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Balance ALL the things! (A collaborative effort) (Updated 7/10)


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#226
LadyAlekto

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GodlessPaladin wrote...

Other stuff...

[*]Console players should have a similar capability for reload cancelling as PC players.  In fact, forget medigel cancelling and just let players cancel (or fail to do so with bad timing, of course) with the reload button.


Agree specially on this, darkest of days has a mechanic that allows to cancel and speed up reloads when timed right and is a awesome but tough to master feature

I would also add

-Tech armor be detonable at any given moment, cooldown is applied when the armor is activated

-Turrets and drones show on their power icon if they are still alive and active, like tactical cloak and tech armors red power icon

#227
YuenglingDragon

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GodlessPaladin wrote...
The scaling changes you suggest are outside the scope of simple .ini file edits and represent a large and fundamental change to the game.  

 
Why?  I'm not a developer so I'm shooting in the dark here, but if they can change BE's and TB's which already scale then it seems that the code is already there, yes?

GodlessPaladin wrote... That said, we don't think that Soldiers are weak classes.  Bioware has given them a lot of love and they are quite effective now.

Compared to a MQE, AA, or HS?  Compared to any Infiltrator?  I must respectfully disagree.  Especially for newer players with low/no level rares and low/mid level uncommons, weapopn dependent classes are trash.  You're quite good at this game and have been, like me, playing since launch I believe.  I think you may be mistaking your nice gear and guns for nice balance changes from BioWare.  I just convinced a friend of mine to start playing last week.  It's shocking how little he can do with a Turian Sentinel ( a pretty good class) with only a Phaeston II at his beck and call.  Then we got him to switch to a HS and we ran a biotic death squad and tore it up.  Scaling damage is more effective on gold than the flat damage of weapons and powers.  Balance is going to be difficult or impossible to achieve without it.

#228
GodlessPaladin

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YuenglingDragon wrote...

GodlessPaladin wrote...
The scaling changes you suggest are outside the scope of simple .ini file edits and represent a large and fundamental change to the game.  

 
Why?  I'm not a developer so I'm shooting in the dark here, but if they can change BE's and TB's which already scale then it seems that the code is already there, yes?

  They didn't change BEs from nonscaling to scaling with a weekly balance change.

GodlessPaladin wrote... That said, we don't think that Soldiers are weak classes.  Bioware has given them a lot of love and they are quite effective now.

Compared to a MQE, AA, or HS?  Compared to any Infiltrator?


Yes.  Here is an example of their performance for you:  social.bioware.com/forum/1/topic/343/index/12535467

I feel Bioware has done a very good job on bringing Soldiers up to speed.

Modifié par GodlessPaladin, 20 juin 2012 - 03:59 .


#229
Metal Vile

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I just noticed you guys made no changes to SMGs other than the Hurricane with a weight nerf (probably deserved, that gun is so damn strong!).

Does that mean you guys feel they a relatively well balanced? And if so, what role exactly do they fill? Is their purpose entirely to be low-weight, low-damage "back-up" weapons (assuming ULM is ever fixed)?

I'm guessing they weren't fully addressed because there are so few Rare and Ultra-Rare SMGs (something that I think was a poor decision on BW's part overall, but perhaps for the best seeing as how one of the most important SMG mods doesn't work).

With how significant of a penalty shooting armored enemies is on Gold difficulty, how are weapons that can't get armor penetration supposed to be competitive? Other than making their total damage crazy high (ala the Hurricane).

#230
GodlessPaladin

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Metal Vile wrote...

I just noticed you guys made no changes to SMGs other than the Hurricane with a weight nerf (probably deserved, that gun is so damn strong!).

Does that mean you guys feel they a relatively well balanced? And if so, what role exactly do they fill? Is their purpose entirely to be low-weight, low-damage "back-up" weapons (assuming ULM is ever fixed)?

I'm guessing they weren't fully addressed because there are so few Rare and Ultra-Rare SMGs (something that I think was a poor decision on BW's part overall, but perhaps for the best seeing as how one of the most important SMG mods doesn't work).


