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Pretend you're Eric Fagnan


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#1
jaydubs67

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You're Eric Fagnan.  Post your balance changes for June 12, 2012.  Also, post unruly objections to balance changes, i.e. OMG Bioware, you buffed the [insert weapon] but didn't nerf the [insert weapon]!  If posting objections, please quote or mention the changes you are calling [insert synonym for stupid].  

Use the official Fagnan formatting whenever possible, it adds to the effect.  ;)  

----------------------------------------------------------------------------
June 12, 2012
----------------------------------------------------------------------------

Eagle Heavy Pistol
- Recoil reduced

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [1.75-1.25] 
- Base damage vs armor decreased by 20%

Krysae Sniper Rifle
- No longer gets sniper rifle bonus damage from tactical cloak

Crusader Shotgun
- Now penetrates shield gate

Eviscerator Shotgun
- Rate of fire increased from 48 to 60

Wraith Shotgun
- Rate of fire increased from 48 to 60

Cerberus Harrier
- Increased max spare ammo from [80-100] to [100-120] 

Locust SMG
- Increased damage from [34.3-42.8] to [44.6-55.6]

Shuriken SMG
- Increased damage from [38.7-48.3] to [50.3-62.8] 

Avenger Assault Rifle
- Increased damage from [38.6-48.2] to [46.3-57.8]  

Geth Pulse Rifle
- Increased damage from [24.1-30.1] to [28.9-36.1]  

Vindicator Assault Rifle
- Increased damage from [62.4-78] to [74.88-93.6]  

Phaeston Assault Rifle
- Increased damage from [38.1-47.6] to [45.7-57.1]   

Tactical Cloak
- Reduced enemy ability to "see through" cloak
- Damage increase duration decreased to [no longer possible to fit 2nd claymore shot w/ reload cancel] 
- Cloak now canceled after first shot fired from charged weapons, Reegar Carbine 

Smash
- Added 80% damage reduction during animation 

Lash
- Added 60% damage reduction during animation 

Bloodlust
- Now also adds a stack for every 3 assists.  Adding a stack from a kill resets Bloodlust assist counter to 0.  

Cryo Blast
- Base freeze/chill duration increased to 4.5 seconds

Incinerate
- Freeze Combo now also applies bonus damage to chilled enemies

Grenade Capacity Gear
- Ranks 2 and 4 now add +5% each to grenade damage instead of adding to capacity.  Rank V gear provides +3 capacity, +10% grenade damage.  

********************************************


Now feel free to tell me how terrible my changes are.  And, of course, add your own changes so we can criticize them as well.  :lol:  

#2
Iezza

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INCISOR. ITS SO BAD PEOPLE FORGET

#3
GGW KillerTiger

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How about I pretend to not be the laziest and most useless employee and just think up some random balance changes like he does? ...... Nah still too easy ....

#4
jaydubs67

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Iezza wrote...

INCISOR. ITS SO BAD PEOPLE FORGET


OH GOD I FORGOT ALL THE OTHER SNIPER RIFLES  :o

#5
Iezza

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Reeger carbine:

-Damage reduced from [9001-10201230] to [0.1-0.2]
-Rate of fire reduced from [9001] to [1]
-clip size changed from 22 to 1
-If an enemy is killed  with gun, geth primes come down, poledancing, round ends automatically and evweryone gets 1000000 credits and a donut

Modifié par Iezza, 06 juin 2012 - 07:31 .


#6
Hypertion

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add

Fire Explosion
- Damage Increased from [150-375] to [600-1500]

Incinerate
- Added Innate Damage Bonus to Armor (Before Evolutions)

Biotic Charge
- Changed how the Rank 6 Bonus Power Evolution Works (see my topic on changing vanguards)

also Boomdyno managed the exact stats to perfect the Incisor in another topic. search that and add that^^

i would like to think he is at least trying to improve the things that need it.

Modifié par Hypertion, 06 juin 2012 - 07:34 .


#7
DSRoy

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Most of these are excellent ideas. Don't really think the SMGs, Avenger and GPR need damage buffs (SMGs are sidearms, Avenger is common, GPR is designed for headshots/ammo effects). The TC fix you suggest would fix most of the issue with the Krysae if the cloak damage buff window was closed immediately after the first shot/power (unless TC 6: bonus power was taken).

#8
RomanowRomanow

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all the weapons kill a basic enemy with 1 headshot on bronze 2 on silver and 3 on gold
[i am tired of shooting paladin 4 times to   the head and seeing no effect]

Modifié par RomanowRomanow, 06 juin 2012 - 07:35 .


#9
CaptainAchilles

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Iezza wrote...

Reeger carbine:

-Damage reduced from [9001-10201230] to [0.1-0.2]
-Rate of fire reduced from [9001] to [1]
-clip size changed from 22 to 1
-If an enemy is killed  with gun, geth primes come down, poledancing, round ends automatically and evweryone gets 1000000 credits and a donut


lol..nice

#10
mpompeo27

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Vindicator Battle Rifle:
-Recoil reduced to [Whatever allows a single 3 round burst to land as headshots w/o player compensation]
^^My reason for this is that in a realistic setting (yes I know this is sci-fi video game with space magic but that doesn't mean things shouldn't make sense) the whole point of 3 round bursts is for recoil reduction. It doesn't make a single bit of sense for 3 round burst weapons to have such awful recoil.

