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ME3 Combat Speed


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#1
Gilbert Salarian

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 Hey, those acquianted with the PC version of ME3:

Does anyone know of a mod to slow down the combat speed?

I dislike the combat in ME3, mostly due to the increase in combat speed compared to ME2 and ME1.  I'd like to be able to set the combat speed back to ME2 levels in hopes that my playthrough won't be a completely frustrating experience. (I still have difficulty seeing how the combat was viewed as so fantastic, but whatever.)

As a note, I do have access to Gibbed, so if there's a way to adjust it in there, please let me know.

Thanks!


(((An additional question, kinda unrelated, is if there's a mod to make the Sentinel's Tech Armor auto-detonate like in ME2)))

#2
cap and gown

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What do you mean by combat speed?

#3
mybudgee

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^ How quickly the gunfights occur

#4
cap and gown

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You mean how long they last?

#5
JosieJ

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I'm no expert, but it seems to me that the pace of combat in ME3 is largely dictated by the enemy AI, where they'll try to flank you and flush you out of cover.  It makes it so you can't just park in cover and stay there indefinitely, and keeps you on the move.

I'm not familiar with the code, but it seems like that would be integral to the game and couldn't be changed, though.  If that's even what the TC is referring to, that is.

Modifié par JosieJ, 04 janvier 2014 - 06:34 .


#6
capn233

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I think any pacing difference has more to do with changes to Shepard's mobility than actual AI.

However, in MP there is a GlobalGameSpeed modifier which changes how fast the game progresses, as it is faster on higher difficulties. I am not sure if adding it in the Insanity portion of the difficulty handler would work for SP or not, but the syntax is something like this:

(StatName=\\"GlobalGameSpeed\\",StatRange=(X=1.0f,Y=1.0f))

You would want to lower the value to below 1 to make the game go slower (what it actually does is scale the game time, so in a way you can think of it as time dilation / compression).

If you are talking about enemy response times (which are definitely slower than ME2, unless you aren't playing at the same framerates), then you can modify that in the AI section. It is most largely dependent on the interpenemylocspeed variable, where lower will make them lock faster, and higher makes them lock slower.

edit: to clarify on the AI... enemies in ME2 work a good deal differently than in ME3, they basically seem to have an accurate lock on you after the initial window where they find you.  In ME3 they may have a smaller window before they "notice" you, but there is a window where they fire is fairly inaccurate, and then moves to a more ME2 like precision lock.  interpenemylocspeed is the basis for all player updates to the enemy AI, so it is fundamental to their accuracy, but it also sets the time until they get their "death lock" on you.  There are other parameters that adjust how rapidly an enemy will "notice" you after you get in their LOS, how well they can "hear" you, etc.

Modifié par capn233, 04 janvier 2014 - 07:28 .


#7
Gilbert Salarian

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Yeah, it's the speed in general that I want to decrease, not just enemy AI. I don't have the link, but the developers increased the speed like 10% from ME2 to ME3. Everything is faster: from enemy movement to cast powers (Throw, Warp, etc.) It just seems as though the game was developed at a base level and then everything was boosted in speed.

I guess the easiest way of putting it is that I want the entire ME3 universe slowed down to ME2 levels. Adjusting the GlobalGameSpeed seems like my best bet, then?

Modifié par Gilbert Salarian, 04 janvier 2014 - 08:54 .


#8
capn233

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Yes it sounds like the game speed is what you want to change, but I don't know if it will work for SP. You could try adding it to the analogous line for whatever SP difficulty you are looking for, Insanity is level5. I have no idea if someone else tried modifying this for SP, and if they were successful or not.

#9
cap and gown

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Well, those Cerberus troopers do tend to dart around. I don't feel that Reapers are especially quick. Nothing, however, compares to those Batarians in Arrival. They shouldn't be able to hit the broad side of a barn the way they dance about. And, of course, every boss fight BW comes up with seems to be about judging how good you are with the controller rather than any real thought: just make the boss jump about like Saren and the Human Reaper. On the whole, I feel that having time dilation as one of your powers/mods points to an inability to come up with a more intelligent AI: we can't force the player think because our AI is so dumb, so lets see how good his hand/eye coordination is.

Modifié par cap and gown, 05 janvier 2014 - 02:32 .


#10
Soja57

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 ^I do agree that the boss fights and overall enemy AI could be better designed. I actually think that the pacing of the game is good, though I do come from a shooter background. Ever since Bioware incorporated more shooter mechanics into the Mass Effect series, the pacing of the game has changed.

The shift changes from a large focus on traditional RPG gameplay (stats having a major affect on the effectiveness of the player) in ME1 to more twitch and skill-based gameplay of shooters. Many shooters up the difficulty by putting an emphasis on the player's skill in accuracy; being able to shoot enemies effectively without exposing oneself to enemy fire for prolonged periods of time.

