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Post by a_mouse on Jun 22, 2021 16:54:54 GMT
I played ME2 Insanity through Horizon with Stasis as a bonus power. Bioware seems to have fixed the "bonus damage bug" (chance for enemies to take absurd extra damage for a brief moment after Stasis breaks). That's great!
However, in Legendary there seems to be a new bug. After Stasis ends, some enemies remain collapsed helplessly on the floor indefinitely taking damage. I noticed this in particular with Scions and Vanguards. Some other enemies get up, but very slowly. So if anything, Stasis is now even more OP than it was before. (At least with the previous bug the timing restriction and unpredictability counterbalanced it somewhat).
*Sigh*
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Post by Username on Jun 22, 2021 19:12:29 GMT
I noticed the same thing happens with annoying regularity when cryo blast/ammo wears off, enemies just crumpled on the floor.
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Post by Deleted on Jun 23, 2021 9:12:19 GMT
You must have modded to get stasis. It's not unlocking as a bonus power at all in my game. Speculation is that they intentionally removed it because of the previous bugs... so why would they fix it and introduce new bugs if they intended to pull it from the game completely?
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Post by Element Zero on Jun 23, 2021 12:52:46 GMT
That behavior isn't a bug with Stasis, but rather a general bug in gameplay throughout ME2&3. Enemies survive powers and combos that should kill them, and end up lying injured on the battlefield.
It's not too annoying to pop a round or Warp or whatnot into a groaning Cerberus mook. It is annoying, though, when they get stuck in terrain or off-screen. Because so many are surviving when they shouldn't, this happens much more often now.
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Post by SassaMFG on Jun 23, 2021 13:53:42 GMT
That behavior isn't a bug with Stasis, but rather a general bug in gameplay throughout ME2&3. Enemies survive powers and combos that should kill them, and end up lying injured on the battlefield. It's not too annoying to pop a round or Warp or whatnot into a groaning Cerberus mook. It is annoying, though, when they get stuck in terrain or off-screen. Because so many are surviving when they shouldn't, this happens much more often now. ^ This Happened to me in ME3LE a lot.
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Post by sentinel87 on Jun 23, 2021 14:07:58 GMT
Enemies lying on the ground yelling was something odd to me in ME3 or ME2. I assumed they somehow survived being rag dolled/frozen/stunned but never got back up for whatever reason. There were several time were I would clear an arena but the combat music would still play even though I wasn't being shot at and there would be a enemy laying on the ground somewhere yelling. This happened around ten times in ME2 and a dozen in ME3. The worst for me was the Omega DLC were they seemed to get stuck in the geometry out of bounds near the end of the DLC.
Edit: On another note I still don't have stasis unlocked in ME2 even though I should. I'm on PC.
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Post by sugarless on Jul 1, 2021 2:28:07 GMT
I played ME2 Insanity through Horizon with Stasis as a bonus power. Bioware seems to have fixed the "bonus damage bug" (chance for enemies to take absurd extra damage for a brief moment after Stasis breaks). That's great! However, in Legendary there seems to be a new bug. After Stasis ends, some enemies remain collapsed helplessly on the floor indefinitely taking damage. I noticed this in particular with Scions and Vanguards. Some other enemies get up, but very slowly. So if anything, Stasis is now even more OP than it was before. (At least with the previous bug the timing restriction and unpredictability counterbalanced it somewhat). *Sigh* Killed Tela Vasir last night with this problem - after being entrapped in Stasis, she would lay on the ground for so long that I would have to run up to her and shoot her at near point blank range. But then when she would eventually pop up, yikes, she would biotic charge right through my sorry ass. It was an entirely different fight to the original one in the OT.
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Post by sugarless on Jul 4, 2021 1:24:38 GMT
Post early June patch, Stasis is still unavailable, after completing LotSB as a bonus power. Does anyone know if this is a permanent change?
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Post by a_mouse on Jul 9, 2021 21:45:40 GMT
Post early June patch, Stasis is still unavailable, after completing LotSB as a bonus power. Does anyone know if this is a permanent change? Not sure. I gave up waiting and used a saved game editor to give Shep Stasis + 1 TP. Hopefully their solution to these bugs is not to leave it broken and officially exclude it. Not sure what others think, but my personal preference would be to allow all bonus powers (including stasis) and advanced weapon training from beginning of the game. Shotgun adepts should not have to wait until mid game to get their shotgun!
