July 4 Multiplayer Balance Changes
#76
Posté 04 juillet 2012 - 05:14
#77
Posté 04 juillet 2012 - 05:15
#78
Posté 04 juillet 2012 - 05:15
#79
Posté 04 juillet 2012 - 05:15
Leland Gaunt wrote...
That's my point exactly, if you already buff it, why not make it a lot more viable in the first place? I don't think that the changes that were made now will increase the number of Collector Assault Rifle owners who actually use that gun. Which is sad for said players because, as you already pointed out, they paid money for it. So it should be at least as viable as some of the guns you can acquire by using game credits. I'm just not sure that the buff will sway players to use it.
I'm no employee so I can't speak for them, but I'm pretty sure they work deliberately in smaller increments when it comes to Buffs. I think the Collector Rifle would be a good test tool for meatier buffs to a weapon, so they can see how it affects gameplay without giving everybody an "easy win" card, but it's whatever to me.
#80
Posté 04 juillet 2012 - 05:15
And i would love to magically make everyone without a minimum technical knowledge and knowledge about the coalesced ever again discuss balance changes.... because some dont see what is possible (and many things i would had loved to see was not possible anyways :'( but the behaviour of npc guns can be changed per coalesced and would had what the nemsis di needed)
#81
Posté 04 juillet 2012 - 05:17
Mgamerz wrote...
I like how many people in this thread don't understand how little they can change through live patches beyond weapon damage, shileds/barriers/armor.
Can they change
movement speed, rate of fire, numbers per wave, types per wave,?
#82
Posté 04 juillet 2012 - 05:18
Fixed that for you.DarkerCompanion wrote...
astheoceansblue wrote...
I've been playing BF3 lately, and ME3 SP... not had time to explore the TC balance properly...
Why are people calling for a Sniper Rifle buff?
Because Sniper Rifles are actually quite poor; the Krysae was WAY too good on Infiltrators, and nearly as good on other classes. It was indicated that part of addressing this issue was to nerf Tactical Cloak, and it was then mentioned by Eric that a follow up sniper rifle buff was in the works; this would make sniper rifles less or equally good on Infiltrators, but better on other classes, who rarely can use them effectively.
The shotguns, assault rifles, SMGs, and even some pistols are still fantastic on Infiltrators despite the damage nerf for TC.
The Krysae is still stupidly powerful on every class which can manage a good weight/power usage ratio with it.
Modifié par ntrisley, 04 juillet 2012 - 05:18 .
#83
Posté 04 juillet 2012 - 05:19
If you actually read the thread Eric already stated they can't hot fix speed. Enemy speeds would have to be apart of a pointless patch that would break far more than it fixed (again).xtorma wrote...
Mgamerz wrote...
I like how many people in this thread don't understand how little they can change through live patches beyond weapon damage, shileds/barriers/armor.
Can they change
movement speed, rate of fire, numbers per wave, types per wave,?
#84
Posté 04 juillet 2012 - 05:19
BlackDahlia424 wrote...
I was moreso interested in things like DPS and how that compares to other fully auto weapons such as the Revenant, Harrier and Hurricane.
Well, its level I DPS is now up to 461 from 405, and its level X DPS is now up to 576 from 507.
Revenant DPS is 689/861, and is now 20%-5% heavier at those levels. Its capacity, RoF, and clip size are all better. Its less accurate though.
Harrier DPS is 973/1187, and is the same weight as the Revenant. Its capacity is about 1/4th of the CR, but its clip size is around 70% the same. Not entirely comparable, due to the really low ammo capacity.
Its DPS is higher, by a decent margin, than the Avenger, Phaeston, and Geth Plasma Rifle. Given the rarity of the gun, its level 1 abilities are comparable to level X abilities of other guns; at level I, it had higher DPS (and was before than the Avenger X, it now has a higher DPS than the GPS X, and is still slightly lower than the Phaeston X (97% as high as Phaeston X).
It is still 25%-40% heavier than the Phaeston, which has a higher capacity and almost twice the clip size. Its accuracy seems to be somewhat comparable, but I'm not so good at reading accuracy stats.
xtorma wrote...
Can they change
movement speed, rate of fire, numbers per wave, types per wave,?
Not movement speed. There is no precedent for RoF, but it may be possible. They can change both quantity and types possible on waves.
Modifié par DarkerCompanion, 04 juillet 2012 - 05:22 .
