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Weapon balance. Post your suggestions! OR ELSE


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124 réponses à ce sujet

#101
TexasToast712

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TehJumpingJawa wrote...

- Remove the scope mod for pistols.

I agree. Lasers are all you need. Posted Image

#102
PrinceLionheart

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The Hornet's recoil is just awful, even when burst firing.

#103
Cloaking_Thane

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1. Make every class have stasis or cloak.

2. Make only one gun per segment, with equivalent DPS.

This will make BSN happy

#104
Cloaking_Thane

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PrinceLionheart wrote...

The Hornet's recoil is just awful, even when burst firing.


Don't scope, problem solved

#105
TexasToast712

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Cloaking_Thane wrote...

1. Make every class have stasis or cloak.

2. Make only one gun per segment, with equivalent DPS.

This will make BSN happy

Actually the website would explode in all out war. I can promise it. I get the joke though.Posted Image

#106
Cloaking_Thane

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TexasToast712 wrote...

Cloaking_Thane wrote...

1. Make every class have stasis or cloak.

2. Make only one gun per segment, with equivalent DPS.

This will make BSN happy

Actually the website would explode in all out war. I can promise it. I get the joke though.Posted Image


Yes it's rather tongue-in-cheek, but basically BSN can't handle diversity well.

We havent seen all maps, no one has X versions of every weapon, etc. There may be some slight imbalances here and there, but overall it's pretty darn balanced.

#107
TexasToast712

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Cloaking_Thane wrote...

TexasToast712 wrote...

Cloaking_Thane wrote...

1. Make every class have stasis or cloak.

2. Make only one gun per segment, with equivalent DPS.

This will make BSN happy

Actually the website would explode in all out war. I can promise it. I get the joke though.Posted Image


Yes it's rather tongue-in-cheek, but basically BSN can't handle diversity well.

We havent seen all maps, no one has X versions of every weapon, etc. There may be some slight imbalances here and there, but overall it's pretty darn balanced.

Yup. Also, the weapons not in the demo are even stronger so I can't wait to hear the useless ****ing come release day.

#108
Onpoint17

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I think the severe weight restrictions should be lifted for classes that would normally carry certain weapons Vanguards and Krogans should be able to carry shotguns with no decrease in cool down time. Infiltrators should be able to carry sniper rifles ie. the Widow without such a dramatic decrease in cool down. I could see where carrying a shotgun and adding a pistol or assault rifle would be weight restrictive but it takes the fun out of the game if you can't carry the classes natural weapon of choice without having a severe penalty. As it is now, the weight restrictions are so prohibative that most classes are having to run around with pistols just so they can use their powers.

#109
CROAT_56

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? why balence the weapons if its coop and you're only shooting at AI. I could see this if it was a PVP but otherwise it doesn't affect me at all. OK maybe the turret annoys me a bit but there are ways to destroy it quickly.

Mind you did not read the OP just stating my Opinion

#110
ZombieGambit

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SMGs need to just be removed or buffed a lot. The way they play now is like a crappy AR. Anything they do all the other weapons do better.

Also, the Revenant is terrible. It might be a passable gun at X level, but it being so rare that it's almost impossible without countless hours of play while your Avenger or even Mattock get upgrades fairly regularly. It's heavy, inaccurate, and does only slightly more damage than an Avenger.

#111
Uriain

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 While I normally dont have many issues with the weapon balance in the game so far, I do find it easy to see that pistols are a bit stronger then they should be.

In my mind, I always saw the majority of the pistols as  half speed assault rifles... Or a half damage mattock. The exception being the "hand cannon" style pistols, such as the phalanx was in ME2. To me, that seemed like the best way to portray a powerful pistol..heavy caliber, slow firing rounds, which CUT people up.

I would like to see (of the current weapons) a bit more damage for the revanant, a bit more stability for the viper, and a bit more accuracy for the smg's so I am not firing all over the place like a 14 yr old girl within ak...

The "weapon perks"like, shield stripping,barrier punchingetc, I would also like to see come back

#112
darkblade

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CROAT_56 wrote...

? why balence the weapons if its coop and you're only shooting at AI. I could see this if it was a PVP but otherwise it doesn't affect me at all. OK maybe the turret annoys me a bit but there are ways to destroy it quickly.

Mind you did not read the OP just stating my Opinion


Because PvP or lack there of is just a lazy half-a** excuse to think you can slack on weapon balance which cause the entire community to lean towards a singluar set of equipment and no diversity .

