indicator icons above creatures now are correctly removed when detonated.
When a Storm detonates an electric status effect the chained electric effect now correctly deals damage.
Combo damage now penetrates resistances
Crafting
Non-Masterwork materials purchased from the crafting store now show as their proper rarity instead of incorrectly showing as Masterwork
A number of javelin components that had different icons for their recipes and the actual items are now the same
The Battle Cry gear recipe now has the correct description
Fixed Spark Beam gear having the wrong description when being crafted
Crafting recipes are now sorted alphabetically
The items in the crafting store are now sorted by type to be clearer
Controls
Additional Mouse and Keyboard control improvements have been made
UI
Some conversations were not popping up the reputation points post conversation completion, this has been fixed
The squad screen now displays the correct information for each player
Fixed a number of issues where subtitles will no longer get stuck on the screen after dialogue has finished as often
Settings should no longer reset upon exiting and restarting the game on Xbox One
Motion blur can now correctly be turned off
The Electric Status Effect now shows scaled damage properly
An option has been added to hide the Squad Member HUD
The edge of the compass will now pulse to indicate enemy locations
A notification has been added in Fort Tarsis if a player's vault is at the cap of 250 items
On the "Repair the Strider" step of "A Cry for Help" the search radar has been adjusted to correctly lead the player to all 4 tools
Primer and Detonator icons have been added to all Interceptor gear
Corrected a user interface issue where a player’s ultimate would show as available when it isn't
Toggling the HDR option now properly prompts the Apply Changes button
Player banners should now display correctly
Camera shake slider has been added to settings menu
Players may now track 10 challenges instead of 5
An option to adjust screen boundaries on consoles has been added
Changing a player banner through the banner menu now properly saves the selection
Health, cooldowns, and key bindings now light up on supported keyboards
Players will now receive more clear messaging when a squad is disbanded or are kicked from a squad
Squad leaders will no longer always show as ready
The icon for players in a downed state will no longer appear in cutscenes
Cypher Annotations will now appear for more than one player if they are looking at it simultaneously
Removed mentions of respawning on the player UI when they die in a restricted respawn area
The Player Banner now updates immediately when updated from the squad screen
Fixed a number of situations where a combo will trigger but no combo floating text appears
Pressing esc to pass a notification screen no longer opens up the in-game menu
Quick chat messages will no longer appear from an ignored player
Removed a message from the mailbox which incorrectly stated that messages will be removed after 3 days
A number of inscription icons have been updated to properly reflect whether they are Javelin specific or not
Corrected an issue where players could not change loadout names on PC
Players no longer need to exit and re-enter the forge for loadout names to update
The on-screen VOIP indicator which shows a player speaking will no longer be active if that player is muted
New data - Rail gun is far outpaced in groups by siege artillery. Its a blast finish vs an impact finish so you just explode everything in your firewall in a chain combo.
While i will always love the railgun- the science favors the siege artillery for large area dps.
I think the railgun has armor penetration stuff built in though. So its more for something to use against hardened targets and not so much on mass aoe blasting.
+1
TTODewbackPuts the drawl in ya'llI think I'm in HellRegistered Userregular
I know Acid is buffed vs Armored units
Does Electrical have a shield bonus?
Interesting. So solo players are fighting scaling up to two player, not 4 player. I wonder if that's how freeplay events scale, or do they start at 4 person because 4 people can be in a freeplay session
I would like some money because these are artisanal nuggets of wisdom philistine.
Huh. I have two identical weekly Faction objectives. Two literal birds with one shield slam.
+5
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
I hope BioWare can keep new stuff dropping quickly because once you hit end game, content gets very repetitive (in terms of what you're actually doing and fighting boss-wise and the playerbase will probably leak out quickly except for the folks who really really really like the Diablo/PoE end game of "get slightly bigger numbers to increase difficulty slightly to get slightly bigger numbers to etc."
If BioWare can drop a chunk of new content every 2-4 weeks though that will at least keep people coming back to see the new stuff and play through it, so here's hopin'.
I know Acid is buffed vs Armored units
Does Electrical have a shield bonus?
It does more damage against shields and I from tool tip once an enemy is "electrocuted" they arc damage to other nearby enemies.