#85
Posté 04 juillet 2012 - 05:21
DarkerCompanion wrote...
Eric, if you don't mind responding; is it possible to adjust burst fire quantity? Namely, for the Atlas or Nemesis? Or is that not possible through the weekly changes?
Yes I believe we can change that, but I'm not sure why we would. Firing multiple bullets per shot would be essentially the same as increasing the damage for the single shot.
#86
Posté 04 juillet 2012 - 05:23
GGW KillerTiger wrote...
Assault rifles have been under powered sense the damn MP beta .... Snipers better not get an unnecisary buff before assault rifles do.
There was no beta, there was a demo which was a stripped down verson of the final product as a sales promotion. If it was a real beta with another two or three months actual working peroid for the MP to actually make changes before shipping, then we likely wouldn't be having quite this grump fest.
They're being conservative, which is not what the BSN community wants. We want drama from massive and sweeping changes... or just all of GodlessPaladins changes done in one go.
#87
Posté 04 juillet 2012 - 05:23
Eric Fagnan wrote...
DarkerCompanion wrote...
Eric, if you don't mind responding; is it possible to adjust burst fire quantity? Namely, for the Atlas or Nemesis? Or is that not possible through the weekly changes?
Yes I believe we can change that, but I'm not sure why we would. Firing multiple bullets per shot would be essentially the same as increasing the damage for the single shot.
Hmm, what about burst fire interval? It could make a difference on Nemeses and Guardians at least (maybe Atlas, though since it uses an alternating attack the mechanics might not be the same).
#88
Posté 04 juillet 2012 - 05:23
#89
Posté 04 juillet 2012 - 05:24
#90
Posté 04 juillet 2012 - 05:25
That's not helping anybody.Eric Fagnan wrote...
Collector Assault Rifle
- Damage increased from [48.7-60.9] to [55.4-69.2]
- Encumbrance decreased from [1.8-1.25] to [1.6-1.2]
Why?
Because almost nobody has a CAR X. CAR is still useless because it'll forever be stuck at I for almost everyone, if they have it.
If they fire in bursts, they can bypass player's shield gate. Something just upping the damage on a single burst won't do.Eric Fagnan wrote...
Yes I believe we can change that,DarkerCompanion wrote...
Eric,
if you don't mind responding; is it possible to adjust burst fire
quantity? Namely, for the Atlas or Nemesis? Or is that not possible
through the weekly changes?
but I'm not sure why we would. Firing multiple bullets per shot would
be essentially the same as increasing the damage for the single shot.
Modifié par Methew, 04 juillet 2012 - 05:26 .
#91
Posté 04 juillet 2012 - 05:26
#92
Posté 04 juillet 2012 - 05:29
Eric Fagnan wrote...
DarkerCompanion wrote...
Eric, if you don't mind responding; is it possible to adjust burst fire quantity? Namely, for the Atlas or Nemesis? Or is that not possible through the weekly changes?
Yes I believe we can change that, but I'm not sure why we would. Firing multiple bullets per shot would be essentially the same as increasing the damage for the single shot.
I sent a message to you personally yesterday concerning Atlases, but I think its relevant for Nemesis as well.
Atlas damage is highly subject to Shield Gate/Health Gate mechanics. His 3 shot burst is strong enough that if you can avoid even one shot, you survive. You get hit twice, pop behind cover, avoid the 3rd, then move on your way. If the Atlas's burst was increase to 5, or even a higher number (but I will keep it simple at 5 for now), you would be suppressed into cover for a longer period of time, which prevents you from killing enemies or escaping cover busters like Phantoms or Guardians. Furthermore, the increased burst count means more chances to bypass the shield/health gates and get kills. As it stands, direct damage buffs on the Atlas would do very litte, since all but very strong characters are reduced to health/shield gates in a single shot. It could even be scaled per difficulty; 3 on Bronze, 5 burst on Silver, 7 burst on Gold. Atlases do not have as intimidating a battlefield presence as they could, and the addition of more durability does not serve to increase that (though its certainly fair).
As for the Nemesis, if they could double tap their gun, it would make them far more dangerous than they are now, for the very same reason; shield gate. This would take a full health character down to health gate, and anyone with no shields would die if they were hit by both shots . . . which is reasonable, since you are being sniped at. This would make them a stronger combat threat, as many people I know find them an extremely low priority, so they are neglected until the end of the match.
