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July 4 Multiplayer Balance Changes


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#201
Beerfish

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DNC Protoman wrote...

you people can list the number of nerfs vs buffs all you want, dosen't change the fact the nerfs have been FAR more significant.

But keep drinking the EA coolaid.


I thought you'd be happy after the TC nerf.  Were you not championing that in every second thread?

#202
GroverA125

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It seems a little sad that you only buffed the firepower/shields of everything out there. Turrets are agreeable, as a RoB increase would be catastrophic (anyone who knows what they're doing will be popping out of cover in time with it "cooling down"), but other things could have been balanced better.

An increase to the rate of fire and damage of Cerberus Guardians and Nemesis troops would have been a better choice, as instead of simply making them tank another hit, they actually have some form of power to put down. You can give an assault trooper the health of an atlas, but it won't make it as powerful. Same applies here. Nemesis and Guardians are a joke because of their shambolic fire rates, and low overall damage. A nemesis will fail to drop the shields of a perked player completely on gold, and by the time it re-fires, shields will be back up. Upping their RoF would make them a lot scarier at their niche range (where they are fighting for ground against snipers and pinning down other troops, which they don't do even with their enhanced shields). Same applies for the Guardian. Currently, one can engage in fistycuffs with one and will pretty much survive. Their weapon needs to be more powerful to encourage players such as krogans and vanguards to get the hell back and try to pop their shields outside of the range of their shotgun-pistols.

As for the atlas, again, upping the rate at which it'll sling out slugs and missiles would sharply raise their level of threat, as it limits the time at which everyone can engage them, giving them vital ground and, if they can get enough ground, allow for infantry swarming while the teams powerhouses down it/them.

The atlas and other enemies (except the turret) all still fall at the same rate as before when faced with the things that they should have been improved against. They still stagger easily, and they do nothing while staggered. You'll notice that the Reapers are a much feared faction because two of their heavies are difficult to stagger (the Banshee, which takes nothing short of a tonne of lead on target to stagger, and the Ravager, which laughs at the idea of stumbling as it howitzers you to dust), which is why people find them too difficult. If you want to make Cerberus and Geth harder to kill, make their units a little more stagger resistant. As of current, you can "stun lock" all cerberus and geth "boss" units, which makes them significantly easier to kill, since all it takes is a biotic to stagger it while everyone peppers its defenseless pilot.

As for light units, it's supposed to be a "position and reaction will determine the winner" scenario, where a guardian in CQB will be something to worry about and tacticize against, but as it currently stands, all specialist units short of the Phantom (which can also be considered a "boss" unit depending on how you feel today) are not even dangerous when they are in their niche range. The introduction of armor piercing rounds makes the guardians seem pretty pointless, and even when the nemesis does get a shot in, it can only function as team support at best, as it cannot finish anything it has wounded or down anything in reasonable time.

Still, it's nice to see you've toughened up the softies of the cerberus team, I just feel it could have been done a little better.

#203
Variasaber

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Those Cerberus buffs aren't a big deal, I was afraid of something major. Cool. In fact, in retrospect the Atlas' armor did seem to be lacking compared to their shields. Well done, Eric.

I'll hold out to hear if the Collector Rifle is adequately good now.

#204
uzivatel

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Mixed feelings about this weeks changes - buffing the small guys does not sound bad, but Atlas takes forever to kill as it is, the extra armor is going to make it even more lengthy and annoying. No idea about the turret, its already one of the nastiest Cerberus units, but thats mostly thanks to its damage, which is not affected.

#205
DarkerCompanion

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DNC Protoman wrote...

you people can list the number of nerfs vs buffs all you want, dosen't change the fact the nerfs have been FAR more significant.

But keep drinking the EA coolaid.


I'm not drinking anything, I'm using logic. I've been following the balance changes since day 1. The nerfs have, for the most part, been precision strikes to the strongest, most abused classes in the game. The only exceptions to that were the week 1 Proxy Mine buff (ironic, since it grew to be very powerful later on on GI), and the collateral damage done to HI and QI from the Tactical Cloak nerf. The buffs have taken half a dozen worthless classes and propelled them into great territory, and most of the nerfed classes are STILL excellent.