We think that the Geth Plasma SMG (and the Geth Pulse Rifle for that matter) could use some love, but I'm not sure on the actual number we should change it to yet.  Like with the Striker, its unique mechanics make it a bit trickier than normal to analyze.  As for uncommon and common SMGs, we haven't really looked at uncommon and common weapons too  much yet.

There is some debate as to whether the Hornet needs any changes or not.

With how significant of a penalty shooting armored enemies is on
Gold difficulty, how are weapons that can't get armor penetration
supposed to be competitive? Other than making their total damage crazy
high (ala the Hurricane).


Ammo powers (such as warp, cryo, armor piercing), weapon damage bonuses, rail amps, et cetera all help with this.

Modifié par GodlessPaladin, 20 juin 2012 - 04:28 .


#231
datako12

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GodlessPaladin wrote...

Wraith Shotgun
- Weight range changed from [1.5-0.9] to [1.2 - 0.9]


love what you guys are suggesting for all of the ultra rares since their absurd difficulty to level makes their weight actually matter over the other guns.

but you guys dont have any problems at all with the Wraith's rate of fire? i mean you can reload cancel it after every shot and fire faster.  im just wondering why you guys dont think thats a problem at all

#232
Metal Vile

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Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?

#233
Atheosis

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datako12 wrote...

GodlessPaladin wrote...

Wraith Shotgun
- Weight range changed from [1.5-0.9] to [1.2 - 0.9]


love what you guys are suggesting for all of the ultra rares since their absurd difficulty to level makes their weight actually matter over the other guns.

but you guys dont have any problems at all with the Wraith's rate of fire? i mean you can reload cancel it after every shot and fire faster.  im just wondering why you guys dont think thats a problem at all


We debated this and the side happy with it as is won out (in other words I lost).  It was pointed out by one group member that the reload cancelling resulting in a faster fire rate is a myth (based on his testing), though I didn't really do any follow up to see if that was true or not.  I think any RoF increase would need a corresponding damage nerf for the group as a whole to consider it, and I'm not sure they would even then.

#234
Metal Vile

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datako12 wrote...

GodlessPaladin wrote...

Wraith Shotgun
- Weight range changed from [1.5-0.9] to [1.2 - 0.9]


love what you guys are suggesting for all of the ultra rares since their absurd difficulty to level makes their weight actually matter over the other guns.

but you guys dont have any problems at all with the Wraith's rate of fire? i mean you can reload cancel it after every shot and fire faster.  im just wondering why you guys dont think thats a problem at all


Well, the Wraith is meant to be a modified version of the Eviscerator.  Therefore, it has the same firing speed as the Eviscerator.  It just trades the third shot for significantly better damage.  I understand that more than 1-2 stats can be different; but if we change everything, how is it in any way related to the Eviscerator other than it's model?

Although there is prescedent when looking at the Paladin vs. the Carnifex, but again it's the same thing.  Trades clip capacity and weight for a damage buff, same fire rate.

#235
Atheosis

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Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


Certain people absolutely love the Hornet.

#236
Metal Vile

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Atheosis wrote...

Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


Certain people absolutely love the Hornet.


But is this only because they don't have a Hurricane yet?

#237
Atheosis

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Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


Certain people absolutely love the Hornet.


But is this only because they don't have a Hurricane yet?


No.  They are very different guns, and with the right player on the right character the Hornet can be very, very good.  Just go use a stabilaztion module on it, and then tell me it's not a good gun.

#238
comrade8472

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EDit for grammar
Just on tweek I'd like to see.

Forward walking speed increased by around 1% => 5% range.

right now it's pretty funny that walking backwards or sideways almost doubles your movement speed compared to walking forward.

Keep "stormspeed"/ sprint as is, if possible.

For what races. Humans and salarians Turians, Krogan, asairi, geth, Drell, batarians, Quarians,"Yahg", Vorcha, that other one also,
***************_____________________________________________________________________
Who asked that turians too not have any dodge movement? and then listened to that?
*what'd like to see, not exactly but roughly to give an idea of what I'm thinking...

