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Post by The Joe-Man on Oct 8, 2017 2:33:24 GMT
Since Fernando has requested that we send numbers for specific weapon balance changes to him for review, testing and possible implementation I thought I would put some numbers together and see what you guys think. I've previously submitted changes for the Halberd and Sandstorm and although they haven't been implemented into the game yet, Fernando's comments makes me think that they will be coming soon. The main goal is to maintain a challenge while addressing some of the discrepancies that exist, especially when comparing Assault rifles to pistols as outlined here: bsn.boards.net/thread/13131/assault-rifles-pistols Previous suggestions where to change the Halberd from 189 damage and 300 ROF to 140 damage and 405 ROF, and the Sandstorm from 199 damage and 210 ROF to 500 damage and 100 ROF. RonnieBlastoff has made some great suggestions in regards to giving guns percent increases versus defences based on class I.E. Assault rifles should have 25% damage bonus to armour and shields etc. that I've tried to incorporate. Here's what I've come up with. Constructive feedback is welcome. ASSAULT RIFLES
Valkyrie
Damage increase from 190 to 202. Gun is currently equal to the Hornet (Gold) in DPS and damage per trigger pull up until level VII. Damage boost will help make it worth of UR status. PAW
Damage increase from 74 to 90 Makes DPS 900 which is lower than other URs but given its extreme accuracy, existing bonus to shields and priming ability this seems like a fair tradeoff. Revenant
Add 25% damage to Armour Current DPS is good for a gold gun. Adding the damage boost to armour only will make the gun more competitive on higher difficulties (956 DPS vs armour) without breaking bronze and silver. Thokin
Decrease reload to 1.75 seconds Current DPS and accuracy is good but the gun pails in comparison to several pistols because of the long 2 second reload. Shortening it will make the gun more viable against large enemies. Avenger S
Damage increase from 79 to 91 Even thought the gun is light and accurate the current DPS of 691 is just too low for a gold gun. New DPS 796. Ghost
Damage increase from 58 to 63. Add 25% damage vs armour and shields. Currently this gun is horrible. The large 75 shot clip does not warrant a 580 DPS even when taking into consideration the guns accuracy after it "reverse blooms". The changes keep the guns characteristics and requirement for headshots versus redbars and increase DPS to a still, relatively modest, 787.5 vs shields and armour. Falcon
Damage increase from 498 to 560. The Falcon is currently outclassed by the Scorpion, Sovoa and Naladen and is the hardest to use because of the way the projectile bounces as well as its travel time. Sweeper
Damage increase from 115 (x3) to 140. Makes the gun competitive versus the Hornet having a lower DPS, 840 vs 1210, but more damage per trigger pull, 420 vs 362. SHOTGUNS
Katana S
Damage increase from 756 to 800. The Katana S is currently outclassed in every category, except force, by the Disciple which is a silver tier gun. This damage increase puts it slightly ahead. A larger increase isn't needed because the force difference makes for a notably different player experience. Crusader
Increase clip size from 4 to 6. The Crusader is currently only usable on kits that have Munitions Training because of the 25% clip size bonus. This increase will make the gun more accessible. Piranha
Damage increase from 544 to 680. This will help get the Piranha back inline as a viable alternative to the Shorty, giving both equal per-clip damage. The Piranha remains less accurate and heavier. PISTOLS
Charger S
Add 15% damage versus shields. This will help define the guns role as an anti-shield weapon. Eagle
Add 25% headshot damage. Current DPS is too low for an ultra rare but the Eagle is very accurate. Adding a headshot damage bonus will help define it a little better. Predator S
Add 25% damage versus armour This will help define the guns role as an anti-armour weapon. Hornet, Hurricane, Silhesh, Rozerad
These all need to have their recoil, in the form of muzzle climb, increased pretty drastically. I can't find any numbers on recoil values so I can't really provide any. The PAW has a pretty hefty muzzle climb when blind firing from behind cover. I would start there and work backwards. We don't want to make these guns unusable but "give them life" while also giving the player a reason to try other things.