This balance change week ONLY effected Cerberus, the easiest of the factions. That doesn't make the game harder, it makes the easiest part of the game on par with the rest of the game. Don't even get me started on guns; these have recieved a nearly universal buff rate. 2 guns, 2 have recieved nerfs which were not at least somewhat mitigated by buffs at a later date. 3 guns have recieved buffs AND nerfs, some of which are superior to their original form. Everything else is pure buffs.

You can say that listing numbers doesn't mean anything, but if the vast majority of guns gets buffs, a heavy majority of powers/classes get buffs, then you need a corresponding enemy buff to equalize. Its worth noting that Reapers have never recieved a buff!

Besides, you have it all wrong. EA would never ruin the game with constant nerfs. They wouldn't allow balance changes in the first place, because it costs money. They'd rather move onto the next game.

#206
mrwizeguy

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DarkerCompanion wrote...

DNC Protoman wrote...

you people can list the number of nerfs vs buffs all you want, dosen't change the fact the nerfs have been FAR more significant.

But keep drinking the EA coolaid.


I'm not drinking anything, I'm using logic. I've been following the balance changes since day 1. The nerfs have, for the most part, been precision strikes to the strongest, most abused classes in the game. The only exceptions to that were the week 1 Proxy Mine buff (ironic, since it grew to be very powerful later on on GI), and the collateral damage done to HI and QI from the Tactical Cloak nerf. The buffs have taken half a dozen worthless classes and propelled them into great territory, and most of the nerfed classes are STILL excellent.

This balance change week ONLY effected Cerberus, the easiest of the factions. That doesn't make the game harder, it makes the easiest part of the game on par with the rest of the game. Don't even get me started on guns; these have recieved a nearly universal buff rate. 2 guns, 2 have recieved nerfs which were not at least somewhat mitigated by buffs at a later date. 3 guns have recieved buffs AND nerfs, some of which are superior to their original form. Everything else is pure buffs.

You can say that listing numbers doesn't mean anything, but if the vast majority of guns gets buffs, a heavy majority of powers/classes get buffs, then you need a corresponding enemy buff to equalize. Its worth noting that Reapers have never recieved a buff!

Besides, you have it all wrong. EA would never ruin the game with constant nerfs. They wouldn't allow balance changes in the first place, because it costs money. They'd rather move onto the next game.


Dark , can you please stop postin man , wth you have like 25% of all posts arent you tired??Wtf u tryin to proove here?

AND you got it wrong i just saw what u posted SE got a nerf in his decoy didnt he?
Just 1 saw.. Now GTFO please?Thank u

#207
Rokayt

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Eric Fagnan wrote...

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.

I am honored to have such an overpowered shield gate!

#208
LordHuffnPuff

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My collector rifle is now only a bit lower in damage than my Harrier -- I'll give it a shot and see if the huge weight reduction is worth taking a small damage hit.

#209
DarkerCompanion

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mrwizeguy wrote...

Dark , can you please stop postin man , wth you have like 25% of all posts arent you tired??Wtf u tryin to proove here?

AND you got it wrong i just saw what u posted SE got a nerf in his decoy didnt he?
Just 1 saw.. Now GTFO please?Thank u


Why am I not allowed to post?

After hundreds of matches before AND after the SE Decoy nerf, I never saw a single bit of difference. I've also never seen definitive figures from anyone regarding the maximum, pre or post nerf, number of targets it could distract. To be honest, I'm not convinced it worked. I can still stall 100% of the targets on the stage indefinitely with the Decoy on Geth Gold White if I put it in the right location. That doesn't qualify as a nerf to me.

And again, I do not want to "GTFO". I'm allowed to post here as much as I want, unless I violate the rules of the forum. I enjoy these forums, and that is why I am posting.

#210
DNC Protoman

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DarkerCompanion wrote...

DNC Protoman wrote...

you people can list the number of nerfs vs buffs all you want, dosen't change the fact the nerfs have been FAR more significant.

