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Operative Difficulty - 0X SP Mod v0.5


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#76
Archer220

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capn233 wrote...

I'm probably releasing too many of these too frequently.  Ah well. :)


Well, I don't think that's a bad thing. :)

#77
capn233

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What do you think about enemy accuracy?

In some fights I wonder if I didn't manipulate it maybe too much (enemies lock pretty rapidly and have reduced wait times before they can detect you).

I think in some ways it might be punishing Vanguard a little more.  When I played a couple fights (before the latest change to Charge DR), I was having flashbacks of the first time I played Vanguard in ME2 early game (even though I was a late game Vanguard this time).

Anyway sometimes it is pretty impressive how fast they are getting locks.

#78
Abraham_uk

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Sadly I don't have ME 3 on the PC. So therefore I won't be able to play on this difficulty setting.

Is it possible for one of you to put up some gameplay footage.
I've seen gameplay footage for Kronner's Spectre difficulty.

#79
capn233

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I guess I could try to record something again. I am usually running something a little different than the current version though.

I am not sure how much you can appreciate from video unless I do something like just stand out of cover and show how quickly I can get killed.

***

Things I have been tweaking...

AI
I bumped the minseentime up a little bit because when I was playing through some missions at Level 60 I noticed that it seems like the enemies are sometimes doing snap turns to shoot me. If anyone else would want to comment on that I would like feedback. Also if you don't mind and know please list your framerate because all the AI routines are framerate dependent. I have VSync on and mine runs 60 most of the time. If you run 120 then I can't imagine that you would like some of these changes.

I also reverted the change to base enemy weapon damage values and instead changed the damage multiplier in the difficulty handler. The difference is mainly in how the damage will scale as you level up and the final damage values... but this also means that all enemy damage is increased over the base game, not just the weapons I modded before.

Powers
I think the only thing different I am running now is AP Ammo with cover penetration penalty reduced to 25%. You might not have known this, but in single player AP Ammo has a 50% damage penalty when shooting through cover (unlike in MP where there is no damage loss).

Also I reduced the combo evo in Slam to a 30% bonus since it is a rapid cd biotic power and those don't need big combo multipliers.

Things I am thinking of changing:
I played through the end of Omega and then Citadel last night with a shotgun / shockwave adept. The clone fight was quite manageable... Unfortunately I think I managed to avoid playing adept in vanilla game through Citadel so I am sort of lacking reference here.

The night before I played my ME1 Infiltrator character and had a somewhat frustrating experience in the clone fight. A lot of that probably had to do with the fact that I wasn't using cloak, and it was hard to hit cloaked clone-shep with powers. Also in the second half snipers are a pain in the ass with all the rocking.

Anyway the point of it is that I don't know if I should lengthen cd's for some biotic powers. Or I am also thinking of just dropping starting encumbrance to 0. The latter probably wouldn't be a huge change, although it would affect all classes.

Alternatively, we could redo PRS to only +/- 100% a la Spectre. This would require bumping starting encumbrance back up... and would limit extreme bonuses. The reason I was resistant to this was that I wanted people to still have the option of going really light on guns and having rapid power use, but it seems like running some casters with Saber or Claymore only in the current system still gives fairly quick recharge. Of course part of this is that weight capacity evos are largely in favorable spots of passive, with the exception of Soldier's second one (opposed to Weapon Master).

edit: oh I forgot to mention, but I have been playing around with Harrier more to perfect the recoil.  I might release an updated version of the Firefight DLC guns sometime soon.  Of course,  if you like it as is it is no big deal.

edit2: I also nerfed Carnage a little (it is still better than base game), and also increased the Bonus Power chance on Charge to 40.

Modifié par capn233, 18 août 2013 - 03:18 .


#80
capn233

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v0.42

New things:

Min Seen Time 0.7
Max Aggressive Enemies 4 (up from 3)

Sabotage max hacked robots 1 (2)
Tech Vulnerability bumped to 75% (was 50%)

Liara Singularity CD 16s (up from 12... 9 in base game)

Hurricane damage buffed a little.
AI Hurricane burst length reduced and accuracy slightly reduced.

AP Ammo only has 25% penalty through cover (50% in base game)

Carnage base damage 500, force 600N, Radius 1.0. Slightly nerfed from previous version

Slam detonate evolution 30% instead of 50%.

Have a little video of all the classes.  Might be uploaded tonight, dunno.

Modifié par capn233, 29 août 2013 - 10:10 .


#81
RA RA XD

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 This is looking good. At this rate it looks like I might purchase ME trilogy for my PC when I finish building it in November. Then I can enjoy this exquisite looking mod :)

#82
capn233

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Bump. I'll try to incorporate a Defense Drone attack rate fix into this soon. Looking for other suggestions or things that people might want to see changed.

I will probably try to tweak Viper and Revenant accuracy a bit.

#83
RedCaesar97

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capn233 wrote...
Looking for other suggestions or things that people might want to see changed.

I think the Squadmate recharge time on Defense Matrix (EDI) and Barrier (Kaidan) should be reduced.
Right now I believe they are 20s for squadmates, and I think they should be reduced to 10s to match Fortification (James). As far as I know, squadmates do not purge their own defensive skills, so I think the change would not hurt squadmates at all.

Plus, when you die and reload, EDI and Kaidan tend to be on cooldown since the game appears to set them in a state where Barrier/Defense Matrix has been purged and they are immediately on cooldown. This would greatly lower the cooldown penalty allowing you to use their powers sooner after an untimely death.


Also, I am thinking about some slight tweaks to the "Bonus Power" evolution of the Sentinel's Offensive Mastery rank 6b, the "Bonus Power" evolution of Stasis rank 5a, and the "Fast Recharge" evolution of Lash rank 6a.
Currently:
 - "Bonus Power" of Offensive Mastery gives a +15% chance of a power causing no cooldown.
 - "Bonus Power" of Stasis gives a +30% chance of the power causing no cooldown.
 - "Fast Recharge" of Lash gives a +35% chance of the power causing no cooldown.

Interestingly enough, the Sentinel is the only class that can make use of these bonuses the most. So here is what I am thinking, either:
 a) Leave Lash and Offensive Mastery unchanged, but increase the Stasis "Bonus Power" evolution to 35% chance.
 B) Increase the Offensive Mastery "Bonus Power" to +25% chance, and reduce Stasis and Lash to evolutions to +25% chance each.

(a) or (B) will give the Sentinel up to a 50% chance of not causing a cooldown when using Stasis or Lash.
(a) Would help Liara a little if you choose that evolution. Shepards with Stasis probably will not notice a difference.
(B) Would hurt Liara and Aria a little. Shepards with Lash/Stasis will probably not notice a difference.

Modifié par RedCaesar97, 19 octobre 2013 - 03:48 .


#84
known_hero

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Can you increase the grab frequency of Banshees?

#85
RedCaesar97

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It may seem like I am fixated on Defense Drone as of late, and maybe I am.

But currently rank 6a "Incapacitate" has a 30% chance of knocking down an enemy. I think this should be bumped up to 50% to make it more attractive.

Actually, I think it should be bumped up to 100% chance of knocking down an enemy. That would make for a more meaningful choice at rank 6: Knock down one enemy or stagger 3.


known_hero wrote...
Can you increase the grab frequency of Banshees?

And while we're at it, I wonder if it also possible to increase the grab frequency of Brutes and Atlases. Make them more dangerous. Brutes at least.