Post by KrrKs on Oct 31, 2017 18:09:31 GMT
As previously stated in the title I'd like a few other opinions about weapons balancing in ME:A SP.
There are certain problems I have with the current balance in SP. In no particular order:
So I did way too much number crunching in a messy spreadsheet and a little bit of play-testing and came up with a balancing mod that fits a bit better to my own expectations.
The question now is whether these expectations are shared by others, or do you feel that certain weapons should behave differently?
Also, I need others to verify that I didn't do something completely stupid, like accidentally giving the Hurricane X a heat sink size of 1200 instead of altering its fire-rate as intended.
So here is the link to V1.3c: AndromedaFirearmsRebalanced
It contains the mod files for application via Frosty Mod Manager
The Project file for the editor. can also be found in the download section.
Linked are the 1.05.9 versions, from the frosty page: frostytoolsuitedev.gitlab.io/. The Rebalance mod itself was created (mostly) using version 1.0.3alpha4 of the toolset.
Please post any remarks, found curiosities and similar in this thread!
Personally I'm pretty pleased with most weapons as of now, but there are still some that don't quite make sense to me because they are either still way too powerful (mostly shotguns) while others feel a bit too weak despite being exactly right according to my numbers.
As I touched several of the impact files, I also included incendiary-ammo's 25% anti armor bonus to each sp weapon. So If you already use the other mod that does that, you will not miss anything there. Just load the rebalance mod later in the load order, to keep the other effects of both mods intact.
The complete list of changes to the base game can be found in the spoiler below.
There now also an additional file on the mod's Nexus page, rebalancing the MP weapons made availbe by LegendDarkness97's ME Andromeda Weapon Pack. As it also fixes a couple bugs and inconveniences related to those weapons, I'd suggest checking this out if you use them.
There are certain problems I have with the current balance in SP. In no particular order:
- Currently the balancing is all over the place, some uncommon weapons do more DPS than certain ultra rare ones, and the overall most powerful weapon is probably the rare Hesh shotgun.
- Furthermore, some weapons increase their damage from rank one to ten by 71%, while others only gain 53%. So weapons do not scale uniformly with rank, shifting their effectiveness when compared to others.
- The behaviour of certain Milky Way weapons is drastically different from their trilogy one, e.g., the 6-shot Carnifex suddenly has 8 shots in Andromeda, anti shield shotguns gain an anti armour damage bonus, 8- or 6- Pellet weapons shoot 7 pellets, etc.
So I did way too much number crunching in a messy spreadsheet and a little bit of play-testing and came up with a balancing mod that fits a bit better to my own expectations.
The question now is whether these expectations are shared by others, or do you feel that certain weapons should behave differently?
Also, I need others to verify that I didn't do something completely stupid, like accidentally giving the Hurricane X a heat sink size of 1200 instead of altering its fire-rate as intended.
So here is the link to V1.3c: AndromedaFirearmsRebalanced
It contains the mod files for application via Frosty Mod Manager
The Project file for the editor. can also be found in the download section.
Linked are the 1.05.9 versions, from the frosty page: frostytoolsuitedev.gitlab.io/. The Rebalance mod itself was created (mostly) using version 1.0.3alpha4 of the toolset.
Please post any remarks, found curiosities and similar in this thread!
Personally I'm pretty pleased with most weapons as of now, but there are still some that don't quite make sense to me because they are either still way too powerful (mostly shotguns) while others feel a bit too weak despite being exactly right according to my numbers.
As I touched several of the impact files, I also included incendiary-ammo's 25% anti armor bonus to each sp weapon. So If you already use the other mod that does that, you will not miss anything there. Just load the rebalance mod later in the load order, to keep the other effects of both mods intact.
The complete list of changes to the base game can be found in the spoiler below.
V1.3c
Weapon damage increase from rank 1 to rank 10 is now +70% for all weapons. Was somewhere between 1.53 and 1.71 (depending on weapon) in Vanilla.
All weapons now receive a 25% + consumable effectiveness damage increase to armor, when using incendiary ammo.
Removed the anti armour bonus from pellet firing shotguns.
Increased alien weapon bonus against shields to 25%; Set the anti armor bonus for pellet firing guns to 0%, instead they gain an 10% anti shield bonus when not affected by the alienweapon bonus.
Increased the shotgun barrel-mod damage stats to match those of other weapon types.
