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


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#376
Grunt_Platform

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capn233 wrote...
It isn't really fabricating a niche for several reasons.  First it already was more of a DMR in ME2 with a rate of fire of 240rpm.  The other thing is that even with a ROF boost it wouldn't replace the Valiant as it does much less damage per shot, at least previously.

I didn't propose to make it heavier, simply to boost the rate of fire.  It would indeed be lighter than the Valiant but still lag it in DPS.  It would also still lag the Phalanx and basically every other non-single shot SR except for the Krysae in DPS.  But it would feel a whole lot more like it did in ME2.

[...] Additionally, if it had more recoil than Val, but similar ROF it would feel a whole lot different.  It would actually be different than practically any rifle in the game.

In any event, the weekly change surpassed the 15% across the board damage boost that GP proposed (it was like 16%) but personally I would rather see the current damage with ROF at 100 rather than add on another 15%.


I could get behind this. The damage buff to the Viper was nice, but there's stll room to grow. I need to play with it post buff, but there's definitely room for decent, quick snipers that are better at eliminating mid-tiers and trash mobs than bosses.

#377
Manuel La Bor

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Drummernate wrote...

BoomDynamite wrote...

Hopefully BW implements a lot of those because they'll make the game as balanced as BF3 is right now.


Lol... that's a joke right?

93R killing in 0.001 seconds from out to 15m is balanced?... It takes 1 headshot and 1 bodyshot to kill with it. It fires in 3 round bursts that are nearly instant. Balanced? No.

M417 killing in 1 headshot no matter what range and having 20 rounds per mag with a semi-auto rifle is balanced?...




The 93r does 25 damage per round, so 1 headshot and one body shot would only = 75 damage dealt. Unless you mean hardcore, but the game isn't balance around hardcore. Plus, the 93r is potentially getting it's damage nerfed in the next patch. At least having it's semi auto feature removed because it is better at being a semi auto than any of the other semi autos. 

Also, IMO all sniper rifles should be a OSK to the head at any distance; a 7.62 round impacting a human head at any range is going to pop your head like a melon. The 20 in the mag though kind of nullifies the mk 11, svd and qbu-88. Though it is FAR more innaccurate at any range compared to those guns. 

On topic: Bump. 

#378
GodlessPaladin

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As much as a certain anti-nerfing faction on this board will vehemently deny it, Infiltrators do bring a few balance problems to the field which adversely impacts the variety of the game, both in terms of class choices and even weapon choices for said classes.

As they currently stand, Infiltrators do it all. They have the damage output of a or Soldier or Adept, the support of an Engineer, a survivability that Sentinels envy, and a truly exceptional ability to handle all four types of objectives in the game. Heck they're even the best at getting the party a full extraction. They're incredible both in terms of uppermost potential in the hands of elite players as well as in terms of being easy to pick up and dominate with for new players in pretty much every role in the game. With Infiltrators, you don't need other classes. You don't need a well-rounded and diverse team that covers different areas of expertise with a variety of talents. Four infiltrators are an optimal speedrunning team all on their own. With Proximity Mine's ability to stack with itself, you don't even really need to mix up your Infiltrator types... you can just take four of the *same kind* of infiltrator and do incredibly well.

One argument I've seen against any change to the Infiltrator class is that if you made Infiltrator choose between some aspect of their amazing utility and their damage, that they would suddenly be unable to work as team players. I just can't take that argument seriously. You know what? Everyone in the game without a cloak and the dozens of other wonderful tools Infiltrators have (like debuffs, wallhacks, crowd control, tech burst setups, power cancels, et cetera) are perfectly capable of playing well with their team. I think this argument is like saying if you took away the Krysae Infiltrators couldn't play with the team because they'd lose the ability to stagger lock everything all the time to CC for their team. It's nonsense and doesn't account for all of the other wonderful tools Infiltrators have.

In fact, even if they had no invisibility at all, Infiltrators would still be amazing team players who bring a lot to the table.

- Geth Infiltrator: Sees through walls and provides information to the team. Has a movement speed bonus making them amazing at getting to objectives and carrying pizzas (or wherever they're needed in general). Has Proximity Mine which sets traps, provides excellent crowd control, and debuffs bosses (or entire spawn points) providing a damage boost for everyone.

- Salarian Infiltrator: Sets up tech bursts effectively with Energy Drain. Has the same Proximity Mine utility as the Geth Infiltrator. It's even potentially a tank with a regenerating shield, good crowd control, and a high functional health/shields of 2592 which scales better than most with gear like Cyclonic Modulators or a Stronghold Package.

- Female Quarian Infiltrator: Boosts tech damage for everyone. Befuddles enemies with sabotaged machines for crowd control. Sets up traps to block off choke points with Sticky Grenades (as well as interrupting banshee grabs and such).

- Male Quarian Infiltrator: Primes an entire spawn area for tech bursts. Tactical Scan keeps allies updated on enemy positions and provides a substantial damage boost for everyone firing at the target.

