Arkhne's 12 Enemies Mod - "Official Release"
Dec 11, 2018 15:10:54 GMT
Arktinen, SalMasRac, and 14 more like this
Post by Arkhne on Dec 11, 2018 15:10:54 GMT
I've decided that it's time to officially release my 12 Enemies mod, and have given it a new name, to be easier to find, and I am posting it here to give it some more view, since I know you're all a bunch of masochists looking to amp up the fight.
If you're looking to find more enemies, and more punishment, head on over to me3tweaks.com and look for "Arkhnes 12 Enemies Mod", or load up your ModManager and use code 4871.
I'd be quite pleased if you all shared videos of yourwipes successes here.
List of changes in spoiler.
EDIT: And here is the Wavelists, as promised, although I'd prefer if you didn't look, and just enjoyed the pain first
Listing only Gold changes, because I'm lazy. Wave budgets are unchanged, so spawn nuking is extra effective on later waves.
Cerberus:
Wave 1: 4 Centurians, 4 Nemeses, 4 Troopers.
Wave 2: 4 Centurians, 4 Nemeses, 4 Guardians.
Wave 3: 3 Nemeses, 3 Dragoons (Capped at 9), 3 Atlases (Capped at 9), 3 Troopers.
Wave 4: 4 Engineers, 3 Phantoms (uncapped), 3 Dragoons (Capped at 9), 2 Centurians.
Wave 5: 4 Engineers, 4 Atlases (uncapped), 3 Nemeses, 1 Trooper.
Wave 6: 4 Engineers, 3 Dragoons (capped at 9), 3 Phantoms (capped at 9), 2 Nemeses.
Wave 7: 3 Dragoons (capped at 9), 3 Phantoms (capped at 9), 3 Atlases (uncapped), 3 Engineers.
Wave 8: 3 Phantoms (capped at 9), 3 Atlases (uncapped), 3 Nemeses, 3 Centurians.
Wave 9: 3 Phantoms (uncapped), 3 Atlases (uncapped), 3 Engineers, 3 Guardians.
Wave 10:4 Phantoms (uncapped), 4 Atlases (uncapped), 4 Engineers. (Because soloing this mod is not a good idea, ok?)
Wave 11:4 Phantoms (uncapped), 4 Atlases (uncapped), 4 Dragoons (uncapped). (Enjoy fighting Cerberus' most annoying units for 3 minutes)
Geth:
Wave 1: 4 Troopers, 4 Hunters, 4 Rocket Troopers.
Wave 2: 3 Troopers, 2 Hunters, 3 Rocket Troopers, 3 Pyros.
Wave 3: 3 Bombers, 3 Pyros, 2 Primes, 4 Troopers.
Wave 4: 3 Bombers, 3 Hunters, 3 Rocket troopers, 3 Troopers.
Wave 5: 4 Hunters, 3 Primes, 5 Troopers.
Wave 6: 3 Rocket Troopers, 3 Pyros, 3 Primes (uncapped), 3 Hunters.
Wave 7: 3 Rocket Troopers, 3 Pyros, 3 Primes, 3 Hunters. (Boring, but don't want to shift the balance too much)
Wave 8: 4 Hunters, 4 Pyros, 4 Bombers.
Wave 9: 3 Primes, 3 Pyros, 3 Bombers, 3 Rocket Troopers.
Wave 10:3 Primes, 3 Pyros, 3 Bombers, 3 Hunters.
Wave 11:3 Rocket Troopers, 4 Hunters, 4 Pyros, 5 Troopers. (Sad, why no Primes, Biovar?)
Reapers:
Wave 1: 4 Cannibals, 4 Marauders, 4 Husks.
Wave 2: 3 Cannibals, 3 Marauders, 3 Husks, 3 Brutes.
Wave 3: 3 Banshees, 3 Brutes, 3 Marauders, 3 Cannibals.
Wave 4: 3 Husks, 3 Brutes, 3 Ravagers, 3 Cannibals.
Wave 5: 3 Banshees, 4 Brutes, 5 Cannibals.
Wave 6: 4 Brutes, 4 Ravagers, 4 Marauders.
