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Weapon balance. Post your suggestions! OR ELSE


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124 réponses à ce sujet

#26
Kakaw

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Hoki wrote...

Or else they won't be balanced. :P

MY suggestions:
-SMGs: Is ok to have horrible accuracy, but should have an extremely high rate of fire and large clip size. To counter the higher rate of fire, give a lower ammo capacity, making them beasts up close, like a shotgun, but lighter weight, and you'll need to visit the ammo supplies more frequently.

-Assault Rifles: I'm honestly ok with the Mattock and Avenger weapon balance. I am only longing for the Vindicator to make its return. The 3 shot burst and its high accuracy made this my favority ME2 weapon. It may even be an unlock idk, but just make sure its in the final version!

-Shotguns: Higher ammo capacity overall, not per clip. 20-25

-Pistols: Pistols, while the best weapon choice for accuracy, damage, and weight, I don't really have a specific suggestion for them. They aren't the problem, weapon weight in general is the problem.


WEAPON WEIGHT!
Pistols are fine. What isn't fine is that every other weapon can't also have extremely low cooldowns. So what I would suggest is scrapping the whole weight effecting cooldowns altogether, and instead base it off of how MANY weapons you are carrying.

One weapon: 175%
Two weapons: 125%
Three to five weapons: 100%

But thats just me. I fail to see whatever asinine weapon balance they were imagining with weight and cooldowns.


Currently I'm not impressed with SMGs - expecting them to improve slightly after release, once we get all the gear and mods.

Assault rifles I have too little experience with.

Shotguns need not higher ammo capacity. It is already quite large for all except the claymore. I feel shotguns might need a ~5% higher base damage. Nothing drastical, but they felt alot stronger in ME2.

I love pistols. They are not useless, and supplement a caster very well.

I don't think pistols are the only weapons that let's you have great cooldowns. You can get a light version of any weapon type. In fact, carnifex (pistol) is heavier than some types of assault weapons and SMGs. Only shotguns (and snipers?) are strictly heavier, but not by much; shotgun and sniper are the only weapon types that do not offer 200% recharge speed atm, but instead 170% (with enough points in weight capacity, as a drell/human/asari); while a Krogan can get any one weapon type with 200% recharge speed. I don't see how your statement makes sense. Basically you can choose to trade weight with firepower for any weapon type. It might be the case that the weight bonus is more effective than weapon power, but I'm not so sure that applies for all classes: grenades have no cooldown; powers can be frontloaded and you might only need it once per enemy and would rather have the extra damage. Or you get your recharge speed elsewhere.

Modifié par Kakaw, 26 février 2012 - 11:50 .


#27
Kronner

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The weight system needs some work. Right now, there is no incentive for carrying more than one weapon. Pistols own all the other weapons, with the exception of Widow I guess.

#28
eldrjth

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I have another suggestion: make weapons take SPACE rather than weight, and classes can only carry a certain number of weapons while remaining battle effective and cooldown is NEVER affected, so weapons/ability balance is a lot easier to achieve.

for example: adepts/engineers/vanguards can only carry 1 weapon, but of any class, including sniper rifle.
soldiers: can carry 3 weapons. but they must be of different class types.
sentinels/infiltrators: can carry 2 weapons. BUT only 1 main weapon and 1 sidearm OR 2 sidearms. main weapons are sniper rifle and assault rifle.

Modifié par eldrjth, 27 février 2012 - 12:03 .


#29
TheMightyG00sh

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Another possible choice is to add a 6th passive skill giving each class efficiency in a weapon that ISN'T the pistol...

Like Sniper Rifle on Infiltrators, Shotguns on Vanguards andEngineers, Assault Rifles on Soliders and SMG on Adept and Sentinel. Seriously pistols should NEVER be the go to gun for killing stuff its a sidearm and nothing more...

#30
Shadow of Terror

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I'm not that worried.

When you start ME3 single player, you'll start with all these guns that have been in the demo (apart from the hornet). It would be a little bit disappointing to not find a better weapon as the game progresses, so I imagine that the new guns will be significantly stronger than the current guns, with some weight of course, and that they will make gun centred characters a lot better. In fact, some of the guns may be worth the increase in cooldowns, just because of how powerful they are.

The guns we get are the starting guns. I wouldn't expect them to be great.

