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What makes SP so much easier than MP?


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#51
TheNightSlasher

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Leuss Monastery: 3

Thessia: 1

Sanctuary: 2

Leviathan: 3

total: 9

There are more Banshees than Phantoms in SP. lol

You are forgetting the banshees during the final fight. There is one that appears along with a harvester in the beginning. And atleast 4 during the very end when you are defending the missiles.



#52
Zjarcal

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How? If the shieldgate is 100% you won't be able to damage the health through the shield, regardless of how many damage bonuses you apply.

 

Though I guess it could work with shotguns because they fire multiple pellets which are less affected by shieldgate due to not always hitting at the same time.

 

Ammo damage is applied separately before the actual weapon damage, so if the disruptor ammo damage was enough to break the entire enemy's shield, the 100% shieldgate wouldn't affect the base weapon damage.

 

Also, Cyonan is right about enemies scaling, only at level 60 do you face enemies that are statistically on par with gold level enemies in MP.

 

Oh and lol @ more banshees than phantoms in SP. :P


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#53
BurningLiquor

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Leuss Monastery: 3

Thessia: 1

Sanctuary: 2

Leviathan: 3

total: 9

There are more Banshees than Phantoms in SP. lol

 

 

You are forgetting the banshees during the final fight. There is one that appears along with a harvester in the beginning. And atleast 4 during the very end when you are defending the missiles.

 

Yup. 

 

But still, we face more Banshees in one Gold/Platinum game than in the entire SP.



#54
BurningLiquor

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Ammo damage is applied separately, so if the disruptor ammo damage was enough to break the entire enemie's shield, the 100% shieldgate wouldn't affect the base weapon damage.

 

Also, Cyonan is right about enemies scaling, only at level 60 do you face enemies that are statistically on par with gold level enemies in MP.

 

Oh and lol @ more banshees than phantoms in SP. :P

 

Oh. I didn't know that. Thanks for the info.



#55
Moby

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Keep in mind that Singularity in SP is much weaker than in MP. In SP it doesn't prime shielded or armored enemies, only enemies down to health are affected by it. It also does less DoT than Singularity in MP.


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#56
Argent Xero

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wait...nevermind

Gellix: 2

there are 10 Phantoms in total.

Phantoms: 10

Banshees: 14

lol

#57
Argent Xero

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yea sorry, I'm doing this from memory. :P

#58
Moby

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wait...nevermind
Gellix: 2
there are 10 Phantoms in total.


Still way less than one game of Gold.

In terms of difficulty the single player is an all-around joke by comparison, I think we can all agree.

#59
capn233

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It is predominantly unit composition, sometimes longer shieldgate times (depends on what MP difficulty you tend to play on), and then lower HP for enemies most of the time.

 

Every weapon balance change through early Dec 2012 from base game weapons is in SP as of Patch 1.05.  So Javelin for instance does the same damage as in MP.  Although you cannot throw on +45% damage at will in SP for any class like you can with consumables and gear.

 

AI squad mates that are easily controllable help if you compare to useless allies in MP.  However, if your friends are decent at the game, they are better than the AI squad largely.



#60
ClydeInTheShell

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Keep in mind that Singularity in SP is much weaker than in MP. In SP it doesn't prime shielded or armored enemies, only enemies down to health are affected by it. It also does less DoT than Singularity in MP.

 

In terms of difficulty the single player is an all-around joke by comparison, I think we can all agree.

 

I agree, which is why being able to use OP combinations in SP still won't pull me away from MP. 

 

Even the SP Venom. *ahem*



#61
BurningLiquor

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I agree, which is why being able to use OP combinations in SP still won't pull me away from MP. 

 

Even the SP Venom. *ahem*

 

My god, that thing is so broken in SP I can't even begin to describe it. It's just ridiculous.



#62
OniGanon

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Ha, yeah, Marauder Shields killed me an embarassing amount of times.

 

 

iirc there is no reload cancel in sp using medigel right?

 

Don't think so, since SP medigels are more like Ops Packs. All the other ways work fine though.



#63
BurningLiquor

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Ha, yeah, Marauder Shields killed me an embarassing amount of times.

 

 

 

Don't think so, since SP medigels are more like Ops Packs. All the other ways work fine though.

 

He was just trying to save you from the ending! 



#64
chcknwng

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He was just trying to save you from the ending!


I'd vote Marauder Shields as the ultimate boss on Insanity.

