Operative Difficulty - 0X SP Mod v0.6
#26
Posté 30 juillet 2013 - 09:04
Now, I'd prefer the Phalanx to stay the way it is. I feel like the game has too many slow ROF pistols, but that's just my opinion.
And sorry for my bad english.
#27
Posté 31 juillet 2013 - 12:33
0.12B has some changes to Insanity difficulty modifiers and the AI is slightly more accurate. Those changes are in a txt file so you can read them.
Some changes were inspired by Kronner's Spectre Difficulty, some just based on MP.
Modifié par capn233, 31 juillet 2013 - 12:58 .
#29
Posté 31 juillet 2013 - 09:30
Athenau wrote...
1. The Viper. It's a travesty what they did to this gun. Bring back the awesome ME2 viper to replace this big bag of garbage. An easy fix would be to up the ROF to 120 rpm or so.
2. The Revenant. Ditto. The damage isn't terrible with the MP buffs, but it's so terribly inaccurate that I don't see the point. I like your suggestion of giving it the Hurricane's stats--after all it really was an overgrown SMG in ME2. Or, on the opposite end of the spectrum, give it the Typhoon's weight, keep the current damage, but up the accuracy to make it a true LMG (give it a modest spread, but make it degrade only slightly while firing)
This, the lack of Adrenaline Rush's stability buff and the terrible passive made playing soldier a real drag for me in ME3
#30
Posté 31 juillet 2013 - 11:59
Not sure how the Tech Vulnerability reduction would affect the Engineer class. I would have to try it out myself to see if it puts it in a good spot or not. I am not convinced that it needs a damage buff.
Personally I would have changed the Barrier/Defense Matrix (and Fortification) encumbrance penalties to 50% and 25% instead of 40/20, but without running the actual numbers I have no idea how good/bad idea that would be.
Not sure if sticky grenade needed a damage buff. Even with reduced cloak damage, it still gains damage from both Operative Mastery and "Tactical" Cloak.
I would probably increase the base distance on Shockwave by at least 5m like they did in multiplayer. I think its base radius also needs a buff (from 2m to 2.5m or 3m).
Based on Cyonan's multiplayer thread, Powers and their Hidden Attributes, I think some additional changes to some powers could usse a buff:
- Increase the number of enemies affected by Shockwave (currently 2). Maybe change it to 4?
- Increase the number of enemies affected by Singularity (currently 2). Maybe change it to 3?
- Increase the number of enemies affected by Pull with radius (currently 2). Maybe change it to 3?
- Increase the number of enemies affected by Barrier detonation (currently can hit 4 targets and ragdoll 2). Maybe change it to ragdoll 3 or 4?
- Increase the number of enemies Lift Grenade can lift/ragdoll (currently 1). Maybe increase it to 5? Could use a damage reduction.
- Increase the number of enemies hit by radius evolution (currently 2). Increase this to 3. Could also reduce base duration and increase duration bonus at rank 4 to try and compensate.
- Sentry Turret's shock evolution I believe is still 5s cooldown in single player. Could change it to 2s to match single player.
- Decoy's shock evolution can shock once every 5s. Maybe decrease it to 3s?
Energy Drain can hit up to 2 targets. It starts with a base radius, so this may be fine, although I would be tempted to increase it to 3.
Modifié par RedCaesar97, 31 juillet 2013 - 12:16 .
#31
Posté 31 juillet 2013 - 03:52
I think I reverted Stickies already, or planned to.
Regarding Barrier and DM... the idea was to give them smaller CD penalties since they have less damage protection than Fortification. I thought about making them similar to Fortification, but decided there might be a place for lower CD penalty, smaller DR, power buffing powers. Especially since base capacity is less and most weapons weigh more now.
Shockwave is a problem power anyway since it works somewhat stupidly. Base distance is 10m anyway. I might change ragdoll number, that is a good idea.
I might change Singularity, the problem is Liara... if I make her CD even worse then her squishiness might be a factor.
Pull is not getting any buffs.
Might be a decent idea for Barrier.
I really don't want to mess with the grenades all that much. They do not drop frequently. I did not go the route of increasing grenade capacity... I think they should be somewhat damaging but situational. Not just spam a bunch at some group or large target in the middle of a mission.
