Basically the transition to ME3 screwed several ME2 guns for a couple of reasons:
1. Defense multipliers largely disappeared. Armor damage mitigation and shieldgate were the replacement, although weirdly the protection multipliers still existed in the base game (for the Talon anyway). Sadly it isn't possible to add them to other weapons without patching (need to make that a variable you can edit via coalesced).
2. Secondary weapon characteristics were dramatically altered for some ME2 guns for no apparent reason, largely so a "new" gun could perform like the ME2 version. For instance the Shuriken now has a 6 round burst and long refire time. But they introduce the Hornet which is a three round burst, short refire time SMG. The Viper's rate of fire is cut by more than 50%... and they create the Valiant which is the best DPS SR at launch.
Both factors contributed on several of the hardest hit ME2 weapons.
Shuriken lost its defense multiplier and the change in the other characteristics made it worse for mook killing. I modified the stats in the SP mod I made to more closely approximate the ME2 variant. I did this with the headshot modifier, changed burst length, and changed refire time. The headshot multiplier was to approximate the shield multiplier so that it was better v mooks but not improved v armor.
Eviscerator is sort of in no man's land. In ME2 it had enough base damage and accuracy such that the Assault Rifle like modifiers allowed it to one-shot mooks (depending on upgrades and distance). Also another factor was that in ME2 you had range damage modifiers, and at "point blank" range you had a 100% bonus. This mechanic is gone from ME3. However, Eviscerator is still somewhat decent for low tier mooks if you get smart choke leveled up, but this unfortunately takes a long time in SP.
Viper had very good all around defense multipliers, so it was simultaneously good vs shields and armor. In theory you have high base damage so it should be "good" against armor in ME3's system, but the ROF is so low that the DPS is terrible. With the last patch the base damage went up so it is somewhat decent v mooks, and also it remains pretty decent for applying chance based ammo effects due to stat ROF (Disruptor and Cryo Ammo). Modding the Viper to be like the ME2 Viper requires a little more effort since by default it inherits accuracy from base Sniper Rifles, meaning it is nearly perfectly accurate (unlike the ME2 Viper). So if you simply add magazine and ROF, it is massively overpowered. I made it lose accuracy with fast ROF bursts when I modified it and was pretty satisfied with the result.
Revenant had slightly better armor modifier than the standard AR in ME2, and overall it had solid DPS. With the large ammo capacity it could become a "do everything" weapon with Soldier, especially under Adrenaline Rush, which boosted the damage and ammo efficiency. Also as a soldier exclusive, it was usually paired with Inferno Ammo, which benefited from good sustained ROF. The main problem with it in ME3 is that they modified the accuracy and recoil to such a degree that no amount of trigger discipline really improves the shots on target. In ME2 you could tap the trigger and get more accuracy, and under Adrenaline Rush you had a recoil bonus. For ME3 you have to attempt to mod the gun for these things. Also they rolled the AR Accuracy bonus into the Scope, which is a counterintuitive mod for most people on a machinegun. The base damage and rate of fire a pretty pedestrian as well, which means it isn't nearly as good against armor as it was in ME2 without armor piercing or weakening. It is still pretty good with Incendiary Explosive Burst. While some might thing the Typhoon is the ME3 replacement, it wasn't in the base game. The actual ME3 replacement for the ME2 Revenant is the Hurricane, and actually if you flop some of the stats both of them would be balanced better.
Other base game shotguns, the Katana and Scimitar, basically are just somewhat weak from loss of defense multiplier, IMO. When I made my mod, I increased their headshot multiplier, which made them a bit better vs mooks. As with the Shuriken, I felt this was a decent substitute for the combined effects of the shield multiplier and range modifier in the second game.





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