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


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#151
Soja57

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EvanKester wrote...

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.


Read my post above for my proposed Sentry Turret changes. :)

Modifié par Soja57, 19 juin 2012 - 11:46 .


#152
WARMACHINE9

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i like most of the balances I just don't understand the need for the sniper buffs. They'd be nice but I think they have enough power as is. everything else sound good though maybe an accuracy and damage bonus on the saber. I don't use it but when I have it seemed a little too inaccurate for a battle rifle. Sorry I don't have percentages but I'm not very good with math. numbers amke my head hurtImage IPB

Modifié par WARMACHINE9, 19 juin 2012 - 11:55 .


#153
ryoldschool

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Just a clarification - where did you find the documentation that the sixth evolution of sniper rifle damage on cloak is a multiplier? Maybe its in ths last six pages, if so, please update OP. If you google it all the references are bsn by non-bioware folk.


cricket, cricket, cricket.   I have posted the question about where this reverence is in about four threads about tactical cloak, nobody has ever responded......

Modifié par ryoldschool, 20 juin 2012 - 12:31 .


#154
nicethugbert

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For Disciple, I would increase, ROF, Magazine Size, and Accuracy, before I increase Damage. It's supposed to be a light shotgun. Typically, the major trade off is between weight and damage. Besides, it would help keep the gun different.

#155
Soja57

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Combat Drone base stats (without any evolutions)
----------------------------------
Cooldown = 5 seconds
Shields = 500 shields
Damage = 40 per attack
Attack Range = 10 meters
Drone Zap Cooldown ("Rate of Fire)" = 3 seconds before another attack (0.33 attacks per second, 20 "rounds" per minute, compare this to the Eviscerator or Wraith, which is 48 RPM)

This means that the drone attacks every 3 seconds, with each attack dealing 40 damage. Effective sustained DPS is about 13.33 damage per second.

My proposed changes for Combat Drone.
------------------------

Drone Zap Cooldown = 2 seconds (0.5 attacks per second, 30 "rounds" per minute)
Damage = 100 per attack

This means that the drone attacks every 2 seconds, with each attack dealing 100 damage. Effective sustained DPS is about 50 damage per second.

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

The increased attack rate makes its attacks look aesthetically pleasing, and can trap non-elite enemies by endlessly stumbling them, preventing them from firing (unsure whether if this works on shielded enemies like Pyros and Phantoms). Its DPS is slightly increased, but not too much, as its main focus is to trap enemies.

Note that both of my Sentry Turret and Combat Drone changes don't take into account of the amount of shields and evolutions. Still require testing both of these aspects out.

Modifié par Soja57, 20 juin 2012 - 12:17 .


#156
A Wild Snorlax

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Good changes, don't have much to add.

I think the sticky grenades deserve an even bigger radius buff though. And incinerate needs a bigger damage buff.

Also, the Harrier needs a lot more spare ammo. Right now it's an annoyance to use with the low ammo count.

Modifié par A Wild Snorlax, 20 juin 2012 - 12:25 .


#157
Finnegone

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Decrease Krysae damage radius by 50%. Decrease Krysae shots per clip from 3 to 2. It has a larger AOE than the Scorpion, does more damage per shot, has one fewer shots per clip, and the explosion is not delayed. And it's not an UR. And it has the most usable scope in the game. It's insane that this weapon hasn't been scaled back significantly since release.

*end rant*

Otherwise, I more or less agree with the changes. Not sure if all of the buffs are warranted, but I won't nit.

#158
WARMACHINE9

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Finnegone wrote...

Decrease Krysae damage radius by 50%. Decrease Krysae shots per clip from 3 to 2. It has a larger AOE than the Scorpion, does more damage per shot, has one fewer shots per clip, and the explosion is not delayed. And it's not an UR. And it has the most usable scope in the game. It's insane that this weapon hasn't been scaled back significantly since release.

*end rant*

Otherwise, I more or less agree with the changes. Not sure if all of the buffs are warranted, but I won't nit.


Don't really disagree with your post just wanted to point out that the Krysae is a sniper rifle and the scorpion is a pistol so  The Krysae should have a bigger radius and should do more damage. Not saying it shouldn't get tweeked a little more just pointing out the flaw in your argument. 