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imversatile
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Post by imversatile on Oct 8, 2017 8:39:28 GMT
These are great suggestions. I hope they see this.
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coldsteelblue
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Post by coldsteelblue on Oct 8, 2017 8:50:54 GMT
Looks good, but I'm pretty thick when it comes to this sort of thing, how to you actually calculate dps? And please explain it like you're talking to a moron.
Thanks
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Post by RonnieBlastoff on Oct 8, 2017 12:13:43 GMT
Since Fernando has requested that we send numbers for specific weapon balance changes to him for review, testing and possible implementation I thought I would put some numbers together and see what you guys think. I've previously submitted changes for the Halberd and Sandstorm and although they haven't been implemented into the game yet, Fernando's comments makes me think that they will be coming soon. The main goal is to maintain a challenge while addressing some of the discrepancies that exist, especially when comparing Assault rifles to pistols as outlined here: bsn.boards.net/thread/13131/assault-rifles-pistols Previous suggestions where to change the Halberd from 189 damage and 300 ROF to 140 damage and 405 ROF, and the Sandstorm from 199 damage and 210 ROF to 500 damage and 100 ROF. RonnieBlastoff has made some great suggestions in regards to giving guns percent increases versus defences based on class I.E. Assault rifles should have 25% damage bonus to armour and shields etc. that I've tried to incorporate. Here's what I've come up with. Constructive feedback is welcome. ASSAULT RIFLES
Valkyrie
Damage increase from 190 to 202. Gun is currently equal to the Hornet (Gold) in DPS and damage per trigger pull up until level VII. Damage boost will help make it worth of UR status. PAW
Damage increase from 74 to 90 Makes DPS 900 which is lower than other URs but given its extreme accuracy, existing bonus to shields and priming ability this seems like a fair tradeoff. Revenant
Add 25% damage to Armour Current DPS is good for a gold gun. Adding the damage boost to armour only will make the gun more competitive on higher difficulties (956 DPS vs armour) without breaking bronze and silver. Thokin
Decrease reload to 1.75 seconds Current DPS and accuracy is good but the gun pails in comparison to several pistols because of the long 2 second reload. Shortening it will make the gun more viable against large enemies. Avenger S
Damage increase from 79 to 91 Even thought the gun is light and accurate the current DPS of 691 is just too low for a gold gun. New DPS 796. Ghost
Damage increase from 58 to 63. Add 25% damage vs armour and shields. Currently this gun is horrible. The large 75 shot clip does not warrant a 580 DPS even when taking into consideration the guns accuracy after it "reverse blooms". The changes keep the guns characteristics and requirement for headshots versus redbars and increase DPS to a still, relatively modest, 787.5 vs shields and armour. Falcon
Damage increase from 498 to 560. The Falcon is currently outclassed by the Scorpion, Sovoa and Naladen and is the hardest to use because of the way the projectile bounces as well as its travel time. Sweeper
Damage increase from 115 (x3) to 140. Makes the gun competitive versus the Hornet having a lower DPS, 840 vs 1210, but more damage per trigger pull, 420 vs 362. SHOTGUNS
Katana S
Damage increase from 756 to 800. The Katana S is currently outclassed in every category, except force, by the Disciple which is a silver tier gun. This damage increase puts it slightly ahead. A larger increase isn't needed because the force difference makes for a notably different player experience. Crusader
Increase clip size from 4 to 6. The Crusader is currently only usable on kits that have Munitions Training because of the 25% clip size bonus. This increase will make the gun more accessible. Piranha
Damage increase from 544 to 680. This will help get the Piranha back inline as a viable alternative to the Shorty, giving both equal per-clip damage. The Piranha remains less accurate and heavier. PISTOLS
Charger S
Add 15% damage versus shields. This will help define the guns role as an anti-shield weapon. Eagle
