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Post by Arkhne on Dec 19, 2018 20:38:39 GMT
I agree with the husks bit, except not on wave 10, fuck husks and devices (or in my other mod: Super fast possessed abombs with increased explosions radius, you DREAD getting devices on that mod). As to the faction mixing, I have a mod for that already, but it needs a little more tweaking before I release it like this, eventhough it is older than this one. I wish I COULD change the enemies without mixing factions or causing invisible enemies for clients. Maybe I should take a vote: Do I leave the last 3 waves (+Extraction) of Reapers the way it is? Or do I tweak one of them into a Marauder Rush and one into a Brute Festival? Or something else that I haven't thought of? (I don't want to mix Factions outside of Platinum on this mod just yet) something else, please please please. totally with ya on no faction mix, lore and all. and I may be in minority on this throwming more armoured boss units, , even sped up, is no fun but rather boring. especially so if you discard top tier weapons from the gameplay. A lot of my friends don't enjoy the boss-rush of Platinum, that's why I made my other mod in the first place, to bring more unit diversity into the game, without having to deal with boring bullet-sponge-rush. The sad part is BioVar's coding really ties my hands on what I can and can't do, putting in enemies that don't appear on that wave results in invisible enemies off-host. Can only properly spawn enemies that exist on that wave, on that difficulty for the factions. That's kind of why I made my mixed factions mod, it gave me a lot more freedom in unit composition, but a few diehard players complained that it was too easy (despite being slightly harder than vanilla), so I made this abomination. TL;DR Your "minority" is not as small as you think, I know a lot of players like that, so I understand your stance. BioVar, plz no make modding hard.
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Post by MPApr2012 on Dec 19, 2018 21:17:13 GMT
something else, please please please. totally with ya on no faction mix, lore and all. and I may be in minority on this throwming more armoured boss units, , even sped up, is no fun but rather boring. especially so if you discard top tier weapons from the gameplay. A lot of my friends don't enjoy the boss-rush of Platinum, that's why I made my other mod in the first place, to bring more unit diversity into the game, without having to deal with boring bullet-sponge-rush. The sad part is BioVar's coding really ties my hands on what I can and can't do, putting in enemies that don't appear on that wave results in invisible enemies off-host. Can only properly spawn enemies that exist on that wave, on that difficulty for the factions. That's kind of why I made my mixed factions mod, it gave me a lot more freedom in unit composition, but a few diehard players complained that it was too easy (despite being slightly harder than vanilla), so I made this abomination. TL;DR Your "minority" is not as small as you think, I know a lot of players like that, so I understand your stance. BioVar, plz no make modding hard. yeah I know. and that's why I do quite like your mod that and the explosive ammo, well a few things there too but in a sec. now with the wave/unit compositions. how deep can we go? can we alter the units themselves say to the extent of giving them barriers/shields for instacne? we know they can be buffed by the generators/engines but that limits it to the maps with them (thanks again Mgamerz ) this actually changes dynamics interestingly. possible to make permanent adjustments? also, lets talk swarmers , now that you fixed their speed (watching them chase Nassana's GI so much fun hehehe) lets make them totally op? like turn them into an armour units (ravagers are), buff their damage, and go like total arachnophobia numbers for the same kinda feel like ME1 Noveria had
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Post by Arkhne on Dec 19, 2018 23:21:22 GMT
A lot of my friends don't enjoy the boss-rush of Platinum, that's why I made my other mod in the first place, to bring more unit diversity into the game, without having to deal with boring bullet-sponge-rush. The sad part is BioVar's coding really ties my hands on what I can and can't do, putting in enemies that don't appear on that wave results in invisible enemies off-host. Can only properly spawn enemies that exist on that wave, on that difficulty for the factions. That's kind of why I made my mixed factions mod, it gave me a lot more freedom in unit composition, but a few diehard players complained that it was too easy (despite being slightly harder than vanilla), so I made this abomination. TL;DR Your "minority" is not as small as you think, I know a lot of players like that, so I understand your stance. BioVar, plz no make modding hard. yeah I know. and that's why I do quite like your mod that and the explosive ammo, well a few things there too but in a sec. now with the wave/unit compositions. how deep can we