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Post by Deleted on Jul 9, 2021 21:57:56 GMT
Post early June patch, Stasis is still unavailable, after completing LotSB as a bonus power. Does anyone know if this is a permanent change? Not sure. I gave up waiting and used a saved game editor to give Shep Stasis + 1 TP. Hopefully their solution to these bugs is not to leave it broken and officially exclude it. Not sure what others think, but my personal preference would be to allow all bonus powers (including stasis) and advanced weapon training from beginning of the game. Shotgun adepts should not have to wait until mid game to get their shotgun! Not optimistic that you'll see that level of change. They moved in the opposite direction when they added the DLC guns to the stores... making one of them (the Phalanx pistol) inaccessible until you get to Tuchanka. I'll doubt they'll move access to the weapons bonus on the Collector Ship to the beginning of the game (if that is what you're suggesting).
I hope they do consider doing some more fixes on the Bonus Powers. I'm on the Xbox One, so we did get a patch that reactivating the Medicine bonus power in ME! (since that was associated with a larger problem related to achievements on the Xbox). That patch, however, did not fix an issue with the Inferno Grenade bonus power not showing up when starting a new game in ME2. It does show up after you recruit Zaeed, but it's not available when you start a new character. Hopefully, that means that the issue with Stasis not unlocking is also a bug and that they'll patch it.
As time goes on though without a patch, I'm getting less and less optimistic about it.
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Post by sugarless on Jul 9, 2021 22:01:56 GMT
Not sure. I gave up waiting and used a saved game editor to give Shep Stasis + 1 TP. Hopefully their solution to these bugs is not to leave it broken and officially exclude it. Not sure what others think, but my personal preference would be to allow all bonus powers (including stasis) and advanced weapon training from beginning of the game. Shotgun adepts should not have to wait until mid game to get their shotgun! Not optimistic that you'll see that level of change. They moved in the opposite direction when they added the DLC guns to the stores... making one of them (the Phalanx pistol) inaccessible until you get to Tuchanka. I'll doubt they'll move access to the weapons bonus on the Collector Ship to the beginning of the game (if that is what you're suggesting).
I hope they do consider doing some more fixes on the Bonus Powers. I'm on the Xbox One, so we did get a patch that reactivating the Medicine bonus power in ME! (since that was associated with a larger problem related to achievements on the Xbox). That patch, however, did not fix an issue with the Inferno Grenade bonus power not showing up when starting a new game in ME2. It does show up after you recruit Zaeed, but it's not available when you start a new character. Hopefully, that means that the issue with Stasis not unlocking is also a bug and that they'll patch it.
As time goes on though without a patch, I'm getting less and less optimistic about it.
They are going about patching these problems slower than molasses in winter.
I would return to the OT but am so enamoured with Photo Mode that it's out of the question
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Post by Deleted on Jul 9, 2021 22:09:52 GMT
Not optimistic that you'll see that level of change. They moved in the opposite direction when they added the DLC guns to the stores... making one of them (the Phalanx pistol) inaccessible until you get to Tuchanka. I'll doubt they'll move access to the weapons bonus on the Collector Ship to the beginning of the game (if that is what you're suggesting).
I hope they do consider doing some more fixes on the Bonus Powers. I'm on the Xbox One, so we did get a patch that reactivating the Medicine bonus power in ME! (since that was associated with a larger problem related to achievements on the Xbox). That patch, however, did not fix an issue with the Inferno Grenade bonus power not showing up when starting a new game in ME2. It does show up after you recruit Zaeed, but it's not available when you start a new character. Hopefully, that means that the issue with Stasis not unlocking is also a bug and that they'll patch it.
As time goes on though without a patch, I'm getting less and less optimistic about it.
They are going about patching these problems slower than molasses in winter.
I would return to the OT but am so enamoured with Photo Mode that it's out of the question I'm just lobbing off a few remaining achievements... and then I have every intention of uninstalling MELE if they still haven't patched it. No point in eating up all that additional hard drive space on my Xbox when the OT plays better. Photo is a plus, alright... but I can live without it.
