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


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#26
Soja57

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Kronner wrote...

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. 


That depends on the way that you balance Insanity mode. Not necessarily tougher enemies, but more enemies so that crowd control becomes a must.

On the other hand, I want to see how much Assault Troopers can spawn before Mass Effect 3 starts to lag or crash.

Modifié par Soja57, 01 avril 2012 - 09:16 .


#27
Kronner

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Soja57 wrote...

That depends on the way that you balance Insanity mode. Not necessarily tougher enemies, but more enemies so that crowd control becomes a must.

On the other hand, I want to see how much Assault Troopers can spawn before Mass Effect 3 starts to lag or crash.


Yea, this setting is already pretty tough with default number of enemies, increase may lead to frustration :D
Maybe if the damage was toned back down, it would be OK to increase enemy count.

Would you mind posing your Coal.bin?

#28
Soja57

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Kronner wrote...
Yea, this setting is already pretty tough with default number of enemies, increase may lead to frustration :D
Maybe if the damage was toned back down, it would be OK to increase enemy count.

Would you mind posing your Coal.bin?


Well, I don't know how to mod in more enemies yet if that's what your asking for.

My Coalesced.bin file is still a mess. Requires further rebalancing still. Maybe in a couple of hours I'll see what I can do.

#29
chris fenton

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I thought the thread said "Insanity too easy? Let's make out."

#30
Kronner

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Soja57 wrote...

Well, I don't know how to mod in more enemies yet if that's what your asking for.

My Coalesced.bin file is still a mess. Requires further rebalancing still. Maybe in a couple of hours I'll see what I can do.


Great! Looking forward to it. I am quite happy with my latest modified Insanity, it's a lot tougher than vanilla, but still playable and fun, for me anyway.

#31
Soja57

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My Coalesced.bin file currently has a heavily revamped and more balanced version of the weapon encumbrance system. I simply reduce the impact it has on power cooldowns, but it still plays a factor if you want fast cooldowns or more firepower. This was done by reducing the min/max encumbrance from +200/-200 to +100/-100, with a base penalty of 50 encumbrance (can be slightly reduced through passive), and reducing weapon weight. It is now impossible to have weapon encumbrance less than than +75% and more than -100%.

For example, Charge now has a base cooldown of 7.50 seconds. I have only currently modified the starter weapons for each weapon class, therefore each one will be used to present my encumbrance system. The following numbers were calculated as a level one Vanguard, with all lvl 1 weapons and rank 1 Charge, and no other cooldown bonuses.

Loadouts + Charge Cooldown:
---------------------------
Predator                                                                         =  5.77 seconds (+31.00% encumbrance)
Katana                                                                            =  6.25 seconds (+20.00% encumbrance) 
Katana + Predator                                                        =  7.50 seconds   (0.00% encumbrance)
Katana + Avenger                                                         =  8.25 seconds (-10.00% encumbrance)
Katana + Predator + Shuriken                                    =  9.00 seconds (-20.00% encumbrance)
Katana + Mantis                                                            =  9.00 seconds (-20.00% encumbrance)
Avenger + Katana + Mantis + Predator + Shuriken = 14.25 seconds (-90.00% encumbrance)

---------------------------

Of course, there is still some more balancing to do, but I feel that this system is a significant improvement over the current Mass Effect 3 version. Feel free to post your opinions and ways to help balancing.

#32
ashwind

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Just tried the 0.15 and my experience is:

Full Nova is more like Kamikaze now if there are others attacking you from range.

Although Charge poses a greater risk now the weapon loadout more than compromise that couple that with the shotgun reload speed changes and removal of ShieldGate. Enemies are dropping faster, Guardians are dying in 2 shots >.<". I find myself using less powers and gunning more. Instead of Scimitar and Disciple, I am carrying heavy shotguns now since reload is so fast and weight is no longer an issue.

