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


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#76
Soja57

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Anyone know a good mission where enemies spam the most grenades? I want to try out my Adept on those kinds of missions, since right now, my Adept is OP with combo Throw.

#77
Jake Boone

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Soja57 wrote...

Anyone know a good mission where enemies spam the most grenades? I want to try out my Adept on those kinds of missions, since right now, my Adept is OP with combo Throw.

Grissom Academy is what you want.

#78
ashwind

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Soja57 wrote...

Anyone know a good mission where enemies spam the most grenades? I want to try out my Adept on those kinds of missions, since right now, my Adept is OP with combo Throw.


I would think Grissom Academy and Rachni Queen levels. Rescuing Primarch's son too has its fair share of grenades at the last fight.

Cronos Station where they setup the Turret Defense, if you let them take up position, they will start to rain Grenades on you.

Just let them take up position for a few seconds for maximum grenade fun :devil::devil:

#79
Stardusk

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I should be posting some videos soon enough. I think this will keep on getting tweaked until perfection.

#80
Atheist Peace

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I am going to start a new game using this tonight. Any class in particular you need testing feedback on?

#81
Fortack

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Soja57 wrote...

I tried an Adept at max encumbrance and it was fairly decent due to Liara's Singularity. Sometimes I managed to detonate my own Singularities if an enemy walks into it after a few seconds have past. Also, if you get all 5 pieces of power recharge speed armor, you can probably pull off detonations yourself normally. Though this may require you to build on power duration also.


Kronner wrote...

Yes, but not on her/his own (unless you really go for all armor parts etc.). Adept now needs squadmates to effectively pull of biotic bombs. That's why I went back to default setting for the power of biotic explosions. They are still very powerful, but not possible to do every 2s anymore (well at least I hope so, maybe I overlooked something)


The only thing Adepts can do in this game is blowing stuff up. When Adepts cannot do that on their own there is still no point to play the class - they are gimped Sentinels only. IMHO the Adept should be the only class who can pull this off without having to rely on squadmates - that was their greatest advantage in ME2. It's kinda silly to play Adept and rely on squadmates to use biotic powers effectively. Squadmates should help cover the class' weaknesses - like removing shields, hacking enemies, increased firepower, ammo powers and so forth. The Sentinel and Vanguard should need assistance to detonate stuff, the Adept shouldn't.

Equipping all recharge bonus gear should increase their abilities, not be a requirement (most of that stuff becomes availabe quite late in the game also).

The real issue for Adepts are enemies dodging powers all the time. I've tried vanilla Adept with max duration evos but that isn't enough to CC more than one or maybe two enemies (if you're lucky) at the same time (without squadmates). Dodging is a mess and duration is too short.

I've only scratched the surface of the coalesced file, but didn't find anything about the dodging mechanics. When cooldowns increase, dodging chance should decrease (a lot). I also couldn't find anything to make powers insta-cast instead of arcing. Singularity is crap because of this, and I'm having a lot more fun playing a modded shotgun Adept:
I added Stasis to replace Singularity to give my Adept one instant CC ability, and using Barrier bonus power. This basically is the MP Asari Adept with Barrier and much better than the default one. If I could change Shep into an Asari, and have their cool "rolling" move Image IPB

Seriously, to make the Adept worthwhile their powers need to be changed. I don't know if its possible to make Sing insta-cast, but when it's not, it should be buffed in other ways. Increased duration, radius and perhaps give it a decent draining mechanic to make it unique and (a more than viable) Pull alternative.
Pull and Throw should have (the option of) fast recharge speeds so Adepts can handle enemies who have lost their protection quickly. Warp should have better damage, longer duration, but also a much higher cooldown. Singularity too, with the buffs mentioned above. That gives the player options when to use each power.

BTW is their a way to remove biotic explosions completely for some combos? I would love to have the good old Pull-Throw combo back. When the player Pulls an enemy first, the force of Throw should be increased by X% or something. That also allows to keep the powerful biotic explosions intact coz you need Warp (which has a much longer cooldown) to detonate.

Just brain storming a little here. I'll go testing later this week and share my experience. It might be a good idea to have a couple people on every class and have everybody run tests using the same missions & fights. That way we can compare classes, their effectiveness, and most importantly, their unique gameplay. The Adept and Sentinel are too much alike. That should change IMHO.

