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


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#101
Kronner

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Athenau wrote...

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.


Yes, some enemies still do double damage now (Ravager, turret), in addition to the global increase. It is probably best it goes back to default setting and we play with the global value instead.


edit:
For the next version, base damage values have been reverted to original values, global damage dealt increased from 1.25-1.5 to 1.5-1.75. It is better controlled this way too.

Modifié par Kronner, 03 avril 2012 - 10:13 .


#102
Karimloo

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Oh look even the Dark Souls Developers spend time on this thread.

#103
goofyomnivore

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How do you install this?

Just download and paste into the BIOGame folder? (I backed up my ohter bin file in case this one goes wrong).

I'm going to play through GA and some of Grunt's mission since they're the toughest IMO, and see how it effects a Sentinel.

#104
Kronner

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strive wrote...

How do you install this?

Just download and paste into the BIOGame folder? (I backed up my ohter bin file in case this one goes wrong).

I'm going to play through GA and some of Grunt's mission since they're the toughest IMO, and see how it effects a Sentinel.


Yeah, just overwrite the one file. Make a backup and copy it back when needed :)

#105
CheetahZ1

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I did GA with the Revvy Vanguard. Atlas gave me no problem other that it did pretty good suppressing fire while the Centurions spawning behind me whittled me down.

I think they're fine IMHO

#106
Jake Boone

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Kronner wrote...

strive wrote...

How do you install this?

Just download and paste into the BIOGame folder? (I backed up my ohter bin file in case this one goes wrong).

I'm going to play through GA and some of Grunt's mission since they're the toughest IMO, and see how it effects a Sentinel.


Yeah, just overwrite the one file. Make a backup and copy it back when needed :)

Override which file? in Config? or do you just place it in Biogame? sorry, still not overly clear on how to install this.

#107
goofyomnivore

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Computer->Local Disk C->Program Files (x86)->Origin Games->Mass Effect 3->BioGame is where I put mine, and I took the other BIN file out before putting it there.

Modifié par strive, 03 avril 2012 - 10:53 .


#108
Jake Boone

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strive wrote...

Computer->Local Disk C->Program Files (x86)->Origin Games->Mass Effect 3->BioGame is where I put mine, and I took the other BIN file out before putting it there.

I tried this. But my version of Mass Effect 3 wouldn't load. Am I missing something? Another download maybe? I used the latest version.

#109
twisty77

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The only thing I see is MOAR GRENADES. I'm like, wtf, you mean they can throw more than they already do? o_0

#110
Kronner

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Jake Boone wrote...

I tried this. But my version of Mass Effect 3 wouldn't load. Am I missing something? Another download maybe? I used the latest version.


Nope, just replace the original Coalesced.bin with the one from OP and that should work.


https://docs.google....LR0xEZDdTMTd4dw


The path to the file is:

your drive - OriginGames - Mass Effect 3 - BIOGame - CookedPCConsole - Coalesced.bin

just go there and replace the file. make a backup and copy it back when you wanna play MP and/or want to have vanilla SP back

Modifié par Kronner, 03 avril 2012 - 11:48 .


#111
Jake Boone

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Kronner wrote...


Nope, just replace the original Coalesced.bin with the one from OP and that should work.


https://docs.google....LR0xEZDdTMTd4dw


The path to the file is:

your drive - OriginGames - Mass Effect 3 - BIOGame - CookedPCConsole - Coalesced.bin

just go there and replace the file. make a backup and copy it back when you wanna play MP and/or want to have vanilla SP back

Got it. Thank you.

#112
Soja57

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Throw is always a better detonator than Warp (when detonating Pull or Singularity). It has so much perks to aid in biotic detonations, like double throw or combo reset. So, I decided to find a solution to balancing Warp to Throw in my Coalesced.bin.

