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Patch: SP weapons received MP balancing?


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#51
Abraham_uk

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SpockLives wrote...

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). 



Can someone give be the low down on which weapons have been buffed and which ones have been nerfed?

Anyway, I haven't noticed any change on the Prothean Particle Beam.
That weapon is really powerful!:devil:

Seriously, I've used this on 60% of the time in single player.
I hardly use this gun in multiplayer since I beat the weapon related challenge and am still trying to get the other weapon related challenges.

#52
Loki_344

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Astreon wrote...

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.

The link should have what you're looking for.

Modifié par Loki_344, 09 février 2013 - 10:23 .


#53
Abraham_uk

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The Falcon got the nerf?
I remember when I first got that weapon, and I was frustrated with it, particularly in Priority Earth after having leveled it up to level V. Thank goodness I was an adept who could rely on a quick succession of biotic explosions.


Puzzling. That weapon wasn't that great to begin with.


That's my only issue.
Falcon was a weak weapon that was made even weaker.

Aside from that, the other changes make sense.

Modifié par Abraham_uk, 09 février 2013 - 10:30 .


#54
capn233

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Falcon is an excellent weapon for CC'ing enemies and applying ammo effects. It is not a weapon for direct damage. It will still be valuable in SP in that role if it has gotten the MP balances. It just won't do as much DPS as it did at release, which was unbalanced.

I run it near exclusively on my Demolisher, for instance. You can "push" enemies together with it, applying an ammo effect, then hit them with an Arc Grenade.

#55
All-a-Mort

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Falcon is fine as a squad weapon in SP with cryo ammo as a way to freeze enemies. Never seen it as much of a damage dealer anyway.

So did they really just hugely buff every N7 weapon? I'd have preferred that they sorted the recoil issue in the Typhoon and Argus rather than just increasing damage (yes I saw that the Typhoon got nerfed) on the others. Have they made the Locust viable BTW? I saw from the chart Astreon posted they upped the damage by 55% or so, but it was weak to start with anyway. Nothing like the weapon of ME2 renown.

#56
JaegerBane

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MrStoob wrote...

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


Shepard is overpowered in SP. Adept Shepard w/ Stasis is basically an MP human, Asari and Drell Adept at the same time. I really hope they're not avoiding putting stuff into SP because of balance concerns.

SpockLives wrote...
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). 


That's good to know. The Eagle was one of the best looking and best sounding pistols in ME3, but even in SP its damage rate was a non-starter. Good to know about the N7 Hurricane aswell, though the intro of the Mass Pulse Recoil mod kind of already fixed that.

Seriously considering doing a pure N7 arsenal for my next playthrough (except Particle Rifle, laz0rs > bullets :P)

Modifié par JaegerBane, 10 février 2013 - 02:15 .


#57
Loki_344

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All-a-Mort wrote...

Falcon is fine as a squad weapon in SP with cryo ammo as a way to freeze enemies. Never seen it as much of a damage dealer anyway.

So did they really just hugely buff every N7 weapon? I'd have preferred that they sorted the recoil issue in the Typhoon and Argus rather than just increasing damage (yes I saw that the Typhoon got nerfed) on the others. Have they made the Locust viable BTW? I saw from the chart Astreon posted they upped the damage by 55% or so, but it was weak to start with anyway. Nothing like the weapon of ME2 renown.

I believe that the chart is incorrect in that none of the weapons from the dlc packs were altered. The typhoon still has the recoil glitch and its damage seems unchanged. Only the vanila and N7 weapons seem to have been affected.

#58
capn233

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Loki_344 wrote...

I believe that the chart is incorrect in that none of the weapons from the dlc packs were altered. The typhoon still has the recoil glitch and its damage seems unchanged. Only the vanila and N7 weapons seem to have been affected.

That probably is the case.  I imagine it didn't make sense to alter the DLC guns, since probably their info is stored in a DLC file, rather than in the main game files.

#59
All-a-Mort

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I thought the DLC weapons were all in the original files and the DLC just unlocked them?

#60
Loki_344

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If your talking about the N7 weapons, particle rifle, chakram launcher and the rest of the early promotional weapons, then yes. If your talking about the stuff in the weapon packs, then no.

#61
known_hero

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NEVERMIND

Modifié par known_hero, 23 février 2013 - 03:39 .


