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In your ideal rebalanced ME3 MP, what changes?


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#26
Cyonan

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- Geth no longer stagger

- Geth Primes now have the rate of fire and magazine size of the Spitfire. Damage remains unchanged

- Geth Prime Drones and Pyros explode like Possessed Abominations on death

- Geth Bombers now fire Cobra Missiles

 

Perfectly balanced Geth!



#27
Excella Gionne

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Get rid of RHA. The pain is real.

#28
SterlingPhoenix

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I'd like to be able to run my on server. I know there's a project, but it's still very limited. I don't think this will happen because even if Bioware released the server software, the game would need to be patched to be able to see it and that's not happening.

 

Something I'd like to see happen (and I think Bioware could spare the resources to do) is get rid of the store completely. Max everyone's manifest, and make all consumables always maxed out. Basically at this point just let us enjoy the game. This is something they could easily do without spending too much man-hours.


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#29
SterlingPhoenix

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5.  Ammo crates no longer spawn grenades

 

 

Are you changing grenade mechanics so they regenerate, or are you saying once you use up the grenades you brought with you you can't get anymore?



#30
Dunmer of Redoran

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Wow, that would mean the Acolyte would be the biggest crap gun in the game. Fast-moving enemies like Phantoms and Dragoons would destroy you, if you use that gun. Nobody would ever take that thing as a primary weapon, anymore. I do hope the gun still staggers certain enemies, otherwise it would be wise to remove it altogether. A 60% decrease is a lot, buddy.

 

The Acolyte is a super-lightweight AOE weapon that is stupendous at applying ammo powers. It would certainly remain useful even if it did less damage. The point of reducing its damage is to make it more of a sidearm. Far from useless, but no longer powerful enough to be a strong primary weapon.



#31
ImDedicatedToMyApologies

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My complete patch note:
improved connection

That's it.
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#32
Chealec

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I strongly suspect the only way to balance it now would be to take the GI, AIU, TGI, Harrier, Hurricane and Reegar and throw them all out the airlock and start again.... so screw it, it'll do as it is thanks - it ain't perfect but it's not too horrendously broken :P


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#33
Nitrocuban

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LEAVE GI, AIU, TGI, Harrier, Hurricane and Reegar ALONE!



#34
ClydeInTheShell

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More Drell & Salarians, just take back the Juggernaut.


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#35
Deerber

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1.  Reegar armor multiplier set to 0.000000001

 

You are aware that wouldn't fix the Reegar yet, right?



#36
Dunmer of Redoran

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You are aware that wouldn't fix the Reegar yet, right?

 

A short-range mook killer that can't do **** against bosses? Sounds fair to me.



#37
capn233

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You are aware that wouldn't fix the Reegar yet, right?

 

Are you saying it needs more zeroes?

 

Are you changing grenade mechanics so they regenerate, or are you saying once you use up the grenades you brought with you you can't get anymore?

 

You have whatever you can carry plus thermal clip pack refills.  Plus some bonus ones if you have a generous Demolisher.



#38
Deerber

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A short-range mook killer that can't do **** against bosses? Sounds fair to me.

 

 

Are you saying it needs more zeroes?

 

 

You have whatever you can carry plus thermal clip pack refills.  Plus some bonus ones if you have a generous Demolisher.

 

 

No, I'm saying that the worst offender when it comes to the Reegar is ammo application, and that doesn't suffer from the gun's armor multiplier.



#39
Dunmer of Redoran

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No, I'm saying that the worst offender when it comes to the Reegar is ammo application, and that doesn't suffer from the gun's armor multiplier.

 

Do all ammo types stack repeatedly like Incendiary does? If so then yes, that makes sense. That would be a problem.



#40
Deerber

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Do all ammo types stack repeatedly like Incendiary does? If so then yes, that makes sense. That would be a problem.

 

No, but AP ammo on the reegar still does an obscene amount of damage without being glitched.