#113
GroverA 125

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Machine Pistols and SMGs: They need a little more stopping power, even in the hands of a high-level damage-specced player while at max level, they can barely even kill targets on silver. I tested the locust, hornet and Tempest SMGs, and in the hands of a class that is most likely to use them (Quarian Engineer) it is absolutely useless. On silver, the locust couldn't even kill in a magazine (with improved sink and scope), the hornet had far too much recoil for the damage, and the tempest was only marginally better than the locust, albeit suffering from huge recoil.

Assault Rifles, Battle Rifles and Machine Guns: Looking through what we've got, the Avenger is pretty solid, even on gold at later levels. the Mattock has far less power than it originally did, as well as more recoil and less overall effectiveness (needs a little more power than the Phalanx pistol). The Revenant could do with a little more punch per bullet (Seeing as it will take far longer to max out its level, a high standard power but a lower increase per level wouldn't be too bad)

Shotguns: The katana is a brilliant weapon at the higher levels when modded properly, as is the Scimitar, but the claymore should probably have a tad more power for a single shot weapon with bolt-action sniper reload times and very limited range in comparison (only about a 5% buff) as well as no spare ammo

Sniper Rifles: all is well in the line of snipers, the Viper makes an excellent marksman rifle with decent power for the magazine size, a good reload speed and with its high chance of ammo powers kicking in, a follow-up shot can be incredibly powerful and/or easy to do or even not be required. Mantis has a long reload but a lot of power under its belt, and the widow can punch through most armor with ease (it can even shoot through people) and has a little bit more damage than the mantis, and this makes up for the incredible weight and limited capacity.

Heavy Pistols and Hand Cannons: From what we've seen, this category ranges from good to terrible. The Carnifex is an amazing firearm with damage rivalling the Viper sniper rifle and a decent RoF, which is balanced out by its very small ammo count and clip size, as well as the need for a scope to use its high-power bullets to their maximum potential. The Phalanx is quite the opposite, essentially being slightly weaker, but more accurate (pinpoint in cover), Mattock rifle, its low weight makes it a good choice snipers or shotgunners, as it is deadly in close, but also at range. The predator, however, is rather a letdown. The damage produced is unimpressive, it's accuracy is somewhere in the middle, and the only two things going for it is a higher rate of fire and higher capacity, which in the long run, are not necessary as in virtually all ways, a phalanx can fo everything it can more effectively (the higher damage more than makes up for the missing bullets).

There, that's my piece on everything we've seen so far in the demo.

#114
Poison_Berrie

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CROAT_56 wrote...

? why balence the weapons if its coop and you're only shooting at AI. I could see this if it was a PVP but otherwise it doesn't affect me at all. OK maybe the turret annoys me a bit but there are ways to destroy it quickly.

Because the weight system is supossed to offer us a proper RPG mechanic. We have to make a decision on what to carry and how that affects our cooldown and our firepower, by leveling certain skills we can increase what we carry thus alleviating some of that.
If you offer a system in which the choices you make have consequences on how you'll play the game, that system better be balanced.

#115
Severyx

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Tobey2011 wrote...

M-76 Revenant is the most useless assault rifle, very inaccurate, not enough damage and it's such a rare unlock. The Avenger beats it very easily.


This. Maybe it'll get better use against different enemies, but against Cerberus troops (which generally require some precision for anything mid-range and over), it useless.

It does NOT have high damage. It's accuracy is laughable (it's supposed to be a machine-gun like weapon, but even modern day ones don't practically shoot out the side of the gun). In order for it to be any sort of effective, you need to get in their face, which destroys the purpose of the weapon - shotguns reload faster and melee is only a small percentage increase in risk.

Even with stability and ammo increase mods, I refuse to use this superheavy weapon.

That's the only issue I have with the weapons I've used so far.

#116
Guest_cheezanator48_*

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I don't get what was wrong with the weapons (stats-wise) in Mass Effect 2. They should have just slightly nerfed the Mattock and the Geth Plasma Shotgun, and keep everything else, including the modifiers vs protections. Then apply the current weight system and it would be more balanced than how it is currently.

#117
GroverA 125

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Severyx wrote...

Tobey2011 wrote...

M-76 Revenant is the most useless assault rifle, very inaccurate, not enough damage and it's such a rare unlock. The Avenger beats it very easily.


