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Patch: SP weapons received MP balancing?


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#101
godlike13

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Doesn't seem to explode chilled targets.

#102
capn233

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godlike13 wrote...

Doesn't seem to explode chilled targets.

You can't get CE's on chilled targets in MP either, except with Snap Freeze.. which is a bug.

#103
darkchaosbunny

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I hadn't checked, but is tac cloak and adrenaline rush still the same?

#104
RedCaesar97

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darkchaosbunny wrote...

I hadn't checked, but is tac cloak and adrenaline rush still the same?

Yes. Both Tactical Cloak and Adrenaline Rush are the same.

#105
visionazzery

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Why on earth would bioware even link certain power changes to mplayer and splayed? Mplayeecis Seperate from. Splayed guys right? There no justification to have mplayer influencing splayed in altering properties of solayer oriented powers right? Is this not the reason why ppleare upset with way parts of solayer have been handl

#106
visionazzery

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Sorry using toychphone on bumpy rd hope u can make sense of my prior post just ask if u dnt unserstqnf

#107
darkchaosbunny

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RedCaesar97 wrote...

darkchaosbunny wrote...

I hadn't checked, but is tac cloak and adrenaline rush still the same?

Yes. Both Tactical Cloak and Adrenaline Rush are the same.


Thanks, glad that tac cloak is still the same, would had liked AR to be buffed but then I am content with just spamming incendiary CS for FEs.

#108
capn233

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visionazzery wrote...

Why on earth would bioware even link certain power changes to mplayer and splayed? Mplayeecis Seperate from. Splayed guys right? There no justification to have mplayer influencing splayed in altering properties of solayer oriented powers right? Is this not the reason why ppleare upset with way parts of solayer have been handl

I think we discussed this earlier in the thread, but basically there is only one refernce to many of the powers and weapons that is stored locally.  Previously all the multiplayer balance changes resided on the Mass Effect 3 server and would have to be downloaded to the client whenever you went into multiplayer.

That hotfix was taking up a lot of server resources, so to reduce it they pushed most of the balance changes into the patch.  That meant the balance changes would take up less space on their server, although it also meant that many of the things balanced for MP were changed in SP.

#109
Sunneko

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Dark chanle definatly needs its multiplayer buff.... I cant seem to find any use for it in singleplayer.

Also why did they have to give the javiline its multiplayer weight and ammo, there is just so many more enemieis in singleplayer that 5 rounds is not enough.... and ith puts my infiltrator in the red if I equip a half way decent backup gun, which is needed.

#110
RaptorSolutions

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Sunneko wrote...

Dark chanle definatly needs its multiplayer buff.... I cant seem to find any use for it in singleplayer.

Also why did they have to give the javiline its multiplayer weight and ammo, there is just so many more enemieis in singleplayer that 5 rounds is not enough.... and ith puts my infiltrator in the red if I equip a half way decent backup gun, which is needed.


True... But why would you be using a level 1 Javelin anyway. Besides, the new firepower the Javelin has means you'll be using a lot less bullets to kill things.

#111
Sunneko

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Its more I picked it up on my new play through.... saw the ammo, and went "f*** this" and left it in the locker....

Does it really get that much more capacity with the higher ranks?

And there is not much besides banshees I cant floor in 1-2 shots with my Black Widow any way.

the Javiline and the normal Widow really cant compete with it due to weight... both weigh more then the black widow, and its three round clip makes the damage superioity they have kind of negligible, do to its ability to take follow up shots.

Modifié par Sunneko, 17 mars 2013 - 06:19 .


#112
RedCaesar97

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Sunneko wrote...
Also why did they have to give the javiline its multiplayer weight and ammo, there is just so many more enemieis in singleplayer that 5 rounds is not enough.... and ith puts my infiltrator in the red if I equip a half way decent backup gun, which is needed.


Sunneko wrote...

Its more I picked it up on my new play through.... saw the ammo, and went "f*** this" and left it in the locker....

Does it really get that much more capacity with the higher ranks?

And there is not much besides banshees I cant floor in 1-2 shots with my Black Widow any way.

the Javiline and the normal Widow really cant compete with it due to weight... both weigh more then the black widow, and its three round clip makes the damage superioity they have kind of negligible, do to its ability to take follow up shots.


