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Patch: SP weapons received MP balancing?


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#1
Astreon

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There is a thread on reddit saying that the SP weapons have received the MP balance treatment with the latest patch.  Can anyone confirm or deny this (Cyonan, peddroelmz)?  I hope it's true...

[23 April 2013] Addendum: capn233 has detailed the changes in this post.

Modifié par Astreon, 24 avril 2013 - 04:46 .


#2
capn233

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Opening up coalesced, looks like Saber is 350.1-437.6 for damage, which is same as release.

#3
The JoeMan

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I just did some testing and it looks like the Mattock is now doing the same amount of damage as the Harrier. The Argus seems to be doing much more damage than it used to. Tech armour has 50% cooldown penalty instead of 80%. Changes were definitely made although I can't confirm that these were applied to everything.

#4
Astreon

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Interesting... I'm curious just how encompassing the changes are. I would assume the state of the weapons is now matched up until a particular week of MP balance changes.

What about powers? I wonder if, as you said with Tech Armor, all the powers are now in sync with MP too, including the redesigned Singularity. Then there is the question of difficulty and shield gate changes.

People are going to be in for a surprise when they pull out heavily buffed weapons like the Eagle! Insanity should also be easier than ever.

#5
Drayce333

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SP Tech armor is now the same as MP. Going to check adept singularity real quick and a few other things.

#6
Drayce333

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Nope, Singularity is still the exact same as before. Marksman, Cryo blast and such are still the same too. I guess tech armor was special? lol. My liara was also destroying with acolyte.

#7
RedCaesar97

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Sabotage is still the original Sabotage as far as I can tell (100% Tech Vulnerability; I believe multiplayer is 50%).

And yes, Tech Armor now has a base 50% cooldown. rank 5 Power Damage is also 30%. I think originally it was only 20%.

Fortification rank 5 now has power damage listed as 30%. I think it was only 20% before?

Tactical Cloak still appears to be the same.

Not sure, but Energy Drain may have been updated to match multiplayer. Rank 6 armor boost reduces damage by 40%. I thought it used to be lower before the patch (15%?)

Concussive Shot is still the same. Shockwave still looks the same. Adrenaline is still the same.

#8
RedCaesar97

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Base Fortification only slows down power use by 50% now. And with the extra power damage in rank 5, it may be the best always-active shield power now. Barrier and Defense Matrix remain unchanged.

Nova and Biotic Charge appear to remain the same.

Proximity Mine appears to have been changed; the single player version rank 5 Damage Taken evolution is now 20% to match multiplayer (it used to 25% in single player).

#9
RedCaesar97

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Sorry for spamming this thread, but I checked an older video of mine and Energy Drain rank 6 Armor Boost used to only reduce damage by 15% for 10 seconds. Now it is 40% for 10 seconds.

So the known list of changed powers appears to be: Tech Armor, Energy Drain, Fortification, and Proximity Mine.

#10
The JoeMan

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Good work RedCaesar. As glad as I am for these changes it kind of pisses me off that they dismissed this as "a few balance changes" in the patch notes. Why not give us this info?

#11
Astreon

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Please, feel free to spam! It's useful information!

I took the time to draft up a chart of what ten months of balance changes means for single player, provided it is for all weapons. There are some rather dramatic differences:

http://i.imgur.com/8rZ028x.png

Note that this is just five properties, there a few more changes on certain weapons like headshot multipliers, charge multipliers, and recoil.  This also assumes the Jan 29 balance changes made it in, which in retrospect is unlikely.  This just has some minor implications for the N7 Valkyrie and Scimitar.

Modifié par Astreon, 02 février 2013 - 04:53 .


#12
RedCaesar97

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The Shieldgate mechanic is unchanged in single player.

Nice chart Astreon. I only stick to a few select weapons, so it is doubtful I will notice any changes to weapons. Unsure if DLC weapons (such as the Mattock or Kryase) are able to be changed in single player by a patch. From what I understand from the ME2 days, it is difficult to patch DLC, unless they have changed it in ME3.

#13
Drayce333

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The Krysae can still zoom, the Acolyte still needs to be charged, and the typhoon still increases recoil on weapon level up.

#14
capn233

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Ok I will take a look at coalesced more closely and compare it to Cyonan's sheet...

Argus 96.8-120.9... appears unchanged
Avenger 38.6-48.2 "
Cobra (aka Phaeston) 29.7-37.2 "
Collector 44.3-55.4 "
Mattock 76.1-95.2 "
Revenant 47.6-59.6 "

Black Widow 514.1-642.6 "
Widow 867-1083.8 "
Javelin 795-993.7 "

I am tired of looking at guns.  This is from my coalesced... from bioweapon/sfxgamecontent/sfxweapon  If I am looking in the wrong place, let me know.

Next up powers:
Fortification: shows encumbrance penalty of 0.6
Proxi Mine:  damage taken shows as 0.25
Energy Drain: damage reduction shows as 0.15 still

from biogame/sfxgamecontent/sfxpowercustomaction

So what is going on?