Even the tool tip I've seen slowly burning through my 10 hours waiting on Friday just talks about acid increasing the damage enemies take, same as the demo. Effectively it's better against armor period (be that yellow bars or red bars) since you aren't priming acid on shielded (blue bar) enemies but acid functions like the purple goo in borderlands 2, where like Anthem, it was a debuff you applied to do more damage universally to enemies.
So, has anyone found something official from BioWare to confirm this? It could easily be a tweet or off hand comment on stream but I've never seen anything confirming the ME weaknesses people keep talking about. I can't test it because I'm down to like 30 minutes before Friday and none of my gear is good for it. It makes sense if they used the ME style damage types and weaknesses but no one was talking about it being a thing until someone on reddit posted a graphic of primers and detonators with that in the fine print. It's still the only source I've seen on ME damage styles being a thing.
Add to that how often Ben and the other devs have to correct something they've said because they're trying to be as open and helpful as possible and it's now this thing that keeps getting brought up but I've yet to see anything proving it. It could be as simple as of all the tool tips I've seen that one isn't one of them, that's fine, it'd just be nice to know.
Well having an actual road map is helpful. Like we know march has content, and they have two other acts behind it. Compared to like RDR 2 Online which is at the end of this month finally getting stuff people wanted on release. Different games naturally like RDR 2 had a super strong single player anthem doesn't have, but Bioware has been aggressively getting out there and answering to the public at large so that's something.
I would like some money because these are artisanal nuggets of wisdom philistine.
Interesting. So solo players are fighting scaling up to two player, not 4 player. I wonder if that's how freeplay events scale, or do they start at 4 person because 4 people can be in a freeplay session
For the first part, yes and no. The composition, so # of enemies, is the same for 1-2 players or 3-4 players. The actual strength of enemies is per player count, so they are scaled down for solo.
For freeplay, that's something we'd need confirmation on but it's easy enough to tell that the difficulty is tuned down generally to account for people doing things separate. ie, a hard stronghold is significantly harder than doing hard freeplay.
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3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
Well having an actual road map is helpful. Like we know march has content, and they have two other acts behind it. Compared to like RDR 2 Online which is at the end of this month finally getting stuff people wanted on release. Different games naturally like RDR 2 had a super strong single player anthem doesn't have, but Bioware has been aggressively getting out there and answering to the public at large so that's something.
Definitely, I know it's their plan and that they're cognizant that the game itself is light on post-campaign content outside of the iterative loot grind. I just hope they can deliver on their plans!
I hope BioWare can keep new stuff dropping quickly because once you hit end game, content gets very repetitive (in terms of what you're actually doing and fighting boss-wise and the playerbase will probably leak out quickly except for the folks who really really really like the Diablo/PoE end game of "get slightly bigger numbers to increase difficulty slightly to get slightly bigger numbers to etc."
If BioWare can drop a chunk of new content every 2-4 weeks though that will at least keep people coming back to see the new stuff and play through it, so here's hopin'.
2-4 weeks would be pretty aggressive unless they already had a bunch of content in the can just waiting to drip feed the playerbase. I think content every 2-3 months might be a bit more realistic.
Yeah I'd imagine with the main plot done and it's been mostly bug fixing and QoL improvements, the team that works on content will have been working on updates for the last couple months at least.
Well if you look at recent entries in the genre that had falling downs, destiny 1/2 and the division. The problem was in not aggressively adding content and reasons to play post launch. Those games (well destiny 1 and division lesser extent destiny 2) eventually got content people liked and people came back, but destiny 2 shows us if you wait too long, if you don't disclose enough you lose too many people and it can be fatal to the game overall.
I would like some money because these are artisanal nuggets of wisdom philistine.
MortiousThe Nightmare BeginsMove to New ZealandRegistered Userregular
So I've been trying to knock out the magic door quest and it's a slog. And the progress isn't shared amongst a group, so it's a double slog.
Not sure what the hell they were thinking. It's so different from the rest of the game up to this point, both mechanically and thematically, it's very obviously just a timesink.
For the storm gear, I've been getting a ton of results with ice storm and burning orb. Ice storm gives you 3 charges of aoe ice primer and has a relatively quick recharge. Burning orb can detonate all the frozen guys and has also been pretty good at taking out shields, also if you fully charge it up BO does pretty good AoE damage as well as having basically no recharge time. That thing is always up and ready to throw fire at stuff. I've also been using quickening field over wind wall. Having the shorter gear CDs just seems a more helpful, especially for the situations where your team is defending an area. Just pop it and let everybody spam their skills.
