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Well Thought Out Balance Thread


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#101
Grimy Bunyip

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justgimmedudedammit wrote...

Grimy Bunyip wrote...

justgimmedudedammit wrote...

There are more than troopers wandering the fields of battle. It still doesn't balance well when compared to any other character if it is nerfed in such a manner. The GI's (specifc here) heavy melee is to it what proxy mines AND energy drain are to the SI. You can afford to loose something with the SI's TC because you still have three offensive powers at your disposal: ED, PM, and if you are caught in a pinch, heavy melee. The same cannot be said of the GI. It has one offensive power and heavy melee. The rest is purely passive boosts.


My gameplay experience tells me otherwise.
I know many geth infiltrators that can keep pace with salarian infiltrators because hunter mode provides such an impressive boost to damage output, particularly shotguns.

In short I believe hunter mode's passive abilities and wallhax compensate for the lack of a castable power such as energy drain.


True. You and I both know a shotgun wielding friend or two that can blast things to pieces in seconds. But the melee specialist would be relegated to the sidelines with such a nerf. They do not carry shotguns, at least in my case, and use a pistol with the stunner mod instead. Effectively killing one of the high risk / high reward characters in the process.

While it could balance with the strictly shotgun or sniper rifle GI, it doesn't with the melee specialist.


It's true, I explained the GI melee nerf in a fashion that would make predominantly melee based GI's mostly unviable, except for in specific situations where for example, you might need to dispatch of a nearby phantom quickly.

#102
Grimy Bunyip

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Bump, changed the wraith suggestion back to a  2 barrel shotgun variant.
The issue was that, since the wraith has a 2 barrel shotgun, it was heavily burst DPS based, similar to the claymore.
Making it a bit annoying to differentiate from the claymore.
I originally added the 3rd magazine shot so the two guns would feel different enough, but I went back on that decision as the wraith filled the only niche of 2 barrel shotgun.

M11 Wraith
Rate of Fire increased to 100
Damage increased to [110.0-137.5] per slug
Reload time increased to 2.57
1.083x sustained DPS of claymore, 1.33x total damage per reload of claymore
Extra DPS and total damage per reload comes at the cost extra time exposed to fire.
Extra reload time was necessary to keep the wraith's now impressive burst DPS in check.

Modifié par Grimy Bunyip, 04 mai 2012 - 01:52 .


#103
Killahead

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Grimy Bunyip wrote...

Bump, changed the wraith suggestion back to a  2 barrel shotgun variant.
The issue was that, since the wraith has a 2 barrel shotgun, it was heavily burst DPS based, similar to the claymore.
Making it a bit annoying to differentiate from the claymore.
I originally added the 3rd magazine shot so the two guns would feel different enough, but I went back on that decision as the wraith filled the only niche of 2 barrel shotgun.


M11 Wraith

Rate of Fire increased to 100

Damage increased to [124.0-155.0] per slug

Reload time increased to 2.57

1.117x sustained DPS of claymore, 1.33x total damage per reload of claymore

Extra DPS and total damage per reload comes at the cost extra time exposed to fire.

Extra reload time was necessary to keep the wraith's now impressive burst DPS in check.



Have you tried playing with the Wraith on gold after its latest buff? I find it to be the best shotgun for classes that rely on powers without being pure caster classes and love how it performs now.

#104
Grimy Bunyip

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Killahead wrote...

Have you tried playing with the Wraith on gold after its latest buff? I find it to be the best shotgun for classes that rely on powers without being pure caster classes and love how it performs now.


no, but I have tried the wraith before the recent nerf.
it was workable, but only barely.
Unfortunately my game isn't working right now.

IMO talon fills the role of caster shotgun much better.
talon is lighter, has good firing rate
4 round clip

and all it costs you is 0.913x damage per shot.
I also believe talon has better accuracy, but I'm not sure and I can't log into MP to check right now.

The wraith needs to be a harder hitting version of the talon if it's going to be 2 shot, and slightly heavier.

PS, I had to edit my wraith numbers.
They were a bit off because of how I use a spreadsheet to calculate these numbers :P

Modifié par Grimy Bunyip, 04 mai 2012 - 01:53 .


#105
Killahead

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Grimy Bunyip wrote...
IMO talon fills the role of caster shotgun much better.
talon is lighter, has good firing rate
4 round clip

and all it costs you is 0.913x damage per shot.
I also believe talon has better accuracy, but I'm not sure and I can't log into MP to check right now.

