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Soldier vs. Collectors


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#1
a_mouse

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Who needs Mattock, Widow, and heavy weapons when you have Samara and Miranda sporting Tempests?  I think I only shot at about half the husks!  Enjoy.

 

 

Build (level 23):

 

10: HAR

3: Disruptor

10: Squad Incendiary

10: Improved Cryo

10: Shock Trooper

1: Slam

 

Assault Rifles 6/6, Shotguns 4/5.



#2
cap and gown

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Mouse, some questions for you.

 

I am trying to do a Let's Play. I am new to this whole "video capture/youtube" thing and I am not happy with the video quality I am getting. Although I am on xbox, I think you might be able to help me.

 

I got a Dazzle capture card, but not the hi-def one. I was worried about the file size and upload time of hi-def video. Now I think I may regret that. How big is your 11 minute video file? How long did it take to render/movie-fy? How long did it take to upload? I don't want an upload to last an hour for a 20 minute video, but I would like a better quality picture.

 

Do you have any suggestions on what file format is best for quality while still being relative quick to upload? I am using the flash format right now, 640x480 1024 kbits/second, 29.97 fps.



#3
a_mouse

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Hi C&G.  I'm on a PC, but will try to answer (at least with some typical numbers).

 

First (so you understand the setup), I'm actually on a mac, which doubles as a PC (using BootCamp) for running most games and the vid capture software (Mirillis "Action!").  I capture in 1152x720 HD (due to 16:10 monitor) at 24 frames/sec using H.264 and AAC codecs, with file size about 75~80 megabytes/minute of footage.  I then copy the raw video to the mac hard drive, edit in iMovie'11, and export as a HD Quicktime movie, which has a file size about 100 MB per minute.  Processing usually takes about 30-40 minutes for an 11 minute movie (2.66 GHz Quad Core Intel Xeon w/16 GB RAM).  Upload time (to Youtube) varies a lot, but I'd guess about ½ hour for a 1.1 GB (11 minute) movie, something like that.

 

Hope that helps! 



#4
cap and gown

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Thanks for the info. It somewhat confirms my fears that higher quality is going to mean much, much more time processing, time I would rather spend playing.:)



#5
a_mouse

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Speaking of time...

 

Here's a re-edited version of the video above, but with Soldier Shep's "bullet time" restored to full speed:

 

 

This illustrates how fast he is actually moving when viewed (hypothetically) by squadmates and enemies.  Nice, eh?  So if you are only using Adreneline Rush from cover (for the extra damage), you're missing its true value in enhancing Sheps mobility...

 

Note that the vid is a full 1:30 shorter without the time dilation.  So depending on how you count time, I'd say Soldier is pretty competitive with Vanguard for raw speed.  I suppose we'll find out shortly, as the last 2 vids in this series will be a Sentinel and a Vanguard…



#6
RedCaesar97

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Thanks for the info. It somewhat confirms my fears that higher quality is going to mean much, much more time processing, time I would rather spend playing.

 

Yeah. This is why I sometimes have two playthrough going on at roughly the same time. If I am recording a playthrough, I will record a bunch of missions in a row, then play the other character while I edit my videos and post them.



#7
RedCaesar97

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Anyway, back to the subject at hand, namely Soldier Shepard versus the Collectors.

 

A few things:

1) Regrettably, I only half-watched them since I was also eating at the time, so half the time I was watching the video and the other half looking at my food. Too much info, I know. But what I did see was fine.

 

2) I think the second video is the most intriguing since it shows how fast Soldier Shepard must seem to the enemy. Storm Speed + Time Dilation (while Shepard moves at normal speed) = incredible distances very fast. It is quite comical at times when viewed at "normal speed". 



#8
a_mouse

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I think the second video is the most intriguing since it shows how fast Soldier Shepard must seem to the enemy. Storm Speed + Time Dilation (while Shepard moves at normal speed) = incredible distances very fast. It is quite comical at times when viewed at "normal speed". 

Agreed.  It supports the view of HAR as being similar to Charge, except you can choose your trajectory more specifically (at the expense of range and protection).