#82
jahaa

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This new Insanity looks great. Too bad i just finished my second run and i don't have plans in another one right now, but i bookmark this thread and download the file because if i play again ME3 SP will be with this config.

Good job kronner and all who made this.

#83
Kronner

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[quote]Soja57 wrote...
I'll be testing the Adept and Sentinel then. Will try to post up videos in a few days.

By the way, how should I layout the videos? Should I include conversations and cinematics? Squad banter? In-depth look at power builds? Armor parts?
[/quote]

I'd wait with videos until we are content with the mod. I.e. if we keep playing now, and tweaking the mod as we see fit, we will be able to make it better in shorter time period :) Besides it would get confusing in a while (e.g. one video with v0.22, another with v0.23 etc.).

[quote]CheetahZ1 wrote...

Love this mod so far.

Did Tuchanka Cerberus Mission with my Burst+Revenant Vanguard which worked surprisingly well still even with the burst nerfs.

Then I did the Rachni mission with a Claymore. Claymoring was very fun. Don't know if it was OP or not. Still had to think alot more than normally, but people are saying it dominated. I don't think so because it seemed just as effective as my revenant run.

Looking foward to see what changes in the future.[/quote] 

Glad you like it! Yeah, I think Claymore is not OP, it is definitely better than in vanilla game, but all weapons were buffed. I did just as well with Raider and Graal on my Vanguard runs so far. Haven't tried Revenant yet, sounds like fun!

[quote]Shadow of Terror wrote...

Grenade spam increase?

Very risky, it's what made CoD:WaW veteran not hard, but plain frustrating in hoping you could avoid the 7 grenades chucked at you, before the enemies flanked you (as they ignored all friendly CPU's).[/quote] 

They don't throw grenades that much. Nowhere near CoD: WaW (yeah it was ridiculous game on Veteran :D).

[quote]Jake Boone wrote...

I have a question about the tech armor/defense matrix final evolution. One of the choices is to decrease the cooldown penalty to 50%. But since the new percent is 60, will you change that particular evolution to something else? If you keep the same ratio as the vanilla, the new percent would be 37.5%.[/quote] 

Thanks! That's a good point, I totally missed it. This will be fixed in the next version :)


[quote]ashwind wrote...

Tested 0.22 on Vanguard

Vanguard, I have a loadout that gives my Charge a 4.87 sec cooldown, didnt use Nova. Level tested Cronos Station.

Overall, power and weapon is much more well balance. 

It is definitely nicer than my last experience with 900 radius grenade :P

It is also nice that Enemies now have ShieldGate so that I cant OSOK Centurions.

I am using a shotgun and GPR.... The GPR still blows everything away. I mostly charge to take up better positions and the GPR still grinds everything down from a distance lol. I think that silly gun is broken XD
[/quote]  

Haha, good to know, will make it a bit heavier then :)


[quote]ashwind wrote... It maybe just me but... shotgun reload is a little bit too fast imo. It is like once you hit "R" you can roll nearly immediately and continue shooting. But I suppose that is to compensate the weaker Charge and stronger enemy. Tis still very fun and it is almost like ME2.
[/quote]   

Reload time is very short to reward quick and precise aim, otherwise weapons with large clip have unfair advantage, especially in CQC. But it could use some tweaking, that's for sure.


[quote] 
SMGs... umm... still the most useless gun... basically if you have the GPR, there is no reason to carry a SMG.
[/quote] 

Yeah, I am not sure what to do with SMGs. I'd remove them completely if I could.
Making them weightless would make the "light materials" mod pointless though. 

[quote]  Maybe we can make fun weapons nearly weightless and practical weapons heavier. GPR is a monster but it is light, it should be heavier imo. Scorpion is not really very useful but it is very fun to see enemies bouncing in mid air. IMO, the Scorpion should be lighter.
[/quote]  

OK great! So weight reduction for Scorpion and more fat for GPR :D


[quote]  Another idea, make Assault Riffle's reload time longer so only Soldiers can take full advantage of them with adrenalin rush.. maybe?[/quote]

That sounds good! Maybe weapons with large clip could have longer reload time, and Soldier would make the best use of them? (Revenant, GPR..)