Buff Turians a little more, also krogan,Batarians.
Krogan health regen of 5 health every 5-8 sec. 55 every 5 sec when not taking damage, with full shields
Turians base damage increased, and/or add an DR to one of the shield buff tree skills

Batarians all ammo increases move to first spot. (not the tree branching but first first spot)
Where the Thermal clip capacity was, put increased grenade capacity and/or more weapon damage

Modifié par comrade8472, 20 juin 2012 - 04:39 .


#239
GodlessPaladin

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Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


We think the Hornet should roughly match up with the Carnifex more than it should be competing with the Hurricane (which, I might add, we've made a good deal heavier in our changes).  As is the Hornet has a longer firing time, a faster reload, more DPS, and staggers more often than the Carnifex.  It's also a bit more forgiving of misses.  However, it also is worse against armor, less accurate, and doesn't have that capacity for instantaneous burst damage via headshots.

#240
Metal Vile

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Atheosis wrote...

Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


Certain people absolutely love the Hornet.


But is this only because they don't have a Hurricane yet?


No.  They are very different guns, and with the right player on the right character the Hornet can be very, very good.  Just go use a stabilaztion module on it, and then tell me it's not a good gun.


Oh, I know it's a good gun.  I really enjoy it on some of my characters, especially Vanguards like the Drell and Phoenix.  And yes, I imagine Stabilizer mods go a long way towards improving it, along with the Hurricane, Revenant, and the Striker.  ...and I guess the Incisor, although in that case, it doesn't so much improve the gun as "save it from the scrap pile".

I dunno, I just find the concept that some weapons need consummables to truly competetive while other guns are good essentially "out of the box" to be annoying. 

Carnifex?  Scope (if you like it), Damage Barrel, Piercing/Clip mod (if you don't like scopes)  -  Done.  
Hornet?  Ok, Damage Barrel, Heat Sink.... AP or Warp Ammo....Stabilizier mod.....possibly SMG amp...

A bit hyperbolic, as obviously the Carnifex could also apply a Pistol amp and an ammo mod, but do you see what I mean?  Because armor is such a massive detriment to any weapon that deals 100 damage or less per shot (unless it has a crazy RoF, and even then it needs at least 75 damage), it really hurts viability on Gold because armor becomes so prevalent against 2 of the 3 factions  (its not a big deal against Cerberus, every guy and his half-brother having shields is more the issue there).

#241
Talhydras

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Hey, a suggestion for your patches list:
Decrease the animation time for switching to pistols and SMGs to ~0.75-0.9s.

I believe that's a little bit faster than a well executed reload cancel - at any rate, making them something you can switch to in a hurry would be a way to encourage their use as backup weapons, and open up a previously unavailable balancing path: making the pistols and SMGs high power low endurance backup weapons. For SMGs at least that would require some significant redesign - the functionality of the heat sink mod and their massive capacity is pretty much perpendicular to that goal - but I think it would be a worthwhile redesign in the long run. I can also see how advocating for redesign in a rebalance project is missing the point but still.

Other feedback:
 * Incisor. The difference between gun description and ingame gun functionality has always perplexed me. In ME3, the shotguns work by firing multiple pellets per trigger pull, but applying them sequentially so they can punch through shield gate. I've always wondered why the incisor doesn't work that exact way, each single shot being a three-pellet, tightly grouped shotgun blast - then you could have as much recoil as you wanted to make it tricky, but it would have the shield-piercing, multiple-impact goodness it's supposed to as well as good precision. The only problem then is that three summed incisor rounds is comparable to a Viper shot and differentiating the two weapons becomes harder.  

I also wondered in general if you guys had considered a multiple-pellet approach. Since it compartmentalizes the damage, making a sniper fire two pellets would allow it to gain shield gate piercing, but with only up to 50% of the damage.

Modifié par Talhydras, 20 juin 2012 - 05:00 .


#242
capn233

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Hornet doesn't necessarily need consumables, at least not if you are talking about the Stabilization consumable. Fire from the hip, go into cover, or simply fight the muzzle climb by aiming down as you fire. This isn't all that difficult on PC, can't speak to Xbox.

The same is basically true for the Revenant.

Specifically for armor, Hornet is fairly light and you can probably get away with taking a Phalanx as well on most characters. Or slap on AP ammo if you just have to kill armor with an SMG.

