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


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#151
goofyomnivore

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I just recorded Grissom Academy on Spectre difficulty with a Barrier Sentinel.

Thoughts:

Combat is more dynamic.. sorta.. I found myself still relying on Throw primarily(non recharge set evolution) so the cooldown was around 6s? However that wasn't a big deal since it meshed well Liara's Warp. Anyways I found myself using grenades tactically rather than for the "lulz", and my Mattock was used quite a bit. So there was certainly more dynamic between casting and traditional combat. However casting is still Throw, Throw, Throw, but that is probably due more to the nature of the build I had Barrer+Tech Armor on with max damage resistance and no cooldown reduction.

The regular Insanity run was done in 3:24 and this one in 4:02. Time difference is negligible due to bad luck and what not (I missed the Atlas with my second throw in the Spectre run), and the only time I took damage was when two Guardians ambushed me other than that I didn't take any damage. 80% damage reduction will do that though lol.

Javik+Detonation-recharge Throw build seems optimal for the play style I picked.

Overall I like the difficulty. It is challenging yet not unfair. Going to tweak my build to get something I like more. Video won't be up for a few hours though probably. Hopefully it will help give an idea the differences between the difficulties. I literally did the same exact strategy, build and squadmates. However it was still a different experience.


PS: Are there any plans to make Tech Armor more caster friendly? It is kind of useless on a caster Sentinel. 20% damage and force isn't worth the 40% encumberance especially when you can get the same buff from Barrier for 20% less encumberance and 10% less damage resistance(minimal loss on a caster IMO).

I'd personally boost "Power Damage" to 30% or 40%,  make Durability (A)5% and Durability(B) 20%. I'd also consider making the cooldown reduction 30 or 40% as well. An Assault Sentinel isn't going to get crazy cooldowns(give up 20% DR) and a caster isn't going to get huge tankyness without taking a huge cooldown hit.

The tank gets enhanced durability. The caster can run around with a power damage increase at a minor cost, but with hardly no defense. Both can synergize with barrier (even more damage for casters or more tankyness for assault sentinels). It might make Lift Grenades insane though. I just believe Tech Armor should be better than Barrier in all phases since it is a class power after all.

Modifié par strive, 06 avril 2012 - 04:18 .


#152
Soja57

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rumination888 wrote...

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.


This is the part that pisses me off the most. There is absolutely no way to individually fix biotic detonations for each specific power, which is why Throw is stil a viable detonator relative to Warp. However, atleast with these changes, Throw detonations aren't as capable of finishing off their intended single target as Warp is. This is because Warp's increased damage still deals its increased damage to the enemy hit by the power, but does not deal its damage in an AoE.

There isn't really another way to fix Warp vs Throw detonations, since the Coalesced.bin is severely limited in handling biotic detonations. Therefore, the fluid and dynamic Adept we knew from ME2 is forever lost and mutated into a redundant and dull Adept in ME3. I'm sorry, I've tried everything, but I've ran out of ideas to fix the Adept class.

#153
Stardusk

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Kronner wrote...

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.


I have looked for the file for the Particle Rifle,  couldn't find it though.

#154
goofyomnivore

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Barrier Sentinel on Spectre Difficulty

Here is default Insanity same build, squad, loadout, etc.

#155
ashwind

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strive wrote...

Barrier Sentinel on Spectre Difficulty

Here is default Insanity same build, squad, loadout, etc.


Nice work with the grenades :wizard:

I always move my mouse around too early when throwing grenades :pinched:

#156
Soja57

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strive wrote...

Barrier Sentinel on Spectre Difficulty

Here is default Insanity same build, squad, loadout, etc.


Solid gameplay! Have to say, you are a pretty skilled player. I hear that Grissom Academy - Atrium is one of the toughest fights, because the enemy spawns are awful. At 0:40, you almost died because those guardians appear out of nowhere. Good job handling those guys.

#157
Kronner

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strive wrote...

Barrier Sentinel on Spectre Difficulty

Here is default Insanity same build, squad, loadout, etc.


Great job! Handled the fight like a boss :)

==

Spectre difficulty v0.25

Download


=== weapons ===

Avenger
damage increased from 43.6 - 53.2 to 48 - 58 (level I to X)
base mag size is now 40 (was 30)

Phaeston
is no longer weightless - weight is now 0.6 - 0.4 (level I to X)
damage increased from 29.7 - 37.2 to 33 - 41 (level I to X)
base mag size is now 60 (was 50)


=== enemies ===

Atlas
now uses smoke more often - interval is now 5s (was 7s)
shield recharge delay lowered from 3s to 2.5s
Shield and armor points boosted from 11250-16875 to 16875-21094 (same change has been made by BioWare for MP mode)


=== powers ===

Tech Armor
Rank 6 encumberance bonus (Power Recharge perk) increased from 20 to 35%
Rank 6 damage resistance bonus (Durability perk) increased from 15 to 20%
Rank 4 damage resistance bonus (Durability perk) decreased from 10 to 5%

Modifié par Kronner, 06 avril 2012 - 09:23 .


