Which powers are those? Sorry, I got the MP packs all at once.Soja57 wrote...
DeinonSlayer wrote...
Damn, I'll have to try doing some of this... I'm only thinking of slight changes at this point (I find I have no use for the Infiltrator's sticky grenade at all), but this opens up a world of possibilities.
Can powers exclusive to multiplayer be brought into the single-player game using this method?
Only powers from the Resurgence pack can be used. All of the powers from MP packs after that are unavailable.
The Complete Guide for Creating Custom classes in SP (Version 2.0)
#51
Posté 16 mars 2013 - 07:54
#52
Posté 16 mars 2013 - 08:01
DeinonSlayer wrote...
Which powers are those? Sorry, I got the MP packs all at once.Soja57 wrote...
DeinonSlayer wrote...
Damn, I'll have to try doing some of this... I'm only thinking of slight changes at this point (I find I have no use for the Infiltrator's sticky grenade at all), but this opens up a world of possibilities.
Can powers exclusive to multiplayer be brought into the single-player game using this method?
Only powers from the Resurgence pack can be used. All of the powers from MP packs after that are unavailable.
From Gaw_Damnit's original post:
Choosing Powers
Not all powers are available to the player. Because of the way Bioware coded their multiplayer DLCs, all powers introduced past the 1st MP DLC (“Resurgence”) have been locked off. This means that, when creating your custom class, you can choose from the following:
1) All powers available in the base game.
2) All powers available in the “From Ashes” DLC (DLC not required): Dark Channel, Slam.
3) All powers available in the “Leviathan” DLC (DLC required): Dominate
4) All powers available from the “Omega” DLC (DLC required): Lash, Flare, Biotic Protector (currently bugged).
5) All powers available from the “Resurgence” DLC (DLC required): Ballistic Blades, Submission Net, Hunter Mode, Blade Armor, Geth Turret, Biotic Sphere
6) Also, certain powers are mutually exclusive and can’t occur simultaneously on a character. They are: Slam/Lash, Sentry Turret/Geth Turret, Inferno Grenade/Flare, Dominate/Submission Net.
Modifié par Soja57, 16 mars 2013 - 08:03 .
#53
Posté 17 mars 2013 - 04:45
#54
Posté 20 mars 2013 - 09:49
Modifié par Phoenix535, 20 mars 2013 - 09:51 .
#55
Posté 21 mars 2013 - 01:14
Phoenix535 wrote...
Bump because I like this thread, Can't wait to switch to PC because I've always been about thinking of my own classes to create and this is awesome! And even though I don't have one yet I'll probably end up posting some ideas here. I've got a question on moddign the powers, can you only mod the specific effects of that power (ex. giving warp more instant damage) or can you add effects to the power as well? (new effects such as giving warp a power recharge increase for all powers after beign cast, or things to that effect.)
So far, the only thing you can do is change the values of powers, not add any new traits. However, there is a lot of values you can modify, like the traveling speed of projectile powers, give impact radius to some powers that don't have a base radius (like incinerate or cyro blast), etc. Some very fun things I like to do is give throw lots of force and impact radius, allowing me to essentially play bowling with cerberus troops as pins, sending them flying into space. Also, I can make Adrenaline Rush's time dilation literally stop time.
Of course, you can tweak powers that you deem in need of a buff or nerf; same to weapons as well. Basically, you can tailor Mass Effect 3, to an extent, to play to your liking. There are limits, but if you can wait, those modding limits will continue to break down as the ME3Explorer project improves.
#56
Posté 21 mars 2013 - 01:38
#57
Posté 21 mars 2013 - 04:16
#58
Posté 21 mars 2013 - 09:45
#59
Posté 21 mars 2013 - 09:52
Soja57 wrote...
So far, the only thing you can do is change the values of powers, not add any new traits. However, there is a lot of values you can modify, like the traveling speed of projectile powers, give impact radius to some powers that don't have a base radius (like incinerate or cyro blast), etc. Some very fun things I like to do is give throw lots of force and impact radius, allowing me to essentially play bowling with cerberus troops as pins, sending them flying into space. Also, I can make Adrenaline Rush's time dilation literally stop time.
Of course, you can tweak powers that you deem in need of a buff or nerf; same to weapons as well. Basically, you can tailor Mass Effect 3, to an extent, to play to your liking. There are limits, but if you can wait, those modding limits will continue to break down as the ME3Explorer project improves.
