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Post by Deleted on Sept 10, 2016 16:11:32 GMT
I think there may be a different if you're doing Insanity with a new character or an NG+. Just ran through the tutorial with a new character on Insanity and could not get the Destroyer to initiate immunity. The most any of the troopers would do is initiate a shield. However, I also noted that the two rocket drones I normally see just prior to that section using an NG+ game did not spawn. Red - are you playing using NG+ or new characters? I am playing new characters. I may have tutorials turned off by this point, but I used to have them on, and even when I did have them on I do not recall that Destroyer ever having Immunity (only organic enemies can have immunity), nor do I ever recall the game forcing me to throw a grenade or forcing me to use Kaidan's Throw. Maybe it is a PC thing? I will have to go back and check that out. Maybe it also depends on the difficulty? Normal or Casual verus insanity? So many variables... I am probably mistaken about geth and immunity. I'll keep an eye out to see if it is indeed only happening with organic enemies. I'll rephrase to be clearer - I frequently have had enemies that appear to get "stuck" with spamming immunity causing them to take an absolutely ridiculous amount of time to take down. The cause appears to be related to "intermittant fire" - that is, they can eventually be taken down if the player can 1) keep up a constant barrage of fire on them (which I could not do with the HE rounds in my sniper rifle on Ontarom) or 2) break the immunity with a power (like neural shock) or 3) get them off their feet for an extended period of time. I don't think this is necessarily a bug... just an irritating facet of the way enemy immunity "works" on higher-level difficulties. I stopped playing on insanity with new characters a long time ago since I hated trying to take down these "bullet-sponge" enemies with lower grade weapons and lower grade ammo and weapon mods. That is, I like to have at least Level VII stuff before doing any of the side missions on insanity. This morning, I did start a new character for the test. I assume that is the reason why the rocket drones did not spawn off the side of the platform where one finds Nihilus, since I've always had those spawn on my insanity NG+ runs and, I think, even on NG+ normal runs (but it's been awhile since I've played an NG+ game on Normal). On the Xbox, I don't think the player is ever forced to use a grenade on the destroyer, but the tutorial message does suggest throwing a grenade at that point... and using one will generally take him down right away. This morning, because I was deliberately trying to extend the battle, I planted both Kaidan and Ashley in cover near the stairs (so they were not shooting) and fired intermittently on the destroyer with my pistol only. If there were any sort of forced action involved, I would not have been able to get him to go down... and he eventually did go down. I don't know why but, this time, the destroyer did not actually run towards me during that whole time - perhaps I was not far enough along on the platform or because my squad was not on the platform.
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Post by bloodmagereaver on Sept 13, 2016 17:06:54 GMT
ME2, PC version:
When scanning a planet, sometimes the game becomes locked on it and unable to pan out of the scanning game. The only solution I found whatsoever is to save before scanning each planet then quiting and restarting the game from the last save.
ME3, all versions:
This is more of a developer oversight than an actual bug but Bioware made the total amount of power points uneven and once you reach level 60 the game perpetually warns you that you still have three points available for spending when the only ability left to spend them requires five.
The only workaround I found was to edit the coalesced ini for level 60 to reward two more points so that the game shuts up for good.
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Post by Sunegami on Sept 14, 2016 1:14:14 GMT
ME3, PC digital version:
I think I got a game-breaking glitch.
Kaidan was missing from the last cutscene of the Citadel coup (when Bailey is telling everyone there's nothing more to see Kaidan vanishes), and I cannot get the VS cutscene to fire when I head back to the Normandy from the docking bay; I select "Yes" to go back to the ship at the door, it fades to black, then I'm still at the door as if I hadn't selected it yet! If I try again, it takes me to the Normandy, just like every other time. From there, the game assumes Kaidan went to work with Hackett.
I'm still working through to figure out if any mods may be affecting it, but it's kind of super frustrating. XP Anyone encounter anything like this?? I read on the official wiki that the Leviathan DLC rapid transit addition can sometimes mess up re-recruiting the VS if you use rapid transit to get back to the Normandy from Bryson's Lab, but I've never used rapid transit at all.
