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Secret Weapons, Difficulties, etc.


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#51
Tirigon

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Darth_Trethon wrote...



No it doesn't it really doesn't. From a distance your target is small and the recoil takes time to target, then there's the warm-up time before it starts firing and it doesn't do a great deal of damage per shot....you have to keep shooting a target for a few seconds before it dies on top of the warmup and adjusting to the recoil. With the widow I can often zoom right in on the target, adjust much faster and get a one shot kill that takes no time whatsoever....all of that before the enemies ever become aware I'm there.....this helps drop the strongest enemy before the firefight even starts and then taking down the rest is far easier. And I haven't even mentioned the sniper rifle's snipe time that infiltrators get which also slows down time reducing the damage you take during the much faster targeting period.

In the end the minigun is good for fun but in terms of power it has nothing on the Widow.


It DOES have one advantage though:  Once warmed-up you can kill many enemies without pausing your fire, while the widow needs to reload after each shot.

#52
javierabegazo

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Tirigon wrote...


It DOES have one advantage though:  Once warmed-up you can kill many enemies without pausing your fire, while the widow needs to reload after each shot.

True, but I do adore that wonderful click and hiss of the heatsink that I hear after I see a jet of blood burst out the back of a Vorcha's skull :)

#53
Tirigon

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javierabegazo wrote...

True, but I do adore that wonderful click and hiss of the heatsink that I hear after I see a jet of blood burst out the back of a Vorcha's skull :)



Hehe I know this awesome feeling..... I even modded my ini to have sniper rifles on every class:)

#54
Timerider42

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Tirigon wrote...

Timerider42 wrote...


Mmhmm, you need to assign them an existing gun model in the ini, such as the widow or heavy pistol.



How?

I tried, but apparently I did something wrong as nothing happened.


This is what I looked at to do it.
social.bioware.com/project/2002/#files
It's EnemyWeapons.zip
You need RoadCrewWarrior's mod manager here. It will let you apply it to a fresh coalesced.ini, or you can just view the changes and apply them to your own ini with whatever you use (I used Iron Spine's editor). I used the latter method because I had already altered mine.
I noticed that some of the weapons are very buggy (and some don't work at all), and I ended up removing them. For example, the geth flamethrower adds the fuel tank onto your back, and it won't disappear even after returning to the Normandy.

Modifié par Timerider42, 29 avril 2010 - 12:07 .


#55
Kusy

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I say that such weapons add to the game. Come on, without the "hidden" content those forums would be a lot smaller - there would be a tons less of speculations, tons less of hype. I wouldn't be suprised if those things are left in games on purpose - to be found by players.



Also, from what I read here, it's not actualy a hiden weapon, sounds more like it's the minigun YMIR mechs and those damn heavy armored ships use. Probobly was there to test mechanics of the weapon, wouldn't be much suprised if someone finds a weapon that fires with Trashermaw's spit somewhere in the files, or a gun that shoots with Harbringer's rockets.

#56
Tirigon

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Timerider42 wrote...

This is what I looked at to do it.
social.bioware.com/project/2002/#files
It's EnemyWeapons.zip
You need RoadCrewWarrior's mod manager here



Thanks.

#57
vhatever

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Umm, so getting back to that difficulty level. Level 6 is broken, can't kill stuff? Not just super hard?

#58
Dethateer

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vhatever wrote...

Umm, so getting back to that difficulty level. Level 6 is broken, can't kill stuff? Not just super hard?


Coalesced stats for level 6 coming up:

MinScore=500
MaxScore=500
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=10000, Y=10000)
EnemyHealthMultiplierHigh=(X=10000, Y=10000)

PlayerHealthMultiplierLow=(X=0.435, Y=0.435)
PlayerHealthMultiplierHigh=(X=0.435, Y=0.435)
HenchHealthMultiplierLow=(X=0.435, Y=0.435)
HenchHealthMultiplierHigh=(X=0.435, Y=0.435)
FriendlyHealthMultiplierLow=(X=0.435, Y=0.435)
FriendlyHealthMultiplierHigh=(X=0.435, Y=0.435)
EnemyPowerCooldownMultiplier=0.5
SquadPowerDurationMultiplier=0.5
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.65f
DifficultyLevel=5
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.25f
BleedOutInterval=0.1f

As you can see, the enemies simply have a retardedly high amount of health.

