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


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#176
Stardusk

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Kronner wrote...

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. :)



Do you think you good give Frag Grenades an overall boost, like +30% damage and radius? They are by far the worst grenades of all, both in damage and accuracy,

#177
Kronner

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Stardusk wrote...

Do you think you good give Frag Grenades an overall boost, like +30% damage and radius? They are by far the worst grenades of all, both in damage and accuracy,


No, they are not.

I think they are fine as is. Anyone else thinks they need a boost?

Modifié par Kronner, 06 avril 2012 - 07:21 .


#178
Jake Boone

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About the Tech armor change in .25. Did you do this for barrier/D.M/fortification as well, or just Tech Armor?

#179
Kronner

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Jake Boone wrote...

About the Tech armor change in .25. Did you do this for barrier/D.M/fortification as well, or just Tech Armor?


Just Tech Armor :)

#180
Athenau

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Frag grenades are awesome. Don't touch them.  If you're going to buff anything, buff concussive shot please.  Maybe up the force to be on par with throw so that it can actually kill unshielded enemies.

Modifié par Athenau, 06 avril 2012 - 07:32 .


#181
Sabresandiego

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Just reading these changes, some are good but you completely ruin nova vanguard. This class is a high risk class with the nova invincibility frames as they are now. With your change, there is no reason to ever take nova, but rather just sit back and use weapons as a vanguard and only use charge to replenish shields. U basically killed the nova vanguard.

I would never play this patch with the nova changes you made. This isnt me2, its me3. IMO you need to put nova back where it was, and just improve weapon vanguards more.

Modifié par Sabresandiego, 06 avril 2012 - 10:00 .


#182
Kronner

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Sabresandiego wrote...

Just reading these changes, some are good but you completely ruin nova vanguard. This class is a high risk class with the nova invincibility frames as they are now. With your change, there is no reason to ever take nova, but rather just sit back and use weapons as a vanguard and only use charge to replenish shields. U basically killed the nova vanguard.


Have you played with these settings? Or SP at all? Nova is still very effective. It just doesn't make the game so easy it's boring. In vanilla Insanity, Charge/Nova spam won any fight in the game, Vanguard rarely took health damage not to mention died. SP is very different from MP. MP Vanguard is risky, SP Vanguard is not.:unsure:

Modifié par Kronner, 06 avril 2012 - 10:03 .


#183
Sabresandiego

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I have not played single player yet, only multiplayer, so Im applying these changes theoretically to multiplayer.

#184
CheetahZ1

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I don't think these changes would be too good for multiplayer.

I don't even think you're supposed to use them for MP, as I believe it's against the ToS

Modifié par CheetahZ1, 06 avril 2012 - 10:27 .


#185
Abraham_uk

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Is there a way to boost AI intelligence?

Also a way to add enemies that deliberately creep up behind you?

On multiplayer there were lots of enemies that made even more of an effort to flank you.

Also other additions (if possible)

Indoctrinated Adept ( warp, singularity, shockwave, warp ammo)
Indoctrinated Soldier (adrenaline rush, concussive shot, frag grenade and incendiary ammo)
Indoctrinated Engineer (overload, combat drone, incendiary blast and sabotage)
Indoctrinated Vanguard (incendiary ammo, charge, nova, pull)
Indoctrinated Infiltrator (disruptor ammo, tactical cloak, incendiary blast, energy drain)
Indoctrinated Sentinel (overload, warp, throw, tech armour)

Incorporate these enemy types using their powers aggressively and tactically and program them to analyse your tactics and adapt then perfect. That's my idea of Spectre difficulty.

#186
Jake Boone

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Abraham_uk wrote...

Is there a way to boost AI intelligence?

Also a way to add enemies that deliberately creep up behind you?

On multiplayer there were lots of enemies that made even more of an effort to flank you.

Also other additions (if possible)

Indoctrinated Adept ( warp, singularity, shockwave, warp ammo)
Indoctrinated Soldier (adrenaline rush, concussive shot, frag grenade and incendiary ammo)
Indoctrinated Engineer (overload, combat drone, incendiary blast and sabotage)
Indoctrinated Vanguard (incendiary ammo, charge, nova, pull)
Indoctrinated Infiltrator (disruptor ammo, tactical cloak, incendiary blast, energy drain)
Indoctrinated Sentinel (overload, warp, throw, tech armour)

Incorporate these enemy types using their powers aggressively and tactically and program them to analyse your tactics and adapt then perfect. That's my idea of Spectre difficulty.

I think Kronner said that he can't add enemies. He can only make them kill faster and last longer.

#187
Kronner

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CheetahZ1 wrote...

I don't think these changes would be too good for multiplayer.

I don't even think you're supposed to use them for MP, as I believe it's against the ToS


Yeah, this is SP only mod, obviously. I'd strongly recommend using the original file while playing MP.

Abraham_uk wrote...

Is there a way to boost AI intelligence?

Also a way to add enemies that deliberately creep up behind you?

On multiplayer there were lots of enemies that made even more of an effort to flank you.
...

 

Not possible to do with what we have available.

#188
CheetahZ1

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Hey Kronner now that I think about it, I'd like to thank you.

You've made the SP alot more enjoyable for me and many others.

Thank you very much for your time and effort.

#189
goofyomnivore

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Yeah big thank you Kronner for your hard work this has made sp fun again.


About Frag Grenades. They do a lot of damage, but I think they're the worst grenade other than Inferno. Lift does the same damage+cc I believe and cluster does way more damage. You could maybe buff the final evolution to make them have a better role without making them too powerful.

#190
capn233

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strive wrote...

Yeah big thank you Kronner for your hard work this has made sp fun again.