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Post by Natashina on Sept 14, 2016 1:46:36 GMT
Sunegami I haven't run into that, but I usually do Leviathan after Rannoch, when the VS is back in my party. I own the series on PC through Origin, so I might have to try that eventually. The only mods I really use is for the N7 T-Shirt and a retexture of the Citadel dress. Otherwise, I just used Gibbed and face morphs. Are you running just cosmetic mods or do you have a story mod like Zaeed's conversation mod and/or MEHEM? If it's the latter, story mods can do weird things to the game. If that's a concern, hit up the comments section of the mod on Nexus and ask there. Most mod authors are still active and are pretty good about getting back to users. ME3 Citadel, PS3 digital version: --I made a hard save just before entering the skycar lot during the DLC. It was right when you get rid of the last of the mercs and there is a mod upgrade. There is also an open terminal that has a few thousand credits in it. Apparently Brooks was talking to me. The dialogue ends with Brooks basically saying, "Out. I mean, Brooks out. I mean, over and out...damn it." When I reloaded the save, I would try to open the door to the skycar lot. Normally it's supposed to kick into a cutscene. Instead, I'd hit the button and my Shep's arms went out to her sides. I couldn't do anything. The game would act like it was trying to load the cutscene, but no dice. I tried 3xs with the same result. So I reloaded my auto-save, which was only 5 minutes behind my hard save. I played through with no issues. ME3 main game, same platform. --Minor but weird cosmetic and sound glitch. During the final romance scene with Kaidan, sometimes their eyes would roll into the back of their head. It would happen when they were supposed to be speaking. Sometimes the dialogue would be out of sync with both the animation and the subtitles. It fixes itself near the end of the conversation, but it's still creepy.
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Post by RedCaesar97 on Sept 14, 2016 2:04:25 GMT
Mass Effect 2: The secondary quest with the two Asari who have been flagged on the no-fly list. There is an option to settle the problem with the customs officer. But at least half the time when you talk to the officer, you only get the "Security seems heavy" option and no option to settle the problem with the Asari.
This happens on Xbox 360 version for sure. Not sure if it is a problem on other platforms.
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Post by Natashina on Sept 14, 2016 2:07:30 GMT
I think I'm going to reorganize the OP later tonight after I finish my ME3 run. I'm so glad you snagged the OP for that thread, Red. It means a lot and I think it will really help the community.
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Post by Deleted on Sept 14, 2016 2:10:23 GMT
Mass Effect 2: The secondary quest with the two Asari who have been flagged on the no-fly list. There is an option to settle the problem with the customs officer. But at least half the time when you talk to the officer, you only get the "Security seems heavy" option and no option to settle the problem with the Asari. This happens on Xbox 360 version for sure. Not sure if it is a problem on other platforms. This one has been happening to me as well... also on the Xbox 360. This most recent ME2 playthrough, it happened when I tried to do the quest without leaving the Citadel after doing Garrus' loyalty mission (where you acquire the Forged IDs). Fortunately, I had made a save just after finishing Garrus' mission, so I reloaded and left the Citadel directly. On my next visit to the Citadel, the quest worked fine.
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Post by themikefest on Sept 14, 2016 2:13:00 GMT
I am playing new characters. I may have tutorials turned off by this point, but I used to have them on, and even when I did have them on I do not recall that Destroyer ever having Immunity (only organic enemies can have immunity), nor do I ever recall the game forcing me to throw a grenade or forcing me to use Kaidan's Throw. Maybe it is a PC thing? I will have to go back and check that out. Maybe it also depends on the difficulty? Normal or Casual verus insanity? So many variables... I play on the ps3 and never heard of that. As you say. It could be a pc thing
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Post by RedCaesar97 on Sept 14, 2016 2:40:59 GMT
I think I'm going to reorganize the OP later tonight after I finish my ME3 run. I'm so glad you snagged the OP for that thread, Red. It means a lot and I think it will really help the community. If you want, I'll make an effort this weekend to grab as much of the ME3 MP bug list as I can.
