Chriss5688 wrote...
GodlessPaladin wrote...
Maybe, but I currently don't have much in the works in that department. I mean if I wanted anything more out of enemies I would want a harder difficulty level but making a harder difficulty level is kinda a different project entirely. The only other thing I'd change would be curbing elements of "fake difficulty" such as buggy nonsense and compensating by raising elements of "real difficulty" like enemy movement speed or transitions into different attacks for banshees and such. There are two issues with that... one is that dealing with buggy nonsense falls outside of the purview of .ini file changes (or "Fagnanesque changes"), and the second is that I'd need to get my hands on more detailed enemy statistics than just their health/shields/regeneration rate. If anyone can point me to such I'd be all over it.Chriss5688 wrote...
GodlessPaladin, are you planning on touching enemies as well?
I see. I was thinking about messing with Cerberus for a bit, because at the moment they are the only faction which has one unit that stands out apart from the rest like Phantoms do. Reapers have Banshees, Marauders, Ravagers and sometimes Brutes as the biggest problems, while Geth have Primes, Pyros, Hunters and Rocket Troopers. All of them with different characteristics. Cerberus though... Phantoms do it all. Out-classing every other unit in every aspect except Atlas's in raw health/shield numbers and Turrets on DPS.
Atlasses seem to perform their roles as slowly advancing walls of threat well enough and Engineers obviously have their turrets to slow down player mobility options while the others press your position with diverse defensive types (guardian shields, phantom barriers, atlas durability, and smokescreens all potentially require different tactics to bypass). Imagine if Nemesis was actually a threatening sniper or Centurions moved in more quickly with grenades and smoke, though...
But really so much is dependant on things like AI behavior that I don't feel like I could really make particularly well informed changes without being able to test mods and such.
Modifié par GodlessPaladin, 21 juin 2012 - 10:18 .





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