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


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#126
Blind2Society

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I only used the striker once but the lack of hit detection was the major issue for me. However, it did seem severely underpowered as well.

Modifié par Blind2Society, 19 juin 2012 - 09:31 .


#127
DaDiddles

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Elite3141 wrote...
The comparison between Singularity and Tactical Cloak is there because they are both class exclusive powers, like Adrenaline Rush, Tech Armor, Biotic Charge, and the Combat Drone.

And while it's nice that it would be able to rip through unprotected enemies, the fact remains that there aren't many unprotected enemies past the first few waves on Gold.  If you have to shoot their shields off, it doesn't save any time to use Singularity to finish them off as opposed to just shooting them.


It doesn't -now- but if the changes listed were made, sure it would. If you don't have to finish off an enemy with the rest of your clip, you can use those rounds on a different enemy. Also don't foget that the changes would make Detonate actually functional. So not only would you be finishing off the lifted enemies, you'd be damaging anything nearby as well.

#128
Fortack

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neteng101 wrote...

Fortack wrote...

The whole point of these changes is to makes more weapons & abilities viable options so there will be more customization options = a good thing, no?


Maybe?  It already seems like weapon choices were part of the factor of how classes/races got designed (eg. some of the race passives) so I think BW actually wanted certain combos to be more favorable/better.  Same thing we have seen with the gear packages as well.  This change seems to go against all the base logic of character/weapon design choices that BW has previously already made.


I don't think so. I believe BW removed weapon restrictions (in ME3) in favor of more (better) customization options. Although IMO they implemented the weight-cooldown mechanic in a bad way (it's too dominant), the point is to give players a choice between using weapons and powers in the way they like / prefer it instead of giving classes a per-determined loadout like they did before.
The (passive) weapon (weight) bonuses you mention are an evolution option - they are not forced upon the player. We can chose to ignore that evolution completely or select the +10% weapon damage evo which works for all weapons.

My approach is more towards specializations so I think just having the variety of powers/weapons/characters/races is already choices plenty.  I disagree with the make all things relevant to everything else approach...  it promotes little variety in the end, just tack on whatever favorite weapon you have then on whatever character and always play with it.  Because it doesn't matter anymore that you're not picking a weapon suited to your class.


I fail to understand why "specialization" (which are basically restrictions the way you describe it) would improve variety. It actually results in clones - certain classes use only one weapon (type) - instead of diversity. Why should Adepts use pistols? I recall the ME1 Asari Commandos used ARs and their biotics, in ME2 Tela Vasir uses an AR, not a shotgun like Vanguards are supposed to (in your opinion). Thane is good with a SR and a biotic, Jack loves shotguns while being an Adept, Tali is an engineer with a shotgun, Kasumi infiltrates without a sniper rifle etc etc.

#129
Atheosis

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Cyonan wrote...

Personally, I don't think that the Falcon needs 20% more damage. It already is amazing crowd control and AoE due to the stagger. I would say maybe around 10% or so. The Striker could use a bigger damage upgrade than the Falcon, imo. Ammo is certainly something that the Striker needs more of.

Increase in penetration for the Javelin is nice to set it more apart from the Widow. Ideally it would be able to bypass shield gating a bit, but that's not a coalesced change, unless they nerf the shield gate for every weapon.


I was of the same opinion regarding the idea of a 20% damage buff to the Falcon, but then I started thinking about how it stacked up versus the Krysae, and even with a 20% damage buff it does 180 less damage per shot (though yes it has better mag capacity expecially with an extended mag).  Seeing as the Krysae really isn't overpowered on non-Infiltrators, and the Falcon can't benefit from that crazy SR bonus, I've come to the conclusion that a 20% damage buff to the Falcon would actually be a good move, making it an all around good gun rather than a niche weapon for applying ammo effects and staggering Phantoms.  That said I could live with a 10% damage buff.

As far as the Striker goes, I agree with you, I'd like to see a 20% damage buff for it as well, but others in the group didn't seem so fond of the idea.

