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Suggested Balance changes before launch:


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#126
_symphony

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TexasToast712 wrote...

The Carnifex is balanced.

- Low ammo
- High recoil
- Very inaccurate without a scope
- Slow RoF
- Hard to use up close when you have a scope.

so... is a sniper rifle.

Modifié par _symphony, 26 février 2012 - 03:19 .


#127
TeaL3af

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 I agree with all the OPs suggestion, but I would also like to add a few of my own:
  • Buff pretty much every non-pistol or non-sniper weapon. Pistols are currently the overall best weapon in the game, others can only compete in extreme situations and the power recharge granted by pistols makes them the best choice. The pistol should be a sidearm, not a primary. Snipers are mostly fine at what they do, but buff the semi-auto one.
  • Make grenades restock faster, have them regen over time or just make grenades a cool down ability. Currently you barely get to use them and they are only a slightly more potent version of incinerate.
  • Boost concussive shot's and carnage's damage. Concussive shot should be able to instantly strip a barrier, carnage should be able to do the same to an armour layer.
  • Buff adrenaline rush. As the soldier has very little utility, compensate by making him mow people down like John Rambo.
  • Overload should not take down barriers, the engineer is currently effective against every single enemy in the game.


#128
vonSlash

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I agree with everything the OP posted except the Adrenaline Rush comment.

#129
Guest_lightsnow13_*

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Increase the radius of shockwave - even just a little. .5 of a meter would do. Anything really.

Increase the rate of fire for the quarian turret! That thing..is completely useless. I upgraded the shields and damage and it still dies in one or two shots. I also got the long range rockets...again, useless.

Cover system should be fixed - even just a little. I don't like how sticky it is. Also, maybe change the revive button to B..or X..or the back button. Really, almost anything will do.

SMGs are just weak. They're fun and handy. But my phalanx is strong enough against shields. SMG's (especially the locust..it's not the same anymore) slowly go through shields.

#130
SeaSquared

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Darkov wrote...

Human Sentinel needs.. something.. to make it a worthy alternative to the Turian Sentinel.


They can dodge roll and warp can now actually BE detonated in addition to detonating FYI which throw is better far combining with, plus it gives faster CC than overload. I prefer human personally.

#131
SeaSquared

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 Especially agree on the weapon balance.

Automatics are worthless especially the avenger... Takes a full second of accurate fire to even take a single blimp of elth on bronze xD., phalanx and carniifex are insane. Scimitar seems effective to me though.

#132
Hyunsai

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I m getting used to the human sentinel, and I finally it's not bad. Throw is VERY useful, and like Seasquared said, the fact that you can detonate from Warp can lead to some serious havoc on the battlefield.

#133
Cosmo G. Spacely

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Elecbender wrote...

We can't use a DEMO which limits selection to decide weapon/class balance.

At this point only glitches/exploits should be looked at.


Glad to see somebody gets it. :wizard: even though its a beta, but it still limits the weapon/class selection. I fell through the map numerous of times. i hope they fix that before catering to the COD like requests of nerfs and buffs.

Modifié par Cosmo G. Spacely, 26 février 2012 - 04:35 .


#134
D.Kain

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TexasToast712 wrote...

The Carnifex is balanced.

- Low ammo
- High recoil
- Very inaccurate without a scope
- Slow RoF
- Hard to use up close when you have a scope.


Bull, I use Carnifex. 

- Ammo is enough.
- There is no high recoil.
- Very accurate without a scope, I snipe without one. You of course can say that I am just so good. Actually it would be very nice if I could unequip scopes from sniper riffles, would be easier to use for me.
- It kills people in a couple of shots.
- Not hard to use up close, I don't have a scope.

Modifié par D.Kain, 26 février 2012 - 04:47 .


#135
D.Kain

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 I am going to try and make an official list, with my own thoughts, and thoughts that I liked.

1) Buff up all weapons except carnifex - the best weapon in the game. Weapons that SPECIALLY need buffs are SMG's and Revenant. But really buff them all up, so Soldier can really go and actually kill stuff, or any other class that wants to actually use weapons, instead of spamming powers.
2) Make Overload and shield drain not affect barrier.
3) Make Stasis not affect targets with protection.
4) Make enemies stop dodging powers. That function should be removed from the game completely. If overload won't affect phantom barrier, warp has to always hit. If Stasis won't affect shielded targets they other powers should always hit to atleast stagger the targets. Make enemies NEVER dodge powers.
5) Less shields to Krogan, but mor HP and HP regen to Krogan.
6) More shields to Drell guard.
7) More grenades, faster restock.
8) Buff adrenaline rush, turret, drone, incediary blast, cryo blast, concussive shot, carnage. frag grenade, proximity mine and shockwave.
9) Fix nova cancel bug.
10) Buff Heavy melee.
11) Make health for guardian shields so they brake or drop after HUGE amounts of damage. They shouldn't be immortal if one doesn't have the means to stagger them or to shoot through, or to flank.
12) Make powers fly faster. 
13) Make getting up after ressurection faster.


