Aller au contenu

Photo

ME:A (Balance thoughts and ideas).


  • Veuillez vous connecter pour répondre
31 réponses à ce sujet

#1
Mission_Scrubbed

Mission_Scrubbed
  • Members
  • 209 messages

First of all, I don't know if this topic is in the wrong section. I do not see any Multiplayer tab under Mass Effect: Andromeda, please move it if it is.

 

In about a year (?) the new Mass Effect will hit the shelves, so let us discuss about the precious balance the game needs and how it should be in order to feel great from day one. If Andromeda will have the same weapons, skills and trees as Mass Effect 3, of course.

 

 Warning: long post, I'll try to sort it out. When available, I'll provide numbers. Let's begin:

 

General thoughts:

 

1) I strongly believe that the most successful RPGs give the players choices that are equally balanced, leaving them happily scratching their head. In Mass Effect 3 we can find good ones and bad ones. Example:

 

Good ones: Frag grenades: 6A & 6B. BOTH good.

                   Devastator: 5A & 5B. Have Black Widow shoot faster or have a sweet 4th shot?

                   Shockwave: 5A & 5B. Beat close range disadvantage or more powerful Biotic explosions, etc, etc.

 

Bad ones:   Lift grenades: useless 6A. 

                   Multi Frag 6B. 6A when fired up close is way more damaging.

                   Biotic Charge: Area vs Heavy charge. etc, etc.

                   

2) Also, I have the feeling that almost all Duration evolutions (with the exception of Sabotage) are meaningless. Example:

Cryo Blast freezes for 5.6 sec at lv3. 4A increases freeze duration to 8sec. Area Freeze is just better, period. But I might give it a second thought if Cryo Blast lasted as long as 1.5~2 seconds. Same can be said for Lift, Tactical Scan, Dark Channel, Adrenaline, Tactical Cloak, etc. So, halving all initial Effect Durations makes latter Duration evolutions more appealing. 

 

3) Boring Copy/Paste code is boring. Example: Arc grenades should not be modeled after Frags (6A & 6B), and the 30% damage/range routine does not apply everywhere. When I sacrifice all the damage of my Stickies, I want them to have more than 15 pixels radius.

 

4) Barriers & Shields should not be the same thing with different colors.  

 

5) I want to pick my own consumables. If I'm playing a Novaguard I'll favor Ops packs and Medigels over Thermal clips.  

 

6) Ops pack/Thermal Clips should be used during any frame, not just "standing" still. When I'm rolling, I want to be able to use a Tclip.

 

7) I want the most graphically gore possible, something like Brutal Doom if that's possible.

 

8) Ping test in lobbies.

 

9) Fix bugs. Shockwave radius, TScan Headshot evo, Snap Freeze's 6B, Biotic "Charge and die" thing, Reload canceling Medigels. Crusader has already been fixed, and it's great.

 

10) Last but not least, netcode.

 

 

Powers:

 

Grenades: ALL grenades should have the BlockedbyObjects actor, True. They should NOT be able to damage through walls.

 

Adrenaline Rush: The best overhauled power since ME2 and my very personal favorite. AR has everything you need for a fast paced weapon combat, close-quarters or not. But the problem is that it lasts too long. Try shooting Claymore in Single Player. With 50% Time dilation, it takes forever to reload and you feel stacked in the same animation. Keep in mind that 99% of players do not reload-cancel. 

 

Adrenaline without the Duration evolve needs to last 3.25 seconds. That's enough for Double tap +1 Claymore shot (RC).

With Duration evolve you gain +1 Claymore shot above that. Works great with Javelin, Wraith and other weapons I have tested.

 

Also, 5b (Melee) needs to go, it's totally useless. A 7.5~10% faster run/walk evo would be really useful in field situations (say you need to close up a target or run to defend an ally) and complete the Adrenaline theme.

 

So Adrenaline Rush comes down to something like this:

Lv1: Effect Duration=2.5f. No time dilation. No changes in Cooldown. Free Reload.

Lv2: 25% Recharge speed (as it is).

Lv3: power duration 30% (3.25 sec)

Lv4: 40% DR (survivability) --- 20% Weapon Damage + 50% Time Dilation (so I'll choose TD if I want to).