Wave 7: 3 Banshees, 3 Ravagers, 3 Marauders, 3 Husks
Wave 8: 3 Banshees, 3 Ravagers, 3 Brutes, 3 Marauders.
Wave 9: 3 Banshees, 3 Ravagers, 3 Brutes, 3 Marauders. (Biovar is so creative).
Wave 10:3 Banshees, 3 Ravagers, 3 Brutes, 3 Marauders. (Biovar, plz).
Wave 11:4 Banshees, 4 Ravagers, 4 Brutes (Fuck you, BioVar, this is what I have to say to 4 identical enemy lists in a row)
Collectors:
Wave 1: 4 Troopers, 4 Captains, 4 Abominations.
Wave 2: 3 Troopers, 3 Captains, 3 Abominations, 3 Scions.
Wave 3: 3 Troopers, 3 Captains, 3 Abominations, 3 Praetorians (capped at 9).
Wave 4: 2 Troopers, 3 Captains, 3 Abominations, 4 Scions.
Wave 5: 3 Troopers, 3 Abominations, 3 Scions, 3 Praetorians (capped at 9).
Wave 6: 2 Troopers, 3 Captains, 4 Scions, 3 Praetorians (capped at 9).
Wave 7: 4 Scions, 4 Captains, 4 Abominations. (RNGesus likes to possess all 4 Scions, too)
Wave 8: 4 Scions, 4 Captains, 4 Praetorians (capped at 9).
Wave 9: 4 Scions, 2 Captains, 2 Abominations, 4 Praetorians (capped at 9).
Wave 10:5 Scions, 2 Captains, 2 Abominations, 3 Praetorians (capped at 9).
Wave 11:4 Praetorians, 4 Scions, 4 Abominations. (Maybe I should change this to 6 Scions/Praetorians)
Silver and Platinum Wavelists are also "good to go", they're been tweaked to match 12 enemies, and don't just spawn more of the "base" enemy for that wave. Bronze is a little different entirely. I'm not QUITE finished tweaking Bronze, but it's a good testing ground, it has multiple waves of singular enemy spawns (such as only Guardians, or 5 Banshees, or 6 Ravagers, etc). Bronze can be fun on this mod.
As per the rest of the mod, I am also taking suggestions for tweaks to these, just keep in mind, I cannot add more enemy diversity, as this causes invisible enemies for clients, all I can do is tweak the numbers.
Final Notes: If anybody wants a version with more/less changes, I'm listening. All suggestions will be heard. I will also be making a wavelist list, but I wanted to post this first, and put that in a seperate spoiler tag for people who don't want to be spoilt on that.
Thanks: Big thanks to Mgamerz for not only making it possible for me to play on PC, but for me to make these mods. Thanks to Arktinen, NinjaSuperiority, MeetYourNanny, muahmuah, and a few others who all helped test this mod to get it to this point. Without them, you'd have EVEN FASTER Primes, and EVEN DEADLIER Swarmers, AND SuperSpeed Hunters and Dragoons (I may have gone a little overboard with the Primes and Swarmers in earlier versions).
If you're looking to find more enemies, and more punishment, head on over to me3tweaks.com and look for "Arkhnes 12 Enemies Mod", or load up your ModManager and use code 4871.
I'd be quite pleased if you all shared videos of your
List of changes in spoiler.
Basic Settings:
Number of active enemies increased from 8 to 12.
Initial Wave Delay reduced by 1 second.
Between Waves Delay reduced by 1 second.
Maximum Berserk Enemies increased by 50%.
Bleedout Timer increased from 12 to 15 seconds.
Extra Content (a la BF3 Infiltrator) included.
Maps:
Original White, and Original Glacier are included.
(I can make a "no_hazard variants" or "no_original maps" version if enough people want)
Objectives:
Pay scale biased towards Wave 6 instead of Wave 10. Same overall payout, but higher percentage of full payout is received earlier in the match to compensate wipes.
Escort Radius increased by 1m to help counter-act increased splash sharing. Speed remains the same.
Extraction increased by 50%, now requiring 3 minutes of survival. Clients update to 2minute timer after passing 1minute remaining for the first time.
