Mass Effect: Andromeda latest patch stops your multiplayer death punch

Apart from the most obvious changes included in the 1.05 update for Mass Effect: Andromeda, such as the infamous facial animation problems, there is a list of changes in the multiplayer parts of the game. Although one of the most successful areas in Andromeda, it could still stand to use some improvements.

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Andromeda has caught quite a flak due to its animation issues.

Those who have been playing MP so far will probably be familiar with the idea of just using melee attacks for everything, especially against large targets. The changes regarding melee include reduction of effectiveness, as well as the fact that they can be interrupted.

The easy mode has also been worked on, with some improvements regarding Hydra sync attacks and Sharpshooters, who are more deadly this time around. Players are not left defenseless, assault rifles and pistols are finally fixed, and most semi-automatic weapons have had a notch up in their damage. Two enemies have been made slightly weaker: the Remnant Overseer and Nullifier.

Let us look at the changes regarding player abilities:

  • Challenge tracking: Challenges (Biotic, Tech, Combat Detonation) will now update, while Lance and Throw now show incremental changes regarding the Biotic Detonation Combo
  • Stealth Grid: fixed the issue of Stealth Grid deactivating straight after use
  • Biotic Ascension: issues have been fixed that prevented gaining Biotic Ascension charges for Kineticist

Enemis have also had quite a few little changes in this patch:

  • Kett Anointed: Players can no longer avoid damage by standing up against a firing anointed
  • Kett Ascendant: Orb will now give 15 points when killed, instead of points equal to the Ascendant himself
  • Kett Behemoth (Boss objective): Behemoths are more likely to target nearby players
  • Outlaw Adhi: Adhi no longer attempt to chain sync attacks
  • Outlaw Agent: agent’s holographic clone will no longer give points
  • Outlaw Sharpshooter: Sharpshooters now fire more frequently, especially against targets out of cover
  • Sniper rifle damage increased by 44%
  • Sharpshooters sprint more often
  • Aiming time is now shortened at shorter ranges
  • Aiming and impact audio are now clearer
  • No longer pursue melee targets over long distances
  • Outlaw Berserker: Berserkers are more likely to target nearby players
  • Outlaw Hydra: Sync attack is now lethal
  • Hydra is more likely to target nearby players
  • Hydra now lose their target—but no longer cancel firing—when their target cloaks while locking on
  • Fixed situations where the hydra’s body would reappear after being destroyed
  • Remnant Observer: Observers can now lose their target while firing when the target cloaks
  • Maximum beam duration decreased from 6s to 5s
  • Beam damage decreased by 10%
  • Remnant Nullifier: Rate of fire has been decreased against enemies in cover
  • Projectile attacks now travel faster and hit harder
  • Stays still and fires in more situations
  • No longer flees in protracted melee situations
  • [Single player only] Fires less frequently on lower difficulties
  • Remnant Destroyer: are more likely to target nearby players
  • Fixed situations where the Destroyer’s body and turrets would reappear after being destroyed

Finally, everyone likes a bit of weapons boosting and nerfing:

  • Mattock: Fixed an issue that prevented the Mattock from reaching its designed rate of fire
  • Lowered damage per round to partially offset increase in rate of fire
  • Lowered damage per round from 71–89 to 50–63
  • Increased spare ammo capacity from 112–140 to 160–200
  • Sandstorm: Increased damage per round from 112–134 to 140–168
  • Sweeper: Increased damage per round from 60–72 to 64–77
  • Valkyrie: Increased damage per round from 80–93 to 86–99
  • Halberd: Increased damage per round from 73–90 to 92–113
  • Predator: The Predator also benefits from the rate of fire adjustment applied to the Mattock assault rifle.
  • Increased damage per round from 38–51 to 54–72
  • Decreased rate of fire from 500 to 450
  • Carnifex: Increased damage per round from 155–195 to 175–220
  • Hornet: Increased damage per round from 37–49 to 44–55
  • Phalanx: Increased damage per round from 106–113 to 133–142
  • Scorpion: Increased damage per round from 428–512 to 485–580
  • Hesh: Ammo increased from 40–50 to 60–75
  • Shadow: Increased damage per round from 27–32 to 38–46
  • Indra: Increased damage per round from 84–101 to 105–126
  • Vanquisher: Fixed a bug that caused the Vanquisher to have an extra 100% headshot bonus
  • Weapon Reloads: Fixed some timings of reload actions so they better match their animations
  • Assault Rifle Amp III: The Assault Rifle Amp III booster now properly states that it gives a 30% boost instead of a 35% boost. This was a text error only. The functionality was always 30%.

Bioware team seems hard at work when it comes to Andromeda, so let us wish them the best. Oh, and if you haven’t aready – make sure to check our ever-growing list of Mass Effect Andromeda guides.