#158
goofyomnivore

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Thanks for the kind words guys. Lift Grenades don't mess around, and have saved me quite a bit. I have to use them more often on this difficulty which is really making me appreciate them lol.

Eager to test out the new Tech Armor. I tried a Dark Channel Sentinel on .24 and had mixed results. Since with DC having a 5s~ cooldown if the guy infected dies in some corner or you insta kill him away from the pack on accident it kills your momentum. Although while testing DC out I learned how awesome James is at killing Harvesters. Carnage+Frag Grenade(armor damage) spam will mow them down.

Modifié par strive, 06 avril 2012 - 09:41 .


#159
Jack Mackerel

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Yeah, whatever you do, bring anyone who can toss grenades. Bioware didn't fix the "grenades magically teleport to selected enemy" thing, and Javik's grenades are worthwhile, even with shielded enemies.

Also, remember to use the Falcon. If you don't have the Black Widow, then just use the N7 Valiant, and if you don't have that or the Javelin, use the Mantis.

And spam carnage a lot.

Modifié par Jack Mackerel, 06 avril 2012 - 10:04 .


#160
goofyomnivore

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Yeah I already had thought about taking Javik and James to the Ardat-Yakshi Monastery and seeing how quick I could aoe those last two banshees down with 18 grenades hah.

#161
ashwind

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LOL darn. I thought with Tech Armor and Defensive Matrix's combined damage reduction increased to 80%, I can make a melee Sentinel; kill enemy with heavy melee and get 20% damage resistant for 30 seconds and I would be invincible!!!

Ouch... lets just say it does not work that way :P

Modifié par ashwind, 06 avril 2012 - 10:24 .


#162
CheetahZ1

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For the Particle Rifle, I saw someone post the stats from the .ini file from it.

It wasn't called a Particle Rifle though. It had protheon in it's name, but I can't for the life of me remember. Can't remember where the post is either. Damn

#163
Kronner

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CheetahZ1 wrote...

For the Particle Rifle, I saw someone post the stats from the .ini file from it.

It wasn't called a Particle Rifle though. It had protheon in it's name, but I can't for the life of me remember. Can't remember where the post is either. Damn



Yeah, I've seen that picture as well. It is not from Coal.bin though. I checked DLC subfolder, but there was only encrypted file. 

- Updated OP to highlight main changes and features.
- Added a "Spectre difficulty mod" video, as well as strive's Sentinel run video to OP.

#164
CheetahZ1

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Alright thank you. Wasn't sure.

By the way just a reccomendation. Might want to bring Incendiary Burst back to what it was in 1.5 or just increase the chance of it happening. Right now it isn't as good as AP ammo from what I've gathered from testing.

Unless you want it that way as AP ammo is a Bonus Power.

#165
Hazardo

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Started an NG++ with Soldier, and just completed Mars. Feels pretty nice overall, and finally I can bring more than just a couple of guns without crippling my abilities. Surprisingly though, I couldn't really notice an increase in enemy grenade throwing, but that's probably just due to the structure of the Mars mission itself.

I mostly used the Avenger and the Revenant, swapping them on every possibly occasion to get a feel on the changes. The Avenger felt really good against the Cerbies, but the Rev, not so much. Now it has only a few more points of damage than the Avenger, and the bad accuracy is even more of an issue due to the increased enemy damage. It needs a damage boost, and like I mentioned before, some improvement to its accuracy might as well be justified. You could also give the Rev a small penetration bonus, similar to what you did with the Argus, to highlight its role as a heavy machine gun.

Offtopic, but I wonder if the Collector Assault Rifle can (or should) be unlocked for the SP. IMO, it would fit in nicely as a mid-high damage, slow firing (something like 350 rpm) fully automatic rifle.

And one last thing: is it possible to make tracers visible for all shots? Changing the tracerspawnoffset value seems to do nothing, and it looks like every third shot is always "invisible", no matter what number the specific weapon has in tracerspawnoffset.

#166
rumination888

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Soja57 wrote...

This is the part that pisses me off the most. There is absolutely no way to individually fix biotic detonations for each specific power, which is why Throw is stil a viable detonator relative to Warp. However, atleast with these changes, Throw detonations aren't as capable of finishing off their intended single target as Warp is. This is because Warp's increased damage still deals its increased damage to the enemy hit by the power, but does not deal its damage in an AoE.

There isn't really another way to fix Warp vs Throw detonations, since the Coalesced.bin is severely limited in handling biotic detonations. Therefore, the fluid and dynamic Adept we knew from ME2 is forever lost and mutated into a redundant and dull Adept in ME3. I'm sorry, I've tried everything, but I've ran out of ideas to fix the Adept class.


