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Damage differences btw ME2 & 3


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#1
cap and gown

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Every time I play ME2 I am struck by just how lethal the enemies seem, or, conversely, how paper thin my shields seem. I walk into a room and my shields are gone within the first second or two. I play ME2 on veteran difficulty and ME3 on insanity, but my shields in ME3 hold up much, much better in ME3. What are the differences? I can think of some possiblities.

1) Weapon damage is relativelly the same in both games, but starting health/shield stats are much, much lower.
2) Enemies basically never miss in ME2. Every shot seems to hit if you are not behind cover. In ME3 many bullets seem to miss. It seems to me shot grouping might be wider in ME3. Certainly recoil became much larger for Sheppard.

#2
RedCaesar97

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I would say your assessment is pretty accurate. I would say that enemies in ME2 are lethal accurate and fire in much longer bursts than they do in ME3. Enemies tend to group a little tighter together in ME2. Enemies in ME2 also attack the nearest threat almost immediately, whether it be you, a combat drone, or a squadmate. So if you up in front of everything else, all enemies will be targeting you.

Contrast that to ME3 where enemies tend to fire in shorter bursts, enemies have a 3-second cycle where they assess the threats and choose a target accordingly. I believe there is also a limit on how many enemies will target you (3 or 4)? Also, just about every power can stagger. And depending on your class and squadmates, you can combo everyone to death before they have a chance to deal some real damage to you.

Also keep in mind that in ME3, your starting shields and health are higher, but you take a damage penalty (about 40%) when out of cover, so that sort of evens out.

Also, enemy accuracy is tied directly to your framerate as well. Enemies miss more frequently on lower framerates and hit more on higher framerates. By default in ME3, I believe there is a cap on the lower and upper-end framerates; 22 to 40-something if I recall. These settings are editable in the coalesced file; I know some players have edited them to artificially raise/lower their frame rate. Enemies can barely touch you if the frame rate is lower, and can become extremely deadly at high framerates (120 frames per second). Consoles play at 30 FPS, while PC can fluctuate unless you cap it yourself.

Modifié par RedCaesar97, 22 septembre 2013 - 06:02 .


#3
cap and gown

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RedCaesar97 wrote...

Contrast that to ME3 where enemies tend to fire in shorter bursts, enemies have a 3-second cycle where they assess the threats and choose a target accordingly.


3-second cycle? Never noticed that. Seems to me those Cerberus trooper haven't even hit the ground and they are already firiing! Heck, sometimes they are firing at you while still in the shuttle waiting to drop.

#4
RedCaesar97

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cap and gown wrote...
3-second cycle? Never noticed that. Seems to me those Cerberus trooper haven't even hit the ground and they are already firiing! Heck, sometimes they are firing at you while still in the shuttle waiting to drop.

ME3 Aggro mechanics by Cyonan.
This thread may also be of some use: Bioware Devs: RFI on AI Detection mechanism by Lynx7725.

#5
cap and gown

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Thanks for the links.

Edit: "In order to drop aggro, the best way to do this is to simply not be
seen by the enemy that is targeting you anymore. Tactical Cloak is of
course the easiest way of doing this, but simply running away also
works.

This is why playing with 3 Infiltrators makes it feel like
you have a target painted on your back, and why following a Krogan
Vanguard around can make it feel like the enemy just doesn't care all
that much about you(He's very close and a very easy to hit target)."

Well, this explains why I am able to just follow along behind Wrex and hardly ever get shot. He is a bullet magnet!

Modifié par cap and gown, 22 septembre 2013 - 10:39 .


#6
capn233

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There isn't as much in depth mechanics info on ME2 unfortunately.

But I think you guys covered it already. The key difference I think is accuracy. In ME2 the enemies do not miss very often. In ME3 the way it is supposed to behave is they begin to fire inaccurately and as long as you are in their line of sight the accuracy tightens. They will have a "death lock" if you stay in LOS for 3-6s (fps dependent).

This thread by Caratinoid has some info about how ME3 accuracy is supposed to work: Enemy accuracy revisited.

There are some problems with ME3 though.  One of the inaccuracy parameters is bugged so some of the starting inaccuracy doesn't actually get added.  Then there is the bit about framerate affecting lock times and accuracy, which in a way isn't a bug because that is how UE3 works, but there is a way for us to make it independent.  We just haven't decided on where the benchmark should be.

Modifié par capn233, 23 septembre 2013 - 12:49 .