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Post by cryosferon on Apr 4, 2017 13:00:11 GMT
has any of following points been tested or confirmed yet? (please feel free to add more - I am sure I am missing many) 1.) "A 6/6 power combo does more damage and has a greater radius than lower tiers" 1.a) "an elemental ammo primer counts as a level 1 primer" 2.) "Combos scale into higher difficulties" 3.) "Powers don't scale" 4.) "To increase "power damage" does not increase combo damage" 5.) "things that detonate later benefit from cloaking bonuses if the player is cloaked the moment they go off and not the moment they are thrown" 6.) "enemies will continue to spawn on gold until the wave budget has been depleted, making it more effective to kill the easy targets quickly and over and over before moving on to the bosses" so this I can already confirm to be wrong in Andromeda. At least for bosses like the Hydra. Which is actually pretty cool, because it makes it a viable tactic to take out high value targets first. nice. 7.) "random/random missions give more XP and credits of course" haha... nope8.) "the shield gate cannot be broken by conventional ammo on gold" seems to be wrong, too. sometimes I kill shielded enemies with a single headshot.9.) "the cobra can save your ass in emergency situations" In Andromeda the Cobra is actually the thing that puts you in danger in the first place. And in case you managed to get it out and are still alive it will disappear again if you breathe before using it. and in those very rare cases you are still alive it will then tickle the enemies instead of killing them, making them REALLY angry10.) "bonuses like 15% more weapon damage or cyclonic shields from your consumables / gear / character trees are applied on the BASE value BEFORE all other evolutions and powers and mods are applied". (only vary rare bonuses are multiplicative - and I yet to see one of these typical ones here) 11.) "armor means: the enemy's armor mitigates a bullet damage of 50. So if your weapon has a bullet/pellet damage of 80, 30 will go through. "armor weakening %" is applied on the 50 damage that would have been mitigated" 12.) "on certain armored targets you can get "multiple hits" in case your penetration goes deep enough " 13.) "penetration mods stack"
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Post by lonelyninesword on Apr 4, 2017 13:05:28 GMT
I concur on 8 and 9, especially 9.
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Post by nucleartech76 on Apr 4, 2017 13:09:41 GMT
If you were to take a steak and slap a rabid dog in the face a few times with it then tie it around your neck, that's about what the cobra in andromeda amounts to.
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Post by parthianshot on Apr 4, 2017 13:43:13 GMT
Definitely agree with 9. Cobra used to be my "oh shit" nullifier. Used it on a fiend and had to look closely to see the sliver it had shaved from his status bar. Did next to nothing.
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Post by rlro on Apr 4, 2017 13:51:24 GMT
1 - AFAIK in MEA level 1 or 6 combos produce the same damage. I haven't tested this myself, but I've seen a few posts confirming this
8 - It is false. I killed full shielded sharpshooters using no ammo with a single headshot many times, using Black Widow and Vanquisher
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Post by Deleted on Apr 4, 2017 14:05:38 GMT
9) some of us might remember the cobra had a charge time in the beginning of ME3 MP. It was changed because of the rocket glitch. I'm fine with the cobra RPG not being the "one shot" machine it used to be. But the charge up sucks. It should feel like a panic button, it's not the case yet.
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Post by gethadept on Apr 4, 2017 14:15:28 GMT
New Cobra is different from old one, but I think people can get used to it.
I also notice that OPs survival pack doesn`t provide any invincibility frame for one or two seconds... and I find this quite sad.
Also it seems like some boss units have limited spawning quantity during objective waves. I may be wrong... but I don`t see anymore boss units once we take out two or three of them during objective missions.
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Post by cryosferon on Apr 4, 2017 14:19:48 GMT
1 - AFAIK in MEA level 1 or 6 combos produce the same damage. I haven't tested this myself, but I've seen a few posts confirming this well.... maybe this is the "mistake" or bug then which makes the combos so weak. Because every combo you produce feels like a 1/1 combo. especially the tech/cryo ones. btw- it means I will spec out of lance one point in this shit is more than enough
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Post by gethadept on Apr 4, 2017 14:50:08 GMT
Just to add my speculation, (might be wrong)
I am sure grenade pick up method is different in MEA & ME3 MP.
I believe in ME3MP, everyone shared grenades being spawned in ammobox in regular time interval, but in MEAMP it seems that each character has certain allocation of grenades in ammo box.