Lv5: 100% power duration (5.75 sec) --- 7.5% faster run/walk under Rush.

Lv6: As they are.

 

That concludes Adrenaline Rush. It's more sophisticated and it has more applications than it has now.

 

Concussive shot: As it is, although i would like to see the Amplified evo in some form.

 

Frag Grenades: Buff 25% 6A and 6B (the one that was never given).

 

Carnage: Obviously a pun. It has my vote as the worst power in Me3. It was buffed 35 points of damage at some point. It needs about 70~80% more damage. Also, Carnage should have an extra multiplier when used with Shotguns.

 

Hunter mode: Nerf Vision range to 5~10m, buff 6A to 250%~200%.

 

Marksman: Instead of 6B (Recharge time), I'd like to see an evo about less heat production on old heat weapons, like Lancer, Csmg etc.

 

All Krogans: More Melee damage. Especially vs Armor.

 

Arc Grenades: Emp grenades should not damage armor at all. 6A should get you the chance to stagger enemies, much like Disruptor in SP.

 

Sticky Grenade: 4B to 50%, 6B to 60%. Time before detonation to 30 seconds.

 

Biotic Charge: 1 sec shorter cooldown.

 

Tactical Cloak: Yeah. Worst overall designed power, second only to Carnage. Too much duration (5.2 sec), too much damage, one free power, Insanly low cooldown. I really miss ME2 Cloak, which always gave me the tactical advantage over an enemy. ME3 TC should be split in 2 seperate powers, Tactical Cloak and, let's say, Assassination. I'd love to see some Infiltrators with that power. In order to balance TC i think it should be something like this:

 

bonusremovaldelay=0.3

damagebonus=0.2, 4b adds another 30%. Max 50%.

Damage applies ONLY to weapon damage, unless of course TC is specified otherwise (Asari)

Effect Duration = 3 sec, lv3 adds 30% to that. Lv3 cloak is 4 sec. 4a is 200% (cloak over 10 sec)

minimumcloakcooldown = 8f. It's absurd that Infiltrators do not care about the weight and are the fastest casters, too.

Targets loose you after 1 second under Cloak.

 

Overload: Jump time to 0.1 sec. Visually a lot better.

 

Snap Freeze: Remove ignoring walls.

 

Flamer: Mostly loved by Pugs. If this isn't annoying, I don't know what is. Fix accordingly.

 

d8b63c4.jpg

 

Shadow Strike: Faster animation.

 

Stim packs/Defence Matrix: F.U.B.A.R.

 

Biotic Explosions: Buff the maximum force of a BE to 2500N. Sending enemies flying never gets old.

 

Also, only Tech powers should prime and detonate Tech explosions. You know you're ruined when you're playing with 3 Adepts and a Paladin shows up.

 

 

Weapons & Ammo:

 

With a few exceptions, weapons are fairly balanced. I never liked the Rare-Ultra Rare thing, but it can't be helped either.

 

Incisor: +25% vs shields, remove all that recoil.

 

Krysae: Rof to 40, magazine to 4 rounds.

 

Striker: Reduce recoil.

 

Revenant: I loved this thing. The barrel sign "Caution HOT" gets me every time. The Revay desperately needs a Rof of about 800~850, and tremendous reductions in recoil and accuracy spread (0.8~1.6).  Lv10 weight to 1.80.

 

Reegar, Acolyte, Arc pistol: Recycle bin. Then, right click on the bin and select "Empty Recycle Bin".

 

Widow - Javelin: I always believed that Sp had a better balance between these two sniper rifles. Widow was a hair stronger, while Javelin had all the crazy tech.

 

Typhoon: Shorten ramp up time. Fix 10% DR.

 

Harricane: Boring weapon. Better balanced in SP.

 

Punisher: AP Recoil to 0. Then maybe Harricane gets some competition.

 

Spitfire: A kit with that gun can't carry it's own weight. Literally. Rof to 800.

 

Harrier: It's an ok weapon for Platinum. Needs more weight. LV10 weight to 1.50~1.60.

 

Suppressor: More spare ammo.

 

Cryo Ammo: Small damage to armor. I'd like to hear more ideas about Cryo Ammo.

 

Warp: I'd nerf Warp ammo to 35%~40% because 60% is too damn high. Keep Biotic damage as it is.

