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Sniperless infiltrator


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#26
RedCaesar97

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Guglio08 wrote...

That just sounds like an Engineer with Tactical Cloak. You could put Fortification on an Engineer and do the same thing.


Tactical Cloak provides more power damage (+90%) than the entire Engineer's passive (+70%). Plus the ability
 to fire two powers under cloak for +90% more damage plus the ability to shoot a gun for +90% more weapon damage makes it really hard to play the Engineer ever again. 

Now, the Engineer does have the ability to chain explosions and can deal more shield damage with powers, but the Infiltrator can make that up with weapons and some Disruptor Ammo if desired. 

And this is coming from someone who enjoys playing the Engineer.

#27
Abraham_uk

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RedCaesar97 wrote...

Guglio08 wrote...

That just sounds like an Engineer with Tactical Cloak. You could put Fortification on an Engineer and do the same thing.


Tactical Cloak provides more power damage (+90%) than the entire Engineer's passive (+70%). Plus the ability
 to fire two powers under cloak for +90% more damage plus the ability to shoot a gun for +90% more weapon damage makes it really hard to play the Engineer ever again. 

Now, the Engineer does have the ability to chain explosions and can deal more shield damage with powers, but the Infiltrator can make that up with weapons and some Disruptor Ammo if desired. 

And this is coming from someone who enjoys playing the Engineer.


I was going to propose modding as a solution but that has issues.
This list is based on what other people have told me about modding.
I am not in the know, so correct me if I'm wrong.


  • Consoles are (to the best of my knowledge) not enabled.
  • Applying mods to Mass Effect 3 PC version is tricky because any mods you place leads to them applying to both single player and multi-player. I'm not aware of a means of modding the game mechanics of single player independantly of multi-player. So if you go online (forgetting that your version of the game is modded) you'll be booted very quickly.
  • The mods are very tricky to implement.
  • Mods can crash your computer and in some cases trash your computer (making it broken beyond repair). I don't know if this is true.
  • Mods can slow down the game's frame rate and even cause bugs and glitches to appear.

Modifié par Abraham_uk, 15 janvier 2014 - 07:53 .


#28
capn233

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1. Console is not enabled by default, and unfortunately requires some hex editing to enable on the PC version. I don't know if it is practical at all to mod on the xbox or ps3 versions.

2. Sort of. Basically there are multiple sources for all the variables the game uses and it coalesces them into one virtual file at game start. The main coalesced file contains most of what you can edit in the base game and multiplayer, the DLC content (MP or SP) are in their respective DLC folders in bin files within the DLC compressed archive (sfar). There is also data in the patch archives. Additionally for MP, when you enter the MP mode it will download the hotfix from the EA servers that contains all of the MP balance change data. The hotfix has priority over any other edits, so you will always have MP balanced values for the respective variables.

For SP only, it is a bit more complicated as it seems that there is not a clear priority order, or editing the bin files with 3rd party tools leads to unexpected outcomes some times. This happened to me when I was making my difficulty mod. I just got around it by putting many of the values in both the main coalesced and the patch2 bin files.

3. Mods can range from fairly simple (tweaking values of variables for purpose of difficult and balance), to more difficult to create (something like the happy ending mod). If you are trying to simply make an Engineer passive grant more power damage than Cloak, that is on the simple side of things once you learn how to use coalesced editors. It also will not affect MP whatsoever since Shepard's passives aren't shared with MP.

4. Coalesced edits should not have any effect on game stability if you are simply editing the values of variables. You can even add extra lines. If you edit patches or DLC, you will get an error about DLC authorization, which requires running WarrantyVoider's memory patcher, but that hasn't caused any instability for me.

5. Mods really shouldn't slow the framerate in most cases. For MP modding, the exception would be "husk mode" mods where increasing the number of simultaneous enemies can indeed reduce framerate since AI will require more calculations. Some units are also worse than others with regards to performance penalties. For SP, tweaking weapon damage, power damage, etc will not cause any change in performance since you are just changing one floating point number for another.

You can encounter some glitches if you modify DLC files though. The common one I ran into was that it would not calculate encumbrance correctly for the weight adding mods if the Omega, Leviathan, or Citadel DLC files were not original. I am not sure why that is, and if it has to do with the unusual way the game calculates weapon encumbrance with these weapon mods in the first place.

When I did the "Operative Mod," Engineer did end up with about as much power damage as the Infiltrator.  It doesn't affect performance.  I think that the AI tweaks might have had a minor impact on performance, but it wasn't significant.

Modifié par capn233, 15 janvier 2014 - 08:15 .


#29
Abraham_uk

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Thanks for clearing that up.
Sadly I won't be able to experience your mod (being a PS3 player).


Back to topic:

Another interesting build is the melee build.
You can build your infiltrator to perform melee attacks.

Modifié par Abraham_uk, 15 janvier 2014 - 08:33 .