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


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#576
Grunt_Platform

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Hypertion wrote...

i have one change that might be harder to implement but would vastly improve singualritys detonation evolution 6

Detonate On Lift.

When a unshielded target is lifted the Singularity will detonate, causing damage and likley killing the unsheilded target. this would greatly improve its effectiveness without overpowering it.

this is a better option than making it detonate on recast as that would turn it into a infnite arch grenade in terms of power and radius.

Also Evolution 5 visually more than triples the size of the singualrity, i think it should be a 100% radius boost rather than mearly 35%. if my Evo6 was added this change would be badly needed too.

so..


Singualrity

Evo 5: 35% to 100% over 10 seconds
Evo 6: Add Hidden effect that allows Detonation on lift.

remember Singularity can only lift a few targets at a time and only targets that only have health.


A decent patch suggestion, but I still don't think I like what it does to Singularity.


After playing with Human Adept more, Singularity is already pretty useful. It's pretty good against Cerberus and Geth, and against Reapers its duration and quick recharge make it incredible at mopping up swarmers (which could otherwise be a problem). The duration is fine, except that the detonate evolution never gets used so..

I could live with Detonate on Lift. I'd prefer a more controllable detonation that doesn't ruin Singularity's ability to set up biotic explosions, like detonate on recast (would need a damage nerf), or detonation when hit with any BE triggering power.

#577
Hypertion

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my idea is basically along the lines of what you can do with other biotic powers.

detonate can act standalone and Expand helps out more with Biotic explosions.

it would allow a varity with Singuaritys use that resembles what has been done to Tactical cloak.

thats also why i suggested increasing the Expand Evolution.

dont forget that the Detonation Evolution is already pointless if you use Singluarity for biotic explosions as the Detonation only occurs if the Singularity dies by timeout and nothing else.

so Detonate for standalone Mob Clearing

Expand for Biotic Explosion setups.

Modifié par Hypertion, 27 juin 2012 - 08:56 .


#578
Grunt_Platform

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Hypertion wrote...
so Detonate for standalone Mob Clearing

Expand for Biotic Explosion setups.

Yeah. it's good. Not sure I like it, but of the more practical options, I like your suggestion best. Don't know how hard a patch that is.

If the evolution was made Detonate on Lift I would definitely use it. One detail.. would it detonate when hitting a Swarmer?

#579
Hypertion

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Swarmers already die when entering the Singualrity field and cant be affected by lift effects from what i know.

i at least know they always die if any force is applied as even Pull kills them before they get lifted.

Singualrity does have a constant force effect on it that does small damage even to protected targets.. its just extremely minor due to shielding. much like how much damage Throw does on a target that doesnt get knocked off its feet.

target would have to be lifted and caught in the field for a detonation. im guessing swarmers would just die from the force effect before they are lifted.

so i dont know.. i have no idea if a swarmer can be lifted since they always just die if its attempted.

Modifié par Hypertion, 27 juin 2012 - 09:08 .


#580
Grunt_Platform

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Heh, yeah. That's the concern. If it detonates immediately when a swarmer hits it, it would be.. actually that would be really handy for hurting Ravagers so I don't know. But it's a funny detail.

#581
Hypertion

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One more thing


Locust SMG
- Damage increased from [34.3-42.8] to [44.5-55.6]

this is a 30% damage increase. giving it damage near but not at the level of the Tempest.

as a result the Locust is better at long ranges due its its accuracy and low recoid while the tempest is still better in terms of pure damage.

could improve it by 40% and give it a slightly higher DPS but 30% is a better starting point.

all other stuff on the Locust is good.

Edit... Slow update on fourm... put info in seprate post.

Modifié par Hypertion, 28 juin 2012 - 02:36 .


#582
Hypertion

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some compairsons

Tempest = [47.5-59.4] @ 650 ROF

Locust = [34.3-42.8](Currently) which would become [44.5-55.6] @ 550 ROF

as you can see the Tempest does MUCH more damage than the locust atm but my 30% still allows the Tempest to do more damage but the locust is now much closer.

you could increase the current damage on the locust by 40% for a damage of [48-59.9] yet due to the ROF Differance the Tempest would still do more DPS.

so start off with a 30% increase. allow the weapon to be more useful at range but outclassed in DPS by the Tempest.




this is all ignoring the [102.5-128.1] that the hurricane does.. thats going to be better no matter what you do to the tempest or Locust.