The wraith needs to be a harder hitting version of the talon if it's going to be 2 shot, and slightly heavier.


On caster classes I would agree, but take my batarian soldier, I rely on my ballistic blades a lot, but I don't need a cooldown of 200%. The Wraith is heavier. Also, the Wraith is from my experience more accurate than the Talon and it deals a lot more damage per shot (but like you point out, the talon has a good firing rate). The talon can be scoped to make it more accurate, but at the expense of ap mod or barrel. I agree that they are quite similar though.

#106
Grimy Bunyip

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Killahead wrote...

Grimy Bunyip wrote...
IMO talon fills the role of caster shotgun much better.
talon is lighter, has good firing rate
4 round clip

and all it costs you is 0.913x damage per shot.
I also believe talon has better accuracy, but I'm not sure and I can't log into MP to check right now.

The wraith needs to be a harder hitting version of the talon if it's going to be 2 shot, and slightly heavier.


On caster classes I would agree, but take my batarian soldier, I rely on my ballistic blades a lot, but I don't need a cooldown of 200%. The Wraith is heavier. Also, the Wraith is from my experience more accurate than the Talon and it deals a lot more damage per shot (but like you point out, the talon has a good firing rate). The talon can be scoped to make it more accurate, but at the expense of ap mod or barrel. I agree that they are quite similar though.


I looked through coalesced.bin, and found that a lot of the starbaraccuracy numbers I used were wrong.

You remember that original spreadsheet that gave us all the accuracy numbers right?
That most people copied

tangster edited that one and kept his copy here

and of course i keep my own copy, which you can find via my siggy.

anyways talon has a statbar accuracy of 35.
Couldn't find the wraith in coalesced though.
But tangster's sheet says the wraith has a starbar accuracy of 15.
of course, most of those numbers are wrong.

edit: nevermind, I found the wraith
the wraith is called the "striker" in the coalesced files.
and yeah it has a statbar accuracy of 15.

Modifié par Grimy Bunyip, 04 mai 2012 - 02:15 .


#107
Stardrinker

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Just tested out Inscisor. Can only get out 9 bullets before cloak runs out. Probably because you can't fire the weapon again until all the shots have come out.

#108
Grimy Bunyip

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Stardrinker wrote...

Just tested out Inscisor. Can only get out 9 bullets before cloak runs out. Probably because you can't fire the weapon again until all the shots have come out.

i really want to double check myself but alas, I can't =(
I'll dig around in the coalesced and see what relevant parameters there are.
min refire wasn't the issue last i checked.

#109
Killahead

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Grimy Bunyip wrote...

anyways talon has a statbar accuracy of 35.
Couldn't find the wraith in coalesced though.
But tangster's sheet says the wraith has a starbar accuracy of 15.
of course, most of those numbers are wrong.

edit: nevermind, I found the wraith
the wraith is called the "striker" in the coalesced files.
and yeah it has a statbar accuracy of 15.


I must admit that these statbar numbers make no sense to me when comparing them to my experience from the game. You mean to tell me that higher is better? I mean, the Crusader is 5. The talon has the same number as many of the other pistols. I don't get it. I'm pretty sure I can fire the Wraith and the Talon at a wall and find that the Wraith has a tighter spread, but I might be wrong.

#110
Zjarcal

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Grimy Bunyip wrote...

-25% cloak duration for Tactical Cloak Rank 4 Damage Evolution


This nerf is unneeded when you consider that at rank 4, if you pick the damage evolution you're already foregoing an increase in the cloak duration in favor of damage.

Grimy Bunyip wrote...

-10% cloak duration for Tactical Cloak Rank 5 Melee Evolution
-25% cloak duration for Tactical Cloak Rank 6 Sniper Evolution


These two are a bit more understandable, though I don't think they are necessary. The melee one is probably the one that makes more sense, since it would force you to be quick in your sneak melee attacks. The one for rank 6... eh, still not a fan. Cloak is useful not just for damage, I don't see why should an objective completion oriented infiltrator be penalized just for picking more sniper rifle damage. Reducing the damage bonus would be a fairer nerf.

Grimy Bunyip wrote...

Energy drain no longer restores shields while cloaked


This one makes perfect sense and I can agree with it.

Grimy Bunyip wrote...

Geth Heavy Melee drains 50% of your total shields, instead of a portion of your base shields.
Geth Heavy Melee cannot be used when you are out of shields.


