Aller au contenu

Photo

do you think the mattock should be nerfed whilst under adrenaline rush?


  • Veuillez vous connecter pour répondre
221 réponses à ce sujet

#201
nuclearpengu1nn

nuclearpengu1nn
  • Members
  • 1 648 messages
no.
if you want to make the weapon seem nerfed just play on Insanity or use a different gun =]
i'm sure those players who like to be overpowered in games would not like see the mattock AR nerfed(my apologies if i am wrong)Image IPB

Modifié par GreyWarden36, 08 juillet 2011 - 06:42 .


#202
Guest_Luc0s_*

Guest_Luc0s_*
  • Guests

Reapinger wrote...

Also the vanguard with the claymore was awful. One shot + reload on insanity = dead. 


For you maybe. For me my claymore was a god-send from heaven on my Vanguard playthrough on Insanity.

One-shot-kills FTW!

#203
Psearo

Psearo
  • Members
  • 250 messages

vader da slayer wrote...
its more of an M1 Garand or M14 than an AK47 as the (original) AK didn't have fire selection and was full auto. newer models although do have the fire selection ability. thats also the reason I like it so much is because of how much like the M14, possibly my favorite rifle, it is.


So, it's a weapon that's getting replaced by a lighter, more controllable weapon that fires a smaller bullet?
Only real design flaw to the M14 imo was the grip & stock design. Too much like previous generations of rifle.
It really needed the grip to be separate from the stock, for handling/recoil purposes, much like the modern modified versions seen today.
(Full auto was a bit much on it though, especially with the round it fired and only a 20 round mag. Three round burst might have been a better choice.)

As for nerfing the Mattock... I agree with everyone saying that it doesn't need to be.
Twenty rounds, semi-auto only, low amount of reserve ammo capacity (without armour extending the capacity), and is only over powered with Adrenaline Rush.

Playing as a soldier, I use it for an accurate single shot weapon in place of a sniper rifle.
No extreme zooming, and able to maintain awareness of the battlefield whilst ordering squaddies into position.

Be interesting to see what kind of weapon mods it gets.
Of course, that's assuming that each AR might have one or more exclusive mods for it.

#204
Malanek

Malanek
  • Members
  • 7 838 messages
I have been playing with a repurposed Predator modded to emulate the Mattock and trying it out at varrying rates of fire.

The speed a weapon fires at is controlled in the Coalesced.ini
RateOfFire=(X=750,Y=750)

The Mattock has a rate of fire af 750 compared to say the Predator at 300 and Viper 240. These seem to be shots per minute, so the mattock can actually shoot 12.5 times per second if you can actually pull the trigger that fast, which you can't. However under time dialtion effects I assume this changes the rate of fire to
RateOfFire = RateOfFire / (1 + (timedilation/100))
Thus under heightened adrenaline rush the Mattocks RoF becomes 441 or 7.4 shots/second. If you can click this fast you are reaching the weapons potential.

How this should be balanced depends on what you want from it. Assuming there was no mistake and the speed of 750 was deliberate, the only reason for this was for it to be a weapon that operated extremely well under time dilation effects, and there is room in the game for such a weapon. However if you were going to do this it's damage needs to be significantly lower and then you have a much more narrow and specialised weapon. Alternatively you could just cut the speed to around 400 and it is still an incredibly effective weapon.

One thing I have noticed from this discussion is that some people feel it has plenty of ammo while others feel it lacks. Because of this I would be hesitant to use extremely low ammo as a balancing feature for any gun. A gun that can't shoot isn't fun. I personally think you would have to cut the ammo drops lower than half to have any constraining effect but for many people this would probably relegate the wepoan to the trash can. Similar to complaints about the incisor (which I don't have).

Players naturally tend not to like their powers being reduced in patches so if I was rebalancing for an ME2 patch I would probably do it in a very conservative way and reduce the speed to somewhere between 400 and 500. Without time dillation effects players would notice little if any difference. Under time dillation effects, this reduced rate is noticeable

For ME3 though they can afford to, and need to be, much more aggresive. They need to leave design space for new weapons rather than having a single super gun rule everything. Plus it would just be part of rebalancing the weapon and new modification system rather than a "nerf". So for ME3 I would drop its rate of fire to around 300 (same as the predator, 5 shots/second) and drop the damage slightly to the high 40's (the predator is 37). The weapon would still be strictly better than the predator at everything but significantly weaker than it is now. Further I would introduce a weapon mod named "Hair Trigger" that could be equipped to non-automatic weapons that gave a damage penalty but greatly increased the rate of fire. It would be designed specifically to work better under time dilation effects but weaker under normal conditions (unless the player has an abnormally fast clicking finger).

