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


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#201
Kronner

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Abraham_uk wrote...

even though AI hasn't changed much and you've given enemies more hit points


Actually, the only enemies that got HP boost are Atlas (identical to MP Atlas now) and Brute (did not have enough, died way too quickly). They still go down very quickly though.

:)

Modifié par Kronner, 08 avril 2012 - 12:06 .


#202
Abraham_uk

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Kronner wrote...

Abraham_uk wrote...

even though AI hasn't changed much and you've given enemies more hit points


Actually, the only enemies that got HP boost are Atlas (identical to MP Atlas now) and Brute (did not have enough, died way too quickly). They still go down very quickly though.

:)


Fair enough.

I would have loved to have seen all of the Collector forces amoungst all the Reaper infantry. (Which you can't do I get it now) but it would have been awesome.



Combined Reaper faction


Collector Drone
Collector Assassin
Scion
Abominations
Pretorian
Harbinger

Husks
Canibals
Marauder
Banshee
Brutes
Harvester
Reaperised Drell: (spams biotic powers at you, including shockwave, singularity, warp, pull, throw)
Reaperised Quarians  (spams tech powers including energy drain, sabotage, combat drones, sentry turrets)
Reaperised Salarians (spams tech powers at you including incendiary blast, cryo blast and overload)

Imagine all of those forces fighting you at once.

Modifié par Abraham_uk, 08 avril 2012 - 12:30 .


#203
Hazardo

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Kronner, do you have any idea if it will be possible to adjust the DLC weapons in the future? If they're not seriously OP to begin with (which is very much a possibility, considering the Particle Rifle and most of the ME2 DLC guns), they have a chance of screwing the new weight system...

Edit: Though this might not be a very pressing matter if the Resurgence Pack is MP only,  for now at least.

Modifié par Hazardo, 08 avril 2012 - 03:58 .


#204
Rogue Complex

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God, if this is ever on console it'd be insane.

#205
Bomma72

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Anyone know if the patch breaks this? Having too much fun playing it to have to stop now.

#206
Athenau

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The patch replaced the coalesced.bin. Kronner may have to merge the changes into the new coalesced file.

#207
Bomma72

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damn.

#208
Bomma72

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OK where is the patch I can't find it?

#209
Kronner

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Athenau wrote...

The patch replaced the coalesced.bin. Kronner may have to merge the changes into the new coalesced file.


Coal.bin is still the same in my game. I just updated via Origin. Is there a different patch out?

#210
Athenau

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The timestamp on my coalesced.bin changed when Origin applied the patch. I don't know if anything actually changed in it though.

#211
Athenau

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Not sure if you're updating this any more Kronner, but I have a couple of suggestions:

1. The incendiary explosive nerf was too harsh. It definitely needed to be toned down, but halving the damage AND the proc chance was too much. 50 damage/50% chance seems fair, IMO. The bigger problem is that the other evolution of the tree is garbage. 10% is the same as AP ammo and less than warp, and AP and warp have more useful benefits than the single target panic effect (and they're instant rather than DOTs). IMO, class ammo powers should be at least as useful as bonus powers, and preferably better since it's not fair if power-based classes can get same benefits. So the damage evolution should give you 20% rather than 10%, which makes it clearly superior for the slower semi-autos.

2. Concussive shot. This is so bad for a cooldown skill. Make the force on par with throw or something. It still can't set off biotic detonations, but at least it might kill unprotected targets occasionally instead of just knocking them down.

#212
Kronner

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Agreed about Incendiary ammo and CS. I still haven't had the time to really check out rummination888's biotic tweaks, but I plan on updating this for sure.

#213
Bomma72

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Just want to say still having fun with this mod. Good job Kronner.

#214
CheetahZ1

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Almost done with my Engineer playthrough on Spectre. Was Very harsh at the beginning. Never laying and ME3 Engy, I was getting very frustrated at how little damage I did, and it felt like I had no utility compared to other classes.

Then I learned about Tech Bursts.

Oh boy Tech Burst spam everywhere. Not as effective as explosions, but very fun none-the-less. Not to mention Sabotage + Tech Burst created some stupid damage on bosses.

Then once I got Ashley for Disruptor Ammo ooh boy.

Glad something made me adapt.

#215
goofyomnivore

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I'm starting a shotgun infiltrator with this mod. Sentinel'd out finally lol will report any Infiltrator suggestions/concerns/etc.

#216
jancz89

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I know this is not the right place for my question, but I haven't found any "game mods thread" and this is sort of a game mod
it's a stupid  little thing, but it really bugs me, is it possible to somehow make Avenger assault rifle look the same and those in the armory, I mean the default optics, which was on avenger in ME2 and on all assault rifles in ME1
it's just that without the optics the gun looks wierd, I know it's a small problem but if anybody knows if it can be changed somehow, or if there is already such thread, please point me there and then I'll delete this "spamy" message :) thank you

Modifié par jancz89, 17 avril 2012 - 03:32 .


#217
Bomma72

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jancz89 wrote...