Pardon me and my englith, but I cannot explain well.. but I don`t think we need to worry about other people snatching grenades from ammo box.
However, once grenades are picked up by you.. that ammo box seems to not respawn anymore grenades until you pick up grenades in other ammo boxes first. I find this much better though. ...no more hate toward each other for stealing grenades. lol
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Post by Beerfish on Apr 4, 2017 14:52:22 GMT
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Post by Sinistrality on Apr 4, 2017 15:46:56 GMT
For number 11, I no longer believe armor works the same as ME3 and before. I haven't been able to test it out in a controlled environment, but while I was leveling both my Engineers to 20 and utilizing Cyro Beams, the 50% armor reduction made quite a noticeable difference in damage done by Vanquisher headshots on Berserkers and Hydras (but not Fiends).
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Post by JRandall0308 on Apr 4, 2017 16:04:37 GMT
"The type of weapon you use makes no difference vs. shields or armor. (with some exceptions) Fast firing weapons do not do extra damage to shields because this isn't ME2 any more. Slow firing weapons do not do extra damage to armor."
I have no idea what happens in Andromeda. The loading screens suggest we are back to fast firing good vs. shields, slow firing good vs. armor... but who knows.
= = =
"You can rely on your character's shield gate and health gate to save you."
Can you? Do we even have a shield gate any more?
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Post by gethadept on Apr 4, 2017 16:13:45 GMT
"The type of weapon you use makes no difference vs. shields or armor. (with some exceptions) Fast firing weapons do not do extra damage to shields because this isn't ME2 any more. Slow firing weapons do not do extra damage to armor." I have no idea what happens in Andromeda. The loading screens suggest we are back to fast firing good vs. shields, slow firing good vs. armor... but who knows. = = = "You can rely on your character's shield gate and health gate to save you." Can you? Do we even have a shield gate any more? I wonder about this too... Not sure if shield gate is still there to protect us. It was extremely useful in ME3MP especially if used together with recharge rate boosting consumable and gear. Anyway, I know what shield gate is. but what is Health gate?
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Post by DistigousForest on Apr 4, 2017 16:43:22 GMT
"The type of weapon you use makes no difference vs. shields or armor. (with some exceptions) Fast firing weapons do not do extra damage to shields because this isn't ME2 any more. Slow firing weapons do not do extra damage to armor." I have no idea what happens in Andromeda. The loading screens suggest we are back to fast firing good vs. shields, slow firing good vs. armor... but who knows. = = = "You can rely on your character's shield gate and health gate to save you." Can you? Do we even have a shield gate any more? I wonder about this too... Not sure if shield gate is still there to protect us. It was extremely useful in ME3MP especially if used together with recharge rate boosting consumable and gear. Anyway, I know what shield gate is. but what is Health gate? You get invincibility for a brief period of time when your health drops below a certain %. Doesn't help you with fast firing enemies of DOT effects though.
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Post by gethadept on Apr 4, 2017 16:47:13 GMT
I wonder about this too... Not sure if shield gate is still there to protect us. It was extremely useful in ME3MP especially if used together with recharge rate boosting consumable and gear. Anyway, I know what shield gate is. but what is Health gate? You get invincibility for a brief period of time when your health drops below a certain %. Doesn't help you with fast firing enemies of DOT effects though. Oh. Thank you. I never knew that, but I am sure it saved me countless times.
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Post by Deleted on Apr 4, 2017 17:03:37 GMT
No Geth Scanner - Ouch. My crutch is gone
I actually like how they have implemented the Cobra. It is still damn effective, so what if that atlas still has some armor left, it still takes it down by %60, and kills the trash in that area
Good thread OP, point #7 is certainly accurate. i hope they change this to make it more xp for random settings
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Post by rlro on Apr 4, 2017 17:13:28 GMT
"The type of weapon you use makes no difference vs. shields or armor. (with some exceptions) Fast firing weapons do not do extra damage to shields because this isn't ME2 any more. Slow firing weapons do not do extra damage to armor." I have no idea what happens in Andromeda. The loading screens suggest we are back to fast firing good vs. shields, slow firing good vs. armor... but who knows. = = = "You can rely on your character's shield gate and health gate to save you." Can you? Do we even have a shield gate any more? I think there are no shield and health gates anymore. However, from my experience shield and health drain is slower on MEA than was on ME3: on ME3 (due to lag) it happened several times that I was running with full shields and a second later I was dying. I haven't had this issue with MEA.
