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Pretend you're Eric Fagnan


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#26
Shampoohorn

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Miniditka77 wrote...

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.


OT but, I thought the scope improves Talon accuracy regardless of whether you zoom in.  Yes/no?

#27
Blind2Society

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Miniditka77 wrote...

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.


Tried it, didn't like it. The talon is, for all intents and purposes, a shotgun. The scope should be replaced with a smart choke.

Modifié par Blind2Society, 06 juin 2012 - 08:12 .


#28
jaydubs67

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scheherazade wrote...

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


To be fair, I don't actually play enough with the Reegar to judge between the two.  Your approach is fine as well.  I just think the Reegar needs to be toned down a tad, but not nerfed into oblivion.  

And I kind of miss the old ME2 approach where some weapons were really good vs armor and others were really good vs shields/barriers.  

#29
Shampoohorn

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GGW KillerTiger wrote...

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 ....


Cheap shot; classic shoot the messenger reaction.  Do you really think balance changes are in the sole charge of this guy?  Maybe you do.

#30
scheherazade

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jaydubs67 wrote...

scheherazade wrote...

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


To be fair, I don't actually play enough with the Reegar to judge between the two.  Your approach is fine as well.  I just think the Reegar needs to be toned down a tad, but not nerfed into oblivion.  

And I kind of miss the old ME2 approach where some weapons were really good vs armor and others were really good vs shields/barriers.  


I agree with that... it gives them more character.

So long as no gun is just plain 'bad' against armor or shields - because then people will just avoid using it.

That said, after any nerfs it still has to generally stand out against other shotguns, becuase it still has the 'range issue' to make up for.





For comparison's sake (lvl I - lvl X) :
Current Hurricane DPS : 1025 - 1281
Current Reegar DPS : 880 - 1100 , x3 vs shields, range limited
GPS DPS : 514 - 642
Graal DPS : 640 - 800

It looks like the designers made the Reegar almost a match for the Hurricane (little heavier and little lower DPS than a Hurricane), but to make up for the low range, they gave it x3 damage to shields.

I think if they made it x1.5 or x2 to shields, that would be sufficient to still have it be an "anti shield" weapon, while still having enough bonus to make up for the short range.

https://docs.google....bWc&output=html

-scheherazade

Modifié par scheherazade, 06 juin 2012 - 08:26 .


#31
nuculerman

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Shampoohorn wrote...

GGW KillerTiger wrote...

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 ....


Cheap shot; classic shoot the messenger reaction.  Do you really think balance changes are in the sole charge of this guy?  Maybe you do.


Ignore him.  He trolls almost every thread he posts in.

#32
Miniditka77

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Shampoohorn wrote...

Miniditka77 wrote...

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.


OT but, I thought the scope improves Talon accuracy regardless of whether you zoom in.  Yes/no?

I don't think so, I think the accuracy bump only works if you use the scope.  Defies physics, I know.  I don't have any #'s to back this up, but I use the Talon a lot and it's a pretty noticeable difference.

I'll bet you could shoot it at the wall and see if the spread is different.  I've never tried that, and I'll have do it between waves next time I play.

#33
Nitrocuban

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Krysae
- proximity airburst removed
- explosion delay 0.5s added

#34
d_nought

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

Geth Hunter
-Increased movement speed by 10%

Geth Pyro
-Increased movement speed by 10%
-Increased attack range by 10%

Wave 10 Objective [Gold]
-Increased max number of Geth Prime turrets from 2 to 3
-Removed one Rocket Trooper and replaced with one Hunter

Veteran Pack
-Increased drop rate of Incisor, Locust and Viper by 200%
-Decreased drop rate of Mattock, Phalanx and Phaeston to compensate

Spectre Pack
-Increased Drell Vanguard drop rate by 200%
-Reduced ultra rare drop rate from 5% to 1%

Premium Spectre Pack
-Increased Drell Vanguard drop rate by 200%
-Reduced ultra rare drop rate from 5% in two slots to 2% in one slot

New: Legend Pack
-Cost: 500,000 credits and the locking of one non-human character from player manifest
-50% chance of regular ultra rare drop
-25% chance of N7 Eagle upgrade
-25% chance for five Drell Vanguard or Batarian Sentinel cards

Modifié par chipsandwich, 06 juin 2012 - 08:27 .


#35
Blind2Society

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^I find myself at a loss for words.

Modifié par Blind2Society, 06 juin 2012 - 08:30 .


#36
Nitrocuban

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chipsandwich wrote...

...


Some people just want to see the world burn

#37
xGunKungFUx

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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



haha i like it

#38
Shampoohorn

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

Reegar Carbine Shotgun
- Encumbrance increased from [1.75-1.0] to [2.00 -1.25]
- Disable AP mods from working with gun, similar to GPS

Krysae Sniper Rifle
- Magazine Size decreased from 3 to 2

Crusader Shotgun
- Magazine Size increased from 4 to 5

Wraith Shotgun
- Rate of fire increased from 48 to 80

Locust SMG
- Rate of fire increased from 550 to 650 (same as tempest)

Incisor Sniper Rifle
- Reduced recoil

Disciple
- Encumbrance decreased from [1.0-0.5] to [0.9-0.4]

Lift Grenade
- Increase number of lifted targets from 1 to 2

Sticky Grenade
- Increase base damage from 750 to 1000

Tactical Cloak
- Power use cancels cloak immediately, (excluding rank 6 bonus power evolution)
- Cooldown timer for powers used during cloak do not benefit from cloak minimum cooldown feature. Use cooldown for bonus power instead.