I know this is not the right place for my question, but I haven't found any "game mods thread" and this is sort of a game mod
it's a stupid  little thing, but it really bugs me, is it possible to somehow make Avenger assault rifle look the same and those in the armory, I mean the default optics, which was on avenger in ME2 and on all assault rifles in ME1
it's just that without the optics the gun looks wierd, I know it's a small problem but if anybody knows if it can be changed somehow, or if there is already such thread, please point me there and then I'll delete this "spamy" message :) thank you


The only way I could think it using Texmod, why not post this in the modding thread.

social.bioware.com/forum/1/topic/323/index/10759911

Someone there may be able to help you.

#218
jancz89

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Bomma72 wrote...

jancz89 wrote...

I know this is not the right place for my question, but I haven't found any "game mods thread" and this is sort of a game mod
it's a stupid  little thing, but it really bugs me, is it possible to somehow make Avenger assault rifle look the same and those in the armory, I mean the default optics, which was on avenger in ME2 and on all assault rifles in ME1
it's just that without the optics the gun looks wierd, I know it's a small problem but if anybody knows if it can be changed somehow, or if there is already such thread, please point me there and then I'll delete this "spamy" message :) thank you


The only way I could think it using Texmod, why not post this in the modding thread.

social.bioware.com/forum/1/topic/323/index/10759911

Someone there may be able to help you.

thank you very much I'll try asking there :)

#219
Athenau

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Okay I tried playing some more with a couple of changes:

Incendiary Ammo:
Rank 6 damage evolution: damage increased to +20%
Rank 6 explosion evolution: chance increased to 50%

Incendiary explosive was good on fast firing weapons...enough damage to notice the difference, not enough to kill stuff with the explosion damage alone.

The damage evolution still felt weak though. Incendiary ammo just isn't a great fit for slow firing weapons, IMO

Concussive shot:
Base force increased to 600N
Base speed increased to 6000

This still felt bad. The extra force didn't seem to make much of a difference, the extra projectile speed was nice, but pointless since the power didn't do much on its own. Fundamentally the problem with this skill is the lack of synergy with adrenaline rush. The only solution is to make concussive shot spam competitive with adrenaline rush by itself, or to lower the duration/cooldown of adrenaline rush so that you get to fire cshot more often with the bonus power evolution.

#220
Kronner

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Athenau wrote...

Okay I tried playing some more with a couple of changes:

Incendiary Ammo:
Rank 6 damage evolution: damage increased to +20%
Rank 6 explosion evolution: chance increased to 50%

Incendiary explosive was good on fast firing weapons...enough damage to notice the difference, not enough to kill stuff with the explosion damage alone.

The damage evolution still felt weak though. Incendiary ammo just isn't a great fit for slow firing weapons, IMO

 

Yea, Incendiary ammo seems to be the best fit for fast firing weapons and shotguns (most of them).


Athenau wrote... 
Concussive shot:
Base force increased to 600N
Base speed increased to 6000

This still felt bad. The extra force didn't seem to make much of a difference, the extra projectile speed was nice, but pointless since the power didn't do much on its own. Fundamentally the problem with this skill is the lack of synergy with adrenaline rush. The only solution is to make concussive shot spam competitive with adrenaline rush by itself, or to lower the duration/cooldown of adrenaline rush so that you get to fire cshot more often with the bonus power evolution.

 


How about a significant increase in damage (e.g. base damage 1000-1200) and force, and cooldown (e.g. 12-14 base)? 

I plan on updating this with biotic tweaks over the weekend, so more stuff can be added as well.

#221
Athenau

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Yea, Incendiary ammo seems to be the best fit for fast firing weapons and shotguns (most of them).

Yeah. The damage evolution should still be buffed so that people who want to use slow firing weapons still have an anti armor/health option with incendiary. A 40% boost  (fully evolved) + panic chance is ok I guess.

How about a significant increase in damage (e.g. base damage 1000-1200) and force, and cooldown (e.g. 12-14 base)?

That would be a pretty huge buff, like three times more than any other damage power. If you go the heavy hitting damage approach I'd use a base of 400 (like carnage) with the same recharge and make the shredder evolution do the DOT over 3 seconds instead of 10.

Modifié par Athenau, 26 avril 2012 - 10:24 .


#222
inuyasha1a

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 Let me start by saying, I have yet to play vanilla Insanity, so this was an entirely new experience for me. Secondly, oh my starchild this is insanely fun. Currently running through it on a ME1/2 imported Infiltrator. Mostly using Sniper Rifles and Shotguns. The Phantoms are amazingly annoying, to the point where when I survive an encounter with more than 1 of them and I feel very satisfied with myself. Atlases are a bit annoying because of the MP level shielding. Also, grenades, just grenades. 

But all of that aside, this feels amazing, and I can't wait for the next release.

#223
trumfnator

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Playing ME2-Insanity was quite fun and challenging. But ME3 was to easy for me. So I hope this is the right solution. Keep up the good work!

#224
Didact2401

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Can we get an update for this to work with the new patch?

#225
juli4n0liver

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hey noob question, installing this will affect MP? and if so how do I revert the files so I don´t get banned?