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Post by Sunegami on Sept 14, 2016 2:45:06 GMT
Sunegami I haven't run into that, but I usually do Leviathan after Rannoch, when the VS is back in my party. I own the series on PC through Origin, so I might have to try that eventually. The only mods I really use is for the N7 T-Shirt and a retexture of the Citadel dress. Otherwise, I just used Gibbed and face morphs. Are you running just cosmetic mods or do you have a story mod like Zaeed's conversation mod and/or MEHEM? If it's the latter, story mods can do weird things to the game. If that's a concern, hit up the comments section of the mod on Nexus and ask there. Most mod authors are still active and are pretty good about getting back to users. Oh Lordy, I have both story *and* texture mods. I'm kind of mod-happy, although it does tend to bite me in the ass when things like this happen. XP I barely started Leviathan; I've gone through Bryson's lab and located Garneau on the asteroid, but I haven't started the Garneau mission yet. I tend to do the Leviathan missions scattered throughout my playthrough (I've done a couple full playthroughs on PS3, back before I had a gaming PC). For story mods I have EGM, JAM, BackOff (which may be the likely culprit since I'm romancing him), and ThaneMOD. I'll post on the BO Nexus thread and see if the mod maker can offer any suggestions.
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Post by Natashina on Sept 14, 2016 3:02:54 GMT
If you want, I'll make an effort this weekend to grab as much of the ME3 MP bug list as I can. Oh that would be awesome. If you want to just go ahead and start a bug thread in the MP section, I can get that stickied for you.
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Post by Sunegami on Sept 17, 2016 3:47:58 GMT
So update on my problem with the VS re-recruitment cutscene: I loaded the game with 0 active texmods, then disabled all of my DLC mods one by one until they were all disabled, and the cutscene still won't fire. I select the docking bay door, hit "Yes" to go back to the Normandy, it fades to black for a second and I'm right back at the door as if I hadn't selected it at all. I'm willing to vanilla out the game to get it working again, but that's my last-resort option. Anyone have any other ideas for troubleshooting this?
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Post by dmc1001 on Sept 17, 2016 8:38:56 GMT
Noveria, when facing off against Benezia. Shepard slowly started to push back through the wall. I could see the room in the distance. Tried to ghost, fly and teleport to get back. Got closer but still couldn't get into the room. Ended up using a console code to make me appear in a different area of Peak 15. When I made my way back to Benezia, all I got was the final dialogue options after all the battles against asari commandos and geth.
There are some possible reasons why this might have happened. I have MEUITM installed. Wanted the better graphics though Origin keeps telling me I need to update. The other thing is I had viewmode unlit going because I have an AMD that causes my characters to look like black pixels on Noveria and Ilos.
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Post by RedCaesar97 on Sept 17, 2016 14:07:10 GMT
I took a look last night at how much work it would take to compile a list of the bugs in Mass Effect 3 Multiplayer. I think it is going to be a lot of work. I wanted to do it all this weekend but it might take me longer. We'll see. The good news is that someone managed to archive a bunch of the lists on isitaboutmycube.com. ( Link to the archived ME3 MP Resource Library.) It is a lot to go through. I thought I saw a link to a Google doc that listed a bunch of ME3MP bugs, but I cannot find that link today for some reason. The doc contained a bunch of links to the old BioWare forums though. Also, Cyonan appears to have also created a thread titled THE BUGS OF ME3 MP on the ME3 multiplayer forum, but it is limited to only discussing the coding reasons behind certain bugs. Anyway, I'll get started on compiling the ME3MP bug list later today and tomorrow. Hopefully it will not take as long as i think it will.
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Post by Darth Dennis on Sept 17, 2016 16:27:04 GMT
ME1: On Virmire, when you reach the bomb site for the first time, Joker will say his line about bringing in the Normandy. If you 'talk' to a squad member during that line, Joker's voice will cut out and the Normandy won't land. You have to reload a previous save to fix it.
Sometimes, Saren will not show up when you go to the bomb site to rescue Kashley. I don't know why, but it's possible this is for the same reason above, if the squad member you sent with Kirrahe's line is disrupted. An earlier save must be loaded to fix this issue as well.