#62
DJ CAVE SLAVE

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I like this idea, but they should also add Phasic ammo as a bonus power, or single-shot weapons will resume being useless.

#63
HBC Dresden

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Can anyone else confirm this by looking into the internal SP weapon stats (PC users)?

#64
Abraham_uk

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DJCS wrote...

I like this idea, but they should also add Phasic ammo as a bonus power, or single-shot weapons will resume being useless.


Does Phasic Ammo break the shield gate mechanic then?

#65
Nitrocuban

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Abraham_uk wrote...

DJCS wrote...

I like this idea, but they should also add Phasic ammo as a bonus power, or single-shot weapons will resume being useless.


Does Phasic Ammo break the shield gate mechanic then?


There is no real shieldgate anymore in MP, it's more like a shield bottleneck with 75% of the damage consumed but 25% go through to health/armor. Phasic ammo does not ignore that but has a _very_ high damage multiplier vs. shields (I think 10x or something) and can therefore pass through way more damage than other ammo can.
In fact you can oneshot some enemies with Phasic Ammo you can't oneshot with other ammo.

#66
capn233

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Yes, Phasic Ammo has a 10x multiplier to shields and barriers.

#67
rumination888

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Didn't see this posted anywhere, but Tech Armor and Fortification also gained 10% more damage reduction. You can now have a combined 90% passive damage reduction, plus another 20% after killing an enemy with a heavy melee.

....theres a cap on damage reduction, right?

#68
RedCaesar97

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rumination888 wrote...

Didn't see this posted anywhere, but Tech Armor and Fortification also gained 10% more damage reduction. You can now have a combined 90% passive damage reduction, plus another 20% after killing an enemy with a heavy melee.

....theres a cap on damage reduction, right?

I have noticed that Tech Armor and Fortification gained more damage reduction. It was mentioned in this thread that both Tech Armor and Fortification were changed, but only the base cooldown penalty and power damage bonuses at rank 5 were mentioned.

As far as I know, there is no cap on Damage Reduction, although I could be wrong*. However, the formula for damage reduction is such that you actually need over 100% damage reduction to take no damage (I think it somewhere in the range of 130-140% or so?). I believe there is also either a damage reduction bonus when docked into cover or a damage reduction penalty when out of cover, so when you are in cover you actually receive the full damage reduction bonus as listed.

* In multiplayer, Shield Boost gives you damage reduction but you are capped at 90% from all sources. Not sure if this applies only to Shield Boost or if it applies to all damage reduction powers.

#69
capn233

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There is no cap on how much DR you can stack.

In cover DR is sort of like 40%. But supposedly the way the mechanic is that enemy damage is actually multiplied by 1.4 if you aren't in cover. Which can explain why you need more than 100% DR stacked to mitigate all damage out of cover.

Batarian Vanguard in MP is one character that easily exceeds 140 DR in certain cases and can be immune for a short time.

Modifié par capn233, 05 mars 2013 - 03:49 .


#70
Nitrocuban

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I just (re)played Priority: Rannoch and there is this one fight short before the end where you face 3 Geth Primes. I can confirm that Primes got all the little 'upgrades' from MP in SP, too. Was actually very challneging fighting 3 Primes, 3 turrets and 3 drones at the same time.

#71
HBC Dresden

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^ That is good news!

#72
Dasher1010

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I appreciate all the buffs but the Falcon and Stasis nerfs need to go away. Will a dev post in this thread already so we know that they're aware?

#73
Athenau

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This is pretty nutballs and single-handedly revives my interest in this game. The atrocious SP weapon balance hurt replay value so much. I'm guessing this is a persistent change? So any further MP weapon balances will immediately be reflected in SP without patching?

I hope so at least.

Also, the Indra is an S-tier gun now. Indra for president yo'.

#74
HBC Dresden

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^ I don't think it is persistent (I could be wrong though). Not many people are talking about it, so it's hard to get good info on this.

Modifié par HBC Dresden, 08 mars 2013 - 08:10 .


#75
Nitrocuban

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Balancing in SP can't be the same as it is in MP.
Enemies in MP can take more and hit harder, there is no 5s slowmo window to take when shieldgate/healtgate break, if you go down game's over.
And your SP team hardly deals damage in contrast to the team mates in MP.