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Insanity too easy? Check out "Spectre difficulty" v0.25


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#1
Kronner

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Latest version: 0.25

Download link v0.25:
Click me

Changelog:
Click me

Video of v0.24 in action:
Sentinel: Grissom Academy by strive

Spectre mod teaser video:
Teaser 



Features (see Changelog for more information)


Weight system

- All classes have default encumberance bonus = 60, in total they can get the following weapon capacity:
  • Soldier: max capacity 160
  • Vanguard, Infiltrator: max capacity 110
  • Sentinel: max capacity 100
  • Adept, Engineer: max capacity 90 
- Encumberance for all weapons has been altered to fit this system 

SMGs encumberance ranges from 0.2 to 0.1 (level I to X)


Pistol encumberance ranges from 0.4 to 0.25 (level I to X) 

-exceptions:
  • Carnifex and Paladin: 0.5 to 0.4 (level I to X)
  • Predator: 0.4 to 0.2 (level I to X)

Assault Rifle encumberance ranges from 0.6 to 0.4 (level I to X) 

- exceptions:  
  • Falcon, Saber, Chakram Launcher: 0.7 to 0.5
    (level I to X)
  • Geth Pulse Rifle: 0.85 - 0.65
Shotgun encumberance ranges from 0.7 to 0.5 (level I to X) 

- exceptions:
  • Claymore: 0.95 to 0.75
    (level I to X)
  • Disciple, Eviscerator, Katana: 0.6 to 0.4
    (level I to X)
  • Geth Plasma Shotgun, Graal, Raider: 0.9 to 0.7
    (level I to X)
Sniper Rifle encumberance ranges from 0.8 to 0.6 (level I to X) 

- exceptions:
  • Black Widow and Valiant: 1.0 to 0.8 (level I to X)
  • Javelin and Widow 0.9 - 0.7
    (level I to X)
  • Incisor 0.7 - 0.5 (level I to X)  



Cooldowns

- Maximum recharge speed bonus is now +100% instead of +200%

- Maximum penalty to recharge speed is now -100% instead of -200%

- Cooldowns adjusted appropriately (for both Shepard and squadmates) - cooldowns are longer than in vanilla game


Combat mechanics

- Ammo now drops more frequently (was 20%, is 30% chance of drop)

- Damage dealt by all enemies increased

- ShieldGate duration for Shepard decreased from 0.1s to 0.01s

- HealthGate duration for Shepard decreased from 0.1s to 0.01s

- Shield recharge delay increased for Shepard (if broken completely - 4.5s now, was 4s; if only partially damaged - 3.5s now, was 3s)

- Enemy armor is now more effective - 60%, was 50%

- Cover is now less effective - 80%, was 90%


Power adjustments

- Adrenaline Rush - base damage bonus increased from 50 to 60%

- Cloak - minimal length of Cloak cooldown increased from 3s to 4.5s

- Charge - damage resistance after Charge decreased from 50% to 25%
  • Weapon synergy perk: damage increased from 15 to 30%, duration from 3s to 5s
  • Power synergy perk: damage increased from 25 to 30%, duration decreased from 15s to 5s 
- Carnage - base damage increased from 315 to 400

- Concussive shot - base damage increased from 100 to 130

- Nova - Half Blast - damage penalty increased from 40% to 50%
  • Nova immunity duration lowered from 1.5s to 0.5s 
- Slam - damage increased from 50 to 100

- Incendiary Ammo: Explosive Burst evolution adjusted: 50 damage, 25% chance, 300cm radius (was 100 damage, 50% chance, 250cm radius in vanilla game)

- Sabotage - duration decreased from 12s to 10s

- Singularity - projectile speed doubled (from 3000 to 6000) and radius increased from 150 to 200

- Tech Armor - explosion radius increased from 300 to 500 and explosion damage increased from 200 to 350.
  • Default weight penalty decreased from 0.8 to 0.6 due to new weight system
  • Tech Armor now provides additional 5% damage resistance to make up for increased damage dealt by enemies.
- Barrier, Fortification and Defense Matrix 
  • weight penalty decreased from 0.6 to 0.4 due to new weight system
  • provide additional 5% damage resistance to make up for increased damage dealt by enemies.
- Grenade count increased by 1 (rank 2 of all grenade trees now gives 2 extra grenades instead of 1)


Weapons

- Automatic weapons buffed

- Reload speed increased for most weapons

- Javelin's damage increased


I'd like to ask if someone else would be interested in something like this and if they'd be willing to mod their Coalesced.bin file and share their thoughts on the changes they've made. :wizard:

Użytkownik Kronner edytował ten post 06 kwiecień 2012 - 02:19


#2
Fortack

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I'll sign up!

