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Patch: SP weapons received MP balancing?


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#26
Abraham_uk

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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.

#27
RedCaesar97

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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?

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.

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
RedCaesar97

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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.

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.

#29
Abraham_uk

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How do I overcome shield gate?

Do piercing mods help?

Or is it just certain weapons that can innately overcome shield gate?

#30
RedCaesar97

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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?

You cannot.
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
SpockLives

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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.

Don't "projectile" guns ignore shield gate?  I.E. Falcon, Striker, Scorpion, GPS, Graal, Kishock, Acolyte, Venom.  Or is that multiplayer only?

#32
jdmteggy4life

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so did enemy buffs rlly make it because that would make insanity not such a pushover anymore then.

#33
RedCaesar97

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SpockLives wrote...

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.

Don't "projectile" guns ignore shield gate?  I.E. Falcon, Striker, Scorpion, GPS, Graal, Kishock, Acolyte, Venom.  Or is that multiplayer only?

Even in multiplayer, guns do not ignore shield gate. The shieldgate numbers are different for multiplayer though;

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
jdmteggy4life

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???

#35
capn233

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Projectile guns ignore armor DR in SP and MP.

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
SpockLives

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Ok, just double checked with tyhw's testing thread, and all "projectile" guns except the Krysae ignore shieldgate.  The Krysae had that ability patched out, so it once did as well.  Yes, this is different from them ignoring armor DR, which these guns also do.

On topic, any powers besides Tech Armor, Fortification, Energy Drain, and Proximity Mine known to be changed by the patch?

#37
capn233

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Bah, I have forgotten too many random things.

As for the topic, I only checked a couple of the powers myself.

Modifié par capn233, 09 février 2013 - 07:33 .


#38
ajpw

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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.

#39
JaegerBane

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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? :blink:

#40
RedCaesar97

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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 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.

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
RedCaesar97

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jdmteggy4life wrote...

so did enemy buffs rlly make it because that would make insanity not such a pushover anymore then.

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. 

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
Loki_344

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SpockLives wrote...
On topic, any powers besides Tech Armor, Fortification, Energy Drain, and Proximity Mine known to be changed by the patch?

Concussive shot got a damage buff that puts it in line with mp.

#43
jdmteggy4life

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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

Modifié par jdmteggy4life, 09 février 2013 - 05:05 .


#44
RedCaesar97

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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
RedCaesar97

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Loki_344 wrote...

SpockLives wrote...
On topic, any powers besides Tech Armor, Fortification, Energy Drain, and Proximity Mine known to be changed by the patch?

Concussive shot got a damage buff that puts it in line with mp.

So current list of confirmed powers that have changed in single player:
 - Concussive Shot (base damage only)
 - Tech Armor
 - Fortification
 - Proximity Mine
 - Energy Drain
 - Stasis

#46
SpockLives

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@RedCaesar97 Thanks for the list!

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
sirus1988

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I know that singularity has changed in SP so that it doesn't detonate before its expired time, but that was a while ago.

#48
JaegerBane

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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
MrStoob

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If the MP singularity was used in SP, it would be so overpowered being able to detonate on shielded targets.

#50
SpockLives

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JaegerBane wrote...

Does anyone know if the Eagle is now worth using in SP?

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).