I'd have to look at Sentry again. I know when I ported the Patch2 changes into the main coalesced that the Shock evo had some big damage buff.
Energy Drain already seems like it is pretty powerful to me, even only affecting a couple targets.
edit: Part of the reason I took down base damage for Cloak is because of the power damage available to Infiltrator. Really he can still get more power damage more rapidly than Engineer (65% from cloak, and 25% from passive potentially). Dunno if that means Engineer base Tech in passive should go up or cloak needs further tweaks, but I don't want to completely screw weapon damage in cloak.
The only reason I left Rank 6 sniper as is was mainly for ammo damage...
Modifié par capn233, 31 juillet 2013 - 04:00 .
#32
Posté 31 juillet 2013 - 05:50
#33
Posté 31 juillet 2013 - 09:12
Thoughts...
-I reverted the Arc Pistol changes, so only encumbrance and spare ammo is different.
-I wonder if Sabotage shouldn't have the max hacked robots reduced. It is 2 in base game (1 in MP). Not sure it is a huge advantage at 2 except when you hit a drone or turret.
-I don't know if I should modify Concussive Shot and Adrenaline Rush base cooldowns. I only have 50 bonus points of capacity, and the Revi V w ~ 2.0 weight and the Arc Pistol III (~1.0). I did have Recharge on CS (base is 8s, and it was recharging around 6s).
edit: found an error... starting encumbrance got changed back somehow. I don't know if that was when I messed with PRS of 100 max. Fixed.
Modifié par capn233, 31 juillet 2013 - 10:39 .
#34
Posté 01 août 2013 - 04:12
#35
Posté 02 août 2013 - 10:40
Modifié par Archer700, 03 août 2013 - 04:03 .
#36
Posté 03 août 2013 - 12:47
Thanks.Archer700 wrote...
I'm using the mod in my current playthrough and the game is a lot more fun now. Good work.
If you have any suggestions let me know.
I was working on a modified version of the Firefight weapns pack (mainly because I have that one). I could make it available. It really isn't too drastic. Something like this:
Punisher
Dmg 54.1-67.7
Wt 1.25-0.75
Geth SMG
-none
Krysae
Wt 2.2-1.8
ROF 70
Harrier
Recoil 1.5 (4.5)
Zoom Recoil 4.5 (1.5)
Dmg 90.3-110.7 (-15%)
Wt 1.75-1.25
Adas
Dmg 84.2-105.2
Reegar
Wt 2.0-1.5
Dmg 36.9-46.2
#37
Posté 03 août 2013 - 04:05
Modifié par Archer700, 03 août 2013 - 04:06 .
#38
Posté 03 août 2013 - 04:34
What is lame is if you edit just a gun DLC the game won't recognize it. So if someone just wants the DLC guns rebalanced they still have to run WV's launcher or use a cracked exe. Not sure why they bother checking SP DLC to make sure it is original.
The guns in Omega and Leviathan are already in the base files. The PPR oddly enough is separate (part of Ashes is on everyone's disk, and some of it is only on CE and in the DLC folder).
Strangely enough, Leviathan's weapon mods appear in the Firefight bin file. I was considering lowering the penalty for the "super" mods to 25 (from 50). I am not really sure any are worth 50 weight except the shotgun omniblade.
#39
Posté 04 août 2013 - 01:13
Here is Turian Platoon with a nerfed Harrier and Punisher.
I am wondering if I should revert Fire Explosions such that they can only occur when you kill the target (as they were at release). Does anyone have any thoughts on that?
#40
Posté 04 août 2013 - 03:07
#41
Posté 04 août 2013 - 05:28
When Harrier came out, it had a lot more damage per shot than Mattock. In MP the Mattock subsequently was buffed to the same damage per shot.RedCaesar97 wrote...
capn: How do the Harrier and Mattock stack up in terms of damage, clip size, ammo capacity, and weight? From the Harrier's in-game description, it sounds like it should be a fully-automatic Mattock. I think increasing the amount of recoil is a good idea; I think it should be like the Mattock in other respects. Or am I way off-base on this one?
In my current version of the mod, Harrier has less base damage than the Mattock by the ~15% (since Mattock has MP stats), and is a little heavier. I think this makes some sense to me... Harrier has higher ROF so power per shot sacrificed for cycles of the kinetic coils (or whatever technobabble), and more weight for more accuracy.
