About a couple of days ago, BioWare promised that patch 1.05 would bring about some major changes to Mass Effect: Andromeda to improve certain elements to the game’s multiplayer, such as fixes to matchmaking and latency in the mode, as well as balance adjustments to weapons, cover, and enemies. Now that the update is finally live, players should notice that some of the enemy faction’s “heavy” units have been buffed, with Hydras, Destroyers, and Berserkers now being more likely to target nearby players, and Kett Anointed attacks will affect players standing close to them, too.
Furthermore, Mass Effect: Andromeda‘s fans who step in to the multiplayer arena won’t be able to rely so much on melee attacks against large targets, as the effectiveness of “punching everything” has been considerably reduced, in addition to the fact that melee maneuvers can also be interrupted. Not to mention, the game’s Outlaw faction has had its difficulty level increased, upping the damage and fire rate of Sharpshooters and causing the Hydra’s sync attack to become lethal.
Although the difficulty of some Mass Effect: Andromeda‘s enemies have been considerably increased in multiplayer, players should welcome the changes made to the mode’s available weapons with open arms, as assault rifles and pistols have been improved due to the elimination of a bug on semi-automatic weapons. As it happens, this fix caused the Mattock to become overpowered, so its damage has been nerfed somewhat, but as a trade-off, more spare ammunition has been made available for it. Also, most semi-automatic weapons have had their damage buffed slightly.
In addition to all of the aforementioned alterations in Mass Effect: Andromeda‘s multiplayer mode, there are a couple of enemies who have been nerfed, as the Remnant Overseer and Nullifier have both been tweaked to be easier to handle in combat. For instance, the former has had its beam damage decreased by 10%, while the latter stays still in more situations to make it easier to shoot.
Of course, Mass Effect: Andromeda‘s latest update not only addresses the game’s multiplayer, but also its single-player, as well as the title’s awkward facial animations. Taking all of this into consideration, it’s good to see BioWare listening to fan feedback to try and make a better experience for the action-RPG’s players, even though some would argue that these are issues that should have been addressed prior to launch. Those interested in reading the complete patch notes can find them in full directly below to find out if a particular problem that’s been bothering them in Andromeda has been fixed.
- To reduce the effectiveness of repeated melees against tougher enemies, player melee attacks can now be interrupted by enemy attacks.
- Biotic, Tech, and Combat Detonation Challenges now update on the Challenges screen.
- Lance and Throw will now successfully increment the Biotic Detonation Combo challenge progress.
- Fixed an issue that caused Stealth Grid to deactivate immediately after being used.
- Fixed an issue that prevented the Kineticist from gaining Biotic Ascension charges when not the host of the match.
Generally, we’ve found that semiautomatic assault rifles and pistols are underperforming when compared to their automatic counterparts. We’ve increased the damage per round for most of these guns and fixed bugs that limited the rate of fire for semiautomatic weapons.
- 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
- Increased damage per round from 112–134 to 140–168
- Increased damage per round from 60–72 to 64–77
- Increased damage per round from 80–93 to 86–99
- Increased damage per round from 73–90 to 92–113
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
- Increased damage per round from 155–195 to 175–220
- Increased damage per round from 37–49 to 44–55
- Increased damage per round from 106–113 to 133–142
- Increased damage per round from 428–512 to 485–580
- Ammo increased from 40–50 to 60–75
- Increased damage per round from 27–32 to 38–46
- Increased damage per round from 84–101 to 105–126
- Fixed a bug that caused the Vanquisher to have an extra 100% headshot bonus
- 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%.
- Players can no longer avoid damage by standing up against a firing anointed
- Kett Ascendant’s 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
The Outlaws have generally been easier to fight than other factions, so we’ve closed the gap. While Remnant Observers and kett anointed are effective at pushing players into cover, sharpshooters needed improvements to get players to hide. Across the rest of the palette, changes to targeting and the hydra’s sync attack help keep the Outlaws competitive.
- Adhi no longer attempt to chain sync attacks
- Outlaw agent’s holographic clone will no longer give points
- 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
- Berserkers are more likely to target nearby players
- 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
We found that the Observer was a little too good at its job, often leaving players feeling totally pinned down. This could be frustrating when another Observer flanked the player or when a Nullifier attacked. At the same time, the Nullifier felt like a nuisance, but one that was easy to counter in many situations.
To address these issues, we reduced the damage Observers inflict and how long they fire for. We’ve reworked the Nullifier to make its main weapon more powerful, but less frequent against players in cover. The Nullifier is also more likely to stand its ground, helping it to control the space. Repeated melee should now be a less dominant strategy against Nullifiers.
- 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%
- 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
- Destroyers are more likely to target nearby players
- Fixed situations where the Destroyer’s body and turrets would reappear after being destroyed
Mass Effect: Andromeda is available now for PC, PlayStation 4, and Xbox One.