For the storm gear, I've been getting a ton of results with ice storm and burning orb. Ice storm gives you 3 charges of aoe ice primer and has a relatively quick recharge. Burning orb can detonate all the frozen guys and has also been pretty good at taking out shields, also if you fully charge it up BO does pretty good AoE damage as well as having basically no recharge time. That thing is always up and ready to throw fire at stuff. I've also been using quickening field over wind wall. Having the shorter gear CDs just seems a more helpful, especially for the situations where your team is defending an area. Just pop it and let everybody spam their skills.
Wind Wall also blocks a set amount of damage, so it becomes less useful as you go up in difficulties. Apparently in GM it basically dies before the casting animation finishes.
For the storm gear, I've been getting a ton of results with ice storm and burning orb. Ice storm gives you 3 charges of aoe ice primer and has a relatively quick recharge. Burning orb can detonate all the frozen guys and has also been pretty good at taking out shields, also if you fully charge it up BO does pretty good AoE damage as well as having basically no recharge time. That thing is always up and ready to throw fire at stuff. I've also been using quickening field over wind wall. Having the shorter gear CDs just seems a more helpful, especially for the situations where your team is defending an area. Just pop it and let everybody spam their skills.
Yeah windwall seems not nearly as good as the ranger circular shield. Like it covers one area better than the circular shield, but very rarely are enemies just shooting from one place.
I would like some money because these are artisanal nuggets of wisdom philistine.
Posts
I'm really enjoying the ranger gameplay, especially in groups, I have two primers (inferno grenade, melee) and one finisher (pulse blast I think? basically the charge up shot) so I drop grenades, melee and if anything got primed and not dead I give it a pulse blast to finish it off.
I'm also enjoying that people definitely seem to be in fashion javelin, so many different color schemes. Someone this morning had their interceptor drawn up like spiderman. I even spent some of my coin on a new finishing animation the chest thump and nod. I'll probably grab the salute arrival to because it was cheap and yes I want to be JAVELIN CENA!
pleasepaypreacher.net
The only Blast Seal I don't like is Living Flame. I guess in situations where you are hiding it could have some use, but most of the time I'm hovering and it just takes too long to get to the enemy. Generally when I use an ability I need it asap not for 15 seconds later. Ice Storm edges out Ice Blast but both have served me well. IB has a much longer Ice period, so if you need more crowd control, it may be better. Lightning strike is a good finisher but is a bit slow and unfortunately as a detonator, it's tied to the weaker focus seal primers. Flame burst is great as well, no combo (why?) but high damage and lots of it. So if you are stacking elemental damage and fire damage, it's a great ability.
Focus Seals, Burning orb and Glacial spear are great detonators. GS is my favorite ability right now. Frost Shards are an ok primer but super low damage so they aren't good for much else. Don't know much about the lightning ability's as Arc Burst doesn't combo (why?) and I've yet to ever get a single shock burst.
If you're speccing for add clear, any firewall combo is still massively outpaced by flamethrower+lightning coil. The point of a railgun build is to shore up your single target damage.
Naw its more a point of I think the Flame/Coil combo isnt survivable as the content gets harder because being close without your shield out seems very very not great. You have to be in the thick of it with flame/coil. With the other combo you have safe deeps for when you need to stop shield bashing.
Siege artillery does pretty good ranged stuff too.
I love my flamethrower but time spent using that to prime is time spent with the shield down.
Flamethrower/Coil is and will be amazing for things where you're not on the edge of death though. But once the damage starts knocking you down to 1 HP just because "fuck you for even picking this difficulty" then I'm stashing those pretty quick.
If the difficulty does get to that point I'm not sure Colossus has a place in the game because you'll never be able to fire your weapons.
I have found it to be unbelievably finnicky in terms of whether it even wants to correctly spawn the fire or not.
Yeah, it seems to just not spawn a fire if you hit a shielded enemy directly.
I've had it hit the ground near an enemy and just not spawn it as well. Sometimes it spawns for 3 seconds and disappears. It's just not consistent enough for me.