Ouch... just ouch. You don't think the 50% shield penalty from hunter mode is bad enough?

Grimy Bunyip wrote...

Geth Plasma Shotgun Weight increased to [2.5-2.0]
This nerf is not inherently an infiltrator nerf, so I will elaborate.
My issue with the GPS is two-fold. It's a noob tube that takes little skill to use.
And it can be slapped onto any class, and make that class good.
I'm not going to deal with the former since I think the game needs noob tubes of some sort.
Not everybody can be a great shot.
As for the latter, the weight increase will discourage certain classes from picking up this weapon.


I've always thought the GPS was too light indeed. Not that I was complaining mind you... :innocent:

Modifié par Zjarcal, 04 mai 2012 - 02:31 .


#111
Grimy Bunyip

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Zjarcal wrote...

Grimy Bunyip wrote...

Geth Heavy Melee drains 50% of your total shields, instead of a portion of your base shields.
Geth Heavy Melee cannot be used when you are out of shields.


Ouch... just ouch. You don't think the 50% shield penalty from hunter mode is bad enough?


Maybe my wording is off, but I had to explain this to another guy earlier XD
I mean't 50% of your total shields after you factor in everything.
fitness, hunter mode.

so if you have like 250 shields left after hunter mode instead of 500
melee would drain 125 shields.

if hunter mode was off, it would drain 250.

I'll reword it :P
must be my wording if it happened twice.

Zjarcal wrote...

Grimy Bunyip wrote...

-25% cloak duration for Tactical Cloak Rank 4 Damage Evolution


This
nerf is unneeded when you consider that at rank 4, if you pick the
damage evolution you're already foregoing an increase in the cloak
duration in favor of damage.

Grimy Bunyip wrote...

-10% cloak duration for Tactical Cloak Rank 5 Melee Evolution
-25% cloak duration for Tactical Cloak Rank 6 Sniper Evolution


These
two are a bit more understandable, though I don't think they are
necessary. The melee one is probably the one that makes more sense,
since it would force you to be quick in your sneak melee attacks. The
one for rank 6... eh, still not a fan. Cloak is useful not just for
damage, I don't see why should an objective completion oriented
infiltrator be penalized just for picking more sniper rifle damage.
Reducing the damage bonus would be a fairer nerf.


that makes sense, in terms for rank 4.
I really just don't think an infiltrator should be good at missions/support AND sniper rifles at the same time.
with the cloak duration nerf, you can at least pick between one or the other.
I'll make the change to rank 4 though

I'm against just nerfing rank 6 damage, because that's like forcing all sniper infiltrators to submit to a sniper DPS nerf.
Whereas putting a duration pricetag on the hefty 1.4x base damage multiplier, lets the players choose which they want to do.

Modifié par Grimy Bunyip, 04 mai 2012 - 02:36 .


#112
Grimy Bunyip

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Added a few assault rifles to the front page.
Most of the changes are conservative, with the exception of the revenant.

I'm not a big AR user, so I don't have a great feel for them in game.

I programmed myself a leftclick mouse spammer and filmed it while using the incisor.
on my salarian infiltrator, it took 2.517 seconds, give or take 0.0166 seconds due to fraps frame rate

I also double checked that the RoF number is indeed accurate for the duration of the bursts.
This means there is an invisible min-refire number that I am not aware of.

Based on the numbers collected, the min refire approximately 0.16 seconds.
I may need to adjust the numbers on the incisor now that I know this.

likewise I should investigate the 0.15 min refire number associated with the raptor.

edit: done looking
After personally trying to spam and using a click spammer, i was able to get a shot every 0.18 to 0.20 seconds.
where the game files claim the raptor has a min refire of 0.15

anyways it's good to have an estimate of what kind of human error to expect when dealing with min refire on non-automatic weapons.
seems to be on the scale of 0.04 seconds.

Modifié par Grimy Bunyip, 04 mai 2012 - 05:24 .


#113
CollateralEstoppel

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Grimy Bunyip wrote...

Finally getting around to this.

CollateralEstoppel wrote...

Cryo Blast - allow shielded targets to be chilled. Make the final evolution an option to deal high damage to an ignited enemy.
Ignite - Increase damage to Red bars by 50%.
Pull - Allow it to slow armored / shielded enemies (allowing biotic explosions).
Singularity - Allow it to slow armored / shielded enemies (same as pull).
Shockwave - Increase range significantly.
Lift Grenade - Remove the skill entirely and replace it on appliccable characters with something useful.
Split Grenade / Sticky Grenade - Give it the same treatment Frag / Inferno grenade got.
Grenades in general - Allow 2 to come out of ammo crate pickups instead of 1.


