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ChrisSchmidt

BioWare
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Everything posted by ChrisSchmidt

  1. Howdy folks! This is a suggestion thread for which weapons you would like to see Weapon Tuning modification slots added to. Let us know categories, types, and even specific weapons you would like to put a Tuning mod in and we'll treat this thread as a running list of requests. Standard disclaimers apply here: We can't guarantee any particular weapon can gain the slot and we can't promise a specific timeframe. But my team will be checking this thread regularly and will use this thread as the official request list. Thanks! -Chris
  2. Close...when it's time for a new powerup, it rolls the dice to find a location to spawn it in the cluster. Let's say there's 8 possible spots. It decides on spot 3. Then it rolls the dice to decide which powerup will spawn at spot 3. The super cluster typically has more possible spots than a normal cluster. If I recall on the asteroids map, there are something like 12-15 possible spots. Most are in the center (and typically explore verticality a bit) but some are in a larger radius around the center. Yup. I wanted to leave a very small chance any normal cluster could spawn damage overcharge so there's always a reason to look for a powerup once you get the gist of where the different spawn areas are. In general, placement isn't very random. You'll notice patterns typically. In Kuat Mesas for example you'll find most spawn points are on top of small mesas, under or on top of arches, in doorways, and typically in the mid to lower sections of the map vertically. It's tempting to fly up into open space, so the powerups are trying to draw you back down, while providing a bit of cover using the environment to boot.
  3. I can peel back the curtain a bit in regard to the powerups. Possible powerup spawn points are placed in clusters. A cluster is typically in and around points of interest (anything from a series of scaffolding to an asteroid). Each map may have say 9 clusters, with 10-12 possible spawn points in each. Each team has at least 3 clusters that are on their side of the map, and the rest are shared with the other team. These shared clusters are always in the middle of the map. As of now, only one powerup is ever active within one cluster at a time. Once it's picked up, the next will spawn in a pseudo-random spot within that cluster. The actual powerup spawned has a weight on it, to determine what to spawn. The shield, engine and weapon powerups have an equally very high chance of spawning, and damage overcharge has a very, very low chance of spawning. This is true for all clusters except the 'super' cluster. There is one per map, and it's typically spawn points placed mostly in the center of the map, but sometimes one or two spread closer to either team's side. This super cluster only spawns damage overcharge powerups, ensuring there is almost always at least one up during the match (aside from respawn time once it's picked up). So, for what you observed, the natural damage overcharge powerup spawned near the center of the map (but lucky for you, it skewed towards your team), and you had a very very rare second damage overcharge happen to spawn in a cluster on your side of the map. This isn't the norm, but typically you should see powerups fairly evenly distributed throughout the maps, in terms of numbers of them closer to your side. It's entirely possible one team has only weapon overcharge powerups and the other only has engine overcharge powerups, but all in all I think you'll find it's a pretty fair way of distributing powerups. One game you may have the advantage at the start, and the next the opposite team may. I think that covers it. If you have any more questions about the fascinating subject of powerup placement, feel free to ask.
  4. Just wanted to pop in and say we looked into this. We didn't find any problems with Shield Projector's pulse, but I think I can explain what you may be seeing. Once you take damage, your shields have a regeneration delay in which they will not regen power at all for a few seconds (this depends on how you spec). Let's say this regen delay is 6 seconds. When you hit Shield Projector, it's essentially making your shield behave as if there was no shield regeneration delay by pulsing 3 times in six seconds. Once those pulses expire, your normal shield regeneration takes over. So, this is the experiment we ran on a Clarion, simplified for explanation: Test 1: No Shield Projector activation -Drain shields to zero -0 seconds: No shields -2 seconds: No shields -4 seconds: No shields -6 seconds: First shield arc shows up -7.5 seconds: Second shield color shows -Every 1.5 seconds thereafter shields regen a color or arc until full Test 2: Shield Projector activation -Drain shields to zero and immediately activate Shield Projector -0 seconds: First shield arc shows up -2 seconds: Second shield color shows -4 seconds: Third shield color shows -6 seconds: Fourth shield color shows -7.5 seconds: Fifth shield color shows -Every 1.5 seconds thereafter shields regen a color or arc until full When you hit Shield Projector it appears as though your shields are just going through a normal regen, but you're effectively eliminating your regen delay since Shield Projector is 'filling in' with the pulse. Something that would show me this isn't working correctly is if you hit Shield Projector, and nothing whatsoever regens for about 6 seconds. We haven't been able to reproduce that particular scenario, but let us know if that's what you're seeing!
