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Post by nannerb on Feb 26, 2021 17:03:29 GMT
ME2Shredder especially makes hardly any sense in this game with the protection scheme. Maybe it should have had a slow effect against organic targets, it would at least be something unique I like this idea. Although enemy health can be considered a 4th type of "shield" - hence, an ammo type specifically designed to damage it, the shredder ammo, it's just not as fun or provide enough variety beyond "damage." Adding a slowing/stunning effect would definitely make it more usable. Quick recap of what that would look like for players: Cryo ammo - stops enemy movement (frozen); increased damage; no bonus to armor, shields, barrier damage Incendiary ammo - stuns enemy movement (panic); damage over time; effective against armor Warp ammo - no movement effect; increased damage; effective against armor and barrier Armor piercing - no movement effect; increased damage; effective against armor and health Disrupter ammo - stun synthetics, disable weapons (overheat); increased damage; effective against shields Shredder ammo - slow/stun/stop enemy movement; increased damage; effective against health I think suggestion that balances the ammo powers quite decently. The question is, is that enough to differentiate shredder versus cryo?
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Post by capn233 on Feb 26, 2021 22:16:04 GMT
The question is, is that enough to differentiate shredder versus cryo? Probably not. The "big three" sort of have everything covered from the start. Cryo can CC any target that goes to health, and gives the "100%" frozen/ragdoll damage bonus, killing husks outright. Incendiary has organic panic, which is bugged with Burst and affects AOE targets through shields. Disruptor is great against mechs and geth. On the other hand, only the three combat classes get to use the above (ignoring "squad" ammo). So to some extent it might still be useful to some person. Alternative could also be to change at least part of the damage to "bleed," aka DOT. Normally I would want damage up front, but this would also sort of help in the edge case where a target moves behind cover. Or it may also allow increasing the total bonus amount if the duration is long enough. Would stop regen. For AP, natural effect might be to add cover penetration. But that has the potential to disrupt a lot of balance and level design. It has pretty good damage numbers for an ammo already, so maybe it is ok. I suppose Warp already has a niche, since it is the only one that damages barriers. But for the most part I would not find it all that compelling except on Widow soldier or infiltrator really. It does does bonus damage to ragdolled, but that is not a whole lot compared to the bonus weapon damage to ragdolled anyway.
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Post by RedCaesar97 on Feb 27, 2021 15:04:30 GMT
Regarding ammo for Mantis, maybe 1|16? And reduce Widow to 1|8? After thinking about this, maybe this was too harsh? The problem is my experience is mostly Insanity. On lower difficulties the Mantis is just fine except for spare ammo. Although New Game versus New Game+ also can distort things. Currently the Mantis is 1|9 and the Widow is 1|12. If you switch them, then we can get Mantis 1|12 and Widow 1|9. Then I say drop Widow down to 1|8. Or if you want the armor piece that gives +10% spare ammo clip to work you would need both at minimum 10 spare ammo, so maybe Mantis 1|14 or 1|15 and Widow at 1|10?
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Post by RedCaesar97 on Feb 27, 2021 16:16:00 GMT
Touching more on weapon balance in Mass Effect 2, I think some of the assault rifles could use some changes.
Firstly, Avenger and Geth Pulse Rifle are the least damaging weapons in the game. I think these weapons could use a buff.
There used to be a weapon comparison chart on GameFAQS, but it has long since disappeared; I should have downloaded a copy when I had the chance. But I did manage to at least grab some weapon damage values from another web site at some point.
So for relevance, here are the assault rifle base damage numbers: - Avenger: 10.8 - Geth Pulse Rifle: 10.8 - Collecter Assault Rifle: 17.4 - Revenant: 21.3 - Vindicator: 36.8 - Mattock: 50.4
Some ammo counts, which I think is also important for balancing: - Avenger ammo: 40|400 - Geth Pulse Rifle ammo: 40|480 - Collector Assault Rifle: 28|280 (taken from a video) - Revenant: 80|480 - Vindicator: 24|96 - Mattock: 16|64
Avenger: I think it could use somewhere around a +40% to 50% damage buff. But then drop both clip and spare about 25% for 30|300. Geth Pulse Rifle: I think it could also use about a +40% to +50% damage buff. Keep the clip size, but then drop just spare ammo by about 25% for 40|360. Or maybe 40|320. Revenant: Slight damage increase (a few damage points, about +10% damage buff). Then change base defense multipliers to be +1.25x versus all defenses. Maybe reduce clip size from 80 to 60?