I think it's a bit silly to make the argument but it could be made everything but storm is in that place right now past GM1. Storm just has so many ways to stack damage making them great single target nukers, great at AoE nuking, great at CC, great at AoE CC, great at weapon damage, AND they stack those damage multipliers while hovering. Compare that to the other javelins coupled a universal reliance on heal on X I'm very curious how they start tweaking numbers. You can already see people poo-pooing they aren't keeping up with fully chest farmed storms and that will only get worse after the 22nd. As silly as it is to compare someone just beating the campaign to someone putting in dozens of chest farming hours before the nerf it's what people do.
Some interesting ones in there, heal on kill, shields on hit-streak, status effect on hit-streak, etc.
Can't say I'm surprised. I sort of expected this to happen because BioWare have historically struggled with scaling damage in a way that doesn't cause balance issues.
They all use the same models?
High level fixes
Decreased loading times for older disk drives
Fixed many infinite loading screens
Fixed multiple challenges not tracking properly
A number of issues have been fixed that were causing players to disconnect or crash
Weapons and gear now have numbers present for modifiers
General Fixes and Improvements
Loot Reveal and Expedition Summary now correctly play during the end of expedition screen.
The gather party mechanic has been made more lenient in a number of situations
At the end of expedition screen players will no longer get stuck on "Recording Victories" or "Skipping All".
Game no longer hangs in Javelin menu when unlocking the second, third or fourth javelin
During the mission “What Freelancers Do” dying after killing Junkmaw & freeing Arcanists leaves you unable to progress, this has been fixed
Challenges now unlock for players at the correct levels
Fixed some camera issues during cutscenes
Legendary Contracts can now be accepted from the Social Hub contract board
Some enemies have had their shield values decreased
Loot now properly drops for players who are downed
The texture quality on the NPC Prospero has been improved
Final boss of strongholds now drop loot instead of only being shown on the end of expedition screen
Fixed the time outs on echoes and relics to prevent griefing and to handle disconnections properly
Players can no longer fall through the floor during the 3rd trial in the Fortress of Dawn
Completing the tutorial expedition will now show the correct Ranger appearance
After disconnecting, rejoining an expedition will now place you back into a squad if you were in one previously
Corrected an issue where players could not interact with each other in the launch bay in certain circumstances
Corrected an issue during the Mission "Bad Deal" where outlaws won't spawn, blocking progress
The start of expedition screen has been improved
Addressed a variety of situations where killing enemies does not properly progress world events
Opening a chest now increments Tomb of the Legionnaire progress for all squad members present
Scar snipers can no longer shoot through Storm Shield
Corrected an issue where players would get stuck on the end of expedition screen in some situations
Players will no longer get disconnected if joining the "Finding Old Friends" mission while the cinematic is playing
Addressed a number of situations where players can get stuck on the environment in the launch bay
Increased the damage of the electric status effect
Corrected an issue where the Shield of Dawn could be crafted with less materials then intended in some situations
The Platinum Mission feat now grants completion as intended
Status effects can more reliably be applied to Titans
Fixed loading animations on Marksmen Rifles
Players can now access the Vault from the Forge
Swimming into jellyfish underwater no longer leaves a visual effect stuck on players.
Idle animations will no longer sync up over time in the Launch Bay
Haluk is no longer dual-wielding canes in the epilogue scene
Corrected an issue where players could not interact with each other in the launch bay in certain circumstances
Fixed an issue that could cause players in the launch bay to have identical emotes and be unable to use them
Interceptor melee ability animations will no longer stretch out in certain situations
Corrected an issue where the default Ranger appearance doesn't preview in the forge in some situations
All animations now play as intended in the Forge
Players can now enter the Tomb of Gwanes while in a party
The default Javelin wear state has been changed from "Dirty" to "Old"
Sentinel Loyalty 2 text no longer incorrectly states that it will lead to a larger vault
Picking up ammo from the ground now properly gives you 30% of that ammo back into both the current magazine and the maximum spare ammo
Fixed a bug where some global (Javelin Icon) inscription bonuses were not being properly applied to the Javelin and other gear/weapons.