This. Maybe it'll get better use against different enemies, but against Cerberus troops (which generally require some precision for anything mid-range and over), it useless.

It does NOT have high damage. It's accuracy is laughable (it's supposed to be a machine-gun like weapon, but even modern day ones don't practically shoot out the side of the gun). In order for it to be any sort of effective, you need to get in their face, which destroys the purpose of the weapon - shotguns reload faster and melee is only a small percentage increase in risk.

Even with stability and ammo increase mods, I refuse to use this superheavy weapon.

That's the only issue I have with the weapons I've used so far.


If you really want to go all IRL, then it should have very little recoil. Machine guns are incorrectly projected as having huge amounts of recoil because the idiots who look at them think that it must be firing big bullets and therefore have a lot of recoil. this is incorrect. Machine guns have less recoil than you'd expect because the actual weight of the weapon dampens recoil because the backwards force is not enough to move the increased weight (which requires more force to get moving) anywhere. Lightweight weapons have more recoil, and that is why the Smith and Wesson model 500 (one of, if not the most powerful handgun on the planet) weighs so damn much, not just for the reason of stopping it ripping itself to pieces, but more so because if it weight the same as a small pistol, you would easily break something when you shoot, because there's nothing dampening recoil. This is also the reason why a several-tonne Challenger-II tank doesn't slide backwards a few metres when it shoots, or fall over when it fires perpendicular to the tracks.

All in all, this means that the revenant wouldn't have as much recoil as it does, since it weighs enough to counter the pathetic amount of force coming out the front.

TL;DR: Generally, the bigger the gun, the less recoil it has, therefore, big machine gun firing assault rifle bullets shouldn't have as much recoil as its shown as having. Accuracy should stay as bad as it is, but not recoil.

#118
Giantdeathrobot

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-Majorly buff the Revenant. It has less effective range than a damn Katana. This is a LMG, but it acts like a fancy shotgun. At this weight class, it's simply worthless. It should make the user vulnerable (immobility while aiming?) but absolutely ruin the day of anything you point it at, except at extreme ranges. As of now the Avenger is strictly superior at anything but point blank range (and I mean point blank as in the gun's barrel is right in the ear of your target, and even then some shots will manage to miss anyway).

-Buff the Scimitar a bit. The little extra range doesn,t really make up for the smaller damage, as I see it.

-Buff the Claymore. The reload speed is simply too long. Taking it's immense weight into account, you probably can't use powers every reload, so you can have up to several seconds of being a sitting duck. For anything but Atlases, two Katana shots will do what a single Claymore shot would not, at a much lower weight, and you still have 3 shots to spare.

-SMGs are too innacurate, you can't rely on them for the most part. Well, the Locust is fairly accurate, but at the cost of low damage. At this point simply equip a pistol. SMGs should be weapons usable on the move, as I see it, and they simply aren't. Buff accuracy, and possibly damage per bullet.

-Sniper rifles are subject to discussion elsewhere. They are fine for the most part imo.

-Assault Rifles have a good balance. The Avenger starts poorly, but with enough upgrades/mods it becomes accurate and deadly, and it's low weight is a pretty plus. The mattock lost some teeth from ME2, but it's still a very reliable, all-around weapon.

-Predator is simply inferior to the Carnifex and Phalanx. Yeah, good clip, but too low damage, you can't kill things fast enough. The Phalanx is a good balance (possibly the best balanced weapon in the demo) and the Carnifex is really powerful, if too heavy and unforgiving of misses for my tastes.

-Missile launcher is too powerful, imo. Only nerf I would advocate; reduce damage or limit to one. 8 Missiles per team means 8 Atlases being a non-issue, which is too much imo.

#119
Sock N Boppers

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Giantdeathrobot wrote...

-Majorly buff the Revenant. It has less effective range than a damn Katana. This is a LMG, but it acts like a fancy shotgun. At this weight class, it's simply worthless. It should make the user vulnerable (immobility while aiming?) but absolutely ruin the day of anything you point it at, except at extreme ranges. As of now the Avenger is strictly superior at anything but point blank range (and I mean point blank as in the gun's barrel is right in the ear of your target, and even then some shots will manage to miss anyway).