Consumables:
The Almighty Explosive Rounds have been buffed significantly. They're still terrible, but at least I can say they are less terrible
The damage is higher, and the radius is significantly buffed. The damage is, of course, still terrible in the grand-scheme, but the radius increase should improve overall CC, if you choose to use them.
Stabilization Module SLIGHTLY buffed (Level 3 increased to 40% reduction instead of 30%). Still no real reason to use, but it's there.
Targetting VI buffed, for those of you who can aim. Mostly to deal with the fact that bosses have reduced HS bonus, and there's now more of those around. Makes Targetting VI more viable vs bosses.
Powers:
Too many changes to list, but 95+% of them are "affected targets" changes. This changes the number of enemies that can be hit (and/or detonated) by a single power, improving crowd control, and making swarmers (which are quite a bit more numerous) not eat ALL of your shockwave hits, so you can still detonate the Ravager. No damage buffs, etc, just QoL and CC rebalanced to increased enemy numbers.
Weapons:
-A few guns have had their spare ammo buffed.
-Revenant has had recoil and accuracy buffs, it now performs like a Rare AR should.
-Spitfire has gained 10cm of Penetration, not enough to make it not need piercing mods, but enough to remove penetration penalty, allowing it to be a Typhoon alternative. Worth giving a try on a Flamerless GT.
-Incisor has had recoil removed, it's now quite good.
-Argus has had a recoil reduction, freeing up a mod-slot, it's competitive, but not OP.
-Only two guns have had damage changes, the Disciple and Raptor have gained 25% bonus vs Shields and Barriers. Disciple is now more competitive with the Talon and Wraith for caster shotgun, though it is still the weakest option of the three.
-Chakram Launcher exists.
Characters:
-Geth Juggernaut's Hardened Platform tweaked. Melee options now give (slightly)more damage, 5b speed boost increased from 10seconds to 25seconds duration, damage penalty of rank 6 shields reduced from 15% to 1%.
-N7 Destroyer's Devastator Mode now has less movement speed penalty. Still too fat to dodge.
Difficulty Changes:
-Enemies Grenade More.
-More smoke grenades.
-More possessed Collectors. (Up to 8 at once on Platinum).
-More swarmers.
-More turrets, more often, with longer duration. (No, not like those turret clusters, turret placement rules still apply, just more active engineers).
-Certain enemies run faster.
-Gold is 0.5% faster (8% vs 7.5%)
Additional Installation Instructions:
IMPORTANT: This mod contains MANY "dynamic mix-ins", which can cause errors if not installed on a clean/fresh ME3 installation. Please "Repair" your game before and after. Do not switch directly between mods in modmanager.
Number of active enemies increased from 8 to 12.
Initial Wave Delay reduced by 1 second.
Between Waves Delay reduced by 1 second.
Maximum Berserk Enemies increased by 50%.
Bleedout Timer increased from 12 to 15 seconds.
Extra Content (a la BF3 Infiltrator) included.
Maps:
Original White, and Original Glacier are included.
(I can make a "no_hazard variants" or "no_original maps" version if enough people want)
Objectives:
Pay scale biased towards Wave 6 instead of Wave 10. Same overall payout, but higher percentage of full payout is received earlier in the match to compensate wipes.
Escort Radius increased by 1m to help counter-act increased splash sharing. Speed remains the same.
Extraction increased by 50%, now requiring 3 minutes of survival. Clients update to 2minute timer after passing 1minute remaining for the first time.
Consumables:
The Almighty Explosive Rounds have been buffed significantly. They're still terrible, but at least I can say they are less terrible
The damage is higher, and the radius is significantly buffed. The damage is, of course, still terrible in the grand-scheme, but the radius increase should improve overall CC, if you choose to use them.
Stabilization Module SLIGHTLY buffed (Level 3 increased to 40% reduction instead of 30%). Still no real reason to use, but it's there.
Targetting VI buffed, for those of you who can aim. Mostly to deal with the fact that bosses have reduced HS bonus, and there's now more of those around. Makes Targetting VI more viable vs bosses.
Powers:
Too many changes to list, but 95+% of them are "affected targets" changes. This changes the number of enemies that can be hit (and/or detonated) by a single power, improving crowd control, and making swarmers (which are quite a bit more numerous) not eat ALL of your shockwave hits, so you can still detonate the Ravager. No damage buffs, etc, just QoL and CC rebalanced to increased enemy numbers.
