Aller au contenu

Photo

Any mod rebalancing the game?


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
Sommyboy

Sommyboy
  • Members
  • 54 messages
So yeah, as we all know me3 single player is kinda messed up, adept beings gods among men with their explosions etc. Is there is any mod that rebalances the me3, makes it more challening and more like me2?

Modifié par Sommyboy, 16 janvier 2014 - 08:58 .


#2
RedCaesar97

RedCaesar97
  • Members
  • 3 851 messages
Without rewriting the base code of the game, there really is no way to make it like ME2 (protections for every enemy, physics-based biotic combos, and so on).

That being said, there have been some attempts to make Insanity more challenging. Most or all of them were never completed for various reasons.

The following is a list of the mods that I am aware of. I have not played any of them due to all my saves being on Xbox, and I cannot really be bothered to play single player on PC.

Operative Difficulty by capn233. This was the most recent attempt.

Krogan Dream Insanity Mod by vertigo72.

Spectre difficulty by Kronner. Probably the first real attempt at making Insanity harder.

#3
capn233

capn233
  • Members
  • 17 338 messages

Sommyboy wrote...

So yeah, as we all know me3 single player is kinda messed up, adept beings gods among men with their explosions etc. Is there is any mod that rebalances the me3, makes it more challening and more like me2?

You can try this one I did.

If you are looking for mods that give it ME2 mechanics, I don't think any exist.

edit: ninjad :ph34r:

Modifié par capn233, 17 janvier 2014 - 12:31 .


#4
Sommyboy

Sommyboy
  • Members
  • 54 messages

Thank u guys, i knew about most of these mods but forgot about their existence. Shame no one did even try to balance the game



#5
capn233

capn233
  • Members
  • 17 338 messages

Sommyboy wrote...

Shame noone ddidnt even try to balance the game

I did try to balance the game, but it was within the framework of ME3 and without modding the DLC's since that introduced errors.

If you want something specific, I might be persuaded to mod a coalesced for you or give some pointers on modding it.

Modifié par capn233, 18 janvier 2014 - 02:03 .


#6
Sommyboy

Sommyboy
  • Members
  • 54 messages
Oh thanks man. I belive i will just avoid the op powers for now and see how I will enjoy the game as sentinel since i never tried that class.

#7
Soja57

Soja57
  • Members
  • 1 087 messages
The thing with modding is that you don't have to avoid the Overpowered powers or builds, as you can simply balance or "nerf" the said powers. I have personally modded my Coalesced.bin to do so: nerfing biotic combos, the Vanguard Charge/Nova combo, and changing a lot of the weapons to be balanced relative to each other.

I've also made the game more difficult by modifying enemy hit points. If you take the time to learn how to mod the Coalesced.bin file (which is pretty easy), you can practically rebalance the game or make it more challenging to suit your tastes. On the other hand, I can also help create a Coalesced.bin file for you if you have something in mind.

For example, the OP powers that you were going to avoid, what are they? Why are they considered overpowered? Powers can be modified and balanced in many ways.

#8
Sommyboy

Sommyboy
  • Members
  • 54 messages
For a example, as an adept, the double throw lvl 6 evolution and the gigantic biotic explosion dmg, forcing u to stay behind cover and throw 2 forces all the time to be most effective.

#9
capn233

capn233
  • Members
  • 17 338 messages
You couldn't eliminate double throw without patching throw itself.

You can modify biotic explosion damage though, although to mod combos reliably I had to edit them in both the normal coalesced and in the patch 2 bin.

#10
Soja57

Soja57
  • Members
  • 1 087 messages
Probably the real big gripe with the Adept is biotic explosion damage. Biotic detonations scale with difficulty, so it deals more damage on higher difficulties than lower difficulties, while powers and weapons retain consistent damage throughout all difficulties.

Biotic detonations also scale based on power rank. Having both the primer and detonator biotic power at max ranks will deal an insane amount of damage. This is why double Throw is such a powerful evolution, it allows for two detonations that deal massive damage due to its high power rank. If memory serves right, I was able to modify so that biotic detonations retain consistent damage regardless of power rank (unless evolutions that modify biotic detonations was taken).

This one change nerfs biotic detonations in general.

Modifié par Soja57, 18 janvier 2014 - 05:21 .


#11
sharkboy421

sharkboy421
  • Members
  • 1 166 messages

capn233 wrote...

You couldn't eliminate double throw without patching throw itself.

You can modify biotic explosion damage though, although to mod combos reliably I had to edit them in both the normal coalesced and in the patch 2 bin.


Did you have to do the same for enemy health, weapon damage and other powers?