The only thing that really gets me are the grenades, because of the increase radius >.<" I die to grenades that are not aimed at me and in smaller rooms, there is simply no place to run. So suffice to say, 80% of my death are from grenades. They are more like landmines now and if you are unlucky... well.

Somehow I feel that Bioware's idea of limiting weapon loadout and power recharge has something.... if balanced correctly... it would be very nice. Neither weapons nor power alone should be affecting cooldown... how to strike the perfect balance for everyone is the greatest task.

This mod weakens power but empowers weapon. I have always been using weapons more than power, so the difficulty spike I experience is the weaken protection from Charge. Just need to be more careful... and sometimes will need to switch to GPG/Widow/Javelin to take out big targets.

Tested with Soldier and well.. again, grenades. Without grenades, soldiers are deadlier as ever.

Conclusion: I hate grenades more than ever :P with a 900 radius, in confined spaces like Sanctuary labs, wow... >.<" My Soldier is running like a little girl.

Can you increase the damage of grenades or make it detonate faster rather than a 900 radius, because with 3-4 grenades launched at you in confined spaces.... if you are not a Vanguard, there is pretty much nothing you can do.

#33
Soja57

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After attempting to nerf the Adept's biotic detonations with my Coalesced.bin, I found that it isn't the damage from biotic detonations that is overpowered. It's the physics damage enemies receive when they fly really fast and hit something. This is why Throw deals more damage in a biotic detonation than Warp. The detonation has so much force that it snaps the enemy's spine in half when they hit a wall!

#34
ashwind

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Soja57 wrote...

After attempting to nerf the Adept's biotic detonations with my Coalesced.bin, I found that it isn't the damage from biotic detonations that is overpowered. It's the physics damage enemies receive when they fly really fast and hit something. This is why Throw deals more damage in a biotic detonation than Warp. The detonation has so much force that it snaps the enemy's spine in half when they hit a wall!


I am always under the impression that Force is a huge contribution to actual damage from my MP experience. A Charge spec for Force damage is far more effective than area for that reason although you might have just confirmed my 
suspicions.

Is there no way to simply slap shield and barriers to enemies? That is the only way to protect enemies from Force blast. I personally think that protection is the answer to making the game challenging while keeping all the current settings.

Because there are so many builds, nerfing something and empowering another usually would only lead to a change of playstyle. Somtimes taking away certain skills from a class while making the other class stronger.

:devil: Game balancing is tough.

Modifié par ashwind, 02 avril 2012 - 03:31 .


#35
Soja57

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ashwind wrote...

Soja57 wrote...

After attempting to nerf the Adept's biotic detonations with my Coalesced.bin, I found that it isn't the damage from biotic detonations that is overpowered. It's the physics damage enemies receive when they fly really fast and hit something. This is why Throw deals more damage in a biotic detonation than Warp. The detonation has so much force that it snaps the enemy's spine in half when they hit a wall!


I am always under the impression that Force is a huge contribution to actual damage from my MP experience. A Charge spec for Force damage is far more effective than area for that reason although you might have just confirmed my 
suspicions.

Is there no way to simply slap shield and barriers to enemies? That is the only way to protect enemies from Force blast. I personally think that protection is the answer to making the game challenging while keeping all the current settings.

Because there are so many builds, nerfing something and empowering another usually would only lead to a change of playstyle. Somtimes taking away certain skills from a class while making the other class stronger.

:devil: Game balancing is tough.


Hell yeah it's tough. But it's also great when you play a game that doesn't have one absolute god-like weapon, power, or build.

Anyway, I may have found a way to reduce the physics damage of detonations and individual powers. By adding physicstodamagemultiplier=1.0f to Throw, for instance, you can modify how much physics damage it deals. Setting the value to 0 will prevent it from dealing damage, while setting it to a ridiculously high number will allow it to one shot any ragdolled enemy.

I'm currently still testing this with biotic detonations, but if I can finally nerf biotics, I will maybe soon be able to release a Coalesced.bin file with a balanced weapon encumbrance system without Kronner's ridiculous grenade showers.