I have never used the Collector Assault Rifle (never had it on console) so I do not know how it performs. My impression of it from the one or two videos I have seen is that it performs about as well as the current Avenger and Geth Pulse Rifle. I do not want to suggest any changes to it without having used it myself.
I think everything else is fairly balanced. The Locust SMG could MAYBE use either a slight damage decrease (from about 25 to 24 or something) or maybe a slight accuracy decrease to make it less effective at long range.
Phalanx is like a more damaging Carnifex (Phalanx 109.8 versus Carnifex 85.4) but with a laser sight instead of a targeting reticule. It could maybe use an ammo reduction from 6|24 to 5|20 or even 5|15? For comparison, Carnifex ammo is 6|18.
NOTES: - All balance changes should be extensively tested on various difficulty levels. - Admittedly I have not used the Avenger, Geth Pulse Rifle, or Revenant much in my Soldier playthroughs. With more use, my thoughts on the current balance of these weapons could change.
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Post by a_mouse on Mar 1, 2021 0:05:07 GMT
The longer shield gate works within ME2 because you do not have the movement speed or dodge capability, so moving between cover can take more time. Also my recollection is that the enemies are more accurate in ME2, so you are also more likely to take damage due to this. The lock-on time in ME3 is what seems to allow your freedom of movement in ME3. That's a fair point. The shield gate in ME2 is a poor-man's solution to clunky movement. But the lock-on delay in ME3 on Insanity seems quite short (less than 1 sec). Has anyone ever measured it? In any case, the roll and dodge mechanics in ME3 are quite awkward (as are the cover mechanics), so not sure a lock-on delay sufficiently compensates for the lack of a shield gate. There are many levels in the game that I find frustrating because the terrain is so uneven. Although this kind of terrain provides lots of ME2-style cover, it badly limits movement due to limited areas for dodging, and super slow climbing up and down terrain features. The vast majority of my in-game deaths occur because of unexpected terrain effects. In my view eliminating the shield gate (in the interests of realism) requires addressing these broader mobility issues to fully work. It’s probably dangerous to draw comparisons to other games. But in the 3rd person shooter genre there are games that have much more fluid movement and cover mechanics. Examples in the same era as ME2/ME3: Splinter Cell Conviction, Tomb Raider (reboot). These games were really crafted around fluidity of movement and entering/exiting cover. The trouble with bringing this to Mass Effect is how to handle the keyboarding, when the player also needs to be able to draw on a wide variety of targeted powers. Probably requires autocover as in MEA.
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Post by a_mouse on Mar 1, 2021 4:57:59 GMT
I like this idea. Although enemy health can be considered a 4th type of "shield" - hence, an ammo type specifically designed to damage it, the shredder ammo, it's just not as fun or provide enough variety beyond "damage." Adding a slowing/stunning effect would definitely make it more usable. Quick recap of what that would look like for players: Cryo ammo - stops enemy movement (frozen); increased damage; no bonus to armor, shields, barrier damage Incendiary ammo - stuns enemy movement (panic); damage over time; effective against armor Warp ammo - no movement effect; increased damage; effective against armor and barrier Armor piercing - no movement effect; increased damage; effective against armor and health Disrupter ammo - stun synthetics, disable weapons (overheat); increased damage; effective against shields Shredder ammo - slow/stun/stop enemy movement; increased damage; effective against health I think suggestion that balances the ammo powers quite decently. The question is, is that enough to differentiate shredder versus cryo? I think the game designers had a clear hierarchy in mind. Cryo (which offers the best immobilization effect) is only available to soldier hybrid classes, and only as a level-up. The second best immobilizers (Incendiary, Disruptor) are easier to get, and available through some squad mates (but cannot be taken as a bonus power). Then as a third tier, ammo powers that merely boost various kinds of damage are provided as a bonus power. Giving Shredder Ammo an immobilization effect would definitely disrupt this hierarchy. Given the other game mechanics, the increased health damage of shredder doesn't really make much sense. A more logical balance would have been "Warp" with bonuses against barriers & armor, "Piercing" with bonuses against shields & armor, and "Shredder" with bonuses against shields and barriers (none boosting health damage). I think this would have made purely damage-boosting Ammo powers more appealing as a bonus power or squad power for classes weak to certain protection schemes (especially early game when these bonuses actually help). As an example, I usually take Warp Ammo on Vanguard until I can respect to Stasis, because it helps early game.
