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July 4 Multiplayer Balance Changes


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#101
superligerzero

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Does it seem to go one step forward and two steps back? I think another weapon or power change would have made me a little happier.

#102
Aethyl

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Disappointing to say the least.

Doesn't seem like a simple Health/Buff shield to some of Cerberus units would make them harder, just more tedious.
The Guardian one is maybe the only one making sense.

Also, collector's rifle buff?

Assault rifles sure need a buff, but why not the ones the majority of the players have?

Bah, we shall see the next balance changes to come.

Modifié par Aethyl, 04 juillet 2012 - 05:39 .


#103
vkt62

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This is bad.

#104
PRC_Heavy_Z

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haha, ops survival pack...now the shield around my dead corps will glow brighter and stronger

hopefully the new changes won't make the game more tedious...

#105
Eric Fagnan

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Methew wrote...

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]

That's not helping anybody.

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.

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.

If they fire in bursts, they can bypass player's shield gate. Something just upping the damage on a single burst won't do.


Our shield and health gates are duration based, so a quick burst wouldn't do it. We would have to have really slow bursts, which wouldn't really work for those enemies.

#106
Poison_Berrie

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This probably as much as could be done, but I can't help but feel that this isn't going to make Cerberus a whole lot harder.

EDIT: buff to Ops Pack is nice, not a whole lot more going on this week.

Modifié par Poison_Berrie, 04 juillet 2012 - 05:47 .


#107
Shampoohorn

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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.


Eric, I thingk more shots per burst is different than more damage per shot in two significant ways.


1) Interaction with shield gate / health gate.  It's one reason why maurauders and phantoms are so deadly on GOLD but Atlases for example are not.  edit: just saw your post about gates being duration based.  The Atlas and Nemesis might be examples of enemies with slow burst fire rates that would qualify.

2) Suppressive fire.  The longer an enemy fires the longer my character might be forced to stay in cover.  In fact, simply changing Atlas and Prime bursts to random 2-4 would force players to approach them differently.  "Is he done firing? I don't know!"  Random makes the game more intersting.

Modifié par Shampoohorn, 04 juillet 2012 - 05:50 .


#108
Master Xanthan

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I hate the Cerberus Turret buff, that thing can already down you in under a second on gold. As for everything else I guess I'll have to play to see if the buffs aren't game-breaking.

#109
Dorje Sylas

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Eric Fagnan wrote...

Our shield and health gates are duration based, so a quick burst wouldn't do it. We would have to have really slow bursts, which wouldn't really work for those enemies.


How short/long a duration are you look that there? Half-a-second, a second, two seconds? 1/10 of a second?

Modifié par Dorje Sylas, 04 juillet 2012 - 05:52 .


#110
DarkerCompanion

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Eric Fagnan wrote...

Our shield and health gates are duration based, so a quick burst wouldn't do it. We would have to have really slow bursts, which wouldn't really work for those enemies.


Oh no, thats not what I meant. I guess I should have been more clear. Atlas fire IS fairly slow as it is.

Atlas cannon fire, in practice tends to go like this:

BAM (shield gate)
half second
BAM (health gate)
half second
BAM (dead or in cover?)
brief period of safety to escape cover or for someone to revive you

If you made the number of shots fired in this burst longer (not more shots in the same period of time, but over a longer period) it would deal more damage potential. I'm not sure if Atlases can change target mid 3-shot burst, but if they could, this would also allow them to do that. Say the Atlas took down a target with all 3 shots; he could then continue to deal serious damage, which prevents squadmates from rapidly reviving the now downed target.

But say for that 3rd burst; you are in cover. You take cover for one second, to avoid the shot, and then you get back up and you are on your way. But what if the burst last for seven shots? Hiding from the Atlas, you would spend 5-7 seconds behind cover, suppressed into helplessness, which allows other targets the ability to sneak up on you and kill you. A well placed grenade during this time would FORCE you to escape cover and try to get away, but you would quite possibly die. As it stands, the burst duration is short enough that even if a grenade lands behind your cover, you have enough time to let the barrage end, then escape afterwards.

While I'm not the designer of this game (and I have a lot of respect for you as someone who clearly wants to keep this game balanced), and merely a huge fan and player, I always felt as if the Atlas is THE intimidating battlefield presence in the game (short the Banshee, who occupies a different type of intimidation). Even being out of cover around him should be dangerous, or so I felt. But because of his short burst fire count, he spends a significant time between bursts. This means its very easy to absentmindedly hang around an Atlas without getting hurt. If he were firing longer or more often, he would be a truly threatening presence, and not to be taken lightly. As it stands, he is less dangerous than the Geth Primes, who fire with a similar frequency/damage, but can also put down the distracting and dangerous turrets.

On the Nemesis, I think your comment makes more sense. Since she is a single shot unit, boosting her burst may not be intuitive, so I guess thats fair. But if she could fire more often, it would seriously increase her risk potential. She too would be able to suppress players behind cover, since they couldn't just get back up and ignore her. As it stands, she fires less often than the rate at which shields regen. For her, I wonder if it would be possible to significantly reduce her refire time? Let her pop out, take a shot, hide again, pop back out 1 second later, and shoot again. That would be very dangerous indeed.

