Aller au contenu

Photo

Benefit of carrying small arms is too big


  • Veuillez vous connecter pour répondre
65 réponses à ce sujet

#1
tachycardia

tachycardia
  • Members
  • 10 messages
I love the ME multiplayer, but there are a few things that bug me.

One is that for several classes, carrying only 1 lightweight weapon offers a huge benefit.  If you carry just a Heavy Pistol, you gain something like -190% (x/1+1.9) cooldown time on your ability.

For instance, the Infiltrator is a class with a heavy emphasis on using the Sniper Rifle as evidenced by many talents that boost it.  However, with just a Heavy Pistol you get a huge increase in your defensive power without sacrificing much, if anything, in the way of offense.  My shield CD is ~3 secs using just a pistol vs 6 secs with SR.  The decreased cloak usage combined with the inherent slowness of the SR makes the SR Inf much more of a plodding turret-like class compared to the more agile pistol user. 

Now I understand that playing an Infiltrator should be possible without a Sniper Rifle, and hell I encourage this sort of diversity.  I do not feel that "an infiltrator is supposed to use a rifle" is a valid argument.  However, I feel the benefit granted by using only small arms is too great to encourage diversity and that most Inf will prefer to use small arms.  I really love to use Sniper Rifles as I'm more of a methodical player, but I feel that just pistol is better.  I have fun with small arms too, but I'd rather they be closer together in terms of effectivenenss.  

I think that -power CD was put in place to allow players to choose between a more weapon-heavy playstyle or a more power-driven style.  I think this is laudable but if you don't balance it carefully, it doesn't really become a compelling choice.  I think the need to choose between different weapons in different situations is an important part of the game as well, and using just pistol doesn't allow this. 

One way to change this might be to narrow the weight gap between the pistol/SMG and the SR/shotgun/AR.  Then decrease the -%CD bonus per weight.

#2
OO629

OO629
  • Members
  • 214 messages
Pistols should weight a bit more IMO. I only use my Phalanx X on every class because i get a 200% recharge bonus. Of course taking down ennemies by shooting takes a bit longer than if i was using other weapons but when i can spam the infiltrator's cloak+melee combo or the stunning chain overload from engineer every 2 seconds, i dont need to shoot at all.

#3
iLostMySockz

iLostMySockz
  • Members
  • 41 messages
As an Infiltrator I would much rather carry around my Widow and have no bonus to power recharge time. Cloak recharges by the time I've reloaded and that's all that matters to me.

#4
Elecbender

Elecbender
  • Members
  • 2 427 messages
Cloak is an exception to the cooldown rule. So carrying the Widow isn't that much of a penalty.

#5
tachycardia

tachycardia
  • Members
  • 10 messages

Elecbender wrote...

Cloak is an exception to the cooldown rule. So carrying the Widow isn't that much of a penalty.


My cloak CD is ~3 secs with Mantis and 6 with psitol.  I don't have the Widow yet, but it would be odd if the Widow's weight didn't count against CD time but the Mantis did.

#6
Elecbender

Elecbender
  • Members
  • 2 427 messages

tachycardia wrote...

Elecbender wrote...

Cloak is an exception to the cooldown rule. So carrying the Widow isn't that much of a penalty.


My cloak CD is ~3 secs with Mantis and 6 with psitol.  I don't have the Widow yet, but it would be odd if the Widow's weight didn't count against CD time but the Mantis did.


Most people cloak, shoot an enemy (mostly an Atlas) with the Widow, then instantly uncloak since the recharge time depends on how long the player cloaks.  The min recharge time on Cloak is 3 seconds (which is hardcoded and cannot decrease regardless of which weapon(s) the player holds).  By the time the player reloads the Widow, Cloak fully recharges.

#7
tachycardia

tachycardia
  • Members
  • 10 messages
Yeah, I guess it's the situations where I need the cloak for longer where it matters. Also, the ability to use other powers is more limited.

#8
VirtualAlex

VirtualAlex
  • Members
  • 953 messages
I think ammo is too plentiful. There is really no reason to ever take 2 weapons. Switching usually takes too long anyway. Each time I take 2 weapons, I end up switching maybe once in an entire session. Even with my widow infiltrator, I carry only a widow. If they are far I widow them, if they are close, I cry them, and then widow/melee them. With any other gun, I see even less of a reason to ever switch. There is ammo everywhere, an ammo mod, and I have like 57 ammo pack items.