#159
Finnegone

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WARMACHINE9 wrote...

Finnegone wrote...

Decrease Krysae damage radius by 50%. Decrease Krysae shots per clip from 3 to 2. It has a larger AOE than the Scorpion, does more damage per shot, has one fewer shots per clip, and the explosion is not delayed. And it's not an UR. And it has the most usable scope in the game. It's insane that this weapon hasn't been scaled back significantly since release.

*end rant*

Otherwise, I more or less agree with the changes. Not sure if all of the buffs are warranted, but I won't nit.


Don't really disagree with your post just wanted to point out that the Krysae is a sniper rifle and the scorpion is a pistol so  The Krysae should have a bigger radius and should do more damage. Not saying it shouldn't get tweeked a little more just pointing out the flaw in your argument. 


I can think of a few pistols that out-damage most multi-shot snipers - Paladin is nearly as good, shot for shot, as a BW, and the Talon is even better. They're both URs, of course. That said, I'm not sure your argument gets to the point.

In real life, of course, any sniper rifle would "out damage" any pistol - but this is a far, far cry from real life. The principle thrust of my thoughts on re-balancing the bazooka is that it's OP as hell, even for a rare weapon, and on almost every level (AOE, Damage, Usability - both scope as well as ease of hitting targets - Availability) - it makes the Scorpion obsolete... but then again it basically makes every weapon obsolete, if your objective is to kill lots of things with ease.

#160
WARMACHINE9

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Finnegone wrote...

WARMACHINE9 wrote...

Finnegone wrote...

Decrease Krysae damage radius by 50%. Decrease Krysae shots per clip from 3 to 2. It has a larger AOE than the Scorpion, does more damage per shot, has one fewer shots per clip, and the explosion is not delayed. And it's not an UR. And it has the most usable scope in the game. It's insane that this weapon hasn't been scaled back significantly since release.

*end rant*

Otherwise, I more or less agree with the changes. Not sure if all of the buffs are warranted, but I won't nit.


Don't really disagree with your post just wanted to point out that the Krysae is a sniper rifle and the scorpion is a pistol so  The Krysae should have a bigger radius and should do more damage. Not saying it shouldn't get tweeked a little more just pointing out the flaw in your argument. 


I can think of a few pistols that out-damage most multi-shot snipers - Paladin is nearly as good, shot for shot, as a BW, and the Talon is even better. They're both URs, of course. That said, I'm not sure your argument gets to the point.

In real life, of course, any sniper rifle would "out damage" any pistol - but this is a far, far cry from real life. The principle thrust of my thoughts on re-balancing the bazooka is that it's OP as hell, even for a rare weapon, and on almost every level (AOE, Damage, Usability - both scope as well as ease of hitting targets - Availability) - it makes the Scorpion obsolete... but then again it basically makes every weapon obsolete, if your objective is to kill lots of things with ease.

No i apreciate your point of view and as a carni user I see your point. I just think small changes can be better for balance than big ones. It keeps things in the balance spectrum. Too big a change can nerf things(I mean this as making the weapon/ class unusable) when you make large changes to how anything works. Image IPB

#161
Grunt_Platform

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Finnegone wrote...

WARMACHINE9 wrote...

Finnegone wrote...

Decrease Krysae damage radius by 50%. Decrease Krysae shots per clip from 3 to 2. It has a larger AOE than the Scorpion, does more damage per shot, has one fewer shots per clip, and the explosion is not delayed. And it's not an UR. And it has the most usable scope in the game. It's insane that this weapon hasn't been scaled back significantly since release.

*end rant*

Otherwise, I more or less agree with the changes. Not sure if all of the buffs are warranted, but I won't nit.


Don't really disagree with your post just wanted to point out that the Krysae is a sniper rifle and the scorpion is a pistol so  The Krysae should have a bigger radius and should do more damage. Not saying it shouldn't get tweeked a little more just pointing out the flaw in your argument. 


I can think of a few pistols that out-damage most multi-shot snipers - Paladin is nearly as good, shot for shot, as a BW, and the Talon is even better. They're both URs, of course. That said, I'm not sure your argument gets to the point.

