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Post by geezer117 on May 2, 2017 2:51:08 GMT
I did the Voeld vault a long time ago. Did other worlds since then, and a lot of Voeld side missions. But whenever I exit the nomad to fight on Voeld, I start to take damage from the cold. That makes it almost impossible to take on the Architect or the Kett base.
So what do I have to do for the temperatures to start rising?
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Post by R'Shara on May 2, 2017 2:52:10 GMT
They never do. Not sure if it's a bug or deliberate, but even after the endgame, the temps stay the same.
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Post by Mihura on May 2, 2017 3:19:46 GMT
Never, I also found that strange.
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Post by evhgear on May 2, 2017 3:33:02 GMT
it stays too cold even after you activated the vault & finished the story. I would have hoped that all the snow & ice could've melted away
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Post by Deleted on May 2, 2017 5:24:58 GMT
Always wondered if melting all that ice would cause a global flood?
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Post by R'Shara on May 2, 2017 5:27:18 GMT
Always wondered if melting all that ice would cause a global flood? I would imagine the builders would know better to prevent that.
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Post by kino on May 2, 2017 5:41:59 GMT
I'm thinking not within the protagonists lifetime. That's a whole lotta ice to melt.
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Post by ProbeAway on May 2, 2017 6:21:35 GMT
It is annoying that the cold hazards don't disappear, even if the ice will take ages to melt.
OP, you're supposed to fight the architect by moving between the heat lamps on the battlefield and using backup life support consumables. Pretty sure it's an intentional design.
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Post by erikson on May 2, 2017 6:34:32 GMT
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Post by mofojokers on May 2, 2017 10:55:27 GMT
It is a very silly overlooked downright dumb idea of Bioware once again....
Extreme cold my arse! We have places like it here..worse is that our equipment and vehicle mean nothing for it.... future tech!...😂
Hoping they admit it was a bug and fix the whole temperature issue....
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Post by Psychedelic on May 2, 2017 14:14:14 GMT
The temperature does rise... from -50°C to cosy -40°C, which has unfortunately no impact on the hazard warnings or the time you can stay out in the cold, but there is a change, so no bug.
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Post by Thalandor on May 2, 2017 14:56:21 GMT
They could just have it rise between -20 to -10 where it's still cold enough to maintain the snow but warm enough that your suit is sufficient "winter clothes" and you don't take damage. Just like ye old Canadian winter.
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Post by jsalemi on May 2, 2017 17:26:25 GMT
It is annoying that the cold hazards don't disappear, even if the ice will take ages to melt. OP, you're supposed to fight the architect by moving between the heat lamps on the battlefield and using backup life support consumables. Pretty sure it's an intentional design. Do those (the backup things) even work? I've never noticed any effect from them in my game, to the point I stopped wasting credits on them (on the PC).
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Post by correctamundo on May 2, 2017 18:31:53 GMT
As noted above the temperature starts rising immediately after finishing the vault. Still freezing cold though.
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Post by babe145869 on May 2, 2017 19:14:49 GMT
Never, which is annoying, sure it would take a long time to melt the ice, but if you think about it, how does activating the vault quickly decrease the heat and radiation hazards, but not make Voeld barely warm enough to stop the hazard warnings. If you can't warm Voeld, you shouldn't be able to cool Elaaden either. So very odd.
As for the Architect and Kett base, you need to move between buildings to stay warm, if you are playing on insaity mode, and it's annoying you too much, lower the difficulty just for this fight. It did seem easier in ng+ but that may be due to higher lvl gear and wepons and knowing the best strategy the 2nd time around.
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Post by R'Shara on May 2, 2017 20:03:41 GMT
I use Cheat Engine to get rid of all enviro hazards, except for the bleach water on Kadara, so I'm happy. It's still stupid.
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Post by ProbeAway on May 2, 2017 21:47:08 GMT
It is annoying that the cold hazards don't disappear, even if the ice will take ages to melt. OP, you're supposed to fight the architect by moving between the heat lamps on the battlefield and using backup life support consumables. Pretty sure it's an intentional design. Do those (the backup things) even work? I've never noticed any effect from them in my game, to the point I stopped wasting credits on them (on the PC). Don't they just restore your life support to full when you use them? I have to admit, even though I've got them equipped in one of my consumable slots I still haven't actually activated one yet to try it out.