I both agree and disagree with your thoughts on time dilation. Time dilation does make shooting enemies easier, but this is a result of faster-paced gameplay and shooter mechanics and is independent from an inability to create smart AI. In fact, if the game had even smarter AI, the player would probably need even more help from time dilation.

Enemies would be less reckless with popping out of cover, especially in chasing the player to melee. They would lay down suppressing fire when given an optimal chance with little risk, leaving the player stuck in cover with no chance to retaliate. It's all based on the pacing of the game.

With that said, I am not sure how to change combat speed; though capn233's suggestion is the best to follow. I'm interested in this mod myself, as I enjoyed the Multiplayer's method of upping the difficulty by increasing combat speed.
:wizard:

Modifié par Soja57, 05 janvier 2014 - 09:22 .


#11
Locutus_of_BORG

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I feel almost obligated to say that dumbing down the already simple protections system from ME2 is what made ME3 such a mindless game. ME2 had an incredibly dumb AI, but it still managed to be more challenging because you had to deal with enemies' protections correctly or else face an implacable wall of bullets that would inevitably pin you down and kill you. ME3's AI was a massive overall improvement IMO, but because damage and CC had basically become unrestricted, you could almost always take an enemy out before they have any chance to cause real damage.

I'm speaking mostly about SP ofc. Enemies are boosted so much in MP that my argument doesn't really apply that much.

Modifié par Locutus_of_BORG, 07 janvier 2014 - 02:14 .


#12
capn233

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Now we are talking about two separate issues.

Time dilation as an ability like in Adrenaline Rush or Infiltrator Passive exists because it is supposed to make weapon handling easier with those classes, as they are weapon based. It really has no bearing whatsoever on the AI, and wasn't included because AI was designed well or poorly.

As far as game speed as a mod point, they didn't necessarily design the game to be modded in any way, and this isn't a variable that exists in the SP difficulty handler by default, which is why I was unsure if it would even work. Maybe I will fool around with it myself this evening.

#13
Soja57

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I've tested a few things to see if I could mod the combat speed. I tried putting the globalgamespeed variable from the MP into the SP section of biodifficulty.ini in the Coalesced file. It didn't work at all, even though I put the value to insanely high numbers like 2 or 3 times the default speed.

However, keybindings or console commands is an alternative method that works, though somewhat tedious. Just type in "slomo X", where X is the multiplier for the game speed, 1 being the default, lower values being slower, and higher values giving faster game speed.

Mass Effect 3 PC Tweaks (Scroll down and look for "bindings and commands")

Do note that this method can mess up conversations and cinematics, as animations and audio play at a different pace. The higher the difference in game speed, the more likely there is for off-sync audio. There may be some other glitches as a result of altering the game speed as well.

Modifié par Soja57, 09 janvier 2014 - 10:30 .


#14
Gilbert Salarian

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The keybinding fix actually worked best for me. It made it easy to toggle between speeds when I know there's a conversation coming. I was also able to adjust the camera angle to something closer to ME1 and ME2. Moving on to find a workaround for the new Tech Armor...

Thanks a lot, everyone!

#15
Soja57

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 No problem :wizard:

Just curious, what did you set your combat speed to?

Regarding your question about auto-detonating Tech Armor, I don't think there is a way to do such a thing. Adding auto-detonation means adding in completely new mechanics to a power, which I am unaware of how to do so.

Modifié par Soja57, 09 janvier 2014 - 01:10 .


#16
Abraham_uk

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Soja57 wrote...

 No problem :wizard:

Just curious, what did you set your combat speed to?

Regarding your question about auto-detonating Tech Armor, I don't think there is a way to do such a thing. Adding auto-detonation means adding in completely new mechanics to a power, which I am unaware of how to do so.


I have few a questions?


__________________________________________________________________________


Suggestion 1:
Don't video games have scripts regarding the different mechanics?

If one was to copy the tech armour scripts from Mass Effect 2 and paste it in Mass Effect 3 (replacing the Mass Effect 3 tech armour) wouldn't that be the solution?

I don't have a clue about modding (as you can probably tell).

__________________________________________________________________________


Suggestion 2:
 Can't you add a bunch of macros to the game that causes the tech armour to detonate when shields are depleted (with a possible 50% shield restoration upon detonation)?

I really don't have a clue about modding (probably obvious now).

__________________________________________________________________________


Suggestion 3: There are shield pylons in the Mass Effect 3 singleplayer (an actual game mechanic that exists in game). When you destroy the pylon, there is a chain lightning effect that follows. Why not just use that game mechanic and merge it with tech armour?

So when you activate tech armour you are essencially a walking shield pylon waiting to unleash chain lightning on your foes.

If this suggestion doesn't work then I really have no clue about modding.


__________________________________________________________________________

Suggestion 4:

Regarding slowing down the speed of the game.
Sure altering Tech Armour may prove impossible, but surely slowing down the game using modding is pretty straight forward.

If I'm wrong about this then I am 100% clueless about modding.

Modifié par Abraham_uk, 09 janvier 2014 - 05:55 .