#36
Athenau

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Lol, Kronner, you doubled the radius of grenades AND more than doubled the rate at which enemies throw them?

You must be the only person on earth who thinks enemy grenades aren't powerful enough. I'd love to see a vid of you playing your ludicrous difficulty---either you're a shooter god or some sort of masochist.

Troll Effect 3, when getting trolled on the internet isn't enough.

Modifié par Athenau, 02 avril 2012 - 04:09 .


#37
ashwind

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Athenau wrote...

Lol, Kronner, you doubled the radius of grenades AND more than doubled the rate at which enemies throw them?

You must be the only person on earth who thinks enemy grenades aren't powerful enough. I'd love to see a vid of you playing your ludicrous difficulty---either you're a shooter god or some sort of masochist.

Troll Effect 3, when getting trolled on the internet isn't enough.


:lol::lol::lol:

Kronner made the adjustment mainly for Vanguards. Vanguards can get away from grenades thrown at them rather easily; cos I know where they are. Problem is, with the increase number of grenades thrown at my squad, sometimes I just walk into those that are thrown at my squad :pinched:.

Luckily last fight in london is Murauder heavy... think of 3 Banshees and a dozen of Cannibals raining grenades, the 3 buildings will literally become a popcorn machine :o:O:O

My Soldier on the other hand is not very happy :pinched::pinched::pinched:

#38
Stardusk

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Here is some of my feedback: I played both the Soldier and Vanguard with Kronner's .15 as well as .14 version.

General overview: enemies uses powers, grenades and all those goodies much more often. They do more damage, hit harder and are more dangerous in general. You can die a lot more easily on this, whereas on vanilla Insanity you can only die by being incredibly stupid and careless. Here the slightest error can lead to death.

Vanguard: when ME3 came out and Nova spamming became a staple of Vanguarding I began to dislike the class intensely, in particular, the immunity one has through Nova. I used to love the Vanguard. Now Nova gives you no immunity and it is very easy to die mid-Nova, in fact it happened a few times.You can die very quickly, the longer CD makes it a lot easier to die, the fact that enemies do more damage makes this all possible and as another poster suggested you MUST watch out for ranged enemies that will mow you down from afar after you just charged a closer group. This happened several times. This means you cannot just Charge without thinking, you have to look at the landscape and the location of enemies. Having ranged weapons is thus a must imo, for handling those far off enemies so you can Charge. Overall, very challenging if you try to remain true to the Vanguard style.

Soldier: this was super fun and the greater range and frequency of grenades made me stay on the move constantly. I also was using all my weapons and that was fun, felt like a real Soldier, AR can still be used reasonably frequently. You have to constantly stay on the move to survive and making use of your weapons is essential. For the first time I found myself using a Sniper (Valiant) to cut down far away enemies, only to switch to my Wraith to take down the approaching Guardians.

Squadmates that enhance CDs, power damage and duration are very useful. I take Javik for both my Soldier and Vanguard for my missions because his 10% duration and power bonus is helpful. Every bit helps on this difficulty. I will likely make some vids with Insanity enhanced. Lots of fun and combat is more rewarding.

#39
Kronner

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ashwind wrote...

Just tried the 0.15 and my experience is:

Full Nova is more like Kamikaze now if there are others attacking you from range.

 

Actually, Full Nova increases your recharge speed by 25% (so basically by one full second), so it definitely helps. Half Nova leaves you with some barrier left so it is viable too.

ashwind wrote... 

...

Conclusion: I hate grenades more than ever :P with a 900 radius, in confined spaces like Sanctuary labs, wow... >.<" My Soldier is running like a little girl.

Can you increase the damage of grenades or make it detonate faster rather than a 900 radius, because with 3-4 grenades launched at you in confined spaces.... if you are not a Vanguard, there is pretty much nothing you can do.


Cheers!

