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


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#226
capn233

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juli4n0liver wrote...

hey noob question, installing this will affect MP? and if so how do I revert the files so I don´t get banned?

Yeah it can affect MP.  So if you want to run it, you should backup your original coalesced file and switch between them when you play SP and MP.

#227
Abraham_uk

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Are there any tips for this difficulty?

Are there any strategies that would work on Insanity but won't on Spectre Difficulty?

#228
Cmpunker13

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Just a simple question: if I use this mod can I still benefit from the amplified concussive shot fire explosion mechanic introduced with patch 1.04?

#229
RedCaesar97

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Cmpunker13 wrote...

Just a simple question: if I use this mod can I still benefit from the amplified concussive shot fire explosion mechanic introduced with patch 1.04?

You should be able to. I do not think the mod touches that mechanic (I have not used it myself).

#230
Jake Boone

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this mod only touches numbers (cooldowns, damage down, damage reduction). other mechanics aren't effected.

#231
thisisme8

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Hey Kronner, have you thought about looking at Warp? I always felt like it was a wasted power in ME3 singleplayer. I'm not a hard numbers guy, but I feel like it was so much more effective vs. armor and barriers in ME2 whereas it's just a combo starter/finisher in ME3.

#232
RedCaesar97

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thisisme8 wrote...

Hey Kronner, have you thought about looking at Warp? I always felt like it was a wasted power in ME3 singleplayer. I'm not a hard numbers guy, but I feel like it was so much more effective vs. armor and barriers in ME2 whereas it's just a combo starter/finisher in ME3.

That is more of an issue with the game mechanics. In ME2, barriers and armor and shields performed the same role (protect health), there were enemies with low enough shields or armor or barriers that you could destroy with a single power such as Warp, Overload, or Incinerate.

Unfortunately this is not the case in ME3, where shields are the most common and function nearly the same as barriers. Other than Phantoms--which rarely appear in single player--there are no barriers you can one-shot with enough Warp power. 

Same with armor. With the armor mechanic acting totally differently, I do not think there is any armor you can totally destroy with a single power--you always need at least two powers to combo to remove armor. Since armor never blocks health (it is essentially "super-health" in ME3) anti-armor powers are never really effective on their own.

So yes, you are right. Warp is essentially a combo starter and detonator only, with a little anti-armor and anti-barrier thrown in. Blame the new mechanics; they benefit multiplayer a lot more than single player.

Modifié par RedCaesar97, 14 février 2013 - 01:14 .


#233
thisisme8

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Which kind of makes warp redundant. Sure the BE's are better from Warp than Reave, but who cares. Reave stacks better than warp, so it's not a good bosskiller anymore either. Just hate to see such a strong power in such a state.

#234
Cmpunker13

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Oddly enough, with my engineer with full Rosenkov set + Archon Visor, Fortification (upgraded into Power Recharge - useless) and max loadout bonus I'm not able to tech burst my own Sabotage, as it backfire before Incinerate/Overload are ready... am I doing something wrong or somebody has the same problem?

Modifié par Cmpunker13, 26 mars 2013 - 01:41 .


#235
RedCaesar97

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Cmpunker13 wrote...

Oddly enough, with my engineer with full Rosenkov set + Archon Visor, Fortification (upgraded into Power Recharge - useless) and max loadout bonus I'm not able to tech burst my own Sabotage, as it backfire before Incinerate/Overload are ready... am I doing something wrong or somebody has the same problem?

Not sure what is going wrong.

You can ONLY tech burst Sabotage off the backfire. Backfire occurs 1.5 seconds after the enemy is hit with Sabotage.
I cannot remember the exact number, but I am pretty sure that you have 3-3.5 seconds to detonate a tech burst AFTER the backfire. (Note that you have 3-3.5 seconds to detonate tech fire/electrical explosions after priming an enemy for most powers. Overload is 5 seconds in multiplayer, not sure about single player).

So for Sabotage, you are actually better not to try to get very low cooldowns. In fact, for an Engineer, I would specifically recommend you wear Power Damage armor, and not Recharge Speed Armor. Serrice Council armor (power damage) is better than Rosenkov (Recharge Speed), especially when you take the Tech Vulnerability evolution for Sabotage rank 6, as you can really start to dish out the power damage.