[quote]Atheist Peace wrote...

I am going to start a new game using this tonight. Any class in particular you need testing feedback on?[/quote] 

Play your favourite class! Any feedback is most welcome so we can make it better :)

[quote]Fortack wrote...
 but didn't find anything about the dodging mechanics. When cooldowns increase, dodging chance should decrease (a lot). 
[/quote]  

This can be adjusted! Every enemy has defined dodge chance. I have not touched it yet though.

Also, Singularity got a buff - its projectile speed is now 2x fast as the original, and duration was increased too!

Would be really good if you played around with it as I do know you are one of the best (if not the best) Adept players on BSN :wizard:

===

Also, I'd like to mod armors, so that they give less bonuses (i.e. 15 - 15 instead of 30 - 30 for Inferno etc.).
Also the default N7 armor (health bonus) is pretty pointless now (and in vanilla too, imho), so maybe it should give larger bonus to health (like 2x much maybe?). Ideas anyone?

Modifié par Kronner, 03 avril 2012 - 10:47 .


#84
CheetahZ1

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I like the idea of giving the AR's longer reload times. Right now, the Vanguard can pretty much play like a wee bit weaker soldier that can also do biotic explosions.

Giving soldier the biggest boost with AR's seems like a good direction.

And I dunno what to tell you about armor. I just use whatever looks coolest to me. Double the boost for N7 doesn't seem like a bad idea tbh. Might as well try it out, and get a little feedback

#85
Ben Shep

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signed.

Insanity is cake!

#86
Fortack

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Kronner wrote...

This can be adjusted! Every enemy has defined dodge chance. I have not touched it yet though.

===

Also, I'd like to mod armors, so that they give less bonuses (i.e. 15 - 15 instead of 30 - 30 for Inferno etc.).
Also the default N7 armor (health bonus) is pretty pointless now (and in vanilla too, imho), so maybe it should give larger bonus to health (like 2x much maybe?). Ideas anyone?


That's great news! I hate dodgers passionately ;)

It's also cool to have the option to set dodging chance for each enemy type. I don't care some are master dodgers - like Nemesis and Phantom - but Troopers should have only a very small change to avoid getting hit.

Good point about armor. I've yet to try spectre difficulty, but I couldn't change armor so far. The default N7 armor might be worthless but it's the best looking imo and the only one I've used. Never needed buffs anyway, Insanity is a joke without armor ;)

Really like the name. Spectre difficulty sounds awesome. BTW, isn't it possible to change it into a new difficulty setting? ME2 had one beyond Insanity (level 7 I recall - Insanity was level 6). That one was impossible to play though because it gave all enemies 10,000X HP. It could also only be activated with Gibbed AFAIK

#87
Kronner

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Fortack wrote...

Really like the name. Spectre difficulty sounds awesome.

 

 Soja57 came up with that name! I like it too :)


Fortack wrote... 
BTW, isn't it possible to change it into a new difficulty setting? ME2 had one beyond Insanity (level 7 I recall - Insanity was level 6). That one was impossible to play though because it gave all enemies 10,000X HP. It could also only be activated with Gibbed AFAIK


There's only 5 difficulty settings in Coal.bin, and the major changes (weight system, cooldown times etc.) are global anyway.

Modifié par Kronner, 03 avril 2012 - 11:26 .


#88
Athenau

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Ok so I took this for a spin. Surprising, it doesn't feel as hard as I thought it would, but I think the power cooldowns need a little bit of tweaking:

1. Cloak minimum cooldown needs to be higher and base cooldown lower. Infiltrators almost always break cloak immediately to fire so most of the time they get a 4 sec cooldown independent of your cooldown bonuses. That feels a little unfair. IMO 4.5 seconds feels good since that's roughly what the other powers get with maximum cooldown bonuses from equipment and skills. The base cooldown of 14 seconds feels unnecessary, since you'll only see if this if you spend the whole duration in cloak, which means you're using it defensively. In that case it's more of an annoyance rather than a hindrance since the 11 seconds in cloak is more than enough time to get to safety regardless of the cooldown. IMO cloak base cooldown should be 12 seconds.