Have you found anything that can remove the power-combo scaling? It's the main thing that makes weapons suck compared to powers (on Insanity). With that out of the way you might lower enemy HP to balance power vs weapon damage without the need to buff weapons at all. Added shields is a must though.

#3
Kronner

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Fortack wrote...

I'll sign up!

Have you found anything that can remove the power-combo scaling? It's the main thing that makes weapons suck compared to powers (on Insanity). With that out of the way you might lower enemy HP to balance power vs weapon damage without the need to buff weapons at all. Added shields is a must though.


You mean scaling with the difficulty? 

You can adjust the damage and force of combos though.

Also, since all enemies have shields, the shield gating feature must be removed to make one shot snipers viable.

#4
Fortack

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Kronner wrote...

You mean scaling with the difficulty?


The way I understand it, combos remain equally effective regardless difficulty.

So, for example, target X (who has 100 HP) dies when you blow it up with one biotic combo on Normal, will still die when using the same combo on Insanity (although it now has, say 200 HP). Weapons don't have this advantage hence why twice the number of shots are required to kill target X on Insanity (compared to Normal). When we could remove this scaling thing completely the difference between using powers and weapons will diminish (drastically).

Also, since all enemies have shields, the shield gating feature must be removed to make one shot snipers viable.


Agreed. It should be possible to kill enemies quickly with weapons too. I would be very happy when - assuming good gameplay - the balance between power and weapon damage gets close to 50/50 instead of the 80/20 ratio of ME3.

#5
tehmalachi

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Oh, I assumed this would be a joke about running through the whole game never spending points in powers/never using powers and only doing melee with default armor.....But modding the files works too.

#6
Kronner

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 OK I've made these changes:

- Shepard's base cooldown is increased by 75% globally

- Henchmens' base cooldown is increased by 50%

- Weapons weigh nothing so you get +200% recharge speed regardless of your weapon loadout

- ShieldGate removed - you can now one shot protected enemies if your weapon is powerful enough

- Biotic explosions nerfed - radius, damage and force decreased by 30%

- Ammo now drops more frequently (was 20%, is 30% chance of drop)

- Adrenaline Rush:
Base damage bonus increased from 50 to 60%

- Cloak
Minimal length of Cloak cooldown increased from 3s to 5s

- Charge
Damage resistance decreased from 50% to 25%, duration decreased from 4s to 2s

Weapon synergy perk:
damage increased from 15 to 30%, duration from 3s to 5s

Power synergy perk:
damage increased from 25 to 30%, duration decreased from 15s to 5s 

- Carnage
base damage increased from 315 to 400

- Concussive shot
base damage increased from 100 to 130 

- Nova

Half Blast:
damage penalty increased from 40% to 70%

- Enemy grenades
doubled the radius (450 - 900)

- Kai Leng
doubled his sword damage (500 - 1000)

- Slam
damage increased from 50 to 100

- Geth Prime
drone now does 240 damage (was 80)
cannon now does 400 damage (was 230)

- Cerberus Turret
doubled the damage (50 - 100)

- Ravager
doubled the damage (400 - 800)

- Cerberus Mattock trooper
damage increased from 70 to 100

- Harvester
damage increased from 400 to 500

- Geth Rocket Trooper
damage increased from 425 to 1000

- Geth Flame guy
damage increased from 25 to 40

- Geth Trooper
damage increased from 30 to 60 

- Cannibal
damage increased from 35 to 50 

- Cerberus Shield pylon
Shield strength increased from 400 to 800


TO DO:
weapon rebalance
enemy HP/SP tweaking
special attacks frequency tweaking
cooldowns tweaking, especially for henchmen

If anyone wants to try it out:
http://www.mediafire...gsxfxg4mpcl6ijb

Użytkownik Kronner edytował ten post 01 kwiecień 2012 - 12:34


#7
E_rik

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Not to sound like a dream crusher, but modifying the coalescid even in SP will get you banned. Blame Bioware retardation.