So you'd leave the number of grenades launched at you intact, only toned down the radius back to 450?

Soja57 wrote...

...

Of course, there is still some more balancing to do, but I feel that this system is a significant improvement over the current Mass Effect 3 version. Feel free to post your opinions and ways to help balancing.

 

But if you only halve the weight of all weapons, the heavy weapons will be unusable again. The problem with ME3 is also that the heavier weapons are not really any better than light weapons. There are few exceptions (snipers like Black Widow..but then again, there's Valiant which is a pocket BW, but twice as light), but not too many.

Maybe it would be a good idea to make a mixed system.
All weapons in one category (AR, Pistol, SMG, SR, SG) weigh the same. So your encumberance penalty will depend on how many weapon types you carry rather than what weapons in particular. I think this could work.


Athenau wrote...

Lol, Kronner, you doubled the radius of grenades AND more than doubled the rate at which enemies throw them?

You must be the only person on earth who thinks enemy grenades aren't powerful enough. I'd love to see a vid of you playing your ludicrous difficulty---either you're a shooter god or some sort of masochist.

Troll Effect 3, when getting trolled on the internet isn't enough.


Haha, well, that's why it needs testing :D

I played through some missions (Cerberus Lab - Infiltrator, Sanctuary - Vanguard, and Grissom Academy - Soldier) and grenades were OK, but it is totally possible that in some missions it would be too frustrating, in which case it needs to be fixed as that is not the purpose here :)

The logic behind the grenade mechanic was that it forces you to move around constantly, but it may be too harsh now. I will play some more and see how it is. Another mechanic that could work is that, currently cover has 90% chance of protecting you, and it could be lowered to 70% or so to make cover camping a bit harder. But it needs testing, testing testing. :lol:


Stardusk wrote...

Here is some of my feedback: I played both the Soldier and Vanguard with Kronner's .15 as well as .14 version.

...

Squadmates that enhance CDs, power damage and duration are very useful. I take Javik for both my Soldier and Vanguard for my missions because his 10% duration and power bonus is helpful. Every bit helps on this difficulty. I will likely make some vids with Insanity enhanced. Lots of fun and combat is more rewarding.

 

Nice! Vanguard maybe needs a slight reduction in CD, but not by much (0.2-03s, maybe).
V0.14 was tougher because enemies could kill you in a single shot, which turned out to be unfair, so it was put back do default setting for v0.15.

Modifié par Kronner, 02 avril 2012 - 08:56 .


#40
ashwind

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Cheers!

So you'd leave the number of grenades launched at you intact, only toned down the radius back to 450?

Yeah. They arent that bad as long as I dont get stuck in confined spaces like the Hanar Medigel room in the first N7 mission XD. 

#41
Kronner

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ashwind wrote...

Yeah. They arent that bad as long as I dont get stuck in confined spaces like the Hanar Medigel room in the first N7 mission XD. 

 

Great! Thank you :)

Soja57 wrote...

I'm currently still testing this with biotic detonations, but if I can finally nerf biotics, I will maybe soon be able to release a Coalesced.bin file with a balanced weapon encumbrance system without Kronner's ridiculous grenade showers.


I would leave the power of biotic explosions intact. I'd rather increase their cooldown appropriately.
So you would have a choice: tech bursts that are less effective, but you can use them more often OR
biotic bombs that are really powerful, but cannot be used as often as tech bursts. This makes sense lore-wise too.

In addition, I am copy pasting my weapon/weight idea:

All weapons in one category (AR, Pistol, SMG, SR, SG) weigh the same. So your encumberance penalty will depend on how many weapon types you carry rather than what weapons in particular. 

I'd recommend (level I to X):
SMG - 0.25 - 0.15,
Pistols - 0.4 - 0.25,
AR - 0.6 - 0.4,
SG - 0.7 - 0.5,
SR - 0.8 - 0.6

Instead of +200/-200 system, there would be +100/-100 system in place. Base cooldowns would be altered as needed.

