September 25 Multiplayer Balance Changes
#176
Guest_Jiovanie-_*
Posté 26 septembre 2012 - 04:41
Guest_Jiovanie-_*
#177
Guest_Jiovanie-_*
Posté 26 septembre 2012 - 04:46
Guest_Jiovanie-_*
#178
Posté 26 septembre 2012 - 04:53
1. Rare status, thus much easier to get to 10 on average.
2. Effective range is better.
3. Two extra shots.
That's it. Sure it's still better than the Phalanx and Predator but it used to be the penultimate Heavy Pistol under the Paladin. And now the Pirahna's DPS has been cut by 25% too. God why don't they just make every damn gun do the exact same thing if they are so worried about "balance"? What is the point of having weapons that ARE better if you just keep tweaking them all towards the middle? Oh well at least Frag Grenades got a useful boost
#179
Posté 26 septembre 2012 - 05:49
EDIT: Also, Paladin and Talon changes were unnecessary, although I'm not complaining.
Modifié par Javo2357, 26 septembre 2012 - 05:52 .
#180
Posté 26 septembre 2012 - 06:35
Eric Fagnan wrote...
Kenadian wrote...
Kind of disappointed in the lack of buffs for the Wraith, BW and Argus but overall great changes.
We're looking at all 3 of those weapons for future changes
Nice to see you giving all this previews on changes, I think all that mistery from before was doing no good for the community..
#181
Posté 26 septembre 2012 - 06:40
Jiovanie- wrote...
I knew you guys increased the cooldown on electric slash.... My goddess though. Why all these buffs? I'm suspicious. Something is coming. >_>
more buffs are coming, as Eric already gave a preview..
#182
Posté 26 septembre 2012 - 06:56
That aside my groovy Drell Adept is going to be a even more fun with extra nades.
#183
Posté 26 septembre 2012 - 07:06
Weapon is likely bugged, theoretically it should do very well at level I.DSxCallOfBooty- wrote...
Typhoon Assault Rifle
- Recoil no longer gets worse as the weapon levels up.
Weapon is still likely a bit underpowered, especially for the weight. The nerf for this weapon hit HARD, and I'd suggest that the "ramp-up multiplier" be increased slightly.
It's got more damage potential than homing grenades, while not passive for power damage. Plus detonates techburst and with disruptor ammo equiped can actually apply it before hand!Sticky Grenade Power
- Base damage increased from 900 to 1100
- Evolution 3 increase to max grenades increased from 1 to 2
The increase to max grenades should be helpful, certainly. Still not an excellent power though, I imagine.
Still a little hard to stick on your target, but it's a single target killer.
This has me perplexed, but ignorance like this might be the reason it got a buff in the first place. I'd argue Inferno grenades are the best available.Inferno Grenade Power
- Base damage increased from 125 to 150 per second
- Evolution 6 impact radius bonus increased from 40% to 50%
Back OT, no complaints with these changes, except for that Inferno Grenades are still likely not as strong as many of the other choices.
It can now do +2600 damage against everything except armor against which it can do ~6000 damage (when going for max power damage). On Gold two of these can clear a spawn off everything except Banshee/Prime/ATLAS, while you are engaged elsewhere.
#184
Posté 26 septembre 2012 - 07:15
Between the Raptor/tech power buffs, and the nerfs to the guns that I never used (or grudgingly used, like the Carnifex) I will magically become better on the scoreboard.
Which is neat because I assumed I sucked at this game but loved it enough to play it anyways.
#185
Posté 26 septembre 2012 - 07:52
This alone may pull me away from PS2 beta and start playing some more ME3 mp.Eric Fagnan wrote...
We will be looking at the Wraith for next week's changes.
#186
Posté 26 septembre 2012 - 07:58
Eric Fagnan wrote...
We will be looking at the Wraith for next week's changes.
That is a beautiul sentence. A little faster fire rate and a liiiiitle damage buff would be - not only nice - but also great.
May your pizza be warm and plentiful.
#187
Posté 26 septembre 2012 - 08:46
#188
Posté 26 septembre 2012 - 09:04
I believe that the buff of those two alone would be great for that supposed "outshined by Carnifex" problem. I still don´t see the point in nerfing Carnifex, but hey...what can I do.
#189
Posté 26 septembre 2012 - 09:24
#190
Posté 26 septembre 2012 - 09:42
Zhuinden wrote...
I think the Javelin needs a heavy weight reduction.
You have my vote! Plus its reloading time needs to be reduced.
#191
Posté 26 septembre 2012 - 09:55
The buffs to the Eagle are much appreciated, and I think it may actually be light enough for my Paladin to bring a second weapon like an SMG and still be at 200% cooldowns.
#192
Posté 26 septembre 2012 - 10:13
Buffing URs is all well and good, but now I'm in level IV ammo land those URs seem determined to stay at their current level. So I'll use the best of what I have. Downgrading powerful rares will not make potentially better URs more desirable if I'm not likely to see them.
#193
Posté 26 septembre 2012 - 10:30
N7 Rixus wrote...
sticky grenades 900-1100 it looks so brutal now with the armour piercing and with tactical cloak and the cyro blast debuff, im going to go try this and see how much damage it would do to a brute's armour on gold
Maximal damage vs armor regardless of difficulty
1100 * (1 + 0.2 + 0.3 + 0.4 + 0.8 + 0.35 + 0.12 + 0.5) * (1 + 0.25) * 1.5 = 7569.375
Human Infiltrator SG explosion damage vs armored target debuffed by cryo blast with cloak bonus and maxed consumable//gear ...
Add ammo damage (percent of equipped weapon damage) if scoring a direct hit and very possible self detonated Tech Burst damage when using disruptor ammo ...
The high damage vs armored foes makes them very reliable fire/freeze combo detonators ... (thow said combo exlposions damage will be largely inferiour to the damage of the sticky itself it should have bigger AOE range...)
Modifié par peddroelmz, 26 septembre 2012 - 10:48 .
#194
Posté 26 septembre 2012 - 10:33
peddroelmz wrote...
N7 Rixus wrote...
sticky grenades 900-1100 it looks so brutal now with the armour piercing and with tactical cloak and the cyro blast debuff, im going to go try this and see how much damage it would do to a brute's armour on gold
Maximal damage vs armor regardless of difficulty
1100 * (1 + 0.2 + 0.3 + 0.4 + 0.8 + 0.35 + 0.12 + 0.5) * (1 + 0.25) * 1.5 = 7569.375
Human Infiltrator SG explosion damage vs armored target debuffed by cryo blast with cloak bonus and maxed consumable//gear ...
Add ammo damage (percent of equipped weapon damage) if scoring a direct hit and very possible self detonated Tech Burst damage when using disruptor ammo ...
So in short. Everything armored is about to die in a sticky barrage? Especially if you go into a cloak and throw 8 of them.
#195
Posté 26 septembre 2012 - 11:23
#196
Posté 26 septembre 2012 - 11:49
Ziegrif wrote...
So in short. Everything armored is about to die in a sticky barrage? Especially if you go into a cloak and throw 8 of them.
Before the buff, with inf/arm ammo and using sabotage, one SG would kill a gold!Ravager. One would make a joke of a Brute leaving him near death. I don't think even Banshese/Atlas needed 8 stickys to kill. It was already powerful enough.
#197
Posté 26 septembre 2012 - 12:17
#198
Posté 26 septembre 2012 - 12:58
#199
Posté 26 septembre 2012 - 01:05
Fair enough I spose, having the Paladin slightly lighter than the Carnifex makes sense too seeing as it is an ultra rare.
#200
Posté 26 septembre 2012 - 01:45





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