Add 25% headshot damage. Current DPS is too low for an ultra rare but the Eagle is very accurate. Adding a headshot damage bonus will help define it a little better. Predator S
Add 25% damage versus armour This will help define the guns role as an anti-armour weapon. Hornet, Hurricane, Silhesh, Rozerad
These all need to have their recoil, in the form of muzzle climb, increased pretty drastically. I can't find any numbers on recoil values so I can't really provide any. The PAW has a pretty hefty muzzle climb when blind firing from behind cover. I would start there and work backwards. We don't want to make these guns unusable but "give them life" while also giving the player a reason to try other things. I actually don't have time to list but I'll give it a toss on URs ♦Soned 30% S/A Mod Slows enemy movement like Anointed Bullets slow players. (slight cryo effect....the hell are sharpshooters Usain Bolting when they are getting sprayed by a machine gun...) ♦P.A.W. Same or FASTER recharge speed than Scattershot... up 15% to 30% S mod, or/and give it the same dam per bullet bonus Shadow has.... the fuck....(0.5 damage increase per bullet landed shyt give it 1.0) ♦Valkyrie Either remove the (delay) of 2 burst per second to make it actually shoot at 500RPM (its 240...[4bullets x 60 seconds] ) or give it 25% S/A/H mod ♦Rozerad 40% S mod -30% A mod Increase bloom (or decrease accuracy) to where it reaches max bloom 50% faster ♦Hurricane 50% S mod -50% A mod Highest recoil of any gun in the game. ♦Ushior Give gun force (not sure if it has it yet, Ushior imo is best balanced gun in the game) or built in piercing. MAYBE 20% A mod ♦Eagle Headshot mod is a perfect idea. 15% A mod ♦Piranha Built in piercing mod ♦Dhan -15% A mod (in the right hands, this gun is WAY to powerfull) ♦Crusader ....Increase RoF or Increase damage from 808-900s Add 25% headshot mod (its a sniper rifle...) Increase force to same as Dhan Built in Piercing Mod 30% A Mod -20% S Mod ♦Valiant Needs a Headshot mod.. not as much as Vanquisher, maybe 35%? Add MORE recoil....I want to spin around 180° when I fire.... 15% A Mod ♦Inferno Same recharge speed as scattershot... nothing more. This gun is really really good. ♦Naladen Needs larger AoE, as all AoE weapons do. 15% S mod 15% H mod ♦Black Widow Who... the fuck... thought it was a good idea... to remove the piercing mod... 1.5m piercing distance please... Add more recoil per shot. 20% A mod -20% S mod ♦Kishock Needs a very large accuracy buff while moving (not sure if this is intended) Also would say when equipped with a piercing mod, should pierce... ♦♦♦♦♦This is only a rough estimate, and still doesn't account for MASSIVE other DRASTIC NEEDED changes like♦♦♦♦♦♦All burst fire weapons (Hornet,Valkyrie, Incisor ect..) DO NOT fire at listed RoF, I forget the post but these weapons fire literally 2 burst per second. ♦Recoil besides on a few weapons is non-existant, and I am 100% convinced that weapon balancing is based off of most weapons having no recoil, totally screwing balance all together. Weapons like Hurricane are more "overpowered" because it, compared to something like a Soned, it has no recoil. After 2 seconds if my reticle was aimed toward the sky by holding the trigger, I'd surely select a Soned over a Hurricane. ♦Headshots are still an issue *(though not as much as BSN makes it seem, most of you people honestly just can't fucking aim for shyt) I can with at least 80% reliability land a headshot on an enemy, off host with a Dhan. The only enemies that either I don't know the weakpoint or are really broken are Hydras. Actually should start calling it "brainshots" headshot is not shooting an enemy in the mouth. (which most people are doing) ♦Charging weapons (Venom, Kishock, Lanat?) are so "uncomfortable" to use do to the nature of the game, that the present damage/perks of using the weapons don't outweigh the sacrifices of immobility and charge time. *Kishock is actually in a different category, this gun is illegal damage one shoting gold enemies with no weapon damage mods. BUT BUT BUTT BUT BUT... the kishock accuracy is inconsistent. Either that or accuracy is to diminished while moving and firing. To offset I would be so moved to say charging weapons should have either a single shot prime effect, or the highest most ridiculous S/A/H AoE mods in the game.