 

Drill Ammo: Has no purpose along Polonium. We already have AP and Incendiary.

 

Explosive Ammo: Delay to 0.1 sec. More needles per target and globally. Great with rapid fire weapons. 

 

Phasic: I'd like to see a new mechanic like the ones in ME1, not another Disruptor clone.

 

I've nothing to say about weapon attachments, If you have an idea, I'd like to hear it.

 

Gear: Delete Armor Compartments and Geth Scanner. Buff Thermal Clip Storage to 50%.

 

Enemies:

 

1) Bashees are boring.

 

2) Primes are way more boring.

 

3) Geth in general can cause a severe case of depression. 

 

4) Goons should have Eviscerators. And better animations.

 

5) I miss ME2 Scions. At least they staggered me once.

 

6) The Atlas should walk 3 times faster. And have Phantoms drive the unit, not the idiot Trooper who's enjoying the view while I unload my Claymore on his @ss.

 

7) Phantoms are the best. You see, a fight with a Phantom is never predictable: either you'll kiss the floor or she'll die in a spectacular way. Fix on-host DR, of course.

 

8) We should have Armax mirror as a faction.

 

9) Platinum should have more enemies per wave.

 

10) I'd like for ME:A to have a more realistic approach for enemy health. Armored enemies should be something like Brute, covered in armor pieces. Mechs and Synthetics should get armor as a health, whereas Scions, Banshees should have the Red "Organic" bar behind the usual Barriers. A Pretorian use have Yellow/Red, an Atlas Blue/Yellow (as it is) and so on and so forth. We could have Anti-Organics or Shredder rounds again.

 

Armor:

 

I hope you can collect armor pieces from the store and have your character more personalized. Needless to say, more colors, stripes and patterns are a must. I really want my old classy ME1 armor.

 

fe6feee.jpg

 

Gameplay:

 

1) Fitness or Melee damage should never in the same skill tree. 

 

2) Weapons should "bob" like ME1. A passive weapon skill could provide more handling, less recoil and more accuracy.

 

3) I'd like to see a class variant playstyle. E.g., Soldiers are the best to kill enemies but they suck in op waves (gain more time to complete a device or a hack zone where Engineers do it faster).

 

4) A lot more maps. And mods support.

 

Score & N7HQ:

 

1) No "finishing" a target bonus.

 

2) 50-50 points between primer and detonator.

 

3) Half the mooks points. Killing bosses depletes wave budget faster, not the other way around.

 

4) Cobra missiles (IF there are any) do not dent the wave budget at all, giving the user no points.

 

5) Every class/kit/power should have it's own banner.

 

6) N7HQ should provide specific info about the player's abilities/skills. Like statistics about the most used kit, how many times a weapon has been used, etc.

 

7) Medals should have no default cap. Like 5-10-20 headshots, etc.

 

 

Controls:

 

Map every key I want in my keyboard. Including "T" key.

No omni button.

No weapon auto reload. I repeat: NO weapon auto reload.

 

 

EDIT: Things I forgot to mention:

 

  • Viper rifle: ME2 Viper was much more enjoyable.
  • Talon Merc: I halved the Cain Mine's damage and they still were op. No grenade regeneration. Make Arrows a cooldown power, not a grenade.
  •  I'd like to see enemies fly/move to the ceilings like Geth Hoppers. I'm tired of that two-dimensional fighting. Imagine Phantoms would be as agile as Trinity from the Matrix. Just use some ME1 mechanics an ideas.

 

 

-------------------------------------------------------------------------------------------------------------------------------------------------------------

That's all. It took me hours to type the thing, but it was worth it. Sorry for my English. And I know it's BSN and all, but:

 

WGbW1.gif

 

[x] Stay Classy, BSN.


Modifié par Mission_Scrubbed, 22 mars 2016 - 10:42 .

  • Big Bad, Oni Changas, I_Never_Extract et 8 autres aiment ceci

#2
Onewomanarmy

Onewomanarmy
  • Members
  • 2 396 messages

Okay I didn't read all that cause.... it was too long. I'm just saying "hi", soooo HI :D


  • parico aime ceci

#3
Toddler Tosser

Toddler Tosser
  • Members
  • 193 messages

Stop giving the foot soldiers grenades, 80% of the time it's going to hit your forehead. Manage sync-kills better, go Dragon's Dogma's route with enemies grabbing you.