#59
javierabegazo

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Dethateer wrote...

vhatever wrote...

Umm, so getting back to that difficulty level. Level 6 is broken, can't kill stuff? Not just super hard?


Coalesced stats for level 6 coming up:

MinScore=500
MaxScore=500
PlayerShieldRechargeModifier=1.4
MaxAttackTickets=4
MaxAttackTicketsHench=2
MaxTargetTickets=6
MaxTargetTicketsHench=2
EnemyHealthMultiplierLow=(X=10000, Y=10000)
EnemyHealthMultiplierHigh=(X=10000, Y=10000)

PlayerHealthMultiplierLow=(X=0.435, Y=0.435)
PlayerHealthMultiplierHigh=(X=0.435, Y=0.435)
HenchHealthMultiplierLow=(X=0.435, Y=0.435)
HenchHealthMultiplierHigh=(X=0.435, Y=0.435)
FriendlyHealthMultiplierLow=(X=0.435, Y=0.435)
FriendlyHealthMultiplierHigh=(X=0.435, Y=0.435)
EnemyPowerCooldownMultiplier=0.5
SquadPowerDurationMultiplier=0.5
SquadPowerCooldownMultiplier=1.0
EnemyShieldBonus=0.65f
DifficultyLevel=5
AmmoDecayMultiplier=1.0f
EnemyAimMultiplier=0.25f
BleedOutInterval=0.1f

As you can see, the enemies simply have a retardedly high amount of health.


Hmmm......But they CAN be killed then....?  

muahahaha  a truer challenge to be met!  :P

#60
Masticetobbacco

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wait tell me exactly how to do this on gibbed's save editor



just paste that code in my weapons loadout? where exactly? slot 1? 2?

#61
javierabegazo

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Masticetobbacco wrote...

wait tell me exactly how to do this on gibbed's save editor

just paste that code in my weapons loadout? where exactly? slot 1? 2?


Here's the thing. Think of Shepard as having 5 slots to paste weapon codes.

the 5 slots are HW, + whatever number of weapon training slots he has available.

You can't have Shepard with two AR's at the same time.

You CAN have an Infiltrator with the Widow, Revenant, Claymore, and Locust. (Like me :D)
At the collector ship, you open up the Infiltrator's AR Slot.
Then with the Gibbed Editor, you modify two things, LOADOUT and WEAPONS > Collection, both of which are accessed from RAW > PLAYER
To change Shepard's weapon, you need to modify both loadout and Weapons.
You 'overwrite' the Infiltrator's Heavy Pistol slot with a shotgun code
Then in the Sniper rifle code, you put the widow code, and in the AR slot you put the revenant code.

The mini Gun code can go on any slot, provided your shepard doesn't have an AR slot, in which case if he does, you'll have to put the mini gun code in the AR Slot

------------------------------------

Changing Squad Member weapons is much more simple. All squad member's have 2 slots, of any combination, just make sure to follow the rule of not being able to have 2 weapons from any one type of weapon.

#62
Dethateer

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javierabegazo wrote...

Hmmm......But they CAN be killed then....?  

muahahaha  a truer challenge to be met!  :P


There's not enough ammo in the game to kill them.
Here are the resistance values for Insanity, as a comparison:

Level 6:
EnemyHealthMultiplierLow=(X=10000, Y=10000)
EnemyHealthMultiplierHigh=(X=10000, Y=10000)

Insanity (Level 5):
EnemyHealthMultiplierLow=(X=1.975, Y=1.975)
EnemyHealthMultiplierHigh=(X=1.975, Y=1.975)

[e]
Not even the Cain can kill something with that much health
Damage=(X=10000,Y=10000)

Modifié par Dethateer, 29 avril 2010 - 04:08 .