2. Adrenaline rush base cooldown should go from 11 to 10. Adrenaline rush doesn't get the recharge bonuses cloak does, its damage bonus isn't as high, its uptime ratio is lower, and it's not as potent defensively. With a 12 second recharge cloak I think a slightly lower cooldown is justified for AR.

Modifié par Athenau, 03 avril 2012 - 02:39 .


#89
Kronner

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Athenau wrote...

Ok so I took this for a spin. Surprising, it doesn't feel as hard as I thought it would, but I think the power cooldowns need a little bit of tweaking:

1. Cloak minimum cooldown needs to be higher and base cooldown lower. Infiltrators almost always break cloak immediately to fire so most of the time they get a 4 sec cooldown independent of your cooldown bonuses. That feels a little unfair. IMO 4.5 seconds feels good since that's roughly what the other powers get with maximum cooldown bonuses from equipment and skills. The base cooldown of 14 seconds feels unnecessary, since you'll only see if this if you spend the whole duration in cloak, which means you're using it defensively. In that case it's more of an annoyance rather than a hindrance since the 11 seconds in cloak is more than enough time to get to safety regardless of the cooldown. IMO cloak base cooldown should be 12 seconds.

 

Yep, it was 5s in previous versions, it seemed too long to me, and now 4s is too short :D
4.5 sounds good.

 2. Adrenaline rush base cooldown should go from 11 to 10. Adrenaline rush doesn't get the recharge bonuses cloak does, its damage bonus isn't as high, its uptime ratio is lower, and it's not as potent defensively. With a 12 second recharge cloak I think a slightly lower cooldown is justified for AR.


Would you increase the damage bonus of AR further (now is 60%)?

#90
Athenau

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Would you increase the damage bonus of AR further (now is 60%)?

That would work too, though I don't want to push it too high. Actually, I think a good rebalance for adrenaline rush is to reduce the time dilation and upping  the damage slightly. Reducing the time dilation has the effect of increasing the amount of (game) time in rush (mean more shots) but it reduces the mobility bonus and makes aiming harder, as well as increasing the pace of the game.

So my suggestions are:
Cloak min CD 4.5 seconds, base CD 12 sec

AR:
Base CD: 10 seconds and (maybe) a +5% damage buff (bringing it to 90%, same as cloak).

OR
Base/evolved time dilation: 15/30%
Base/evolved damage bonus: 60/90

Modifié par Athenau, 03 avril 2012 - 03:13 .


#91
ashwind

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Kronner wrote...
Also the default N7 armor (health bonus) is pretty pointless now (and in vanilla too, imho), so maybe it should give larger bonus to health (like 2x much maybe?). Ideas anyone?


The default N7 Armor is my favorite armor. Because vanilla insanity is easy, I wear it for looks.

Since the N7 Armor is Shepard's canon armor. Maybe it should have average stats - like

10% Health
10% Shield
10% Power Recharge
10% Power Damage
10% Weapon Damage

That way, it can works equally well/bad for all classes
Parts can be easily replaced by other armor pieces too. :wizard:

Modifié par ashwind, 03 avril 2012 - 03:41 .


#92
Fortack

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ashwind wrote...

Kronner wrote...
Also the default N7 armor (health bonus) is pretty pointless now (and in vanilla too, imho), so maybe it should give larger bonus to health (like 2x much maybe?). Ideas anyone?


The default N7 Armor is my favorite armor. Because vanilla insanity is easy, I wear it for looks.

Since the N7 Armor is Shepard's canon armor. Maybe it should have average stats - like

10% Health
10% Shield
10% Power Recharge
10% Power Damage
10% Weapon Damage

That way, it can works equally well/bad for all classes
Parts can be easily replaced by other armor pieces too. :wizard:


That's a good idea. I like the N7 too and it being a jack of all trades, master of none sounds good. I think we need to be careful which parts give what boost though. For example, the Rosenkov (recharge bonus) legs become available quickly in the campaign (and doesn't look too bad either ;) so it might be wise to either give the N7 legs the recharge bonus or some other piece which counter-part (i.e providing the recharge bonus) is only availabe near the end.