#130
Cyonan

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Atheosis wrote...
I was of the same opinion regarding the idea of a 20% damage buff to the Falcon, but then I started thinking about how it stacked up versus the Krysae, and even with a 20% damage buff it does 180 less damage per shot (though yes it has better mag capacity expecially with an extended mag).  Seeing as the Krysae really isn't overpowered on non-Infiltrators, and the Falcon can't benefit from that crazy SR bonus, I've come to the conclusion that a 20% damage buff to the Falcon would actually be a good move, making it an all around good gun rather than a niche weapon for applying ammo effects and staggering Phantoms.  That said I could live with a 10% damage buff.

As far as the Striker goes, I agree with you, I'd like to see a 20% damage buff for it as well, but others in the group didn't seem so fond of the idea.


Good point, while I do feel the Falcon is a fine weapon, in its' current state it doesn't match up to the Krysae that much. At a 20% damage boost it would do less damage, but the damage would be close enough that it would be offset by the fact that it has significantly better magazine capacity, especially with the mod.

#131
nicethugbert

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The only nerfs I want are infiltrator nerfs. The other buffs I don't have a problem with.

#132
xtorma

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Happy you are not in charge here.

#133
Kem1995

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Read a bit of the post, is everything getting increases/buffs? That's not exactly balancing everything.

#134
GodlessPaladin

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Kem1995 wrote...

Read a bit of the post, is everything getting increases/buffs? That's not exactly balancing everything.


How extraordinarily rude.  You want me to answer a question that would have been answered if you actually took the time to read the first post.  Or the second post.  Or the third post with the FAQ.  Perhaps next you'll ask me to explain to you the content of this reply I'm giving right now after reading only the first couple of words.

No, not everything got buffs.  Not even close (there are a lot of things in this game, and most were left alone).  And several things got nerfs.

If you cannot be bothered to read the post, please do not reply to the post. 

Modifié par GodlessPaladin, 19 juin 2012 - 10:34 .


#135
Grunt_Platform

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Kem1995 wrote...

Read a bit of the post, is everything getting increases/buffs? That's not exactly balancing everything.


If you begin with the situation that more things are underpowered than overpowered (which is actually demonstrable).. it kinda is.

For example, the Striker, Falcon, Geth Pulse Rifle, Revenant and Disciple are all gold rarity guns that are hardly used, since they just aren't that effective at what they're supposed to do on Gold. Contrast with the Carnifex and the Geth Plasma Shotgun, which are both generally effective at everything but not really exceptional at any one thing. (GPS cleans up trash mobs quick in the hands of a Geth Infiltrator... but what doesn't?) Neither the Carnifex nor the GPS are server-clearing win-buttons, but they set a high effectiveness-to-weight ratio, that the other options just don't match.

While you could nerf the Carnifex and the GPS to bring them in line with the weaker guns, this would monumentally ****** off the fan base, and make Gold that much harder. On the other hand, buffing the weaker guns to bring them in line with the Carnifex and GPS will make most people happy, won't significantly affect the difficulty of Gold (more viable options != easier), and still ends up with the gold rarity weapons being at roughly equal strengths. You achieve balance either way, but buffing leaves more smiles on people's faces.

Modifié par EvanKester, 19 juin 2012 - 10:29 .


#136
capn233

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GodlessPaladin wrote...

capn233 wrote...
The other thing is that while I like that you essentially transferred some of the damage bonus from cloak "evolution 6" to the SR's across the board, I do not think that weight drops are necessarily the right move on the couple that were changed.

  Check again... No sniper rifles got weight drops.  The Indra and Valiant actually got a weight nerf.  The only thing that got a weight drop was the Crusader.  However, all ultra-rares had their weight ranges narrowed.

Besides ignoring the rest of what I said, the fact of the matter is that the "narrowing of weight range" is a weight decrease on every level except X for the rifles I was mentioning.  Which were specifically the Black Widow and Javelin, hence the use of the word "couple."

Let's also see what I said right after what you quoted:

In fact I think the anti-material rifles at the least should remain fairly heavy, and Krysae should be heavier than it is currently.

  You reduced the weight of the two ultra rare anti-materiel rifles (yey I spelled it the Bioware way in my original post...).

In any event, you didn't go overboard with the weight changes, and it was to Ultra Rares which makes sense from that standpoint.

That was me accepting that there is some justification for making Black Widow and Javelin lighter, even if I don't necessarily agree with it.

Modifié par capn233, 19 juin 2012 - 10:26 .