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Post by Psychedelic on May 2, 2017 22:06:50 GMT
Do those (the backup things) even work? I've never noticed any effect from them in my game, to the point I stopped wasting credits on them (on the PC). Don't they just restore your life support to full when you use them? I have to admit, even though I've got them equipped in one of my consumable slots I still haven't actually activated one yet to try it out. That would make sense, but they are either bugged or don't work that way. I've read in another thread they just slow down the decrease of your hazard bar, but I'm not sure if they do, it's a bit hard to compare.
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Post by ProbeAway on May 2, 2017 22:24:12 GMT
Don't they just restore your life support to full when you use them? I have to admit, even though I've got them equipped in one of my consumable slots I still haven't actually activated one yet to try it out. That would make sense, but they are either bugged or don't work that way. I've read in another thread they just slow down the decrease of your hazard bar, but I'm not sure if they do, it's a bit hard to compare. Ah, ok. I just read the description then and it is supposed to make your life support last longer while out of the Nomad. I would have thought 'backup' means it restores life support (like a backup generator restores power). It specifically says 'outside the Nomad' so I wonder if hopping back in or fast travelling ends the consumable.
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Post by sjsharp2010 on May 2, 2017 22:55:34 GMT
It is annoying that the cold hazards don't disappear, even if the ice will take ages to melt. OP, you're supposed to fight the architect by moving between the heat lamps on the battlefield and using backup life support consumables. Pretty sure it's an intentional design. yeah in my playthrough when taking on the Voeld Architect I just stayed near a heat lamp and whittled it down slowly but surely by poking my head ou tand firing off a few shots here and there not the greatest tacrtic but it worked as I did kill it. But yeah OP unfortunately they don't rise you have to just keep dashing between heat lamps although using the forward stations always helps me get around the map faster so I can get to my target and deal with it quicker so the temps don't become as much of an issue.
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Post by Element Zero on May 3, 2017 3:24:45 GMT
That would make sense, but they are either bugged or don't work that way. I've read in another thread they just slow down the decrease of your hazard bar, but I'm not sure if they do, it's a bit hard to compare. Ah, ok. I just read the description then and it is supposed to make your life support last longer while out of the Nomad. I would have thought 'backup' means it restores life support (like a backup generator restores power). It specifically says 'outside the Nomad' so I wonder if hopping back in or fast travelling ends the consumable. They don't work at all, for me. I've thoroughly tested them, and no longer equip them. They'd be nice to have on Voeld+Insanity. On lesser settings, everything dies too quickly for it to matter. That cold is seriously an issue, though, on Insanity. It does add some good tension, but it is ridiculous in a couple of encounters. I'd definitely use the consumable if it worked.
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Post by TheWhiteWolf on May 3, 2017 3:44:34 GMT
Yeah it's a pain in the ass. I mean they can get rid of radiation hazards lickety split, but they can't put a little heater in your space magic armour.
As for the Architect you've got to keep an eye on your Hazard meter thingy and know where the space magic heaters are located as you deal with the annoying "cold hazard", and everyone's favourite cover piercing attacks they blessed this game with.
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Post by ProbeAway on May 3, 2017 7:13:18 GMT
Ah, ok. I just read the description then and it is supposed to make your life support last longer while out of the Nomad. I would have thought 'backup' means it restores life support (like a backup generator restores power). It specifically says 'outside the Nomad' so I wonder if hopping back in or fast travelling ends the consumable. They don't work at all, for me. I've thoroughly tested them, and no longer equip them. They'd be nice to have on Voeld+Insanity. On lesser settings, everything dies too quickly for it to matter. That cold is seriously an issue, though, on Insanity. It does add some good tension, but it is ridiculous in a couple of encounters. I'd definitely use the consumable if it worked. Well that sucks. Not that I play on insanity...
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Post by phantomrachie on May 3, 2017 13:48:34 GMT
It does heat up, just not enough to get rid of the level 1 environmental hazard warning. Before you activate the vault there are areas of Voeld with a lv 2 environmental hazard warning meaning you can barely get out of the Nomad at all.
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Post by brandoftime on May 3, 2017 15:01:21 GMT
When I use my trainer. Otherwise, never.
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