go? can we alter the units themselves say to the extent of giving them barriers/shields for instacne? we know they can be buffed by the generators/engines but that limits it to the maps with them (thanks again Mgamerz ) this actually changes dynamics interestingly. possible to make permanent adjustments? also, lets talk swarmers , now that you fixed their speed (watching them chase Nassana's GI so much fun hehehe) lets make them totally op? like turn them into an armour units (ravagers are), buff their damage, and go like total arachnophobia numbers for the same kinda feel like ME1 Noveria had Ok, where to start..... Enemy health numbers are configurable, and I believe I can, for example, give Cannibals Barriers, though I have specifically avoided health-bloating and damage-pumps. As to the swarmers, it really is fun seeing them skitter about all hyperactively now, they were, however, totally OP before I got told to nerf them. They were out-running even Adrenaline Module Drells, and one-shotting them from full barriers+health because of how many there was. I reduced the damage per second, but increased the duration of their DoT, which effectively makes them do the same damage, but also prevents shields from regenerating for longer. In all honesty though, Mgamerz did all the work, his ModMaker tool on me3tweaks.com is really easy to learn and use, no prior experience needed. You can go totally nutz and make godlike Cannibals who have Possessed Praetorian levels of Health, and hit like Ravagers (BTW, did you notice how fast Cannibals run to eat their buddies?).
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Post by MPApr2012 on Dec 20, 2018 0:03:37 GMT
Ok, where to start..... Enemy health numbers are configurable, and I believe I can, for example, give Cannibals Barriers, though I have specifically avoided health-bloating and damage-pumps. As to the swarmers, it really is fun seeing them skitter about all hyperactively now, they were, however, totally OP before I got told to nerf them. They were out-running even Adrenaline Module Drells, and one-shotting them from full barriers+health because of how many there was. I reduced the damage per second, but increased the duration of their DoT, which effectively makes them do the same damage, but also prevents shields from regenerating for longer. the overall balance is absolutely important there's no argument there. the swarmers speed is indeed in a good place, it's the overwhelming part that I think you overnerfed from what you're saying. also the idea of swapping them to armour was to put us into position where'd we need to consider countering a lot of highly mobile armour/low points armour. similarly if we could actually similarly turn buffed husks/cannibals (carebears grunts need to get the shields though, just unfair) to armour might be interesting to see what that means. so where I was going to with all the buffing/changing enemy defences was to diversify them and actually make them behave and counter with even more varety. then finally get weapons/powers to behave accordingly buffing/nerfing their effectiveness. thinking along the lines of a mix between ME2/BL again but... but, but i'm lazy! since I don't dare to harass Mgamerz we all need him to keep working on whatever he's working on I thought i'd pester/bounce ideas off you with your experience building this, and all under the disguise of the friendly feedback but point taken
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Post by Mgamerz on Dec 20, 2018 4:35:21 GMT
I have always found that platinum wavelist editing is super annoying. I don't understand what makes clients see or not see enemies for plat, where it's pretty well figured out on gold and below. Most times what I just do, if I am making difficulty mods, is bump silver to gold levels and gold to plat levels and then I just disable bronze and plat.
Adding armor or shields/barriers to enemies that don't have it isn't possible, at least not through modmaker. Enemies are initialized read values in a script and then add the shield component if they have any shields or barriers. Even if you set in coalesced the shields value from other enemies, the startup code for enemies doesn't even look at it, and even if it did, without extra code to add the shield modules it doesn't do anything. And editing unrealscript functions is like getting a root canal. I can modify in-place but I have never successfully extended or truncated one.
It may be possible to change health to armor through mixins. I acutally wanted this as a dynamic mixin so you could change the health types, e.g. you can have a enemy that only has shields as health (like the drones do). However dynamic mixins always took numerical values, where health types are enums (which is a fixed list of integers) so I never built out the interface for it. If you really wanted that capability I could do it - but additionally, I don't know if this replicates off host properly. I know I changed the CAT6 Executioner in Rejection from Armor to Health to balance out his damage reduction factor.