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Post by nannerb on Mar 1, 2021 20:32:23 GMT
Here is my attempt to rebalance the ammo powers in ME2 Ammo type | Movement penalty | Rank 4 damage multiplier (Assuming the other option is squad ammo) | Additional effects | Disruptor | Chance to Stun (synthetics)
| +100% vs shields +50% vs health (synthetic) | Chance for weapon overheat | Incendiary | Chance to Panic (organics) | +50% vs health (organic) Additional 50% of weapon damage over 3 seconds | Targets inside 3m radius take fire explosion damage
| Cryo | Chance to Freeze (all) | Frozen enemies take 2x damage | Targets inside 3m radius take shatter explosion damage. Frozen enemies explode at death | AP | none | +100% armor +50% health (organic) +50% health (synthetic) | none | Shredder | Chance to Slow (organics, synthetics and husks) | +100% health (organic) Additional 50% of weapon damage over 3 seconds - "Bleed" damage | Slows regenerating health | Warp | Chance to Stun (husks) | +100% barriers Enemies under biotic effects take 2x damage
| none |
Some notes: - The damage multipliers would have to be rebalanced and cascaded down based on the rank 4 assumptions here - Warp ammo and shredder slow or stuns husks to give the non-biotic classes an option to deal with a hord of husks - Incendiary ammo is de-powered to allow other ammo types to flourish - Shredder, cryo and incendiary become more crowd control focused - Warp, disruptor and AP are specialized (+100% vs a specific shield type - barrier, shields, armor) - Shredder does not have +100% damage versus the "health" shield, b/c I can't imagine players switching to this ammo type to finish off an enemy, hence a smaller damage percentage versus health but with the addition of a movement penaltyThe powers are now newly organized into 2 distinct categories: 1. Specific shield type damagers (disruptor, AP, warp) 2. Crowd control (cryo, incendiary, shredder) And because of that, I would want to keep the category availability lumped together for the player. Perhaps type 1 are all available at the very beginning and type 2 can only be accessed via bonus powers UPDATE: Made some minor tweaks after having the opportunity to play the ME2 in Legendary, including giving Shredder ammo a boost to give it a better use case, particularly versus enemies that charge towards you such as varren or husks or regenerate health like Krogan and Vorcha
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Post by capn233 on Mar 2, 2021 2:10:04 GMT
Touching more on weapon balance in Mass Effect 2, I think some of the assault rifles could use some changes. - Admittedly I have not used the Avenger, Geth Pulse Rifle, or Revenant much in my Soldier playthroughs. With more use, my thoughts on the current balance of these weapons could change. A confounding variable with weapon balancing in ME2 may be the class restrictions, where some weapon changes will be an indirect buff to soldier or infiltrator, affecting early game disproportionately. I have thought this was perhaps part of Bioware's logic with Avenger and Mantis. Avenger is pretty poor early, once you get the Vindicator it is a big upgrade IMO. I did not run it very often after all the research, but by then the problem is that soldier will likely be using one of Revenant, Claymore or Viper enough that it is moot. Similarly, too much spare ammo on Mantis may just mean that Soldier or Infiltrator can kick back and relax early while the casters get to struggle a bit more in the early levels. On the other hand, maybe this thinking is just backwards and Avenger or Mantis need to be balanced well enough for the casters to actually want to take them as a bonus weapon later game. Maybe some component of spare ammo buffs needed to be included in the "advanced weapon training." As for the GPR, I can barely remember using it at all, but perhaps it needs to be lean even further into anti-mook / anti-shield with just bigger shield multipliers. That would also give soldier something of an actual SMG replacement.
That's a fair point. The shield gate in ME2 is a poor-man's solution to clunky movement. But the lock-on delay in ME3 on Insanity seems quite short (less than 1 sec). Has anyone ever measured it? In any case, the roll and dodge mechanics in ME3 are quite awkward (as are the cover mechanics), so not sure a lock-on delay sufficiently compensates for the lack of a shield gate. There are many levels in the game that I find frustrating because the terrain is so uneven. Although this kind of terrain provides lots of ME2-style cover, it badly limits movement due to limited areas for dodging, and super slow climbing up and down terrain features. The vast majority of my in-game deaths occur because of unexpected terrain effects. In my view eliminating the shield gate (in the interests of realism) requires addressing these broader mobility issues to fully work. That's the funny thing about ME3, the amount of time it takes for enemies to go from inaccurate to locked depends on the frame-rate (of the host). If you uncap the framerate on PC, they lock even faster. The amount seems like something I knew a few years ago but have forgotten. When they nuked the original forum with the user groups, the "Bug Tracking" group info was lost.