P.S. Lets give the helmet the health boost. I never use those anyways :P

#93
Kronner

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Athenau wrote...
..
Base/evolved time dilation: 15/30%
Base/evolved damage bonus: 60/90%


This is very good idea. :)

ashwind wrote... 
Since the N7 Armor is Shepard's canon armor. Maybe it should have average stats - like

10% Health
10% Shield
10% Power Recharge
10% Power Damage
10% Weapon Damage

That way, it can works equally well/bad for all classes
Parts can be easily replaced by other armor pieces too. [smilie]http://social.bioware.com/images/forum/emoticons/wizard.png[/smilie]

 

Yea, something like that would be cool, unfortunately I have yet to find out how to edit armor values (found only how to edit their descripton values so far).

#94
Kronner

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 v0.23

Click me

Changelog:

Click me 


=== powers ===
Adrenaline Rush
base cooldown now 10s (was 11s)
base time dilatation lowered to 15% (was 30%)
evolved damage bonus increased to 30% (was 25%)

Cloak
base cooldown now 12s (was 14s)
minimal cooldown now 4.5s (was 4s)

Tech Armor, Barrier, Fortification, Defense Matrix
Encumberance bonus (Power Recharge perk) lowered from 30% to 20%.


=== weapons ===
SMG
weight lowered by 0.05 globally - now 0.2 - 0.1 (level I - X)

Scorpion and Arc Pistol
weight down to 0.4 - 0.25 (was 0.45 - 0.3)

Geth Pulse Rifle
weight up to 0.85 - 0.65 (was 0.6 - 0.4)

Saber
reload speed duration now 2.9s (was 1.9s)


=== misc. ===
edited Weapon Stat Bars (Scales) to correspond with the new weight system:
max weight now 1.0 (was 2.5)

fixed the damage bar so it now displays +damage upgrades even for the most powerful weapons:
max damage 1910 (was 1500)




============

TO DO for the next version:

- Armor tweaking

- Difficulty assessment - too easy? too hard?

- Weapon balance (reload speed, weight)

Modifié par Kronner, 03 avril 2012 - 04:18 .


#95
sedrikhcain

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Soja57 wrote...

Anyone know a good mission where enemies spam the most grenades? I want to try out my Adept on those kinds of missions, since right now, my Adept is OP with combo Throw.



The end of the mission with Jacob and the scientists is pretty good for that.

#96
Bomma72

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Played .22 last night, it was truly insane. Did the Cerberus lab mission, before would normally take like 10 mins, now took about 40 with many retries. I think this is a good thing, as it forced me to keep changing tactics to see what worked. If I got bottled down, I was as good a dead as grenades would be raining down. Any mistake that put me out in the open and I was dead, again this is good. Had to move and think about how to position my crew. Much more fun.

One thing I am not sure you could improve would be your team's use of there powers. I wish they would use them more often, I don't want to have to stop and give them commands except in rare circumstances. Not sure if this is do-able though. Also if we could get it to the point where you start to think about who to take depending on the type of mission, that would really be cool.

#97
RedCaesar97

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A couple of thoughts:
1) Other than a few difficult fights (Grissom Academy I am looking at you), Insanity does not seem all that much harder than Normal at times.

2) Kronner, some of these changes look like they would benefit the game on any difficulty, particularly some of the balance tweaks, and most especially the cooldown +/-. +/-200 seems too extreme and encourages power spamming, something you are trying to eliminate.

3) Kronner, I would like to thank you for putting the effort into this little project, and I would like to thank everyone who is willing to test this. I never thought I would say this, but increasing the overall difficulty of the game is something I would welcome.

4) I play on Xbox 360 and I refuse to mod my console so sadly I will not be contributing in any way. Perhaps if I ever purchase a PC version of the game (and a good PC) I could actually help. I am sorry that I cannot.

I am wondering if increasing the radius of Shockwave would make it more useful. Base game, the 2.5 meter max radius (2m base with the +25% radius evolution) is still not very good. Max radius in ME2 was 3.5m.

#98
Athenau

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Ok, just played through Grissom Academy. Granted, this is one of the tougher missions, but I think the damage output of enemies is too much in places:

1. Turrets. These didn't need to be buffed. They were super strong before and now they instagib you. It's not a question of skill, there's literally nothing you can do if you get caught in the wrong place at the wrong time.