I think this could work.

Modifié par Kronner, 02 avril 2012 - 09:20 .


#42
Stardusk

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Kronner wrote...

 

ashwind wrote...

Yeah. They arent that bad as long as I dont get stuck in confined spaces like the Hanar Medigel room in the first N7 mission XD. 

 

Great! Thank you :)

Soja57 wrote...

I'm currently still testing this with biotic detonations, but if I can finally nerf biotics, I will maybe soon be able to release a Coalesced.bin file with a balanced weapon encumbrance system without Kronner's ridiculous grenade showers.



I would leave the power of biotic explosions intact. I'd rather increase their cooldown appropriately.
So you would have a choice: tech bursts that are less effective, but you can use them more often OR
biotic bombs that are really powerful, but cannot be used as often as tech bursts. This makes sense lore-wise too.

In addition, I am copy pasting my weapon/weight idea:

All weapons in one category (AR, Pistol, SMG, SR, SG) weigh the same. So your encumberance penalty will depend on how many weapon types you carry rather than what weapons in particular. 

I'd recommend (level I to X):
SMG - 0.25 - 0.15,
Pistols - 0.4 - 0.25,
AR - 0.6 - 0.4,
SG - 0.7 - 0.5,
SR - 0.8 - 0.6

Instead of +200/-200 system, there would be +100/-100 system in place. Base cooldowns would be altered as needed.

I think this could work.



A middle system could be good. I still have issues with every class carrying as much as it wants. Proficiency is fine but the Soldier really should have some distinction since all he has is weapons. I would certainly support a system that is mixed.

#43
Stardusk

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ashwind wrote...

Just tried the 0.15 and my experience is:

Full Nova is more like Kamikaze now if there are others attacking you from range.

Although Charge poses a greater risk now the weapon loadout more than compromise that couple that with the shotgun reload speed changes and removal of ShieldGate. Enemies are dropping faster, Guardians are dying in 2 shots >.<". I find myself using less powers and gunning more. Instead of Scimitar and Disciple, I am carrying heavy shotguns now since reload is so fast and weight is no longer an issue.

The only thing that really gets me are the grenades, because of the increase radius >.<" I die to grenades that are not aimed at me and in smaller rooms, there is simply no place to run. So suffice to say, 80% of my death are from grenades. They are more like landmines now and if you are unlucky... well.

Somehow I feel that Bioware's idea of limiting weapon loadout and power recharge has something.... if balanced correctly... it would be very nice. Neither weapons nor power alone should be affecting cooldown... how to strike the perfect balance for everyone is the greatest task.

This mod weakens power but empowers weapon. I have always been using weapons more than power, so the difficulty spike I experience is the weaken protection from Charge. Just need to be more careful... and sometimes will need to switch to GPG/Widow/Javelin to take out big targets.

Tested with Soldier and well.. again, grenades. Without grenades, soldiers are deadlier as ever.

Conclusion: I hate grenades more than ever :P with a 900 radius, in confined spaces like Sanctuary labs, wow... >.<" My Soldier is running like a little girl.

Can you increase the damage of grenades or make it detonate faster rather than a 900 radius, because with 3-4 grenades launched at you in confined spaces.... if you are not a Vanguard, there is pretty much nothing you can do.




It's doable. You just have to move all the time.

#44
Soja57

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I know that this file was not balanced for an Engineer, but I tried it anyways (since Engineer is the only playthrough with all missions). On Cronos Station, Overloads, Energy Drain, and 2 Combat Drones made it somewhat easy up until the Kai Leng fight. Grenades were often thrown into the pits (which was your only cover). Also, I love how the phantom instant-kills no matter what sword attack they use. Overall, I'm loving this new difficulty setting. It needs a name...Spectre difficulty?

