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Weapon balance. Post your suggestions! OR ELSE


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#51
Cloaking_Thane

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I have a few suggestions. Claymore weigh 10-20% less on version one then go from there, you can make the reload time a few tenths of a second faster after you hear the click by meleeing or performing another action which for me makes that argument less of a worry, no it's not exactly "reload trick" but it helps the animation go slightly faster.

SMG's need to be more effective against shields and barrier.

Heavy pistols I'm torn between giving them slightly less damage and loving them just the way they.

The problem is the Carnifex really does make every gun redundant as much as it pains me to say.
This is partially due to ammo boxes/ the size of the maps and partially its power.

Modifié par Cloaking_Thane, 27 février 2012 - 02:19 .


#52
Dot.Shadow

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Lizardviking wrote...

Damage increase to all Assault rifles and SMGs.

Higher ROF to the Viper.

All I can think of right now.


This. The Viper could also use a magazine buff, putting it back to the original 12 of Mass Effect 2. I loved that gun in the previous game, I chose it over the Widow easily, but now it's just sub standard in every aspect.

#53
TexasToast712

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Sr.Prize wrote...

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.

And pistols shouldn't be some useless weapon you cast aside when you unlock some cool rifle which is exactly what you are wanting. Hand Cannons should be potent because, well, they are hand cannons.

Modifié par TexasToast712, 27 février 2012 - 02:22 .


#54
Adhin

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Actually pretty sure Silver is supposed to be HC there Toast. Bronze feels more like normal to me either way. There's no way thats the actual easy mode. I mean it's easy, but you have to still 'try' to solo it in the later rounds. Not as much trying as trying to solo past 6 in Silver but still.

I think they left easy and 'lol whatsgoingon?' mode out of multiplayer. Make's sense if you think about it - 4 man squad, start it on normal, ramp it the hell up from there.

Modifié par Adhin, 27 février 2012 - 02:23 .


#55
Adhin

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Oh and yeah I agree pistols currently are balanced. Phalanx and Pred are actually comparable though Phalanx is a little bit easier on your finger for getting top DPS out of it. Pred you have to really work it to match, which is a bit of a pain. Ammo count to dmg and fire rates match up for there x10 versions really. Phalanx is just easier to use (and has a slower reload).

Carnifax is fine as is if you ask me, I don't think its OP at all. It all comes down to preference in the end with how its setup. I can work wonders with a shotgun, love em. Pistols ehh, I like a good handcannon but that's more of a off fun times thing for me then a main-stay.

That and my Krogan looks hilarious trying to carry one.

-edit-
Also don't think Viper needs a ammo count up. I'd like a mildly faster fire rate but when you take into consideration how FAST it reloads? You can spray out an almost contineous steady barrage of sniper fire with that thing. It's rather devastating when you get used to it. Compare that to the overly long reload times of Mantis/Widow its pretty funny.

Works best out of a Infiltrators hands though for sure. Soldier/Engineer can do some incredible things with it.

Modifié par Adhin, 27 février 2012 - 02:28 .


#56
TexasToast712

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Adhin wrote...

Oh and yeah I agree pistols currently are balanced. Phalanx and Pred are actually comparable though Phalanx is a little bit easier on your finger for getting top DPS out of it. Pred you have to really work it to match, which is a bit of a pain. Ammo count to dmg and fire rates match up for there x10 versions really. Phalanx is just easier to use (and has a slower reload).

Carnifax is fine as is if you ask me, I don't think its OP at all. It all comes down to preference in the end with how its setup. I can work wonders with a shotgun, love em. Pistols ehh, I like a good handcannon but that's more of a off fun times thing for me then a main-stay.

That and my Krogan looks hilarious trying to carry one.

Krogan + Phalanx = awesome carnage spam. Posted Image

#57
Sock N Boppers

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TexasToast712 wrote...

And pistols shouldn't be some useless weapon you cast aside when you unlock some cool rifle which is exactly what you are wanting. Hand Cannons should be potent because, well, they are hand cannons.


We could always give them a lead case, increase the weight in comparison to the damage per second, right?
In these circumstances we're currently throwing our heavy and "Cool" rifles away for equal weapon damage but with the ability to use concussive shot, or warp more then once a minute.

#58
darthnick427

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Turn the viper back to the ME2 version with the 15 shot clip and and rapid fire. That sniper was godly in ME2 in ME3 it's a piece of crap

#59
TexasToast712

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Sock N Boppers wrote...

TexasToast712 wrote...

And pistols shouldn't be some useless weapon you cast aside when you unlock some cool rifle which is exactly what you are wanting. Hand Cannons should be potent because, well, they are hand cannons.


