Iacov wrote...
Especially (besides the Revenant and the Harrier) the Phaeston and the Mattock - I could kiss the designer who gave them their look!
But on Gold they are absolutely useless...even the gorgeous Revenant would be useless if not the sheer amount of bullets per clip
The Phaeston is among my very favorite guns, but it definitely limps in Gold. It comes right back up again if you use consumables, but I don't want to have using stuff up as a prerequisite for my choices to be viable.
It would be okay if I could "graduate" from the uncommon Phaeston to a Gold equivalent. But there isn't one--that is, there's no accurate, full-auto AR with moderate damage and a long clip. The Gold choices are the GPR, which has improved aiming characteristics but
worse damage, or the Revenant, which has poor accuracy and terrible recoil. Again, all of those problems can be fixed with consumables, but that's a problem that doesn't exist for other weapon classes.
(Once you graduate to ultra-rares, there are two good full-auto "ARs": the Harrier and the Indra. But they're hard to unlock and hard to upgrade, and I'm not certain it's in the best interests of balance to leave the rest of the ARs alone.)
SMGs have a clear role, and it would be even clearer without the ULM bug: they're light, full-auto CQC weapons. Pistols have a role, shotguns have a role, and snipers have a role. But ARs seem to suffer, at the moment, from both a lack of options and a lack of purpose--particularly at the Rare level. The Uncommon ARs are relatively ineffective in higher-difficulty play; the Rare ARs give users a choice between accurate but ineffective and effective but inaccurate (and are both outclassed in most contexts by available SMGs).
***
The kind of changes available to BioWare fall into three categories: weekly balance changes, patch fixes, and new DLC content. If I were Mr. Fagnan, and able to make relatively quick changes but limited in scope, I'd be seriously eyeing the full-auto rifles (excluding the Harrier, which doesn't need help) and thinking about a +5-10% bump in damage. Maybe even bring the Mattock and Vindicator in on the action.
If I were working to make a gameplay patch for ME3, I'd probably implement some version of aletto's "negative DR" against shields--a tiered buff (+5/10/15?) for each round that impacts shields or barriers.
If I were in charge of new content, though... there's all sorts of fun stuff that could be done. New mods are on my mind--rare mods for the AR might, like rare gear, combine multiple bonuses at a lower level than the existing uncommon mods. But balance is tricky there, so I'd start with a new full-auto Gold AR. Weight and DPS would fall between the GPR and Revenant, with the rate of fire reduced (to bring up damage per round and, correspondingly, unmodded effectiveness against armor), and some Phaeston thrown in as a guide to aiming characteristics. Here's my best guess, using the format of Tangster's
spreadsheet, with a couple of omissions:
HelionWeight: 1.5 - 0.9
Damage Level I: 66.9
Damage Level X: 83.6
Single Clip DPS Level I: 557.5
Single Clip DPS Level X: 696.7
Magazine: 40
Capacity: 240-320
Rate of Fire: 500
Min Aim Error: 1.5
Max Aim Error: 4.5
Recoil: 0.205
Recoil Fade Speed: 0
Min Zoom Aim Error: 0.3
Max Zoom Aim Error: 1.7
Zoom Recoil: 0.27
Zoom Recoil Fade Speed: 0
Reload Duration: 2.9