#205
konfeta

konfeta
  • Members
  • 810 messages

The only relevant post is the original post, which I'm replying to.

Besides, I'm sure whatever buried post you're referring to isn't as enlightening as you think it is.

So, you would rather spam a thread with an argument that has been posted and refuted multiple times and act offended when called out on it. A model troll.

#206
Skirata129

Skirata129
  • Members
  • 1 992 messages
no. the mattock was fine to me and the purpose of adrenaline rush is to increase damage and slow down time. while we're at it, why don't we nerf the Widow, revenant and Viper too? that's the soldier's only real talent and the Mattock is a good gun. leave them alone.

#207
Praetor Knight

Praetor Knight
  • Members
  • 5 772 messages

Malanek999 wrote...

For ME3 though they can afford to, and need to be, much more aggresive. They need to leave design space for new weapons rather than having a single super gun rule everything. Plus it would just be part of rebalancing the weapon and new modification system rather than a "nerf". So for ME3 I would drop its rate of fire to around 300 (same as the predator, 5 shots/second) and drop the damage slightly to the high 40's (the predator is 37). The weapon would still be strictly better than the predator at everything but significantly weaker than it is now. Further I would introduce a weapon mod named "Hair Trigger" that could be equipped to non-automatic weapons that gave a damage penalty but greatly increased the rate of fire. It would be designed specifically to work better under time dilation effects but weaker under normal conditions (unless the player has an abnormally fast clicking finger).


Sweet that you were able to test it out.

If gamers really want a change with the Mattock that seems like a reasonable one.

And I agree that ammo should not be used to balance weapons for ME3, especially with how we should be able to swap different combos of weapon loadouts.

#208
Guest_Gabeker_*

Guest_Gabeker_*
  • Guests
To the OP,

The theoretical base DPS of the Mattock is approximately 40% more then Revenant. However this is at max RoF which is 12.5 rounds per second. A human being can't hit the fire key that fast. Well at least any human beings that I know :).

So what is really happening during Adrenaline Rush is that your coming closer to the weapons theoretical limit since you can fire effectively twice as fast.

So yes you can unload your whole clip into a ymir from a mattock under Adrenaline Rush the duck back to cover. Useful when there is cover. Not so useful when there isn't any cover since for the three seconds AR is recharging your DPS is reduced dramatically.

IMO the problem with the Mattock is its base damage and its resulting base DPS. It should probably have been more like 40.4 points rather 50.4. That way its would still most likely be the weapon of choice for the non-soldiers. But for soldiers it would be more mission specific, especially since soldiers still have access the Viper.

#209
sH0tgUn jUliA

sH0tgUn jUliA
  • Members
  • 16 812 messages

Malanek999 wrote...

Just out of curiosity, I have heard it is much harder to get a high rate of fire from the mattock on consoles rather than when using a mouse. Are the people who don't think it should be rebalanced playing on consoles? It's possible it might be able to be rebalanced without you noticing anything.


I'm playing on a XBox 360.

I see the multi-platform thing being an issue here. I played FPS on a PC until it got to the point where I needed a $3000 machine to buy the next gen of games back a few years. It is a lot easier to get a high rate of fire using a mouse than it is using a console controller. It was a bit difficult to adapt to the FPS with a controller vs. keyboard and mouse.

Reason: you've got about 1/16" to move your finger to fire with a mouse. You've got to release and resqueeze the trigger on a controller. It's quite a bit more distance than 1/16". More like 4x the distance.

So Bioware could rebalance the weapon on the PC version and leave it alone on the console versions.

#210
knightnblu

knightnblu
  • Members
  • 1 731 messages
No

#211
Jenetic

Jenetic
  • Members
  • 157 messages

sH0tgUn jUliA wrote...

Malanek999 wrote...

Just out of curiosity, I have heard it is much harder to get a high rate of fire from the mattock on consoles rather than when using a mouse. Are the people who don't think it should be rebalanced playing on consoles? It's possible it might be able to be rebalanced without you noticing anything.


I'm playing on a XBox 360.

I see the multi-platform thing being an issue here. I played FPS on a PC until it got to the point where I needed a $3000 machine to buy the next gen of games back a few years. It is a lot easier to get a high rate of fire using a mouse than it is using a console controller. It was a bit difficult to adapt to the FPS with a controller vs. keyboard and mouse.

Reason: you've got about 1/16" to move your finger to fire with a mouse. You've got to release and resqueeze the trigger on a controller. It's quite a bit more distance than 1/16". More like 4x the distance.


So Bioware could rebalance the weapon on the PC version and leave it alone on the console versions.


I agree. I have not played Mass Effect on the PC so I can not comment on
that. But on the 360, it doesn't seem overpowered to me, and I've
recently been playing ME2 on the PS3 and the Mattock seems perfectly
balanced to me.

