Insanity too easy? Check out "Spectre difficulty" v0.25
#126
Posté 04 avril 2012 - 08:19
#127
Posté 04 avril 2012 - 09:02
Stardusk wrote...
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.
I did finally manage it. I just kept on throwing down drones left and right. Admittedly not an optimal squad composition.
#128
Posté 04 avril 2012 - 11:42
Stardusk wrote...
I did finally manage it. I just kept on throwing down drones left and right. Admittedly not an optimal squad composition.
It actually wasn't that difficult if you spawned drones and spammed Energy Drain + Overloads. Especially Chain + Organic Incapacitate Overloads. Gets rid of Phantoms easy while they try to fight the drones that you and Tali spawn. Kai Leng also gets owned pretty fast with this combo.
EDIT: I believe this also detonates tech bursts, dealing extra AoE damage. What was your level during that fight?
Modifié par Soja57, 04 avril 2012 - 11:44 .
#129
Posté 05 avril 2012 - 12:10
#130
Posté 05 avril 2012 - 12:30
The Mattock and GPS were litteraly broken in ME2. ridicualusly over powered.Boopitty wrote...
I'm a PS3 player, so I don't have any feedback for you guys unfortunately, but I'm genuinely surprised people find ME3 insanity easier than ME2. Not that ME3 was difficult at all, but ME2 was so easy with the soldier class and Firepower DLC weapons (Mattock, GPS, Widow combination).
#131
Posté 05 avril 2012 - 12:42
Jake Boone wrote...
The Mattock and GPS were litteraly broken in ME2. ridicualusly over powered.Boopitty wrote...
I'm a PS3 player, so I don't have any feedback for you guys unfortunately, but I'm genuinely surprised people find ME3 insanity easier than ME2. Not that ME3 was difficult at all, but ME2 was so easy with the soldier class and Firepower DLC weapons (Mattock, GPS, Widow combination).
Exactly, which is why I'm surprised people find ME3 significantly easier. Sure powers are extremely effective in this game, but it's not like ME2 was without its share of overpowered things.
#132
Posté 05 avril 2012 - 01:23
Boopitty wrote...
Exactly, which is why I'm surprised people find ME3 significantly easier. Sure powers are extremely effective in this game, but it's not like ME2 was without its share of overpowered things.
Because in ME3, powers are very spammable. The short power cooldown means that you can set off biotic explosions all over the place.
While you can shoot everything to oblivion in ME2 with Mattock button mashing using Adrenaline Rush, you still cant stand in the open like Rombo while doing all that. In ME3 vanilla insanity, you can basically go Rambo, stand in the open and kill everything with crazy power combination and the even deadlier GPR.
#133
Posté 05 avril 2012 - 02:14
Grissom Academy, Eden Prime, Cronos Station
I like this version and if I'd anything to say about it I think this difficulty balance is great. Challenging yet not annoying. Thanks Kronner.
Charge does poses a threat but it is somewhat similar to ME2, if you charge into 3~4 enemies, you have to gun them down fast and have a biotic detonation ready otherwise it can get ugly pretty fast.
Ah, the Scorpion is finally light enough for me to carry it and blow up airborne enemies - seeing them bouncing left and right in midair is awesome! Filling up a stasis Phantom with proximity mine is just so much fun!!
Oh I didnt found a tiny bug - The Phaeston Assault Riffle has no weight.
#134
Posté 05 avril 2012 - 02:30
1. Avenger, 10% damage increase, base mag size 40
2. Phaeston, 10% damage increase, base mag size 60
As a general principle I don't think the automatic weapons should have the same dps as the burst/semi-autos since they're easier to use, but they shouldn't be too far behind and should offer other perks to compensate.
#135
Posté 05 avril 2012 - 04:57
Kronner wrote...
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?
Specific values?