#41
Cyonan

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Do all ammo types stack repeatedly like Incendiary does? If so then yes, that makes sense. That would be a problem.

 

Only Incendiary(and Polonium for certain people) stack like that, but all ammo types ignore the defense modifiers of a weapon.

 

So even if the Reegar Carbine did 0x damage against armour, your Warp Rounds IV would still be dealing 60% of normal damage the gun deals against health which being the Reegar Carbine even 60% is an insane amount of damage.

 

The best way to completely ruin the armor damage output of the gun is to reduce the base damage of the gun, then increase the shield/barrier modifier to compensate.


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#42
Dunmer of Redoran

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Only Incendiary(and Polonium for certain people) stack like that, but all ammo types ignore the defense modifiers of a weapon.

 

So even if the Reegar Carbine did 0x damage against armour, your Warp Rounds IV would still be dealing 60% of normal damage the gun deals against health which being the Reegar Carbine even 60% is an insane amount of damage.

 

The best way to completely ruin the armor damage output of the gun is to reduce the base damage of the gun, then increase the shield/barrier modifier to compensate.

 

Which is ideally what the Reegar should be anyway, as an "electric flamethrower."

 

No, but AP ammo on the reegar still does an obscene amount of damage without being glitched.

 

That I know. That's why I advocate dropping its damage by two-thirds as a fix. I think that would make it much, much better, increasing clip to compensate. That way a player can still do damage with it but needs to maintain sustained fire, which would make it less useful against...pretty much anything.



#43
capn233

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No, but AP ammo on the reegar still does an obscene amount of damage without being glitched.

 

You lose a lot less damage to armor with the base stats.  But it also isn't nearly as good as glitched IA, even with full damage double hits (which also wouldn't exist with modfied AP...).

 

Only Incendiary(and Polonium for certain people) stack like that, but all ammo types ignore the defense modifiers of a weapon.

 

So even if the Reegar Carbine did 0x damage against armour, your Warp Rounds IV would still be dealing 60% of normal damage the gun deals against health which being the Reegar Carbine even 60% is an insane amount of damage.

 

The best way to completely ruin the armor damage output of the gun is to reduce the base damage of the gun, then increase the shield/barrier modifier to compensate.

 

If we are running a thought experiment then, assuming armor modifier is 0x, Warp IV damage isn't like it is all that great.  You would do 60% of simple weapon damage of the current gun, but what is the actual DPS of the Reegar against health, no ammo, when using real hits including pellet loss?  Or back to Deerber's comment about AP, if the gun dealt nearly no damage, how much DPS do you think you would get from APIV only?  More or less than the DPS from a Claymore with bonuses from passives and rail amps?

 

But if you just have to rebalance it in a more sensible manner, starting with dropping the ROF to a number that the game can actually use might be a decent start.  Maybe drop ability to penetrate cover as well.



#44
Nitrocuban

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No cover Penetration, no headshot damage, way less rof.



#45
DaemionMoadrin

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I like the game the way it is. I'd add more maps though. Maybe a new faction, like Batarian Pirates/Slavers.


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#46
dasfranken

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I think I want the pets to be rebalanced more than anything (barring glitch fixing). I'm fine with them not distracting boss units, but they need some more utility to counter that nerf.

 

-Deploying a new decoy or combat drone causes the old one to actually explode and do damage (if that evolution is taken). This would let them have some use on targets who are immune to distraction (stagger or tech detonator). Make their cooldowns a bit longer to compensate if need be.

-Sentry turret needs some bug fixes primarily, but I'd be down with rockets becoming a tech detonator. Flame thrower needs to have a longer priming window.

-Add a multiplier to pet damage based on the difficulty to avoid OP pets on bronze/silver and UP pets on gold/platinum.

-Geth turret just needs a longer priming window on flamethrower as well.

-Combat drone (player) rocket AI movement speed buff.

 

For weapons

-Argus can fire subsequent bursts faster.

-Collector assault rifle made same weight as the lancer.

-Suppressor spare ammo increased.