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Post by RedCaesar97 on Jul 10, 2021 14:33:09 GMT
Not sure what others think, but my personal preference would be to allow all bonus powers (including stasis) and advanced weapon training from beginning of the game. Shotgun adepts should not have to wait until mid game to get their shotgun! Not sure how you could handle the advanced weapon training at the beginning of the game. An extra screen during the character creation process? You would need to do that for all classes, meaning other classes can get the Claymore, Revenant, or Widow early as well. I am not against that idea, but that means you are getting some extra/bonus weapons early and it may not mean as much when getting it early game. Although it would mean you would no longer need to make a beeline for the Collector Ship to get your bonus weapon as early as possible. I honestly do not know what to think of that idea. It provides some benefits but also some problems. Namely, Widow is clearly an upgrade of the Mantis. Revenant also feels like an upgraded Avenger. Claymore is the only bonus weapon that actually feels different than other weapons of its type (shotguns). Having the Widow early would be good for Infiltrators on Insanity early. Maybe too good? Having the Claymore early for Vanguards would certainly be something.
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Post by RedCaesar97 on Jul 10, 2021 14:39:08 GMT
I hope they do consider doing some more fixes on the Bonus Powers. I'm on the Xbox One, so we did get a patch that reactivating the Medicine bonus power in ME! (since that was associated with a larger problem related to achievements on the Xbox). That patch, however, did not fix an issue with the Inferno Grenade bonus power not showing up when starting a new game in ME2. It does show up after you recruit Zaeed, but it's not available when you start a new character. Hopefully, that means that the issue with Stasis not unlocking is also a bug and that they'll patch it. As time goes on though without a patch, I'm getting less and less optimistic about it.
Not having Inferno Grenade as a selectable bonus power for new character is not that bad, since it is kind of a trash bonus power. But Flashbang Grenade has the same issue and that is a decent bonus power. It is really weird that this issue exists and that it has not been fixed yet. And like you, I am wondering if it will ever be fixed. I hardly ever use Flashbang Grenade, but I have used Stasis in the past on several Shepards -- mostly Adepts, Vanguards, and Sentinels -- that fills a niche role. If I recall, the original ME2 also had an issue on PC (but not on consoles) where you could not select Stasis as a bonus power for new playthroughs, but it was available from the Normandy Research Terminal, so you could at least switch to it fairly early in the game for the playthrough.
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Post by Deleted on Jul 10, 2021 15:42:09 GMT
I hope they do consider doing some more fixes on the Bonus Powers. I'm on the Xbox One, so we did get a patch that reactivating the Medicine bonus power in ME! (since that was associated with a larger problem related to achievements on the Xbox). That patch, however, did not fix an issue with the Inferno Grenade bonus power not showing up when starting a new game in ME2. It does show up after you recruit Zaeed, but it's not available when you start a new character. Hopefully, that means that the issue with Stasis not unlocking is also a bug and that they'll patch it. As time goes on though without a patch, I'm getting less and less optimistic about it.
Not having Inferno Grenade as a selectable bonus power for new character is not that bad, since it is kind of a trash bonus power. But Flashbang Grenade has the same issue and that is a decent bonus power. It is really weird that this issue exists and that it has not been fixed yet. And like you, I am wondering if it will ever be fixed. I hardly ever use Flashbang Grenade, but I have used Stasis in the past on several Shepards -- mostly Adepts, Vanguards, and Sentinels -- that fills a niche role. If I recall, the original ME2 also had an issue on PC (but not on consoles) where you could not select Stasis as a bonus power for new playthroughs, but it was available from the Normandy Research Terminal, so you could at least switch to it fairly early in the game for the playthrough. What's even wierder... Flashbang Grenade is there for me when I start a new character in ME2LE. Other than stasis, inferno grenade is the only bonus power I'm missing when I start a character. Inferno grenade does show up on the terminal after I get Mordin, but stasis (of course) does not. So, it is something that doesn't seem to be completely consistent. Are you playing on the Xbox still, Red, or have you moved over to the PC. Maybe the difference is still platform related?
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Post by RedCaesar97 on Jul 10, 2021 19:50:32 GMT
Are you playing on the Xbox still, Red, or have you moved over to the PC. Maybe the difference is still platform related? I have moved over to PC for the Legendary Edition. It may be platform related, but who knows?