Weapons:
-A few guns have had their spare ammo buffed.
-Revenant has had recoil and accuracy buffs, it now performs like a Rare AR should.
-Spitfire has gained 10cm of Penetration, not enough to make it not need piercing mods, but enough to remove penetration penalty, allowing it to be a Typhoon alternative. Worth giving a try on a Flamerless GT.
-Incisor has had recoil removed, it's now quite good.
-Argus has had a recoil reduction, freeing up a mod-slot, it's competitive, but not OP.
-Only two guns have had damage changes, the Disciple and Raptor have gained 25% bonus vs Shields and Barriers. Disciple is now more competitive with the Talon and Wraith for caster shotgun, though it is still the weakest option of the three.
-Chakram Launcher exists.
Characters:
-Geth Juggernaut's Hardened Platform tweaked. Melee options now give (slightly)more damage, 5b speed boost increased from 10seconds to 25seconds duration, damage penalty of rank 6 shields reduced from 15% to 1%.
-N7 Destroyer's Devastator Mode now has less movement speed penalty. Still too fat to dodge.
Difficulty Changes:
-Enemies Grenade More.
-More smoke grenades.
-More possessed Collectors. (Up to 8 at once on Platinum).
-More swarmers.
-More turrets, more often, with longer duration. (No, not like those turret clusters, turret placement rules still apply, just more active engineers).
-Certain enemies run faster.
-Gold is 0.5% faster (8% vs 7.5%)
Additional Installation Instructions:
IMPORTANT: This mod contains MANY "dynamic mix-ins", which can cause errors if not installed on a clean/fresh ME3 installation. Please "Repair" your game before and after. Do not switch directly between mods in modmanager.
EDIT: And here is the Wavelists, as promised, although I'd prefer if you didn't look, and just enjoyed the pain first
Listing only Gold changes, because I'm lazy. Wave budgets are unchanged, so spawn nuking is extra effective on later waves.
Cerberus:
Wave 1: 4 Centurians, 4 Nemeses, 4 Troopers.
Wave 2: 4 Centurians, 4 Nemeses, 4 Guardians.
Wave 3: 3 Nemeses, 3 Dragoons (Capped at 9), 3 Atlases (Capped at 9), 3 Troopers.
Wave 4: 4 Engineers, 3 Phantoms (uncapped), 3 Dragoons (Capped at 9), 2 Centurians.
Wave 5: 4 Engineers, 4 Atlases (uncapped), 3 Nemeses, 1 Trooper.
Wave 6: 4 Engineers, 3 Dragoons (capped at 9), 3 Phantoms (capped at 9), 2 Nemeses.
Wave 7: 3 Dragoons (capped at 9), 3 Phantoms (capped at 9), 3 Atlases (uncapped), 3 Engineers.
Wave 8: 3 Phantoms (capped at 9), 3 Atlases (uncapped), 3 Nemeses, 3 Centurians.
Wave 9: 3 Phantoms (uncapped), 3 Atlases (uncapped), 3 Engineers, 3 Guardians.
Wave 10:4 Phantoms (uncapped), 4 Atlases (uncapped), 4 Engineers. (Because soloing this mod is not a good idea, ok?)
Wave 11:4 Phantoms (uncapped), 4 Atlases (uncapped), 4 Dragoons (uncapped). (Enjoy fighting Cerberus' most annoying units for 3 minutes)
Geth:
Wave 1: 4 Troopers, 4 Hunters, 4 Rocket Troopers.
Wave 2: 3 Troopers, 2 Hunters, 3 Rocket Troopers, 3 Pyros.
Wave 3: 3 Bombers, 3 Pyros, 2 Primes, 4 Troopers.
Wave 4: 3 Bombers, 3 Hunters, 3 Rocket troopers, 3 Troopers.
Wave 5: 4 Hunters, 3 Primes, 5 Troopers.
Wave 6: 3 Rocket Troopers, 3 Pyros, 3 Primes (uncapped), 3 Hunters.