#65
capn233

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Don't think so, since SP medigels are more like Ops Packs. All the other ways work fine though.

 

You can, but it is slightly more annoying since if you are below max health it will use it as the Ops and you have to wait for the medigel animation.  It works the same as MP if you are at max health, and your allies are at max health.

 

Unfortunately the game also has an issue where it sometimes thinks Shepard or your squad isn't actually at full HP when you are, causing you to consume medigel and get nothing in return.

 

For SP the best method is probably an empty grenade power, you can even potentially use one you add with console or Gibbed, set to Level 0 if you already have it on a quick slot.



#66
SpaceV3gan

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I believe SP has never suffered any sort of balancing nerf. Actually it only got buffed with the inclusion of DLC weapons and the Fire priming.
Sabotage Tech Vulnerabilty still gives a 100% debuff. Concussive Shot can prime and detonate it's own Fire Explosions. You even get time dilation while sniping with any class! On top of that there are very few Boss encounters and the AI is Bronze level at it's best.

 



#67
Ribosome

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Ammo damage is applied separately before the actual weapon damage, so if the disruptor ammo damage was enough to break the entire enemy's shield, the 100% shieldgate wouldn't affect the base weapon damage.

 

Also, Cyonan is right about enemies scaling, only at level 60 do you face enemies that are statistically on par with gold level enemies in MP.

 

Oh and lol @ more banshees than phantoms in SP. :P

 

Nicely put. The fact that Fortification is available as a bonus is a bit ridiculous as well; it's far too good since every single class loves the benefits it provides, coupled with the fact that they all have far too many active powers available than most know what to do with, so passive abilities which involve no hotkeys become more alluring options.



#68
Kirrahe Airlines CEO

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After playing so much MP, going back to SP and having the slowdown on snipers as an infiltrator throws me off by a lot. Which is why i'm avoiding snipers on my infils and using only shotguns at this point.



#69
Nitrocuban

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I actually had to unequipe the Concentration Mod in SP cause it totally derped up my aim with this stupid slow down everytime I zoomed.

MP is a hell of a drug.



#70
OniGanon

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The fact that Fortification is available as a bonus is a bit ridiculous as well

 

Sentinel + Fortification/Defense Matrix is pretty lulzy.



#71
Cyonan

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I believe SP has never suffered any sort of balancing nerf. Actually it only got buffed with the inclusion of DLC weapons and the Fire priming.
Sabotage Tech Vulnerabilty still gives a 100% debuff. Concussive Shot can prime and detonate it's own Fire Explosions. You even get time dilation while sniping with any class! On top of that there are very few Boss encounters and the AI is Bronze level at it's best.

 

 

There was a patch that was meant to optimize load times for the increasingly large server-side binary files, which had the side effect that some of the balance changes got implemented into SP if you have the patch.

 

It's not every balance change though, and I don't recall off the top of my head which abilities are affected by it.



#72
Maurader Sackboy

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Well, just to offer a contrary observation -- I've always thought husks to be more dangerous in the SP campaigns (even more so in ME2) than in multiplayer.  They gang up quicker and are more deadly in SP.  In MP you can nearly ignore them, dash away, dust them off.  I found the 3 husks prior to dealing with Maurauder Shields at the end of ME3 more tricky than the Maurauder (on insanity, with the shaky-near death effect).



#73
Moby

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The PPR is dirty in single player with Adrenaline Rush.

#74
capn233

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There was a patch that was meant to optimize load times for the increasingly large server-side binary files, which had the side effect that some of the balance changes got implemented into SP if you have the patch.

 

It's not every balance change though, and I don't recall off the top of my head which abilities are affected by it.

 

Since I only vaguely stated this earlier in the thread, here are the specifics:

 

http://forum.bioware...ing/?p=14795742



#75
chcknwng

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Well, just to offer a contrary observation -- I've always thought husks to be more dangerous in the SP campaigns (even more so in ME2) than in multiplayer.  They gang up quicker and are more deadly in SP.  In MP you can nearly ignore them, dash away, dust them off.  I found the 3 husks prior to dealing with Maurauder Shields at the end of ME3 more tricky than the Maurauder (on insanity, with the shaky-near death effect).


ME2 husks are way more annoying than ME3 husks, even though they die instantly while in air. Every time I play that spooky mission in Minos Wasteland I got sweat in my palm.