Anything I missed?

#136
Raxxman

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D.Kain wrote...

TexasToast712 wrote...

The Carnifex is balanced.

- Low ammo
- High recoil
- Very inaccurate without a scope
- Slow RoF
- Hard to use up close when you have a scope.


Bull, I use Carnifex. 

- Ammo is enough.
- There is no high recoil.
- Very accurate without a scope, I snipe without one. You of course can say that I am just so good. Actually it would be very nice if I could unequip scopes from sniper riffles, would be easier to use for me.
- It kills people in a couple of shots.
- Not hard to use up close, I don't have a scope.


- Anyone getting ammo issues needs to learn to aim, on any difficulty, the only time you should run low/out is the extration, even then you have 2 ammo packs you can consume. Never an issue.
- There is no recoil to speak of, the weapon resets before you can fire the next shot.
- I similarly can headshot guardians from the usual spawn point (down the ladder) on firebase white while standing in the usual place (up the ladder) without pistol zoom. I also agree the zoom on the snipers could do with a low mag, but I can string headshots no bother with those so it's no a major issue
- 2 headshots does most things on Gold. making it's kill rate one of the fastest in the game.
- It's a monster up close. It's a lightweight shotgun/sniperifle hybrid machine, with no real intrinsic weakness.

But this does break down somewhat if you land body shots not headshots, What makes the fex/pistols in general so deadly is the near 100% headshot rate at most ranges, No other weapon can compete with that level of damage. The ones with higher damage can't land anywhere near the number of headshots, and the ones with the accuracy lack the rate of fire.

#137
capn233

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  • Stasis should have to go through shields/barriers before stunning. Too dominant in gold.
  • Buff the Quarian engineer's turret. [EDITED]
  • The
    Drell vanguard is too fragile for a close-combat oriented class.
    Improve his survivability. Drell are agile, a dodge mechanic perhaps?
  • Scoped pistols need reduced accuracy, the overlap with Sniper rifles is too high.
  • Lower the Carnifex's firing speed to bring it in line with the other pistols.
  • SMG's need a buff, scoped pistol head-shotting is superior at all ranges.
  • The revenant needs higher bullet damage or accuracy.
  • The Claymore needs a damage/accuracy buff to compensate for weight & clip size.

  • Stasis does seem a little overpowered compared to everything else in the game.  Base cooldown change or damage limit reduction would probably be a better change.
  • Not needed too much
  • I don't know, perhaps.  I find the class ok as is, you just can't be reckless.
  • Pistols are screwed up, but they have been overpowered in both the previous games.  I doubt this will change.  The scope should be changed to a non magnification (isn't it 2x now) red dot and they should have reduced effectiveness.  I don't see any of this happening.
  • SMG's are redundant right now.  Except maybe on Quarian Engineer who has a passive weight reduction for them.
  • Revenant has a poor weight vs effectiveness ratio as is.  I would rather them add cover penetration and leave base damage fairly similar.
  • Claymore is fine.  In fact all of the shotguns are fine.  My Katana X with High Caliber Barrel and Smart Choke is quite usable on Gold.  One of my favorite guns in the demo in fact.

darkblade wrote...

They are heavy pistols analogus of a the relation ship to a modern day .357 magnum .45 magnum, and .50 (etc) magnum round firing pistols over over the 9mm and other none magnum. Yes the can do more damage withing about 50m (if youre using a D.eagle). where in lies the problem with mass effect 3s pistols mostly the carnifex.


This is a bit off.  I imagine you mean .44 magnum and perhaps .50 AE in there but even so there is a quite a difference between pistol and rifle bullets, even the very hot pistol rounds, and even within 50m.

For argument's sake take .44 magnum with a 240gr bullet (middle of the road) and using some manufacturer data let's say it has a muzzle velocity of 1230fps (375m/s) and muzzle energy of 806ftlbs (1093J).

Next look at 7.62x51mm (aka 7.62 NATO, or .308 Winchester) and the numbers for a 150gr bullet are more like 2820fps (860m/s) muzzle velocity and 2648ftlbs (3590J) muzzle energy.  This would be a standard hunting rifle or battle rifle caliber (like perhaps the Viper).

If you want a ridiculous pistol round, how about .500 S&W at 1800fps (549m/s) muzzle velocity and 2338 ftlbs (3170J).  That is about as good as it gets for a pistol, but we haven't even thought about the top tier rifle rounds yet.

