Patch: SP weapons received MP balancing?
#26
Posté 08 février 2013 - 09:27
I noticed single player singularity being able to tolerate multiple biotic detonations.
If I remember correctly, singularity would disappear after 1 biotic detonation.
#27
Posté 08 février 2013 - 09:39
Yes. If a bullet destroys a shield (or barrier) but not all the bullet damage was used to destroy that shield, the shield gate mechanic determines how much of that leftover damage will carry over to the enemy's health or armor.Abraham_uk wrote...
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?
Casual/Normal: 100% of leftover damage will carry over.
Hardcore: 50% of leftover damage will carry over.
Insnaity: 0% of leftover damage will carry over.
For example, say a weapon does 200 damage and destroys a shield with 100 hit points, leaving 100 points of damage left over:
Casual/Normal: 100 damage will carry over.
Hardcore: 50 damage will carry over.
Insanity: 0 damage will carry over.
For shotguns, each bullet is a separate damage call, which is why it appears that shotguns "ignore" shield gate.
#28
Posté 08 février 2013 - 09:40
If I recall, this was part of patch 1.04 which introduced the Singularity change to multiplayer. This was the only Singularity change that made it over to single player.Abraham_uk wrote...
Also has anyone noticed any difference in singularity.
I noticed single player singularity being able to tolerate multiple biotic detonations.
If I remember correctly, singularity would disappear after 1 biotic detonation.
#29
Posté 08 février 2013 - 09:45
Do piercing mods help?
Or is it just certain weapons that can innately overcome shield gate?
#30
Posté 08 février 2013 - 09:54
You cannot.Abraham_uk wrote...
How do I overcome shield gate?
Do piercing mods help?
Or is it just certain weapons that can innately overcome shield gate?
No.
No weapons overcome shield gate.
If you have enough Disruptor Ammo damage, you could overcome shield gate. However, the most shield damage you can get with Disruptor Ammo is currently 108% (Soldier with max ammo power damage in passive and +30% with rank 5 in Fortification). However this is just not enough for Javelin V or Widow V.
Like I wrote before, most shotguns can "ignore" shield gate since they fire more than one pellet and each pellet is a separate damage call; one pellet will hit shield gate (unless enough Disruptor Ammo damage) but it will not be noticeable in-game.
Talon pistol works on the same principle as shotguns with the added benefit of having a damage multiplier against shields and I think Barriers as well. Rapid-fire weapons may also appear to ignore shield gate since they tend to be low-damage weapons.
#31
Posté 08 février 2013 - 11:58
Don't "projectile" guns ignore shield gate? I.E. Falcon, Striker, Scorpion, GPS, Graal, Kishock, Acolyte, Venom. Or is that multiplayer only?RedCaesar97 wrote...
Abraham_uk wrote...
How do I overcome shield gate?
Do piercing mods help?
Or is it just certain weapons that can innately overcome shield gate?
No weapons overcome shield gate.
#32
Posté 09 février 2013 - 12:11
#33
Posté 09 février 2013 - 12:13
Even in multiplayer, guns do not ignore shield gate. The shieldgate numbers are different for multiplayer though;SpockLives wrote...
Don't "projectile" guns ignore shield gate? I.E. Falcon, Striker, Scorpion, GPS, Graal, Kishock, Acolyte, Venom. Or is that multiplayer only?RedCaesar97 wrote...
Abraham_uk wrote...
How do I overcome shield gate?
Do piercing mods help?
Or is it just certain weapons that can innately overcome shield gate?
No weapons overcome shield gate.
Bronze: 100% of leftover damage will carry over.
Silver: 50% of leftover damage will carry over.
Gold/Platinum: 25% of leftover damage will carry over.
Gold used to be 0% (same as single player Insanity), but they changed it in one of the weekly balance changes.
Plus. maybe you are thinking of the armor damage penalty mechanic?
Modifié par RedCaesar97, 09 février 2013 - 12:23 .
#34
Posté 09 février 2013 - 12:30
#35
Posté 09 février 2013 - 02:15
A couple of the guns do in fact ignore shieldgate because they have DOT (Kishock, and I think the Graal, even though it doesn't actually have any damage for its DOT).
Modifié par capn233, 09 février 2013 - 02:15 .
#36
Posté 09 février 2013 - 07:23
On topic, any powers besides Tech Armor, Fortification, Energy Drain, and Proximity Mine known to be changed by the patch?