Harrier had odd recoil values. Most weapons have higher numbers for zoomrecoil than recoil (so it kicks more if you aim down the sights). People assumed BW just put them in backwards, so I flipped them. However, Harrier also had aggressive zoomfade numbers (how fast the crosshairs return to neutral). Originally I didn't flip the fade numbers, and that is why Harrier shakes when fired in the above video. I then flipped them after that and it is way too stable for some reason. I need to look at the numbers again, but it doesn't appear to be recoiling as expected (on the weapon spreadsheet there is a footnote saying basically the same thing about the Harrier).
In any event, I am keeping the Harrier more accurate than the Mattock, but heavier. Since it has lower damage per shot and less spare ammo, it is a little less ammo efficient. But you should land more on target given that it has higher accuracy. I would like to fix the recoil so it has a little, will need some more work.
Apparently the Argus is supposed to be a variant of the Mattock as well, fwiw.
#42
Posté 05 août 2013 - 02:24
Do you think the encumbrance penalty of 50 for most of the "super mods" is worth it? In MP you could side-step the issue since it didn't seem to actually add any weight to non-DLC guns.
Things like the Thermal Scopes (especially AR), and AR HVB seem like they probably aren't worth 50 to me.
I can't decide for Shotgun HVB, SR HVB, or Pistol Heavy Barrel.
Non negotiable ones might be Shotgun Omniblade (50% multiplicative bonus...).
***
Also would like to know what you think about the Acolyte. I am not a fan, although it is obviously very effective against shields. If I could mod all its stats I could "fix" it quite rapidly, but I cannot. Only have the bin file... so basic stats are on the table, but not multipliers.
Modifié par capn233, 05 août 2013 - 02:35 .
#43
Posté 05 août 2013 - 02:53
Also, I think concussive shot should go back to a 5 second base CD now that fire explosions are heavily nerfed, weapons are (on average) heavier, and weight capacity smaller.
#44
Posté 05 août 2013 - 03:18
The uploaded 0.23 should have it set to 150-200 base, which is the original value. The change log is actually incorrect (was not removed after I changed it from an experimental version).
#45
Posté 05 août 2013 - 01:32
I was thinking about this. I wonder how it would affect the balance if you changed fire explosions, cryo explosions, and tech bursts to only occur when you kill the target? I was thinking you could do the same thing with biotic explosions, but then that would make the Adept totally useless.capn233 wrote...
I am wondering if I should revert Fire Explosions such that they can only occur when you kill the target (as they were at release). Does anyone have any thoughts on that?
I suppose one thing you could do to try to balance that is tweak the combo damage numbers if they are editable. You could reduce biotic explosions damage, then increase/decrease the combo damage multipliers in biotic power evolutions to compensate.
Are the combo multipliers editable (for example, the fire explosion damage multiplier versus armor)? If so, you could also reduce the damage, but increase some multipliers to compensate. For example, reduce Tech Burst damage but increase the shield multiplier.
#46
Posté 05 août 2013 - 02:20
#47
Posté 05 août 2013 - 04:05
I can't get the recoil to actually work how I would like. It is just coded in oddball land originally.
There was a thread here where someone had tried to "reformat" the recoil numbers, assuming they were off in the decimal place. When I tried that it unfortunately had bizarre side effects. Sometimes if you would fire a long burst then unzoom, the camera would slowly move up or down... this usually happens when recoil interpretation and fade are too slow (so it is fading the recoil for a long time after you are done firing).
Harrier also has odd recoil yaw characteristics. In one instance where I ignored it and reformatted the vertical scales, I overlooked the yaw and it ended up just recoiling side to side.
As for CS, I put base to 6s in current experimental version and will see what happens.
***
More on combos that I talked about with Red last week.
I had an experimental trial of BE's where base damage was only 25-50 with more ragdolls and more force, the idea being to see if it was workable to make combos more a CC move than damage move.
Probably from being indoctrinated into Michael Bay Effect 3 gameplay I thought this was pretty crappy. It was funny to send cannibals flying, although that only did 3 bars of damage. I was testing at Ardat Yakshi and the final fight vs the buffed Banshees was pretty annoying that way. It was basically Warp for debuff and then Claymore.... repeat. In a way this was ME1 Adept with the huge caveat that if it was really ME1 I could just use Master Lift and then laugh.