#137
FlowCytometry

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GodlessPaladin wrote...

Adding a Javelin penetration change to weapon suggestions looking for feedback before being added to the main post.

Some changes I'm iffy on.  What do you guys think of...

Striker Assault Rifle
- Damage increased from [144.7-180.9] to [159.2-199.0] (10%)
- Spare ammo increased from [48-60] to [58-72]

Falcon Assault Rifle
- Damage increased from [279.2-349] to [335-418.8] (20%)

Javelin Sniper Rifle
- Penetration distance increased from 1 meter to 2 meters

Also, Fagnan spoke of a buff for the Arc Pistol. If the Arc Pistol is to be buffed, my suggestion would be to actually lower the ROF to a point that no longer induces carpal tunnel syndrome for achieving full DPS, but have a compensating damage boost for roughly a null sum in moment-to-moment DPS. However, this would grant the Arc Pistol a longer effective firing time and more per-clip DPS as well as more consistently allowing its full DPS.


I agree w/ these. The Falcon and Striker are on route to being obsolete w/ the Krysae around, and since everyone hates targetted nerfs, mine as well go the other route w/ the other aoe weapons. Arc pistol def could use a more manageable RoF, yea. I feel like I'm torturing my mouse and trigger finger whenever I use it.

Jav upgrade is nice too- makes the gun more unique.

Keep the good stuff coming.

#138
Chealec

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Just a bump - I'll give this a proper read tomorrow - I'm off to bed :)

#139
Atheosis

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capn233 wrote...

GodlessPaladin wrote...

capn233 wrote...
The other thing is that while I like that you essentially transferred some of the damage bonus from cloak "evolution 6" to the SR's across the board, I do not think that weight drops are necessarily the right move on the couple that were changed.

  Check again... No sniper rifles got weight drops.  The Indra and Valiant actually got a weight nerf.  The only thing that got a weight drop was the Crusader.  However, all ultra-rares had their weight ranges narrowed.

Besides ignoring the rest of what I said, the fact of the matter is that the "narrowing of weight range" is a weight decrease on every level except X for the rifles I was mentioning.  Which were specifically the Black Widow and Javelin, hence the use of the word "couple."

Let's also see what I said right after what you quoted:

In fact I think the anti-material rifles at the least should remain fairly heavy, and Krysae should be heavier than it is currently.

  You reduced the weight of the two ultra rare anti-materiel rifles (yey I spelled it the Bioware way in my original post...).

In any event, you didn't go overboard with the weight changes, and it was to Ultra Rares which makes sense from that standpoint.

That was me accepting that there is some justification for making Black Widow and Javelin lighter, even if I don't necessarily agree with it.


Narrowing the weight ranges so that low ranked ultra rare sniper rifles are more usable is not the same as an all around weight reduction.

#140
GGW KillerTiger

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I will now direct you to why I feel true balance will not ever exist in this game. Along with the fact everyone will say the things that work "better" than they do are not balanced.

#141
capn233

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Atheosis wrote...

Narrowing the weight ranges so that low ranked ultra rare sniper rifles are more usable is not the same as an all around weight reduction.

I already acknowledged the motive.  It is indeed a weight drop though, you can't say that it isn't one because the weight is less for every level except for X.

edit: And on the subject of rifles, the Viper is still not very good.  Give it a 120rpm rate of fire to at least move it into the realm of average.

Modifié par capn233, 19 juin 2012 - 10:44 .


#142
Cyonan

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GGW KillerTiger wrote...

I will now direct you to why I feel true balance will not ever exist in this game. Along with the fact everyone will say the things that work "better" than they do are not balanced.


True balance cannot be achieved in any game unless everything is an exact copy of everything else.

This however, does not mean that they should not try to bring things closer together.

#143
RamsenC

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I'd personally rather see a fire rate buff to the falcon over damage increase, although a little bit of both would be nice. The Krysae has the slower rate of fire, big damage niche covered. Also, if it doesn't already, I would also give the striker the best dps of the AoE stagger weapons since it snares you and requires sustained fire.

On a side note I like the ultra rares starting at lower weights change.

Modifié par RamsenC, 19 juin 2012 - 10:52 .


#144
Atheosis

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capn233 wrote...

Atheosis wrote...