All guns get more ammo capacity, damage, and less weight as you level them up.

Also, you are an Infiltrator. Tactical Cloak has a minimum cooldown of 3 seconds. So as long as you cloak and then shoot right away, you will only have about a 3 second cooldown, regardless of your weight capacity.

Plus, you can now one-shot most shielded enemies with Javelin as Infiltrator.

This thread may also interest you: Tactical Cloak damage boost mechanics.

Modifié par RedCaesar97, 17 mars 2013 - 06:53 .


#113
RaptorSolutions

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Sunneko wrote...

Its more I picked it up on my new play through.... saw the ammo, and went "f*** this" and left it in the locker....

Does it really get that much more capacity with the higher ranks?

And there is not much besides banshees I cant floor in 1-2 shots with my Black Widow any way.

the Javiline and the normal Widow really cant compete with it due to weight... both weigh more then the black widow, and its three round clip makes the damage superioity they have kind of negligible, do to its ability to take follow up shots.


Depends, not sure about the Javelin V but the X version has about 14 spare ammo before boosts and is capable of taking out most mooks in one body shot without TC damage boost with the right build. Look at the link above, thats where I got my build idea for a Javelin Infiltrator. This is on insanity mind.

#114
capn233

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Bumping this for specific enumeration to be archived.

Looking in the "patch coalesced" is where this stuff is actually located, it is in the patch .sfar file. If you extract it and view it, you can see all the "balance changes," even if most of you figured them all out.

Combat drone shock: Max Range 475
Concussive Shot: Damage 200, Rank Bonus 2 = 0.2
Energy Drain: DR evolution 40%
Fortification: 25% base DR, penalty "50", Power Damage Evolution 30%
Marksman: Cooldown 6s
Proxi Mine: Radius 3m, Debuff evo 20%
Sentry Turret Rocket: Minimum range 500
Sentry Turret Shock: Max range 475
Stasis: cooldown 12s, henchman cd 24s
Tech Armor: Cooldown 6s, DR 35%, Penalty "50," Melee evo 40%, Power evo 30%, Explosion 400dmg, 1000force

Argus: Damage 164.8-206
Phaeston: Damage 41.9-52.4, Weight 1.35-0.8, Spare Ammo 350-450
Collector AR: Damage 55.4-69.2, Weight 1.6-1.2, Spare Ammo 308-392
Falcon: Damage 279.2-349, weight 1.75-1, Mag 6, Ammo 18-28, Refire 0.65s, ROF 50
Geth Pulse Rifle: Dmg 28.8-36, Weight 1-0.5, Headshot 3x, Mag size 100, Ammo 480-640
Mattock: Dmg 103.6-129.5
Revenant: Dmg 63.6-79.5, Weight 1.8-1.25, Ammo 360-480
Saber: Dmg 460-575, Weight 1.7-1.4, Ammo 40-56
Valkyrie: Dmg 119.9-149.9, Weight 1.75-1.25*
Vindicator: Dmg 68.6-85.8, weight 1.25-0.7
Carnifex: Weight 1.2-0.7
Eagle: Dmg 86.1-107.7, Weight 0.45-0.25, Ammo 192-240
Paladin: Dmg 424.9-531.1, Weight 1.0-0.7, Mag 3, Ammo 21-33
Scorpion: Weight 1.1-0.6
Talon: Dmg 93.7-117.1, Weight 0.9-0.6, Ammo 24-36
Arc Pistol: Dmg 77.2-96.5, Weight 1.1-0.6, Thor Damage Multiplier 3x
Claymore: Dmg 167.8-206
Crusader; Dmg 630.7-788.4, Weight 2.3-2
Disciple: Dmg 55.6-69.5
Eviscerator: Dmg 64.6-80.7, Weight 1.25-0.7
Graal: Dmg 88-110, Headshot 3x
Raider: Dmg: 100-125, Ammo 30-40
Scimitar: Weight: 1.25-0.7
Wraith: Dmg 117.6-147, Weight 1.2-0.9, Ammo 18-28
Hornet: Dmg 53.7-67.2, Weight 0.85-0.45, Ammo 168-216
Hurricane: Dmg 102.5-128.1, weight 0.85-0.45, Ammo 280-360, recoil 0.75, zoom recoil 0.85
Locust: Dmg 40.8-51.0, Weight 0.65-0.3, Headshot 3x, Mag 25, Ammo 275-350
Shuriken: Dmg 38.7-48.3, weight 0.45-0.2, Ammo 360-468
Tempest: Dmg 47.5-59.4, weight 0.65-0.3, Ammo 400-500
Black Widow: Dmg 739-923.8, Weight 2.3-2.0
Incisor: Dmg 93.3-116.6
Indra: Dmg 72.6-92.9, Weight 1-0.7
Javelin: Dmg 1236.6-1545.8, Weight 2.7-2.4, Ammo 5-15
Mantis: 738.7-886.4
Raptor: Dmg 86-107.5, weight 1-0.7
Valiant: Dmg 396.2-515.5, Ammo 30-40
Viper: Dmg 292.1-365.2, Weight 1.25-0.7
Widow: Dmg 997-1246.3

