Aller au contenu

Photo

Eagerly awaiting Eric Fagnan's March 20 MP Balance adjustments.


  • Veuillez vous connecter pour répondre
141 réponses à ce sujet

#51
Kronner

Kronner
  • Members
  • 6 249 messages
- Claymore and Crusader should weigh just as much as the Graal. Not significantly more. It makes no sense whatsoever.

#52
DryR

DryR
  • Members
  • 215 messages
AA further nerf, infiltrator nerf, buff mattock another 5 pts dmg.

#53
SnakeSNMF

SnakeSNMF
  • Members
  • 493 messages
Buff the Avenger.

#54
grayrest

grayrest
  • Members
  • 282 messages
I don't see why you can't use abilities during AR/Marksman. Humans would only get CS boosted by 65% over what they have now (woo!) while Marksman has no interaction with powers other than eating cooldowns.

#55
stribies

stribies
  • Members
  • 1 144 messages

Kittstalkur wrote...

Honestly, after playing Reapers so heavily for the past few days, I think they're easier than Geth or Cerberus for certain combinations. At least on Silver. But I've been pounding them in the chest with Cloak Widow shots and my 1800 vs armor Stickies, as well as the Asari Adept's delicious biotic explosions. Their lack of an on-the-ground execution really changes their gameplay dynamic.

Though, a decent tech comboing Human Engineer can make a real joke of all three factions.


At least on gold, I would say reapers are the hardest. The reapers have a balance of units that's annoying to deal with if your team happens to suck it up. Where as you can at least clean up the mess if your team screws up against cerberus and geth.

At least that's my experience.

#56
kingtrouble

kingtrouble
  • Members
  • 872 messages

DryR wrote...

AA further nerf, infiltrator nerf, buff mattock another 5 pts dmg.


Because AAs are the only class that can use biotic detonations *rolls eyes*

#57
Moejahied

Moejahied
  • Members
  • 98 messages
Nothing needs to be nerfed, all the enemies are just fine and more than doable.
People are calling for mob "tweaks"/nerfs and at the same time Weapon buffs...get real guys come on. Keep the mobs just as they are, none of them are overly strong or overpowered.

Some weapons could use a buff..but i'd rather nerf the "Strong" ones so they get in line with the weaker ones hehe. I would lie if i said that weapons felt weak..it doesn't matter what i roll with they all seem to work just fine and can mow down enemies just fine. Though i could understand that some weapons are deemed weak because of the much better alternatives we have. But i wonder if BUFFING them is what we need to do.....why not get the overpowered weapons in line with the "weaker" ones?

#58
Mr_Steph

Mr_Steph
  • Members
  • 800 messages

Lynx7725 wrote...

It's the swarm of Banshee, Brute and 2 Ravagers that usually is a handful to cater for. Shoot the Ravagers (which are ok to take out) and you let the Banshee and Brute close, which is not a good idea. Brute feels about correct, Ravagers are squishy.. the Banshee though, hard to nail on close, in close is deadly. Should tweak just a wee bit on some parameters. No need for the nerf bat, but a little tuning won't hurt.


I've been succesful on gold by having 3 guys go for brutes and Banshees while the last member go for all of the support units who will otherwise get close and do a lot of damage.

#59
Creston918

Creston918
  • Members
  • 1 580 messages

Moejahied wrote...

why not get the overpowered weapons in line with the "weaker" ones?


Because then nobody bothers with buying Spectre Packs. And that's where EAware makes money.

#60
Warchild-RZ

Warchild-RZ
  • Members
  • 233 messages
I hope they fix the vangaurd charge clipping bug. I would like to see a full extraction cash bonus. If there is a nerf in the works my guess is salarian engineer losing some durability on decoy.

#61
Xar-ko

Xar-ko
  • Members
  • 103 messages
I would like to see a grab/instakill immunity for krogan :)

#62
Kopikatsu

Kopikatsu
  • Members
  • 298 messages

Xar-ko wrote...

I would like to see a grab/instakill immunity for krogan :)


Organ redundency!

Just add it to Fitness and we're set.

#63
Elecbender

Elecbender
  • Members
  • 2 427 messages

Kopikatsu wrote...

Elecbender wrote...

Kopikatsu wrote...

The machine guns (Geth Pulse Rifle/Revenant/maybe Phaeston...haven't tried that one yet) need their damage doubled. At least. Seriously. Or 50% increase with passive AP ammo.


DOUBLED?  You want the Revenant to do more damage than the Mattock?!

I still bet you wouldn't use it on an Asari Adept if they did such nonsense.


Considering it takes around 50-70 rounds to kill a single unshielded grunt with the Geth Pulse Rifle V (With Marksman even); and somewhere around that with the Revenant III...yes.

Weapons should be stronger than powers somewhere around the IV-VI range. It takes about two hours to reach full damage potential on any power-dependant class. It takes waaaaaaaay longer and a ton of credits to reach full damage potential on gear-dependant classes...and they're still not half as strong as power-dependant classes.

Edit: It's also worth mentioning that the LMGs are the heaviest guns in the game. Since heavy weapons prevent you from using powers that often (which are extremely powerful), they should be extremely powerful themselves.


You know what?

I don't care.

This game is already easy enough that I can consistently get top scores with the Geth Pulse Rifle on Silver.  

Take this into account however:

It takes two biotic explosions to kill a Geth Pyro on Silver.  Say you're a Human Sentinel and aren't relying on teammates.  It takes over 2.5 seconds to recharge the Warp so you can use Throw.  You then have to do it again.  Reality wise it takes over 6 seconds to kill the Geth Pyro solo.  With a Proximity Mine defuff, I can kill the Geth Pyro faster with the Geth Pulse Rifle and Marksman (assuming I aim for the head).  Even faster with the Revenant.  And this is without ammo powers or assault rifle equipment buffs.