Narrowing the weight ranges so that low ranked ultra rare sniper rifles are more usable is not the same as an all around weight reduction.

I already acknowledged the motive.  It is indeed a weight drop though, you can't say that it isn't one because the weight is less for every level except for X.

edit: And on the subject of rifles, the Viper is still not very good.  Give it a 120rpm rate of fire to at least move it into the realm of average.


So exactly what is your problem with what amounts to a few percentage points of difference at higher ranks of ultra rares?  It makes the lower ranked versions more appealing while not increasing the max rank at all.  If max rank is intended to be balanced, why would this matter one way or the other?

#145
Atheosis

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GGW KillerTiger wrote...

I will now direct you to why I feel true balance will not ever exist in this game. Along with the fact everyone will say the things that work "better" than they do are not balanced.


No one who knows anything about game balance would ever argue that true balance can ever be attained.  Way to add to the discussion...

#146
Manuel La Bor

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bump

#147
Soja57

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Sentry Turret's base stats (without any evolutions)
--------------------------
Cooldown = 5 seconds
Shields = 500 shields
Damage = 25 damage per shot
Rate of Fire = 540 rounds per minute (9 rounds per second, 0.11 seconds to refire another shot)
Burst Fire Count = 3 shots per burst
Burst Fire Delay = 2 seconds before firing another burst

This means that it fires 3 shots in one burst, then waits 2 seconds before another burst occurs. Each burst lasts 0.22 seconds, and deals 75 damage per burst. Effective sustained DPS is around 33.78 damage per second. Seems to be unaffected by armor damage reduction, though not 100% sure.

I have two possible proposed changes:

------------------

Fire in longer bursts, but retains delay between each burst (similar in behaviour to the Cerberus Turret, not as powerful of course)

Burst Fire Count 3 -> 15

This means that it fires 15 shots in one burst, then waits 2 seconds
before another burst occurs. Each burst lasts 1.54 seconds, and deals 375
damage per burst. Effective sustained DPS is around 105.93 damage per
second.

-------------------

Fire bursts more often, but retains rate of fire and burst fire count. (similar in behaviour to the Shuriken SMG)

Burst Fire Delay 2 -> 0.5


This means that it fires 3 shots in one burst, then waits 0.5 seconds
before another burst occurs. Each burst lasts 0.22 seconds, and deals 75
damage per burst. Effective sustained DPS is around 104.16 damage per
second.

-------------------

Both changes increase the overall shots fired within a given period of time compared to vanilla Sentry turret. This one simple change increases its effective sustained DPS, makes its default firing mode look more aesthetically pleasing (as in looks like its actually shooting stuff), and increases the freeze chance of Evolution 3 (or Rank 5a), without even touching the damage and by changing only one variable.

Modifié par Soja57, 19 juin 2012 - 11:53 .


#148
Grunt_Platform

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I would favor reducing the cooldown times for the pet's attacks, even over a damage buff. The simple aesthetic experience of being able to reliably look over and see that your Drone or Turret is actually doing something is worth a lot.

It would also indirectly improve their ability to stagger and control crowds of enemies, since more attacks put out = more attention grabbed.

#149
WARMACHINE9

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[  . Its nice to see a balance thread that is just that and intellegent arguments being had between members of the community. Sorry had to edit due to my being a confused idiot. Sorry for the bad infoImage IPB

Modifié par WARMACHINE9, 20 juin 2012 - 12:33 .


#150
Kem1995

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GodlessPaladin wrote...

Kem1995 wrote...

Read a bit of the post, is everything getting increases/buffs? That's not exactly balancing everything.


How extraordinarily rude.  You want me to answer a question that would have been answered if you actually took the time to read the first post.  Or the second post.  Or the third post with the FAQ.  Perhaps next you'll ask me to explain to you the content of this reply I'm giving right now after reading only the first couple of words.

No, not everything got buffs.  Not even close (there are a lot of things in this game, and most were left alone).  And several things got nerfs.

If you cannot be bothered to read the post, please do not reply to the post. 


What lol? I clearly stated in my post that I read a bit, then posted what I said. I've finished reading it now. I was just a little shocked at all the buffs from what I read up to. No need to assume I never read your entire post.

Modifié par Kem1995, 19 juin 2012 - 11:46 .