Biotic detonation damage doesn't scale based on power rank anymore. This means Throw detonations don't gain damage at higher power ranks. Therefore, higher ranked enemies (due to level scaling) will be able to survive Throw detonations. However, a Throw specced for force will still be able to one-shot mooks if you slam them against any surface, or just simply throw them out of the battlefield. You may think that Throw is now useless, but biotic detonations now have increased radius. This means Throw applies its insane force in a wider radius to emphasize on crowd control.

Warp now deals insane amounts of damage (approx 50% more), but has a slightly slower projectile velocity. It's now basically a biotic artillery shell, and when detonating biotics, deals massive AoE damage. However, slower projectile speed means that enemies may enter cover before it can hit them, or that the the duration of Pull or Singularity may end before Warp hits (especially at far range).

Biotic detonation force and radius still scale based on power level, so it is still a good option to invest in a high-rank power for the optimal detonations. It's just that now Warp is actually good for detonations, yet at the same time, biotics are slightly nerfed.

Let me know what you think.

#113
Jake Boone

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So I ran the Tuchanka Bomb missions with these changes and I have to say, I like them. My only complaint is that the cooldowns are a little too long, even with a Sentinel specced for cooldowns. You might want to decrease them just a bit. Not to what they were before, but less than they are now.

otherwise, great job.

#114
CheetahZ1

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Soja57 wrote...

Throw is always a better detonator than Warp (when detonating Pull or Singularity). It has so much perks to aid in biotic detonations, like double throw or combo reset. So, I decided to find a solution to balancing Warp to Throw in my Coalesced.bin.

Biotic detonation damage doesn't scale based on power rank anymore. This means Throw detonations don't gain damage at higher power ranks. Therefore, higher ranked enemies (due to level scaling) will be able to survive Throw detonations. However, a Throw specced for force will still be able to one-shot mooks if you slam them against any surface, or just simply throw them out of the battlefield. You may think that Throw is now useless, but biotic detonations now have increased radius. This means Throw applies its insane force in a wider radius to emphasize on crowd control.

Warp now deals insane amounts of damage (approx 50% more), but has a slightly slower projectile velocity. It's now basically a biotic artillery shell, and when detonating biotics, deals massive AoE damage. However, slower projectile speed means that enemies may enter cover before it can hit them, or that the the duration of Pull or Singularity may end before Warp hits (especially at far range).

Biotic detonation force and radius still scale based on power level, so it is still a good option to invest in a high-rank power for the optimal detonations. It's just that now Warp is actually good for detonations, yet at the same time, biotics are slightly nerfed.

Let me know what you think.


That new Warp makes me feel like saying "This hurts you" Everytime I play an Adept

#115
ashwind

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This mod is looking more promising, thanks Kronner for all the effort.

Played 0.23 on GA - With a Vanguard - NG+ Save and do not have all the upgrades.

Was anything done to Charge's immunity frame? I am experiencing funny stagger from friendly fire.

For example: I charge a Centurion, he is the last enemy left so I am sure nothing else is shooting at me. I get staggered (it is like a biotic explosion) the moment I come out of Charge before I can fire a single shot. I played GA 4x trying to recreate this and I think I found out why. If I Singularity an enemy, the students of someone else detonate the singularity while I am Charging towards the enemy, I get hit by it >.<" and if there are enemies around, it would be instant death.

There are also times that I simply get staggered after a charge even if the enemy has flown away. [edit]: I am charging toward an enemy, some enemy close to me got blasted by students, after I finish my charge, the previous detonation seems to catch me and that detonation is taking place very far away from the position I experience the stagger.

This could be due to Charge ot ShieldGate... not sure but I didnt lose shield so.. But I am pretty sure it is caused by friendly fire and only happens in GA.

Difficulty Assessment:
Because I use to test the MOD on a fully upgraded Vanguard in Cronos Station, it was fun. But this time I tested it on GA with few upgrades and of course my loadout and armor are not optimal for the changes and it can be a little brutal.