Give Krogans and bigger enemies armor.

 

bout it for me


  • I_Never_Extract aime ceci

#4
Draining Dragon

Draining Dragon
  • Members
  • 5 505 messages
I think we should nerf all the things people enjoy to the point of uselessness.
  • Eelectrica, 7twozero et Al Swearengen of Deadwood aiment ceci

#5
LoonySpectre

LoonySpectre
  • Members
  • 1 545 messages

 

F) Ops pack/Thermal Clips should be used during any frame, not just "standing" still. When I'm rolling, I want to be able to use a Tclip.

For this, entire game mechanics should be overhauled. You can't do anything during any animation except standing or walking.


  • I_Never_Extract aime ceci

#6
Loufi

Loufi
  • Members
  • 4 223 messages

I want to react about it... but I will need to find time to read it tomorrow. Already liked for the amazing effort.


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#7
The_Nightman_Cometh

The_Nightman_Cometh
  • Members
  • 2 259 messages

I really don't have any thoughts or expectations for ME:A MP at this time...I came here to give you a Like and give you applause for all the stuff that you wrote....u8awa.gif

 

you wrote lots and lots of stuff....I will read it more thoroughly in a bit

 

hope they keep the slayer though.....


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#8
Toddler Tosser

Toddler Tosser
  • Members
  • 193 messages

Btw OP, more than 80% of the things you labeled are most likely not going to be in ME:A. Considering the Milky Way is dead and gone and most of the powers are oriented to specific classes that are encompassed by the Milky Way itself. Thread is good for future reference and to tally examples of ME3MPs cancer.

Other than that, you may of just wasted a few hours of your life. 


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#9
PHILDARR

PHILDARR
  • Members
  • 66 messages

Just curious, what do you have against the Arc Pistol?



#10
Killroy

Killroy
  • Members
  • 2 838 messages

The hell is a "pug" in this context?



#11
Mission_Scrubbed

Mission_Scrubbed
  • Members
  • 209 messages

Just curious, what do you have against the Arc Pistol?

It weights nothing, it charges up almost instantly and it scores headshot damages like a freaking Black Widow. Yes, something's wrong here.

 

The hell is a "pug" in this context?

"Picked Up Game". Multiplayer term. It is also used to describe in one word the marvelous gems of online gaming.


  • I_Never_Extract, Draining Dragon, Quarian Master Race et 1 autre aiment ceci

#12
I_Never_Extract

I_Never_Extract
  • Members
  • 32 messages

I think this belongs to the ME3 MP section, but I agree in most things with you op, so take my like. :D


  • Mission_Scrubbed aime ceci

#13
Quarian Master Race

Quarian Master Race
  • Members
  • 5 440 messages

Gave you a like for effort put in, will probably have more specific comments when I can be bothered.

 

Just curious, what do you have against the Arc Pistol?

Provided you ignore the useless uncharged shots entirely, It's effectively a weightless Black Widow that ignores shieldgate and has 11 rounds (32/3) instead of 3 in the clip. Huge damage rate with perfect accuracy and no compromise in regard to cooldowns mean it's pretty much the most hilariously broken weapon in the game if you can aim well.

 

Albiet I, personally, think it should be. It was invented by Admiral Xen after all. Still, I have to admit such a weapon is very poor for balance. It's unquestionably the best weapon on about 75% of the MP kits in gold or platinum. Should have been more of a specialty weapon for shields/synthetics as described (where it would have fit well on kits with anti armour focused powers like the Quarian Engineer), but it shreds everything from barrier mooks to armored bosses at any range.


  • I_Never_Extract, Draining Dragon, Mission_Scrubbed et 1 autre aiment ceci

#14
holdenagincourt

holdenagincourt
  • Members
  • 5 035 messages

If Andromeda will have the same weapons, skills and trees as Mass Effect 3, of course.

 

It will not. The standard you're proposing, identical content and gameplay in every respect between the two, will not be met. You're talking about ME3 and not nonexistent public ME:A content so this is in the wrong subforum.

 

Relatedly, the balance of content that hasn't come out yet and is nowhere close to coming out cannot be debated.