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RonnieBlastoff
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Post by RonnieBlastoff on Oct 8, 2017 12:41:41 GMT
Thank you by the way for mention The Joe-Man , but I am not due any credit at all. Just tossing personal trollstyle opinions on things that were clearly removed from the previous versions of Mass Effect, that were in this case NEEDED to maintain gun/game balance. On a serious note I do bash and spew ridiculous nonsense at bioware and on the forums to pass toilet time, but I play this game almost everyday, and get enough enjoyment out of it to continue. I also respect the "art" of the devs and creations behind MEA. So speaking only from my personal opinion do I suggest a roll back on the dream of what I assume to be Andromeda. I believe in a new start and new beginnings ..... .... .... ... but holy shyt dude....who REALLY planned/executed/delivered these weapons like this? A shooter game is about shooting. If in any way, be it from the weapons, to headshots not being registered to lag making it so you don't hit anything, if a shooter game is not solid, it won't be played for shooting. MEA is a roleplaying RPG at its core, with shooting as a means for conflict within the story. The shooting has to be fun at all times or it dies. There is absolutely, and I speak from 20+ years of experience, no shooter game that someone plays where the shooting is not fun, or solid enough to give the player the primal psychological orgasm behind all shooter games. MEA is giving me a 70% morphine dose at max. And I am simple. People have left mass effect (MP) because the core is broken, nothing to do with loot pool, because as I said earlier, if you got 3 new versions of every weapon you enjoyed using, would it seem so terrible? The guns are imo ~80% of the issue that is mass effect andromeda MP. And from MP, you get funds from micro$$$, no one wants to pay for 20% of anything.
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Post by Kenny Bania on Oct 8, 2017 14:08:41 GMT
People have left mass effect (MP) because the core is broken, nothing to do with loot pool Bullshit.
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Post by RonnieBlastoff on Oct 8, 2017 14:52:05 GMT
People have left mass effect (MP) because the core is broken, nothing to do with loot pool Bullshit. Well fill me in on the head knowledge Kenz. What is it EXACTLY that you believe is the reason you left, and be so accurately direct you hit a single proton in an atom... :gentleman: What is it that you believe is the reason MEAMP and only Multiplayer failed?
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Post by PATPATPATlol on Oct 8, 2017 14:58:08 GMT
I'd say it was definitely the loot pool explosion.
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Post by RonnieBlastoff on Oct 8, 2017 15:07:31 GMT
I'd say it was definitely the loot pool explosion. When you say this be specific. What is it about the explosion that you didn't "appreciate?" There are only a few select people that have been effected negatively in any way by the "loot explosion." Most people just don't understand how the loot system worked, (including myself). Please explain the reason.
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The Joe-Man
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Post by The Joe-Man on Oct 8, 2017 21:25:31 GMT
I've been complaining about weapon recoil and haptic feedback since day one. It feels really off. While researching these changes I loaded up Mass Effect 3 to remind me of the way it used to be. I grabbed a human soldier and gave him a Revenant and Hurricane, neither equipped with stability mods. It was like holding a fire hose. The Revenant jumped around the screen with each round and the muzzle climb on the Hurricane had me shooting into the sky. Their recoil meant I had to give up a mod slot to a stability mod for each. The Harrier, on anyone but a turian, had to be pulse fired to stay on target. The full-autos in ME:A feel like point, click and hold until the enemy is dead. There's much less skill required to stay on target. I've also been playing the Star Wars Battlefront beta lately and the guns feel the same way though so this isn't something unique to ME:A. It's probably just to appeal to casual gamers. Maybe. I don't know.