Some things to consider:
- Overload, Energy Drain, and Disruptor Ammo prevents enemy shield regen, wondering if you touched on this or not
- Do enemies scale by difficulty? For instance, do they throw more grenades the higher your level?
- Javelin and Claymore are extremely powerful, made Brutes and Banshees a joke

#45
Soja57

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Kronner wrote...

All weapons in one category (AR, Pistol, SMG, SR, SG) weigh the same. So your encumberance penalty will depend on how many weapon types you carry rather than what weapons in particular. 

I'd recommend (level I to X):
SMG - 0.25 - 0.15,
Pistols - 0.4 - 0.25,
AR - 0.6 - 0.4,
SG - 0.7 - 0.5,
SR - 0.8 - 0.6

Instead of +200/-200 system, there would be +100/-100 system in place. Base cooldowns would be altered as needed.

I think this could work.


Great idea! And glad that you implemented some of my ideas (or did you?).

However, with this system, differentiating each weapon (while maintaining balance) within weapon classes will prove difficult. Otherwise, some weapons will just feel like copy and pastes.

#46
ashwind

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Stardusk wrote...

It's doable. You just have to move all the time.


Of course it is doable. I am not saying it is not doable.

I have tested the modifications on multiple levels and against mobs like Brutes and Banshees it is much easier because of the reload time on weapons. Things die faster, much faster, especially against Marauders, Barriered Cannibles, Centurions and Engineers cos their shields no longer protect them. Of course that works both ways now.

For example: Cerberus base, Turret defense. They throw a grenade, I have to break off and run all the way for just in case, then run back. Kill a couple, see grenade, run again. That is simply annoying. As a soldier, usually switching cover will escape the explosion, now you have to run 2 covers away.

#47
Kronner

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Soja57 wrote...

Great idea! And glad that you implemented some of my ideas (or did you?).

However, with this system, differentiating each weapon (while maintaining balance) within weapon classes will prove difficult. Otherwise, some weapons will just feel like copy and pastes.


I surely did. :wizard:

- The latest file now has +100/-100 system. Weight capacity as follows: Soldier 150, Vanguard and Infiltrator 100, Sentinel 90, and Adept and Engineer 80.

- Weapon weights are constant in their respective categories (numbers above).

- Grenade count increased by 1 (rank 2 upgrades now gives 2 extra grenades).

- Enemy grenade radius toned down to 450. 

- Cooldowns adjusted for Shep and squadmates too. But this requires a ton of testing and there WILL be changes.

Soja57 wrote...

I know that this file was not balanced for an Engineer, but I tried it anyways (since Engineer is the only playthrough with all missions). On Cronos Station, Overloads, Energy Drain, and 2 Combat Drones made it somewhat easy up until the Kai Leng fight. Grenades were often thrown into the pits (which was your only cover). Also, I love how the phantom instant-kills no matter what sword attack they use. Overall, I'm loving this new difficulty setting. It needs a name...Spectre difficulty?

Some things to consider:
- Overload, Energy Drain, and Disruptor Ammo prevents enemy shield regen, wondering if you touched on this or not
- Do enemies scale by difficulty? For instance, do they throw more grenades the higher your level?
- Javelin and Claymore are extremely powerful, made Brutes and Banshees a joke

 

Spectre difficulty - I love that!

- I did not touch Overload/Energy Drain/Disruptor Ammo
- I only made changes to Insanity. Rest of the settings are untouched (Hardcore and below)
- Weapon balance is still an issue, might need to lower damage for some of them

:wizard:

#48
Kronner

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Ok, updated OP. I am very happy with it now.

Also, I am using the modified file on another ME3 copy that is installed on my second computer, do not want to risk EA banning my Origin account.

Modifié par Kronner, 02 avril 2012 - 02:55 .


#49
Bomma72

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Played .15 last night and enjoyed it. I also found myself moving around a lot as well as switching weapons depending on where the enemy is. Overall a much more enjoyable experience.

#50
Biotic Flash Kick

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Spectre Status Recognized :DD