Interesting, so it's just basically any element within the power, even if it's usually only unlocked in an upgrade normally. Man, I've always loved to think up my own custom classes, and even now before the ME3Explorer is that far out, I'd mod the crap out of the game. Creating new classes would be awesome.
So, speaking of, how does this sound so far
Ballista
Description: These adepts have been specially trained in developing incredibly intense mass effect fields. The biotics they use are known for being very powerful and purposely unstable, the instability of their biotics results in Biotic explosions much more powerful than the average Adepts. But the intensity required to form them requires large amounts of energy, resulting in relativley high cooldowns for any specialized attacks. All these combonations result in a slow firing, heavy damage biotic and biotic explosion specialist feared for their destructive ability.
Basically I wanted this guy to be a very heavy damage but slow recharge Adept with a good capability to hunker down and defend a postion while devastating the enemy.
Instability field (modified warp)
This power is intended to be the classes main power for setting up the biotic combos, it has a higher recharge speed than warp, and also deals less instant damage. But it has a greater DoT, better base BE, and better BE evos
Cannonball (modified throw)
The Counter for instability field, this power is meant to be the main detonator for the class, it has a much higher force value than throw, but not higher damage. It has much higher BE combos and evos, just like instability field, resulting in extremely powerful and deadly BE's when used together. however it also has a much higher recharge speed than throw (a bit more than normal warp, which when you compare it to how throw is... Is a lot), making you choose between much better Be's (tank 5 BE bonus increased to 100%) or being able to roll out BE's quicker with the recharge combo.
Biotic Carpet bomb (modified cluster grenades)
Cluster grenades modified for much lower damage, but absolutely insane amounts of shrapnel, letting you rack up good damage for bombing small rooms, setting off BE's in large areas, and stunning/throwing the crap out of anything unlucky enough to be caught in the sharpnel.
Unstable Reave (modified reave)
Reave modified for much lower DR, better damage evos, and a much larger radius/radius evos. But also slightly nerfed BE's, making it a good area prep for BE's but unreliable for setting up any kind of powerful explosion compared to others.
Intensive field (modified flare)
A form of compensation for the classes lack of pure damage powers, This power has been set up for a much decreased radius (making it only useful for hitting clustered enemies) but also has an even higher damage value (as well as slightly increased cooldown). Making it a very powerful boss weapon or oh s**t button, but not extremely useful in the classes usual BE heavy play style.
Dark channel (unchanged)
Biotic sphere (unchanged)
Thoughts?
Modifié par Phoenix535, 21 mars 2013 - 09:52 .
#60
Posté 22 mars 2013 - 07:48
I'm not sure that you can modify any power's default base BE value, though. You can definitely modify any BE evolution, but only if it already exists on the power.
One thing you may consider is giving different sorts of BE evolution options for different powers. Because you can modify power, force and radius bonuses separately, you could make a Warp that does no extra explosive damage at all, but increases the default damage radius by a ton. This could encourage different combinations of powers just for the BE effect.
Some random examples:
Shockwave as a panic detonator. It has both big damage and tremendous force and radius. This would be offset by a much reduced range, so that it is effectively a close-range power only. Since that evolution option is a choice between range and BE damage, you could make it a legitimate choice between a short-range power that gets decent range, or one that remains short but is extra powerful.
Slam as a ranged force bomb. Its BE, which is normally useless because it detonates while the enemy is suspended, could be evolved with expanded range and extra force.
Flare as a boss killer. Has similar modifications to what you suggested, by the BE only evolves with respect to damage, nothing else.
Other ideas unrelated to Biotic Explosion modifications:
Dark Channel - has very large cooldown time, but has two advantages to balance it out: persists for a longer time, and also will have enhanced jumping ability (by default limited to jumps at a distance of 8 meters, I believe - increase this to something that makes it much more likely to keep jumping from one target to the next).
Singularity - modified with big cooldown, but much increased radius and lifetime. Lifts enemies for a very long time. Does little to no damage to enemies. Encourages the player to focus on stripping defenses instead of killing enemies as quickly as possible to maximize group disabling. Could be goofy/broken, but I like the idea of a ton of guys swirling around in the air, just waiting for a Flare.
