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Updated weapon stats and MP enemy defense pools-July 4th balance


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#176
Kenaras

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Are there any stats on how much damage enemy attacks do? With the way shield gating works, it would help to know the breakpoint values which would allow you to take more than one hit. Particularly when fighting Phantoms, having enough shields to absorb two mind bullets would be a tremendous help.

#177
Axialbloom

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Axialbloom wrote...

Any idea why the Arc Pistol sucks so much?



#178
Tangster

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Kenaras wrote...

Are there any stats on how much damage enemy attacks do? With the way shield gating works, it would help to know the breakpoint values which would allow you to take more than one hit. Particularly when fighting Phantoms, having enough shields to absorb two mind bullets would be a tremendous help.

No compiled data sheets that I know of.

Axialbloom wrote...

Any idea why the Arc Pistol sucks so much?

Less damage tha Predator uncharged with minimally greater ROF, high damage when charged, but terrible ROF and low mag if used charged. Also weighs the same amount as Arnold Schwarzenegger's dumbells.

Modifié par Tangster, 16 avril 2012 - 09:18 .


#179
Axialbloom

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Tangster wrote...

Kenaras wrote...

Are there any stats on how much damage enemy attacks do? With the way shield gating works, it would help to know the breakpoint values which would allow you to take more than one hit. Particularly when fighting Phantoms, having enough shields to absorb two mind bullets would be a tremendous help.

No compiled data sheets that I know of.

Axialbloom wrote...

Any idea why the Arc Pistol sucks so much?

Less damage tha Predator uncharged with minimally greater ROF, high damage when charged, but terrible ROF and low mag if used charged. Also weighs the same amount as Arnold Schwarzenegger's dumbells.


:(

#180
CNevarezN

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Tangster wrote...

Kenaras wrote...

Are there any stats on how much damage enemy attacks do? With the way shield gating works, it would help to know the breakpoint values which would allow you to take more than one hit. Particularly when fighting Phantoms, having enough shields to absorb two mind bullets would be a tremendous help.

No compiled data sheets that I know of.

Axialbloom wrote...

Any idea why the Arc Pistol sucks so much?

Less damage tha Predator uncharged with minimally greater ROF, high damage when charged, but terrible ROF and low mag if used charged. Also weighs the same amount as Arnold Schwarzenegger's dumbells.


 Rotfl!

#181
Axialbloom

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I wonder how much a Geth rocket does...I recall it taking all of my shields on my Batarian soldier, which was 1280.

#182
CNevarezN

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Tangster wrote...

Kenaras wrote...

Are there any stats on how much damage enemy attacks do? With the way shield gating works, it would help to know the breakpoint values which would allow you to take more than one hit. Particularly when fighting Phantoms, having enough shields to absorb two mind bullets would be a tremendous help.

No compiled data sheets that I know of.

Axialbloom wrote...

Any idea why the Arc Pistol sucks so much?

Less damage tha Predator uncharged with minimally greater ROF, high damage when charged, but terrible ROF and low mag if used charged. Also weighs the same amount as Arnold Schwarzenegger's dumbells.


 Rotfl!

#183
Lexa_D

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Hope someone of the thread guru can help me with few questions regrading anti-armor mods (shredder et al):
- GPS, Graal and other projectiles ignore damage reduction from armor - then it renders the mod useless, right?
- Widow, BW, Javelin pierce armor by default, so what would be the effect of AA mod on them?

thanx in advance!

#184
Tangster

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Lexa_D wrote...

Hope someone of the thread guru can help me with few questions regrading anti-armor mods (shredder et al):
- GPS, Graal and other projectiles ignore damage reduction from armor - then it renders the mod useless, right?
- Widow, BW, Javelin pierce armor by default, so what would be the effect of AA mod on them?

thanx in advance!

-yes
-penetration stacks, however the weapon now does reduced damage after going through cover(doesn't happen if you use AP ammo or no piercing mod)

#185
Lexa_D

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Thanx, great to know.

#186
Timerider42

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Tangster wrote...

Lexa_D wrote...

Hope someone of the thread guru can help me with few questions regrading anti-armor mods (shredder et al):
- GPS, Graal and other projectiles ignore damage reduction from armor - then it renders the mod useless, right?
- Widow, BW, Javelin pierce armor by default, so what would be the effect of AA mod on them?

thanx in advance!

-yes
-penetration stacks, however the weapon now does reduced damage after going through cover(doesn't happen if you use AP ammo or no piercing mod)


So going through cover without the mod does 100% damage? Less damage with the mod? WTF. They have so much to fix.