  5. Correct - this is always based on percent of base. It is based on the base shield capacity of each ally being healed. These are all percent of base. It's safe to assume when it comes to shields, we'll base everything off of the base value. That way we don't get into any edge cases with percent of a percentage, or trying to apply an effect when your current shields are at 0 or are boosted. This way, boosts are predictable, calculable numbers. Hope that helps!
  6. Good news! EMP Pulse specifically disarms before it detonates mines. So you will still see the explosion visually, but should not receive any damage. Unless of course you got a bit too close before activating the pulse, giving a nearby seeker mine time to activate. I'm quite good at replicating that particular scenario.
  7. I just wanted to add that a third spawn point has also been added for each team in Team Deathmatch mode.
  8. We looked into this and found that missile drones do indeed still fire at a player executing a defensive maneuver. This is due to the lock-on functioning a bit differently than a player's lock-on. We'll get this fixed in an upcoming patch!
  9. Correct on both accounts! This is indeed a bug, and we'll be fixing it in a future update.
  10. Lost locks inside of a missile arc, with no action taken by the player on the receiving end of the lock, will typically be caused by lag. In order to ensure lock-ons are legit, they are securely verified on the server, which inevitably causes a bit of lag between communicating various bits of info back and forth. It's something you would typically observe at extremities - like near the edge of the firing arc or near the edge of the range for the weapon. We've implemented some tricks to keep this perceived lag to a minimum, but it could help explain some of the behavior seen. One tip to possibly minimize the risk of losing a lock-on is to slightly lead your target, and keep them away from the edges of your firing arc. But it's worth noting that far more often a lock will be broken due to what I explained earlier: your target executing a defensive maneuver or crossing in front of an asteroid for a split second while you have them in your sights. All of that being said, we're going to investigate just to verify nothing else is going on with lock-ons. We don't want to assume anything! As for evading missiles, no, there is nothing the player can do to outrun or evade a missile once it is in the air short of executing a defensive maneuver.
  11. Howdy folks, Thought I would pop in a clarify a couple of things. There are a couple of ways to break a lock-on sequence when no missile has been fired yet: Skilled piloting, such as maneuvering outside of the opponent's secondary firing arc, or trying to break line of sight by zooming around or inside of asteroids or other objects. Activating a defensive maneuver type engine ability (such as Koiogran Turn, Power Dive, Barrel Roll, Retro Thrusters or Snap Turn). Once a missile is in-flight, the only way to avoid being hit is to activate a defensive maneuver type engine ability (the same list as above). This will 'evade' the missile. Visually, the missile will still complete its journey towards your ship, but it will not explode and no damage will be done to you. As an added bonus, when your ship is actively executing a defensive maneuver, enemies cannot lock-on to you. On their end they will hear an error buzz when they attempt to right click to lock-on. Hopefully this clarifies a few things!
  12. That could be interesting indeed... Maybe there's something to those treasure chests in the sky after all...
  13. Just to give a quick update, we are fixing a couple of issues we found with the fight where it wasn't functioning as designed. Thanks for your input as it allowed us to isolate the problems much quicker!
  14. Hey folks! If you are unable to solo this fight, please give us a bit more information as requested below: Thanks for your help!
  15. Hey Folks! Spoilers below, but please read if you have reached the final fight in the quest Doomsday. Thanks for your help!
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