What weapon(s) are you using? If your weapon weight is very close to +200%, then I recommend speccing Fortification to max Durability (Durability, Power Damage, Durability) and your cooldowns will still be very reasonable--about 2.4-3 seconds--more than enough time to detonate everything.

#236
Cmpunker13

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Thanks for the reply! However I was talking about spectre difficulty! Loadout max bonus is +100%, and cooldowns are slower than vanilla insanity. You have to figure that I use pieces of Rosenkov on my claymore vanguard to keep Charge cd at 4 secs! On my engineer (ng+), full rosenkov, Sabotage cd is 5.71 seconds, if the squad menu tells the truth. I'm using a Piranha X, but I have no loadout penalty from it.

Basically, that's what happens: Sabotage, pause, backfire and the enemy is staggered; however when my global cooldown in ready again the enemy is not staggered anymore and Incinerate/Overload don't proc the burst.
Maybe Kronner overlooked Sabotage cooldown when he modified coalesce.bin? OP says "Sabotage - duration decreased from 12s to 10s"...

I'm playing a drone master engi, but this sabotage issue is a little bit frustrating. I have to use EDI and Tali powers to finalize my Sabotage, but theyr cooldown is sooo slow. I got pwned on Tuchanka by the brutes wave, I had to skip them all and run for the hammers for the first time ever...

#237
RedCaesar97

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@Cmpunker:

From the changelog:
v0.13: Sabotage - duration decreased from 12s to 6s
v0.13: Shepard's base cooldown increased by 75% for all powers globally
v0.2: Cooldowns for Shepard and Henchmen adjusted
v0.21: Sabotage duration increase from 6 to 10s

It looks like Kronner adjusted increased all the power cooldowns by 50% in v0.2, but then adjusted them again in v0.2, although he did not go into details.

Biotic powers rely on power duration for detonating explosions. Tech powers have a fixed window for explosions (3-3.5 seconds) so tech powers rely more on cooldowns for detonating explosions. The cooldown increase may have really hurt the tech classes. That being said, tech detonations can be very powerful since you can chain them together, so increasing the cooldown is not necessarily a bad thing, but not being able to explode even your own Sabotage could be problematic for the Engineer.

Kronner would have to reply to this situation and not me. I do not have a whole lot of time to read this entire thread again to find additional answers to help you.

Edit:
Are you using the latest? I think v0.25 was the latest. 
v0.25: https://docs.google....lUQQ/edit?pli=1.
Link taken from here: social.bioware.com/forum/1/topic/347/index/10869026/7#11078770.

Modifié par RedCaesar97, 26 mars 2013 - 08:36 .


#238
Stardusk

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RedCaesar97 wrote...

@Cmpunker:

From the changelog:
v0.13: Sabotage - duration decreased from 12s to 6s
v0.13: Shepard's base cooldown increased by 75% for all powers globally
v0.2: Cooldowns for Shepard and Henchmen adjusted
v0.21: Sabotage duration increase from 6 to 10s

It looks like Kronner adjusted increased all the power cooldowns by 50% in v0.2, but then adjusted them again in v0.2, although he did not go into details.

Biotic powers rely on power duration for detonating explosions. Tech powers have a fixed window for explosions (3-3.5 seconds) so tech powers rely more on cooldowns for detonating explosions. The cooldown increase may have really hurt the tech classes. That being said, tech detonations can be very powerful since you can chain them together, so increasing the cooldown is not necessarily a bad thing, but not being able to explode even your own Sabotage could be problematic for the Engineer.

Kronner would have to reply to this situation and not me. I do not have a whole lot of time to read this entire thread again to find additional answers to help you.

Edit:
Are you using the latest? I think v0.25 was the latest. 
v0.25: https://docs.google....lUQQ/edit?pli=1.
Link taken from here: social.bioware.com/forum/1/topic/347/index/10869026/7#11078770.


Is anyone continuing work on this?

#239
Stardusk

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Cmpunker13 wrote...