In real life, of course, any sniper rifle would "out damage" any pistol - but this is a far, far cry from real life. The principle thrust of my thoughts on re-balancing the bazooka is that it's OP as hell, even for a rare weapon, and on almost every level (AOE, Damage, Usability - both scope as well as ease of hitting targets - Availability) - it makes the Scorpion obsolete... but then again it basically makes every weapon obsolete, if your objective is to kill lots of things with ease.


Considering the Krysae has a weight of [2.0-1.4], and the Scorpion, with these changes, has a weight of [0.85-0.6], I think letting the Krysae do more damage and have better explosions is pretty fair. Even before the proposed weight range tightening for Ultra Rares, a Scorpion I weighs less than a Krysae X (1.1 vs. 1.4)

Granted, since both are mostly used on Infiltrators, and thus weight doesn't matter much, the Scorpion might need a slight buff... but both guns seem to work pretty well and in different ways.  If the Tactical Cloak + Sniper rebalancing suggested in this thread were applied, the Krysae would be fine as-is on most non-infiltrator classes, and would lose a lot of its damage advantage against the Scorpion.

Modifié par EvanKester, 20 juin 2012 - 02:04 .


#162
sliverofamoon

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I reallly hope that the Tac. Cloak doesn't get the nerf's you propose. IMO it's too heavy-handed, and Infiltrators are not even my best or favorite class. I would much rather see an increase in damage from Adrenaline Rush, than a decrease in damage in the Tac. Cloak tree in order to make Soldiers more viable with a Sniper Rifle.

Edit: And making the comparison to ME1 or ME2 is unfair, because in ME3 MP, the enemy AI does not ignore you and stop firing at you. You continue to get shot at, and take damage, and with no increase in health or shields. It is my personal opinion that with these changes, we might as well write off the Infil. class entirely.

Modifié par sliverofamoon, 20 juin 2012 - 01:27 .


#163
LadyAlekto

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After taking the time to read this i have one point i have to disagree imediately with

The Revenant

The damage on it is already quite nice

Instead buffing its accuracy by a bit, so far the only 2 characters where this gun becomes truly of use past short and "almost medium" are the geth and the turian soldier, all other classes have to get into shotgun ranges to make most use of this baby

Maxaimerror=(X=4.8,Y=4.8) instead of (X=5.5,Y=5.5)
Maxzoomaimerror=(X=2.1,Y=2.1) instead of (X=2.5,Y=2.5)
Minaimerror=(X=1.7,Y=1.7) instead of (X=2.0,Y=2.0)
Minzoomaimerror=(X=1.0f,Y=1.0f) instead of (X=1.2f,Y=1.2f)

I personally would also increase its rof to 700 but put the recoil at 0.45 with a zoomrecoil of 0.64

I got some more thoughts and did some extensive sp rebalance for myself on the weapons.... and a few complete overhauls

#164
Metal Vile

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Really like a lot of the changes you guys made. I, like you, also enjoy the mental exercise of looking at a wide variety of options and attempting to make them all relatively equal in worth, yet functionally different in practice. Achieving the "best" balance possible (without the total balance of sameness) really enhances the game, imo. Otherwise, everyone is shoe-horned into the 3-5 strategies that dominate, and anyone who wants to use something else is a noob / loser / gets kicked from pub Gold lobbies.

Couple of thoughts:

I know you stated in you "mission statement" of sorts that you restricted yourselves to "Fagnan-esque" changes in order to layout a vision that would be more easily achievable outside the purview of patches. BUT, for the sake of mental exercise, what would you say to a change for Tactical Cloak implemented through a game mechanics change, such as returning Head-shot damage to bosses?

I've brought up this as an idea of mine in a few other threads, but seeing as this is a balancing-centric thread, and we're talking about ideas here, I'd really love to hear some thoughts.

Basically, the idea is to return head-shot damage bonuses to ALL bosses EXCEPT the Atlas. This means Brutes, Banshees, and Geth Primes would take head-shot damage. We'll leave Ravagers as also without head-shots (because I;m not even sure what part of them is their head, anyways). HOWEVER, head-shots against said bosses would have a drastically reduced bonus, such as 150% damage as opposed to the standard 250%.