Apply the same buff to the Hornet.

I like the Eviscerator buff you came up with. Very appropriate.

Modifié par mpompeo27, 06 juin 2012 - 07:39 .


#11
Dracian

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Okay :

----------------------------------------------------------------------------
June 12, 2012
----------------------------------------------------------------------------

Javelin
- Now ignores 25% of Shield Gates

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [2.0-1.25] 
- No longer benefits from shredder mod or armor piercing ammo.

Crusader Shotgun
- Now ignores 50% of Shield Gates

Wraith Shotgun
- Rate of fire increased from 48 to 2000

Locust SMG
- Increased damage from [34.3-42.8] to [44.6-55.6]

********************************************

#12
neteng101

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----------------------------------------------------------------------------
June 12, 2012
----------------------------------------------------------------------------

Scoreboard
- Changed to display only the team's aggregate score to promote teamwork and co-op gameplay.

Balance Changes
- This is the final balance change for ME3. There will be no further changes made as none will be needed.

********************************************

#13
Iezza

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Dracian wrote...

Okay :

----------------------------------------------------------------------------
June 12, 2012
----------------------------------------------------------------------------

Javelin
- Now ignores 25% of Shield Gates

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [2.0-1.25] 
- No longer benefits from shredder mod or armor piercing ammo.

Crusader Shotgun
- Now ignores 50% of Shield Gates

Wraith Shotgun
- Rate of fire increased from 48 to 2000

Locust SMG
- Increased damage from [34.3-42.8] to [44.6-55.6]

********************************************


so it becomes double barelled?

#14
puldalpha

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pole dancing geth primes, only available with Mass Effect 3.
make it happen Bioware

#15
Blind2Society

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--------------------------------------------------------------
June 12, 2012
--------------------------------------------------------------

- Turians can now side hop

- Warp now hits more than 2% of the time

- Proximity mine proximity increased from nothing to 2.5 meters.

- Grenade boxes now fill a reasonable amount of grenades.

- Smart choke added for Talon pistol (replaces scope)

- Krogan heavy melee now dislodges guardian shields

- Krogans can no longer be stunned

- Hunters can no longer shoot while stunned

- Pyro flamer range decreased from ridiculous to reasonable and they can no longer evade

- Rocket Troopers can only shoot one rocket at a time.

- Insta-kills can no longer interupt heavy melee


more to come.....

Modifié par Blind2Society, 07 juin 2012 - 02:23 .


#16
jaydubs67

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Dracian wrote...

Wraith Shotgun
- Rate of fire increased from 48 to 2000


I want a double barreled shotgun, but... if it's the Wraith, that means we'll never get the Raider in MP.  :crying:  

#17
scheherazade

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jaydubs67 wrote...

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [1.75-1.25] 
- Base damage vs armor decreased by 20%

Geth Pulse Rifle
- Increased damage from [24.1-30.1] to [28.9-36.1]  



I think you meant to say shields, as Reeger has normal armor damage without mods, and great shield damage without mods.

Also, without armor mods, the GPR change would have no effect.
It would be doing [5 - 5] damage in either case.
Since armor DR is "-50, with minimum of 5", IIRC




But what we really need is more grenades in ammo boxes, or grenade refill between rounds.

-scheherazade

Modifié par scheherazade, 06 juin 2012 - 07:48 .


#18
nuculerman

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I'd really like a Wraith, Crusader, and Javelin buff. Specifically a clip size increase (to 4), 80% shield penetration, and 60% shield penetration, respectively.

I don't have the Eagle, but it deserves another 15% damage buff, either through damage per bullet or ROF increase. ROF increase probably makes more sense given its new clip size.

#19
jaydubs67

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scheherazade wrote...

jaydubs67 wrote...

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [1.75-1.25] 
- Base damage vs armor decreased by 20%

Geth Pulse Rifle
- Increased damage from [24.1-30.1] to [28.9-36.1]  



I think you meant to say shields, as Reeger has normal armor damage without mods, and great shield damage without mods.

Also, without armor mods, the GPR change would have no effect.
It would be doing [5 - 5] damage in either case.
Since armor DR is "-50, with minimum of 5", IIRC

-scheherazade


No, I meant armor.  It would have 2 different damage modifiers, a bonus against shields and a penalty against armor.  Not being able to melt banshees/primes/atlases quite as easily is what I'm going for.  

As far as GPR, I didn't want to get into messing with fire rate too much, and increasing damage past a certain point might give too high a DPS for the weight.  ARs have mods and there is AP ammo for people who want to use it vs armor.  

#20
Nissun

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----------------------------------------------------------------------------
June 12, 2012
----------------------------------------------------------------------------

Reegar Carbine
-It's been replaced by a stick. Players will now use the stick to beat enemies with it.

********************************************

#21
nuculerman

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jaydubs67 wrote...

scheherazade wrote...

jaydubs67 wrote...