It's all kind of moot now as I don't think a complete revamp to the way the guns feel is in the cards, or appropriate. That's why my suggestions are more geared towards getting guns that nobody uses up inline with the ones people are using. If I were doing this from scratch the values would be different. The weight system would work differently. Armour damage reduction and shield gating would work differently. The only nerf I'm suggesting is more recoil on the SMGs and even that will/would be met with negative blowback by the playerbase. There isn't a lot of goodwill left, which sucks. I wish it were different. I don't think anyone would accept their current favorite or highest ranked gun suddenly getting a damage penalty versus armour.
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Post by kaileena_sands on Oct 8, 2017 21:40:10 GMT
That's why my suggestions are more geared towards getting guns that nobody uses up inline with the ones people are using. If I were doing this from scratch the values would be different. The weight system would work differently. Armour damage reduction and shield gating would work differently. The only nerf I'm suggesting is more recoil on the SMGs and even that will/would be met with negative blowback by the playerbase. There isn't a lot of goodwill left, which sucks. I wish it were different. I don't think anyone would accept their current favorite or highest ranked gun suddenly getting a damage penalty versus armour. This and your whole OP post are really good. I, too, really don't think that nerfing the Hurricane and co. will do any good at this point of time. But I am all for returning some life and recoil to them. To be honest, I have more fun with the ME3 hurricane because it just feels... good and you're still involved in the situation in a way. Here, it's just click the trigger and leave it to do its thing while you mentally check out. Wanted to say about the Crusader - I think it's good even with its current amount of shots (not that I am against giving it more). Imho, its main problem is still the fact that unless you're on host and on a perfect connection, its hit detection is all over the place. I play with a good host and sometimes playing with it is just so fun, and sometimes on the very next game (I guess when the connection is slightly worse) it's just an exercise in frustration with point-blank shots missing. But BW won't do anything about it of course, so I guess giving it more shots per clip is an acceptable compromise. Also the Silhesh? Is this gun actually good? I tried it once and it seemed meh to me (of course it was l1 and I was comparing it to high level Hurricane and Rozerad) so maybe I've missed the hype. P.S. I am really excited about them buffing other guns - I want more options! More variety!
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Post by shinobiwan on Oct 8, 2017 22:00:04 GMT
Isn't this like the third time they've asked for this and you've done it? Why are you working for them for free, especially when they keep ignoring you?
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The Joe-Man
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Post by The Joe-Man on Oct 8, 2017 22:39:47 GMT
Isn't this like the third time they've asked for this and you've done it? Why are you working for them for free, especially when they keep ignoring you? I'm off on short term disability right now having just had knee surgery. Nothing else to do 😁. Plus I want to help. It IS frustrating that they haven't implemented my Sandstorm and Halberd changes yet though.
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Post by The Joe-Man on Oct 8, 2017 23:02:23 GMT
That's why my suggestions are more geared towards getting guns that nobody uses up inline with the ones people are using. If I were doing this from scratch the values would be different. The weight system would work differently. Armour damage reduction and shield gating would work differently. The only nerf I'm suggesting is more recoil on the SMGs and even that will/would be met with negative blowback by the playerbase. There isn't a lot of goodwill left, which sucks. I wish it were different. I don't think anyone would accept their current favorite or highest ranked gun suddenly getting a damage penalty versus armour. This and your whole OP post are really good. I, too, really don't think that nerfing the Hurricane and co. will do any good at this point of time. But I am all for returning some life and recoil to them. To be honest, I have more fun with the ME3 hurricane because it just feels... good and you're still involved in the situation in a way. Here, it's just click the trigger and leave it to do its thing while you mentally check out. Wanted to say about the Crusader - I think it's good even with its current amount of shots (not that I am against giving it more). Imho, its main problem is still the fact that unless you're on host and on a perfect connection, its hit detection is all over the place. I play with a good host and sometimes playing with it is just so fun, and sometimes on the very next game (I guess when the connection is slightly worse) it's just an exercise in frustration with point-blank shots missing. But BW won't do anything about it of course, so I guess giving it more shots per clip is an acceptable compromise. Also the Silhesh? Is this gun actually good? I tried it once and it seemed meh to me (of course it was l1 and I was comparing it to high level Hurricane and Rozerad) so maybe I've missed the hype. P.S. I am really excited about them buffing other guns - I want more options! More variety! Good point about the Crusader. It's a lot of fun but those misses are costly. Ronnie is also right that it should pierce natively but I'm not sure that can be done without a patch as there are currently no guns that can do that. At rank 1 the Silhesh outperforms the Thokin because of its larger clip size and faster reloads. The nature of the rounds both guns fire makes the Thokin's greater accuracy moot. It's not as good as the Hurricane but then again what is?