But keep drinking the EA coolaid.


I'm not drinking anything, I'm using logic. I've been following the balance changes since day 1. The nerfs have, for the most part, been precision strikes to the strongest, most abused classes in the game. The only exceptions to that were the week 1 Proxy Mine buff (ironic, since it grew to be very powerful later on on GI), and the collateral damage done to HI and QI from the Tactical Cloak nerf. The buffs have taken half a dozen worthless classes and propelled them into great territory, and most of the nerfed classes are STILL excellent.

This balance change week ONLY effected Cerberus, the easiest of the factions. That doesn't make the game harder, it makes the easiest part of the game on par with the rest of the game. Don't even get me started on guns; these have recieved a nearly universal buff rate. 2 guns, 2 have recieved nerfs which were not at least somewhat mitigated by buffs at a later date. 3 guns have recieved buffs AND nerfs, some of which are superior to their original form. Everything else is pure buffs.

You can say that listing numbers doesn't mean anything, but if the vast majority of guns gets buffs, a heavy majority of powers/classes get buffs, then you need a corresponding enemy buff to equalize. Its worth noting that Reapers have never recieved a buff!

Besides, you have it all wrong. EA would never ruin the game with constant nerfs. They wouldn't allow balance changes in the first place, because it costs money. They'd rather move onto the next game.


Drinkin' that coolaid...

#211
DarkerCompanion

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DNC Protoman wrote...

Drinkin' that coolaid...


You can say that because it makes you feel better, but it doesn't make it true.

#212
mrwizeguy

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DarkerCompanion wrote...

mrwizeguy wrote...

Dark , can you please stop postin man , wth you have like 25% of all posts arent you tired??Wtf u tryin to proove here?

AND you got it wrong i just saw what u posted SE got a nerf in his decoy didnt he?
Just 1 saw.. Now GTFO please?Thank u


Why am I not allowed to post?

After hundreds of matches before AND after the SE Decoy nerf, I never saw a single bit of difference. I've also never seen definitive figures from anyone regarding the maximum, pre or post nerf, number of targets it could distract. To be honest, I'm not convinced it worked. I can still stall 100% of the targets on the stage indefinitely with the Decoy on Geth Gold White if I put it in the right location. That doesn't qualify as a nerf to me.

And again, I do not want to "GTFO". I'm allowed to post here as much as I want, unless I violate the rules of the forum. I enjoy these forums, and that is why I am posting.


Did u list it as a nerf? NO.
So , get the facts straight first , i dont carre if u think it worked or not , i carre it was a nerf and you didnt count it in did you.

Now , get your SE on fbwgb and go have a few more hundred rounds there and let someone else speak out his opinion instead of quoting everyone and having a reply to everything. 
Obviously you are not a bright businessman and i do not expect to undreastand what really goes on, but stop making a fool of yourself and show yourself out with dignity

#213
DarkerCompanion

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mrwizeguy wrote...

Did u list it as a nerf? NO.
So , get the facts straight first , i dont carre if u think it worked or not , i carre it was a nerf and you didnt count it in did you.

Now , get your SE on fbwgb and go have a few more hundred rounds there and let someone else speak out his opinion instead of quoting everyone and having a reply to everything. 
Obviously you are not a bright businessman and i do not expect to undreastand what really goes on, but stop making a fool of yourself and show yourself out with dignity


It wasn't a nerf if it didn't work.

Again; why do you get to decide what I should do, or that I am not allowed to post here? I'm not stopping anyone from speaking their minds or opinions. Why am I not allowed to reply to people's posts? Explain that to me.

I never claimed to be a bright businessman, nor do I see how that is relevant. If I am indeed making a fool of myself, thats my right to do, and I will continue to post on these forums as long as I please, unless a Bioware official specifically tells me not to. I will politely acknowledge at that point.

#214
Edalborez

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mrwizeguy: Calm down, stop flaming, and use some proper spelling/grammar if you please.
Don't really care how annoying you find Darker, at least they're not flaming.