#583
Atheosis

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Hypertion wrote...

some compairsons

Tempest = [47.5-59.4] @ 650 ROF

Locust = [34.3-42.8](Currently) which would become [44.5-55.6] @ 550 ROF

as you can see the Tempest does MUCH more damage than the locust atm but my 30% still allows the Tempest to do more damage but the locust is now much closer.

you could increase the current damage on the locust by 40% for a damage of [48-59.9] yet due to the ROF Differance the Tempest would still do more DPS.

so start off with a 30% increase. allow the weapon to be more useful at range but outclassed in DPS by the Tempest.




this is all ignoring the [102.5-128.1] that the hurricane does.. thats going to be better no matter what you do to the tempest or Locust.


Keep in mind that the Locust is more accurate and has less recoil.  Anything beyond a 30% damage buff would likely make it outright superior to the Tempest.

#584
GodlessPaladin

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Hypertion wrote...

One more thing
Locust SMG
- Damage increased from [34.3-42.8] to [44.5-55.6]


LOL, this is exactly the suggested change I have listed on my working spreadsheet already xD

So yeah, I'm already leaning in that direction.  At least a 30% buff to the Locust seems justified.

Modifié par GodlessPaladin, 28 juin 2012 - 02:52 .


#585
WARMACHINE9

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Atheosis wrote...

Hypertion wrote...

some compairsons

Tempest = [47.5-59.4] @ 650 ROF

Locust = [34.3-42.8](Currently) which would become [44.5-55.6] @ 550 ROF

as you can see the Tempest does MUCH more damage than the locust atm but my 30% still allows the Tempest to do more damage but the locust is now much closer.

you could increase the current damage on the locust by 40% for a damage of [48-59.9] yet due to the ROF Differance the Tempest would still do more DPS.

so start off with a 30% increase. allow the weapon to be more useful at range but outclassed in DPS by the Tempest.




this is all ignoring the [102.5-128.1] that the hurricane does.. thats going to be better no matter what you do to the tempest or Locust.


Keep in mind that the Locust is more accurate and has less recoil.  Anything beyond a 30% damage buff would likely make it outright superior to the Tempest.

I hate to say it but I'm ok with that. as long as it doesn't surpase the hurrican in dps I think we're ok.

#586
xsuckafreee

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yawn

#587
GodlessPaladin

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Atheosis wrote...
Keep in mind that the Locust is more
accurate and has less recoil. Anything beyond a 30% damage buff would
likely make it outright superior to the Tempest.


Consider comparing the Locust to the Phalanx, which is nearly the same weight (Phalanx is actually 5% lighter than the Locust). The Phalanx has a longer firing time, is probably more accurate, has a longer firing time, loses significantly less effectiveness against armor, is 5% lighter, gets access to the piercing mod (giving it a better sidearm niche, since it can for example deal with pesky Guardians when you're holding a Geth Plasma Shotgun), and still does more burst damage if the Locust is buffed 30%. Given this, it seems like we could actually afford to buff the Locust a bit more than 30%.

#588
Hypertion

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WARMACHINE9 wrote...

Atheosis wrote...

Hypertion wrote...

some compairsons

Tempest = [47.5-59.4] @ 650 ROF

Locust = [34.3-42.8](Currently) which would become [44.5-55.6] @ 550 ROF

as you can see the Tempest does MUCH more damage than the locust atm but my 30% still allows the Tempest to do more damage but the locust is now much closer.

you could increase the current damage on the locust by 40% for a damage of [48-59.9] yet due to the ROF Differance the Tempest would still do more DPS.

so start off with a 30% increase. allow the weapon to be more useful at range but outclassed in DPS by the Tempest.




this is all ignoring the [102.5-128.1] that the hurricane does.. thats going to be better no matter what you do to the tempest or Locust.


Keep in mind that the Locust is more accurate and has less recoil.  Anything beyond a 30% damage buff would likely make it outright superior to the Tempest.

I hate to say it but I'm ok with that. as long as it doesn't surpase the hurrican in dps I think we're ok.


thats why my origonal is 30% buff and ot 40%. the accuracy of the Locust is something i adore but it has not enough base clip size for its comparitvely lower DPS.

i used to take the Tempest with my Turian Soldier before i got the Hurricane.. it really is at a good point in terms of damage on SMGs and i using it as a baseline. the Nearly Triple sized Clip on the Tempest and the higher ROF mean even if the Locust got a slightly higher Damage per shot the Tempest would still be better at purely dealing damage.

so first thing is first.. get the locust 30% and make it a contender. then go from there.. if it needs more then ok but if not then its a good gun then isnt it?


also the locust looks cool with scope and barrel^^ just saying.