We could always give them a lead case, increase the weight in comparison to the damage per second, right?
In these circumstances we're currently throwing our heavy and "Cool" rifles away for equal weapon damage but with the ability to use concussive shot, or warp more then once a minute.

The weapons get heavier the more damage they do but with pistols it could be a little more drastic. I think the Paladin weighs more than the Carnifex and it is supposed to be a smaller but stronger version. The scorpion is also heavy as **** for a pistol.

#60
Kronner

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TexasToast712 wrote...

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 when wieght dictates cooldowns?

If a weapon is heavy, it should be better than a weapon that is light. Otherwise you can just pick the light one and get the best of both worlds..weapon efficiency AND short cooldowns.

I do not want to nerf anything. I merely think that in a system when weight dictates the recharge speed, picking the light weapon means you want to mainly use powers to kill/beat enemies, therefore your cooldowns should be short, but the weapon should only be a sidekick. Vice versa for the heavy weapons.

Modifié par Kronner, 27 février 2012 - 02:32 .


#61
Sr.Prize

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@TexasToast712( our quotes are getting too long so I'll make a new start)

No, you are missing the point. The benefit of using a pistol is it allows a super fast cooldown. I would much rather throw away a pistol for the ARs and the Shotgun than throw the ARs and Shotguns away for a pistol.

Caster classes should carry light weapons because they have to rely on their powers. If you want more weapon power then your cooldown is going to take a hit.
Vanguards and Infiltrators shouldn't be carrying pistols. As of right now, pistols completely outclasses ARs and shotguns in nearly every category.

When two pistols make shotguns and ARs obsolete, there's a problem.

#62
TexasToast712

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Kronner wrote...

TexasToast712 wrote...

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 when wieght dictates cooldowns?

It simply makes sense. If a weapon is heavy, it should be better than a weapon that is light. Otherwise you can just pick the light one and get the best of both worlds..weapon efficiency AND short cooldowns.

I do not want to nerf anything. I merely think that in a system when weight dictates the recharge speed, picking the light weapon means you want to mainly use powers to kill/beat enemies, therefore your cooldowns should be short, but the weapon should only be a sidekick. Vice versa for the heavy weapons.

I don't give a **** how heavy they make hand cannons as long as they maintain their deserved lethality I'm cool with it.

Modifié par TexasToast712, 27 février 2012 - 02:32 .


#63
Adhin

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Ahh I wouldn't call it equal damage for less weight. Carnifax has a rather slow rate of fire. It's actually Comparable to the Viper though a tad more dmg I think, weighs more though. 6 shots at about 300 dmg, vs 8 shots at 260-ish. Viper has a faster reload rate - can put out more rounds overtime then Carnifax.

Mattock is 16 rounds at about 75-ish dmg per shot, can fire that as fast as the Pred. I can empty the whole sync in less then 2 seconds. That's, if we go off 2 seconds, 600 DPS. That's already more then either of them.

Just all in the way you use stuff and how you like to play. Like I said - preference, what your good at. Different for everyone, and just because something may not work for you (or whoever) doesn't mean its unbalanced.

#64
TexasToast712

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Sr.Prize wrote...

@TexasToast712( our quotes are getting too long so I'll make a new start)

No, you are missing the point. The benefit of using a pistol is it allows a super fast cooldown. I would much rather throw away a pistol for the ARs and the Shotgun than throw the ARs and Shotguns away for a pistol.

Caster classes should carry light weapons because they have to rely on their powers. If you want more weapon power then your cooldown is going to take a hit.
Vanguards and Infiltrators shouldn't be carrying pistols. As of right now, pistols completely outclasses ARs and shotguns in nearly every category.

When two pistols make shotguns and ARs obsolete, there's a problem.

They don't. There are more enemies and weapons in the full game which will put them in their place. Why can't you understand this? Do I NEED to get the spreadsheet for you?

#65
Kronner

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TexasToast712 wrote...

I don't give a **** how heavy they make hand cannons as long as they maintain their deserved lethality I'm cool with it.


Yeah. I do not want to nerf any guns. I love using the Carnifex. It is a beast of a weapon. Great at any range. That said, if you pick it, you also get super short cooldowns...so there is no incentive to take anything else, because you already have one of the best weapons AND short cooldowns.

#66
TexasToast712

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Kronner wrote...

TexasToast712 wrote...

I don't give a **** how heavy they make hand cannons as long as they maintain their deserved lethality I'm cool with it.


Yeah. I do not want to nerf any guns. I love using the Carnifex. It is a beast of a weapon. Great at any range. That said, if you pick it, you also get super short cooldowns...so there is no incentive to take anything else, because you already have one of the best weapons AND short cooldowns.

We are also forgetting the lightweight material mods and armor pierce mods for the Assault Rifle and Shotguns which will also give them advantages over the pistols in the full game.