As far as FE's go, I had messed with lowered base damage, then restored it. I am mainly kicking around the idea of reverting the change to "bondeathonly=false"... this is almost entirely due to CS chain armor. The reason I did not before was because of lengthened base CS cd and lowered weight cap. It is more than possible even with the longer cooldowns to chain CS and CS spam if you take the right weapons. Of course you can also give up Weapon Master at Rank 6 for a 75pt bonus to weight cap...
Best theory about why CS can chain detonate armor is because it applies a new ammo DOT each time, which is contrary to how weapons work. Weapon fire add to existing ammo DOT. FE's nominally have DOT, however this is definitely bugged in MP to do 0 damage (it ticks, but the ticks are 0). This manifests in MP as the delay prior to be able to reprime armor, ie if you FE then fire duing FE dot (3s), ammo dot is rolled into FE dot but it comes out as 0. If however you detonate the FE during ammo DOT, then you still have your ammo DOT. Either way you have to let the DOT time out before you can reprime.
(*edit... this may not be entirely the truth... the effect that is detonated is the "fire_effect" which manifests as panicking organics. This should be a relatively invisible effect on armor as they don't panic, or synthetic health even though it is there. Amplified CS always applies Cryo and Fire effect to unprotecteds, and probably always applies it to armor. If CE's happened against chilled targets, I bet you could chain CE's with Amp CS as well).
I also think that Incendiary Ammo probably does have glitched stacking and the good old interaction with Infernos in SP. If someone has contrary evidence, post it up. I am not sure if it has been extensively tested. But even with IEB nerfed, some guns that should be average vs armor kill them pretty quickly if Ash throws an Inferno.
As far as switching most combos to death only, BE's never had that operator. I am unsure if adding it will actually make it work like that for them. All the tech ones do have it, but TB's were always set to false. I do not think moving TB's to true would work out... since they are anti-shield they would become far less useful, IMO. Cryo can never be detonated on Armor in SP (since we don't have bugged cryo powers like Snap Freeze), and I think if moved back to 'true' they would need a damage buff or something.
If we did reimagine the combo system completely, I will have to overhaul most all the powers to do more direct damage or apply bigger debuffs. Or you will just accept that your SP damage output will be significantly lower. Either way the game will feel different. That's a good or bad thing depending on your POV.
Modifié par capn233, 05 août 2013 - 04:09 .
#48
Posté 05 août 2013 - 04:54
capn233 wrote...
As far as switching most combos to death only, BE's never had that operator. I am unsure if adding it will actually make it work like that for them. All the tech ones do have it, but TB's were always set to false. I do not think moving TB's to true would work out... since they are anti-shield they would become far less useful, IMO.
If you consider that your two main anti-shield powers are Overload and Energy Drain, then changing tech bursts (TBs) to detonate on death only is not that big a deal. By default, Sentinel and Engineer can already completely strip most enemy shields and barriers with one Overload. Energy Drain cannot match Overload's potential shield damage, but the other classes should have enough power damage in passive or have Disruptor Ammo to bridge the gap.
That only leaves Banshees, Atlases, and Geth Primes that have more shields/barriers, but aren't they supposed to be harder to kill anyway?
And isn't the damage of a TB applied to all targets it hits, and if it hits shields, isn't the shield multiplier applied as well? I am just thinking that if you are in a situation where you do happen to have more than one shielded enemy, then you can Overload/Energy Drain an enemy, shoot him down to near death. then kill him with another power to detonate the TB and remove/nearly remove nearby enemy shields.
I do not think they need a damage buff. Cryo Blast and Cryo Ammo have evolutions that increase damage to frozen targets. Incinerate has an evolution that increases damage to frozen (and chilled?) targets.Cryo can never be detonated on Armor in SP (since we don't have bugged cryo powers like Snap Freeze), and I think if moved back to 'true' they would need a damage buff or something.
I think trying to change ME3 combat to be more like ME2 combat (which is good/bad depending on your view) is a non-starter as it would require changing a lot of the base code which is outside the parameters of this mod.If we did reimagine the combo system completely, I will have to overhaul most all the powers to do more direct damage or apply bigger debuffs. Or you will just accept that your SP damage output will be significantly lower. Either way the game will feel different. That's a good or bad thing depending on your POV.