Modifié par Hypertion, 28 juin 2012 - 02:58 .


#589
Atheosis

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GodlessPaladin wrote...


Atheosis wrote...
Keep in mind that the Locust is more
accurate and has less recoil. Anything beyond a 30% damage buff would
likely make it outright superior to the Tempest.


Consider comparing the Locust to the Phalanx, which is nearly the same weight (Phalanx is actually 5% lighter than the Locust). The Phalanx has a longer firing time, is probably more accurate, has a longer firing time, loses significantly less effectiveness against armor, is 5% lighter, gets access to the piercing mod (giving it a better sidearm niche, since it can for example deal with pesky Guardians when you're holding a Geth Plasma Shotgun), and still does more burst damage if the Locust is buffed 30%. Given this, it seems like we could actually afford to buff the Locust a bit more than 30%.


If you do, I think it's wise to buff the Tempest 10% as well.

#590
Hypertion

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on the stat sheets the "stat" damage for the grall is massivly misleading.

the damage listed is for the 6 spikes only when the shotgun is fully charged.

the damage abiity of it is one of the most dissappointing despite being able to charge for 2 seconds for double damage. Even the GPS does much more.

The GPS on the stats sheet shows its Values without charging

Grall Spike Thrower Shotgun
 - Damage Increased from [80-100] to [120-150]

this would result in a  uncharged stat damage of [720-900] and a charged stat of [1440-1800]

the GPS does more than this and the wraith does more than the uncharged while the Claymore does more than the charged.

this change is a 50% boost to the current damage it can do, the result is the gun being still below the GPS and Claymore and Wraith but still haveing its unique propertys to make it powerfull

tbh the gun could probably take less of a boost but i like this.

anyways the Grall needs a damage boost of 30-50% to have a chance of competing with the GPS and Claymore.

Modifié par Hypertion, 28 juin 2012 - 10:28 .


#591
datako12

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Hypertion wrote...

on the stat sheets the "stat" damage for the grall is massivly misleading.

the damage listed is for the 6 spikes only when the shotgun is fully charged.

the damage abiity of it is one of the most dissappointing despite being able to charge for 2 seconds for double damage. Even the GPS does much more.

The GPS on the stats sheet shows its Values without charging

Grall Spike Thrower Shotgun
 - Damage Increased from [80-100] to [120-150]

this would result in a  uncharged stat damage of [720-900] and a charged stat of [1440-1800]

the GPS does more than this and the wraith does more than the uncharged while the Claymore does more than the charged.

this change is a 50% boost to the current damage it can do, the result is the gun being still below the GPS and Claymore and Wraith but still haveing its unique propertys to make it powerfull

tbh the gun could probably take less of a boost but i like this.

anyways the Grall needs a damage boost of 30-50% to have a chance of competing with the GPS and Claymore.


you sure about the GPS listing uncharged instead of charged for the stat damage on the sheet??? because when i use it, a charged shot does not feel tons stronger than the claymore, and an uncharged shot definitely doesnt feel even close to a claymore, which it would be if what you're saying is right

and as far as increasing the damage of the graal, u serious bro? it would then be able to put out shots that are stronger than the claymore, with a tighter spread, and slightly faster, thats less competing with the GPS and Claymore and more just kicking their asses


and actually in regards to the GPS stat damage on the sheet, i remember it being mentioned before that the GPS suffers like a 40% (not sure on the exact number) reduction in damage if you dont charge it, so whats listed in the sheet is its charged damage, someone here should be able to verify whether this is true or not


edit,  found a couple of different threads mentioning an uncharged GPS shot doing 45% of the listed stat damage, so that means at rank X when both charged the GPS does about 19% more damage than the graal. but, and this is a huge fricken but, the GPS does not have the ability to headshot, the graal does, that makes the graal's maximum damage per shot vs. the GPS's max damage per shot (without any bonuses whatsoever) at 3000 vs 1428. so if you can get all spikes from the graal to hit the enemies head you are doubling the damage of what the GPS would do, and with the graal's great accuracy its not that hard to get all the spike to hit the head, but a GPS will have a slightly higher damage output against a boss due to the lack of headshots on any of them

Modifié par datako12, 29 juin 2012 - 02:14 .


#592
Rokayt

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The Vindicator/Scimitar needs some love.

#593
Atheosis

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Rokayt wrote...

The Vindicator/Scimitar needs some love.