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [1.75-1.25] 
- Base damage vs armor decreased by 20%

Geth Pulse Rifle
- Increased damage from [24.1-30.1] to [28.9-36.1]  



I think you meant to say shields, as Reeger has normal armor damage without mods, and great shield damage without mods.

Also, without armor mods, the GPR change would have no effect.
It would be doing [5 - 5] damage in either case.
Since armor DR is "-50, with minimum of 5", IIRC

-scheherazade


No, I meant armor.  It would have 2 different damage modifiers, a bonus against shields and a penalty against armor.  Not being able to melt banshees/primes/atlases quite as easily is what I'm going for.  

As far as GPR, I didn't want to get into messing with fire rate too much, and increasing damage past a certain point might give too high a DPS for the weight.  ARs have mods and there is AP ammo for people who want to use it vs armor.  


It just needs to not work with shredder mods or AP ammo.  It makes no sense from a physics standpoint that it would anyway.  It doesn't melt armor without mods.

#22
scheherazade

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jaydubs67 wrote...

scheherazade wrote...

jaydubs67 wrote...

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [1.75-1.25] 
- Base damage vs armor decreased by 20%

Geth Pulse Rifle
- Increased damage from [24.1-30.1] to [28.9-36.1]  



I think you meant to say shields, as Reeger has normal armor damage without mods, and great shield damage without mods.

Also, without armor mods, the GPR change would have no effect.
It would be doing [5 - 5] damage in either case.
Since armor DR is "-50, with minimum of 5", IIRC

-scheherazade


No, I meant armor.  It would have 2 different damage modifiers, a bonus against shields and a penalty against armor.  Not being able to melt banshees/primes/atlases quite as easily is what I'm going for.  

As far as GPR, I didn't want to get into messing with fire rate too much, and increasing damage past a certain point might give too high a DPS for the weight.  ARs have mods and there is AP ammo for people who want to use it vs armor.  


Reegar + AP ammo currently melts banshees just as fast as Claymore + AP ammo --- and no one minds the claymore DPS.

And currently, Reegar Armor DPS is a hair lower than Hurricane Armor DPS (while Hurricane I weighs less than Reegar X) --- and no one minds Hurricane DPS.

IMHO it's the shield damage that sets the Reegar apart.

So I'm torn as to how to approach it...
You think keeping the massive shield DPS is ok, but the 'par' armor DPS should go down, right?
Why not keep the 'par' armor DPS, and just tone down the massive shield DPS?

-scheherazade

Modifié par scheherazade, 06 juin 2012 - 08:02 .


#23
Miniditka77

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Blind2Society wrote...

- Smart choke added for Talon pistol

There is a smart choke for the Talon pistol.  It's called the Scope.  It's a little annoying to scope every time you want to shoot something, but it doesn't take much practice to get used to it because the magnification isn't that high.  You can one shot guys from pretty far away.

EDIT:  Added one

Eagle Pistol
- Now a projectile weapon that can be thrown at the enemy.

Modifié par Miniditka77, 06 juin 2012 - 08:06 .


#24
zeal.assassin

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jaydubs67 wrote...

Tactical Cloak
- Damage increase duration decreased to [no longer possible to fit 2nd claymore shot w/ reload cancel] 
- Cloak now canceled after first shot fired from charged weapons, Reegar Carbine 


NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!

All the other changes I like though.

#25
nuculerman

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scheherazade wrote...

jaydubs67 wrote...

scheherazade wrote...

jaydubs67 wrote...

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [1.75-1.25] 
- Base damage vs armor decreased by 20%

Geth Pulse Rifle
- Increased damage from [24.1-30.1] to [28.9-36.1]  



I think you meant to say shields, as Reeger has normal armor damage without mods, and great shield damage without mods.

Also, without armor mods, the GPR change would have no effect.
It would be doing [5 - 5] damage in either case.
Since armor DR is "-50, with minimum of 5", IIRC

-scheherazade


No, I meant armor.  It would have 2 different damage modifiers, a bonus against shields and a penalty against armor.  Not being able to melt banshees/primes/atlases quite as easily is what I'm going for.  

As far as GPR, I didn't want to get into messing with fire rate too much, and increasing damage past a certain point might give too high a DPS for the weight.  ARs have mods and there is AP ammo for people who want to use it vs armor.  


Reegar + AP ammo currently melts banshees just as fast as Claymore + AP ammo --- and no one minds the claymore DPS.

And currently, Reegar Armor DPS is a hair lower than Hurricane Armor DPS (while Hurricane I weighs less than Reegar X) --- and no one minds Hurricane DPS.

IMHO it's the shield damage that sets the Reegar apart.

So I'm torn as to how to approach it...
You think keeping the massive shield DPS is ok, but the 'par' armor DPS should go down, right?
Why not keep the 'par' armor DPS, and just tone down the massive shield DPS?

-scheherazade


Because it makes no sense from a physics standpoint.  It's an electrical weapon.  It should melt shields/health, and be mediocre against armor.  Turning it into a Claymore isn't helpful.  It'd lose its niche.