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Post by q5tyhj on Apr 4, 2017 17:15:14 GMT
max- I don't mind the reduced damage on the Cobra, but I do mind how ridiculously difficult it is to get it out and use it. Often takes pushing the up directional button 3 or 4 times to even pull it out for me. Sort of defeats the purpose of having it in the first place.
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Post by rlro on Apr 4, 2017 17:16:47 GMT
1 - AFAIK in MEA level 1 or 6 combos produce the same damage. I haven't tested this myself, but I've seen a few posts confirming this well.... maybe this is the "mistake" or bug then which makes the combos so weak. Because every combo you produce feels like a 1/1 combo. especially the tech/cryo ones. btw- it means I will spec out of lance one point in this shit is more than enough Yeah, it might be, but I think this is on purpose. Hopefully I'm wrong and B.O. will hit harder after next patch
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Post by nucleartech76 on Apr 4, 2017 17:43:40 GMT
max- I don't mind the reduced damage on the Cobra, but I do mind how ridiculously difficult it is to get it out and use it. Often takes pushing the up directional button 3 or 4 times to even pull it out for me. Sort of defeats the purpose of having it in the first place. So you're saying it's damn near as difficult as reloading? πππ
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Post by Deleted on Apr 4, 2017 19:59:53 GMT
^ holy fuck it's not that difficult.
Actually being able to reload your gun while under fire is the most difficult skill in the game
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Post by crashsuit on Apr 4, 2017 22:15:11 GMT
"The type of weapon you use makes no difference vs. shields or armor. (with some exceptions) Fast firing weapons do not do extra damage to shields because this isn't ME2 any more. Slow firing weapons do not do extra damage to armor." I have no idea what happens in Andromeda. The loading screens suggest we are back to fast firing good vs. shields, slow firing good vs. armor... but who knows. = = = "You can rely on your character's shield gate and health gate to save you." Can you? Do we even have a shield gate any more? "The type of weapon you use makes no difference vs. shields or armor. (with some exceptions) Fast firing weapons do not do extra damage to shields because this isn't ME2 any more. Slow firing weapons do not do extra damage to armor." I have no idea what happens in Andromeda. The loading screens suggest we are back to fast firing good vs. shields, slow firing good vs. armor... but who knows. = = = "You can rely on your character's shield gate and health gate to save you." Can you? Do we even have a shield gate any more? I wonder about this too... Not sure if shield gate is still there to protect us. It was extremely useful in ME3MP especially if used together with recharge rate boosting consumable and gear. Anyway, I know what shield gate is. but what is Health gate? Knowing how armor's DR works in ME3, I thought they meant (in a roundabout way) that slower-firing weapons are better against armor because, generally, those same weapons usually do higher damage per shot, and so lose less damage per shot to armor's DR. Not really applicable to shotguns though, since the loss to armor's DR is multiplied by the number of pellets. When I first read that loading screen tip, I saw it as them trying to help people get around armor's DR without having to go into complicated explanations about how armor DR works, but the way they present it seems a little too vague and over-simplified. Maybe if they'd said instead that "armored enemies take less damage per bullet" or something.
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Post by misguidedworm7 on Apr 4, 2017 23:00:44 GMT
Enemies have shield gates, but they are not 100% reduction. Armor damage reduction seams to be on a per unit bases, rather than a universal value. The destroyer seams to have a huge amount of reduction, but low durability, while the fiend has little reduction, but a lot of pure bulk. There are no double hits on enemies in this game thus far, but Headshots are more effective on armored and shielded enemies disproportionately to the actual damage.
I believe it works that headshots ignore armor's damage resistance and shield gates on enemies. This means enemies that are normally very resilient like the destroyer take enormous amounts of damage from shooting their crit areas. You can also kill with a headshot through shields far more easily than the damage of a non crit would imply. Enemies also seam to have hardened areas that take less damage than normal. The fiend notably takes more damage on his underbelly than on his armored hide, but nowhere near as much damage as shooting him in the gills. These might be hand in hand, having crit zones that take double, and hard zones that take half only resulting in apparent 4 times hit zones, as the destroyer appears to take far less to kill then half when hitting it's crit area.
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Post by Pearl on Apr 4, 2017 23:46:04 GMT
Ops packs no longer provide iframes upon use. Thermal Clip packs no longer provide a weapon damage bonus when used. Piercing mods no longer provide armor mitigation, meaning they are no longer high-priority unlocks.
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