#8
Kronner

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E_rik wrote...

Not to sound like a dream crusher, but modifying the coalescid even in SP will get you banned. Blame Bioware retardation.


You can play in offline mode, right? I seriously doubt they even find out you modified the game. I mean, if you join random MP match, chances are that the host is cheating (more credits, XP, damage etc.) and yet they keep playing.


By the way, while that modified file makes the game harder, it is not MUCH harder and it is not "cheap".

#9
Soja57

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Quite an ambitious project you got there, Kronner! And yes, Insanity is too easy, so I too have modified my Coalesced file heavily.

Some suggestions:
- Nova: Reduce or simply remove the duration of invincibility when activating Nova
- Incendiary Ammo: Reduce the damage of the evolution Explosion damage
- Tech Armor: Deal more detonation damage and radius (Balance as if it was Nova with a cooldown)
- Sabotage: Reduce duration
- Balance Singularity vs Pull, Pull currently outclasses Singularity immensely
- Allow enemies to throw more grenades (Under Assault Trooper, Centurion, and Cannibal stats)
- Faster enemy shield regen rate + enemies regen to max shields; forces the player to play more aggressive
- Enemies lay down more suppressive fire

#10
Kronner

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Soja57 wrote...

Quite an ambitious project you got there, Kronner! And yes, Insanity is too easy, so I too have modified my Coalesced file heavily.

Some suggestions:
- Nova: Reduce or simply remove the duration of invincibility when activating Nova
- Incendiary Ammo: Reduce the damage of the evolution Explosion damage
- Tech Armor: Deal more detonation damage and radius (Balance as if it was Nova with a cooldown)
- Sabotage: Reduce duration
- Balance Singularity vs Pull, Pull currently outclasses Singularity immensely
- Allow enemies to throw more grenades (Under Assault Trooper, Centurion, and Cannibal stats)
- Faster enemy shield regen rate + enemies regen to max shields; forces the player to play more aggressive
- Enemies lay down more suppressive fire

I will incorporate these changes now :wizard:

Cheers !

#11
Kronner

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 v 0.11
http://www.mediafire...9tym34l161k91i9


- Nova immunity removed completely

- Inferno Ammo:
Explosive Burst:
damage decreased from 100 to 75
chance of triggering the effect is now 35% instead of 50%

- Sabotage
duration decreased from 12s to 6s

- Singularity
projectlie speed doubled (3000 - 6000)
radius increased from 150 to 200

- Tech Armor
explosion radius increased from 300 to 500
explosion damage increased from 200 to 350

- Cannibal
now throws grenades much more often (3x more)

- Centurion
now throws grenades much more often (2.5x more) 
regenerates shields faster and to their full potential

- Assault Trooper
now throws grenades much more often (3.5x more) 

v0.1
Shepard's base cooldown is increased by 75% globally

Henchmens' base cooldown is increased by 50%

Weapons weigh nothing so you get +200% recharge speed regardless of your weapon loadout

ShieldGate removed - you can now one shot protected enemies if your weapon is powerful enough

- Biotic explosions nerfed - radius, damage and force decreased by 30%

- Ammo now drops more frequently (was 20%, is 30% chance of drop)

- Adrenaline Rush:
Base damage bonus increased from 50 to 60%

- Cloak
Minimal length of Cloak cooldown increased from 3s to 5s

- Charge
Damage resistance decreased from 50% to 25%, duration decreased from 4s to 2s

Weapon synergy perk:
damage increased from 15 to 30%, duration from 3s to 5s

Power synergy perk:
damage increased from 25 to 30%, duration decreased from 15s to 5s 

- Carnage
base damage increased from 315 to 400

- Concussive shot
base damage increased from 100 to 130 

- Nova

Half Blast:
damage penalty increased from 40% to 70%

- Enemy grenades
doubled the radius (450 - 900)

- Kai Leng
doubled his sword damage (500 - 1000)

- Slam
damage increased from 50 to 100

- Geth Prime
drone now does 240 damage (was 80)
cannon now does 400 damage (was 230)

