Why do Silver (MP) enemies seem harder than Insanity (SP) ones?
#1
Posté 12 septembre 2012 - 07:09
What's also odd is that it looks like the balance changes from Multiplayer haven't affected Singleplayer. Thus, my Geth Pulse Rifle should be a pea-shooter, and yet it really doesn't feel that way.
The only explanation I've been able to come up with is Ammo Powers. I rarely use them in Silver matches, but always have an ammo power in Single Player.
As an example of the differences in stats, here's a Brute's stats in Coalesced for Insanity (health in bold):
(Category="Brute", CategoryData=((StatName="MeleeAttackInterval",StatRange=(X=0.0f,Y=0.0f)),(StatName="GuardDuration",StatRange=(X=10.0f,Y=10.0f)),(StatName="GuardSpeedMod",StatRange=(X=0.75f,Y=0.75f)),(StatName="RoarChance",StatRange=(X=0.6f,Y=0.6f)),(StatName="AngryDuration",StatRange=(X=7.0f,Y=7.0f)),(StatName="AngrySpeedMod",StatRange=(X=1.4f,Y=1.4f)),(StatName="GuardDamageResetDuration",StatRange=(X=3.5f,Y=3.5f)),(StatName="GuardHealthPctThreshold",StatRange=(X=0.025f,Y=0.025f)),(StatName="SyncKillChance",StatRange=(X=0.5f,Y=0.5f)),(StatName="MaxHealth",StatRange=(X=6000.0f,Y=9000.0f)),(StatName="PowerThreshold_Standard",StatRange=(X=1000.0f,Y=1000.0f)),(StatName="PowerThreshold_Stagger",StatRange=(X=1200.0f,Y=1200.0f)),(StatName="PowerThreshold_Knockback",StatRange=(X=1500.0f,Y=1500.0f)),(StatName="HitReactionChanceMultiplier",StatRange=(X=0.5f,Y=0.5f))))
And here it is for Silver:
(Category="Brute", CategoryData=((StatName="MeleeAttackInterval",StatRange=(X=0.0f,Y=0.0f)),(StatName="GuardDuration",StatRange=(X=10.0f,Y=10.0f)),(StatName="GuardSpeedMod",StatRange=(X=0.6f,Y=0.6f)),(StatName="RoarChance",StatRange=(X=0.5f,Y=0.5f)),(StatName="AngryDuration",StatRange=(X=6.0f,Y=6.0f)),(StatName="AngrySpeedMod",StatRange=(X=1.3f,Y=1.3f)),(StatName="GuardDamageResetDuration",StatRange=(X=3.0f,Y=3.0f)),(StatName="GuardHealthPctThreshold",StatRange=(X=0.05f,Y=0.05f)),(StatName="SyncKillChance",StatRange=(X=0.4f,Y=0.4f)),(StatName="MaxHealth",StatRange=(X=5000.0f,Y=7500.0f)),(StatName="PowerThreshold_Standard",StatRange=(X=590.0f,Y=590.0f)),(StatName="PowerThreshold_Stagger",StatRange=(X=1000.0f,Y=1000.0f)),(StatName="PowerThreshold_Knockback",StatRange=(X=1200.0f,Y=1200.0f)),(StatName="HitReactionChanceMultiplier",StatRange=(X=0.65f,Y=0.65f))))
Unless there's some hidden stat multiplier I'm missing, this just seems crazy to me. It seems to take way more damage to take down a Silver Brute than an Insanity one. (And I have Level X weapons in both single player and multiplayer.)
Anyone have any other explanations?
#2
Posté 12 septembre 2012 - 07:24
1) Squadmates in SP are more reliable damage dealers than teammates in MP - this is not to say that people in MP are worse than your SP squadmates but that your squadmates powerwheel is always at your disposal and they'll always generally be shooting at most of the enemies you are as well. In MP you'll "solo" many enemies yourself while teammates are killing other things.
2) Ammo powers(SP) vs Equipment powers (MP) - In most Silver games I never use any equipment, so that means I'm losing ~25% damage if not more compared to SP.