As for enemy compositions, take into account the role of each pawn. A wave of brutes is really easy until they are in range. But if you toss in a double tap nemesis, it locks you in place allowing the brutes to close distance. You can add a phantom to add flank. Geth Hunters can get close to distract, giving lots of time for larger enemies to get into position. Scions lock down large open areas. Praetorians can lock down corridors due to their speed and size. The Atlas is a tank that can suck up damage while allowing others to get into position. Marauders are basic mooks that are good at forcing people into cover at mid range. I tend to always mix some of these - some waves I like to design as "long range" - missile troopers, nemesis, ravager, mixed with a bunker buster like a phantom or brute.
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Post by SalMasRac on Dec 20, 2018 10:54:46 GMT
Brute Festival sounds good! Wave 10, 12 of them. I tried making waves like you suggested on Bronze, but spawn budgets are a problem there. There's also the fact that it is an objective wave to consider. Brutes are particularly unfriendly to Devices. I was actually considering increasing the number of Marauders on specifically wave 10, and Brutes on 9. Coalesced editor allows you to adjust the Wave Budgets. Dunno if it sticks, I've never tried it.
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Post by Mgamerz on Dec 20, 2018 15:28:38 GMT
Or you could just use modmaker. I tried making waves like you suggested on Bronze, but spawn budgets are a problem there. There's also the fact that it is an objective wave to consider. Brutes are particularly unfriendly to Devices. I was actually considering increasing the number of Marauders on specifically wave 10, and Brutes on 9. Coalesced editor allows you to adjust the Wave Budgets. Dunno if it sticks, I've never tried it.
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Post by Arkhne on Dec 20, 2018 20:59:01 GMT
I have always found that platinum wavelist editing is super annoying. I don't understand what makes clients see or not see enemies for plat, where it's pretty well figured out on gold and below. Most times what I just do, if I am making difficulty mods, is bump silver to gold levels and gold to plat levels and then I just disable bronze and plat.
Adding armor or shields/barriers to enemies that don't have it isn't possible, at least not through modmaker. Enemies are initialized read values in a script and then add the shield component if they have any shields or barriers. Even if you set in coalesced the shields value from other enemies, the startup code for enemies doesn't even look at it, and even if it did, without extra code to add the shield modules it doesn't do anything. And editing unrealscript functions is like getting a root canal. I can modify in-place but I have never successfully extended or truncated one.
It may be possible to change health to armor through mixins. I acutally wanted this as a dynamic mixin so you could change the health types, e.g. you can have a enemy that only has shields as health (like the drones do). However dynamic mixins always took numerical values, where health types are enums (which is a fixed list of integers) so I never built out the interface for it. If you really wanted that capability I could do it - but additionally, I don't know if this replicates off host properly. I know I changed the CAT6 Executioner in Rejection from Armor to Health to balance out his damage reduction factor.
As for enemy compositions, take into account the role of each pawn. A wave of brutes is really easy until they are in range. But if you toss in a double tap nemesis, it locks you in place allowing the brutes to close distance. You can add a phantom to add flank. Geth Hunters can get close to distract, giving lots of time for larger enemies to get into position. Scions lock down large open areas. Praetorians can lock down corridors due to their speed and size. The Atlas is a tank that can suck up damage while allowing others to get into position. Marauders are basic mooks that are good at forcing people into cover at mid range. I tend to always mix some of these - some waves I like to design as "long range" - missile troopers, nemesis, ravager, mixed with a bunker buster like a phantom or brute. This is exactly how I went about building wavelists for my Mixed Factions Mod. It turned Cerberus into Supression Specialists, and Reapers into a pure nightmare of aggression+tank (Wave 6 Reapers on that mod is the single hardest wave to tank a hack that I've ever played in this game, you can't even nuke it because of the double speed, instant acceleration, increased blast radius Abominations, who are essentially ALWAYS possessed). Do you shoot the Dragoon? Or the Ravager? Normal wavelists tend to make it pretty clear who the threat and fodder are, but some custom wavelists just do away with the fodder and make everybody a threat.
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