Warp
Damage 250 -> 375
Projectile Velocity 3000 -> 1500
Throw
Added "physicstodamagemultiplier = 0.05f" (reduces physics damage of Throw, but not Throw detonations)
Detonations
Damage (100 - 225) -> (125 - 125) ; does not scale by power rank to reduce Throw detonation damage scaling
Force (500 - 1000) -> (450 - 450) ; does not scale by power rank to reduce Throw detonation physics damage
Radius (300 - 500) -> (600 - 600) ; offsets reduced damage, emphasized crowd control
May require further rebalancing, but these were the values used to increase Warp detonation efficiency while toning down throw detonations. However, Throw detonations still deal massive physics damage, apparently physicstodamagemultiplier does not affect combo detonations, only powers alone.
#136
Posté 05 avril 2012 - 06:52
Soja57 wrote...
Stardusk wrote...
I did finally manage it. I just kept on throwing down drones left and right. Admittedly not an optimal squad composition.
It actually wasn't that difficult if you spawned drones and spammed Energy Drain + Overloads. Especially Chain + Organic Incapacitate Overloads. Gets rid of Phantoms easy while they try to fight the drones that you and Tali spawn. Kai Leng also gets owned pretty fast with this combo.
EDIT: I believe this also detonates tech bursts, dealing extra AoE damage. What was your level during that fight?
On Spectre Phantoms regeneratie barriers insanely quickly, which they were doing. I could cast Overload and EDI was still on cooldown. Ultimately the 4 or so drones did the job (I also intentionally did not choose decoy for her).
#137
Posté 05 avril 2012 - 07:22
#138
Posté 05 avril 2012 - 07:24
#139
Posté 05 avril 2012 - 07:32
alec1898 wrote...
I love the idea, I'll edit my settings once I've gotten used to the mechanics and am ready to start the hard stuff.
Indeed, the more support the better.
Having finished my Engineer run last night I can say that you spend enough time casting and also using weapons. Both have a pretty much 50/50 importance.
#140
Posté 05 avril 2012 - 07:42
ashwind wrote...
Vanguard playthrough 0.24
Grissom Academy, Eden Prime, Cronos Station
I like this version and if I'd anything to say about it I think this difficulty balance is great. Challenging yet not annoying. Thanks Kronner.
Charge does poses a threat but it is somewhat similar to ME2, if you charge into 3~4 enemies, you have to gun them down fast and have a biotic detonation ready otherwise it can get ugly pretty fast.
Ah, the Scorpion is finally light enough for me to carry it and blow up airborne enemies - seeing them bouncing left and right in midair is awesome! Filling up a stasis Phantom with proximity mine is just so much fun!!
Yep, I like the difficulty level now too!
ashwind wrote...
Oh I didnt found a tiny bug - The Phaeston Assault Riffle has no weight.
Thank you! It will be fixed
Athenau wrote...
Agreed, difficulty is in a good place right now, though I need to try some of the reaper missions. I think weapon balance should be next, specifically the general crappiness of the automatic weapons. As a start, I think you should revert the armor buff. It doesn't do anything but screw over the low damage/high ROF weapons even more which is the wrong direction to go in. I'd start with some mild buffs to the Avenger and Phaeston.
1. Avenger, 10% damage increase, base mag size 40
2. Phaeston, 10% damage increase, base mag size 60
As a general principle I don't think the automatic weapons should have the same dps as the burst/semi-autos since they're easier to use, but they shouldn't be too far behind and should offer other perks to compensate.
Yeah, automatic weapons need a buff for sure. I will adjust them in the next version
Soja57 wrote...
Specific values?
Warp
Damage 250 -> 375
Projectile Velocity 3000 -> 1500
Throw
Added "physicstodamagemultiplier = 0.05f" (reduces physics damage of Throw, but not Throw detonations)
Detonations
Damage (100 - 225) -> (125 - 125) ; does not scale by power rank to reduce Throw detonation damage scaling
Force (500 - 1000) -> (450 - 450) ; does not scale by power rank to reduce Throw detonation physics damage
Radius (300 - 500) -> (600 - 600) ; offsets reduced damage, emphasized crowd control
May require further rebalancing, but these were the values used to increase Warp detonation efficiency while toning down throw detonations. However, Throw detonations still deal massive physics damage, apparently physicstodamagemultiplier does not affect combo detonations, only powers alone.