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Post by RonnieBlastoff on Oct 8, 2017 23:45:35 GMT
If all else is impossible, i'm not going to lie, I would just take nerfs on the hurricane and dhan, just so other weapons are more on par with them. I've been running shyts and giggles builds lately, (vanguard with kishock, Hadept with Soned) What really is annoying is that these guns aren't that terrible, but having other more reliable options like the hurricane, these guns are being used just cause i'm bored with the hurricane/dhan. That is a compromise for fun...
Fixing whatever is causing the burst fire mechanics on burst weapons to fire in 2s would also fix some imbalance issues. Just so people become aware, shorty also suffers from this issue. Try for yourself and fire more than 2 burst per second. Your aren't going to reach 400 RPM. Every, single burst fire weapon does this...which has me under the impression either I'm mentally speeding up time, or the listed RPMs on each of these guns are just made up. I would really love to see a dev video showing the performance of some of these weapons.
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Post by Lvca on Oct 9, 2017 1:12:01 GMT
I don't really play this game since months ago (I have played a handful of matches here and there but that's it), but the idea that high power guns should have high recoil (vertical kick) with the TTKs in this game is questionable to say the least. Full autos are pain to use if you use mid to low sensitivities. It's fine on semiautos.
Using examples from ME3, the Lancer is nearly unusable for me (meaning I run out of mousepad/desk space) aiming down sights without extra stability on Platinum. The hurricane I either hipfire at close range of go into hard cover for ADS. The saber or blackwidow on the other hand are fine because of the slower firerate. I play at around 25-30 cm/360.
My 2 cents.
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thejoeman
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Mass Effect Andromeda
BloodRed Thorne
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Post by The Joe-Man on Oct 9, 2017 2:14:04 GMT
If all else is impossible, i'm not going to lie, I would just take nerfs on the hurricane and dhan, just so other weapons are more on par with them. I've been running shyts and giggles builds lately, (vanguard with kishock, Hadept with Soned) What really is annoying is that these guns aren't that terrible, but having other more reliable options like the hurricane, these guns are being used just cause i'm bored with the hurricane/dhan. That is a compromise for fun... Fixing whatever is causing the burst fire mechanics on burst weapons to fire in 2s would also fix some imbalance issues. Just so people become aware, shorty also suffers from this issue. Try for yourself and fire more than 2 burst per second. Your aren't going to reach 400 RPM. Every, single burst fire weapon does this...which has me under the impression either I'm mentally speeding up time, or the listed RPMs on each of these guns are just made up. I would really love to see a dev video showing the performance of some of these weapons. The listed ROF of burst fire guns is the time between shots within the burst. The refire time is what's causing the issue.
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Nov 15, 2024 18:18:41 GMT
12,048
Pounce de León
Praise the Justicat!