#49
Posté 05 août 2013 - 05:27
It is probably mostly a nerf to Ash and Disruptor Ammo classes if you change it to death only.RedCaesar97 wrote...
If you consider that your two main anti-shield powers are Overload and Energy Drain, then changing tech bursts (TBs) to detonate on death only is not that big a deal.... Disruptor Ammo to bridge the gap.
Yeah you could do that. Then again, it will make TB's more rare just as FE's and CE's were rare before 1.04. And I am not sure if that is how the damage works, it is sort of whonky. For example, if a TB hits a Swarmer, apparently total TB damage to all the affected targets is only 100pt (at least in MP).And isn't the damage of a TB applied to all targets it hits, and if it hits shields, isn't the shield multiplier applied as well? I am just thinking that if you are in a situation where you do happen to have more than one shielded enemy, then you can Overload/Energy Drain an enemy, shoot him down to near death. then kill him with another power to detonate the TB and remove/nearly remove nearby enemy shields.
In my mind it is a question of utility. CE's are the only one with no multiplier to any defense type. It is also the hardest to setup (except for when you use Cryo Blast and instantly squad command CS or Overload) because it takes time to freeze. Outside of novelty there usually isn't a good reason to even bother with it.I do not think they need a damage buff. Cryo Blast and Cryo Ammo have evolutions that increase damage to frozen targets. Incinerate has an evolution that increases damage to frozen (and chilled?) targets.
As for the debuff... if I Cryo on the armored target for the debuff, a mook will need to be pretty close by to get frozen and for me to be able to CE off it to hit the armored target. If we give up on CE for anti-armor or for large targets, then it seems to me you need a buff to CE to make them a useful anti-mook alternative to BE or FE.
Pretty much. But if everyone agrees that tech combos are overpowered, I suppose I can revert them to only work on target death. Main downside is then I think we are back to the paradigm where Biotic Death Squad makes the most sense to run all the time.I think trying to change ME3 combat to be more like ME2 combat (which is good/bad depending on your view) is a non-starter as it would require changing a lot of the base code which is outside the parameters of this mod.
Modifié par capn233, 05 août 2013 - 05:30 .
#50
Posté 05 août 2013 - 09:25
I am having difficulty actually modding the weight for the mods that add them. The first issue that I thought I addressed was that BW threw them in nearly every single DLC bin file for no good reason. I edited all that I could, but it seems to have no effect.
More importantly, it seems like the weight mechanics do not work correctly. Example, Level 60 Sentinel with Lancer and Punisher has 150% PRS indicated on work bench. Throw CD listed as 1.45s
Add High Velocity Barrel to Lancer: PRS shows +100%, and Throw CD listed as 3.2s(!)
Take off HVB. Add Phalanx III to loadout so PRS shows +98%, Throw CD listed as 1.8s.
Could someone else take a look at weapon mods and PRS vs listed CD in the power screens?
*****
edit: Reverted DLC to original. Level 60 Sentinel:
Lancer X, Punisher X - PRS +190%, Throw 1.27s
Lancer X Thermal Scope, Punisher X - PRS +140%, Throw 1.51s
Lancer X, Punisher X, Predator I - PRS +140%, Throw 1.51s
I guess I will look over the modded DLC. AFAIK all I did was change the weight effect from 0.5 to 0.25 for the appropriate mods, but something is screwing the cooldowns... not to mention that it is still listing a 50 weight penalty to PRS.
****
edit2
Added modded Firefirght DLC back in, which has a section for the mods (but didn't actually unlock them in SP)
Raptor I, Punisher X - PRS +107, Throw 1.73s
Raptor I Thermal Scope (edited weight to 25), Punisher X - PRS +57, Throw 2.55s
Raptor I SR HVB (original weight value), Punisher X - PRS +57, Throw 2.20s
Raptor I, Punisher X, Predator I - PRS +57, Throw 2.20s
This doesn't make a lot of sense honestly except that it looks like if I edit the weight penalty it screws calculating the cooldowns.
Modifié par capn233, 05 août 2013 - 10:07 .





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