If you want a to rebalance biotics(emphasis on rebalance, not necessarily increase the difficulty), try the following:

Reduce Shockwave's base range to 8.
Reduce number of Shockwave impacts to 5.
Increase Shockwave's base impact radius to 3.
Increase Shockwave's Detonation upgrade to 100%.
Increase Shockwave's range evolution to 100%
Increase Shockwave's maximum impact and ragdoll targets to 4

Increase Warp's Detonation upgrade radius to 300%
Increase Warp's Detonation upgrade damage to 100%
Reduce Warp's Detonation upgrade force to 0%

Increase Pull's minimum velocity to 260(ouble the default)

Reduce Singularity's base cooldown to 4.
Increase Singularity's base cooldown for henchmen to 12.
Increase Singularity's projectile speed to 6000.

Reduce minimum and maximum Biotic Combo radius to 2 and 2.
Reduce minimum and maximum Biotic Combo damage to 75 and 150

-all other values are at their default-

---

Results of the changes:

Warp --> Shockwave or Shockwave --> Warp becomes the most powerful combination, but requires you to be close to the enemy. High risk, high reward.

Warp ---> Throw does less damage than the above, but has the advantage of comboing from afar. Lower risk, lower reward.

Singularity---> Warp has the advantage of having a lower cooldown for its set up compared to the above.(if this is too abstract an advantage for people to wrap their heads around, consider the following: every enemy has a cooldown attached to their ability to dodge powers. The tougher the enemy, the lower their dodge cooldown.)

Singularity ---> Throw is a combo meant to be used only if you're a Sentinel, and only if you bring Liara.

Pull's velocity was increased so ignorant people can stop complaining that you can't Pull ---> Throw like in ME2. It is, infact, the same as ME2. People don't realize it because they don't wait until the enemy gains a higher elevation before using Throw. Cooldowns are much lower in ME3 compared to ME2, afterall. And by doubling the velocity on Pull, enemies can more quickly reach a position where Throw can be arced under them.

(the force of a biotic combo is used instead of the force of Throw, but the direction of the knockback is easier to control when you use Throw as the detonator. Warp knocks the detonated target in seemingly random directions. Throw knocks the detonated target away from the direction of the impact, just like in ME2)

Singularity is better all around than Pull. Pull is only better if you want to knock enemies off a cliff with Throw, or when you want to yank the shield off Guardians.

Shockwave is shorter, but wider, and can hit more targets at once. Its a high risk, high reward power if you take the Detonation upgrade, or a medium risk, medium reward power if you take the range upgrade.

#167
Bomma72

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Kronner wrote...

strive wrote...

Barrier Sentinel on Spectre Difficulty

Here is default Insanity same build, squad, loadout, etc.


Great job! Handled the fight like a boss :)

==

Spectre difficulty v0.25

Download


=== weapons ===

Avenger
damage increased from 43.6 - 53.2 to 48 - 58 (level I to X)
base mag size is now 40 (was 30)

Phaeston
is no longer weightless - weight is now 0.6 - 0.4 (level I to X)
damage increased from 29.7 - 37.2 to 33 - 41 (level I to X)
base mag size is now 60 (was 50)


=== enemies ===

Atlas
now uses smoke more often - interval is now 5s (was 7s)
shield recharge delay lowered from 3s to 2.5s
Shield and armor points boosted from 11250-16875 to 16875-21094 (same change has been made by BioWare for MP mode)


=== powers ===

Tech Armor
Rank 6 encumberance bonus (Power Recharge perk) increased from 20 to 35%
Rank 6 damage resistance bonus (Durability perk) increased from 15 to 20%
Rank 4 damage resistance bonus (Durability perk) decreased from 10 to 5%


Great looking foreward to trying this. 

Am I correct in that the DLC weapons given for pre-order are not possable to be modded?   Not sure.  

Anyway thanks for doing this for us, enjoying the game much more. 

#168
Athenau

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All of the DLC weapons except the Particle Rifle are in the base coalesced.bin, so they can all be changed.

#169
Hazardo

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They can be and have been modded, apart from the Particle Rifle. AFAIK, rest of the "DLC"/preorder weapon files are included in all copies, the pre-order codes were just for activation.

Edit: Too slow...

Modifié par Hazardo, 06 avril 2012 - 03:37 .


#170
Soja57

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rumination888 wrote...