7,945
August 2016
catastrophy
caustic_agent
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Post by Pounce de León on Oct 9, 2017 8:48:06 GMT
... The shooting has to be fun at all times or it dies. There is absolutely, and I speak from 20+ years of experience, no shooter game that someone plays where the shooting is not fun, or solid enough to give the player the primal psychological orgasm behind all shooter games. MEA is giving me a 70% morphine dose at max. And I am simple. ... Would have disagreed with it before MEA, but when it released the powers were so shit that the shooty stuff really shone through being sad as well. No wonder I resorted to punching.
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lecorsob
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July 2017
lecorsob
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Post by lecorsob on Oct 9, 2017 9:06:19 GMT
If all else is impossible, i'm not going to lie, I would just take nerfs on the hurricane and dhan, just so other weapons are more on par with them. I've been running shyts and giggles builds lately, (vanguard with kishock, Hadept with Soned) What really is annoying is that these guns aren't that terrible, but having other more reliable options like the hurricane, these guns are being used just cause i'm bored with the hurricane/dhan. That is a compromise for fun... In my quest to complete all of the weapon challenges (almost done, 5 weapons to go), I've had to endure some weapons. I completed the Hurricane a couple of days ago. Although it dishes out a ton of damage, I find it boring to use. If you don't equip an ammo reserve booster, it feels like the Harrier and you keep running to the ammo box. Also, I've found that most people sporting a hurricane end up playing the weapon, not the class they're using, which is sad.
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Nov 15, 2024 18:18:41 GMT
12,048
Pounce de León
Praise the Justicat!
7,945
August 2016
catastrophy
caustic_agent
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Post by Pounce de León on Oct 9, 2017 9:12:12 GMT
If all else is impossible, i'm not going to lie, I would just take nerfs on the hurricane and dhan, just so other weapons are more on par with them. I've been running shyts and giggles builds lately, (vanguard with kishock, Hadept with Soned) What really is annoying is that these guns aren't that terrible, but having other more reliable options like the hurricane, these guns are being used just cause i'm bored with the hurricane/dhan. That is a compromise for fun... In my quest to complete all of the weapon challenges (almost done, 5 weapons to go), I've had to endure some weapons. I completed the Hurricane a couple of days ago. Although it dishes out a ton of damage, I find it boring to use. If you don't equip an ammo reserve booster, it feels like the Harrier and you keep running to the ammo box. Also, I've found that most people sporting a hurricane end up playing the weapon, not the class they're using, which is sad. Yea, now think about the people that ended up playing the Charger, because the powers sucked balls at first. THAT was sad.
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RonnieBlastoff
N3
Making a grilled cheese sandwhich with bottled blue cheese.
Games: Mass Effect Trilogy, Mass Effect Andromeda
Origin: RonnieBlastoff
Posts: 754 Likes: 1,017
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Sept 3, 2018 11:45:20 GMT
1,017
RonnieBlastoff
Making a grilled cheese sandwhich with bottled blue cheese.
754
June 2017
ronnieblastoff
Mass Effect Trilogy, Mass Effect Andromeda
RonnieBlastoff
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Post by RonnieBlastoff on Oct 9, 2017 10:21:58 GMT
In my quest to complete all of the weapon challenges (almost done, 5 weapons to go), I've had to endure some weapons. I completed the Hurricane a couple of days ago. Although it dishes out a ton of damage, I find it boring to use. If you don't equip an ammo reserve booster, it feels like the Harrier and you keep running to the ammo box. Also, I've found that most people sporting a hurricane end up playing the weapon, not the class they're using, which is sad. Yea, now think about the people that ended up playing the Charger, because the powers sucked balls at first. THAT was sad. Not saying the characters, cooldowns, power recycling on every kit thing isn't a BIG issue as well. Just putting it out that in a shooter game the guns most have weight and substance. As said earlier in thread, the guns casual catering "perks" are so intense its knocking the overall guns balance out of whack. Hurricane isn't so much boring, as its just not any different from any other full auto gun in terms of how it behaves. Its RoF and Damage, and that simplification is boring. Lol and lets not get out of hand here, charger is bacon flavored olive oil vodka, the gun is silver at its best performance.
