yankeehater
Member
I tried the 11 wave mission last night had a great group of randoms we got to wave 8 no problem and then the host got disconnected and then another guy dropped and we had to give up. So fucking annoying.
I have 125 hours in the game, so I love it. A lot of the early problems have been resolved. It can be annoying not having good weapons/characters, but you'll get them with time or luck.Perhaps I should have purchased this during E3 sale just for the Multiplayer... would that have been smart?
It seems pretty dead going by this thread... is it fun? Is the loot satisfying?
Perhaps I should have purchased this during E3 sale just for the Multiplayer... would that have been smart?
It seems pretty dead going by this thread... is it fun? Is the loot satisfying?
She's great, but compared to every other class she's extremely hard to use. You have to play conservatively and aggressively to keep your shields up.I love the mp n this game. They have done such a great job improving things since launch. I unlocked the kinetist the other day, do people use her, is she a viable class for gold?
Platinum difficulty coming andclass teased.Batarian
https://twitter.com/masseffect/status/882282896492331008
Out of all the cool alien species (Geth/Quarian/Drell for instance), they chose Batarians??
Why BioWare.
Platinum difficulty coming andclass teased.Batarian
https://twitter.com/masseffect/status/882282896492331008
The way I see it, there was about twenty-five to thirty hours of good content in an eighty to ninety hour game.I can't believe people want single-player DLC after playing the powerfully mediocre campaign.
Oh shit, nice!Platinum difficulty coming andclass teased.Batarian
https://twitter.com/masseffect/status/882282896492331008
The loyalty missions were pretty strong, however. It seems likely that any single player DLC, particularly with the hints in the story, would be similar to those.That is a very generous assessment.
It ranks to XX, apparently 4% with each rank.I played three games on Gold (not touching Platinum yet) and noticed a couple of changes. Devices now have a separate, shorter, timer per device. Hack now requires you to keep enemies out of the area same as Upload. I didn't get a chance to do a post-patch Upload to see if the rules of Upload and Hack were swapped, but I'm hoping that's what they did.
Got one XI card, a Turian Soldier. The bonus here is 4% to power, combo, and melee damage. I wonder just how high these numbers will go.
Batarian Vanguard: portrait
Powers: Charge, Annihilation, Flakcannon
Human Artificer (Female): portrait
Powers: Cryobeam, RemnantVi, Invasion
Armor/Skin: Remnant
Human Commando (Female): portrait
Powers: Singularity, Turbocharge, Warp
Armor/Skin: N7
Human Guardian (Male): portrait
Powers: Backlash, Shieldboost, Warp
Armor/Skin: Heleus
Human Juggernaut (Male): portrait
Powers: Snapfreeze, Fortify, Shockwave
Armor/Skin: Remnant
Credit where due to the MEAMP team. Rough start, but they're doing some great work.Multiplayer
Introduced Platinum Difficulty, featuring mixed enemy factions.
Added the Batarian Scrapper character (Rare).
Added a Skin Tone slider to customization options for some characters.
Added Veteran Bonus ranks that increase power, combo, and melee damage stats for each character.
There are now two daily challenges and new types of challenges.
The Item Store has a weekly rotation of two Uncommon and two Rare equipment items.
Characters can be renamed in the customization options.
Weapons
Added the Kishock Harpoon Gun, a heavy, single-shot batarian sniper rifle that bleeds targets slowly.
There are new versions of the Uncommon, Rare, and Ultra Rare weapons with unique perks.
Bulwark: grants you additional damage resistance when near other players. Damage resistance increases with each team member in range.
Siphon: damage dealt replenishes player health.
Concussive: killing an enemy with a weak point shot causes them to detonate with a biotic explosion.
Assault Rifles
Avenger S
Increased damage from 55-66 to 66-79
Falcon
Increased damage from 385-462 to 415-498
Increased total ammo from 30-38 to 36-45
Increase explosion radius from 2 meters to 3 meters
P.A.W.
Increased damage from 58-67 to 64-74
Pistols / SMGs
Charger S
Increased damage from 47-56 to 57-68
Sidewinder
Decreased reload speed from 1.5 seconds to 0.75 seconds
Increased total ammo from 42-53 to 60-75
Eagle
Increased clip size from 18 to 24
Increased total ammo from 180-225 to 192-240
Scorpion
Increased damage from 475-570 to 587-704
Equalizer
Increased damage from 57-68 to 71-85
Shotguns
Scattershot
Increased damage from 66-79 to 87-104
Reegar Carbine
Increased damage from 58-70 to 90-108
Sniper Rifles
Viper S
Increased damage from 460-552 to 610-732
Indra
Decreased damage from 105-126 to 92-110
Black Widow
Increased damage from 771-891 to 900-1041
Increased gun weak point multiplier from 1.7 to 2.0
Naladen
Changed damage distribution between impact and area of effect from a 40/60 ratio to 20/80
Shadow
Slowed down the Shadow's recharge by 33%
Mods
Added new Targeting System mod for pistols and assault rifles that increases accuracy without a magnified scope.