- Human Infiltrator: Cryo Blast is another serious support debuff power which slows or freezes enemies and gives allies a significant boost against them. Also has the utility of sticky grenades just like the Female Quarian Infiltrator.

- All Infiltrators: Provides serious DPS and burst damage for the team and can easily get to where they're needed to block off a firing lane or clear out an obstructing boss (like the slow moving wall of threat that is the Atlas)

And yet I keep hearing people actually saying that without the full measure of Tactical Cloak, they'd have nothing going for them.

But that's not even the only issue. Infiltrators get an entire weapon category, sniper rifles, all to themselves. The balance compensating for the 1.4x damage multiplier to sniper rifles available from Tactical Cloak rank 6 is that every sniper rifle save the Krysae is just not very effective on non-Infiltrators, and of course on Infiltrators the Krysae has been shown to be capable of getting <10 minute gold runs, which in part demonstrates the problem with making a sniper rifle that's genuinely good on any non-Infiltrator class.

One argument I've seen is that Infiltrators are popular because people like sniper rifles. Well, there is no "Assault Rifle" class. There is no "Heavy Pistol" class. There is no "SMG" class. There is no "Shotgun" class. Each of these weapon groups have a number of options that members of every class can find useful. Heck, even Infiltrators make great use of all of these weapon categories. But then there is a sniper rifle class. This isn't a boon for sniper rifle lovers... it's the exact opposite. It drastically narrows the range of competitively viable options for players who enjoy sniper rifles to one out of six classes. Some sniper fans have tried to make sniper rifles work for other classes but they just don't do well and the community laughs at the notion of Asari snipers. If it wasn't for Tactical Cloak's enormous Sniper Rifle multiplier, sniper rifles could be brought up to speed and made into more competitive options for every class, really opening up the options for that category of weapons.

Our change aims to help with these issues, both making Infiltrators choose between some utility or damage, curbing the synergy between the Krysae and Tactical Cloak, and making Sniper Rifles more accessible to other classes.

#379
Atheosis

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Well said my friend. Well said.

If anything you've been too nice to Infiltrators with your changes. How people can oppose them is beyond me.

#380
xXdmndmnXx

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Very well put together, sir.

We need more decisive and suggestive input like this rather than folks just posting "Nerf this and Nerf that"

Using the word Balance keeps you neutral on the subject without invoking hate from either factions, touche!

#381
Geek

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The best part of your proposed infiltrator changes is it leaves lots of options open for varied play styles. So many threads on here are nerf infiltrators but not the way I play them.

#382
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Modifié par M4v3r1ck2, 03 juillet 2012 - 07:21 .


#383
GodlessPaladin

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As you already know, I generally agree, M4v3r1ck2. That's why one of our most thorough suggested changes was going over the entire melee system and rebalancing everything. Melee fitness is something everyone has... and yet almost no one uses, and that's a damn shame in my mind.  Making melee fitness more competitively viable for most classes would go a long way towards opening up new build options and playstyles.

Modifié par GodlessPaladin, 22 juin 2012 - 05:57 .


#384
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Modifié par M4v3r1ck2, 03 juillet 2012 - 07:21 .


#385
GaryMaple

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My 2 cents: Reduce the Incisors spread, take away the Krysae's non-scoped damage modifier and give it the the Incisor, and increase the Incisors rate of fire by 10%
For the Disciple, switch its stagger chance with the Geth Plasma Shotguns stagger chance. IE: Make the Disciple do what the box actually says it does.
For the Javelin, switch it and the Krysae's weight around and give the Javelin an extra 2 rounds in reserve. The Black Widow out DPS's it currently, and while the Javalin gets a lot of nice extra features, carrying around a Mako with you isn't quite worth it and a lot of players hate the delayed shot (personally I'd want the delay extended a little).
For the Wrath, reduce the weight a little and slightly buff its damage.

In my opinion you shouldn't have to level up Ultra Rare weapons for them to be considered 'ok' at best. It's hard enough to get them in the first place. Also weapons shouldn't be 'sort of usable' only when using specific consumables.

Modifié par GaryMaple, 23 juin 2012 - 06:37 .


#386
stysiaq

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What about Phoenix light melee?

With it's current design, it can get you killed.

#387
stysiaq

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The thread is great; Melee fitness branch really seems like an elephant in the room nobody cares to notice; personally I use melee for an occasional Drell Adept stunlock (one stagger = Reave, then heavy melee for another stagger/distancing enemy and then LEG IT before that Pyro fries you), but I won't ever risk going melee space ninja. And it SHOULD be a viable (and exciting) choice.

#388
Quething

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If you're looking to improve melee, it might be worth looking at the "meleedamagemodifier" entry in BioWeapon. The obvious thing would be to increase it for certain weapons or weapon classes (shotguns would make sense) by adding the variable to particular entries. But since it takes the X,Y form, it seems likely that you could also just change the Y value in the base entry and cause melee damage to scale with weapon rank.