THEN, what we do is change Evolution 6 on Tactical Cloak to be a multiplicative head-shot damage buff, instead of a Sniper Damage buff. Something like this:

Base TC damage 50% ---> 40%
Evolution 2 damage 40% ----> 30%
Evolution 6 Sniper Damage 40% -----> Head-shot Damage 50%

In addition, give ALL sniper rifles an additional 50% to their head-shot multiplier (so standard head-shots with Sniper Rifles would be 300% damage, and the Kishock would be 350%). So, for an Infiltrator with the new rank 6 of Tactical Cloak (using a Sniper) it would be

Head-shot on boss: 150% + 20% (passive) + 50% (sniper rifle) x 1.5 (new evolution 6 of TC) = 330% head-shot bonus

Obviously, this kind of drastic change would pre-clude the damage re-balancing you guys did in your suggestion list, but I was curious if the above changes would be a better way to re-balance Tactical Cloak. I'm not so up on the mathematics of the damage formula, so I'm curious if the above mechanic would be relatively the same as the current method, or would it end up as stronger (a possibility I considered, but is difficult to judge without math).

EDITED FOR MATHEMATICAL CLARITY

Modifié par Metal Vile, 20 juin 2012 - 01:50 .


#165
capn233

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Atheosis wrote...

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?

My real problem is people telling me to learn to read when they don't read my message.  Or third parties not paying attention and jumping in and arguing points that defy simple logic.

Are you stating now that only max rank matters for balance? I know that you don't mean that.  Or else nobody would worry about the lower rank weight or damage.

I specifically stated in my first post that I didn't think the ultra rare rifles really needed a change for their weight, but that I understood why he did that and it wasn't necessarily bad.  It is indeed different than how I would balance the weapons because I do not think Javelin is too heavy now.  And especially not Black Widow.  These are supposed to be anti-materiel rifles, and they should be heavy.  I think the Krysae should be heavier, and it isn't a UR.  I would boost the damage of something like the Javelin even more.  So it has a notable advantage against big targets compared to the small rifles.  It doesn't matter that you are wasting damage on small targets, that makes sense.  It shouldn't be as efficient against the smaller targets.  His change wasn't even something I stubbornly refused to entertain.  If you want to make the balance paradigm such that the big SR's are lighter so be it.

Now if you want to say "oh well the weight change isn't all that significant" please do so.  I would question the point of making a change that doesn't matter though.  But arguing with me about how a smaller number is not indeed smaller is pretty ridiculous.

All in all I did not worry all that much about decreasing the weight of those two weapons, although I do not think it was necessary.  I thought the Tactical Cloak duration manipulation was actually something that was bad change, something that didn't get a response whatsoever.

Modifié par capn233, 20 juin 2012 - 02:11 .


#166
Grunt_Platform

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sliverofamoon wrote...

I reallly hope that the Tac. Cloak doesn't get the nerf's you propose. IMO it's too heavy-handed, and Infiltrators are not even my best or favorite class. I would much rather see an increase in damage from Adrenaline Rush, than a decrease in damage in the Tac. Cloak tree in order to make Soldiers more viable with a Sniper Rifle.

Edit: And making the comparison to ME1 or ME2 is unfair, because in ME3 MP, the enemy AI does not ignore you and stop firing at you. You continue to get shot at, and take damage, and with no increase in health or shields. It is my personal opinion that with these changes, we might as well write off the Infil. class entirely.


How so? By reducing the Tac. Cloak sniper rifle damage bonus 15%, and increasing the base damage of all non-Krysae sniper rifles by 15% or better, damage remains roughly the same. Other than that he's only talking about redistributing the damage bonus slightly while keeping its max value the same. Most Infiltrators are overkilling trashmobs really easily, and that wouldn't change with this proposal.

Also, keep in mind that Tactical Cloak isn't broken, the enemy AI is just slightly smarter than ME2. If you cloak and then change position, you can snipe in peace. Enemies only keep shooting you because they tend to spray your last known location when you cloak, and if they hit you they can "see" the flicker. In fact, if you have Hunter Mode on as either geth character, you can watch how enemy behavior is changed any time you break line-of-sight, tactical cloak or no.