Modifié par Edalborez, 04 juillet 2012 - 09:40 .


#215
Angel Beats

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Not bad. *insert not bad meme face here.* Guardians with more health lol "come at me bro." Oops mail slot. Really the CR needed a little bigger buff since hardly anybody has it. Put it just under Harrier damage and it will be fine.

Those damn turrets...lol..

#216
jakal66

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Edalborez wrote...

mrwizeguy: Calm down, stop flaming, and use some proper spelling/grammar if you please.
Don't really care how annoying you find Darker, at least they're not flaming.



What the guy above said, stop harassing people, he can post wahtever he wants as long as he respects the rules which you seem to be braking by being a total duchebag

Modifié par jakal66, 04 juillet 2012 - 09:45 .


#217
JaimasOfRaxis

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This wasn't as bad as expec--

Collector Rifle:
......

YES!!! YES!!!

#218
OhPa2

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No reason, imo, to buff enemies in Bronze or very much in Silver. Many regular players are not elites.

Collector rifle buff is nice; it pretty much only had looks before. Hopefully more AR buffs coming.

#219
Aiiro

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Do people really want guardians to move faster? I mean, first of all, they manage to creep up behind me sometimes, it's kind of unnerving how they do that. Second of all, apply logic to this situation: They cannot move quickly because their shields are so thick and heavy.

And the Atlas? It's weight is immense. You really think it should move faster? Common sense people.

#220
ShadowRanger88

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So I have the CAR and I still wouldn't use it on gold lol. Sure, they decreased the weight and increased damage, but it doesn't really matter since most of us can't even level it above 1 or 2. Honestly, they'd either have to give us upgradable packs or increase it so the lvl 1 version is better than the current X version for it to be of any use.

#221
Xaijin

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Ashen Earth wrote...

No sniper rifle buffs.

I am disappoint.


If they're still evaluating cloak, why would they buff rifles immediately. Testing takes time and iteration.

#222
Rip504

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MP is Broke and they will continue to break it. Goodbye.

#223
DarkerCompanion

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Xaijin wrote...

Ashen Earth wrote...

No sniper rifle buffs.

I am disappoint.


If they're still evaluating cloak, why would they buff rifles immediately. Testing takes time and iteration.


I believe the general gist was that Tactical Cloak made snipers too good, while without TC, they weren't good enough. The concept of the nerf was that TC would be nerfed significantly, with emphasis on the sniper damage portion, followed by a latter universal sniper buff. This would serve the dual purpose of slightly nerfing snipers on Infiltrators, but buffing snipers on other classes.

As it stands, only the first half happened.

#224
Grumpy Old Wizard

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GroverA125 wrote...
An increase to the rate of fire and damage of Cerberus Guardians and Nemesis troops would have been a better choice, as instead of simply making them tank another hit, they actually have some form of power to put down.


Nah, that would just be cheap.  A nemesis will drop a squishy character's shields in one shot.  Then a stray bullet from some low minion will take them down.

The game can't be based around a character having 35000 health and 50000 shields. :D Of course I realize some folks only played overpowered characters with overpowered weapons so they'll have a different view of the game than folks who play all characters. :ph34r:

A nemesis will fail to drop the shields of a perked player completely on gold, and by the time it re-fires, shields will be back up.


I'm not sure what game you are playing, but it can't be ME3.

As for the atlas, again, upping the rate at which it'll sling out slugs and missiles would sharply raise their level of threat, as it limits the time at which everyone can engage them, giving them vital ground and, if they can get enough ground, allow for infantry swarming while the teams powerhouses down it/them.


Nah, that would be another cheap change. They already pack a big punch and are very dangerous on open space maps where you are having to worry about all those other troops and the nemesis shooting at you that you claim is a joke and phantoms coming to instakill you or take you down with their hand cannons.

#225
ArmeniusLOD

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Just for the record, I like to play Cerberus often because the humans are very satisfying to see their heads pop off, not because they are the "easiest." Seeing the blood spray after their heads explode is quite awesome. I don't concentrate on head shots nearly as much as I do against Cerberus.