Grenade Capacity Gear (I agree with OP that this is a good idea)
- 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.

Singularity
- Increase base number of targets affected from 1 to 2
- Base singularity duration decrease from 25 to 10 seconds

Marksman
- Rank 6 evolution B changed from Recharge Bonus to Power Use (as per adrenaline rush)

Fortification
- Base damage protection increased from 15% to 20% (Max 35%)
- +10% base melee damage added to power when active

edited:
Credit Rewards
- Total credits rewarded for a match is unchanged
- Decreased share of total credits for wave 10 by 5%Credit Rewards
- Increased share of total credits for full extraction on wave 11 by 5%

Promotion
- Player gets 20,000 credits for each character promoted.

Modifié par Shampoohorn, 06 juin 2012 - 09:15 .


#39
neilthecellist

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In before the lock!

#40
N7-RedFox

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Don't know why u guys are saying the Krysae and the Reegar have issues. I mean, do you all have issues with winning and getting credits from gold in under 20 mins? Would u prefer to lose or wipe on wave 3 or 6 instead?

Really makes me laugh how retards actually ask for nerfs in a co-op game. Put simply - if your allie is strong, this strengthens you. This is not COD. You are in it as a team and finishing a round means you all get the same amount of credits.

Think for a minute - the game's Pack Store is completely FUBAR. It throws out more character cards than you can count in a lifetime. You NEED more credits after the store abuses ur funds and gives u nothing useful. Hence, extra strong weapons are a good thing.

Modifié par CaptainTeabag, 06 juin 2012 - 08:58 .


#41
jaydubs67

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Shampoohorn wrote...

Singularity
- Increase base number of targets affected from 1 to 2
- Base singularity duration decrease from 25 to 10 seconds

Marksman
- Rank 6 evolution B changed from Recharge Bonus to Power Use (as per adrenaline rush)


I like those.  And actually, I completely forgot about singularity.  =]  

#42
jaydubs67

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CaptainTeabag wrote...

Don't know why u guys are saying the Krysae and the Reegar have issues. I mean, do you all have issues with winning and getting credits from gold in under 20 mins? Would u prefer to lose or wipe on wave 3 or 6 instead?

Really makes me laugh how retards actually ask for nerfs in a co-op game. Put simply - if your allie is strong, this strengthens you. This is not COD. You are in it as a team and finishing a round means you all get the same amount of credits.

Think for a minute - the game's Pack Store is completely FUBAR. It throws out more character cards than you can count in a lifetime. You NEED more credits after the store abuses ur funds and gives u nothing useful. Hence, extra strong weapons are a good thing.


Flame war invitation declined.  You should edit some of your language before the mods notice and send you on a vacation.  ;)  

#43
Dusk1976

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

Banshee
-Replaced Warp with Shockwave, 20 meter range

Ravager
-Decreased lock-on time from 3 seconds to 2

Geth Hunter
-Cloak does not drop until Shields have been depleted

Geth Prime
-Deployed Turret now uses flamethrower
-Deployed Turret restores 50% Shields to nearby friendly targets every 6 seconds

Nemesis
-Added Phantom evasion/damage reduction skill

Phantom
-Palm Cannon changed to charged shot with 2 projectiles
-Added Charge skill

All Maps
-All spawn points active during Waves 1 through 10, regardless of player location

#44
Blind2Society

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Dusk1976 wrote...
.....


Nitrocuban wrote...

Some people just want to see the world burn



#45
Thomas Abram

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GGW KillerTiger wrote...

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 ....


Hey! No one takes my title...

Insulting staff members = vacation.

#46
molecularman

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Thomas Abram wrote...

GGW KillerTiger wrote...

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 ....


Hey! No one takes my title...

Insulting staff members = vacation.

Lol, you were asking for that killtertiger :lol:

Just leave eric alone, balance changes have always been decent

Modifié par molecularman, 06 juin 2012 - 10:36 .


#47
Xaijin

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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


That's pretty easy to answer. The claymore is an established weapon, and is therefore immune to complaints.

#48
aruguren

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Proximity Mine:
- Damage Taken time is up to 10 seconds instead of 8

#49
Elite3141

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I doubt most of the changes people are suggesting can be performed without a patch. The process for patching a PS3/Xbox 360 game is rather lengthy, meaning patches are used sparingly. As a result most of these suggested changes won't happen. Just thought I'd point that out.

And I don't see anyone mentioning buffs to the Drell Vanguard. :(

#50
deathbysteel

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What? No buff for the viper? If any gun needs a buff it's the viper. I've seen more people using the incisor. It's pretty much the ultimate hasbeen weapon.