#31
BlazeShepard

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The weight system needs to be changed. I can't give a clear solution but seeing every single Adept and Engineer running around with a Carnifex just get old, especially with constant head-splattering sounds making it hard to hear if a Phantom's nearby, etc.

I liked the old idea of the "caster" classes having 2 weapon slots, the infiltrators and vanguards having 3 slots, and the soldier getting 4 slots. Because honestly, the soldier's been neutered (IMHO) by the weight system limiting it to just 1 or 2 weapons if it wants to get off powers at any decent rate. I want my soldier to play like the ME2 soldier did, where it could shine just as brightly with slowmo as the other classes did with biotics and tech.

#32
Poison_Berrie

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Ravenmyste wrote...

viper why the hell are you using the viper when you can use the mantis?

even will all upgrade for the viper mantis is still better sniper riffle

Because he has a different playstyle than you?
The Viper is more forgiving on missed shots, helpfull in thinning hords of enemies and being light and accurate up close a good sole weapon for a caster infiltrator.

As for the weapon balance. So far I found most weapons to work okay, except for SMG's and Pistols.
SMGs seem to lack damage and with their shield modifier gone, feel severly gimped. 
Pistols are too powerful. In terms of individual statistics others might surpass them, but they don't really carry a downside for their above average statistics and low weight. The easiest thing would be to lower their damage somewhat.

Overall I'm most sad that they decided to forgo modifiers against defences. It really helped give each weapon a place. Each weapon type should have it's own place and I was hoping the weight system would add to the modifier system. It now seems they've dropped modifiers for the weight system. 

#33
Tangster

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Buff SMG's. Nerf pistols at long and longe-medium range.  Add defense modifiers. That is all.

Modifié par Tangster, 27 février 2012 - 01:20 .


#34
Sr.Prize

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NERF THE PISTOLS!!!!!!!

Pistols shouldn't have THIS much versatility.

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.

#35
Kronner

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Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

#36
TexasToast712

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Everything is balanced to me.

Assault Rifles - Well rounded. Do you want lots of rounds down range or want to play a Marksmen role?

SMGs- I'm biased, I think their inclusion into the series is stupid. They are good at what they are supposed to do. Shield stripping.

Shotguns- Better than ever. With a smart choke you can snipe with a Claymore.

Snipers- Perfectly fine. Love it.

Pistols - Perfectly balanced. Should be more accurate than other weapons when firing out of cover. Phalanx should use it's old firing sound.
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#37
TexasToast712

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Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?

#38
Hartmann262

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One wonders why so much money was invested into redesigning the widow when they already had the carnifex around.

#39
Sr.Prize

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TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Shotguns are actually pretty light in the real world so your point does make sense. However in a video game, there needs to be some kind of reward/penalty system.

Carrying a light weapon should force you to use your powers because it's damage is so weak.

While heavier weapons should work as the opposite.

Right now, there's no reason not to carry the phalanx or the carni.

Modifié par Sr.Prize, 27 février 2012 - 01:55 .


#40
Sock N Boppers

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TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Since we started getting penalized for going the heavier path? I don't believe we should nerf the lighter weapons but when my cooldowns are 150% slower for using a weapon not even on par with a pistol with a tenth of that weight; I question Bioware's balance.

And I personally love the heavier weapons, but the balance between them is also questionable. Widow should do the damage it does yes, but why does the mid ranged Revenant or the close ranged claymore do less even with a range penalty?

#41
TexasToast712

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Sr.Prize wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Shotguns are actually pretty light in the real world so your point does make sense. However in a video game, there needs to be some kind of reward/penalty system.

Carrying a light weapon should force you to use your powers because it's damage is so weak.

While heavier weapons should work as the opposite.

Right now, there's no reason not to carry the phalanx and the carni.

People seem to forget that there are even stronger weapons in the full game (including pistols) and that Cerberus isn't the only enemy. Sure, the Phalanx and Carnifex rip up Cerberus mooks as intended but they will most likely be less effective than a shotgun or machine gun against the onslaught of a husk horde. The Carnifex isn't even the strongest pistol in the game. The Paladin is a Carnifex on steroids.

Modifié par TexasToast712, 27 février 2012 - 02:00 .


#42
Alyandre

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I think the modifier system is the way to go.