#61
Posté 22 mars 2013 - 08:00
#62
Posté 22 mars 2013 - 01:36
Gaw_Damnit wrote...
Ser Bard, I don't believe you can add passives.
That's disappionting. How about modifying the pc class passives?
e.g. adding biotic bonuses to Tech Mastery?
#63
Posté 22 mars 2013 - 08:06
#64
Posté 22 mars 2013 - 08:48
#65
Posté 22 mars 2013 - 09:49
Ser Bard wrote...
Gaw_Damnit wrote...
Ser Bard, I don't believe you can add passives.
That's disappionting. How about modifying the pc class passives?
e.g. adding biotic bonuses to Tech Mastery?
Yup, you can definitely modify PC passives, you just can't assign a different passive to your chosen class (AFAIK). And again, you can modify existing paramters on that passive, but you can't create new ones.
#66
Posté 23 mars 2013 - 10:15
#67
Posté 23 mars 2013 - 11:04
Just finished modding my Engineer (Renamed to: Recon Marine) Abilities are:
Incinerate
Cryoblast
Overload
Tac Cloak
Adrenaline Rush
Frag Grenades
Warp Ammo as my bonus
#68
Posté 23 mars 2013 - 05:06
iLikeBWgames wrote...
Is it possible to have more starting grenades? Maybe by modyfing one of the capacity evos?
There are two ways to increase the amount of grenades you have. You can simply increase the grenades given for each evolution, as you have stated. Or you can increase the base capacity.
I'm guessing you're looking for how to increase the base grenade capacity. This will require editing the Coalesced.bin file.
Open up the Coalesced.bin file. Go to the directory bioweapon.ini -> sfxgame -> sfxinventorymanager -> maxgrenades
There, the value should be 3. You can change this number to change the base capacity for grenades. I think this will affect squadmate grenade capacity as well.
Modifié par Soja57, 23 mars 2013 - 05:07 .
#69
Posté 23 mars 2013 - 05:23
Sparrow44 wrote...
Shame you can't get Geth Turret with Sentry Turret, I would've loved that for the Engineer. I support this even though I'm not playing on PC and while I'd love for Bioware to release the MP powers in SP I think that ship has sailed long ago.
A silly build. Not very effective, but fun.
Dominator:
Dominate
Sabotage
Combat Drone
Defence Drone
Sentry Turret
Geth Turret
Bonus Power: Decoy
That is a lot of distraction for the enemies to handle.
#70
Posté 23 mars 2013 - 06:01
Adrenaline Rush
Incendiary Ammo
Pull
Warp
Throw
Energy Drain
Fitness
Assault Mastery
#71
Posté 23 mars 2013 - 06:27
That said, I've created an Adept that feels very balanced, and all powers will see great use. This kind of Adept has Lash to provide great crowd control, especially when specced to affect shielded enemies. No matter what evolution you take, you can still detonate any shielded enemy that is primed with your Warp. This is at the cost of more difficult detonations against armor, requiring the use of Cluster Grenades. However, Warp Ammo and Warp provide significant debuffs to armored enemies, allowing you to combine weapons with your powers well.
Warp
Cluster Grenade
Lash
Warp Ammo
Biotic Mastery
Fitness
Modifié par Soja57, 23 mars 2013 - 06:28 .
#72
Posté 23 mars 2013 - 08:41
I do also agree that more isn't always better (especially after playing MP, where you have to live with 2-3 active powers). For my playthrough I'm thinking about creating an extremely squishy melee Infiltrator:
Hunter Mode
Cloak
Sabotage (for the 50% debuff)
Nova (perfect for detonating stuff while making him even less tanky by depleting shields)
I'm expecting to die often in the beginning.
#73
Posté 23 mars 2013 - 09:16
Ideas for squishy classes...
#74
Posté 24 mars 2013 - 09:23
#75
Posté 25 mars 2013 - 06:50
Volc19 wrote...
Doing stuff like this is almost enough for me to go and get ME3 for the PC. I've always wanted to play using all six of the class-specific powers to see how they would mesh together.
Same here, it's either this or the "hero ending" mod that makes me want to own the PC version of this game. I can see myself using this and making a super tank. Tech Shield stack over Fortification stacked over Barriar which happen to be stacked over Defense Matrix.
Modifié par shumworld, 25 mars 2013 - 06:53 .





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