- Cerberus Turret
doubled the damage (50 - 100)

- Ravager
doubled the damage (400 - 800)

- Cerberus Mattock trooper
damage increased from 70 to 100

- Harvester
damage increased from 400 to 500

- Geth Rocket Trooper
damage increased from 425 to 1000

- Geth Flame guy
damage increased from 25 to 40

- Geth Trooper
damage increased from 30 to 60 

- Cannibal
damage increased from 35 to 50 

- Cerberus Shield pylon
Shield strength increased from 400 to 800 

#12
Athenau

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I like a lot of these changes but I don't agree with doubling the damage output of enemies. Shields are already paper on insanity and with permanent health damage this would be a nightmare for classes that have on-demand barrier refills or loads of damage reduction. I would not want to play a soldier with those changes.

Użytkownik Athenau edytował ten post 01 kwiecień 2012 - 01:52


#13
Kronner

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 Quick update:

-PlayerShieldGate removed
You can now be killed in a single shot

-Weight penalty adjusted for: 
(to make up for weapons that weigh nothing)
Tech Armor - from 0.8 to 2.0 
Barrier, Fortification and Defense matrix - from 0.6 to 1.5

v0.12 available here:
http://www.mediafire...alpg4g3xoo5oexy

:devil:

Athenau wrote...

I like a lot of these changes but I don't agree with doubling the damage output of enemies. Shields are already paper on insanity and with permanent health damage this would be a nightmare for classes that have on-demand barrier refills or loads of damage reduction. I would not want to play a soldier with those changes.

 

Good point, though I've been playing with these settings and it seemed doable so far. Maybe if it turns out to be unfair, the damage increase can be toned back down. Cheers!

Użytkownik Kronner edytował ten post 01 kwiecień 2012 - 01:56


#14
known_hero

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Wow, this sounds fun. However, I'm a console gamer so I'll just have to hope for a patch :(

You should make a video showing some of the gameplay

Użytkownik known_hero edytował ten post 01 kwiecień 2012 - 02:14


#15
Athenau

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Good point, though I've been playing with these settings and it seemed doable so far. Maybe if it turns out to be unfair, the damage increase can be toned back down. Cheers!

Which classes have you been playing with?  If you're balancing around your tank sentinel I don't think that's a very good idea.  :D

#16
Soja57

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Athenau wrote...

I like a lot of these changes but I don't agree with doubling the damage output of enemies. Shields are already paper on insanity and with permanent health damage this would be a nightmare for classes that have on-demand barrier refills or loads of damage reduction. I would not want to play a soldier with those changes.


I agree with Athenau, the player should not die easier on Insanity than how it already is. Remember when the bonus defense powers in ME2 weren't as useful due to them shredding like paper? The best change is to force the player to play more aggressive yet cautiously at the same time. This can be done with enemy shield regeneration and enemy suppressive fire playing a big factor in aggressiveness.

If you stay behind cover too long due to enemy suppressive fire, the enemies' shields will regenerate completely, which wastes your time and ammo. However, an aggressive but cautious player can prevent enemy shield regeneration with little risk. This system promotes the high-risk, high-reward playstyle to all classes, and not just the Vanguard.

Użytkownik Soja57 edytował ten post 01 kwiecień 2012 - 02:26


#17
Kronner

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Athenau wrote...

Which classes have you been playing with?  If you're balancing around your tank sentinel I don't think that's a very good idea.  :D


Vanguard, Infiltrator and Soldier so far. It is very doable, but very, very harsh if you make a mistake. I had easiest time with the Soldier, surprisingly :)

Soja57 wrote...

I agree with Athenau, the player should not die easier on Insanity than how it already is. Remember when the bonus defense powers in ME2 weren't as useful due to them shredding like paper? The best change is to force the player to play more aggressive yet cautiously at the same time. This can be done with enemy shield regeneration and enemy suppressive fire playing a big factor in aggressiveness.

If you stay behind cover too long due to enemy suppressive fire, the enemies' shields will regenerate completely, which wastes your time and ammo. However, an aggressive but cautious player can prevent enemy shield regeneration with little risk. This system promotes the high-risk, high-reward playstyle to all classes, and not just the Vanguard.