#243
squidney2k1

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The Revenant does not need a damage buff.....it needs a base reduction in the spread and a reduction in the reset timer for the "bloom" for the spread/accuracy. At this stage, burst-firing the Revenant offers little incentive over just unloading at full auto since the reticle resets at such a slow rate.

It's sad that even a Turian spec'd for full stability can't be accurate at 15-ft while attached from cover. But that's because stability removes the "wobble" from the recoil, but the bullets still fly out sideways and at different angles---Stability just means less screen shaking; it does not improve base accuracy.

#244
capn233

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squidney2k1 wrote...

The Revenant does not need a damage buff.....it needs a base reduction in the spread and a reduction in the reset timer for the "bloom" for the spread/accuracy. At this stage, burst-firing the Revenant offers little incentive over just unloading at full auto since the reticle resets at such a slow rate.

It's sad that even a Turian spec'd for full stability can't be accurate at 15-ft while attached from cover. But that's because stability removes the "wobble" from the recoil, but the bullets still fly out sideways and at different angles---Stability just means less screen shaking; it does not improve base accuracy.

Stability is the muzzle climb and that is what the Stability Mod and the Turian passive apply to, if that is what you meant by wobble it was a little unclear.  The accuracy is group size.  AR Scope improves that, as does Hunter Mode.

But base accuracy buff to Revi would indeed be nice.

Modifié par capn233, 20 juin 2012 - 05:09 .


#245
Blaine Kodos

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Suggestion to patches list that I may have missed in this thread, but had been mentioned before in a previous one:
-Add Tactical Scan's active omni-tool and hologram graphic to Sentry Turret, Geth Turret and Combat Drone. Hologram displays the summonable power's image and displays its shields for the entire duration of the power.

In this way, an Engineer can keep constant tabs on a turret placed down that they are not actively near, such as a Combat Drone placed behind enemy lines or a Sentry Turret placed at an expected spawn.

Modifié par Blaine Kodos, 20 juin 2012 - 05:19 .


#246
Atheosis

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Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


Certain people absolutely love the Hornet.


But is this only because they don't have a Hurricane yet?


No.  They are very different guns, and with the right player on the right character the Hornet can be very, very good.  Just go use a stabilaztion module on it, and then tell me it's not a good gun.


Oh, I know it's a good gun.  I really enjoy it on some of my characters, especially Vanguards like the Drell and Phoenix.  And yes, I imagine Stabilizer mods go a long way towards improving it, along with the Hurricane, Revenant, and the Striker.  ...and I guess the Incisor, although in that case, it doesn't so much improve the gun as "save it from the scrap pile".

I dunno, I just find the concept that some weapons need consummables to truly competetive while other guns are good essentially "out of the box" to be annoying. 

Carnifex?  Scope (if you like it), Damage Barrel, Piercing/Clip mod (if you don't like scopes)  -  Done.  
Hornet?  Ok, Damage Barrel, Heat Sink.... AP or Warp Ammo....Stabilizier mod.....possibly SMG amp...

A bit hyperbolic, as obviously the Carnifex could also apply a Pistol amp and an ammo mod, but do you see what I mean?  Because armor is such a massive detriment to any weapon that deals 100 damage or less per shot (unless it has a crazy RoF, and even then it needs at least 75 damage), it really hurts viability on Gold because armor becomes so prevalent against 2 of the 3 factions  (its not a big deal against Cerberus, every guy and his half-brother having shields is more the issue there).


If you are carrying nothing but an SMG on a character that lacks anti-armor powers, you either take AP ammo or you get what you deserve for being stupid.  I don't really see a problem.

#247
Manuel La Bor

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Atheosis wrote...

Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Atheosis wrote...

Metal Vile wrote...

Yeah, I figured it was something along those lines. There really is just a dearth of SMGs compared to the other weapon types. Even pistols are a little light in the line-up, though frankly it doesn't matter to me because several of the best weapons in the game are pistols (Carnifex, Paladin, Talon).