#15
Kierro Ren

Kierro Ren
  • Members
  • 917 messages

"Picked Up Game". Multiplayer term. It is also used to describe in one word the marvelous gems of online gaming.

 

Never heard it said like that. Always heard it, put up group. Mostly in MMOs.



#16
CHRrOME

CHRrOME
  • Members
  • 676 messages

Well, all of this assuming of course that ME:A will be the exact same thing that ME3 in multiplayer (ultra rares, same weapons, same powers, same difficulty levels), which I will say "I Doubt it" but then I look at DA:I...   ...Anyways.

Don't agree with everything, but I like the overall idea of reviewing the whole thing. Because it certainly needs revision.

 

 

 Barriers & Shields should not be the same thing with different colors.  

 

 

So much this.

I stated a few times that barriers could provide more defense against tech-based powers and shields more defense against biotic-based powers (or vice-versa, whatever ends up making more sense). But it's just an idea.

-

 

 

 Ops pack/Thermal Clips should be used during any frame, not just "standing" still. When I'm rolling, I want to be able to use a Tclip.

 

 

I'm glad someone else pointed this. It's absolute BS not being able to use this consumables unless you are freezed on place and not being stunlocked and all that nonsense. That's the whole point of those consumables: to use them in emergencies.

-

 

 

 

Weapons & Ammo:

 

With a few exceptions, weapons are fairly balanced. I never liked the Rare-Ultra Rare thing, but it can't be helped either.

 

 

I'll have to disagree if we're talking about MP. Many weapons are a mess in terms of balance. Some weapons are utter garbage, and some other only effective when used with this or that AMP+Ammo type+kit.

Make use of the different types of defense health/shield/barrier/armor. We need more weapons that deal damage against specific defenses. Currently we don't have a lot. Perfect example is the Geth Pulse Riffle a.k.a. the Pop Corn Launcher, it does not have any bonuses against shields and the damage per shot is ludicrously low.

All weapons should be usable and all weapons should have a place. I don't care if it's a Harrier or an Avenger.

-

 

 

 

 

Cryo Ammo: Small damage to armor. I'd like to hear more ideas about Cryo Ammo.

 

Warp: I'd nerf Warp ammo to 35%~40% because 60% is too damn high. Keep Biotic damage as it is.

 

Drill Ammo: Has no purpose along Polonium. We already have AP and Incendiary.

 

Explosive Ammo: Delay to 0.1 sec. More needles per target and globally. Great with rapid fire weapons. 

 

Phasic: I'd like to see a new mechanic like the ones in ME1, not another Disruptor clone.

 

 

Cryo: I suggested once that it'd make more sense to apply a nice debuff to enemy accuracy when using cryo. Mainly because when you're shaking your accuracy goes to garbage. Take out armor damage, makes no sense (although, many things make no sense...).

Warp: Maybe a small debuff? I think it's fine as it is, I'm not a huge fan of warp anyways. Also, I said once that Warp should kill barriers while Disruptor should kill Shields.

Drill: As you've said, it's kind of redundant when we have AP already. Unless they can come with something really cool, it has little use. It occurred to me that it could work something like phasic, bypassing armor and directly damaging whatever is behind the armor (say, health).

Phasic: Has some potential. Make it bypass shields/barriers completely (or just a portion depending on lvl), and add a debuff to shield/barrier efficiency.

 

------

 

Some things I'd like to add:

*Armor for humanoid type npcs: No more nonsense. If I use throw on them they should fly around as if they didn't have the armor, they should be lifted by biotics too. Armor for humanoid should act as a layer of protection, not giving them immunity to powers.

*More bypassing for powers like throw, lift, etc.

*No "armor only" types of enemies (like dragoons). Behind the armor should be some sort of "health" for small that it may be.

*Consumable powers like grenades and the like should deal way more damage. It's a consumable, you can't spam it until the end of times as you can with normal powers.

*One key for running. One key for taking cover. One key for reviving. One "action" key (use/activate stuff). Burn the omnibar into the biggest fire the North has ever seen.

 

I overall prefer quantity over bullet-sponginess. I prefer to fight against 50 npcs rather than 5 bullet sponges. Mainly because it feels retarded to empty 10 magazines/thermal clips into one dude. But this is a bit of personal preference.

