Eagerly awaiting Eric Fagnan's March 20 MP Balance adjustments.
#51
Posté 19 mars 2012 - 03:31
#52
Posté 19 mars 2012 - 03:31
#53
Posté 19 mars 2012 - 03:32
#54
Posté 19 mars 2012 - 03:33
#55
Posté 19 mars 2012 - 03:34
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
Posté 19 mars 2012 - 03:36
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
Posté 19 mars 2012 - 03:37
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
Posté 19 mars 2012 - 03:39
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
Posté 19 mars 2012 - 03:42
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
Posté 19 mars 2012 - 03:47
#61
Posté 19 mars 2012 - 03:52
#62
Posté 19 mars 2012 - 03:54
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
Posté 19 mars 2012 - 04:07
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
Posté 19 mars 2012 - 04:18
#65
Posté 19 mars 2012 - 04:19
#66
Posté 19 mars 2012 - 10:56
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
Posté 19 mars 2012 - 10:58
#68
Posté 19 mars 2012 - 10:58
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
Posté 19 mars 2012 - 11:00
That's pretty much a balance change in itself lol.
#70
Posté 19 mars 2012 - 11:01
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
Posté 19 mars 2012 - 11:03
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
Posté 19 mars 2012 - 11:17
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
Posté 19 mars 2012 - 11:28
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.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
#74
Posté 19 mars 2012 - 11:31
Xar-ko wrote...
I would like to see a grab/instakill immunity for krogan
This.
You guys deserve it :>
#75
Posté 20 mars 2012 - 12:13
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.





Retour en haut