Wave 7: 3 Rocket Troopers, 3 Pyros, 3 Primes, 3 Hunters. (Boring, but don't want to shift the balance too much)
Wave 8: 4 Hunters, 4 Pyros, 4 Bombers.
Wave 9: 3 Primes, 3 Pyros, 3 Bombers, 3 Rocket Troopers.
Wave 10:3 Primes, 3 Pyros, 3 Bombers, 3 Hunters.
Wave 11:3 Rocket Troopers, 4 Hunters, 4 Pyros, 5 Troopers. (Sad, why no Primes, Biovar?)
Reapers:
Wave 1: 4 Cannibals, 4 Marauders, 4 Husks.
Wave 2: 3 Cannibals, 3 Marauders, 3 Husks, 3 Brutes.
Wave 3: 3 Banshees, 3 Brutes, 3 Marauders, 3 Cannibals.
Wave 4: 3 Husks, 3 Brutes, 3 Ravagers, 3 Cannibals.
Wave 5: 3 Banshees, 4 Brutes, 5 Cannibals.
Wave 6: 4 Brutes, 4 Ravagers, 4 Marauders.
Wave 7: 3 Banshees, 3 Ravagers, 3 Marauders, 3 Husks
Wave 8: 3 Banshees, 3 Ravagers, 3 Brutes, 3 Marauders.
Wave 9: 3 Banshees, 3 Ravagers, 3 Brutes, 3 Marauders. (Biovar is so creative).
Wave 10:3 Banshees, 3 Ravagers, 3 Brutes, 3 Marauders. (Biovar, plz).
Wave 11:4 Banshees, 4 Ravagers, 4 Brutes (Fuck you, BioVar, this is what I have to say to 4 identical enemy lists in a row)
Collectors:
Wave 1: 4 Troopers, 4 Captains, 4 Abominations.
Wave 2: 3 Troopers, 3 Captains, 3 Abominations, 3 Scions.
Wave 3: 3 Troopers, 3 Captains, 3 Abominations, 3 Praetorians (capped at 9).
Wave 4: 2 Troopers, 3 Captains, 3 Abominations, 4 Scions.
Wave 5: 3 Troopers, 3 Abominations, 3 Scions, 3 Praetorians (capped at 9).
Wave 6: 2 Troopers, 3 Captains, 4 Scions, 3 Praetorians (capped at 9).
Wave 7: 4 Scions, 4 Captains, 4 Abominations. (RNGesus likes to possess all 4 Scions, too)
Wave 8: 4 Scions, 4 Captains, 4 Praetorians (capped at 9).
Wave 9: 4 Scions, 2 Captains, 2 Abominations, 4 Praetorians (capped at 9).
Wave 10:5 Scions, 2 Captains, 2 Abominations, 3 Praetorians (capped at 9).
Wave 11:4 Praetorians, 4 Scions, 4 Abominations. (Maybe I should change this to 6 Scions/Praetorians)
Silver and Platinum Wavelists are also "good to go", they're been tweaked to match 12 enemies, and don't just spawn more of the "base" enemy for that wave. Bronze is a little different entirely. I'm not QUITE finished tweaking Bronze, but it's a good testing ground, it has multiple waves of singular enemy spawns (such as only Guardians, or 5 Banshees, or 6 Ravagers, etc). Bronze can be fun on this mod.
As per the rest of the mod, I am also taking suggestions for tweaks to these, just keep in mind, I cannot add more enemy diversity, as this causes invisible enemies for clients, all I can do is tweak the numbers.
Final Notes: If anybody wants a version with more/less changes, I'm listening. All suggestions will be heard. I will also be making a wavelist list, but I wanted to post this first, and put that in a seperate spoiler tag for people who don't want to be spoilt on that.
Thanks: Big thanks to Mgamerz for not only making it possible for me to play on PC, but for me to make these mods. Thanks to Arktinen, NinjaSuperiority, MeetYourNanny, muahmuah, and a few others who all helped test this mod to get it to this point. Without them, you'd have EVEN FASTER Primes, and EVEN DEADLIER Swarmers, AND SuperSpeed Hunters and Dragoons (I may have gone a little overboard with the Primes and Swarmers in earlier versions).