-Carnifex weight nerf reverted.

-Paladin clip size to 4.

-Krysae RoF/re-fire delay buffed. Think this would be ok since it is now effected by shield gate.

-Scimitar spare ammo increased.

-Revenant no longer has speed reduction when firing. Buff damage or defense multipliers a little (~10-15%).

-Fix Harrier recoil. Nerf damage a bit, buff spare ammo by 20.

-Nerf reegar. Posts above me have some good input on that. Should wreck shields, not armor (factoring in ammo powers).

-Assault rifles given some innate defense bonus vs armor if they don't already. Probably barring the PPR.

-Typhoon spare ammo buff so I can yell out Salvador quotes for longer.

 

Other

-Warp given an AoE evolution if the incendiary bug is fixed.

-Buff carnage base force and armor multiplier.

-Slayer given Shadow's melee tree. Phase disruptor buff reverted.

-All krogan get some minor health regen by default. Like 50 per second or so (base value of bloodlust).

-Cryo effects freeze health targets instantly

-Juggy heavy melee shield restore nerfed a bit.

-Phoenix kits given 10% more movement speed. Base shields up to 625.

-Quarksman given same HP as other male quarians.

-Geth bombers cost more of the wave budget.

-Biotic orbs and seeker swarms (player) damage buffed.

-Enemies on screen buffed to either 10 or 12 considering a remastered version of this won't be on PS3/360.

 

Stim packs and repair matrix would probably need a redesign. I'd say make repair matrix a toggle power like fortification with separate bonuses when activated and purged. Obviously it would become a cooldown power instead of consuming grenades.

-Repair matrix gives movement speed when activated, and a few seconds of shield regen when purged. No auto-revive on either function.

-Stims remain a grenade power, but give a set number of shields per second for a few seconds like repair matrix instead of one big boost. Spamming them would not stack, and this would be handy to preemptively use on the havoc before using havoc strike.



#47
Cyonan

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If we are running a thought experiment then, assuming armor modifier is 0x, Warp IV damage isn't like it is all that great.  You would do 60% of simple weapon damage of the current gun, but what is the actual DPS of the Reegar against health, no ammo, when using real hits including pellet loss?  Or back to Deerber's comment about AP, if the gun dealt nearly no damage, how much DPS do you think you would get from APIV only?  More or less than the DPS from a Claymore with bonuses from passives and rail amps?

 

But if you just have to rebalance it in a more sensible manner, starting with dropping the ROF to a number that the game can actually use might be a decent start.  Maybe drop ability to penetrate cover as well.

 

With Warp IV 5280 max DPS. Even if we assume you lose as much as 3/4 of the hits, that's still 1320 DPS. The problem is that due to being framerate dependent you'd probably get anywhere between 1320 and 2640 as an estimation.

 

It might be easier to handle if you removed the pellets and just made it one "bullet" to be honest. You wouldn't get to apply armor 8 times, but in order to drop the RPM down to 800-100 you'd need to have a rate of fire of 100-125. Even then, you'll still see some damage loss to it.

 

For the gun itself my thinking was along the lines of damage reduced by 66% with shield/barrier modifiers increased to 6x to give roughly the same damage but hurt the damage against armor and negate ammo bypass. Probably not those exact numbers, but you get the general idea.

 

If I was put in charge of balance for the game to do whatever I wanted, it'd be an idea I tested at the very least. It's always hard to know how the gun will perform without an actual in-game test =P



#48
SagaX

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Flamer as a power should have a slow cooldown in order to prevent spamming it.

Players SHOULD NOT be attacked while their game is loading when joining a started mission.

Running instantly in 4 directions besides front, meaning 90° and 180° turn and run.

#49
BurningBlood

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All I really want is more options when I search for a match.  In particular: the ability to search specifically for a lobby set to "unknown", and ability to specify whether I'm looking only for a lobby, only for a GIP, or if either is fine.


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#50
acicm2

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rebuff the falcon. all I need.