In the quest, 'Wrex: Family Armor' if you open the wall safe containing the armor then save the game afterwards too quickly (I don't know why anyone would do that, but I did for some reason), the text box will not pop up and the assignment will not be marked as completed.
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Post by Sunegami on Sept 18, 2016 3:26:15 GMT
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Post by RedCaesar97 on Sept 19, 2016 1:32:51 GMT
Okay Natashina, I nearly got all the major posts about ME3MP bugs copied over to text files so I can paste them into a new thread. One post for a list of bugs, and then a bunch of other posts dealing with other workarounds and other issues. I'll just put them all into one thread.
Ideally I finish it all tomorrow evening, but it may have to wait until Wednesday or Thursday because of real-life stuff. I am really sorry for delay.
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Post by RedCaesar97 on Sept 24, 2016 14:33:18 GMT
If you want, I'll make an effort this weekend to grab as much of the ME3 MP bug list as I can. Oh that would be awesome. If you want to just go ahead and start a bug thread in the MP section, I can get that stickied for you. Done. Link: bsn.boards.net/thread/1302/mass-effect-multiplayer-bug-list. I was originally going to create a thread, put the bug list in the first post, then create separate posts for additional information. So essentially instead of copying one post over, I would be copying about 10-12 posts. It would have also derailed the point of the thread. So instead i created the thread, copyied the bug list, and then just provided a list of links to the other relevant threads (a bunch were archived over to isitaboutmycube.com anyway which was good). If I had done this originally, I would have posted it by now instead of delaying for several weeks. I am very sorry for the delay.
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Post by RedCaesar97 on Sept 24, 2016 14:40:59 GMT
Another Mass Effect 3 single player bug. Can't believe I forgot about this one since I actually tested it. Mass Effect 3: Defense Drone rank 5 Attack Rate evolution is bugged. Instead of increasing the attack rate by 50%, it actually decreases the attack rate by 50%! ( video). The default attack rate for Defense Drone is supposed to be 2 seconds I believe. (I think capn233 checked in the INI files and confirmed). The rank 5 Attack Rate evolution is supposed to increase the attack rate by 50%, so it should increase the attack rate from 2 seconds to 1 second. Instead, it decreases the attack rate from 2 seconds to 3 seconds. On PC, you can fix the issue by editing the INI files and changing the value +/- of the evolution. No fix for the console versions of the game.
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Post by Deleted on Sept 24, 2016 17:52:49 GMT
ME1, Xbox 360, disc (but installed). Noveria - This has happened to me a couple of times now. The door will not open to leave the garage to travel to Peak 15 despite the fact that all geth enemies were killed and Maeko Matsuo was talked with. That is, the Mako approaches the door, which should then open automatically, but instead I end up driving the Mako up the closed door onto it's back wheels. Workaround - Saved while I was in the Mako and then reloaded that save. Door then opened.
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Post by Deleted on Sept 25, 2016 16:12:27 GMT
I am playing new characters. I may have tutorials turned off by this point, but I used to have them on, and even when I did have them on I do not recall that Destroyer ever having Immunity (only organic enemies can have immunity), nor do I ever recall the game forcing me to throw a grenade or forcing me to use Kaidan's Throw. Maybe it is a PC thing? I will have to go back and check that out. Maybe it also depends on the difficulty? Normal or Casual verus insanity? So many variables... I am probably mistaken about geth and immunity. I'll keep an eye out to see if it is indeed only happening with organic enemies. I'll rephrase to be clearer - I frequently have had enemies that appear to get "stuck" with spamming immunity causing them to take an absolutely ridiculous amount of time to take down. The cause appears to be related to "intermittant fire" - that is, they can eventually be taken down if the player can 1) keep up a constant barrage of fire on them (which I could not do with the HE rounds in my sniper rifle on Ontarom) or 2) break the immunity with a power (like neural shock) or 3) get them off their feet for an extended period of time. I don't think this is necessarily a bug... just an irritating facet of the way enemy immunity "works" on higher-level difficulties. I stopped playing on insanity with new characters a long time ago since I hated trying to take down these "bullet-sponge" enemies with lower grade weapons and lower grade ammo and weapon mods. That