Fixed some issues that could cause the Armor Pip count on the UI to break and not display properly
Strongholds
Fixed an issue that would cause a Stronghold server crash after defeating the last boss
Temple of Scar - Players can no longer get stuck in the mined tunnel in the explosives room
Temple of Scar - Players can no longer be blocked from entering the explosives room due to fog wall
Fixed Tyrant Mine so people that join the stronghold in-progress do not end up locked away from their team
Adjusted lighting in Tyrant Mine underwater section to make it easier to navigate to the exit
The Swarm Tyrant will no longer get stuck in the side cave entrances in some situations
Corrected an issue where players would spawn into different areas of the Tyrant Mine in certain situations
Implemented more safeguards to stop players from going AFK in Strongholds
Challenges
Only Masterwork items can now be used to progress Masterwork challenges as intended
Corrected an issue where some Challenges track progress simultaneously instead of incrementally, as intended. (ex: Blast Missile I and then Blast Missile II instead of both incrementing at the same time
Gear and Weapons
After having 1st pilot unlock suit after tutorials, creating a new pilot and going to forge no longer causes load screen hang
Ice damage bonuses are now correctly applied on ice gear
Suit-wide bonuses from inscription are now functioning properly
Players can no longer salvage equipped items
Javelin specific gear and/or weapons are no longer able to be used on javelins they aren't intended for
Corrected an issue where in some circumstances Masterwork Components do not have any inscriptions
The Endless Siege Masterwork Autocannon no longer displays a damage increase of 0% in its tooltip
Suit-wide specific weapon ammo bonuses coming from infusions are now correctly applied
A Network Error Message no longer appears when opening an item chest in the second tutorial
Colossus shoulder gear will now share the appearance of the rest of the javelin as intended
Deadeye has increased spare ammo 10 -> 20
Cloudburst has had increased damage 16.3 -> 21
Torrent has had increased damage 22.2 -> 28.6
Lightning Strike’s pre-visualization will now accurately depict that the explosion snaps to the ground.
(Ranger) Inferno Grenade base damage 130 -> 175
(Interceptor) Cryo Glaive base damage 20 -> 50
(Storm) Living Flame base damage 50 -> 60
(Storm) Glacial Beam base damage 150 -> 120
(Storm) Arc Burst secondary damage 100 -> 150
(Ranger) Pulse Blast base damage 225 -> 300, and now deals extra damage to Shields (previously did extra damage to Armored).
(Ranger) Blast Missile now properly scales up in damage as the item level increases
(Interceptor) Melee attacks now have some minor resistance penetration
Large Area of Effect abilities will better register multi-kill activities for challenges and medals
Spark Dash functionality has been significantly improved when the target enemy is at a different height (above/below) the Interceptor.
Several gear pieces that had missing primer or detonator icons have been fixed.
Interceptor
Tempest Strike - Detonator Icon
Spark Dash - Detonator Icon
Venom Spray - Primer Icon
Detonating Strike - Primer Icon
Colossus
Lightning Coil - Detonator Icon
Shock Coil - Primer Icon
Flamethrower - Primer Icon
Several improvements have been made to ensure gear use on PC prioritizes turning the Javelin towards the reticle when used rather than casting in front of the Javelin's current direction.
Javelins
The Colossus javelin is now able to activate its shield more quickly after using an ability or firing a weapon
The Storm javelin now reacts to getting hit when its shields are up
Fixed an exploit that allowed the Storm's ultimate attack to be used more times than intended
The Colossus exo can now shield and revive at the same time
Interceptor Combo Aura has been increased in power and now has a damage over time component
Ranger melee now has a cooldown when striking in the air
The Target Beacon ability now correctly seeks targets
Spark Dash and Venom Spray now target based on player cursor instead of character facing. This should also improve the travel path of Spark Dash.
The Colossus will no longer be knocked out of the sky in some situations when the attack was blocked by their shield
Combos + Status Effects
Combo indicator icons above creatures now are correctly removed when detonated.
When a Storm detonates an electric status effect the chained electric effect now correctly deals damage.