3) Volume - SP has a set spawn chain meaning you'll always fight a specific number of Brutes and Banshees in a mission unlike MP which can generate more Brutes and Banshees depending on how early in the wave you kill them and how much of the "spawn budget" has been used up. This can make MP seem harder because you'll most often kill more bosses in MP than in SP.
Ammo Powers and Squadmates (SP) are a BIG reason why Insanity feels very easy compared to MP.
#3
Posté 12 septembre 2012 - 07:48
Ares Caesar wrote...
1) Squadmates in SP are more reliable damage dealers than teammates in MP - this is not to say that people in MP are worse than your SP squadmates but that your squadmates powerwheel is always at your disposal and they'll always generally be shooting at most of the enemies you are as well. In MP you'll "solo" many enemies yourself while teammates are killing other things.
While that's true to an extent, I believe squadmates do reduced damage, relative to the player. (I know they did in ME2. IIRC, it was something like 50% damage.) Plus their powers are on much longer cooldowns.
That said, having one person controlling all of it does allow for more focused fire than one typically sees in multiplayer. (Though when a Banshee is the last enemy and everyone's concentrating on her, it still seems to take a considerable amount of time to bring her down.)
Ares Caesar wrote...
3) Volume - SP has a set spawn chain meaning you'll always fight a specific number of Brutes and Banshees in a mission unlike MP which can generate more Brutes and Banshees depending on how early in the wave you kill them and how much of the "spawn budget" has been used up. This can make MP seem harder because you'll most often kill more bosses in MP than in SP.
Yeah, that's true. There are more enemies to fight in MP, and a continuous stream of them.
#4
Posté 12 septembre 2012 - 09:05
I never felt like Silver enemies were really more durable than Insanity enemies though. Gold is mostly the same, except some of the boss units have a lot more HP (Atlas...).
#5
Posté 12 septembre 2012 - 10:17
capn233 wrote...
Good points made above.
I never felt like Silver enemies were really more durable than Insanity enemies though. Gold is mostly the same, except some of the boss units have a lot more HP (Atlas...).
Not originally. But...
Atlas on Insanity:
(Category="Atlas", CategoryData=((StatName="MeleeAttackInterval",StatRange=(X=1.5f,Y=1.5f)),(StatName="SyncMeleeAttackInterval",StatRange=(X=1.0f,Y=1.0f)),(StatName="SmokeInterval",StatRange=(X=10.0f,Y=10.0f)),(StatName="RocketInterval",StatRange=(X=6.0f,Y=6.0f)),(StatName="BlockInterval",StatRange=(X=12.0f,Y=12.0f)),(StatName="cockpitDamageResetDuration",StatRange=(X=2.5f,Y=2.5f)),(StatName="cockpitBlockThreshold",StatRange=(X=1350.0f,Y=2025.0f)),(StatName="SyncKillChance",StatRange=(X=0.6f,Y=0.6f)),(StatName="ArmourPieceHealth",StatRange=(X=562.5f,Y=843.75f)),(StatName="GlasscockpitHealth",StatRange=(X=4500.0f,Y=6750.0f)),(StatName="MaxHealth",StatRange=(X=11250.0f,Y=16875.0f)),(StatName="MaxShields",StatRange=(X=11250.0f,Y=16875.0f)),(StatName="MaxEnemyShieldRecharge",StatRange=(X=0.5f,Y=0.5f)),(StatName="AIShieldRegenDelay",StatRange=(X=8.0f,Y=8.0f)),(StatName="AIShieldRegenPct",StatRange=(X=0.1f,Y=0.1f)),(StatName="PowerThreshold_Standard",StatRange=(X=700.0f,Y=700.0f)),(StatName="PowerThreshold_Stagger",StatRange=(X=1200.0f,Y=1200.0f)),(StatName="PowerThreshold_Knockback",StatRange=(X=1500.0f,Y=1500.0f)),(StatName="HitReactionChanceMultiplier",StatRange=(X=0.3f,Y=0.3f))))
Atlas on Gold (in Coalesced):