Cryo Blast - If unshielded targets targets don't get slowed by cryo blast already, I agree they should

What do you mean by ignite, like the status effect caused by incinerate?
I'm not sure what the purpose of that would be. Unshielded, unarmored targets all die extremely fast.

Pull - eh, wouldn't that make pull the new reave?
It would definitely increase the frequency of biotic explosions by a lot.

singularity - I went with grumpy old man's suggestion, which included this.

Shockwave - Yeah I agree with this one

lift grenade - Not gonna consider removal and replacement for now, but do you have a replacement in mind?

Cluster/Sticky Grenades - I agree

2 grenades per ammo crate - I am concerned as to how this might affect gameplay.
Just how easy would this make spamming grenades all day long during a wave.
I feel like it would be very annoying playing with someone exploiting grenades like that.


Pretty sure cryo doesn't chill shielded targets.  It might I guess but I don't think it does.  The cryo / ignite changes were mostly suggested so the quarian engineer could be not worthless.  I know unshielded targets die fast in general.  But ignite is sort of a main tool of the engineers that have it.  And it simply does atrocious damage to health.  

Lift grenade removed and replaced with Reave on the Asari Vanguard.  Throw the Krogan Sentinel.

#114
GodlessPaladin

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-Revenant needs more accuracy, especially since I can't bloody move while using the thing.

-GPS nerf  hurts classes like Soldiers a lot more than it hurts things like Adepts or Infiltrators. 

-The pistol scope nerf is unnecessary... the Carnifex and Paladin are SUPPOSED to be used like mini sniper rifles and do not get even close to outclassing top tier sniper rifles in this capacity (but instead add a bit of versatility and are lighter weight).  One must also consider that this replaces some valuable competing mods (I rarely use the scope over the armor piercing or extra ammo, since pistols are accurate anyways and I want to kill Guardians or heavies with my pistol, not things that are collateral damage for my powers).   Also, pistols (and 200% recharge rates) are often overrated.  Compare the Carnifex stasis sniper to a Graal stasis sniper (3 gold phantoms per 3-shot clip with no consumables), for example.

-The huge Salarian Infiltrator buff needs to go.  Radar?  What were you thinking?

Add a system to catch Idler's and punish them by deducting credits
and preventing them from earning credits for the subsequent 2 weeks.

  Absurd overkill for something that can happen for a variety of reasons. 

The deducting credits thing is more than sufficient to stop the practice from occurring on purpose.  There is no need for this extreme extra punitive measure.

Modifié par GodlessPaladin, 04 mai 2012 - 08:29 .


#115
peddroelm

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datako12 wrote...

i kinda like the indra currently for what it is, and i kinda dislike what you propose for it, i would much rather see a slight damage boost, and the removal of the 50% damage when outside of scope


there is no such thing .. sniper rifles do 85% damage without scope ..

#116
GodlessPaladin

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Concussive shot
Concussive shot is arguably like throw, but slower to recharge and doesnt trigger BE's
Guns are arguably a more efficient way to deliver ammo powers than amplification as well
Turn this into a CC ability by making it stun for up to 3 seconds, with diminishing returns

You could make Concussive Shot actually good against the two enemies that have barriers by making it work better against the anti-powers abilities of the Banshee and Phantom.  As is, Concussive Shot does little to make my life easier when fighting phantoms... completely unlike things like Energy Drain.

Also, Concussive Shot already "stuns" unshielded enemies for a considerable amount of time.

Modifié par GodlessPaladin, 04 mai 2012 - 08:31 .


#117
Killahead

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To be honest, there's a lot of weird stuff in the opening post now, like this:

"Unequipped weapons weigh half as much as normal."


I don't even..

#118
GodlessPaladin

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Killahead wrote...

To be honest, there's a lot of weird stuff in the opening post now, like this:

"Unequipped weapons weigh half as much as normal."


I don't even..


That one actually makes a lot of sense and is one of the saner suggestions on there... amidst some really out there ones like cutting off a guy's ability to earn credits for two full weeks for no reason.

Basically, you only take half of the recharge penalty for a particular weapon if you're not actually holding the weapon.  It would help mitigate the fact that as is you generally don't want to take a sidearm ever.