 

Lobbies: Ping, region, in which stage the mission is taking place, how many people is playing, if the mission has begun, and overall more information about the match. And for fuc* sake, dedicated servers already!

Network Code: for everything that's holy and pure, give us a good netcode this time. Pretty please.


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#17
parico

parico
  • Members
  • 2 389 messages

To much to read got bored a third of the way through it.  Considering that it's a new game on a different storyline.  I expect a completely different multiplayer game.  So like someone said earlier 80% of what you're discussing probably won't be in the game anyway. 



#18
Eckswhyzed

Eckswhyzed
  • Members
  • 1 889 messages

It will not. The standard you're proposing, identical content and gameplay in every respect between the two, will not be met. You're talking about ME3 and not nonexistent public ME:A content so this is in the wrong subforum.
 
Relatedly, the balance of content that hasn't come out yet and is nowhere close to coming out cannot be debated.

 
 

To much to read got bored a third of the way through it.  Considering that it's a new game on a different storyline.  I expect a completely different multiplayer game.  So like someone said earlier 80% of what you're discussing probably won't be in the game anyway.

This. OP, you're too bogged down in the weeds of balancing detail. A better thing to discuss would be the higher-level design problems to be addressed in the next game. A few that come to mind:

 

  • The colossal DPS gap between the bottom-tier weapons and the top-tier weapons, and how this relates to item acquisition. On that note, if we are to have item rarity, make the rarer weapons/drops occupy deeper niches. More sidegrades, less upgrades. And certainly no strict upgrades please.
  • The anti-synergies between certain powers and guns. Part of what makes ME3-MP fun to play is the sense of teamwork and accomplishment from comboing powers together - the flipside of this being the dreaded screenshake and combo antisynergy (tech combos vs biotic combos)
  • Store RNG. Let's not have progression completely dependent on random drops, shall we?
  • Promotion system - I think this worked fine in ME3 (where it was for bragging rights and challenges only) and was a total disaster in DA:I (where it turned you into an unstoppable ball of stats at a high number of promotes).


#19
Chealec

Chealec
  • Members
  • 6 508 messages

What makes you think that any of these things will actually be in ME:A MP?



#20
Derrame

Derrame
  • Members
  • 196 messages

i think the companions should use their powers, botics or technic or whatever, as often as in the first trilogy or even a little more often, it's awesom to see them throing nemies in the air or exploding them, makes the combat awesome 



#21
Cyonan

Cyonan
  • Members
  • 19 374 messages

I don't imagine the evolutions are going to be exactly as they were in ME3, and I suspect that Tactical Cloak is going to get a close look due to the balance of it during ME3 MP. As far as general ideas go, my thoughts on balance are:

 

> If grenades are going to be in the game and as spammable as they were by the end of ME3 MP, they shouldn't be capable of clearing entire spawns.

> More ability heavy kits should be able to rely on powers for damage. Equipping a Claymore(or a dozen other high DPS weapons) and ignoring powers almost completely shouldn't vastly out damage anything your powers can do, like it did for a lot of Engineers and Adepts in ME3 MP.

> Don't be scared to give a vastly underwhelming weapon a bigger buff rather than going along with half a dozen 10% increases like what happened to the Eagle. It was a while before that gun was any good.

> Be more cautious when nerfing stuff. It's sad to see Sabotage(AI Hacking route) and the Krysae in the state that they're in because they got crit with the nerf hammer and never received any significant buffs.

> My love of datamining and modding aside, the Coalesced file was a brilliant way to let BioWare address balance issues without needing to issue a full patch. Bring it back and keep the weekly balance changes. For the forum drama if nothing else =P

> Make more use of the defense multipliers and if possible make them able to be changed in the weekly balance change so you can use them to buff/nerf guns against specific things.

 

There's probably more if I thought more about it.


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#22
Sartoz

Sartoz
  • Members
  • 4 533 messages

                                                                                      <<<<<<<<<<(0)>>>>>>>>>>

 

Seems like you put some thought into it.