Some AI changes, enemy damage changes.

Basically it looks like the changes through Dec 4th for vanilla game (which includes Collector Edition and various preorder bonus items) content.  Just in case you forgot, the Valkyrie 3x headshot bonus was after this, so it isn't in the patch.

The following is in the file, but I think were in the previous patch (most patch content rewrites a single patch file):

Biotic Combo Radius: 200-400
Cryo Explosion: Does not require death, Damage 100-250, Radius 200-400
Tech Burst: Damage 100-250
Fire Explosion: Does not require death, Damage 100-250, DOT 12.5-31.25, DOT Duration 4

**Note also that if you attempt to edit any of the values for the above in the standard coalesced file, the patch will simply override those changes.  It is possible to edit the patch version of the bin file and redo the patch, but it will fail the DLC check... and you end up playing a game with no patches applied essentially.

Modifié par capn233, 16 avril 2013 - 03:28 .

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#115
Loki_344

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Thanks for taking the time to post that Capn.

#116
darkchaosbunny

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thanks capn233

#117
Stabby McGoodstab

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capn233 wrote...

*snipped damage data*


That's incredibly useful. Does anyone know where I could find the stats for all the guns for SP?

#118
capn233

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Stabby McGoodstab wrote...

capn233 wrote...

*snipped damage data*


That's incredibly useful. Does anyone know where I could find the stats for all the guns for SP?

I doubt there is a compiled list exactly.

I just look at Cyonan's sheet and assume the MP stats for all except the DLC guns, which appear on the SP section (with exception of Suppressor and Lancer, which I posted in a thread).

There are some exceptions, but they don't matter a whole lot (Valkyrie 3x headshot multiplier for instance).

#119
Athenau

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For those who aren't aware of it, you can go to the MP balance update thread--the post Dec weapon balance changes are the ones that didn't make it into the patch.

Modifié par Athenau, 18 avril 2013 - 11:32 .


#120
UnknownMercenary

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capn233 wrote...

Stabby McGoodstab wrote...

capn233 wrote...

*snipped damage data*


That's incredibly useful. Does anyone know where I could find the stats for all the guns for SP?

I doubt there is a compiled list exactly.

I just look at Cyonan's sheet and assume the MP stats for all except the DLC guns, which appear on the SP section (with exception of Suppressor and Lancer, which I posted in a thread).

There are some exceptions, but they don't matter a whole lot (Valkyrie 3x headshot multiplier for instance).


It wouldn't be hard for me to pull them from ME3 explorer since I own them all. I know Cyonan's sheet is wrong for the DLC SP guns.

#121
Astreon

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Just wanted to say thanks to capn233 for thoroughly investigating and gathering that data!  I'll be starting another ME3 playthrough soon and as if Shepard wasn't already a complete wrecking ball way back at launch... Image IPB

Overall I think it's a good thing that the balance changes made it to SP.  I feel like there is now a lot more variety in which weapons you can use.  As more DLC guns were added, it became more and more necessary for this to happen, as the base weapons couldn't hold a candle to MP-tuned stuff like the Harrier and Piranha.

edit: added link in original post

Modifié par Astreon, 24 avril 2013 - 04:47 .


#122
HBC Dresden

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good stuff capn233. i'm glad you found where the changes were hidden, since no one else in the mass effect online community is talking about this/cares.