Powers
Combat
Concussive Shot:
Increased base damage from 350 to 440
Increased Rank 3 damage bonus from 25% to 35%, and Rank 5 damage bonus from 40% to 50%
Increased Rank 6 Anti-Shield damage bonus from 50% to 100% and Rank 6 Anti-Armor damage bonus from 50% to 120%
Flamethrower:
Increased the direct damage per second from 240 to 250
Increased the burning damage over time from 120 to 130 per second
Frag Grenade:
Base damage radius increased from 5 meters to 6 meters
Rank 5 Shrapnel damage over time increased from 65 to 100 damage per second. Duration increased from 5 seconds to 6 seconds
Tech
Assault Turret:
Rank 5 Omni-Link radius increased from 6 meters to 10 meters
Rank 6 Cryo Ammo bullet damage bonus increased from 20% to 60%
Rank 6 Flamethrower:
Immediate damage per second increased from 150 to 275
Burning damage over time increased from 130 to 200 damage per second, and the burn duration increased from 2 seconds to 4 seconds
Flamethrower damage to armor increased from 50% to 60%
Flamethrower range increased from 8 meters to 15 meters
Fortify:
Fixed a bug that was preventing Rank 6 Unmoving Defense from providing stated damage resistance
Increased Rank 6 Unmoving Defense damage resistance from 8 to 10 per second, up to a maximum of 50 (was 40)
Tactical Cloak & Stealth Grid:
Increased the melee damage bonus from 60% to 75% and bonus window from 2 seconds to 3 seconds
Tactical Cloak
Escape Artist now recloaks player for 4 seconds after killing blow with a melee attack.
Remnant VI
Decreased the Rank 2 beam damage bonus from 65% to 50%
Decreased the Rank 5 Focus beam damage bonus from 100% to 80%
Increased the Rank 6 Electric beam damage bonus from 30% to 50%
APEX Training Passive:
Rank 5 Aerial Combat Training is now Special Combat Training and adds 50% damage to combo detonation on top of existing bonuses
Biotic
Lance:
Increased base damage from 350 to 400
Increased aim assist vs. distant targets from a 2-degree angle to a 3-degree angle
Nova:
Increased Rank 5 Anti-Armor and Anti-Shield damage bonuses from 75% to 100%
Increased Rank 6 Seismic damage bonus from 40% to 50%
Shockwave:
Increased base damage from 350 to 400
Singularity:
Increased the Rank 3 damage per second bonus from 40% to 100%
Increased the Rank 6 Explosion damage from 350 to 700
Throw
Fixed a bug that prevented Throw rank 6b from increasing combo detonation damage
Annihilation
Fixed a bug that prevented Annihilation from affecting targets within first 5 seconds of activation
Enemies
In most cases, Ascendant, Fiend, and Hydra sync kills are no longer fatal, but will bring down the player.
Gameplay
Objectives
Timers and progress bars now scale based on difficulty level.
Devices now must be defused within 45 seconds of spawning. This timer resets upon completing interaction.
Upload depletion rate now reduced when not controlled by players.
Hack can now be contested by enemies.
Assassination
Replaced with Boss objective
Boss now spawns more difficult variants of creatures, in progressive order of creature difficulty
Targets have special nameplates, more hit points, and take reduced damage from Cobra RPGs
Equipment
Juggernaut Shield bonus increased to 20%
Shield Enhancer bonus Increased to 30%
Revive Pack Transmitter
Renamed as Supply Pack Transmitter
Now duplicates the effects of First Aid, Revive Packs, and Ammo Packs to teammates within 10 meters
Increases the radius of the Cobra RPG by 50%
Damage from Cobra missiles modified to be more consistent among enemy types, and no longer deal extra damage to weak points.
I quite like the idea of these veteran ranks and alt weapons*, but it's a bit of a bummer that they can pop while you're still trying to get all of a rarity's basic forms maxed. Particularly with characters, since they're tied to skill points that have a bigger effect on viability. They'd be better as strictly bonuses for people who've ranked each rarity tier up to improve their stuff for high difficulty runs. But overall, it seems cool and they're taking feedback.Veteran ranks when I've already maxed out the common characters... sigh.
Human Artificer (Female): portrait
Powers: Cryobeam, RemnantVi, Invasion
Armor/Skin: Remnant
Two new maps are confirmed. They're going to roll out in APEX missions over the next two weeks, then enter the regular rotation.Right, with this much new stuff to unlock in every tier, I'm starting over with the basic packs and working my way up again. I know I should be annoyed at the extended grind, but right now it feels kinda good to be able to play one game and then immediately buy multiple packs.
And two more maps rumored. I didn't think that would happen.
Well hello there.
I got the Black Widow in my elite crate.
Lol just got a dupe, XV asari sentinel > XV asari sentinel...
This is correct. It's just a text/image error.Think its just a bug about not displaying XIV properly.
Question :
If I pick Radius for Throw and hit 2 enemies that are primed, will it do 2 explosions or only a single one on my initial target?
Not sure if I sould take Radius or Damage & Force for my Throw build (Asari Adept).
Only a single explosion.
But you should honestly stay away from throw as AA. Lance with shield consumption should be your primary detonator.