Modifié par EvanKester, 20 juin 2012 - 02:15 .


#167
capn233

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EvanKester wrote...

How so? By reducing the Tac. Cloak sniper rifle damage bonus 15%, and increasing the base damage of all non-Krysae sniper rifles, damage remains roughly the same. Other than that he's only talking about redistributing the damage bonus slightly while keeping its max value the same. Most Infiltrators are overkilling trashmobs really easily, and that wouldn't change with the proposed changes.

The damage part was a decent enough idea, somewhat similar to things I had posted around here.

The only bit that concerns me is the duration.  He said it would be like the ME2 choice between Assassin and Agent, but it isn't really like that because if you take the damage boosts in TC you end up with a cloak that lasts less time than Assassination Cloak did in ME2.  This isn't bad if you always use it for a damage boost, but it is sort of a heavy handed change for those that want to take damage and run objectives as well as do revives.

edit: the numbers

Proposed base is only 4s (1s less than Rank 1 TC in ME2)

Rank 3 you get 30% duration bonus, so 5.2s (vs 5.5s at Rank 2 in ME2, or 6s at Rank 3)

If you take Rank 4 Evolution 1 you get up to 11.2s (vs 8s for Enhanced Cloak in ME2)
If you take Evolution 2 you are stuck at 5.2s.

A little too much disparity there IMO.  I realize the idea was to make cloak duration more appealing, but the real issue is that duration will hardly ever be more appealing than damage in this game.  Unfortunately with the method they are using to make the changes you have to work with the variables that are already there.  If you wanted something that really made people think, Power and Weapon damage would be separated in the evolutions so that you could have more of one, but have to sacrifice the other.  This may be a no brainer on certain races, but it would indeed be a more interesting choice than what we have now.  But like I said, limited by the variables we have, you couldn't implement that so that specific idea is moot.

Modifié par capn233, 20 juin 2012 - 02:26 .


#168
Grunt_Platform

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capn233 wrote...

EvanKester wrote...

How so? By reducing the Tac. Cloak sniper rifle damage bonus 15%, and increasing the base damage of all non-Krysae sniper rifles, damage remains roughly the same. Other than that he's only talking about redistributing the damage bonus slightly while keeping its max value the same. Most Infiltrators are overkilling trashmobs really easily, and that wouldn't change with the proposed changes.

The damage part was a decent enough idea, somewhat similar to things I had posted around here.

The only bit that concerns me is the duration.  He said it would be like the ME2 choice between Assassin and Agent, but it isn't really like that because if you take the damage boosts in TC you end up with a cloak that lasts less time than Assassination Cloak did in ME2.  This isn't bad if you always use it for a damage boost, but it is sort of a heavy handed change for those that want to take damage and run objectives as well as do revives.


Yeah, I would favor a slightly longer duration for damage specs as well, but I was responding to the "nerf the damage and you ruin Infiltrators" argument.

For duration, I think aiming for roughly 7-8 seconds with Damage builds, and 12+s with Duration would work out just fine. That way damage infiltrators would still be useful, but not as maneuverable. I'd have to check the numbers a bit more to figure out how to achieve that, but that shouldn't be a hard balance to achieve.

EDIT: OK, I checked. In ME2, Enhanced Cloak had an 8s duration, and Assassination Cloak had 6s. Checked the ME3 cloak numbers to be sure of the changes.

All that's needed to replicate that with base duration reduces to 4s and Evolution 1 at +150% Duration would be to increase the Rank 3 bonus from 30% to 50%. That way Evolution 2 gives you a 6 second cloak duration with a +90% damage boost. Changing the base duration to 6 or 5 seconds would also alleviate it, but as long as Cloak gives a 10 second or better duration at Rank 3, Evolution 1 won't be very appealing. With the proposed changes in OP, Evolution 1 gives you an 11.2 second duration with a +60% damage bonus.

By the way GodlessPaladin, you might want to actually add "Base Damage Bonus changed from +50% to +60%." to the OP in order to clarify that this change retains the same +90% total.

Modifié par EvanKester, 20 juin 2012 - 02:35 .


