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Weapon Rebalance for SP- able to modify defense multipliers?


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#1
capn233

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I am editing this topic. Jump to my 4th post to see the new issues:

***
I have been toying with the idea of rebalancing all the guns in SP... the only issue is I am not completely sure what all the values in coalesced actually do.

Case in point, many months ago I wanted to see if I could approximate the ME2 version of the Viper.  It was simple enough to change the damage, rate of fire, and clip size, but what I couldn't seem to change was in scope accuracy.  Could get the scope to "recoil" more, but it strangely didn't seem to affect the bullet trajectory all that much.

After that I just gave up on messing with it.

Now that the game is winding down I was thinking of maybe revisiting rebalancing all the weapons.  I can find instructions about how to use gibbed well enough, but not too many straight forward descriptions of how actual fields in the weapon stats actually impact their performance.

Also maybe related, I noticed there is a "base" weapon stat for each weapon class in bioweapon\\sfxgame\\sfxweapon

Is that mainly for AI handling of the weapons?  Or are these some sort of shared stats?

Modifié par capn233, 13 avril 2013 - 11:02 .


#2
capn233

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Alright simple questions:

-Is it possible to reduce in scope accuracy for sniper rifles?

-Is it possible to modify headshot damage bonuses for individual weapons? I know they did this in MP balance changes so I would assume it is possible somehow.

-Is it possible to modify the number of projectiles fired by a shotgun each shot?

-Is it possible to add defense multipliers?

#3
capn233

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I figured out one of these problems myself.

I was in fact able to make an inaccurate version of the Viper. I didn't know that you were allowed to add lines that weren't there, but I guess that is fine.

First I copied the minzoomaimerror, maxzoomaimerror, zoomaccfireinterpspeed, and zoomaccfirepenalty lines / values from the Saber into the section for the Viper. Modded the clip capacity to 8, ROF to 240 (that should be familiar...). It was slightly less accurate (I think) in scope with Saber values, but not good enough. Cranked maxzoomaimerror to 1.75, increased zoomrecoil to 1.2 and it will shoot around a torso sized group at mid range near max ROF.

Now that leads to my next experiment which will be with the zoomaccfireinterpspeed, and zoomaccfirepenalty because I am not sure exactly how they modify the accuracy penalty relative to actual rate of fire.

#4
capn233

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Ok hit a snag while working on Assault Rifles...

When trying to adjust Phaeston, it seems like the stats that have been MP balanced overwrite whatever I try (setting encumbrance to 2.0 and messing with damage had no effect).

It was known that the last patch brought some of the MP balance changes to SP somehow, even though it wasn't in coalesced. Someone had told me that you would still be able to modify SP via coalesced, but it would appear that any field that had an MP balance and was rolled into SP with the patch isn't modifyable whatsoever via coalesced.

Is there some other way to change the stats?

#5
zeypher

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Cap try changing the coalsced in the patch file. That seems to be the only way

#6
capn233

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zeypher wrote...

Cap try changing the coalsced in the patch file. That seems to be the only way

There's one in the patch file?

I guess I don't know what I am doing. :)

If I look in the patches directory, I only see two files (I would have figured there would be one for each patch, I guess not).

Path:

X:\\...\\MassEffect3\\BioGame\\Patches\\PCConsole\\

Patch_001.sfar
Patch_01.sfar

So I imagine one of those is it... I guess I would need ME3 Explorer to look at them.

edit again...

I guess what I am really looking for is in the DLC folder as DLC_UPD_Patch02... looks like there is weapon data in there

edit2: thanks for pointing me in the right direction.. Manipulating this crap will be annoying the way they implemented the patched balance changes.  More files to shift around if I decide to go between sp and mp.

Modifié par capn233, 13 avril 2013 - 03:30 .


#7
capn233

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Anyone know where defense multiplers are stored, or how to manipulate them for weapons that don't have them originally?

For instance, Talon has 1.5x to shields and barriers... but in the coalesced entries there is no mention of that value. I took a peek at the Reegar's data in its weapon DLC (Default_DLC_CON_GUN01.bin) and don't see the armor penalty or shield bonus in there either.

#8
zeypher

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Some of them have it in the projectile section. But its kind of weird some dont

#9
capn233

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zeypher wrote...

Some of them have it in the projectile section. But its kind of weird some dont


What projectile section?  The only projectile parts I saw were for the Graal, GPS and Scorpion, and it seemed like it was all about projectile speed basically.

#10
capn233

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Alright, I failed to find the multipliers.

More importantly, if I try to alter their "balance" changes in the patch file, I get an error to authorize the patch, and so no patched content in SP. So I think I am done attempting to fix their screwy weapon balance.

#11
zeypher

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Well if you change the patch file/ edit then you also have to edit the tocbin fine in the patch dlc as editing a dlc coalsced changes iits size, which has to be changed in the tocbin file for that dlc as well.

#12
capn233

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zeypher wrote...

Well if you change the patch file/ edit then you also have to edit the tocbin fine in the patch dlc as editing a dlc coalsced changes iits size, which has to be changed in the tocbin file for that dlc as well.

I edited the tocbin file for the patch.  It didn't authorize... probably has a checksum.