But what about the Hornet compared to the Hurricane, for example? I suppose the 'Cane is a but of an outlier with it's position as the "Ridiculous damage with poor accuracy and low clips!" choice, but the Hornet is around the same weight (or at least it is, in the game atm), only slightly more controllable (everyone but Turians and people with Stability mods need to hipfire it), and does maybe 65-70% of the damage.

I suppose another angle is that the Hurricane is not only Ultra-rare, but a Commendation weapon, which generally seem to get higher billing than anything else (*looks at Eagle, facepalms*).

That reminds me; where do you, individually or as a group, stand on the prospects of weapon rarity dictating or having a factor in the weapon's relative strength / overall value?


Certain people absolutely love the Hornet.


But is this only because they don't have a Hurricane yet?


No.  They are very different guns, and with the right player on the right character the Hornet can be very, very good.  Just go use a stabilaztion module on it, and then tell me it's not a good gun.


Oh, I know it's a good gun.  I really enjoy it on some of my characters, especially Vanguards like the Drell and Phoenix.  And yes, I imagine Stabilizer mods go a long way towards improving it, along with the Hurricane, Revenant, and the Striker.  ...and I guess the Incisor, although in that case, it doesn't so much improve the gun as "save it from the scrap pile".

I dunno, I just find the concept that some weapons need consummables to truly competetive while other guns are good essentially "out of the box" to be annoying. 

Carnifex?  Scope (if you like it), Damage Barrel, Piercing/Clip mod (if you don't like scopes)  -  Done.  
Hornet?  Ok, Damage Barrel, Heat Sink.... AP or Warp Ammo....Stabilizier mod.....possibly SMG amp...

A bit hyperbolic, as obviously the Carnifex could also apply a Pistol amp and an ammo mod, but do you see what I mean?  Because armor is such a massive detriment to any weapon that deals 100 damage or less per shot (unless it has a crazy RoF, and even then it needs at least 75 damage), it really hurts viability on Gold because armor becomes so prevalent against 2 of the 3 factions  (its not a big deal against Cerberus, every guy and his half-brother having shields is more the issue there).


If you are carrying nothing but an SMG on a character that lacks anti-armor powers, you either take AP ammo or you get what you deserve for being stupid.  I don't really see a problem.


Most characters can carry the hornet and a phalanx with a very minimal hit to their cooldowns. Especially when you factor in passive capacity boosts. No excuses for not taking one if you main an smg. 

#248
Manuel La Bor

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I posted this inside the balance group but I figured I'd let it disseminate to the public as well.

The one change that I firmly believe both the wraith and the eviserator both should get is some innate armor ignore and/or slight innate piercing.

Here's why

"The M-22 shaves off serrated metal wedges designed to fly aerodynamically. This dramatically improves its armor-piercing capabilities"

The wraith being a direct upgrade of the eviserator should also benefit from this design change.

As far as I know this is one of the few things we can change through INI files.


This would give both a slight edge against the other shotguns in their classes, may defeat the need for a damage boost (since it could free up a slot for the EB instead of shredder mod) and might also defeat the need for a RoF increase, though I do wish it at least shot 60 rpm.

Now the wraith might or might not need the buff but the eviserator would definitely like something to distinguish its self from the other shotguns. My change fits with the established lore somewhat and lessens the need for a straight damage buff.

Modifié par Manuel La Bor, 20 juin 2012 - 05:43 .


#249
GodlessPaladin

GodlessPaladin
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Blaine Kodos wrote...

Suggestion to patches list that I may have missed in this thread, but had been mentioned before in a previous one:
-Add Tactical Scan's active omni-tool and hologram graphic to Sentry Turret, Geth Turret and Combat Drone. Hologram displays the summonable power's image and displays its shields for the entire duration of the power.

In this way, an Engineer can keep constant tabs on a turret placed down that they are not actively near, such as a Combat Drone placed behind enemy lines or a Sentry Turret placed at an expected spawn.


That would be pretty awesome.

#250
heybigmoney

heybigmoney
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Shotgun infiltrators will be forced to take duration cloak instead of dmg. Snipers remain roughly the same, except the krysae no longer nukes whole spawns instantly.

I can live with this. The claymore/gps/reegar infiltrators were completely outclassing snipers who were not using krysae.