If you want a to rebalance biotics(emphasis on rebalance, not necessarily increase the difficulty), try the following:

Reduce Shockwave's base range to 8.
Reduce number of Shockwave impacts to 5.
Increase Shockwave's base impact radius to 3.
Increase Shockwave's Detonation upgrade to 100%.
Increase Shockwave's range evolution to 100%
Increase Shockwave's maximum impact and ragdoll targets to 4

Increase Warp's Detonation upgrade radius to 300%
Increase Warp's Detonation upgrade damage to 100%
Reduce Warp's Detonation upgrade force to 0%

Increase Pull's minimum velocity to 260(ouble the default)

Reduce Singularity's base cooldown to 4.
Increase Singularity's base cooldown for henchmen to 12.
Increase Singularity's projectile speed to 6000.

Reduce minimum and maximum Biotic Combo radius to 2 and 2.
Reduce minimum and maximum Biotic Combo damage to 75 and 150

-all other values are at their default-


Hmm, I will have to test out these values. Appreciate the help, by the way.

#171
Soja57

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Just tested out rumination888's changes to biotics, and I'm satisfied with the way that biotics work now (with minor balance changes). Thanks for your tips! I think now Kronner should look into your stats to rebalance biotics for Spectre difficulty.

#172
Fortack

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Soja57 wrote...

As per request by Fortack, I've...attempted to remove detonations from all biotic powers except Warp, but no matter the changes I've made, detonations cannot be removed. Therefore the best alternative is to boost the damage of Warp and its detonations to make it the ideal biotic detonator.

:(


Thanks for trying. I found the relevant entries too, but I'm afraid it's impossible to remove explosions :unsure:

Soja57 wrote...

This is the part that pisses me off the most. There is absolutely no way to individually fix biotic detonations for each specific power, which is why Throw is stil a viable detonator relative to Warp. However, atleast with these changes, Throw detonations aren't as capable of finishing off their intended single target as Warp is. This is because Warp's increased damage still deals its increased damage to the enemy hit by the power, but does not deal its damage in an AoE.

There isn't really another way to fix Warp vs Throw detonations, since the Coalesced.bin is severely limited in handling biotic detonations. Therefore, the fluid and dynamic Adept we knew from ME2 is forever lost and mutated into a redundant and dull Adept in ME3. I'm sorry, I've tried everything, but I've ran out of ideas to fix the Adept class.


Yeah, I dunno why there isn't anything in the file about explosions (in the power section). The only thing I can find are evos that boost BEs. It looks like they are hard-coded and every biotic power will trigger one resulting in the exact same effect. Damn this sucks.

@ Kronner, V.0.25 feels really good. Loving it so far (playing Vanguard). Can't wait to get my hands on the Claymore!

#173
Fortack

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rumination888 wrote...

(the force of a biotic combo is used instead of the force of Throw, but the direction of the knockback is easier to control when you use Throw as the detonator. Warp knocks the detonated target in seemingly random directions. Throw knocks the detonated target away from the direction of the impact, just like in ME2)


The problem I'm having with directions is that the arc-angle is set the moment Shep's casting animation finishes. This means you cannot move for a brief moment if you want to have max (direction) control. In ME2 the arc was set when you pressed the button so you could focus on other stuff immediately. IMO it makes little sense why BW changed this while increasing the overall pace of combat.

Singularity is better all around than Pull. Pull is only better if you want to knock enemies off a cliff with Throw, or when you want to yank the shield off Guardians.

Shockwave is shorter, but wider, and can hit more targets at once. Its a high risk, high reward power if you take the Detonation upgrade, or a medium risk, medium reward power if you take the range upgrade.


Sounds interesting. I'll give this a try. It doesn't "fix" the dull bombing mechanics but it does give each power a different purpose. Thanks for posting this.

#174
Stardusk

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So I guess modding the particle rifle is not possible. Real pity.

#175
Kronner

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rumination888 wrote...

If you want a to rebalance biotics(emphasis on rebalance, not necessarily increase the difficulty), try the following:

Reduce Shockwave's base range to 8.
Reduce number of Shockwave impacts to 5.
Increase Shockwave's base impact radius to 3.
Increase Shockwave's Detonation upgrade to 100%.
Increase Shockwave's range evolution to 100%
Increase Shockwave's maximum impact and ragdoll targets to 4

Increase Warp's Detonation upgrade radius to 300%
Increase Warp's Detonation upgrade damage to 100%
Reduce Warp's Detonation upgrade force to 0%

Increase Pull's minimum velocity to 260(ouble the default)

Reduce Singularity's base cooldown to 4.
Increase Singularity's base cooldown for henchmen to 12.
Increase Singularity's projectile speed to 6000.

Reduce minimum and maximum Biotic Combo radius to 2 and 2.
Reduce minimum and maximum Biotic Combo damage to 75 and 150

-all other values are at their default-

...


Soja57 wrote...

Just tested out rumination888's changes to biotics, and I'm satisfied with the way that biotics work now (with minor balance changes). Thanks for your tips! I think now Kronner should look into your stats to rebalance biotics for Spectre difficulty.

 

I just tested it too. Really, really good! I like it a lot.Thanks for this, rumination888. :)