Modifié par DarkerCompanion, 04 juillet 2012 - 06:03 .


#111
Doommarine23

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To be fair, it makes total sense why no weapons besides the Collector Rifle (As it had 0 attention on it) were ever buffed.

think about it like this guys, They just rose Cerberus' Health and Shields, wouldn't raising every weapon with it, at the same time, pretty much negate their buffs and seeing how effective they are for players in game? Even if these went through a 7 day week of testing by Bioware, we still haven't got a chance to even see these in action.

Raising everything by 5%, still equals out to the exact same. You basically achieve nothing. Its better to raise the enemies, see how people like it, and than raise the weapons accordingly.

#112
Chala

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Image IPB

#113
Pete Zahut

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This game is getting lamer and lamer

#114
Master Xanthan

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El_Chala_Legalizado wrote...

Image IPB


This.

#115
NikkoJT

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Atlas and Turret changes will not make them harder. They'll just take longer and be more frustrating. "Come on, last few health bars! Hurry up and die so we can start the next wave and have the fun enemies to kill again!"

#116
We Tigers

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LOL at the Ops Pack change. I appreciate the effort, but the fact that their effect still lags means it remains pretty useless. I can't count how many times I'm under fire, hit the Ops pack, get the visual, and immediately die. That's a bug that a shield increase can't help.

Add me to the list of those generally unimpressed with the Cerberus buffs. I would have much preferred some well thought-out and tested behavior/speed/attack speed changes than a blanket 10-20% HP/shield boost for some of the units. As others have said, we already have the geth for tedious matches.

#117
Aethyl

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Doommarine23 wrote...

To be fair, it makes total sense why no weapons besides the Collector Rifle (As it had 0 attention on it) were ever buffed.

think about it like this guys, They just rose Cerberus' Health and Shields, wouldn't raising every weapon with it, at the same time, pretty much negate their buffs and seeing how effective they are for players in game? Even if these went through a 7 day week of testing by Bioware, we still haven't got a chance to even see these in action.

Raising everything by 5%, still equals out to the exact same. You basically achieve nothing. Its better to raise the enemies, see how people like it, and than raise the weapons accordingly.


Without raising every weapons, they could at least upgrades the ones needing it, instead of the Collector Rifle which is so rare anyway.
This last one was indeed the less useful buff they could do.

Modifié par Aethyl, 04 juillet 2012 - 06:10 .


#118
GaryMaple

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Well I like that the Collector Assault Rifle is slowly creeping to the "might eventually be usable" tier, but I'd honestly like to see some Incisor changes to make it not so completely worthless.

#119
crentel

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good Collector Rifle buff!

#120
DarkerCompanion

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cheezeee wrote...

good Collector Rifle buff!


This is the post I have been waiting for.

*relaxes*

#121
forehead

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Can we get an estimate for the date of the next MP DLC? I appreciate the effort of the devs, but pretty much none of the problems I have with the game now can be addressed by live patches.

#122
greghorvath

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Wtf people? Every effin' time you mess with the game, you introduce new bugs and all sorts of glitches. Stop f****** up the product we have paid money for!

I just had three games in a row with invisible enemies, spawns coming right on top of us, people (with silicone valley internet stability and speed) thrown out by connection and other instances of pure, unadulterated BS.

Lately I have been getting lag. WITH ME HOSTING!

FIX THE BUGS! SELL CONTENT! DO NOT RELEASE SAID CONTENT WITHOUT TESTING IT FIRST! STOP FEEDING US BS ABOUT BALANCE INSTEAD OF MEANINGFUL ADDITIONS TO GAME EXPERIENCE.

Because this is what is happening. We do not get content because you can hide behind the pretence of balancing and the fools just swallow the manure. I know this is like some conspiracy theory, but I am starting to be convinced you deliberately introduce imbalanced garbage to keep the community occupied...

This stupid, idiotic "balancing" cycle of nerfing-buffing and messing up the game will never end unless you guys at BW put an end to it. Do so and give us more than smoke and mirrors.

Jeeez...

#123
Mgamerz

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spudspot wrote...

Eric Fagnan wrote...

Unfortunately we aren't able to change regular movement speed for enemies through live updates.


Then this was connected to a patch? Its a shame you can't, because it really is what Guardians would've needed.

Edit: Ok, you changed a multiplier there and you said you can't change the base movement speed. Two different things, my bad. :happy:

The only movement speeds that can be changed are hunters and brutes. Hunters for their cloaked speed mod, and brutes for their guarded speed mod (Both which lower their speed).

#124
Zaroas

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Hm...

Well, that explains why Cerberus Gold was oddly harder today. Liking the buffs though, Cerberus was becoming a bit easier than the other factions. At least they buffed the Collector Rifle.

#125
LeandroBraz

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Kronner wrote...

Ashen Earth wrote...

No sniper rifle buffs.

I am disappoint.



They already told us that they don't like to change things related too fast, they like to let it roll for some time, to see the effects of it. so, IF they intend to buff it back a litle bit, it won't be now....