#187
Kinwaras

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I can verify that Incenedary amo III lays a over time dot.. values however unknown..

#188
LGear

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Timerider42 wrote...

So going through cover without the mod does 100% damage? Less damage with the mod? WTF. They have so much to fix.


I don't think that needs to be fixed. The Widow, Black Widow, Javelin and Crusader all do 100% damage despite penetration, which no other weapon can do. And slapping an AP mod increases the distance they can penetrate, not to mention negating enemy armor defense (what little you can shave off anyway, given how massive the damage for said weapons already are). I think it fair that the AP mod, being given priority over the weapon's innate properties, would also apply its damage-reduction-through-penetration mechanic in the name of balance. 

#189
Dustin1280

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 Great topic!

#190
Lexa_D

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LGear wrote...

Timerider42 wrote...

So going through cover without the mod does 100% damage? Less damage with the mod? WTF. They have so much to fix.


I don't think that needs to be fixed. The Widow, Black Widow, Javelin and Crusader all do 100% damage despite penetration, which no other weapon can do. And slapping an AP mod increases the distance they can penetrate, not to mention negating enemy armor defense (what little you can shave off anyway, given how massive the damage for said weapons already are). I think it fair that the AP mod, being given priority over the weapon's innate properties, would also apply its damage-reduction-through-penetration mechanic in the name of balance. 

Please read more thoroughly. Slapping a mod on a Widow DECREASES damage to armored targets.

#191
Tangster

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April 17th updates now live.

#192
WhySoeSerius

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Tangster wrote...

April 17th updates now live.


Every week, after reading the balance changes, I come here :)
<3 TangsterImage IPB

#193
Tangster

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New DPS formula for weapons with a min refire time.
Now
Image IPB

Modifié par Tangster, 18 avril 2012 - 12:54 .


#194
Athenau

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Wait, isn't that the old (incorrect) formula?

AFAIK the correct formula was already posted. Why'd you change it?

TPB = (shots per burst - 1) x 60/ROF + Min Refire.

Something like the saber fires less than a shot per second with the "new" formula, which isn't true.

#195
Tangster

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Athenau wrote...

Wait, isn't that the old (incorrect) formula?

AFAIK the correct formula was already posted. Why'd you change it?

TPB = (shots per burst - 1) x 60/ROF + Min Refire.

Something like the saber fires less than a shot per second with the "new" formula, which isn't true.

No, the new formula accounts for refire time by calculating the maximum possible number of bursts per min, the time for a burst is considered to be the time taken for the burst itself+the min refire time.

The saber and other slow ROF weapons aren't counted as their ROF means time between shots is always greater than the refire time.

Thanks for pointing out the TPB mistake though, correcting now.

Having said that the game insists that the hurricane and tempest have burst fire...which they don't...:mellow:. Applying the DPS for burst weapons to them results in a  division by 0. These two may revert to the old formula.

Modifié par Tangster, 18 avril 2012 - 12:43 .


#196
SinerAthin

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Tangster wrote...
Geth Plasma Shotgun Notes(again, peddroelmz):


- Ingores armor DR


I guess an AP mod on the Geth Shotgun is completely reduntant for dealing with Armored Mobs then?

#197
Tangster

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SinerAthin wrote...

Tangster wrote...
Geth Plasma Shotgun Notes(again, peddroelmz):


- Ingores armor DR


I guess an AP mod on the Geth Shotgun is completely reduntant for dealing with Armored Mobs then?

Yep.

#198
Guest_death_for_sale_*

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Nice, the Hornet is even more beastly now.

#199
SinerAthin

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Tangster wrote...

Yep.


Damn it, I've used it in like 30 + matches! This game needs better weapon description!


Do you know if the Geth Shotgun benefits from the Smart Choke? Do the 3 balls form into 1?

I reckon it could be useful as I often see 1 or even 2 of the plasma balls miss the enemy sometimes.

Modifié par SinerAthin, 18 avril 2012 - 12:53 .


#200
Tangster

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SinerAthin wrote...

Tangster wrote...

Yep.


Damn it, I've used it in like 30 + matches! This game needs better weapon description!


Do you know if the Geth Shotgun benefits from the Smart Choke? Do the 3 balls form into 1?

I reckon it could be useful as I often see 1 or even 2 of the plasma balls miss the enemy sometimes.

The 3 ball cluster tighter together, but do not form into one.