#64
HKR148

HKR148
  • Members
  • 734 messages
I would be fine if they can do something about ground-shaking mechanics that automatically comes with playing 3 vanguards and I'm the only one using the sniper rifle. Keeps missing everything because the whole ground around me is shaking like hell.

#65
TexasToast712

TexasToast712
  • Members
  • 4 384 messages
 As long as he leaves pistols alone I don't care what he does. Krogan could use health regen too.

#66
Kittstalkur

Kittstalkur
  • Members
  • 1 658 messages

Kopikatsu wrote...

Considering it takes around 50-70 rounds to kill a single unshielded grunt with the Geth Pulse Rifle V (With Marksman even); and somewhere around that with the Revenant III...yes.

Weapons should be stronger than powers somewhere around the IV-VI range. It takes about two hours to reach full damage potential on any power-dependant class. It takes waaaaaaaay longer and a ton of credits to reach full damage potential on gear-dependant classes...and they're still not half as strong as power-dependant classes.

Edit: It's also worth mentioning that the LMGs are the heaviest guns in the game. Since heavy weapons prevent you from using powers that often (which are extremely powerful), they should be extremely powerful themselves.


Marksman doesn't increase weapon damage though, just ROF and accuracy.

I agree assault rifles in general (excepting a few) need a damage boost, especially the heavier ones. I've found the Saber to be pretty fun with Marksman, though. Granted, if I were better at landing multiple headshots, it'd be an absolute beast.

#67
DarkBladeX98

DarkBladeX98
  • Members
  • 632 messages
Banshees are fine as they are, I just hate backing up against a wall or random cover, then getting grabbed. I personally think the Phantoms guns need to be toned down a hair.

#68
Kittstalkur

Kittstalkur
  • Members
  • 1 658 messages

Creston918 wrote...

ALWAYS KILL THE RAVAGERS FIRST. It's rare that anyone dies to the Banshee, but while you're being cute and kiting the thing around, that Ravager blasts YOU in the ass, AND the two people that try to Ress you.

After that, kill the Brute. It's got a jump-at-you attack that goes around corners Doom3-style, and the damn thing can punch you into a corner where you're stuck. (I HATE THAT!!)


This is also solid advice. On maps like Firebase Giant, if you get a Banshee chasing you, there's plenty of spots you can break LOS to the other threats, as long as your team is doing -some- level of map control (read: killing things).

#69
Firebolt145

Firebolt145
  • Members
  • 24 messages
I want a huge tip before every game that says PRESS 5 FOR MISSILE LAUNCHER, USE IT.

That's pretty much a balance change in itself lol.

#70
Kittstalkur

Kittstalkur
  • Members
  • 1 658 messages

stribies wrote...

At least on gold, I would say reapers are the hardest. The reapers have a balance of units that's annoying to deal with if your team happens to suck it up. Where as you can at least clean up the mess if your team screws up against cerberus and geth.

At least that's my experience.


I'll take your word for it. I don't really do gold because, from everything I've heard about it, it sounds like more >work than >fun. Silver's a decent enough challenge but the teams I get can still usually at least pull through to the wave 10 objective.

#71
Kittstalkur

Kittstalkur
  • Members
  • 1 658 messages

HKR148 wrote...

I would be fine if they can do something about ground-shaking mechanics that automatically comes with playing 3 vanguards and I'm the only one using the sniper rifle. Keeps missing everything because the whole ground around me is shaking like hell.


Worth noting - The enhanced scope for sniper rifles has a negative "Zoom Shake" modifier on it. Give it a shot the next time you play with some Vanguards?

#72
Iezza

Iezza
  • Members
  • 1 544 messages
the "harder " you get the really more specialized they are. think about it

Cerberus:
Assault troop: all rounder
Cent; all rounder
Guard: all rounder/close
Nemesis: long
Phantom: short
atlas: all rounder

Geth:
soldier: All rounder( abreviated to AR from now on)
rocket : AR
hunter : very close
pyro: very close
prime: AR

reapers("hardest")
Husk: very close
cannabal: close
turian thing: AR
banshee: very close
Brute: very close
Ravager : very long.

#73
cuzIMgood

cuzIMgood
  • Members
  • 844 messages

QuarianHIV wrote...

Nerf:
- Geth Hunters. Are they super resistent to knock-backs now?
- Ravager HP. A little too high don't you think?

Buff:
- Geth Pulse Rifle
- Gayston
- SMGs
- Javelin

Fix:
- Double-tapping of ops pack/ammo clips
- Brutes causing damage AFTER they die (during their collapse)
- Invisible turrets (yes it happend a few times)
- Stingy grenade crates. GIVE ME MY GRENADE RELOAD
- "Vulnerable" Geth Pyro flametanks. No, they are not extra vulnerable.
- Concussive shot rank 6a (ammo power). Its not working

To your nerfs... No.  Why make the game even easier?  To your buffs?  Yes, those guns are pretty much all useless as they are now.

#74
SinerAthin

SinerAthin
  • Members
  • 2 742 messages

Xar-ko wrote...

I would like to see a grab/instakill immunity for krogan :)


This.


You guys deserve it :>

#75
DrekorSilverfang

DrekorSilverfang
  • Members
  • 426 messages
I'm thinking...

Nerfs: Decoy less effective, Energy drain less damage, Biotic explosions less damage(maybe reduction on bonus' for spec), heavy pistol weight

Buffs: AR damage, SMGs in general, tech armor and grenades.