Is this a hotfix? Doesn't even need a game update? That's pretty cool if you can make these changes so easily.
Is this a hotfix? Doesn't even need a game update? That's pretty cool if you can make these changes so easily.
Correct, we can make some changes like this pretty quick without taking down servers.
Thanks to you and your team for such great engagement on this subreddit! It really does send a message that you are here to support this game and it's player base for the long haul, and I'm with you 100%.
I'm sure you guys are all over it, but an in-game description of what a multi-kill is would also help out a lot for people working on this mission.
Keep up the great work!
Thanks! I'll pass on the feedback for more clarity for the multi-kill.
So physical damage include impact+blast damage? Does it include interceptor melee blade? Thank you.
Think of impact or blast as the size of the effect (single target or AoE). While elements or physical are the damage type. With any combination of those depending on the ability. So you could have a physical blast or an electric impact, etc.
Read moreu/BioCamden Please also allow us to bind Left-Alt in game. The only way to do it now is by editing the config file.
As a temp solution to anyone having issues rebinding scroll wheel: If your scroll wheel still swaps weapon even after binding it to something else, it's because the config file somehow has more than 2 entries for that particular action. Rebinding in-game will only overwrite the last two entries in the file, keeping the default.
To fix this you need to exit the game, then edit your config file which is named:
ProfileOptions_profile
and is located here:%userprofile%\Documents\BioWare\AnthemDemo\settings
. Make a backup of the file so you can revert the changes if needed.To find your weapon swap, search the file for the string
ConceptSwitchWeapons
. Each key-bind has 6 lines associated with it and your file will most likely have 18 lines containing that string. Replace all...
Yeah binding to Alt is a bug we have currently. We’re working on it. Thank you for detailed walkthrough to help other folks.
Could it be a possibility for primed enemies to have a different status color than those with only the status effects? Such as primed being red with a white symbol and status being blue with white or another color arrangement.
Primed targets should have the red icon above them, status effected enemies will not have the red indicator but will still have VFX on them of the associated effect.
Thanks to your feedback we have identified several issues causing problems for players in the “Finding Old Friends” and “Tombs of the Legionnaires” missions.
We have made some changes that allows progress to start being tracked earlier.
Here are some workarounds as we address some other issues with the Tombs:
Sadly ranger doesn't have the head. I just wanna be a sentinel
Sorry - this was an odd one, because the helmet on the Sentinels is actually the same as the default Ranger helmet, which is why it doesn't come with that suit. But that set IS the Sentinel set if you play with the colors a bit.
Well I can’t unsee that now.
You can't prime with aura? what's the point of frost aura then?
It will apply the status effect (freeze them) it just isn’t something you can combo off of (priming). To improve aura effectiveness we’re adding stronger ticking damage of the element type you currently have aura’ed.
It's better than nothing, but it's still missing a list of primers and detonators, anything about melee. I still am not sure if normal melee from Interceptor is really a detonator or not.
Every third hit in the melee attack string will detonate primed targets.