RoF = rate of fire (as round per minute); Dmg = damage; Stats given in A-B state that this stat is scaling from A at rank 1 to B at rank 10
Changes compared to base Game:
Type/WeaponName: Changes:
Assault Rifles:
M-8 Avenger Decreased weight from 0.25-0.13 to 0.2-0.1
Soned Increased damage from 32-49 to 41-70; Increased RoundsPerBurst from 3 to 10;
X5 Ghost Damage from 40-63 to 40-68; Increased weight from 0.2-0.1 to 0.3-0.15; Increased number of Augmentation slots from 2 (3 with cryo perk) to 3 (4); Increased RoundsPerBurst from 3 to 6;
Zalkin Decreased damage from 70-115 to 66-112
Cyclone Damage from 28-46 to 29-49; Increased RoundsPerBurst from 3 to 10;
M-37 Falcon Damage from 255-404 to 255-434; Increased force from 300 to base Dmg*1.2; Dmg Radius increased from 3m to 4m; Decreased magazine size from 6 to 4;
L-89 Halberd Buffed damage from 81-133 to 84-143; Increased spare heat sink capacity from 84-105 to 120-150 (75% of the Mattock);
M-96 Mattock Buffed damage from 54-88 to 63-107; Increased RoF from 405 to 450; Decreased magazine size from 20 to 16; Fixed projectile force;
P.A.W. Buffed damage from 35-54 to 38-64.6; Increased magazine size from 25-37 to 28-42
Revenant Buffed damage from 34-54 to 41-70; Increased RoF from 620 to 650; Increased recoil, zoomedrecoil, and blindfire recoil multipliers from 1.0-0.5 to 3-1.5 (x3); Increased shake, zoomedshake, and blindfire shake multipliers from 1.1 to 1.6 (+0.5)
Sandstorm Damage from 148-234 to 145-247; Decreased RoF from 210 to 180
Sweeper Damage from 76-120 to 72-122
Thokin Damage from 44-70 to 44-75
N7 Valkyrie Decreased damage from 106-163 to 90-153; Increased Rof from 500 to 600; Decreased burstfire delay from 0.35s to 0.25s; Decreased magazine size from 20 to 16; Increased weight from 0.2-0.1 to 0.25-0.13
Pistols:
M-3 Predator Increased damage from 34-58 to 42-71
Carnifex Damage from 190-311 to 190-323; Decreased magazine size from 8 to 6
N7 Eagle Increased damage from 57-88 to 59-100
M-5 Phalanx Decreased damage from 86-141 to 80-136, Decreased RoF from 260 to 250;
Scorpion Damage from 278-440 to 278-473; Fixed missing explosion radius when using incendiary or cryo ammo; Increased radius for explosion *cylinder* from 2m to 3m
Sidewinder Damage from 99-157 to 99-168
Talon Damage from 45-71 to 55-94; Reduced number of pellets from 7 to 6; Decreased AimError [min/max] from [9.3/12] to [3.6/6]; Decreased zoomed AimError from [5.2/7.8] to [1.5/3.6]; Decreased blindfire AimError from [18.3/24] to [7.2/12]; Increased AccuracyPenaltyDelays from 0.2s to 1.0s; Decreased weight from 0.3-0.15 to 0.2-0.1
Ushior Damage from 500-769 to 500-850
Shotguns:
M-23 Katana Decreased damage from 46-78 to 38-64.5; Increased number of pellets from 7 to 8; Decreased RoF from 75 to 60; Decreased weight from 0.4-0.2 to 0.3-0.15
N7 Crusader Increased damage from 360-554 to 370-629; Added 0.5m innate cover penetration distance, new penetration damage is 0.5*(1+rest_of_penetration_reduction_boni); Reduced ZoomedMinAimError from 1.5 to 0 and ZoomedMaxAimError from 2 to 1.5. Altered the (zoomed) Reticule to the Sniper version.