 

To be honest, the extra damage enemies deal has not been a big factor yet. Though I am looking forward to the fight against 3 primes on Rannoch.

Which variable adjusts the suppressive fire? Thanks :)

I was also thinking of adjusting the speed of the Reaper ships on the galaxy map :devil:

Użytkownik Kronner edytował ten post 01 kwiecień 2012 - 02:34


#18
Atheist Peace

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Sounds mostly good, not sure about the grenade changes though. Also sabotage seems pretty pointless now. Will try it when I get a chance.

#19
Soja57

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Kronner wrote...

To be honest, the extra damage enemies deal has not been a big factor yet. Though I am looking forward to the fight against 3 primes on Rannoch.

Which variable adjusts the suppressive fire? Thanks :)

I was also thinking of adjusting the speed of the Reaper ships on the galaxy map :devil:


Under bioai.ini -> sfxgamecontent -> sfxweapon -> ai, simply increase the ai_burstfirecount and ai_burstfiredelay. Also, under biodifficulty, I think you should also look at firedelaytimehigh and firedelaytimelow, which is the duration in which the enemy waits to fire another burst, and reduce the values just in case.

And yes, I've tried the Reaper speed increase. It's funny when they catch you, they start getting seizures.

#20
Kronner

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Weapon changes:


Shotguns

Due to longer cooldowns, shotguns need to be more effective in close combat. Therefore, reload speed of almost all shotguns was reduced. Claymore also gains penetration ability to make up for 1 shot per clip restriction.
Since Wraith is costly (250k), it's RoF was increased to perform better. Crusader's recoil was decreased.

Claymore
reload speed is now 1.5s (was 2.57)
distance penetrated now 100 (Javelin-like)

Crusader
recoil is now 1.9, was 2.9

Wraith
RoF is 80, was 48

Scimitar
reload is now 1.5s (was 2.57)

Raider
reload is now 1.2s (was 2.27)

Katana
reload is now 0.9s (was 1.5)

Graal
reload is now 1.5s (was 2.57)

GPS
reload is now 1.7s (was 2.57)

Eviscerator
reload is now 0.9s (was 1.5)

Disciple
reload is now 1.2s (was 2.27)


Sniper Rifles
Javelin got damage buff so that it is now the most damaging one shot SR. Reload speed of SRs was increased across the board.

Black Widow, Widow, and Mantis
reload is now 1.97s (was 2.97)

Raptor and Viper
reload is now 0.53s (was 0.93)

Incisor and Indra
reload is now 1.2s (was 1.8)

Javelin
reload is now 1.97s (was 2.97)
damage increased from 795-993.7 to 995-1193.7


Assault Rifles

Argus
distance penetrated now 25, was 0
damage +10 per shot
reload speed increased by 1s (is 1.9 was 2.9)

Avenger, Valkyrie, Vindicator and Revenant
damage +5 per shot

Saber
reload speed increased by 1s (is 1.9 was 2.9)

I did not touch Pistols and SMGs yet, and I don't think I will.

===

All shielded enemies now regenerate their shields much faster and to their fullest capacity.

Geth Prime

Spams turrets and drones twice as often now
Shoots its cannon more often

Recharges shields to full capacity 
Shield recharge now starts sooner (2x)
Shield recharge speed is increased (2x)

Geth Pyro
Recharges shields to full capacity 
Shield recharge now starts sooner (2x)
Shield recharge speed is increased (0.33 - 0.5)

Geth Hunter
No movement penalty when cloaked (0.8 - 1.0 increase)
Aim delay decreased (2x)
Recharges shields to full capacity 
Shield recharge now starts sooner (6.5s - 3.5s)
Shield recharge speed is increased (0.33 - 0.5)

Geth Rocket Trooper
Recharges shields to full capacity 
Shield recharge now starts sooner (6.5s - 3.5s)
Shield recharge speed is increased (0.33 - 0.5)

Banshee
Recharges shields to full capacity
Shield recharge now starts sooner (8s - 4s)
Shield recharge speed is increased (0.1 - 0.3)

Marauder
Recharges shields to full capacity
Shield recharge now starts sooner (6.5s - 3.5s)
Shield recharge speed is increased (0.33 - 0.5)