2. Atlas shield regen. It's far too short. When its shields can regen in the time it takes to switch ammo types or apply medigel, something's wrong. Either cut the regen to half shields or increase the recharge delay or the recharge speed. IMO, all humanoid enemies should have the same shield recharge as Shepard.

Overall, a good rule of thumb for balancing difficulty is, "could an experienced player play through a mission without dying, from start to finish, provided they play carefully"? Right now I don't think that's the case with the soldier. There are too many situations where it feels like luck (enemy spawning in the wrong spot, grenade at the wrong time) whether I survive or not, rather than how well I play.

The increased damage output also has the effect of constraining playstyles.  On vanilla insanity I had some leeway to push up and be aggressive, even take shots while out of cover and on the move.  Now I can never do that.  I spend 90% of my time rolling from cover to cover, taking pot shots.  It feels very limiting.

TL;DR Version:
Higher cooldowns good,  tweaked weight system good, enemy damage too high, enemy shield regen a good idea but needs more adjustment.

Modifié par Athenau, 03 avril 2012 - 09:10 .


#99
Kronner

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Athenau wrote...

Ok, just played through Grissom Academy. Granted, this is one of the tougher missions, but I think the damage output of enemies is too much in places:

1. Turrets. These didn't need to be buffed. They were super strong before and now they instagib you. It's not a question of skill, there's literally nothing you can do if you get caught in the wrong place at the wrong time.

2. Atlas shield regen. It's far too short. When its shields can regen in the time it takes to switch ammo types or apply medigel, something's wrong. Either cut the regen to half shields or increase the recharge delay or the recharge speed. IMO, all humanoid enemies should have the same shield recharge as Shepard.

Overall, a good rule of thumb for balancing difficulty is, "could an experienced player play through a mission without dying, from start to finish, provided they play carefully"? Right now I don't think that's the case with the soldier. There are too many situations where it feels like luck (enemy spawning in the wrong spot, grenade at the wrong time) whether I survive or not, rather than how well I play.

The increased damage output also has the effect of constraining playstyles.  On vanilla insanity I had some leeway to push up and be aggressive, even take shots while out of cover and on the move.  Now I can never do that.  I spent 90% of my time rolling from cover to cover, taking pot shots.  It feels very limiting.

TL;DR Version:Higher cooldowns good, tweaked weight system good, enemy damage too high, enemy shield regen a good idea but needs more adjustment.


Grissom Academy has the worst spawn points in the entire game, imho. And one of the worst I have ever seen in a videogame, ever.

I played GA today with 4 classes and got instagibbed from behind by a turret that appeared out of nowhere more than once, but that would have killed me just as fast in vanilla game too. The atrium is just badly designed fight.

That said, the Atlas goes down pretty quick as long as you keep it under constant attack (can be squadpowers too). I figured that since there are only few in SP, they should be pretty tough to beat. Kinda like mini-boss if you will. Though it may need extra second or two added before it starts regenerating. Anyone else fought Atlas with these settings?

I thought Centurions need a nerf to their current regeneration abilities.


Enemy damage may be too high, that's true. I've been in cover more than I'd like to.
Original enemy damage on Insanity scaled from 1.25 - 1.5, now it is 1.4 - 1.7. Not a huge difference, but some enemies got increased base damage value as well. I'd still keep damage dealt by enemies slightly higher than in vanilla to make it more difficult. But there should also be some room for aggressive advance etc., needs more testing.

Modifié par Kronner, 03 avril 2012 - 09:39 .


#100
Athenau

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Enemy damage may be too high, that's true. I've been in cover more than I'd like to.
Original enemy damage on Insanity scaled from 1.25 - 1.5, now it is 1.4 - 1.7. Not a huge difference, but some enemies got increased base damage value as well. I'd still keep damage dealt by enemies slightly higher than in vanilla to make it more difficult. But there should also be some room for aggressive advance etc., needs more testing.

Ok, I'm confused. Are the changes in your OP still in the current version? Because there you doubled enemy damage. I think a 10% increase in damage output from insanity is fine, because you're essentially adding a new difficulty level. But doubling base damage is not, IMO.