I do know that I can not fire the Mattock as
fast with the controller as I can fire an automatic rifle in the game,
so maybe there is a difference with the two platforms. I have seen
videos of people firing the Mattock really fast on the PC and I just
figured it was due to the mouse.

#212
SandTrout

SandTrout
  • Members
  • 4 171 messages
Why not just have a limit to the RoF on the Mattock durring AR? Even semi-automatic weapons have a cyclic rate that they cannot surpass due to mechanical limitations.

#213
Guest_cheezanator48_*

Guest_cheezanator48_*
  • Guests
Why not just give it more recoil? Higher caliber weapons should have more recoil, like today's weapons. Giving the Mattock more recoil will give a sense of a powerful weapon in your hands. People can shoot fast with the Mattock because there is barely any recoil to compensate. But if there was recoil, people would have to slow down their fire rate so that they can adjust their shots. However, a very skilled player would able to control the recoil.

Take note that this idea (or weapon) is similar to the M14 semi-automatic assault rifle from Call of Duty Black Ops. The M14 has a lot of recoil, and so shooting really fast will kick your aim pretty high up, unless you can control the recoil.

Modifié par cheezanator48, 10 juillet 2011 - 04:45 .


#214
dujh

dujh
  • Members
  • 376 messages

Luc0s wrote...

Reapinger wrote...

Also the vanguard with the claymore was awful. One shot + reload on insanity = dead. 


For you maybe. For me my claymore was a god-send from heaven on my Vanguard playthrough on Insanity.

One-shot-kills FTW!

^^

#215
nhsk

nhsk
  • Members
  • 1 382 messages
Why not give up and realize the fact that you did buy a FIREPOWER pack designed to mess up the weapon balance (or "eco-system").

Oh and logic would imply it is very much on par with every other assault rifle in ME3, why?

Because if it was as powerfull as it was in ME2 no-one would buy the next FIREPOWER pack, and come here complaining that the weapons are too powerfull... And so the cycle continues.

Modifié par nhsk, 14 juillet 2011 - 08:45 .


#216
azerSheppard

azerSheppard
  • Members
  • 1 279 messages

Dariustwinblade wrote...

Widow + Infaltrator or Claymore + Vanguard>> Soldier + Mattock.

God was those two were broken.


try soldier with heightened rush + Widow + Mattock. Nothing will stop you, not even the reapers.

#217
MarchWaltz

MarchWaltz
  • Members
  • 3 232 messages

Reapinger wrote...

Dariustwinblade wrote...

Widow + Infaltrator or Claymore + Vanguard>> Soldier + Mattock.

God was those two were broken.


Mattock should not be nerfed for 2 reasons:

1. Low ammo capacity.
2. Makes up for poor AI in the hands of squadmates. 

Also the vanguard with the claymore was awful. One shot + reload on insanity = dead. 


If you did not know what you were doing, yeah, you could die.

If you, I dont know, DID know, you could survive easily. I did a vanguard and insnaity and it was pretty damn easy. Just have to have the right team combo. I had kasumi, so everytime I charged into battle and if I was overhwlemed I used flashbang to buy some time for the next charge or melee someone to death or reload.

Didn't even use the reload trick. 

#218
Juha81FIN

Juha81FIN
  • Members
  • 718 messages
There is nothing wrong with weapons, it is Adrenaline Rush boosting weapons so much that they feel op. That´s why I used Hardened Adrenaline Rush more with collector armor.

#219
Melra

Melra
  • Members
  • 7 492 messages
I think they should make the guns have more a feel to them, I don't care how OP they may be, it's a singleplayer anyway. Just hate it when my mouse's click is louder than the sound that the gun makes. If you try so hard to make the game like a shooter at least take something great from those shooters: Guns that feel like guns.

#220
Praetor Knight

Praetor Knight
  • Members
  • 5 772 messages

Melrache wrote...

I think they should make the guns have more a feel to them, I don't care how OP they may be, it's a singleplayer anyway. Just hate it when my mouse's click is louder than the sound that the gun makes. If you try so hard to make the game like a shooter at least take something great from those shooters: Guns that feel like guns.


I remember a few threads and one article / interview about the sound of guns. We are going to have a lot to look forward to in that area :devil:

#221
mrs alenko

mrs alenko
  • Members
  • 11 messages
mattock under heightend adrenalien rush was so op i had a mattock, widow soldier and walked through insanity

#222
CuseGirl

CuseGirl
  • Members
  • 1 613 messages
Well, I like the mattock, period. I have the option to be judicious with my shooting but if things get hairy, I can turn it up a notch and blow a guy away.