#17
Soja57

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@Abraham_uk

1. Yes, video games have "scripts" for different mechanics. But it isn't as simple as copying and pasting from ME2 to ME3. The games are essentially two different games, which means they treat the scripts differently. The differences include different file formats, file composition, and file organization.

A few file formats have changed from ME2 to ME3, which means some files are rendered useless if you simply copy and paste a file from one game to another. Even if files have the some format in both games, each game reads the file differently. For example, Tech Armor only has 4 evolutions in ME2 in contrast to ME3's 6 evolutions. ME3 would need data for all 6 evolutions, otherwise the file would be deemed corrupt, and the game may crash if you try to use Tech Armor, or the power may not even show up in your power wheel.

2. We don't have access to the raw code that the developers used to program things, therefore adding in things is extremely difficult. If you've seen the Happy Ending Mod for ME3, that is quite a feat, in that it heavily modded the ending of the game by adding in music and cinematics while removing certain cinematics and sections of the ending. I am not as good as modding as the creator behind this mod, therefore I can't speak much of how he added or removed content. However, from what I am aware of, no one has heavily modified the combat mechanics beyond Coalesced.bin editing (which isn't nearly as powerful as programming or coding things, which would be required for this particular Tech Armor change).

3. Again, this would require accessing the raw code of the game, as it is essentially merging multiple scripts into one. We would need to access the programming scripts used for Tech Armor and Shield Pylon and modify many lines of code to achieve such a thing, but we currently don't have access to any extensive programming over powers beyond Coalesced.bin files.

4. Even modifying the combat speed is somewhat difficult, although we have achieved it. The current method of using keybindings is the best I know, but there is no permanent nor perfect way to change combat speed. If you recall from my earlier post, I managed to change the combat speed, but it also messes up cinematics due to audio and animations going off-sync.


As you can see, modding ME3 can be very difficult. However, it is moddable, and many users have created awesome content through mods. Coalesced.bin editing is one of the most simple ways to mod ME3, and allows you to customize your game in many ways.

I typically create my own mods, but there are many great examples out there. One of the best mods I have seen is Husk Mode. It changes the Reapers in the Multiplayer to hundreds of Husks per wave. I'm not sure if the mod works anymore, but it is one of funniest things I have seen.

Modifié par Soja57, 09 janvier 2014 - 07:02 .


#18
Gilbert Salarian

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Soja57 wrote...

 No problem :wizard:

Just curious, what did you set your combat speed to?


Setting the speed to 0.88 gave the game the closest feel to ME2, imo.  The 0.9 setting felt a smidge too fast with the new combat animations and 0.8 was too plodding.  In-action voice-overs are timed pretty well, though, so no funky Godzilla moments occurred during my testing.

Soja57 wrote...


Regarding your question about auto-detonating Tech Armor, I don't think there is a way to do such a thing. Adding auto-detonation means adding in completely new mechanics to a power, which I am unaware of how to do so.


Yeah, I'm trying to decide if it's worth the effort to implement.  Having to manually detonate the armor + playing on a twitchy speed was just too much for me to handle.  I need to be Set-and-Forget to be able to use it fully.  For the time being I'll just be content with the seemingly inconsequential DP enhancement.  Thanks!

#19
Soja57

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Hmm, I set my combat speed to 1.125x. I like the fast-paced gameplay, and it also slightly raises up the difficulty without making Shepard run too fast or weapons shoot to fast. Quite oddly enough, the inverse of 1.125 is 0.888 (found by dividing 1 by X). It seems that these values are around the sweet spot; anymore more time dilation distorts the gameplay too much, anything less is too similar too vanilla ME3.

Tech Armor serves a different purpose in ME3. It is more of an activate-and-forget power than its former ME2 counterpart, with an emergency detonate to stagger close enemies like husks. Pair it with a protection bonus power like Fortification or Defense Matrix, and you can easily walk up to enemies and use melee or shotgun.

#20
capn233

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Soja57 wrote...

2. We don't have access to the raw code that the developers used to program things, therefore adding in things is extremely difficult. If you've seen the Happy Ending Mod for ME3, that is quite a feat, in that it heavily modded the ending of the game by adding in music and cinematics while removing certain cinematics and sections of the ending. I am not as good as modding as the creator behind this mod, therefore I can't speak much of how he added or removed content. However, from what I am aware of, no one has heavily modified the combat mechanics beyond Coalesced.bin editing (which isn't nearly as powerful as programming or coding things, which would be required for this particular Tech Armor change).

3. Again, this would require accessing the raw code of the game, as it is essentially merging multiple scripts into one. We would need to access the programming scripts used for Tech Armor and Shield Pylon and modify many lines of code to achieve such a thing, but we currently don't have access to any extensive programming over powers beyond Coalesced.bin files.

Caratinoid made a script viewer, so you can load all the files and look at the code.  He also happens to have a custom compiler.  I have the script viewer, but it is mainly for reference since I don't have a way to edit it.

Not sure if he even comes around here any longer.