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How do you like to hack when you hack ME2? (A modification I've done that tries to rebalance weaker classes and squadmates to create a nice, even spread so all options are valid)


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Doctor_Jackstraw

Doctor_Jackstraw
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Recently I sort of tabled out every weakness and weird element of shep and squad and sort of messed with a setup that attempts to rebalance the classes so the weaker classes can keep up to the stronger ones on insanity and that no one is missing anything entirely vital to being able to fight as well as anyone else.  I also tried to give the squadmates things that fix the "well no one ever wants to use grunt or jack" stuff.

Shepard:  I gave each class an 8th power (so you have one loyalty power that you pick, and then an 8th ability ontop of that that addresses a specific class's failings, I've also given each of the 3 "bad" classes a weapon to start the game out with so they arent fighting a constant uphill battle until the collector ship, and it gives them some more interseting options at that point)
  • Soldier: Fortification as 8th permanent loyalty power
  • Vanguard: Warp Ammo
  • Infiltrator: Armor Piercing Ammo
  • Adept: Barrier, Assault Rifle added to base weaponry
  • Engineer: Geth Shield Boost, Sniper Rifle added to base weaponry
  • Sentinel: Shredder Ammo, Shotgun added to base weaponry
(I kind of think it would have been cool if those 6 powers were just unlocked for the classes as you got those achievements, and then the other 8 powers are the ones you pick between for advanced training.  In the spirit of it I only pick the actual offensive powers for my advanced training: Slam, Neural Shock, Energy Drain, Reave, Inferno Grenades, Flashbang Grenades, Stasis, Dominate.  The other 6 powers are kind of redundant and i wouldnt mind if anyone told me how to remove them from the bonus powers and advanced training list since i'm using them differently than they are currently.  overall it makes all 6 shepards really useful and interesting with the power and weapon modifications to thier loadouts.  Ammo and armor were always the least interesting powers and sort of just felt mandatory depending on your class, so just attributing each of them to a class has a neat impact on gameplay)


Squadmates: This started as just messing arround with how heavy weapons react to squadmates and I discovered that half of them dont work due to chargeup times or other little bugs, but half of them work well (collector particle beam works but the beam isnt visible unless you are looking at the squadmate so I nixed that as well)  But the grenade launcher, missile launcher, and flamethrower have interesting effects on squadmates that dont really overpower them, but give you some interesting choices in practice.  Its cool how zaeed sort of becomes a defensive character with the flamethrower.  they're dangerous because the heavy weapons can hurt eachother and yourself so you end up not wanting to leave it on constantly and only pull it out in good situations. 
  • Jacob: Replace Heavy Pistol with Missile Launcher
  • Jack: Replace Heavy Pistol with Grenade Launcher
  • Zaeed: Replace Sniper Rifle with Flamethrower
I also tweaked some other characters' weaponry to create some
"classification" and balance them against thier powers or thier
personality in the story.  Thane's sniper rifle as always useless and he doesnt perform well with an SMG.  the pistol really works if you have the carniflex or especially with the phalanx (his trademark weapon in me3) because of how big of a damage boost he gets from his shredder ammo on pistols.  Samara and tali were rebalances, samara doesnt need an AR (She's got such great spells that it sort of makes her exceptionally stronger than other squadmates, plus she uses a pistol in me3 ) and you never want tali to use a pistol.  Also I threw grunt a bone because seriously there is no reason to use grunt so just give him both the best AR and Shotgun in the game and he'll be about as useful as anyone else.
  • Thane: Sniper Rifles replaced with Heavy Pistols
  • Samara: Assault Rifle replaced with Heavy Pistols
  • Tali: Heavy Pistoles replaced with Sniper Rifles
  • Grunt: Give him the Revenant for his Assault Rifles loadout.
The other characters (Miranda, Mordin, Kasumi, Garrus, Legion) are already really well balanced and this sort of brings everyone up to the same place.  (been playing through me2 with these modifications and it actually gives it a good feel.  I actually want to use all 12 of my squadmates now instead of just half of them)  Grunt, Jack, Jacob, and Zaeed were always really useless and thane never really worked quite right.



With these modifications all 6 classes are equally viable, they have more options in combat.  Everyone has additional offensive and defensive options that focus on how thier class "feels"  (Vanguard and infiltrator dont need shield powers, because they're all about moving using thier class ability, but on the upside they get the ammo powers that are sort of "made" for them to give them more options and reason to switch ammo during combat)  And the offensive power of the engineer and sentinel get a little buff as well as getting more weapons for both of them and adept that fit for what thier class can do (Whats the point of freezing guys if you dont have the fire power to shatter them?  Adept doesnt get a new power that makes them stronger, but they get the assault rifle which gives them better overall power and plays off of thier singularity power well.  Sniper rifle works well with engineer's drone and having geth shield boost.  Since they dont have time dilation infiltrator and soldier are still better snipers, it just allows engineer to be more tactical.  Sentinel just gets the firepower they need to have to make thier offensive powers and ultimate shield make sense.  shredder plus a shotgun works really well for them.)

And the squadmates all have uses now.  Miranda, Mordin, Kasumi, Thane, Samara all have the most useful powers but also only have light weaponry.  Tali, Garrus, Grunt, Legion all have good regular weapons to balance out how thier powers are a little bit situational.  Basically Tali's as good as Garrus and Grunt is as useful as Legion now.  Jack, Jacob, and Zaeed end up as unique characters that help out on big open areas or playing defense on confined areas in zaeed's case, to balance out the fact that they are the least useful characters in the game.  Now they're a squadmate type of thier own.  In short it creates a situation where you have 5 specialists that use light weaponry and have light defense, 4 squadmates that have balanced combat potential and really decent weaponry and defense (especially in grunt and legion's case), and then the last 3 are the heavy weapons specialists that make up for having powers that arent very useful with the ability to use some good crowd control weaponry that make them as useful as a miranda with level 4 powers.  It ends up with a really balanced crew all things considered and I'd like to hear how other people feel about these modifications used in thier game.

Modifié par Doctor_Jackstraw, 06 juin 2012 - 11:32 .