Sounds interesting, I will play around with this tomorrow. I need to level my Adept a bit before I try it out.
#141
Posté 05 avril 2012 - 09:52
Something I have noticed with the automatic weapons is that unlike in ME2, you can't really burst-fire them. The random spread seems to always be the same, i.e. even the first shot can go wild, at least with guns like the Revenant. I much preferred the ME2 system, since you obviously had to control your fire on longer ranges, instead of always going full auto. But do correct me if I'm wrong, it's been a while since I played ME2.
Modifié par Hazardo, 05 avril 2012 - 09:53 .
#142
Posté 05 avril 2012 - 07:21
#143
Posté 05 avril 2012 - 07:42
Did I do something because this wasn't there before. Tried replacing the .ini file as well.
#144
Posté 05 avril 2012 - 07:44
Modifié par Athenau, 05 avril 2012 - 07:45 .
#145
Posté 05 avril 2012 - 08:42
CheetahZ1 wrote...
Something's wrong with the .ini file. Some reason my Phaeston doesn't weigh anything and the Particle Rifle has crazy amounts of encumberance.
Did I do something because this wasn't there before. Tried replacing the .ini file as well.
Athenau wrote...
Phaeston is a bug, but the particle rifle is because we can't edit DLC content yet, so the particle rifle still has its default weight with the new reduced cap on cooldown bonuses.
Yep, I'd just add that Phaeston will be fixed in the next version, and previous versions had the same issues {Phaeston + particle Rifle weight), it's not new.
Modifié par Kronner, 05 avril 2012 - 08:44 .
#146
Posté 05 avril 2012 - 08:45
#147
Posté 05 avril 2012 - 10:01
#148
Posté 05 avril 2012 - 11:06
#149
Posté 06 avril 2012 - 12:42
Soja57 wrote...
Kronner wrote...
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?
Specific values?
Warp
Damage 250 -> 375
Projectile Velocity 3000 -> 1500
Throw
Added "physicstodamagemultiplier = 0.05f" (reduces physics damage of Throw, but not Throw detonations)
Detonations
Damage (100 - 225) -> (125 - 125) ; does not scale by power rank to reduce Throw detonation damage scaling
Force (500 - 1000) -> (450 - 450) ; does not scale by power rank to reduce Throw detonation physics damage
Radius (300 - 500) -> (600 - 600) ; offsets reduced damage, emphasized crowd control
May require further rebalancing, but these were the values used to increase Warp detonation efficiency while toning down throw detonations. However, Throw detonations still deal massive physics damage, apparently physicstodamagemultiplier does not affect combo detonations, only powers alone.
Boosting the damage/force of an ability will NOT boost the damage/force of biotic combos.. This is not ME2. Biotic combos have their own seperate power/force that is boosted solely from Detonation upgrades and the rank of abilities used.
Pull/Singularity --> Warp deals the exact same amount of damage as Pull/Singularity ---> Throw.
Warp ---> Throw deals more damage than the above because Detonation upgrades stack.
Pull/Singularity --> Warp is better than Pull/Singularity ---> Throw because Warp's Detonation upgrade has one feature that Throw's Detonation upgrade does not - a 50% larger detonation radius.
Your specific changes to Warp/Throw did absolutely nothing to affect biotic combos. Your specific changes to biotic combos, on the other hand, affects every single combination, not just Throw.
Modifié par rumination888, 06 avril 2012 - 12:47 .
#150
Posté 06 avril 2012 - 01:06
Can't test the shotties or higher damage per shot weapons because of how low their health is.





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