I agree about the clunkiness of cover mechanics in these games, and think it is most acute in Andromeda, where it seems like they absolutely could not decide if it was supposed to be a cover shooter or not.
I probably wouldn't take shield gate out of ME3, at least for the player. For enemies, I would rather they have less than 100% gate on insanity. Although I would go back to protections for pretty much every enemy.
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Post by RedCaesar97 on Mar 4, 2021 3:17:19 GMT
A confounding variable with weapon balancing in ME2 may be the class restrictions, where some weapon changes will be an indirect buff to soldier or infiltrator, affecting early game disproportionately. I have thought this was perhaps part of Bioware's logic with Avenger and Mantis. Avenger is pretty poor early, once you get the Vindicator it is a big upgrade IMO. I did not run it very often after all the research, but by then the problem is that soldier will likely be using one of Revenant, Claymore or Viper enough that it is moot. Similarly, too much spare ammo on Mantis may just mean that Soldier or Infiltrator can kick back and relax early while the casters get to struggle a bit more in the early levels. On the other hand, maybe this thinking is just backwards and Avenger or Mantis need to be balanced well enough for the casters to actually want to take them as a bonus weapon later game. Maybe some component of spare ammo buffs needed to be included in the "advanced weapon training." As for the GPR, I can barely remember using it at all, but perhaps it needs to be lean even further into anti-mook / anti-shield with just bigger shield multipliers. That would also give soldier something of an actual SMG replacement. These are some good points. Infiltrator and Soldier also have class-unique powers that can substantially increase weapon damage. That can make weapon balancing tougher. I guess I am trying to balance some of the weapons outside of Cloak and A-Rush. My quick opinion about the Collector Ship weapons: - Claymore: unique shotgun - Widow: a clear upgrade to the Mantis (more damage, more spare ammo) - Revenant: Avenger on steroids (twice the clip size, twice the damage, +50% more spare ammo; maybe a little less stability and accuracy) I guess part of the problem I have is that the Revenant and Widow feel like direct upgrades to existing weapons, while the Claymore feels completely different from the other shotguns. I have never really liked the Revenant. I think I have taken it two or three times on Soldiers? My first time was my very first playthrough which was on Normal difficulty. Because I picked it on the Collector Ship, I kept using it, even though I never really liked it and wanted to go back to the Vindicator ("But it must clearly be better, because the game says it is an upgrade to the Vindicator" I kept telling myself.) The last time I took it, I barely used it and ended up using the Scimitar a whole lot because I could shoot > melee like the Katana when under Adrenaline Rush. When I take assault rifles on Adept, Engineer, or Sentinel, I use the vindicator as like a secondary weapon. Mantis never sees any use whenever I take sniper rifle training. I wonder if the Collector Assault Rifle would have been a more interesting choice as the class-unique assault rifle instead of the Revenant. Some of the other assault rifles would probably need a small accuracy and/or stability nerf so the Assault Rifle Stability and Accuracy upgrade would be of more use. Or maybe make the Collector Particle Beam the unique assault rifle instead of a heavy weapon? I guess I would just like the Avenger and Geth Pulse Rifle actually feel like (fairly-balanced) viable weapons for the Soldiers instead of just being quickly discarded. Or maybe if the Revenant ramped up in fire rate, making it more of a boss killer? Just some ideas... Not sure what you could do with sniper rifles. Maybe turn the Collector Particle Beam from a heavy weapon into the unique sniper rifle?
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Post by capn233 on Mar 5, 2021 1:23:07 GMT
I love the Revenant, and took it on the vast majority of my soldiers. It is practically tailor made for use with Adrenaline Rush, although it worked out fine on hacked Vanguard too since it also works great with incendiary ammo. I didn't have the Mattock, so I wasn't tempted that way though. I think Revenant is mostly fine as is. Kill speed against elites is good compared to anything else in ME2 as far as I remember.
I always thought Mantis should have more spare ammo, but even so I don't think that would tempt me to use it on other classes. Maybe engineer is best case with overload.
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Post by a_mouse on Mar 7, 2021 2:40:11 GMT
The problem with Mattock is that it is broken with A-Rush. During bullet time Shep can fire about 2~3x normal speed, (as well as getting damage bonus). It just melts everything. It’s almost like playing ME:A.