Yes they do.

#594
GodlessPaladin

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Updated main post, Locust buff added.  This gun needs at least a 30% upgrade (which would still leave it with less damage output than the Phalanx).

Locust SMG
-Damage increased from [34.3-42.8] to [44.6-55.6]

Modifié par GodlessPaladin, 29 juin 2012 - 03:52 .


#595
Rokayt

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I feel it shoud be
Locust SMG
-Damage increased from [34.3-42.8] to [49.8-64]
-Weight increased from [???-.35] to [???-.50]

It looks more solid, and heavy then the tempest, and it did more damage in the last game, there is no reason it should be slower firing, and less damaging then a gun thats roughly as accurate as it.

#596
Hypertion

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the Grall only Fires 6 pellets instead of 8. if you take the listed damage and multiply it by 6 you get 600 Stat damage before charging it.

idk the gun just really needs something to help it. as it suffers the same problems as the Arc Pistol in that people often dont use it due to its charge up nature.. the only reason people use the GPS so much is that its shots home on a target.

at least a 10-20% buff but the the Grall needs it.

#597
Hypertion

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oh and i personally think the Incisor would do better with a ROF increase rather than a damage bonus.

the problem most people have is getting all shots to land on a single target, atm the ROF doesnt allow that, so most people ignore it..

if you ever try the Incisor on a Turian Soldier with ROF bonuses maxed you would think "this would be great on infiltrators" untill you realize that the ROF on bursts is only due to Marksman.


So imo..

Incisor Sniper Rifle..
- Rate Of fire Increased from 450 to 800
- Refire time Increased from 0.15 to 0.4 or 0.3 or so. (Needs to be increased to balance the DPS increase due to ROF increase)

these changes would vastly improve the ROF during bursts making it easier to hit targets thanks to the faster time, while balancing it out have a greater duration between bursts. the refire times i have listed is faster than the Falcon can do.

the result is you can do a quick high damage burst like the discription, with the increased delay between them preventing the gun from being Over Powered.

Modifié par Hypertion, 29 juin 2012 - 05:17 .


#598
Kronner

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Hypertion wrote...

the Grall only Fires 6 pellets instead of 8. if you take the listed damage and multiply it by 6 you get 600 Stat damage before charging it.

idk the gun just really needs something to help it. as it suffers the same problems as the Arc Pistol in that people often dont use it due to its charge up nature.. the only reason people use the GPS so much is that its shots home on a target.

at least a 10-20% buff but the the Grall needs it.


GPS does more damage per shot than Graal (both charged and uncharged shots), but has no headshot bonus.

Claymore does more damage per shot, but is much heavier, has smaller clip, slower reload and Rate of Fire, and worse accuracy.

Wraith does more damage per shot than Graal (uncharged Graal; charged Graal beats Wraith in damage per shot), is much lighter, has smaller clip, slower Rate of Fire and faster reload.

Graal can literally headshot across maps. It is a very well balanced weapon, IMHO.

Modifié par Kronner, 29 juin 2012 - 08:02 .


#599
Blaine Kodos

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It would be very nice to do some tweaking to a few of the semi-automatic weapons with often-fabled DPS that actually is almost impossible to have reliably without cheating.

The Predator, Mattock and Arc Pistol all have fire rates that can in some cases exceed a player's ability to click the button/pull the trigger. It would be nice to see their rates of fire come down to be more comfortable in the event you find yourself needing to snap off a load of shots but don't have an automatic fire program/controller setting.

To compensate the change, the per-shot damage would increase to keep the total DPS exactly where it is now for each gun. Those three guns feel good when fired, it would merely make them more accessible to more players.

#600
Morthasa

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I wanted to make a patch suggestion thread, but I think this would be a better place to have my opinions weighed/judged. Perhaps, if the community thinks they are good ideas, GP could add them to his "patch suggestions" post on page 1.

My suggestions are as follows:
  • Add the new DLC weapons to SP -ok, not a multiplayer balance issue, but I would really like to be able to use Krysae or Reegar in my SP game- (obviously, weapons available normally only through paid DLC, such as N7 weapons, would remain DLC only).
  • Reskin the geth turret. A palette swap would suffice, such as changing the lights friendly turrets from blue to orange (like the palette swap for drones). This would make enemy turrets obvious at a glance rather than having to see if they get a crosshair when you aim at them.
  • Change revive teammate so that, if revive is performed from cover, ther reviver stays in cover once he is finished, rather than stand up and stare at the crowd.