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Post by a_mouse on Jul 10, 2021 23:43:21 GMT
Not sure what others think, but my personal preference would be to allow all bonus powers (including stasis) and advanced weapon training from beginning of the game. Shotgun adepts should not have to wait until mid game to get their shotgun! Not sure how you could handle the advanced weapon training at the beginning of the game. An extra screen during the character creation process? You would need to do that for all classes, meaning other classes can get the Claymore, Revenant, or Widow early as well. I am not against that idea, but that means you are getting some extra/bonus weapons early and it may not mean as much when getting it early game. Although it would mean you would no longer need to make a beeline for the Collector Ship to get your bonus weapon as early as possible. I honestly do not know what to think of that idea. It provides some benefits but also some problems. Namely, Widow is clearly an upgrade of the Mantis. Revenant also feels like an upgraded Avenger. Claymore is the only bonus weapon that actually feels different than other weapons of its type (shotguns). Having the Widow early would be good for Infiltrators on Insanity early. Maybe too good? Having the Claymore early for Vanguards would certainly be something. Maybe they could separate weapons training from advanced weapons? i.e. Widow, Claymore & Revenant would still come later (on DCC mission), but players could use an additional weapon class from the start (as in ME1 and ME3). Katana is fine by me.
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Post by RedCaesar97 on Jul 11, 2021 11:47:34 GMT
Not sure how you could handle the advanced weapon training at the beginning of the game. An extra screen during the character creation process? You would need to do that for all classes, meaning other classes can get the Claymore, Revenant, or Widow early as well. I am not against that idea, but that means you are getting some extra/bonus weapons early and it may not mean as much when getting it early game. Although it would mean you would no longer need to make a beeline for the Collector Ship to get your bonus weapon as early as possible. I honestly do not know what to think of that idea. It provides some benefits but also some problems. Namely, Widow is clearly an upgrade of the Mantis. Revenant also feels like an upgraded Avenger. Claymore is the only bonus weapon that actually feels different than other weapons of its type (shotguns). Having the Widow early would be good for Infiltrators on Insanity early. Maybe too good? Having the Claymore early for Vanguards would certainly be something. Maybe they could separate weapons training from advanced weapons? i.e. Widow, Claymore & Revenant would still come later (on DCC mission), but players could use an additional weapon class from the start (as in ME1 and ME3). Katana is fine by me. The problem is that what you call weapons training and advanced weapons are linked. Adepts, Engineers, and Sentinels can only select a new weapon category (weapons training). Infiltrators and Vanguards can select a new weapon category (weapons training) or a unique weapon (advanced weapon). Soldiers can select only a unique weapon (advanced weapon). So what you want is for Adepts, Engineers, and Sentinels to select the weapon category right away at the character creation, while Infiltrators, Vanguards, and Soldiers can choose later on the Collector Ship? Or do you want all classes to get bonus weapon training at the character creation, but also followed by the weapon select on the Collector Ship? (Soldiers automatically get SMG training at character creation?)
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Post by Deleted on Jul 11, 2021 12:21:58 GMT
Maybe they could separate weapons training from advanced weapons? i.e. Widow, Claymore & Revenant would still come later (on DCC mission), but players could use an additional weapon class from the start (as in ME1 and ME3). Katana is fine by me. The problem is that what you call weapons training and advanced weapons are linked. Adepts, Engineers, and Sentinels can only select a new weapon category (weapons training). Infiltrators and Vanguards can select a new weapon category (weapons training) or a unique weapon (advanced weapon). Soldiers can select only a unique weapon (advanced weapon). So what you want is for Adepts, Engineers, and Sentinels to select the weapon category right away at the character creation, while Infiltrators, Vanguards, and Soldiers can choose later on the Collector Ship? Or do you want all classes to get bonus weapon training at the character creation, but also followed by the weapon select on the Collector Ship? (Soldiers automatically get SMG training at character creation?) Weapons training at the start would be more in line with the changes made in ME1 (i.e. allowing all classes to use all weapons types); but I have to believe that Bioware must have considered it and then decided not to make such a change since ME2 is the only one of the three games that now doesn't allow the player to use all weapons types regardless of class. It would be nice if ME2 was like ME3, but without considering the "weight" of the heavy weapons that are usable by all classes in ME2... but I just don't see them doing that sort of thing with it now. I also don't see them moving the advance weapons to be accessible at the start of the game since they made a conscious decision to make some of the DLC weapons (that were previously accessible at the start of the game) now not accessible until you can get to Illium and Tuchanka to purchase them.
