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Please don't nerf anything


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#1
gtx3

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Ive seen threads saying that turrets, phantoms, and atluss are all overpowerd.  I would just like to say that I don't think they are and that their difficulty is part of the challenge.  The game balance in ME3 is actually really good as is, so please don't change anything.

#2
GHOST OF FRUITY

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I fully agree. The multiplayer is balanced just right (in the demo at least) - I like that even standard Cerberus troopers can take you down if you don't play smart. Turrets, Phantoms and Atlas mechs are fine as they are.

#3
marshalleck

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This post made me happy:

http://social.biowar...ex/9308234&lf=8

edit: the second one

Modifié par marshalleck, 26 février 2012 - 10:50 .


#4
GHOST OF FRUITY

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marshalleck wrote...

This post made me happy:

http://social.biowar...ex/9308234&lf=8

edit: the second one



More difficulty?  Bring it on.  Platinum and Diamond difficulty levels would be quite something. 

#5
marshalleck

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For a second I thought "Platinum" said "Phantom" and the thought of "Phantom difficulty" setting almost made me break out in a cold sweat.

#6
flamingCanine

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I agree that the atlas is well-balanced, as is most of Cerebus's forces. However, the phantom seems more a direct implementation of fake difficulty. I would guess that you only play as a Asari adept.

The only way to reliably kill one is to have an asari spam stasis on it because it has the magic ability to jump out of the way of powers and bullets, or just raise it's hand and become invulnerable to damage for a few seconds. It also has a sword which will kill you in two hits on any difficulty, or a chance based on difficulty that it will just randomly instant kill you instead, even during invincibility frames while your getting up. If you manage to get one at range, not only will you be lucky to actually hit it while it schizophrenicly dances towards you, it will shoot it's pistol at you, which appears to deal as much damage as the following weapons: rocket from an Atlas, main gun of an Atlas, the Nemesis's sniper rifle, and it's sword. It is also incredibly accurate with said pistol considering that it is usually firing one handed, while jumping around and running towards a target who is in cover.

A tough enemy is one thing. a unbalanced super-enemy is another. The difference between the Atlas's instant-death melee and the Phantom's is that the atlas doesn't close distance by running at you. The Phantom does. So yes, phantoms are ridiculously unbalanced.

#7
Core_Commander

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flamingCanine wrote...

A tough enemy is one thing. a unbalanced super-enemy is another. The difference between the Atlas's instant-death melee and the Phantom's is that the atlas doesn't close distance by running at you. The Phantom does. So yes, phantoms are ridiculously unbalanced.

"Running"? What game are you playing? Most of the time, Phantoms are walking at you. tip-toe style. Quite slowly. Enough time to cry for help, backpedal, shoot them, shoot them some more, drop their shields, make them stealth and fall back and so forth.

If a Phantom actually sneaks up and guts you, you just got outplayed by the AI. Look around more.

I agree with the OP. class and weapons balance could use some tweaks, but the difficulty seems fine as far as the opposition goes.

#8
Drimberly

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I love the game how it is. It should be a personal achivment to get to Gold, and Silver should not be done with two people.

#9
Jiggabod

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I agree with the OP and I disagree if that's allowed lol. Atlas mech is supposed to beat you down...it's a mech lmao. Phantoms I think are a bit ridiculous when it comes to being invulnerable with it's hand up, neo from the matrix/Darth Vader from empire strikes back style. The acrobatics and god like accuracy I can sort of accept. I'm fine with the melee attack damage and insta-kill. It is true though, if you don't have an asari running stasis they'll slaughter you especially on gold

#10
dw99027

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Vanguards obliterate Phantoms... If anything, they pose no challenge for that class at all...

#11
marshalleck

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flamingCanine wrote...

I agree that the atlas is well-balanced, as is most of Cerebus's forces. However, the phantom seems more a direct implementation of fake difficulty. I would guess that you only play as a Asari adept.

The only way to reliably kill one is to have an asari spam stasis on it because it has the magic ability to jump out of the way of powers and bullets,

That's baloney. I kill them regularly, by myself, with my engineer and my sentinel. It is risky though, and sometimes they kill me instead. Seems balanced?

Modifié par marshalleck, 26 février 2012 - 08:08 .


#12
gtx3

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flamingCanine wrote...



I agree that the atlas is
well-balanced, as is most of Cerebus's forces. However, the phantom
seems more a direct implementation of fake difficulty. I would guess
that you only play as a Asari adept.



The only way to reliably
kill one is to have an asari spam stasis on it because it has the magic
ability to jump out of the way of powers and bullets, or just raise it's
hand and become invulnerable to damage for a few seconds. It also has a
sword which will kill you in two hits on any difficulty, or a chance
based on difficulty that it will just randomly instant kill you instead,
even during invincibility frames while your getting up. If you manage
to get one at range, not only will you be lucky to actually hit it while
it schizophrenicly dances towards you, it will shoot it's pistol at
you, which appears to deal as much damage as the following weapons:
rocket from an Atlas, main gun of an Atlas, the Nemesis's sniper rifle,
and it's sword. It is also incredibly accurate with said pistol
considering that it is usually firing one handed, while jumping around
and running towards a target who is in cover.