Thanks for the reply! However I was talking about spectre difficulty! Loadout max bonus is +100%, and cooldowns are slower than vanilla insanity. You have to figure that I use pieces of Rosenkov on my claymore vanguard to keep Charge cd at 4 secs! On my engineer (ng+), full rosenkov, Sabotage cd is 5.71 seconds, if the squad menu tells the truth. I'm using a Piranha X, but I have no loadout penalty from it.

Basically, that's what happens: Sabotage, pause, backfire and the enemy is staggered; however when my global cooldown in ready again the enemy is not staggered anymore and Incinerate/Overload don't proc the burst.
Maybe Kronner overlooked Sabotage cooldown when he modified coalesce.bin? OP says "Sabotage - duration decreased from 12s to 10s"...

I'm playing a drone master engi, but this sabotage issue is a little bit frustrating. I have to use EDI and Tali powers to finalize my Sabotage, but theyr cooldown is sooo slow. I got pwned on Tuchanka by the brutes wave, I had to skip them all and run for the hammers for the first time ever...


I can tell you that Kronner's changes only affect non-DLC content weapons, so the Piranha would not be affected by his weight changes, etc.

#240
Cmpunker13

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@RedCaesar97

RedCaesar97 wrote...

Biotic powers rely on power duration for detonating explosions. Tech powers have a fixed window for explosions (3-3.5 seconds) so tech powers rely more on cooldowns for detonating explosions.


Didn't know that, since I never played biotics classes in ME3 (I barely detonate Liara Singularity with my claymore vanguard). So I guess that Warp + Throw doesn't suffer from the issue of Sabotage...

 
Kronner would have to reply to this situation and not me. I do not have a whole lot of time to read this entire thread again to find additional answers to help you.


You were useful, thank you :). Let's hope that somebody else can lend a hand to restore the vanilla cooldown of Sabotage...

@Stardusk

 I can tell you that Kronner's changes only affect non-DLC content weapons, so the Piranha would not be affected by his weight changes, etc.


Generally dlc weapons are far more heavier than vanilla weapons in spectre difficulty, but that's not always true. The Piranha doesn't seem to affect my cooldown bonus (+100%) on the Engineer. Same for Blood Pack Punisher on Soldier. Other weapons such as the Suppressor are viable with ultralight materials.

However, despite the Sabotage issue, Spectre difficulty is awesome. To me it made ME3 better than ME2. I've tried it on a claymore vanguard, hornet/scorpion soldier, claymore soldier, and I didn't find any bugs or disappointing issues. Engineer is still viable, it suffers a bit against armored or heavy shielded units.

#241
Stardusk

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I think I need to try this again.

#242
capn233

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I think it might be fun to try this.

Regarding the DLC weapons... it might make sense to roll back the change to PRS and then increase the encumbrance of the base "vanilla" guns... you would end up with nearly the same result in the end... (might need to manipulate base encumbrance slightly).

It sort of depends on what you are going for... small effect on CD or noticeable.

Original goal of encumbrance was to balance power and weapon "usefulness," but they never got the balance quite right (at least not in MP).

#243
Stardusk

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capn233 wrote...

I think it might be fun to try this.

Regarding the DLC weapons... it might make sense to roll back the change to PRS and then increase the encumbrance of the base "vanilla" guns... you would end up with nearly the same result in the end... (might need to manipulate base encumbrance slightly).

It sort of depends on what you are going for... small effect on CD or noticeable.

Original goal of encumbrance was to balance power and weapon "usefulness," but they never got the balance quite right (at least not in MP).


I wanted to try this but the game started crashing before loading all the time...weeks away from Origin and then...ah well. I am thinking about rolling with a Shepard Soldier...or Infiltrator with Marksman and Tactical Cloak...lol.

#244
capn233

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Stardusk wrote...

I wanted to try this but the game started crashing before loading all the time...weeks away from Origin and then...ah well. I am thinking about rolling with a Shepard Soldier...or Infiltrator with Marksman and Tactical Cloak...lol.

I was having crashes for 2 weeks after DLC checks.  Was that what you were experiencing?  If so it was probably the "Retaliation bug" which is more related to EA's DLC check rather than an actual error in Mass Effect.