Players should be "encouraged" to carry 2 weapons by a shortage of ammo. So carrying only 1 is actually a trade off.

#9
Cloaking_Thane

Cloaking_Thane
  • Members
  • 2 838 messages

tachycardia wrote...

Yeah, I guess it's the situations where I need the cloak for longer where it matters. Also, the ability to use other powers is more limited.



Not if you choose the level 6 upgrade to use a power while cloaked.....I'm mostly tlooking forward to this in the SP game

#10
EsterCloat

EsterCloat
  • Members
  • 1 610 messages
A possible solution would be to have pistol strength nerfed some. The reason everyone rolls with just a pistol is because they don't really have to give up shooting strength by going around with a Phalanx or Carnifex because they hit harder per shot than most other guns save for the sniper rifle, which has the "rapid fire" Viper shooting slower than a pistol, and the shotgun, which needs to be shot at close range or you lose damage potential, without all the weight. You put a scope on a Phalanx or Carnifex and you have a sniper rifle that can hit faster than the Viper and, depending on the level of the gun, cost you no cooldown at all.

If you made pistols weaker, people would be forced to choose between crazy fast cooldowns or having a gun that isn't a peashooter.

Modifié par EsterCloat, 24 février 2012 - 05:48 .


#11
AgentSquishy

AgentSquishy
  • Members
  • 25 messages
While I think the weight on some pistols may be too low for how good they are, I still support the system that the game uses. Perhaps they just tweak the numbers or add a specific attachment that reduces weight on a gun so that you don't just use the same attachements on every class.

VirtualAlex wrote...

I think ammo is too plentiful. There is really no reason to ever take 2 weapons. Switching usually takes too long anyway. Each time I take 2 weapons, I end up switching maybe once in an entire session. Even with my widow infiltrator, I carry only a widow. If they are far I widow them, if they are close, I cry them, and then widow/melee them. With any other gun, I see even less of a reason to ever switch. There is ammo everywhere, an ammo mod, and I have like 57 ammo pack items.

Players should be "encouraged" to carry 2 weapons by a shortage of ammo. So carrying only 1 is actually a trade off.


I think VirtualAlex has the core of the problem correctly. I like having infinite ammo, it's nice to be able to replenish all the time, but there becomes no reason to use more than one gun. On my infiltrator I'll take just the Widow because the cool down on cloak is the length of the reload and i don't have to worry about ammo, on my soldiers and sentinels i use just the mattock because it does a lot of damage at any range and i don't have to worry about ammo.
It is fully understandable for a caster to only carry one weapon if they are planning on using 20 thermal clips the whole mission, but for classes that are almost exclusively using guns or changing close and long range constantly, you'd think there would be any incentive to carrying two guns

#12
staindgrey

staindgrey
  • Members
  • 2 652 messages
My Infiltrator uses a Mantis and she has a 200% cooldown time. If I choose to add a pistol, that makes it like 190%.

Just saying. Actually, now that I think about it, my male adept has both an AR and a pistol equipped, and he has +200%. If I cared to use a shotgun instead, it wouldn't be that big of a difference. I think what Bioware's trying to do here is make you choose between having better weapons or better powers. Most of us will choose powers, but not all.

#13
CerberusSoldier

CerberusSoldier
  • Members
  • 1 540 messages

EsterCloat wrote...

A possible solution would be to have pistol strength nerfed some. The reason everyone rolls with just a pistol is because they don't really have to give up shooting strength by going around with a Phalanx or Carnifex because they hit harder per shot than most other guns save for the sniper rifle, which has the "rapid fire" Viper shooting slower than a pistol, and the shotgun, which needs to be shot at close range or you lose damage potential, without all the weight. You put a scope on a Phalanx or Carnifex and you have a sniper rifle that can hit faster than the Viper and, depending on the level of the gun, cost you no cooldown at all.

If you made pistols weaker, people would be forced to choose between crazy fast cooldowns or having a gun that isn't a peashooter.

   


If they ever do that better nerf the sniper the rifles . I disagree with that idea when this is not a PVP Game

#14
Cloaking_Thane

Cloaking_Thane
  • Members
  • 2 838 messages
It's all pretty balanced as it is, I get tired of "nerf" discussions in a PVE

#15
Arppis

Arppis
  • Members
  • 12 750 messages
Heavy risk... but the priiiize... oh wait there isn't anything heavy here. Ok...

Light risk... but the priiiize...