Combo damage now penetrates resistances
Crafting
Non-Masterwork materials purchased from the crafting store now show as their proper rarity instead of incorrectly showing as Masterwork
A number of javelin components that had different icons for their recipes and the actual items are now the same
The Battle Cry gear recipe now has the correct description
Fixed Spark Beam gear having the wrong description when being crafted
Crafting recipes are now sorted alphabetically
The items in the crafting store are now sorted by type to be clearer
Controls
Additional Mouse and Keyboard control improvements have been made
UI
Some conversations were not popping up the reputation points post conversation completion, this has been fixed
The squad screen now displays the correct information for each player
Fixed a number of issues where subtitles will no longer get stuck on the screen after dialogue has finished as often
Settings should no longer reset upon exiting and restarting the game on Xbox One
Motion blur can now correctly be turned off
The Electric Status Effect now shows scaled damage properly
An option has been added to hide the Squad Member HUD
The edge of the compass will now pulse to indicate enemy locations
A notification has been added in Fort Tarsis if a player's vault is at the cap of 250 items
On the "Repair the Strider" step of "A Cry for Help" the search radar has been adjusted to correctly lead the player to all 4 tools
Primer and Detonator icons have been added to all Interceptor gear
Corrected a user interface issue where a player’s ultimate would show as available when it isn't
Toggling the HDR option now properly prompts the Apply Changes button
Player banners should now display correctly
Camera shake slider has been added to settings menu
Players may now track 10 challenges instead of 5
An option to adjust screen boundaries on consoles has been added
Changing a player banner through the banner menu now properly saves the selection
Health, cooldowns, and key bindings now light up on supported keyboards
Players will now receive more clear messaging when a squad is disbanded or are kicked from a squad
Squad leaders will no longer always show as ready
The icon for players in a downed state will no longer appear in cutscenes
Cypher Annotations will now appear for more than one player if they are looking at it simultaneously
Removed mentions of respawning on the player UI when they die in a restricted respawn area
The Player Banner now updates immediately when updated from the squad screen
Fixed a number of situations where a combo will trigger but no combo floating text appears
Pressing esc to pass a notification screen no longer opens up the in-game menu
Quick chat messages will no longer appear from an ignored player
Removed a message from the mailbox which incorrectly stated that messages will be removed after 3 days
A number of inscription icons have been updated to properly reflect whether they are Javelin specific or not
Corrected an issue where players could not change loadout names on PC
Players no longer need to exit and re-enter the forge for loadout names to update
The on-screen VOIP indicator which shows a player speaking will no longer be active if that player is muted
I think the railgun has armor penetration stuff built in though. So its more for something to use against hardened targets and not so much on mass aoe blasting.
Does Electrical have a shield bonus?
Yep, that seems like one of the big downsides. Weapons are all just reskins of the base models.
It does more damage against shields and I from tool tip once an enemy is "electrocuted" they arc damage to other nearby enemies.
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If BioWare can drop a chunk of new content every 2-4 weeks though that will at least keep people coming back to see the new stuff and play through it, so here's hopin'.
So, has anyone found something official from BioWare to confirm this? It could easily be a tweet or off hand comment on stream but I've never seen anything confirming the ME weaknesses people keep talking about. I can't test it because I'm down to like 30 minutes before Friday and none of my gear is good for it. It makes sense if they used the ME style damage types and weaknesses but no one was talking about it being a thing until someone on reddit posted a graphic of primers and detonators with that in the fine print. It's still the only source I've seen on ME damage styles being a thing.
Add to that how often Ben and the other devs have to correct something they've said because they're trying to be as open and helpful as possible and it's now this thing that keeps getting brought up but I've yet to see anything proving it. It could be as simple as of all the tool tips I've seen that one isn't one of them, that's fine, it'd just be nice to know.
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For the first part, yes and no. The composition, so # of enemies, is the same for 1-2 players or 3-4 players. The actual strength of enemies is per player count, so they are scaled down for solo.
For freeplay, that's something we'd need confirmation on but it's easy enough to tell that the difficulty is tuned down generally to account for people doing things separate. ie, a hard stronghold is significantly harder than doing hard freeplay.
Definitely, I know it's their plan and that they're cognizant that the game itself is light on post-campaign content outside of the iterative loot grind. I just hope they can deliver on their plans!
2-4 weeks would be pretty aggressive unless they already had a bunch of content in the can just waiting to drip feed the playerbase. I think content every 2-3 months might be a bit more realistic.
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Not sure what the hell they were thinking. It's so different from the rest of the game up to this point, both mechanically and thematically, it's very obviously just a timesink.
It’s not a very important country most of the time
http://steamcommunity.com/id/mortious
Wind Wall also blocks a set amount of damage, so it becomes less useful as you go up in difficulties. Apparently in GM it basically dies before the casting animation finishes.
Steam: CavilatRest
Yeah windwall seems not nearly as good as the ranger circular shield. Like it covers one area better than the circular shield, but very rarely are enemies just shooting from one place.
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