 

My beef with ME3MP is that biotics are at a disadvantage with some enemies or relegated to a support class. I consider this a balance issue. Biotics ought to kick better azz than the Neanderthal carrying weapon class. :lol:

 

My thoughts

"Balance" or " combat balance" needs to be defined because the basic stat of a Krogan =/= that of a human = no common baseline.  Implicit with this is the fact that some characters are automatically more "powerful" or can sustain more damage than others.   For example: I give you a human and a Krogam soldier class, same weapon, no consumables and each leveled up to max their stats. 

 

So, is DPS the only metric for tweaking balance? Is there agreement that the side with the "better warrior" has the advantage (ie: the Krogan or has a lvl 10 weapon).  Is a team of four top geared newbie Krogan players equal to a team of four mixed top geared but seasoned players? Does the computer opponent need to spawn 10 enemies or 12 to "equal" human ingenuity with a team of four? Is this considered to be a "balanced" combat?

 

So far, Bio's implementation of higher difficulties settings is to make the computer AI spawn more enemies with higher damage soaking abilities .  Until bio can implement a worthy AI opponent,  "fun" and "button smashing" combat is here to stay.

 

 

 

 

 

 

 

 


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#23
Loufi

Loufi
  • Members
  • 4 223 messages

I didn't react much about powers specific evos, because I think -or more exactly I hope- that ME:A will mainly features new content, but rather about general gameplay elements.   

 

4) Barriers & Shields should not be the same thing with different colors.  

 

Yes, with barriers more resistant to biotic attacks and shields to tech abilities.

 

5) I want to pick my own consumables. If I'm playing a Novaguard I'll favor Ops packs and Medigels over Thermal clips.

 

Interesting idea, favoring certain consumables over other ones would lead to more possible strategies. Adjustments would be needed however : I don't want to play with someone who nuke every spawns because he's carrying 12 missiles.  

 

 

Powers:

 

Grenades: ALL grenades should have the BlockedbyObjects actor, True. They should NOT be able to damage through walls.

 

Agreed. I'm not someone who want to nerf everything, because I consider that the game must not be playable only by the most dedicated players ; but yeah, grenades are OP in ME3. Making them not going through walls would, at least partly, balance them. I also think that Grenade Capacity 5 is too much : having a maximum of 4-5 grenades seems more fair to me.  

 

Tactical Cloak: Yeah. Worst overall designed power, second only to Carnage. Too much duration (5.2 sec), too much damage, one free power, Insanly low cooldown. I really miss ME2 Cloak, which always gave me the tactical advantage over an enemy. ME3 TC should be split in 2 seperate powers, Tactical Cloak and, let's say, Assassination. I'd love to see some Infiltrators with that power. In order to balance TC i think it should be something like this:

 

bonusremovaldelay=0.3

damagebonus=0.2, 4b adds another 30%. Max 50%.

Damage applies ONLY to weapon damage, unless of course TC is specified otherwise (Asari)

Effect Duration = 3 sec, lv3 adds 30% to that. Lv3 cloak is 4 sec. 4a is 200% (cloak over 10 sec)

minimumcloakcooldown = 8f. It's absurd that Infiltrators do not care about the weight and are the fastest casters, too.

Targets loose you after 1 second under Cloak.

 

Tactical Cloak needs a nerf, yep.  As you said, damage bonus only for weapon damage. I globally agree with your other proposals.

 

Also, only Tech powers should prime and detonate Tech explosions. 

 

I agree. On a sidenote, I would find awesome the possibility to do "mega" combos : explosions resulting from the use of more than 2 powers.  It would put the cooperative part of the MP on a other level, at least with friends.

 

 

Weapons & Ammo:

 

Cryo Ammo: Small damage to armor. I'd like to hear more ideas about Cryo Ammo.

 

A 30% damage bonus VS armor and health at level 4 + the slow down + the armor mitigation would make cryo a decent alternative to AP and IA.

 

Drill Ammo: Has no purpose along Polonium. We already have AP and Incendiary.

 

I like Drill the way they are. The possibility to shoot through everything and to consistently get double and even triple hits make them a very solid choice IMO.

 

 

Enemies:

 

7) Phantoms are the best. You see, a fight with a Phantom is never predictable: either you'll kiss the floor or she'll die in a spectacular way. Fix on-host DR, of course.

 

Yes. Alas they will likely not come back. 

 

 

 

Gameplay:

 

1) Fitness or Melee damage should never in the same skill tree. 