About Frag Grenades. They do a lot of damage, but I think they're the worst grenade other than Inferno. Lift does the same damage+cc I believe and cluster does way more damage. You could maybe buff the final evolution to make them have a better role without making them too powerful.

I haven't played "Spectre" difficulty but it seemed to me that in the unmodded game Lift Grenades were a tad on the ridiculous side.  I did take a look at your video of Grissom Academy and I couldn't help but wonder if they might still be a tad on the powerful side.  Since I don't have first hand experience with the mod, what do you guys think?

#191
ashwind

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capn233 wrote...
I haven't played "Spectre" difficulty but it seemed to me that in the unmodded game Lift Grenades were a tad on the ridiculous side.  I did take a look at your video of Grissom Academy and I couldn't help but wonder if they might still be a tad on the powerful side.  Since I don't have first hand experience with the mod, what do you guys think?


Lift Grenades are indeed powerful, but they come in limited supplies.

I think they are fine in both Spectre and Original Insanity. In Spectre Difficulty, they help deal with the extended power cooldown and helps you in hot situations. In vanilla Insanity... well... they arent making that much impact because other powers are insanely powertful and they are limitless.

Modifié par ashwind, 07 avril 2012 - 03:59 .


#192
goofyomnivore

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i forgot to bring James.. but here is the power of nades/lift nades (it was on spectre difficulty)

Modifié par strive, 07 avril 2012 - 04:37 .


#193
Kronner

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CheetahZ1 wrote...

Hey Kronner now that I think about it, I'd like to thank you.

You've made the SP alot more enjoyable for me and many others.

Thank you very much for your time and effort.

 

You're most welcome! It's not been done by me though, a number of people contributed significantly. :)


strive wrote...

i forgot to bring James.. but here is the power of nades/lift nades (it was on spectre difficulty)


haha, that was quick :)
I think it's ok as you can do this only once per mission (the 12 grenade barrage).

#194
ashwind

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Kronner wrote...

strive wrote...

i forgot to bring James.. but here is the power of nades/lift nades (it was on spectre difficulty)


haha, that was quick :)
I think it's ok as you can do this only once per mission (the 12 grenade barrage).


:devil: he forgot James, else it would be 18 grenade barrage. Most useful in that fight because after that fight, mission is over and you get your grenades back next mission... unlike ME1.. <_<

#195
Guest_m14567_*

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This is very cool, nice work.

I have a couple of things, the crusader shotgun seems pretty heavy for what it provides, would you make any changes to it? I think a tiny bit more damage might be reasonable, at least when I compare it to sabre and carnifex it seems weak. Nevermind, I see you made it lighter.

Also does amplification on concussive shot do anything? It doesn't seem to do much as far as I can tell. And finally, inferno grenades seem terrible, am I missing something obvious?

Modifié par m14567, 07 avril 2012 - 04:09 .


#196
Fortack

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m14567 wrote...

And finally, inferno grenades seem terrible, am I missing something obvious?


Haven't played Soldier in SP yet, but in MP their Inf Grenades suck. However, the (instant) version of James in SP is pretty good.

#197
Soja57

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So, anyone actually try Spectre difficulty without an imported save, or save editing to level 1? IMO we have to test different level ranges at different parts of the game. Lower levels will most likely pose a more serious challenge than an imported save.

Best way to test is to split various saves (using Gibbed Save Editor) into level 1, level 30, and level 60. Okay, maybe not those exact levels, but close enough so that each import can be easily tested.

If someone has experienced a low-level playthrough on Spectre difficulty, some input would be nice.

#198
Abraham_uk

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Difficulty ideas I like.

Faster enemies
Enemies dealing more weapon damage
Enemies being able to hit you even when you're behind cover
Tinkering with powers to make them less overpowered. (Not a bad idea)
Reducing the number of points you gain every time you level up


Difficulty ideas I don't like

Enemies with loads of hitpoints.


Having played Elderscrolls Oblivion, I was frustrated by the number of times I had to hit an enemy to kill them. That said enemy could kill me in two hits (this was a low level enemy by the way). It wasn't more difficult it was just a case of do minimal damage, run away, heal, come back and do minimal damage. Wash, rince and repeat until that enemy is dead.


Shame that

AI can't be improved (which is the bread and butter of higher difficulties)
Also shame that this mod is PC exclusive. If it were on PS3, I'd play it because it sounds fantastic (even though AI hasn't changed much and you've given enemies more hit points). I welcome extra challenge and it annoys me that I can't experience what you've done. Your gameplay videos are fantastic too.

Modifié par Abraham_uk, 08 avril 2012 - 10:52 .


#199
Atheist Peace

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Soja57 wrote...

So, anyone actually try Spectre difficulty without an imported save, or save editing to level 1? IMO we have to test different level ranges at different parts of the game. Lower levels will most likely pose a more serious challenge than an imported save.

Best way to test is to split various saves (using Gibbed Save Editor) into level 1, level 30, and level 60. Okay, maybe not those exact levels, but close enough so that each import can be easily tested.

If someone has experienced a low-level playthrough on Spectre difficulty, some input would be nice.


I played a fresh character twice. Did all the plot missions up to and including Tuchanka and all the side missions up to and including Grissom. One character was soldier and one was adept. Its definitley harder than insanity is normally but managable. I died once on both playthroughs.

There are a couple of things i wasn't to keen on. Personally i found that the grenade/smoke spam was quite irritating but didn't actually make it any more difficult, and the shield regen was a bit overdone in some cases. For example on one occasion i had an atlas mech go from zero shields to full in the time it took to switch from my assualt rifle to shotgun, though that only happened once so not sure if it was a bug.

#200
Atheist Peace

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Deleted double post.

Modifié par Atheist Peace, 08 avril 2012 - 11:19 .