(Category="Atlas", CategoryData=((StatName="MeleeAttackInterval",StatRange=(X=1.5f,Y=1.5f)),(StatName="SyncMeleeAttackInterval",StatRange=(X=1.0f,Y=1.0f)),(StatName="SmokeInterval",StatRange=(X=10.0f,Y=10.0f)),(StatName="RocketInterval",StatRange=(X=6.0f,Y=6.0f)),(StatName="BlockInterval",StatRange=(X=12.0f,Y=12.0f)),(StatName="cockpitDamageResetDuration",StatRange=(X=2.5f,Y=2.5f)),(StatName="cockpitBlockThreshold",StatRange=(X=1350.0f,Y=2025.0f)),(StatName="SyncKillChance",StatRange=(X=0.6f,Y=0.6f)),(StatName="ArmourPieceHealth",StatRange=(X=562.5f,Y=843.75f)),(StatName="GlasscockpitHealth",StatRange=(X=100000.0f,Y=100000.0f)),(StatName="MaxHealth",StatRange=(X=11250.0f,Y=16875.0f)),(StatName="MaxShields",StatRange=(X=11250.0f,Y=16875.0f)),(StatName="MaxEnemyShieldRecharge",StatRange=(X=0.5f,Y=0.5f)),(StatName="AIShieldRegenDelay",StatRange=(X=8.0f,Y=8.0f)),(StatName="AIShieldRegenPct",StatRange=(X=0.1f,Y=0.1f)),(StatName="PowerThreshold_Standard",StatRange=(X=700.0f,Y=700.0f)),(StatName="PowerThreshold_Stagger",StatRange=(X=1200.0f,Y=1200.0f)),(StatName="PowerThreshold_Knockback",StatRange=(X=1500.0f,Y=1500.0f)),(StatName="HitReactionChanceMultiplier",StatRange=(X=0.3f,Y=0.3f))))
According to Coalesced, they've got the same health. But let's look at balance changes for the Atlas:
2012/03/20:
Atlas
- (Silver) Armor increased from 11250 to 12940
- (Silver) Shields increased from 11250 to 12940
- (Gold) Armor increased from 16875 to 21094
- (Gold) Shields increased from 16875 to 21094
2012/05/02
- (Silver) Increased chance to sync kill players from 50% to 60%
- (Gold) Increased chance to sync kill players from 60% to 80%
2012/07/04
- (Bronze) Armor increased from 7500 to 9000
- (Silver) Armor increased from 12940 to 14000
- (Gold) Armor increased from 21094 to 23000
2012/07/10
- Number of cannon shots in a burst increased from 3 to 4
2012/08/08
Cerberus Atlas and Geth Prime
- (Platinum) Max amount of shields regenerated increased from 65% to 75%
- (Platinum) Rate of shield regeneration increased from 16.5% to 20% per second
So, apparently, Coalesced doesn't reflect balance changes. And, similarly, that means Insanity and Gold have diverged (in the Atlas's case, it has gotten 36% more armor and 25% more shields). Or, more generally speaking, multiplayer has gotten harder while single player has not. The question is, how much can this be applied to ME3 in general? Given that not all enemies have seen buffs like the Atlas, it's debatable whether it's a good candiate for analysis. (
Modifié par RobertM525, 12 septembre 2012 - 10:47 .
#6
Posté 12 septembre 2012 - 11:12
-Glyph Upgrades
And you said it yourself that you don't use ammo on Silver, which probably means you don't use any of the other equips either.
MP Platinum enemies can be killed even faster than SP Insanity if you stack the right equipment, ammo, weapon, and ability combinations.
#7
Posté 12 septembre 2012 - 11:37
While I have the former, I don't often get many of the latter. (And my weapons seem pretty powerful even when I'm using +power damage/recharge armor, too.)rumination888 wrote...
-Equipment (No, not MP equips. Shepard's equipment.)
-Glyph Upgrades
Not the consumable ones, no. But the Equipment slot, I do.rumination888 wrote...
And you said it yourself that you don't use ammo on Silver, which probably means you don't use any of the other equips either.
#8
Posté 13 septembre 2012 - 12:06
No it doesn't reflect balance changes whatsoever. MP balance changes are stored on the EA severs, and when you start a game these values override the ones in the host's coalesced file.RobertM525 wrote...
So, apparently, Coalesced doesn't reflect balance changes.
Atlas on Gold has been ~40k hitpoints the vast majority of the time the game has been out, which is why I mentioned it.





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