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Post by a_mouse on Jul 11, 2021 17:42:26 GMT
Maybe they could separate weapons training from advanced weapons? i.e. Widow, Claymore & Revenant would still come later (on DCC mission), but players could use an additional weapon class from the start (as in ME1 and ME3). Katana is fine by me. The problem is that what you call weapons training and advanced weapons are linked. Adepts, Engineers, and Sentinels can only select a new weapon category (weapons training). Infiltrators and Vanguards can select a new weapon category (weapons training) or a unique weapon (advanced weapon). Soldiers can select only a unique weapon (advanced weapon). So what you want is for Adepts, Engineers, and Sentinels to select the weapon category right away at the character creation, while Infiltrators, Vanguards, and Soldiers can choose later on the Collector Ship? Or do you want all classes to get bonus weapon training at the character creation, but also followed by the weapon select on the Collector Ship? (Soldiers automatically get SMG training at character creation?) This is how the player is currently presented with these options. But from my limited exploration of the save game file system, I think the types of weapons a class can carry vs. which particular weapons are unlocked are handled by separate flags. So I think it would not be hard to add a panel at the character creation stage that allows non soldier hybrid classes the ability to select SG, SR, or AR as "bonus weapon training". This would set the flag that allows Shep to pick weapons of the chosen type. But they could still only select weapons they have unlocked. (So at the beginning of game SG is limited to Katana, for example). Perhaps one drawback for Adepts, Sentinels, and Engineers is they don't get to equip the Widow, Claymore, or Revenant. Fine by me.
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Post by a_mouse on Jul 11, 2021 18:42:55 GMT
Hypothesis confirmed. I was able to create a saved game (as early as the start of Lazarus Station) with shotgun training flagged on an Adept. Beginning at Freedom's Progress, Shep can select a Katana. So it seems weapon training vs. unlocking of particular weapons are governed by separate flags.
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Post by SassaMFG on Jul 11, 2021 19:21:08 GMT
Hypothesis confirmed. I was able to create a saved game (as early as the start of Lazarus Station) with shotgun training flagged on an Adept. Beginning at Freedom's Progress, Shep can select a Katana. So it seems weapon training vs. unlocking of particular weapons are governed by separate flags. You could do that via save editor in old game as well. You could and still can do much more, but you are limited to carry 4 out of 5 weapons without editing game files.
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Post by a_mouse on Jul 11, 2021 21:48:07 GMT
It would be nice if ME2 was like ME3, but without considering the "weight" of the heavy weapons that are usable by all classes in ME2... but I just don't see them doing that sort of thing with it now. I also don't see them moving the advance weapons to be accessible at the start of the game since they made a conscious decision to make some of the DLC weapons (that were previously accessible at the start of the game) now not accessible until you can get to Illium and Tuchanka to purchase them. In my opinion having some of better DLC weapons unavailable until later in game actually helps with balance, making earlier weapon training on Adepts, Engineers and Sentinels more feasible from a balance perspective. But I agree that Bioware is unlikely to change anything further now. It's a SP game, so if players use save editors to customize according to their particular headcanon, it's not really much different than Bioware officially adjusting the game balance. All this discussion has inspired me to try a Shotgun Adept playthrough with SG and Stasis from the beginning! (I am guessing it will be much easier going at early levels!)
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a_mouse
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Games: Mass Effect Trilogy
Posts: 85 Likes: 143
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Mass Effect Trilogy
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Post by a_mouse on Jul 17, 2021 11:15:37 GMT
Throw and Pull are noticeably bugged in Legendary. Enemies that have recently lost protection (putting them on partial red health) are often not ragdolled by Throw or Pull. The animation looks like they still have protection. If you hit them again, they ragdoll. Very annoying!
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Post by RedCaesar97 on Jul 17, 2021 13:14:37 GMT
Throw and Pull are noticeably bugged in Legendary. Enemies that have recently lost protection (putting them on partial red health) are often not ragdolled by Throw or Pull. The animation looks like they still have protection. If you hit them again, they ragdoll. Very annoying! This would happen in the original ME2 as well.
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