I'm not sure if any of this seems reasonable to you, but that is my experience having been playing this game since release.
Also, as someone mentioned, refire/burst interval would make a big difference on these two as well, especially the Nemesis. I have only one time, ever, been directly killed by a Nemesis. Usually its because they go back into hiding longer than it takes health and shields to return.
Modifié par DarkerCompanion, 04 juillet 2012 - 05:33 .
#93
Posté 04 juillet 2012 - 05:30
DarkerCompanion wrote...
BlackDahlia424 wrote...
I was moreso interested in things like DPS and how that compares to other fully auto weapons such as the Revenant, Harrier and Hurricane.
Well, its level I DPS is now up to 461 from 405, and its level X DPS is now up to 576 from 507.
Revenant DPS is 689/861, and is now 20%-5% heavier at those levels. Its capacity, RoF, and clip size are all better. Its less accurate though.
Harrier DPS is 973/1187, and is the same weight as the Revenant. Its capacity is about 1/4th of the CR, but its clip size is around 70% the same. Not entirely comparable, due to the really low ammo capacity.
Its DPS is higher, by a decent margin, than the Avenger, Phaeston, and Geth Plasma Rifle. Given the rarity of the gun, its level 1 abilities are comparable to level X abilities of other guns; at level I, it had higher DPS (and was before than the Avenger X, it now has a higher DPS than the GPS X, and is still slightly lower than the Phaeston X (97% as high as Phaeston X).
It is still 25%-40% heavier than the Phaeston, which has a higher capacity and almost twice the clip size. Its accuracy seems to be somewhat comparable, but I'm not so good at reading accuracy stats.xtorma wrote...
Can they change
movement speed, rate of fire, numbers per wave, types per wave,?
Not movement speed. There is no precedent for RoF, but it may be possible. They can change both quantity and types possible on waves.
So in other words, there's still absolutely no reason to use it over the Hurricane or Harrier other than novelty? Well that's disappointing.
#94
Posté 04 juillet 2012 - 05:31
#95
Posté 04 juillet 2012 - 05:31
Eric Fagnan wrote...
DarkerCompanion wrote...
Eric, if you don't mind responding; is it possible to adjust burst fire quantity? Namely, for the Atlas or Nemesis? Or is that not possible through the weekly changes?
Yes I believe we can change that, but I'm not sure why we would. Firing multiple bullets per shot would be essentially the same as increasing the damage for the single shot.
Not with the way shield gate works, unless there still is something funky with that mechanic you haven't shared. Two bullets are worse then a single higher damage shot. Which would be one way of making some units a tad more deadly in high pressure situtions then just a flat damage boost. It's why people **** bricks over Cannibals and Maunders on gold.
It should work out where some units are more dangerous the closer you are to your shield gate breaking. For example if you cut the Nemesis damage in half but double the burst rate it would still do the same overall damage, unless you're at a point where that first shot breaks shield gate, allowing the second one to shred your gooey meat stuff.
That is why you would look at adjusting the burst rate.
#96
Posté 04 juillet 2012 - 05:32
Of course, along with that I would have liked to have seen a bit of a nerf on the Phantoms' invincibility palm frequency and a three-shot limit on her palm canon (similar to the other high-damage weapons for bosses). Buffing the little guys and nerfing the Phantom a bit might help keep Cerberus from being a one-trick pony.
Something to consider when patch time comes around, I guess. Keep on trucking, Eric. Haters gonna hate. I love to speculate, but I'm glad I don't have your job. Math sucks.
#97
Posté 04 juillet 2012 - 05:32
Challenge Accepted.
#98
Posté 04 juillet 2012 - 05:34
Modifié par Crocodiles, 04 juillet 2012 - 05:34 .
#99
Posté 04 juillet 2012 - 05:34
#100
Posté 04 juillet 2012 - 05:36
BlackDahlia424 wrote...
So in other words, there's still absolutely no reason to use it over the Hurricane or Harrier other than novelty? Well that's disappointing.
I wouldn't say that. Its pretty accurate, and the Hurricane is not. It has a lot more ammo than the Harrier too. A much better comparison is the Phaeston or the Revenant; its stronger but much heavier and with less ammo than the Phaeston, but its weaker and similar in weight, also with less ammo, but more accurate, than the Revenant.
Hurricane and Harrier are high burst damage, low sustained duration weapons, while Phaeston, Revenant and CR are moderate burst, long sustained duration weapons.





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