 

One thing I should have mentioned earlier is that this vid only corrects for the 70% time dilation of HAR, not the 40% storm speed bonus. This is partly because it would be really tedious to do, but also because I couldn't figure out exactly what the 40% means.  Does it imply a 40% time dilation (real word events occur at 60% of normal speed), and thus film should be sped up by 1.67x?  Or is it a true speed increase of 1.4x?  

 

Also, can anyone explain to me why HAR only has a duration of about 3.6~3.7 seconds, and not 5 seconds as stated in the documentation?  Even with 20% insanity duration penalty, it does not explain why is is less than 4 seconds.  This is especially trues since Shock Trooper is supposed to negate 15% of the insanity penalty, and thus time should be ~4.8 seconds.  



#9
RedCaesar97

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@a_mouse: Storm speed does have a time dilation aspect if you are in combat. Occasionally I have squadmates or enemies speaking while I am storming as a Soldier and the speech ... iiiiisss slooooowwwed dooooowwwwn.

 

No idea why Adrenaline Rush would have less than a four-second duration. A -20% duration penalty of 5 seconds is only 1 second, so you should only have a 4-second Adrenaline Rush without the added duration of Shock Trooper. It is possible that Adrenaline Rush has only a 4-second duration and not the stated 5-second duration. This would account for the actual time you are seeing.

 

Also, I had forgotten to ask why you used Shock Trooper instead of Commando, but you just explained that you were using it to increase the duration. Makes sense.



#10
a_mouse

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@RedCasar: My original reasoning was that the extra 15% duration on HAR (from Shock Trooper) trumps the extra 10% storm speed of Commando (which is really only 7% faster than ST) .  But these numbers are so wonky sometimes it's hard to trust.



#11
capn233

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Is there time compression on Insanity?  I don't remember.  In ME3 the game time speeds up as you increase difficulty.



#12
a_mouse

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I don't think there is time compression, but seems to be a 10% penalty on power duration on hardcore, and 20% on insanity (unless perhaps it just appears that way because the game is running 20% faster with no duration penalty).  

 

Anyway, I just ran some tests on Adrenaline Rush duration, here's the results:

 

(Difficulty), (AR rank), (Passive), (Time):

Normal, AR rank 1, Combat Mastery 0:  4.3 seconds.

Veteran, AR rank 1, Combat Mastery 0:  4.3 seconds.

Hardcore, AR rank 1, Combat Mastery 0:  3.9 seconds.

Insanity, AR rank 1, Combat Mastery 0:  3.4 seconds.

Insanity, HAR, Combat Mastery 0:  3.4 seconds.

Insanity, HAR, Shock Trooper:  3.9 seconds.

Normal, HAR, Shock Trooper:  4.9 seconds.

 

These times were measured by recording video at 30 fps, then engaging AR while firing a Revenant LMG or watching squad mates move.  Time represents the outer limits of the speed slow-down effect (including a 0.2~0.3 second transition at each end).  For each condition I ran 3 or 4 trials, and averaged the results (spread was approximately ±0.05 s).  

 

One thing I noticed is that there is also a 0.7 second delay AFTER time returns to normal before the cool down bars appear.  This must be why the documentation reports the unmodified duration as 5 seconds (actually a 4.3 second duration + 0.7 sec delay).  Omitting this delay, the numbers appear to correctly reflect a 20% insanity duration penalty and +15% Shock Trooper bonus.



#13
capn233

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Yeah there is in fact the 0.8x duration multiplier on Insanity, although I never really thought about it in connection with Adrenaline Rush.  Really only comes into play with Samara's Area Reave vs mook armor at Level 30. :)



#14
a_mouse

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Is there a thread somewhere on this forum with this kind of game mechanics data? The wiki and sticky thread do not seem to have this kind of info on power/duration.  



#15
capn233

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Is there a thread somewhere on this forum with this kind of game mechanics data? The wiki and sticky thread do not seem to have this kind of info on power/duration.  

 

Well the forums are all disorganized after the move, although it is probably worse for ME1 data than ME2.

 

The main issue is that the gameplay mechanics were not as well elucidated as for ME3.

 

In any event, unfortunately I don't have any bookmarks for ME2 mechanics threads, just have to try and remember what I have read or learned and then run a search if need be.

 

AFAIK you have the duration penalty for the difficulty (0.8x for Insanity), and then there is also a penalty that occurs for the tier of enemy units (eg 0.7x for higher tier... Krogan and above).