#67
Kronner

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TexasToast712 wrote...

We are also forgetting the lightweight material mods and armor pierce mods for the Assault Rifle and Shotguns which will also give them advantages over the pistols in the full game.


I hope so.

#68
Adhin

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Yeah with Kronner and Toast here - don't want anythign nerfed or changed. The current guns in work very well for what they are.

I also don't think a Pistol should just straight up = super fast cooldowns on the grounds its a pistol. I get there smaller and lighter in a realistic manner but well, **** that noise - im gonna pull out the 'its a game card' on this one for once heh.

That Scropion Ordinance Defender whatever sticky grenade launcher dohicky needs its giant weight for 'balance purposes'. You can shoot sticky grenades with it! That turn into mines when you shoot it at surfaces. I mean... o.O just... O.o.

Personally looking forward to some of the more powerful pistols, Arc pistol anyone? Yus please.

#69
Sr.Prize

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TexasToast712 wrote...

Sr.Prize wrote...

@TexasToast712( our quotes are getting too long so I'll make a new start)

No, you are missing the point. The benefit of using a pistol is it allows a super fast cooldown. I would much rather throw away a pistol for the ARs and the Shotgun than throw the ARs and Shotguns away for a pistol.

Caster classes should carry light weapons because they have to rely on their powers. If you want more weapon power then your cooldown is going to take a hit.
Vanguards and Infiltrators shouldn't be carrying pistols. As of right now, pistols completely outclasses ARs and shotguns in nearly every category.

When two pistols make shotguns and ARs obsolete, there's a problem.

They don't. There are more enemies and weapons in the full game which will put them in their place. Why can't you understand this? Do I NEED to get the spreadsheet for you?


For far, I've been talking to you with respect. So, don't start disrespecting me.

#70
Sock N Boppers

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Kronner wrote...

TexasToast712 wrote...

We are also forgetting the lightweight material mods and armor pierce mods for the Assault Rifle and Shotguns which will also give them advantages over the pistols in the full game.


I hope so.


Yes, and while I like to keep an open mind; I doubt pistols won't be getting a few more nice mods too.

I can certainly hope that the assault rifle gets good offensive mods, and hell I would love a few ammunition mods for shotguns.

#71
TexasToast712

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Sr.Prize wrote...

TexasToast712 wrote...

Sr.Prize wrote...

@TexasToast712( our quotes are getting too long so I'll make a new start)

No, you are missing the point. The benefit of using a pistol is it allows a super fast cooldown. I would much rather throw away a pistol for the ARs and the Shotgun than throw the ARs and Shotguns away for a pistol.

Caster classes should carry light weapons because they have to rely on their powers. If you want more weapon power then your cooldown is going to take a hit.
Vanguards and Infiltrators shouldn't be carrying pistols. As of right now, pistols completely outclasses ARs and shotguns in nearly every category.

When two pistols make shotguns and ARs obsolete, there's a problem.

They don't. There are more enemies and weapons in the full game which will put them in their place. Why can't you understand this? Do I NEED to get the spreadsheet for you?


For far, I've been talking to you with respect. So, don't start disrespecting me.



I'm not disrespecting you. Anyway, done arguing with you. You can't see reason unlike some people.

#72
themaxzero

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Carnifex needs a larger spare ammo capacity and a bigger clip.

Damage buff wouldn't hurt as well.

Modifié par themaxzero, 27 février 2012 - 02:45 .


#73
TexasToast712

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Sock N Boppers wrote...

Kronner wrote...

TexasToast712 wrote...

We are also forgetting the lightweight material mods and armor pierce mods for the Assault Rifle and Shotguns which will also give them advantages over the pistols in the full game.


I hope so.


Yes, and while I like to keep an open mind; I doubt pistols won't be getting a few more nice mods too.

I can certainly hope that the assault rifle gets good offensive mods, and hell I would love a few ammunition mods for shotguns.

The only other mod I'm looking forward to with pistols is the laser sight mod which has been confirmed by devs but is mysteriously missing from the weapon spreadsheet.

Modifié par TexasToast712, 27 février 2012 - 02:45 .


#74
themaxzero

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All the weapon stats and mods:

https://docs.google....JLdXZZVXc#gid=0

A lovely person made it on the weapons list thread.

Modifié par themaxzero, 27 février 2012 - 02:46 .


#75
-Skorpious-

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Revenant - Higher DPS. For such a heavy weapon, the Revenant packs too little of a punch compared to the Avenger/Mattock.

Viper - Faster RoF

Carnifex - Reduce DPS. The Carinfex is currently the best weapon for pretty much all classes at the moment, since it offers superior damage and lowers cooldowns substantially. Put a scope on the Carnifex and the handcannon and it becomes just as lethal as the widow and twice as efficient.