Modifié par Quething, 23 juin 2012 - 04:29 .


#389
ChaosRevanLord

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 From a players standpoint a couple things I think should be balanced
Falcon needs a buff not to it's former op glory but it's useless now
Viper and Incisor need major buffs to Rof or damage
Once character appearance options are maxed stop giving them out in the packs
Lower Javelin Weight slightly
Increase Locust Damage
Harrier needs slightly larger spare ammo cap
Evisceratir and Wraith armor pIerce and damage buff to eviscerator
Minuscule chance for promo weapons in spectre and premium spectre packs
Bring back premium veteran packs
Concussive shot damage increase
Incinerate damage increase
Pull rank four area evolution limited by radius only not number of targets
Area reave able to detonate multiple biotic explosions
Asari Justicar weight capacity increase
Drell vanguard slight shield increase so higher than adept
Batarians heavy melee speed increase
Vindicator and avenger damage increase

#390
Lokiwithrope

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The Geth Pulse Rifle should have a Damage and ROF buff.

#391
Manuel La Bor

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Outside perview of this thread but..

Option to remove scope from sniper rifles. I am 100x more accurate without them.

#392
Metal Vile

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stysiaq wrote...

What about Phoenix light melee?

With it's current design, it can get you killed.


THIS is something I think needs to be looked at, but unfortunately lies outside the realm of "Fagnan-esque" changes.

Right now, Phoenix melee is only a single hit, which deals a considerable amount of damage (600 I believe, by default), but the deployment is slow.  I assume it's actually supposed to be more akin to a Heavy Melee, in the sense that it's the real "damage causer"  (Phoenix "Whiplash" Heavy Melee does 500 normally) but the difference in damage isn't enough to validate  A) The swing not doing AoE damage or B) the difference in damage is too small to not be worth just using Heavy Melee.

Stacked ontop of that is the issue that the top ranks of Fitness Melee require to kill enemies with SPECIFICALLY the Heavy Melee to receive any benefit.  Honestly, this is something that should be changed across the board, imo.  Whether I use Heavy Melee or a Light Melee combo to down an enemy, as long as the kill feed reads "Metal Vile [Melee]  Some Mook", I should get my Fitness buff.

In addition, I have noticed an issue where the "dash up" movement for the PHoenix Light Melee is somewhat inconsistant.  I will be approaching and enemy, and be most definitely within typical melee range, but when I tap the melee button, my PV will just whip out his baton and swing at the air.  This is most prevalent when the enemy I am approaching staggers for some reason before I press the button.  Instead of dashing up and following them into the stagger (Again, other classes do this with their Light Melee chains) the Phoenix classes will just pull out the Baton and swing at empt space.  And you can tell the attack isn't landing because there is no "lightning flash".  

Most classes who use the "Pistol Whip / Face Punch" Light melee combo rarely if ever experience this problem, but it happens alot on both the Phoenix Light Baton melee as well as the Drell's Ninjitsu Light Melee combo.  I can't speak for the Krogan Heabutt Light Melee, as I don't play Krogan enough.

Modifié par Metal Vile, 23 juin 2012 - 07:24 .


#393
GodlessPaladin

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More changes being considered for adding to the list... nerfs this time.

Grenade Capacity Gear
- Capacity bonus progression changed from 1, 2, 3, 4, 5 to 1, 1, 2, 2, 3 (as awkward as this is, I think it's the only thing about Grenade Capacity gear that can be edited in the ini)

Arc Grenade Power
- Base Radius decreased from 8 to 6 meters

Notes: Base radius of other grenades
-Sticky: 2m
-Frag: 6.5
-Lift: 5m
-Inferno: 5m
-Cluster: 4m

Modifié par GodlessPaladin, 23 juin 2012 - 02:17 .


#394
molecularman

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Agreed with both nerfs. I wouldn't even call the capacity gear changes "awkward" - pretty much the only reasonable thing to do when you can't have half a grenade :P

#395
GodlessPaladin

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I think it's pretty awkward to have upgrade ranks that don't do anything. =\\

#396
Ramsutin

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Very good! For me it has always bugged that I can't 1 shot without TC with my Javelin. Also, the best TC balance I've yet seen. I'd also like to see melee changed so it would be viable thing to do on Gold.

#397
Havocmasta

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I would like to see Grenade mods adjusted so that three of the ranks give damage bonuses to nades to the tune of 15%, and still give two extras at most.

#398
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Modifié par M4v3r1ck2, 03 juillet 2012 - 07:22 .


#399
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Modifié par M4v3r1ck2, 03 juillet 2012 - 07:22 .


#400
Feneckus

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GodlessPaladin wrote...

One argument I've seen is that Infiltrators are popular because people like sniper rifles.


Weak argument. I'd say only 60% of infiltrators use sniper rifles. And unless they use a Krysae, snipers aren't as overpowered as Claymore/GPS/Scorpion/Talon infiltrators.