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...
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Conclusion: I hate grenades more than ever
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...
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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

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.

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