Dhan Decreased damage from 614-945 to 556-945;
Disciple Decreased damage from 54-88 to 38-64.5; Increased force from 16 to 64; Decreased RoF from 85 to 75; Decreased magazine size from 6 to 4; Decreased roundsperburst modifier for burstfire augments from 3 to 2; Tightened spread pattern by 20%; Decreased AimError [min/max] from [9/14] to [7.2/11.2]; Decreased zoomed AimError from [6/8] to [4.8/6.4]; Decreased blindfire AimError from [18/28] to [14.4/24.4]; Decreased weight from 0.35-0.18 to 0.25-0.13
Hesh Decreased damage from 52-82 to 42-71.4;
N7 Piranha Decreased damage from 41-63 to 37-63; Decreased Rof from 165 to 150;
Reegar Carbine Damage from 52-82 to 52-88; Decreased magazine size from 36 to 22; Increased anti shield scalar from 1.50 to 2.00; Decreased damage against Armour to 50%; Fixed missing AreaOfEffect AreaShape for special ammo;
Ruzad Increased damage from 71-116 to 93-158; Decreased RoF from 70 to 50 (that thing has an innate melee bonus of 10%)
Scattershot Increased damage from 27-43 to 32-54.4; Re-enabled its seeking ability that seems to have gone sometime between patch 1.07 and 1.10;
Venom Increased damage from 233-369 to 280-476; Decreased magazine size from 5 to 4
SMGs:
Charger Increased damage from 19-32 to 24-41; Increased RoundsPerBurst from 3 to 5;
N7 Hurricane Damage from 24-37 to 24-41; Increased RoF from 925 to 1200; Increased recoil, zoomedrecoil, and blindfire recoil multipliers from 1.0-0.5 to 1.2-0.7 (+0.2); Increased RoundsPerBurst from 3 to 4;
Equalizer Decreased damage from 36-57 to 33-56;
M-25 Hornet Decreased damage from 55-87 to 34-58; Increased RecoilMultiplier from 1.0-0.5 to 2.4-1.9 (+1.4)
Rozerad Increased damage from 17-26 to 30-51; Increased FinalRateOfFirePercent from 3 to 5; Increased Ramp up time from 1s to 3s;
Sniper Rifles: Removed general 50% hipfire penalty; (Increased MaxEffectiveRange from 100m to 2000m; Increased MaxRange from 2000m to 3000m; Increased FallOfSegmentLength from 25 to 80 - but these won't have much effect on gameplay as stuff only spawns at a couple hundret meters distance.)
Viper Decreased damage from 249-423 to 220-374; Increased magazine size from 3 to 6; Decreased weight from 0.5-0.25 to 0.4-0.2
Black Widow Damage from 465-715 to 465-791; Decreased RoF from 65 to 60; Added 0.75m innate cover penetration at 25% of damage (added the 25% flat to 'statmod_penetrationdamagepenalty_sniperrifles' upon equippin BW, so it is cumulative to other boni)
Incisor Decreased damage from 82-134 to 73-124; Increased RoF from 585 to 600; Decreased ZoomedShake-Pitch Amplitude from 0.7 to 0.4;
M-90 Indra Damage from 48-76 to 48-82; Shake and ZoomedShake: Durations decreased from 0.3s to 0.1s, changed Pitch Amplitudes from 0.4 to 0.3 and Pitch Phases from 0.1 to 0.5;
Inferno Decreased damage from 198-305 to 175-298; Increased tracer speed from 400 to 1200; Decreased gravity scalar to 0.3
Isharay Increased damage from 615-974 to 653-1110; Increased weight from 0.6-0.3 to 0.65-0.33;
Lanat Increased damage from 260-412 to 280-476; Decreased the divisor for the charged shots bonus from 2 to 1.6 - a fully charged shot should now do 2.25 times the normal shot damage instead of 2 times.
Naladen Increased damage from 288-443 to 300-510
Raptor Damage from 49-80 to 49-83
Shadow Decreased damage from 64-101 to 37-63; Increased beam range from 90m to 1000m
N7 Valiant Damage from 295-454 to 295-502; Decreased RoF from 125 to 100; Decreased magazine size from 5 to 3; Decreased reload time from 2s to 1.3s
Vanquisher Decreased damage from 278-440 to 259-440
Widow Increased damage from 495-810 to 588-1000; Decreased weight from 0.65-0.33 to 0.6-0.3; Added 1m innate cover penetration distance, new penetration damage is 0.5*(1+rest_of_penetration_reduction_boni)
Augments:
Beam Set innate anti-shield bonus to alienweapon-bonus (25%); Fixed Several inconsistencies in applied damage, damagetype, and force; Added incendiary ammo bonus damage to armor;
Grenade Removed 0.5s delay between possible damage applications; Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor; Fixed Impact effect when using special ammo;
Electrical Conduit Increased anti shield scalar from 150% to 200%; Decreased damage against Armour to 50% of base damage; Fixed missing or incorrect AreaOfEffect AreaShape for special ammo; Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor; Fixed Impact effect when using special ammo;
Plasma Charge Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor;
Sticky Grenade Removed 0.5s delay between possible damage applications; Fixed inconsistend damage bonus calculations; Added incendiary ammo bonus damage to armor; Fixed incorrect 80% penalty to Clip size (now the advertized 20% Penalty applies);
Mods:
Shotgun Barrels Increased the damage bonus of all shotgun barrels to match those of other weapon types.
SR ULM Increased weight reduction of rank 9 and 10 mods from 13% and 14% to 14% and 15%.
As of the most up to date version, that additional file is stand alone.