A tough enemy is
one thing. a unbalanced super-enemy is another. The difference between
the Atlas's instant-death melee and the Phantom's is that the atlas
doesn't close distance by running at you. The Phantom does. So yes,
phantoms are ridiculously unbalanced.


Though the Asari Adept is unquestionabally a great way to take down
phantoms it is quite possible for any character to do so.  The biggest
factor is teamwork.  If your team is playing as one and has mics and are
actually using them to communicate it is no problem to take down
multiple phantoms regardless of what your characters are.  Yeah, if you
let one sneek up behind you it will kill you.  With the adept I can kill
a phantom all by myself.

Modifié par gtx3, 27 février 2012 - 02:27 .


#13
Crimson Invictus

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Atlas are only dangerous in multiples, and even then only if people have wasted missiles on a lone atlas half a map away. I can't imagine why people would want them nerfed.

flamingCanine wrote...
So yes, phantoms are ridiculously unbalanced.


I suspect the danger of phantoms is vastly overrated mostly because of a lack of  team balance/experience dealing with her.

There are plenty of ways to dispatch her: overload, stasis, wait for her to take cover then shoot her in the head if you find hitting a quickly-moving target difficult, a vanguard, krogan melee, sticky bombs, or just shoot her a lot.

As far as I am aware the insta-gib only plays if she attacks from behind, but I can't swear to it.

Modifié par Liana Nighthawk, 27 février 2012 - 02:44 .


#14
Andy379

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flamingCanine wrote...


If a Phantom actually sneaks up and guts you, you just got outplayed by the AI. Look around more.



#15
Guest_Aotearas_*

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They only thig that needs nerfes are the pistols. They are unproportionally more effective than any other weapon class.

#16
DeathScepter

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no you upgrade the rest of the weapons.

#17
Guest_Aotearas_*

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DeathScepter wrote...

no you upgrade the rest of the weapons.


I am assuming you were responding to my post (it is a tad unclear):

If a Carnifex III is almost as good as the Viper X, the only offset being less zoom-in and a smaller ammo capacity, but weighting a lot less too, then it's wrong imho.

#18
Kakaw

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I'm all for higher difficulty, but I fear some classes will fall even further behind others. I'd like to see toolsets of some classes get slightly tweaked, to be able to serve a purpose/role in higher difficulties atleast on certain maps. I think in gold, as is, just about every class can handle him/herself (more or less) but some fall slightly, though notably, behind others as is :o

Modifié par Kakaw, 27 février 2012 - 03:00 .


#19
Kakaw

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Liana Nighthawk wrote...[...]

flamingCanine wrote...
So yes, phantoms are ridiculously unbalanced.


I suspect the danger of phantoms is vastly overrated mostly because of a lack of  team balance/experience dealing with her.

There are plenty of ways to dispatch her: overload, stasis, wait for her to take cover then shoot her in the head if you find hitting a quickly-moving target difficult, a vanguard, krogan melee, sticky bombs, or just shoot her a lot.

As far as I am aware the insta-gib only plays if she attacks from behind, but I can't swear to it.


I get insta-gibbed from the front alot, specially in the middle of heavy melee attacks while facing the phantom - which is why I never melee a phantom anymore, because her insta-gib animation starts after she actually has you, and is infinitely more quick than your heavy melee attack. So it's a ~10-20% chance that meleeing a phantom will result in your instant death.

#20
Icinix

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I think the game is pretty balanced.

Some of my characters rip through Phantoms (My infiltrator has more Phantom Melees than all my others combined) but die to Turrets, others its the other way around.

But I don't think there is anything that needs rebalancing.

Edit: Well, at least in enemy strength and ability.

Modifié par Icinix, 27 février 2012 - 03:14 .


#21
Impulse and Compulse

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I agree; developers these days need to focus more on fixing broken and underpowered items than nerfing popular ones.

#22
Crimson Invictus

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Kakaw wrote...
I get insta-gibbed from the front alot, [...] So it's a ~10-20% chance that meleeing a phantom will result in your instant death.


Far enough. I have only ever had it when attacked from behind. Usually because they're dead long before they get close enough if I'm actually facing them. 

It makes me wonder now if it simply replaces a blow capable of incapacitating someone followed by the stomp to finish them off.

Modifié par Liana Nighthawk, 27 février 2012 - 03:10 .


#23
Phatose

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If new difficulty levels are added, please name the highest one Eezo. That is all.

#24
bleetman

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marshalleck wrote...

For a second I thought "Platinum" said "Phantom" and the thought of "Phantom difficulty" setting almost made me break out in a cold sweat.

I'm thinking standard silver level difficulty (or gold, if people prefer) with the same number of enemies per wave, but everything is replaced by phantoms. Phantoms that, upon defeat, split into two other, smaller phantoms.

Oh, and make 'em immune to stasis too.

Modifié par bleetman, 27 février 2012 - 03:18 .


#25
sirus1988

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I think the difficulty is well balanced. My impression on the game is that each class have unique advantages toward opponents in multiplayer (vangaurd to phantom, sentinel to turrets, etc.). This promotes diversity in classes and the people who are playing them. Of course it will be difficult if all 4 players are playing the same class, but when you have 4 different classes (like vangaurd, sentinel, engineer, infiltrator) the whole team has a shot to beat all opponents since each class is good at defeating a different opponent.