 

Agreed 100%.

 

4) A lot more maps. And mods support.

 

One of my first wish for ME:A. I would say that 20 totally different maps would be great.

 

 

Score & N7HQ:

 

2) 50-50 points between primer and detonator.

 

Yes.

 

4) Cobra missiles (IF there are any) do not dent the wave budget at all, giving the user no points.

 

Yes for the points, no for the wave budget. This last point would make certain PUGs games really too long, as well as solos.

 

7) Medals should have no default cap. Like 5-10-20 headshots, etc.

 

More detailed statistics, yes. 

 


  • I_Never_Extract et Mission_Scrubbed aiment ceci

#24
rocklikeafool

rocklikeafool
  • Members
  • 416 messages

Grenades: ALL grenades should have the BlockedbyObjects actor, True. They should NOT be able to damage through walls.

Why not? Regular grenades can do damage through walls in the real world. Usually that's because it blows through the wall and then the explosion also hits the person behind the wall...but details, details...



#25
Mission_Scrubbed

Mission_Scrubbed
  • Members
  • 209 messages

Thank you all for your opinions and replies.

 

 

1) I was thinking exactly the same thing about Barriers and Shields.

2) A nice suggestion about Cryo ammo.

3) I agree that Lift should work against "armor". Just use a Body-weight mechanic. For instance you could Lift a Dragoon or a Pyro, but not a Brute.

 

 
All weapons should be usable and all weapons should have a place. I don't care if it's a Harrier or an Avenger.

 

Believe me when I say that's my very way of thinking in every game I play. I'm with you 1000%. Actually I prefer a small number of weapons with differences among them (ME2) than have this mess ME3 is.

 

 

 

1) Grenades (alongside Rush and Claymore) are those things that came back from a previous Mass Effect and felt RIGHT. Grenades are perfectly balanced, damage and range wise. And Grenade Capacity is the best thing since sex. At least for higher difficulties. If it needs for GC to be restricted to Platinum, that's fine by me.

ME3MP set a new standard for me: In every game I play I want to spam grenades. I can't express how much an action shooter without grenades and GC awfully slow, repetitive, dull and boring would be. Just remove the "hit through wall" actor and we're all set. Don't ruin the fun.

2) With the exception of the Krysae, I don't thing that the nerfs were that significant. Remember Cloak? Still op. Hunter Mode? Fail. Stimpack/Matrix? Laughable at best. Cain/Flamer/Reegar? Never happened. 

Sabotage is still very usefull against synthetics and it's a must on the Quarian Infiltrator. Just buff the 1.8sec weapon overheat and it will be great.

3) Coalesced is a brilliant feature, indeed. I don't care if there's a new engine and stuff, If there's not a Coalesced present, I'm not even touching the game.

 

 

Why not? Regular grenades can do damage through walls in the real world. Usually that's because it blows through the wall and then the explosion also hits the person behind the wall...but details, details...

 

I know it's not real-world for grenades not to hit through walls, but unfortunately you have to do it in order to balance the game. Balance is a very, very important aspect of a game development. ME3Mp after the last 2 Dlcs was just repulsive.

 

 

   

 

1) You are spot-on about the restrictions on the equipment. But I was thinking that Rockets should be replaced by some sort of Heavy weapons, and their ammo is unlockable by packs in the store.

2) I disagree with you about grenades. I posted above my opinion.

3) About Cryo ammo, I was thinking that we have far too many ammo vs Armor: AP, Incendiary, Polonium, Drill and Warp. Some new useful mechanic use be refreshing.

Oh, and Warp ammo should be nerfed and should not damage Armor. At least balance Lv4 it at 20% vs armor, 60% vs Barriers. Not BOTH at 60%. Warp ammo should be a first choice for a biotic team, not everyone else.

4) Mega explosions seems an interesting idea.

5) Regarding about Rockets and wave budget, I have no objection. But the scorewhore, pug, should still  receive no points in order to prevent, you know, scorewhoring, pugging.

6) N7HQ needs a great overhaul. I have completed the Claymore points a thousant times, yet my Challenges say I have completed it only 9 times. I hope you know what I mean.

 

As for the rest, many thanks for your input.


  • I_Never_Extract et Loufi aiment ceci