is, I like to have at least Level VII stuff before doing any of the side missions on insanity. This morning, I did start a new character for the test. I assume that is the reason why the rocket drones did not spawn off the side of the platform where one finds Nihilus, since I've always had those spawn on my insanity NG+ runs and, I think, even on NG+ normal runs (but it's been awhile since I've played an NG+ game on Normal). On the Xbox, I don't think the player is ever forced to use a grenade on the destroyer, but the tutorial message does suggest throwing a grenade at that point... and using one will generally take him down right away. This morning, because I was deliberately trying to extend the battle, I planted both Kaidan and Ashley in cover near the stairs (so they were not shooting) and fired intermittently on the destroyer with my pistol only. If there were any sort of forced action involved, I would not have been able to get him to go down... and he eventually did go down. I don't know why but, this time, the destroyer did not actually run towards me during that whole time - perhaps I was not far enough along on the platform or because my squad was not on the platform. OK, I've been watching what happens more carefully. Geth are not spamming immunity (they are spamming shields) and organics are spamming immunity. Both involve repeating the same movement (i.e. activating their omni-tools)... but, that's not the issue that's making next to impossible to get some enemiex on insanity to go done. I've seen cases where I've managed to whittle the health bar down to a hair, the enemy falls, but then while down, the health bar suddenly goes back up to full... so one has to start all over again with that enemy.
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Post by RedCaesar97 on Sept 25, 2016 16:47:46 GMT
I've seen cases where I've managed to whittle the health bar down to a hair, the enemy falls, but then while down, the health bar suddenly goes back up to full... so one has to start all over again with that enemy. Only Krogan can do that. Krogan will regenerate back to full health (only once), unless: > They are lifted by Lift or Singularity. > The last bullet to hit them is modded with Chemical/Polonium rounds, Incendiary/Inferno/High Explosive rounds, Phasic/Proton rounds, Cryo rounds. They will melt/burn/electrify/freeze to death. > Similar to ammo mods, grenade mods can also kill them. > They are still affected by the poison of Neural Shock.
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Post by Deleted on Sept 25, 2016 17:09:54 GMT
I've seen cases where I've managed to whittle the health bar down to a hair, the enemy falls, but then while down, the health bar suddenly goes back up to full... so one has to start all over again with that enemy. Only Krogan can do that. Krogan will regenerate back to full health (only once), unless: > They are lifted by Lift or Singularity. > The last bullet to hit them is modded with Chemical/Polonium rounds, Incendiary/Inferno/High Explosive rounds, Phasic/Proton rounds, Cryo rounds. They will melt/burn/electrify/freeze to death. > Similar to ammo mods, grenade mods can also kill them. > They are still affected by the poison of Neural Shock. Well, then I'm out of ideas as to why some of these mooks (of all types) are taking an inordinate time to kill on Insanity with accurate rounds from high-powered (spectre) weapons often at point-blank range. Honestly, "bullet-sponge" is a gross understatement.
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Post by Gourmetrix on Sept 25, 2016 23:00:31 GMT
Well, then I'm out of ideas as to why some of these mooks (of all types) are taking an inordinate time to kill on Insanity with accurate rounds from high-powered (spectre) weapons often at point-blank range. Honestly, "bullet-sponge" is a gross understatement. I usually credit "insanity" for that enemy ability, which is why I almost always bring warp with me. Master Warp can almost make white health bars behave like red ones.
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Post by Natashina on Sept 28, 2016 2:59:19 GMT
RedCaesar97Sorry it took me a bit, but the MP bug thread has been properly stickied for all to see. ME1, PS3, PSN version: --Random crashes and lock ups. It primarly happens after I go onto the Normandy after leaving the Citadel after I go shopping. What happens is that I'll get back onto the Normandy, then either go downstairs to the mess hall or to the armory. The game will lock up. When the game locks up, it'll always lock up the PS3 with it. It takes a hard reset of the console to unfreeze everything. This can happen in ME2 as well, though usually LotSB and Overlord are the major culprits. The only solution I've found is to leave on auto-save in case of a crash and save/exit/reboot the PS3 after major story missions, or after several planet sidequests.
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