Modifié par GodlessPaladin, 04 mai 2012 - 08:31 .


#119
Killahead

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GodlessPaladin wrote...

Killahead wrote...

To be honest, there's a lot of weird stuff in the opening post now, like this:

"Unequipped weapons weigh half as much as normal."


I don't even..


That one actually makes a lot of sense and is one of the saner suggestions on there... amidst some really out there ones.

Basically, you only take half of the recharge penalty for a particular weapon if you're not actually holding the weapon.  It would help mitigate the fact that as is you generally don't want to take a sidearm ever.


It makes a lot more sense to me, in a game that emphasizes the use of powers, that there's a strong incentive NOT to carry a sidearm (and therefore to some degree cripple yourself by not having a short/ long range weapon) in order to spam powers more efficiently. That, for me, is good balance. You can't have it all, and you shouldn't. Carrying two weapons should limit your ability to use powers. This also gives certain classes, at least the krogan sentinel, a unique role. Besides, as soon as ULM is fixed SMGs will be the sidearms they are meant to be.

Modifié par Killahead, 04 mai 2012 - 08:35 .


#120
Grimy Bunyip

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GodlessPaladin wrote...

-Revenant needs more accuracy, especially since I can't bloody move while using the thing.

-GPS nerf  hurts classes like Soldiers a lot more than it hurts things like Adepts or Infiltrators. 

-The
pistol scope nerf is unnecessary... the Carnifex and Paladin are
SUPPOSED to be used like mini sniper rifles and do not get even close to
outclassing top tier sniper rifles in this capacity (but instead add a
bit of versatility and are lighter weight).  One must also consider that
this replaces some valuable competing mods (I rarely use the scope over
the armor piercing or extra ammo, since pistols are accurate anyways
and I want to kill Guardians or heavies with my pistol, not things that
are collateral damage for my powers).   Also, pistols (and 200% recharge
rates) are often overrated.  Compare the Carnifex stasis sniper to a
Graal stasis sniper (3 gold phantoms per 3-shot clip with no
consumables), for example.

-The huge Salarian Infiltrator buff needs to go.  Radar?  What were you thinking?

Add a system to catch Idler's and punish them by deducting credits
and preventing them from earning credits for the subsequent 2 weeks.

  Absurd overkill for something that can happen for a variety of reasons. 

The
deducting credits thing is more than sufficient to stop the practice
from occurring on purpose.  There is no need for this extreme extra
punitive measure.


revenant - Sure, that's one option
GPS nerf - I believe
soldiers should be more weight resilient, as was another suggestion in
the thread. I don't believe GPS should be a caster weapon though, as the
point of the nerf was to lock it ouf of caster builds.

Pistol
Nerf - I disagree, carnifex and paladin can go toe to toe with a valiant
very easily. They'll drop small mobs in the same amount of headshots
and roughly the same amount of body shots. And yes I suppose the paladin
has low ammo, and neither has spare clips, but quite frankly carnifex
has more than enough ammo.
And honestly if the damage per shot and
firing rate weren't enough, pistols don't have to deal with the
obnoxiously high zoom on a sniper rifle. I mean try and convince me as to why I would ever use a valiant over a paladin or carnifex.

salarian infiltrator buff - are you saying radar is an SI buff? I guess I can sorta understand calling that specifically an SI buff, but it's still kinda a stretch.

Idle Ban - I should clarify, I meant to copy and paste halo reach's system.
24 hour ban for your first time caught idle boosting
2 weeks for your second time caught idle boosting
IMO it's a perfectly reasonable system

Modifié par Grimy Bunyip, 04 mai 2012 - 04:21 .


#121
adam26toronto

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Buff the space hamster. I never see my space hamster in online play. He is stuck in his tank only for the single player campaign for some reason.

Also quarian turret needs a definite buff since the class itself is quite weak aside from a support role. I do enjoy playing it regardless don't get me wrong but she is quite ineffective on gold. Cryo is not much use either unfortunately regardless of fun it is.

Human Adept/Batarian Sentinel: Buff shockwave. It's damage output is very low and aside from able to deal with husks and other random mobs it doesn't have much use aside from detonating biotic explosions which is a bit bugged anyway since sometimes your shockwave wont register anyway (regardless if you specced for the radius or not).

#122
Grimy Bunyip

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adam26toronto wrote...

Buff the space hamster. I never see my space hamster in online play. He is stuck in his tank only for the single player campaign for some reason.

