July 4 Multiplayer Balance Changes
#101
Posté 04 juillet 2012 - 05:36
#102
Posté 04 juillet 2012 - 05:38
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
Posté 04 juillet 2012 - 05:39
#104
Posté 04 juillet 2012 - 05:41
hopefully the new changes won't make the game more tedious...
#105
Posté 04 juillet 2012 - 05:45
Methew wrote...
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.
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
Posté 04 juillet 2012 - 05:46
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
Posté 04 juillet 2012 - 05:47
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
Posté 04 juillet 2012 - 05:51
#109
Posté 04 juillet 2012 - 05:51
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
Posté 04 juillet 2012 - 05:54
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
Posté 04 juillet 2012 - 05:59
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
Posté 04 juillet 2012 - 06:00
#113
Posté 04 juillet 2012 - 06:02
#114
Posté 04 juillet 2012 - 06:04
El_Chala_Legalizado wrote...
This.
#115
Posté 04 juillet 2012 - 06:04
#116
Posté 04 juillet 2012 - 06:07
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
Posté 04 juillet 2012 - 06:09
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
Posté 04 juillet 2012 - 06:10
#119
Posté 04 juillet 2012 - 06:11
#120
Posté 04 juillet 2012 - 06:13
cheezeee wrote...
good Collector Rifle buff!
This is the post I have been waiting for.
*relaxes*
#121
Posté 04 juillet 2012 - 06:16
#122
Posté 04 juillet 2012 - 06:26
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
Posté 04 juillet 2012 - 06:27
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).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:
#124
Posté 04 juillet 2012 - 06:29
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
Posté 04 juillet 2012 - 06:29
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....





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