Of course, there are 2 very defensive spots on both the open field and you can camp there indefinitely using Charge as a defensive ability to knock out approaching enemies but it makes a Vanguard plays too much like a Soldier.

I think if the enemies are stronger in general, then Charge should be left unchanged (except the cooldown, the cooldown is close to perfect now). It is Nova that is broken imo not Charge.

Finally, thanks again for the hard work Kronnos for bringing us this MOD :wizard:

Modifié par ashwind, 04 avril 2012 - 02:14 .


#116
Soja57

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ashwind wrote...

Difficulty Assessment:
Because I use to test the MOD on a fully upgraded Vanguard in Cronos Station, it was fun. But this time I tested it on GA with few upgrades and of course my loadout and armor are not optimal for the changes and it can be a little brutal.

.....
Finally, thanks again for the hard work Kronnos for bringing us this MOD[smilie]../../../images/forum/emoticons/wizard.png[/smilie]


I think Kronner should make enemies scale based on player level. So level 1 Vanguards don't get owned. The difficulty should remain consistent at all levels. Therefore, a level 60 Vanguard should have as hard a time as a level 1 Vanguard.

#117
XXIceColdXX

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I did find Insanity on ME3 quite easy.

#118
ashwind

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Soja57 wrote...

ashwind wrote...

Difficulty Assessment:
Because I use to test the MOD on a fully upgraded Vanguard in Cronos Station, it was fun. But this time I tested it on GA with few upgrades and of course my loadout and armor are not optimal for the changes and it can be a little brutal.

.....
Finally, thanks again for the hard work Kronnos for bringing us this MOD[smilie]../../../images/forum/emoticons/wizard.png[/smilie]


I think Kronner should make enemies scale based on player level. So level 1 Vanguards don't get owned. The difficulty should remain consistent at all levels. Therefore, a level 60 Vanguard should have as hard a time as a level 1 Vanguard.


Yeah, enemies do scale but the difficulty does not stay constant. But in adjusting difficulty and balance, we need to be careful not to do a "double jeopardy" like increase damage & decrease defense simultaneously. One aspect should remain as close to constant as possible and work on the other as a variable.

If you were a level 10 Vanguard, you have limited skills, limited weapons while leads to low ammo. You have to be more defensive which translates into harder to run for ammo. Also, if your level is too low and dont have Liara's Singularity & Pure Biotic rank 6, you would not be able to use the Singularity for CC effectively - tis about 9+ sec cooldown. While enemies scale, the grenades and turrets kill you at the exact same rate.

Which translates into: You are bog down by a turret, Guardians approaching left and right, but you do not have the power needed to deal with them, you move you die, you do not move, you die. Of course each class will have different strength and weakness, some levels/enemies will be tough for some classes and that should be rightly so. As long as each class finds 70% of the fights challenging, I'd say the MOD is a great success.

Also :devil: I do not think it is fair to ask Kronner to like umm ... "remake" ME3 for our enjoyment haha. Somethings modders simply do not have access to.

Modifié par ashwind, 04 avril 2012 - 02:50 .


#119
ashwind

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XXIceColdXX wrote...

I did find Insanity on ME3 quite easy.


Download Kronner's MOD then! :wizard::wizard:

Tis fun!

#120
swn32

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anyway to remove those damned dream sequences?

#121
rumination888

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Soja57 wrote...

Biotic detonation damage doesn't scale based on power rank anymore. This means Throw detonations don't gain damage at higher power ranks. Therefore, higher ranked enemies (due to level scaling) will be able to survive Throw detonations. However, a Throw specced for force will still be able to one-shot mooks if you slam them against any surface, or just simply throw them out of the battlefield. You may think that Throw is now useless, but biotic detonations now have increased radius. This means Throw applies its insane force in a wider radius to emphasize on crowd control.


Throw and biotic combos have their own seperate force. How does increasing the radius of biotic detonations mean Throw applies its force in a wider radius?

#122
Kronner

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Soja57 wrote...