Also quarian turret needs a definite buff since the class itself is quite weak aside from a support role. I do enjoy playing it regardless don't get me wrong but she is quite ineffective on gold. Cryo is not much use either unfortunately regardless of fun it is.

Human Adept/Batarian Sentinel: Buff shockwave. It's damage output is very low and aside from able to deal with husks and other random mobs it doesn't have much use aside from detonating biotic explosions which is a bit bugged anyway since sometimes your shockwave wont register anyway (regardless if you specced for the radius or not).

Yes, lets buff the space hamster so he moves at FTL
Then lets watch those poor Single Player saps try to catch him now MWAHAHA

I'll look into the quarian turret later

as for the shockwave buff, a damage boost has already been suggested in the OP

additionally, I edited the OP to suggest AR accuracy to be something more than typical SMG's, and less than the mattock.

Modifié par Grimy Bunyip, 04 mai 2012 - 04:37 .


#123
GodlessPaladin

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Grimy Bunyip wrote...
GPS nerf - I believe
soldiers should be more weight resilient, as was another suggestion in
the thread. I don't believe GPS should be a caster weapon though, as the
point of the nerf was to lock it ouf of caster builds.

  You're making it the same weight as the Claymore.  Why would I not just use the Claymore?  And don't forget that for the Asari, the GRAAL is much better than the GPS, and yet you've done nothing to that CASTER weapon.  You know who doesn't give one single damn about the weight increase?  Geth Infiltrators.  Especially since your duration changes make weight matter even less to them now!

Pistol  I mean try and convince me as to why I would ever use a valiant over a paladin or carnifex.

  I don't know about the Valiant since I don't have that gun, I have two Eagles and the Eagle is awful.  But there's no way in hell I'd use the Carnifex over a Black Widow on an infiltrator.  My black widow is gating/killing gold enemies in bodyshots without equipment, nevermind that it doesn't have to choose between an extended barrel OR armor piercing (e.g. the pistols will have trouble with Guardian shields and plates, and a general damage nerf that, while it isn't huge, is still a point in the favor of the sniper rifle choice.  Oh yeah, and my sniper rifle will be knocking down ROWS of enemies with one shot, especially since I can aim at the body more often and still expect a kill).   

Moreover, there's not too much point to the Carnifex over the Phalanx to begin with if you're not using it for consistent headshots.

To make the gulf even wider, you just gave the Black Widow FREE AWESOME RADAR and an adjustable scope as well as the ability to see through light cover and smoke and such.  This makes it even less of a contest than it was before.

Also compare to the Javelin or Kishock which just kills brutes outright.

salarian infiltrator buff - are you saying radar is an SI buff? I guess I can sorta understand calling that specifically an SI buff, but it's still kinda a stretch.

  Yes, it's specifically an SI buff because the SI benefits the most from sniper rifles which don't need an AP mod, easily.  A huge buff to the Black Widow/Mantis/Javelin/Widow means a huge buff to the Salarian Infiltrator because that is where the Salarian Infiltrator is super happy.  That is not a "stretch," it's an inference that comes from a basic understanding of game design.  If you change a given character's favored tools in a way that favors them, you buff that character.

Nevermind that besides that, your change is awkward for other reasons too, such as having a light SR as a sidearm people turn to just for the sake of radar.

Modifié par GodlessPaladin, 04 mai 2012 - 11:13 .


#124
Wesus

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Si buff? Paladin/carni nerf .....ow dear...

#125
Grimy Bunyip

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@ GP

GPS Nerf
Your argument is a straw man.
I never once mentioned the graal, yet you are asserting that based on my logic, the graal would be nerfed into a non-caster weapon as well.

But I will admit that my explanation of why the GPS needs a nerf is a bit lacking, so I will re-iterate my argument.

First let me say, that in the context of high end gameplay, in a world where everyone is a decent if not good marksman in mass effect 3. Yes graal is arguably better than the GPS.
And the GPS isn't a very overpowered weapon because other weapons outclass it.

That's not why it needs to be nerfed though.
I am very liberal with my friends list, I'm not terribly picky based on how good you are or not.

And I have a number of friends who are not good marksmen.
For them, their lack of aiming skills makes GPS the only viable weapon. No other gun will perform REMOTELY as well.

And do you know what they did? they quit playing the game.
Because every class and build they ever tried, always performed best with the GPS. No exceptions.
They could try new guns, but they would never do as well.
And that creates a problem. No weapon variety, and subsequently a very boring game at the lower end of things.