#16
Butthead11

Butthead11
  • Members
  • 540 messages

Cloaking_Thane wrote...

It's all pretty balanced as it is, I get tired of "nerf" discussions in a PVE


Balance applies to PVE just as much as PVP.

#17
Cloaking_Thane

Cloaking_Thane
  • Members
  • 2 838 messages

Arppis wrote...

Heavy risk... but the priiiize... oh wait there isn't anything heavy here. Ok...

Light risk... but the priiiize...


The question remains why does this matter in SP or a PVE?

Would you prefer the unique gold weapons (or Collector ship or Spectre X or DLC) to be worse?

The other weapon choices are totally viable even if less than optimal. Phalynx X is a weapon I've rolled with on occassion and its rate of fire helps offset slightly less damage.

#18
Cloaking_Thane

Cloaking_Thane
  • Members
  • 2 838 messages

Butthead11 wrote...

Cloaking_Thane wrote...

It's all pretty balanced as it is, I get tired of "nerf" discussions in a PVE


Balance applies to PVE just as much as PVP.


It is balanced, Unique Gold Rare should be better even if marginally, end of story.

If you want to say they should have less ammo depots, I think that is a valid discussion, but this hurts grenade users alot.

#not easy to balance a game

#19
Arppis

Arppis
  • Members
  • 12 750 messages

Cloaking_Thane wrote...

Arppis wrote...

Heavy risk... but the priiiize... oh wait there isn't anything heavy here. Ok...

Light risk... but the priiiize...


The question remains why does this matter in SP or a PVE?

Would you prefer the unique gold weapons (or Collector ship or Spectre X or DLC) to be worse?

The other weapon choices are totally viable even if less than optimal. Phalynx X is a weapon I've rolled with on occassion and its rate of fire helps offset slightly less damage.



It doesn't to me! 

I was going to use the Avenger + Phalanx anyhows. So having these guns really light is a plus. Sure they don't do much damage, but I like the hail of bullets they unleash.

#20
Arppis

Arppis
  • Members
  • 12 750 messages
*never mind, the forums is bugging out.

Modifié par Arppis, 24 février 2012 - 06:19 .


#21
Elecbender

Elecbender
  • Members
  • 2 427 messages

Cloaking_Thane wrote...

Butthead11 wrote...

Cloaking_Thane wrote...

It's all pretty balanced as it is, I get tired of "nerf" discussions in a PVE


Balance applies to PVE just as much as PVP.


It is balanced, Unique Gold Rare should be better even if marginally, end of story.

If you want to say they should have less ammo depots, I think that is a valid discussion, but this hurts grenade users alot.

#not easy to balance a game


Especially when single player and multiplayer weapons share the same values and "balancing" some weapons in MP could make them worse in SP and vice versa.  These weapons were designed and balanced for SP, not MP.

#22
Butthead11

Butthead11
  • Members
  • 540 messages
As you get more advanced versions of weapons their weight reduces.

The rank 1 revenant is heavy as hell, but the rank 10 will likely weigh a quarter of what the first does.

#23
Butthead11

Butthead11
  • Members
  • 540 messages

Cloaking_Thane wrote...

Butthead11 wrote...

Cloaking_Thane wrote...

It's all pretty balanced as it is, I get tired of "nerf" discussions in a PVE


Balance applies to PVE just as much as PVP.


It is balanced, Unique Gold Rare should be better even if marginally, end of story.

If you want to say they should have less ammo depots, I think that is a valid discussion, but this hurts grenade users alot.

#not easy to balance a game

Wat.
I didn't say anything about unique gold rares. or ammo depots.
I just said PVE balance discussion is relevant and just because it's PVE dosen't mean it's balanced by default. 

#24
Cloaking_Thane

Cloaking_Thane
  • Members
  • 2 838 messages

Butthead11 wrote...

As you get more advanced versions of weapons their weight reduces.

The rank 1 revenant is heavy as hell, but the rank 10 will likely weigh a quarter of what the first does.


again what's your point?

This is balanced by the random pack distribution, unless you are super super lucky.

Why does it bother you if my Widow X allows me to kill Cerberus on gold in one shot while also helping the team with a lower cooldown?

I'm confused, I'm on your team, we're trying to win

#25
Kronner

Kronner
  • Members
  • 6 249 messages
Yeah, and it blows. The heavyweight weapons are not even better than the light ones. lol

Modifié par Kronner, 24 février 2012 - 06:34 .