#169
LadyAlekto

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And that is the good part capn, you have to decide if you want to be the capper/rezzer or the damage dealer

Tho i can agree that the decrese should be slight less or the first damage evolution strengthened, as he stated it i would take the duration, tho prefering the use it to boost my revenant

#170
capn233

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ShadedPhoenix wrote...

And that is the good part capn, you have to decide if you want to be the capper/rezzer or the damage dealer

Tho i can agree that the decrese should be slight less or the first damage evolution strengthened, as he stated it i would take the duration, tho prefering the use it to boost my revenant

I did a ninja edit.

I don't think hardly anyone would go for duration though.  It doesn't make all that much sense to with how the game works and more importantly how many people think about how the game works (I am talking the masses on the whole, not people building a coherent team with some thought).  What would likely happen is that people would still take damage and infiltrators would be less inclined to be the "go to objective" and "revive" guy.

Modifié par capn233, 20 juin 2012 - 02:25 .


#171
LadyAlekto

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I see it...

Well i personally believe a good infiltrator needs at least 6-10 seconds to be able to reposition at any moment and respond to any situation

If it wouldnt give me a 90% damage window, enough to down one centurion and have some left (or a few guariands/cannibals etc if lined up) i would alredy take at any moment the duration, heck i plan to respec my revenant gi to it

Modifié par ShadedPhoenix, 20 juin 2012 - 02:30 .


#172
Spiffspoo

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I am sure some of the suggestions I have might not be able to be inied in, but it is something to think about.

Most of the Power changes I am in agreement with. Marksman really needs the power bonus baked in, similar to how you can evolve Adrenalin Rush. Adding an evolution to have a faster reload time, say 20-30%, would make sense as well.

The Batarian Enforcer ammo bonus should apply to ammo clips to some extent, not just spare ammo. Most often than not, the spare ammo doesn't do any good. I have had some situations where it helped me out, but all that can be counted on 1 hand. This will give some greater thought into how this power should be evolved, making choices matter!

I still think Tactical Cloak should just have less bonus damage overall, as with shot gun Infiltrators the last evolution doesn't even affect them. Having a 70% overall damage boost instead of 90% would make more sense, then have the rank 6 evolution be around 30-40%. This is coming from a guy who goes Kal'Reegar with an MQI, I also have a note about the Reegar later on.

Cryo Blast should do some initial damage as well, say 200, and have some appropriate + damage% evolutions. I don't remember if Cryo Explosion does any damage, but it doesn't do that much even if it did, regardless this should do noticeable damage.

There needs to be more Freezing powers to balance out combos too. At least 1 more Freezing Tech and a Frost Grenade, 1 to Chill then 1 more on unshielded targets to Freeze, would remedy this. Hopefully those will come out with the new DLC.

Some powers could use some race specific changes, see Krogan Biotic Charge on how it differs slightly from other races version. For instance, Incinerate on non-FQE seems to waste the rank 6 evolution for extra damage against frozen and chilled targets, unless you specifically use Cryo Ammo, and that has an even smaller window than the power, or run with a class that has Cryo Blast. I not exactly sure how this could be changed, but it is some food for thought.

I don't think all the heavy melees need to be changed that much, Turian and Krogan I could see and the Human Vanguard. Then again, when I look at it in conjunction with the fitness changes you added in, all the classes can get much more out of meleeing now and it is needed. Increasing light melee damage is always good, those just did poor damage out side of Bronze.

I am a bit iffy on the weapon changes. The lesser used weapons do need some love, but some of the stronger ones don't really need that much of a change. The Reegar Carbine RoF should be reduced to around 700, but have a faster reload time. It is just too good right now, though it doesn't seem to do that well against ravagers compared to other shot guns.

I still think the Eagle and Hurricane should weigh more, the Hurricane should have at least a 15% damage reduction, and the Eagle should reload faster. That's just me though.

The Geth Rifle and SMG should ignore some armor, they just don't cut it in Gold on armored enemies.

Need an N7 "Promotional" Rifle. Single player has the N7 Valkyrie, at least that should be put in, though I am not really feeling the 2 shot burst.

The Warfighter Package should be + damage to grenades with ranks 3 and 5, diversifying it from the Grenade Capacity Gear, giving 10% more damage maxed.
After rethinking this, the Granade Capacity Gear is what really needed changing.  Although this could still take a looking at.