So based on this logic, I established that noob tubes, namely the GPS, need nerfs in order to keep the game diverse and interesting for everyone.

The next question was, what kind of nerf.
one option was a straight up DPS nerf, but that would hurt everyone equally. And while the GPS is good, a DPS nerf would make it a very poor weapon for "pro-gamers".

So I came up with an alternate solution, which I admit is not perfect. Boost the weight. That way the GPS becomes only viable with certain classes that are more resilient to weight.
this restores some of the weapon diversity to the game for players who are not great marksmen.
while maintaining the DPS performance of the GPS for the sake of the "pro-gamers"


Pistol Scope Nerf
You made a number of points
Which I will have to address a bit at a time.
Scope Buff
Changes: Adjustable scope, stability increase, and radar

I am going to assume that you will in fact agree with me on the matter that the current scope is underpowered. Since most players I met would believe that as well.

IMO the scope is reasonable, as scopes right are over-zoomed. There is no map that actually requires the level of zoom put on any of the sniper rifles.
If anything the strong zoom makes the game less fun. And I am going to cite this point as common opinion

The stability mod is reasonable, it will not affect most sniper rifles such as the valiant or widow at all. It affects the black widow negligibly as the firing rate is so slow, your reticule essentially returns to where it was by the time you can fire again.

And finally, the radar is what makes the enhanced scope a reasonable option in contrast to the extended barrel or piercing mod.
Both of these other two mods increase your damage input somehow, whereas the radar does not.
All the radar does is help you out during those WTF moments when your teammates stop covering your flank for some reason and some mobs spawn behind you. Afterall, mobs can stun you or mow you down in seconds on most sniper classes. That's not particularly fair to the gamer. Anyways, IMO, Spawn camping should not be any larger of a feature to the game than it already is.

Black Widow Vs Pistols
You cited that the black widow can 1 body shot things without Consumable mods.
To do this, you need a Black Widow 8, and you need to get rank 6 cloak and racial, both specced fully into weapon damage.
The only exception is when you are fighting cerberus, whose infantry have less health than the other 2 factions.

And yes in this context, I admit your assertion that Black Widow 8 on a salarian infiltrator specced for maximum weapon damage, is in fact better than a carnifex or paladin.

This being said, I'm also going to make the assertion that this is a niche scenario and not indicative of any other sniper rifle in the game.

So this leaves 2 major remaining scenarios.
First one is single shot sniper rifles.
yes, these will still eliminate standard infantry in body shots.
But if you've ever used a carnifex or paladin extensively, you'll know that it's fairly easy to eliminate 2 infantry in a cloak cycle, whereas the single shot snipers will rarely if ever do that without near perfect reload cancelling.

The second one is multi shot sniper rifles
I'm going to cite the valiant as the single best multi shot sniper rifle in the game.
Without reload cancelling, the paladin and the valiant will both make 3 shots per cycle. Valiant might be able to squeeze out an extra shot, and the paladin can grab a magazine upgrade, but lets ignore these.

paladin X: 531.1 base damage per shot, same firing speed as valiant
Valiant X 396.5 base damage per shot, same firing speed as paladin
after you apply rank 6 sniper damage, valiant X gets 555.1 base damage

So basically their stats are fairly similar.
I believe paladin to be the better sniper rifle than the valiant because they do essentially the same amount of damage. 4.5% will not make the difference between number of body or headshots on either weapon.

the difference is the paladin is lighter.
the paladin has access to a magazine upgrade
The paladin has less spare clips at low ranks, but more spare clips at rank X.
The paladin does not have a built in scope, but its scope is lower powered, which is better.
and finally the paladin does not require points in rank 6 TC evolution to deal as much damage as the valiant.
Both weapons have the same firing rate.
Paladin has slower reload, but negligible in the contact of reload cancelling and tactical cloak cooldowns.


Not even going to address the last point.
Between the straw man and your nicely italicized comment about

basic understanding of game design

I'm going to have to assume that you're just here to troll.

I've been polite to you, and every other person who's posted on this thread up until now.
If you believe that posting a balance thread that does not agree with your opinions on the game is deserving of snide comments, I'm sorry I posted this balance thread.
And since I've only responded to you once before now, I'm simply going to ask you to drop the sour attitude.
Please.

Modifié par Grimy Bunyip, 05 mai 2012 - 12:33 .