-Buff the Claymore. The reload speed is simply too long. Taking it's immense weight into account, you probably can't use powers every reload, so you can have up to several seconds of being a sitting duck. For anything but Atlases, two Katana shots will do what a single Claymore shot would not, at a much lower weight, and you still have 3 shots to spare. 


-SMGs are too innacurate, you can't rely on them for the most part. Well, the Locust is fairly accurate, but at the cost of low damage. At this point simply equip a pistol. SMGs should be weapons usable on the move, as I see it, and they simply aren't. Buff accuracy, and possibly damage per bullet.


-Missile launcher is too powerful, imo. Only nerf I would advocate; reduce damage or limit to one. 8 Missiles per team means 8 Atlases being a non-issue, which is too much imo.



Edit: Sigh, I'm not use to these forums.
My responses are as follows

1. I agree with this, I'd personally rather have it do even more damage then the mattock but with you missing half your shots.

2.Once we know exactly how the unreleased shotgun mods will affect the claymore I will have a more defined opinion about this, I find it very useful in beta when primarily using its beyonet as the damage dealer and the trigger for anything tanky. A reload or clip mod for the shotgun instead of the smart choke would probably work wonders for the Claymore.

3.I would assume SMG's would be an inferior damage dealer but lighter version to the assault rifles. That was before I knew the Assault rifle's average (But low) DPS. I don't know how I feel if they were to be bufffed, but they need something.

4.Not trying to sound rude here, but have you played gold? Waves 7-9 each have at least 5 Atlas per round for me, not to mention they start coming as early as wave 3. I can agree that bronze and silver Atlas are ignorable due to missiles but nerfing them would cripple alot of team comps for gold runs.

Modifié par Sock N Boppers, 27 février 2012 - 11:28 .


#120
Hoki

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I don't like the idea of heavier weapons just being plain better.
It seem like the weapon balance has nothing to do with weight.

For example, Mattock weighs more than Avenger, but is not better than the avenger. I actually prefer it to the mattock quite a lot, and I don't think we should shoehorn you into a certain playstyle, as the mattock is certainly a different playstyle than the avenger and also the revenant.

It seems like the revenant is perfectly balanced with the other guns by having a huge ammo capacity, high recoil, and higher damage. Weight shouldn't be part of the balancing issue.

Now, I think all weapons should have the opportunity to weight more! In the form of weapon mods!
The weapons themselves since they aren't balanced around weight.
Mods should weigh down the gun. The better the mod, the more it weighs. And don't restrict the amount of mod, the more, the heavier.

#121
Poison_Berrie

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Hoki wrote...

I don't like the idea of heavier weapons just being plain better.
It seem like the weapon balance has nothing to do with weight.

That was the idea, though.
By taking a heavier weapon or more weapons you are essentially going to rely a lot more on them than if you take a single or two light weapons which put your cooldown close to 200% so you can use your powers a lot more often.

By carrying a Shuriken and a Predator, my engineer is able to cast Overload and Incinerate a lot more, than if he was carrying a Mattock and A Scimitar.

It's not suppossed to be a one on one heavier is always better, but the general gist is that you trade some of that firepower/weapon versatility for frequent use of powers.

Modifié par Poison_Berrie, 28 février 2012 - 09:40 .


#122
Hoki

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What about the claymore? It certainly doesn't need to do anymore damage per shot, as it can just about 1shot phantom. But that doesn't make balanced vs the weight, cause it reload slow as hell, its actually the worst shotgun in most situations. Thats why it should weight the same amount as the other shotguns.

Now if you were to fit it with mods, that should make it weight more.

#123
Butthead11

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Cloaking_Thane wrote...

TexasToast712 wrote...

Cloaking_Thane wrote...

1. Make every class have stasis or cloak.

2. Make only one gun per segment, with equivalent DPS.

This will make BSN happy

Actually the website would explode in all out war. I can promise it. I get the joke though.Posted Image


but overall it's pretty darn balanced.


Because half the forum claiming the carnifex is the only gun worth using, and Asari are a Must for gold is a sign of balance. 

#124
Poison_Berrie

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Hoki wrote...

What about the claymore? It certainly doesn't need to do anymore damage per shot, as it can just about 1shot phantom. But that doesn't make balanced vs the weight, cause it reload slow as hell, its actually the worst shotgun in most situations. Thats why it should weight the same amount as the other shotguns.

I'm not talking about damage only, but also the overal balance in the stats.

#125
Vendetta815

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I would like to see the Revenant be a little more useful.