Phantom
Recharges shields to full capacity
Shield recharge now starts sooner (6.5s - 3.5s)
Shield recharge speed is increased (0.25 - 0.5)

Atlas
Recharges shields to full capacity
Shield recharge now starts sooner (8s - 4s)
Shield recharge speed is increased (0.1 - 0.3)

Nemesis
Aim delay decreased from 0.5 to 0.2
Recharges shields to full capacity
Shield recharge now starts sooner (6.5s - 2.5s)
Shield recharge speed is increased (0.35 - 0.7)

Centurion
Recharges shields to full capacity
Shield recharge now starts sooner (6.5s - 3.5s)  

v0.13 available here:
http://www.mediafire...cno6c9vgs3mniy4

:wizard:

Użytkownik Kronner edytował ten post 01 kwiecień 2012 - 04:27


#21
Biotic Flash Kick

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Kronner wrote...

 OK I've made these changes:

- Shepard's base cooldown is increased by 75% globally

- Henchmens' base cooldown is increased by 50%

- Weapons weigh nothing so you get +200% recharge speed regardless of your weapon loadout

- ShieldGate removed - you can now one shot protected enemies if your weapon is powerful enough

- Biotic explosions nerfed - radius, damage and force decreased by 30%

- Ammo now drops more frequently (was 20%, is 30% chance of drop)

- Adrenaline Rush:
Base damage bonus increased from 50 to 60%

- Cloak
Minimal length of Cloak cooldown increased from 3s to 5s

- Charge
Damage resistance decreased from 50% to 25%, duration decreased from 4s to 2s

Weapon synergy perk:
damage increased from 15 to 30%, duration from 3s to 5s

Power synergy perk:
damage increased from 25 to 30%, duration decreased from 15s to 5s 

- Carnage
base damage increased from 315 to 400

- Concussive shot
base damage increased from 100 to 130 

- Nova

Half Blast:
damage penalty increased from 40% to 70%

- Enemy grenades
doubled the radius (450 - 900)

- Kai Leng
doubled his sword damage (500 - 1000)

- Slam
damage increased from 50 to 100

- Geth Prime
drone now does 240 damage (was 80)
cannon now does 400 damage (was 230)

- Cerberus Turret
doubled the damage (50 - 100)

- Ravager
doubled the damage (400 - 800)

- Cerberus Mattock trooper
damage increased from 70 to 100

- Harvester
damage increased from 400 to 500

- Geth Rocket Trooper
damage increased from 425 to 1000

- Geth Flame guy
damage increased from 25 to 40

- Geth Trooper
damage increased from 30 to 60 

- Cannibal
damage increased from 35 to 50 

- Cerberus Shield pylon
Shield strength increased from 400 to 800


TO DO:
weapon rebalance
enemy HP/SP tweaking
special attacks frequency tweaking
cooldowns tweaking, especially for henchmen

If anyone wants to try it out:
http://www.mediafire...gsxfxg4mpcl6ijb


Oh man. This sounds fun >:D
Challenging yet fun :X3

#22
ashwind

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Looks like a heavy gun play game. Gonna give it a try later XD

However, why limit player level to 40-50? 40-50 I find it to be the easiest level range because enemy level is based on player level. At level 40~50ish, mobs cant survive long against assault riffle and shotgun.

Although you can get almost all skill at level 60... well, most of those skills are useless and they are not being used anyways.

#23
Kronner

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ashwind wrote...

Looks like a heavy gun play game. Gonna give it a try later XD

However, why limit player level to 40-50? 40-50 I find it to be the easiest level range because enemy level is based on player level. At level 40~50ish, mobs cant survive long against assault riffle and shotgun.

Although you can get almost all skill at level 60... well, most of those skills are useless and they are not being used anyways.


Decided to leave level cap at 60. It does not matter that much.

#24
Biotic Flash Kick

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Oh oh! Maybe change up enemies up a little?
Like in the chronos station in the tight corners more guardians? O:

#25
Kronner

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Biotic Flash Kick wrote...

Oh oh! Maybe change up enemies up a little?
Like in the chronos station in the tight corners more guardians? O:


Would need mod tools for that. 

I suppose it *might* be possible to increase number of enemies in general, but it would make the game too hard to be enjoyable IMHO.