Biotic detonation damage doesn't scale based on power rank anymore.

..

Let me know what you think.


Sounds very good, and it could be really great if we tweak enemy dodge chance a bit too (decrease the chance for dodge).

What did you change exaclty?

ashwind wrote...

Was anything done to Charge's immunity frame? I am experiencing funny stagger from friendly fire.

..

 

Nope, only change for Charge is the longer cooldown and decreased damage resistance (was 50% for 4s, now is 25% for 4s). ShieldGate should have no impact on stagger either.

ashwind wrote... 
Difficulty Assessment:
Because I use to test the MOD on a fully upgraded Vanguard in Cronos Station, it was fun. But this time I tested it on GA with few upgrades and of course my loadout and armor are not optimal for the changes and it can be a little brutal.

Of course, there are 2 very defensive spots on both the open field and you can camp there indefinitely using Charge as a defensive ability to knock out approaching enemies but it makes a Vanguard plays too much like a Soldier.

I think if the enemies are stronger in general, then Charge should be left unchanged (except the cooldown, the cooldown is close to perfect now). It is Nova that is broken imo not Charge.

 

That's interesting; I have yet to play low level (sub-level 30 on this setting), gonna try it out :)
Vanilla game was more difficult with low level character too, but not by much.

Glad you liked it otherwise though!

Soja57 wrote...

I think Kronner should make enemies scale based on player level. So level 1 Vanguards don't get owned. The difficulty should remain consistent at all levels. Therefore, a level 60 Vanguard should have as hard a time as a level 1 Vanguard.

 

They do scale, though the initial value (for level 1 I presume) for damage dealt by enemies may be too harsh (was 1.25 in vanilla, is 1.4). I am gonna test it out :)


=====

v0.24

changes:
Basic encumberance bonus for Shepard increased to 60 (was 50) 

Enemy grenade cooldown increased to 8s (was 7)

Damage values for enemies reverted back to original

Damage dealt by enemies adjusted globally (1.3 - 1.8 depending on player level)
in v0.23 it was 1.4 - 1.7
in vanilla it was 1.25 - 1.5

Centurion's shield recharge delay increased to 3.5s (was 1.5s)

Atlas' shield recharge delay increased to 3s (was 2s)

download:
]Click me![/url]

Modifié par Kronner, 04 avril 2012 - 08:42 .


#123
Athenau

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I tried the GA fight with .24 and it feels good now. Noticeably harder than vanilla, but not tedious or unfair.

The encumbrance doesn't seem to be working properly though. I have a level VII saber which should weigh around 50, and my base encumbrance should be 60+50 (combat mastery passive) = 110 so my cooldown bonus should be around 60%. Instead I still have +100% cooldown. Do soldiers have a higher base?

#124
Kronner

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Athenau wrote...

I tried the GA fight with .24 and it feels good now. Noticeably harder than vanilla, but not tedious or unfair.

The encumbrance doesn't seem to be working properly though. I have a level VII saber which should weigh around 50, and my base encumbrance should be 60+50 (combat mastery passive) = 110 so my cooldown bonus should be around 60%. Instead I still have +100% cooldown. Do soldiers have a higher base?


Capacity 110 means that you can carry 110 points worth of weapons until your cooldowns are affected :)

Currently, all classes have 60 encumberance points as a base.

Soldier can get additional 100 points, for a total of 160.
Vanguard and Infiltrator can get additional 50, for a total of 110. 
Sentinel can get additional 40, for a total of 100.  
Adept and Engineer can get additional 30, for a total of 90.  

Modifié par Kronner, 04 avril 2012 - 12:48 .


#125
Stardusk

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I just died over 40 times in the phantom part of the final Kai Leng battle. My drone lord's drones were not that useful against or the phantoms and I mistakenly had taken Tali, I think I might need to redo the whol mission with a different squadmate and different weapon loadout. Very, very frustrating. I am not a bad player, so I guess I need a different weapon and squadmate setup.