SMGs currently have no place, because they deal abysmal damage.
they could have their niche in ripping apart barriers and shields, and deal useful damage against health, but barely scratch armor. They should also be more Accurate than they are now.
they'd deal 200% Damage against barriers and shields, 150% against health and 50% against armor.

Assault rifles and Shotguns are Jack-Of-All-Trades Weapons, they get 100% against everything.

Sniper Rifles would have problems against shields and barriers, but rip apart armor and health.
200% armor- and health damage, 50% shield and barrier.

Pistols are similar to Sniper Rifles, but with lower damage and accuracy, but higher ROF.
they get 133% against health and armor, 66% against shields and barriers.


This would also encourage taking along more than one Weapon to deal with different defenses.

#43
TexasToast712

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Sock N Boppers wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Since we started getting penalized for going the heavier path? I don't believe we should nerf the lighter weapons but when my cooldowns are 150% slower for using a weapon not even on par with a pistol with a tenth of that weight; I question Bioware's balance.

And I personally love the heavier weapons, but the balance between them is also questionable. Widow should do the damage it does yes, but why does the mid ranged Revenant or the close ranged claymore do less even with a range penalty?

I'm all for changes to weapon weight values but keep their firepower the same as it is in singleplayer. Otherwise the multiplayer just wouldn't feel like Mass Effect to me. It would feel like a watered down version.

#44
Sr.Prize

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TexasToast712 wrote...

Sr.Prize wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Shotguns are actually pretty light in the real world so your point does make sense. However in a video game, there needs to be some kind of reward/penalty system.

Carrying a light weapon should force you to use your powers because it's damage is so weak.

While heavier weapons should work as the opposite.

Right now, there's no reason not to carry the phalanx and the carni.

People seem to forget that their are even stronger weapons in the full game (including pistols) and that Cerberus isn't the only enemy. Sure, the Phalanx and Carnifex rip up Cerberus mooks as intended by they will most likely be less effective than a shotgun or machine gun against the onslaught of a husk horde. The Carnifex isn't even the strongest pistol in the game. The Paladin is a Carnifex on steroids.


But my point is still the same. Right now, pistols give you a super fast cooldown while dishing out serious damage. That's poor balancing.

#45
Irenicusss

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Add penetration to the Revenant like the Widow has. There, the gun is tons of fun now to use.

#46
TexasToast712

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Sr.Prize wrote...

TexasToast712 wrote...

Sr.Prize wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Shotguns are actually pretty light in the real world so your point does make sense. However in a video game, there needs to be some kind of reward/penalty system.

Carrying a light weapon should force you to use your powers because it's damage is so weak.

While heavier weapons should work as the opposite.

Right now, there's no reason not to carry the phalanx and the carni.

People seem to forget that their are even stronger weapons in the full game (including pistols) and that Cerberus isn't the only enemy. Sure, the Phalanx and Carnifex rip up Cerberus mooks as intended by they will most likely be less effective than a shotgun or machine gun against the onslaught of a husk horde. The Carnifex isn't even the strongest pistol in the game. The Paladin is a Carnifex on steroids.


But my point is still the same. Right now, pistols give you a super fast cooldown while dishing out serious damage. That's poor balancing.

The only 2 that fire fast are the Phalanx and the Predator. The Phalanx should weigh more than it does. As it stands a Phalanx X gets the same weight reduction as a Avenger X or Predator X. It should weigh as much as a Mattock X. Leave it's damage intact. Balance isn't all that important in a Coop only game. Unless we got guns that shoot rockets on full auto doing 99999999 damage, there really is no balance issues.

Modifié par TexasToast712, 27 février 2012 - 02:08 .


#47
Hartmann262

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Alyandre wrote...

I think the modifier system is the way to go.

SMGs currently have no place, because they deal abysmal damage.
they could have their niche in ripping apart barriers and shields, and deal useful damage against health, but barely scratch armor. They should also be more Accurate than they are now.
they'd deal 200% Damage against barriers and shields, 150% against health and 50% against armor.

Assault rifles and Shotguns are Jack-Of-All-Trades Weapons, they get 100% against everything.

Sniper Rifles would have problems against shields and barriers, but rip apart armor and health.
200% armor- and health damage, 50% shield and barrier.