#37
Posté 09 février 2013 - 07:33
As for the topic, I only checked a couple of the powers myself.
Modifié par capn233, 09 février 2013 - 07:33 .
#38
Posté 09 février 2013 - 11:21
#39
Posté 09 février 2013 - 04:19
ajpw wrote...
The base cooldown for Stasis has increased from 8 seconds to 12 seconds, I believe. This makes the wait seem like an eternity for a rapid bionade adept.
Why on earth did they feel they need to patch this in, but not the Singularity improvement?
#40
Posté 09 février 2013 - 04:28
I am not entirely convinced this was intentional and would like a developer to comment on it. Not sure if we will get a reply though. I PMed Chris Priestly but considering how many messages he probably receives I doubt I will get a response.JaegerBane wrote...
ajpw wrote...
The base cooldown for Stasis has increased from 8 seconds to 12 seconds, I believe. This makes the wait seem like an eternity for a rapid bionade adept.
Why on earth did they feel they need to patch this in, but not the Singularity improvement?
I would like an official response as to whether these changes were intentional or accidental. If someone else can PM a developer for an official statement, that would be appreciated.
#41
Posté 09 février 2013 - 04:36
Sorry I missed this, but there is no easy way to tell. The changes we have seen do not appear to be in the default coalesced.bin file so we do not know where the changes are coming from.jdmteggy4life wrote...
so did enemy buffs rlly make it because that would make insanity not such a pushover anymore then.
I would say that the enemy buffs did not make it in, but considering that you can still combo everything to death very rapidly, it is almost impossible to spot visually without some sort of tool or utility that can extract game data while playing.
#42
Posté 09 février 2013 - 04:49
Concussive shot got a damage buff that puts it in line with mp.SpockLives wrote...
On topic, any powers besides Tech Armor, Fortification, Energy Drain, and Proximity Mine known to be changed by the patch?
#43
Posté 09 février 2013 - 05:03
and i swear the atlas at least got one because he's not going down as quick
Modifié par jdmteggy4life, 09 février 2013 - 05:05 .
#44
Posté 09 février 2013 - 05:53
jdmteggy4life wrote...
i swear incinerate and canage got the dmg buff
and i swear the atlas at least got one because he's not going down as quick
Single player:
Incinerate: 300 base damage.
Carnage: 315 base damage.
Multiplayer:
Incinerate (N7 Paladin Sentinel): 330 base damage.
Carnage (Krogan Soldier): 350 base Damage.
Modifié par RedCaesar97, 09 février 2013 - 05:53 .
#45
Posté 09 février 2013 - 06:24
So current list of confirmed powers that have changed in single player:Loki_344 wrote...
Concussive shot got a damage buff that puts it in line with mp.SpockLives wrote...
On topic, any powers besides Tech Armor, Fortification, Energy Drain, and Proximity Mine known to be changed by the patch?
- Concussive Shot (base damage only)
- Tech Armor
- Fortification
- Proximity Mine
- Energy Drain
- Stasis
#46
Posté 09 février 2013 - 06:26
I double checked a few powers in SP. Inferno Grenade and Shockwave are still at default SP values as well. If there is a SP power that needed the MP buff, it was Shockwave.
As for Singularity, I greatly prefer its current state for SP. The MP version is good in MP, but with far more unshielded enemies in SP, I prefer the Expand evolution for better blocking choke points. Personal preference, I suppose.
Are there any other powers that received significant MP changes left to check?
Modifié par SpockLives, 09 février 2013 - 06:27 .
#47
Posté 09 février 2013 - 06:36
#48
Posté 09 février 2013 - 09:12
SpockLives wrote...
As for Singularity, I greatly prefer its current state for SP. The MP version is good in MP, but with far more unshielded enemies in SP, I prefer the Expand evolution for better blocking choke points. Personal preference, I suppose.
Tbh I'm not that bothered about the existing SP Singularity either, its just the MP version would have given me some reason to level Pull. The existing SP Singularity is essentially just a better Pull.
Does anyone know if the Eagle is now worth using in SP?
#49
Posté 09 février 2013 - 09:20
#50
Posté 09 février 2013 - 09:42
I believe all SP guns have been updated to MP levels. That means a roughly 100% increase in damage for the Eagle (and also a recoil reduction for the Hurricane, which I can confirm).JaegerBane wrote...
Does anyone know if the Eagle is now worth using in SP?





Retour en haut