The numbers above are from a single ammo manufacturer (Federal) and not necessarily the ultimate performance for each caliber, but is meant to be a representation of the relative "power." I converted the numbers to SI myself though.  Granted, this is also dependent on test barrel length somewhat.

edit: for something like the Widow, .50 BMG would be analogous. That can have around 18,000J muzzle energy.
Consider this a clarification of your point, based on your earlier comments that pistols should not be the ultimate in performance. :)

Modifié par capn233, 26 février 2012 - 07:27 .


#138
Guest_lightsnow13_*

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Am I the only one that likes overload doing damage to barriers? I mean...wth, I'm NOT going back to the overload in ME2. It was completely useless. Shooting shields was almost as fast.

Now overload is fantastic. Not only doing massive damage - but stunning organics? Holy moly. I got a taste of a good overload..don't take it away.

#139
Kaito Shirayuki

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I actually don't see the problem with the Drell Vanguard. I played with one today and he is the best Vanguard that I have fought with. He only went down once. Also I agree with your Adrenaline Rush one, I can't even tell what it does when I activate it. Everything is the same except for the different look on the screen.

#140
shumworld

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the SMG's kick has got to go. Other then the Tempest, I don't see myself using any of the SMGs in my builds.

I agree on the human soldier class as well. They need something abit more to stand out among the other classes. Being good with guns isn't enough.

Modifié par shumworld, 26 février 2012 - 09:41 .


#141
mybudgee

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The sentinel needs a buff all around

#142
Core_Commander

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D.Kain wrote...

4) Make enemies stop dodging powers. That function should be removed from the game completely. If overload won't affect phantom barrier, warp has to always hit. If Stasis won't affect shielded targets they other powers should always hit to atleast stagger the targets. Make enemies NEVER dodge powers.

11) Make health for guardian shields so they brake or drop after HUGE amounts of damage. They shouldn't be immortal if one doesn't have the means to stagger them or to shoot through, or to flank.

Enemies dodging powers actually added some thought to brain-dead power spamming of ME2. Now you need to surprise the enemy with your power (shooting it from distance too short to dodge) or flank him. It promotes teamwork and gunplay, instead just mashing short CD power on a whole group (pull-pull-pull-pull-pull) for the win.

Guardian shield promotes teamwork as well. They're slow and they shoot very slow as well. There always is a way to disarm them, you can even just run past them and into cover with a teammate on the opposite side, taking them into crossfire. If desperate, just shoot their gun arm, stagger with anything then shoot, or aim for the mail slot with a slow-shooting weapon.

No need to dumb down stuff that promotes tactics and thinking. People can always reduce the difficulty level if they don't want to think.

D.Kain wrote...

10) Buff Heavy melee.

If you want a powerful heavy melee to rip people apart, you can build for it with points. Otherwise it's good for a chunk of health and stagger that you can follow up with weapons fire.

I agree that some weapons need buffs and some need nerfs, but buffs across the board such as those suggested (and a backbreaking nerf to enemies dodging powers they're aware of and in long range) would dumb the whole experience down to "keep holding fire, mash a power every cooldown, never relocate". Ugh.

Modifié par Core_Commander, 26 février 2012 - 11:53 .


#143
D.Kain

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Core_Commander wrote...

Enemies dodging powers actually added some thought to brain-dead power spamming of ME2. Now you need to surprise the enemy with your power (shooting it from distance too short to dodge) or flank him. It promotes teamwork and gunplay, instead just mashing short CD power on a whole group (pull-pull-pull-pull-pull) for the win.

Guardian shield promotes teamwork as well. They're slow and they shoot very slow as well. There always is a way to disarm them, you can even just run past them and into cover with a teammate on the opposite side, taking them into crossfire. If desperate, just shoot their gun arm, stagger with anything then shoot, or aim for the mail slot with a slow-shooting weapon.

No need to dumb down stuff that promotes tactics and thinking. People can always reduce the difficulty level if they don't want to think.

If you want a powerful heavy melee to rip people apart, you can build for it with points. Otherwise it's good for a chunk of health and stagger that you can follow up with weapons fire.

I agree that some weapons need buffs and some need nerfs, but buffs across the board such as those suggested (and a backbreaking nerf to enemies dodging powers they're aware of and in long range) would dumb the whole experience down to "keep holding fire, mash a power every cooldown, never relocate". Ugh.


It all comes into a chain. See, if we buff weapons so that soldier can actually toss out damage, and having heavy weapons is going to be pretty beneficial, not just spamming power, and if pistols are going to be weaker atlast, then people that use weak pistols should spam powers, and kill with those powers, because their pistol isn't worth anything. As I also said. If stasis won't work on phantom with barrier, and overload won't remove barrier, then powers like warp should always hit the phantom, otherwise they will become OP. Enemies should stop dodging. 

I have no problems with guardian shields really, it promotes no team work for me. All I do is spam some power that makes them get their shield away, or use armor piercing rounds, that ignore their shields. This is just a cosmetic change, because I think it looks silly when a metal shield protect from unlimited ammounts of damage, more than an atlas, or ten atlas.