Pistols are similar to Sniper Rifles, but with lower damage and accuracy, but higher ROF.
they get 133% against health and armor, 66% against shields and barriers.


This would also encourage taking along more than one Weapon to deal with different defenses.


This

#48
Sock N Boppers

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TexasToast712 wrote...

Sock N Boppers wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Since we started getting penalized for going the heavier path? I don't believe we should nerf the lighter weapons but when my cooldowns are 150% slower for using a weapon not even on par with a pistol with a tenth of that weight; I question Bioware's balance.

And I personally love the heavier weapons, but the balance between them is also questionable. Widow should do the damage it does yes, but why does the mid ranged Revenant or the close ranged claymore do less even with a range penalty?

I'm all for changes to weapon weight values but keep their firepower the same as it is in singleplayer. Otherwise the multiplayer just wouldn't feel like Mass Effect to me. It would feel like a watered down version.


But this is only if the bronze/silver/gold system is comparable to the difficutly of campaign correct? Because if multiplayer difficulty has been increased compared to the single player, then what point in having identical weapon damages over both modes be? There also the option of changing the weapon damages on both modes is there not?That is if insanity is too easy for the carnifex/paladin and too hard for those who use assault rifles or the like.

#49
TexasToast712

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Sock N Boppers wrote...

TexasToast712 wrote...

Sock N Boppers wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Since we started getting penalized for going the heavier path? I don't believe we should nerf the lighter weapons but when my cooldowns are 150% slower for using a weapon not even on par with a pistol with a tenth of that weight; I question Bioware's balance.

And I personally love the heavier weapons, but the balance between them is also questionable. Widow should do the damage it does yes, but why does the mid ranged Revenant or the close ranged claymore do less even with a range penalty?

I'm all for changes to weapon weight values but keep their firepower the same as it is in singleplayer. Otherwise the multiplayer just wouldn't feel like Mass Effect to me. It would feel like a watered down version.


But this is only if the bronze/silver/gold system is comparable to the difficutly of campaign correct? Because if multiplayer difficulty has been increased compared to the single player, then what point in having identical weapon damages over both modes be? There also the option of changing the weapon damages on both modes is there not?That is if insanity is too easy for the carnifex/paladin and too hard for those who use assault rifles or the like.

I think Silver is more akin to Normal and Gold is more akin to Insanity. Bronze is casual I guess. I only play on Silver and up now.

#50
Sr.Prize

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TexasToast712 wrote...

Sr.Prize wrote...

TexasToast712 wrote...

Sr.Prize wrote...

TexasToast712 wrote...

Kronner wrote...

Sr.Prize wrote...

Lightweight weapons should be weak.
Heavyweight weapons should be monsters.

It's that simple.


Couldn't agree more. 

Since when does a weapon's weight dictate it's lethality? That would be just stupid. Are you really that angry your claymore weighs a **** ton, that you want to nerf everything?


Shotguns are actually pretty light in the real world so your point does make sense. However in a video game, there needs to be some kind of reward/penalty system.

Carrying a light weapon should force you to use your powers because it's damage is so weak.

While heavier weapons should work as the opposite.

Right now, there's no reason not to carry the phalanx and the carni.

People seem to forget that their are even stronger weapons in the full game (including pistols) and that Cerberus isn't the only enemy. Sure, the Phalanx and Carnifex rip up Cerberus mooks as intended by they will most likely be less effective than a shotgun or machine gun against the onslaught of a husk horde. The Carnifex isn't even the strongest pistol in the game. The Paladin is a Carnifex on steroids.


But my point is still the same. Right now, pistols give you a super fast cooldown while dishing out serious damage. That's poor balancing.

The only 2 that fire fast are the Phalanx and the Predator. The Phalanx should weigh more than it does. As it stands a Phalanx X gets the same weight reduction as a Avenger X or Predator X. It should weigh as much as a Mattock X. Leave it's damage intact. Balance isn't all that important in a Coop only game. Unless we got guns that shoot rockets on full auto doing 99999999 damage, there really is no balance issues.


I disagree with the "balance isn't needed for a co-op game" argument. This game has 34 weapons. You should make an arsenal that encourages experimentation.

Pistols shouldn't do this much damage when you have ARs and shotguns at your disposal.

My point...
Fast cooldown time: weak damage
Slow cooldown time: heavy damage

I really don't see a problem in that system.