#245
Stardusk

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capn233 wrote...

Stardusk wrote...

I wanted to try this but the game started crashing before loading all the time...weeks away from Origin and then...ah well. I am thinking about rolling with a Shepard Soldier...or Infiltrator with Marksman and Tactical Cloak...lol.

I was having crashes for 2 weeks after DLC checks.  Was that what you were experiencing?  If so it was probably the "Retaliation bug" which is more related to EA's DLC check rather than an actual error in Mass Effect.


Yeah, getting unable to authorise DLC blah blah, crash. I uninstalled and am installing again, what helped you?

Alternatively I am thinking (if I can ever get the game running) of running an Engineer with Marksman, could be interesting.

#246
capn233

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Stardusk wrote...

Yeah, getting unable to authorise DLC blah blah, crash. I uninstalled and am installing again, what helped you?

Alternatively I am thinking (if I can ever get the game running) of running an Engineer with Marksman, could be interesting.

If you are getting the Retaliation bug, then there are a couple work arounds:

Easiest is to set Origin to "offline" then start the game.  You get a message that you can't use online content in offline mode.  Just bring up friends list then go to online.  Then you can hit "multiplayer" and it should get in without crashing and with all DLC intact, or click "Resume" if you want SP.

If you know you are only going to play SP, the alternative is to just rename the Retaliation DLC folder... "DLC_CON_MP4" to something else, then start the game.  Instead of a crash after DLC, it should just say that there is one DLC it can't authorize.  You can play SP normally though.  Or if you want to play MP, just tab out and rename the folder back to original, then connect to a host that has the DLC.

This error is related to them changing around the names of their DLC authentication servers apparently.  So there isn't a real fix on the client side.  This would happen to me nearly every time I ran the game for about 2 weeks "Checking Downloadable Content" then "Mass Effect 3 is not responding."

If you are simply have errors authorizing DLC with no crash that does not resolve after restarting Origin, then you probably have to talk to Origin Help for them to unglitch your account (I have only had that happen once).

#247
capn233

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Bump now for something relevant.

We all know that the last patch brought various MP balance changes into SP. Fortification, Tech Armor, various guns.

Here is the problem. I started to work on rebalancing all the SP weapons to conform to my own vision of the game, but I didn't get too far. The third weapon I tried to alter was the Phaeston. As you know it received several balance changes to weight, damage, etc. No edit that I could make in coalesced affected the weight or damage whatsoever. Clearly the "balance changes" from the patch are overriding coalesced in this instance. I had thought this would be a possibility after the patch came out...

As it relates to this thread... anything in Spectre Difficulty that is in conflict with a MP balance imported to SP will not work correctly I would bet, which is pretty annoying.

Modifié par capn233, 13 avril 2013 - 02:19 .


#248
Cmpunker13

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The only real issue, apart for the sabotage cooldown, is that dlc weapons are generally heavy (blood pack punisher + indra on a fortification soldier gave no cd penalty though) for the spectre system. Still is a price I can pay, as my gaming experience was really improved by the mod.

Modifié par Cmpunker13, 14 avril 2013 - 11:00 .


#249
capn233

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The latest patch also re-balanced some of the weapons, like the Phaeston. The changes in the patch superceed any coalesced changes.

#250
Cmpunker13

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We already experienced that with DLC weapons; they are in conflict with the spectre weight system since the beginning, but some of those weapons can still be used with success (Piranha doesn't affect the cd bonus on casters, same for Blood Pack Punisher + Indra - perfect on a soldier). Others are far heavier, unfortunately, and will cripple your cd.

Vanilla weapons work too, weight wise. Basically if you equip a single weapon it doesn't affect your cooldown at all. Two weapons will affect it. Still some vanilla weapons are too heavy (Black Widow, Javelin) even if single equipped, surely a consequence of the new patch. But to be honest I can deal with that.

Damage wise I'm perfectly fine with the weapons right now. After the patch I tried a hornet + scorpion soldier and it was awesome (only atlas and banshee protection gave some trouble as they were buffed by the mod).

Modifié par Cmpunker13, 15 avril 2013 - 12:31 .