I have a couple of problems with heavy melee, and there are a lot of ways to balance the buff. Heavy melee is too slow, misses a lot and isn't too strong, even with all melee upgrades. So Either needs to be optimized to always hit the enemy, and not the air near enemy, OR make it faster, so that not a lot of time is wasted on it and you don't get shot, OR make heavy melee stronger, so that when it hits it kills. As of now, I never use it, because it is too risky, even at pointblank range. 

You can't really keep holding fire, and you know that, I suggested buffing weapons and powers that are underused because they are so weak. They would nearly get in line with all the favorite powers and weapons that people love and use, and make it valuable choice.

Edit: oh and do keep in mind the plantium difficulty.

Modifié par D.Kain, 26 février 2012 - 06:02 .


#144
Core_Commander

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D.Kain wrote...

This is just a cosmetic change, because I think it looks silly when a metal shield protect from unlimited ammounts of damage, more than an atlas, or ten atlas.

Actually I find the idea of "if you shoot a plate of armor enough with similar grade of weapon fire, it' will give way" a bit more silly. If the opening shots do no damage at all to an object, it's logical that neither will the following ones. If you whack a metal beam with a baseball bat enough, should the beam break? You can't just punch your fist through a car door...

Guardian shield seems to operate on actual logic instead of VG logic to me, which is kind of a refreshing change. You either have the punch to go through it (widow) or you don't. Atlas is borderline, but there's a precedent in ME2 with gunships and the mercs mentioning that you can disable a war machine if you know where to shoot. The shield isn't a machine - it's a solid block of non-conductive metal with nothing there to "disable" and make it break. Shoot it all you want, unless you can actually deliver all the energy at once, you're merely scratching the surface.

I actually love it that enemies in this game have working equipment, for once. Phantom's cloak really makes it possible to lose track of her with enough distraction (unlike ME2's hunters), turrets are deadly if carelessly walked into, smoke really obstructs vision, shields truly protect the user (with limits). All of it makes the game entertaining and challenging, meaning that you need a way to deal with enemies' abilities, it really makes the opposition seem competent. It's a refreshing change from the "NPC need to be weak and stupid, only the players can take and deal punishment" trend.

At the same time, there are tells and flaws in tactics/said equipment one can exploit. I find it fair and balanced, and a welcome surprise from what's ultimately an RPG series. Making it possible to beat them with spamming powers/fire straight-on (non-dodging enemies, destructible shields) would take a great deal of challenge off of every difficulty. They do dodge less and have way less health on lower difficulties, if someone doesn't want the particular challenge.

Also, pistols "not worth anything" is a big claim. A bit less powerful, or being relegated to mid range as pistols usually are in games, wouldn't suddenly change them into water sprinklers. Aiming a power is way less involved than aiming a weapon, making the aware enemies forget how to dodge would take any skill and strategy away - just make sure there's something near the center of your screen, and spam.

Powers in ME3 have received a ton of buffs - they fly faster, have many extra effects and take sharper turns to hit the enemy, cooldowns are lower and basic enemies are always unshielded. If the enemies aren't allowed even the possibility to dodge a power they're aware of and with good footing (undistracted, not under attack, not staggered etc), what chance would they stand and pose what challenge vs. all those buffs?

Modifié par Core_Commander, 27 février 2012 - 02:21 .


#145
Xayoz

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+1 For stasis nerf. Should be negated by shields, just like singularity.

#146
flamingCanine

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Assumedkilla wrote...

Stasis is fine as it is now. It's more of a "setup move" than anything else and you can only shoot it one at a time. Most of us who are Asari Adept seem to only use pistols, so we should have something powerful when a Krogan Soldier can just slap everything to death while having two guns or an Engineer can own with cryo and a drone, plus they both have way more health.

Stasis is the most OP move in the game as it is the only status move that completely ignores protection. Right now it is the only move capable of neutralizing phantoms.


Other then overload.

Modifié par flamingCanine, 27 février 2012 - 12:11 .


#147
Evan Yeung

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 Playing as an Asari  adept with maxed out stasis was sick.  I am close to level cap with the Asari, and it took half the time it took to get my soldier to that level.  Stasis gave me the time to line up the perfect headshot with the Carnifex hand cannon. 

If stasis is going to be nerfed, I would suggest that the target takes half damage from the caster's guns, but full damage from other teammates' firepower.  Upgrades could increase the total damage to 100% by the caster if enough points are put into it. 

#148
Sireniankyle1

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I understand that Bioware wants us to play a lot in order to get that one character that we want, and exactly the way we want them, but to make it all random is unfair. I suggest specific packs so you can have a better chance. example; have a character pack for like 7000-10000 credits. This pack will guarantee that either a character or a feature WILL be unlocked, and do this for the other aspects too (weapons and support items).