I loaded up SP and took a gander at the powers.  Fortification claims only 50% penalty now, Energy Drain armor 40%, etc as reported by RedCaesar, but the coalesced values don't show that.  Did they just change the GUI to the MP numbers, but not the actual stats?

One of the things the devs said in the MP forum was they were applying some mp balance changes in the patch, which he said was to reduce the server load IIRC (bc balance changes are in a hotfix)... but he was somewhat vague.

If someone knows a dev or a mod, maybe you could shoot them a PM and see if it was supposed to affect SP.

Modifié par capn233, 02 février 2013 - 09:04 .


#15
Frostmourne86

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Concussive shot does more damage than it used to; iirc 150-180 (lv 1) instead of 100.

#16
capn233

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I did a very simple test to see what Tech Armor and Fortification's in game cooldown penalty actually is.

Loaded up my most recent Sentinel.  Switched bonus to Fortfication.

Level 12
Throw 3
Warp 2
Tech Armor 3
Fortification 4

Took him to N7 Cerberus Lab and had a look at displayed cooldown values in the "Squad" screen so I could calculate the penalties.  Weapons were Punisher I and Predator I for PRS of 150% indicated.

TA - Fort -   Throw: 1.45
TA+ Fort -   Throw: 1.78
TA - Fort +  Throw: 1.78
TA+ Fort +  Throw: 2.29

Note that TA and Fortification must now have identical penalties for them to both have the same cooldown on Throw.

If I calculate it out sing the power recharge formulas, I get that Tech Armor and Fortification have cooldown penalties of roughly 0.503, or ~50%.

Ex, TA+  Throw 1.78s (or only Fortification on, same recharge...)
Base Throw CD is 4s

Formula is:
Cooldown = Base[1/(1 + RankBonus + DynamicBonus)]

1.78 = 4[1/(1+0.25+1.5+x)] -> 1.78=4[1/(2.75+x)] -> 4.895 + 1.78x = 4 -> x = - 0.503

The sign is negative because it is a recharge penalty (a negative bonus).

****

That leaves the question of what is going in in coalesced.  As above in my file in this location
biogame/sfxgamecontent/sfxpowercustomaction/fortification

Encumbrance penalty is listed as 0.6, which was the original value.  Math wise the game is showing in the Power Screen not only a description that says "50%", but the values displayed with the powers for their recharge are clearly using a penalty closer to 50% than the original 60%

In the same area of the file, encumbrance penalty for Tech Armor is still listed as 0.8, aka "80%," but the Powers screen is certainly not assuming that.

edit: no I didn't time them with a stopwatch.  I mainly wanted to see if the game is calculating with a new cooldown number for Tech Armor and Fortification or if the power description had just been overwritten.

Modifié par capn233, 03 février 2013 - 07:36 .


#17
Nitrocuban

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I doubt this was intended.
What about Marksman, is it still broken?

#18
capn233

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Nitrocuban wrote...

I doubt this was intended.
What about Marksman, is it still broken?

On Ashley you mean?  Haven't tried it personally, but people say she is still bugged.

#19
Revan654

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Nitrocuban wrote...

I doubt this was intended.
What about Marksman, is it still broken?


Still broken on Ashley, If that's what you mean.

#20
UnknownMercenary

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Ah just noticed this version of the thread in the Gameplay section so I'm going to crosspost from the General subforum.

The MP boosts to Adrenaline Rush haven't been brought over. Frags, Inferno grenades and Biotic Charge appear unchanged.

Weapon balances to the vanilla guns appear to have made it over though. The Revenant and Wraith have more spare ammo; the Javelin is shown in the weapon bars to do more damage than the Widow (will have to test for sure), the Paladin is now a 3 shot pistol, the Hurricane has much less recoil, etc.

The Typhoon still recoils when levelled up though.

The Falcon is no longer a cheese gun for Insanity.

#21
capn233

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UnknownMercenary wrote...

Weapon balances to the vanilla guns appear to have made it over though. The Revenant and Wraith have more spare ammo; the Javelin is shown in the weapon bars to do more damage than the Widow (will have to test for sure), the Paladin is now a 3 shot pistol, the Hurricane has much less recoil, etc.

Interesting.

I wonder where this data is stored now.

#22
UnknownMercenary

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Now I'm curious if enemy health buffs made it over as well as Geth stunlock. It's been a while since I played the Rannoch portion of the campaign...

#23
Nitrocuban

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Haha oh wow, with the A-non-I of the squadmates in SP enemies with MP health and damage would be a hell of a ride.

#24
capn233

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On a whim I tried to start up the game not connected to the internet to see if things like Fortification reverted to the value in coalesced. It didn't seem to, even though I had to jump through a bunch of hoops to get it to run.

#25
Abraham_uk

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Could someone explain to me how shield gate works?

Your sniper rifle could strip 100% of shields/barrier in one hit. It shoots an enemy with 100% and shields/barrier are removed.

The same sniper rifle then shoots a target that has only 10% of its shields/barrier but the munition does zero damage to health/armor.

Is this the "shield gate" mechanic that people are talking about?