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lecorsob
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July 2017
lecorsob
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Post by lecorsob on Oct 9, 2017 12:09:59 GMT
The thing that pisses me the most is the fact that weapons lack impact. You don't feel like you're hitting something. I was using the shorty at point blank against an outlaw, the dude wouldn't even get staggered. But then again, I'm still playing so they must be doing something right And only 3 weapons to go and all those blue circles will be filled and my OCD satiated! Shorty, 500 points (lol) Crusader (around 5k to go) and Silesh (130k to go), which I unlocked yesterday. Still no sign of the Sovoa. It took me a month to get the Silesh, so I guess I'll get it next month.
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DoctorFox
N3
Games: Mass Effect Trilogy, Mass Effect Andromeda
Posts: 433 Likes: 572
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DoctorFox
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Mar 19, 2017 21:42:40 GMT
March 2017
doctorfox
Mass Effect Trilogy, Mass Effect Andromeda
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Post by DoctorFox on Oct 9, 2017 20:50:38 GMT
Changing a few numbers server-side to balance guns is certainly possible. They used to do it without patches in ME3 MP every few weeks. But so far we've seen absolutely no willingness from Bioware to even touch the game. The recent character and gun additions were already released in patch 1.10 (i.e. they were already in the game). Bioware simply flipped them on to become droppable. But a balance patch requires thought and effort and that is something Bioware has refused to apply since they notified the public that there would be no more support for the game. Despite that, i too would love some balance changes - particularly buffs to weak Ultra Rare class weapons (looking at you Valiant/Inferno/Eagle/PAW/Sovoa)
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RonnieBlastoff
N3
Making a grilled cheese sandwhich with bottled blue cheese.
Games: Mass Effect Trilogy, Mass Effect Andromeda
Origin: RonnieBlastoff
Posts: 754 Likes: 1,017
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8597
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Sept 3, 2018 11:45:20 GMT
1,017
RonnieBlastoff
Making a grilled cheese sandwhich with bottled blue cheese.
754
June 2017
ronnieblastoff
Mass Effect Trilogy, Mass Effect Andromeda
RonnieBlastoff
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Post by RonnieBlastoff on Oct 9, 2017 22:41:20 GMT
Changing a few numbers server-side to balance guns is certainly possible. They used to do it without patches in ME3 MP every few weeks. But so far we've seen absolutely no willingness from Bioware to even touch the game. The recent character and gun additions were already released in patch 1.10 (i.e. they were already in the game). Bioware simply flipped them on to become droppable. But a balance patch requires thought and effort and that is something Bioware has refused to apply since they notified the public that there would be no more support for the game. Despite that, i too would love some balance changes - particularly buffs to weak Ultra Rare class weapons (looking at you Valiant/Inferno/Eagle/PAW/Sovoa) The ammo and mod packs in the store were a nice addition that was completely unexpected! BUT... and I mean a big juicy chocolate girl butt! Its a means of getting more micro transactions, which honestly is nothing more than proof bioware is willing to make changes, but only for specific means.
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DoctorFox
N3
Games: Mass Effect Trilogy, Mass Effect Andromeda
Posts: 433 Likes: 572
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DoctorFox
433
Mar 19, 2017 21:42:40 GMT
March 2017
doctorfox
Mass Effect Trilogy, Mass Effect Andromeda
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Post by DoctorFox on Oct 10, 2017 13:27:27 GMT
Loot pool explosion was not necessarily a bad thing but having such a tiny drop rate for UR's is what pissed me off and caused me to play less. I came back a week ago to try the new Jumbo Premium Pack. I opened 2 of them and got only fucking consumable ammo. I then opened 8 Arsenal Packs - again just fucking shitty ammo, no guns (and i have tons of UR variants left to unlock). Seriously fuck this shitty useless RNG drop rate. I poured hours into this game winning match after match in platinum mode only to be rewarded with nothing.
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