Expert Package and Structural Ergonomics should give a higher % of recharge speed, as +damage% just seems better to me right now. Adding 5-10% to the recharge speed through out  the ranks would do some justice.

That's all I can think of right now.

Other things on my mind:
Multiplayer is in dire need of new music... it gets old fast.
Need new enemy Factions, ME2 Gangs would be cool.
Reapers and Geth need more types of units, Cerberus has much more diversity right now.

Modifié par Spiffspoo, 23 juin 2012 - 04:13 .


#173
Finnegone

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EvanKester wrote...

Finnegone wrote...

WARMACHINE9 wrote...

Finnegone wrote...

Decrease Krysae damage radius by 50%. Decrease Krysae shots per clip from 3 to 2. It has a larger AOE than the Scorpion, does more damage per shot, has one fewer shots per clip, and the explosion is not delayed. And it's not an UR. And it has the most usable scope in the game. It's insane that this weapon hasn't been scaled back significantly since release.

*end rant*

Otherwise, I more or less agree with the changes. Not sure if all of the buffs are warranted, but I won't nit.


Don't really disagree with your post just wanted to point out that the Krysae is a sniper rifle and the scorpion is a pistol so  The Krysae should have a bigger radius and should do more damage. Not saying it shouldn't get tweeked a little more just pointing out the flaw in your argument. 


I can think of a few pistols that out-damage most multi-shot snipers - Paladin is nearly as good, shot for shot, as a BW, and the Talon is even better. They're both URs, of course. That said, I'm not sure your argument gets to the point.

In real life, of course, any sniper rifle would "out damage" any pistol - but this is a far, far cry from real life. The principle thrust of my thoughts on re-balancing the bazooka is that it's OP as hell, even for a rare weapon, and on almost every level (AOE, Damage, Usability - both scope as well as ease of hitting targets - Availability) - it makes the Scorpion obsolete... but then again it basically makes every weapon obsolete, if your objective is to kill lots of things with ease.


Considering the Krysae has a weight of [2.0-1.4], and the Scorpion, with these changes, has a weight of [0.85-0.6], I think letting the Krysae do more damage and have better explosions is pretty fair. Even before the proposed weight range tightening for Ultra Rares, a Scorpion I weighs less than a Krysae X (1.1 vs. 1.4)

Granted, since both are mostly used on Infiltrators, and thus weight doesn't matter much, the Scorpion might need a slight buff... but both guns seem to work pretty well and in different ways.  If the Tactical Cloak + Sniper rebalancing suggested in this thread were applied, the Krysae would be fine as-is on most non-infiltrator classes, and would lose a lot of its damage advantage against the Scorpion.


Ummm... right. Sorry - I don't think the difference in weight is a particularly strong argument for the significant advantages that the Krysae has - not just over the Scorpion, mind you - but every other weapon in the game. 65% difference in cooldown on powers is not, in fact, that big of deal - particularly since the Krysae precludes the need for a second weapon. It's currently the best weapon for any class in the game, save for the HA and AA. I won't repeat my previous points. If you need proof, see proliferation of said weapon in most public lobbies.

Frankly, I think I'm being generous in saying that the AOE needs to be reduced by 50% and the clip by a third. In all honesty, the weapon should be completely overhauled - single shot, high(er) damage per shot, 75% delivered on initial impact, with 25% following after approximately 1 second, with a similar explosive radius as the Scorpion. This would be more in line with what I would expect of an explosive sniper rifle, meet its description of piercing armor, and reducing many of its way-overpowered traits.

#174
Lord Chun

Lord Chun
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@ balance all things members
The numbers for the duration of TC is shorter then it is right now even with 150% if you start at 4 sec for a base as it makes it .5 sec shorter so I'm still not going to take the duration upgrade. You would have to give the first duration upgrade a boost as well. I have read it several times over and still don't see how you made it a viable option or am I missing something

#175
Father_Jerusalem

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Is there anything to be done to Singularity to make it in any way useful against Shielded/Armored enemies, or is that something that requires more effort than what these changes would take/not something people want looked at?