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Post by RedCaesar97 on Mar 7, 2021 22:58:13 GMT
The problem with Mattock is that it is broken with A-Rush. During bullet time Shep can fire about 2~3x normal speed, (as well as getting damage bonus). It just melts everything. It’s almost like playing ME:A. Which begs the question: would it be possible to actually balance the Mattock so it is not completely broken under Adrenaline Rush? Reducing its fire rate (or refire delay) would be a start. Another option would be to remove the damage bonus from Adrenaline Rush completely, but that introduces a whole host of other questions: 1. Would A-Rush still be considered a good power without the damage bonus? 2. Would you then need to remove the damage bonuses from Tactical Cloak, including possibly creating a new evolution to replace Assassination Cloak? 3. Removing damage bonuses from Adrenaline Rush and Tactical Cloak would adversely affect early-game Mantis on Insanity. Is that a bad thing? I remember some discussion on the old BSN forums about the damage bonus in Adrenaline Rush. Someone brought up the point that the damage bonus in Adrenaline Rush allowed the Soldier to effectively maintain the same Damage Per Second (DPS) as they would if they did not have it. But that does not apply to all weapons; burst-damage weapons like the Mantis/Widow and some shotguns can only get one shot off and so get a big damage boost for that one shot. But since the Soldier uses mostly ammo powers (which are set and forget), would removing the damage bonus from A-Rush not give the Soldier enough tools to deal with enemies, even though it has the most guns to start?
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Post by capn233 on Mar 7, 2021 23:18:59 GMT
The problem with Mattock is that it is broken with A-Rush. During bullet time Shep can fire about 2~3x normal speed, (as well as getting damage bonus). It just melts everything. It’s almost like playing ME:A. Which begs the question: would it be possible to actually balance the Mattock so it is not completely broken under Adrenaline Rush? Reducing its fire rate (or refire delay) would be a start. Another option would be to remove the damage bonus from Adrenaline Rush completely, but that introduces a whole host of other questions: 1. Would A-Rush still be considered a good power without the damage bonus? 2. Would you then need to remove the damage bonuses from Tactical Cloak, including possibly creating a new evolution to replace Assassination Cloak? 3. Removing damage bonuses from Adrenaline Rush and Tactical Cloak would adversely affect early-game Mantis on Insanity. Is that a bad thing? I remember some discussion on the old BSN forums about the damage bonus in Adrenaline Rush. Someone brought up the point that the damage bonus in Adrenaline Rush allowed the Soldier to effectively maintain the same Damage Per Second (DPS) as they would if they did not have it. But that does not apply to all weapons; burst-damage weapons like the Mantis/Widow and some shotguns can only get one shot off and so get a big damage boost for that one shot. But since the Soldier uses mostly ammo powers (which are set and forget), would removing the damage bonus from A-Rush not give the Soldier enough tools to deal with enemies, even though it has the most guns to start? Yes it is possible, you just have to reduce the rate of fire. That way it would be nearly identical for non time dilation classes (unless someone was using a click macro before), but weaker than current form on Soldier.
edit: basically Mattock isn't bugged whatsoever, it just is the only semi-automatic in the game with a 750rpm rate of fire. Most people won't hit that in "normal time," but it is possible to get there with time dilation. Really you could practically port in the ME3 fire rate of ~400.
edit2: forgot about this before...
The damage bonus from ARush is really only there to directly counter the time dilation, so as you say the "real world" DPS is identical, ignoring practical DPS increase from more hits on target. I would leave it as is. To some extent it mostly works out as an accuracy and ammo-efficiency boost. Just not on the Mattock because it was basically a special case.
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Post by GrimBroom on Mar 21, 2021 8:34:58 GMT
Not sure why RedCaesar wants to buff the Avenger. That thing is deadly when fired on full auto.
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Post by RedCaesar97 on Jul 24, 2021 14:40:07 GMT
One of the complaints by players I used to see was that shielded enemies were plentiful on Hardcore/Insanity, but you had fewer enemies with armor or barriers. Outside of Collectors (3 missions), only Samara's recruitment mission has basic enemies with barriers on Hardcore/Insanity.
This would probably require harder code changes (non-trivial code changes), but more basic Eclipse merc enemies should have barriers on Hardcore/Insanity instead of shields. If more basic Eclipse mercs were Asari of human -- like on Samara's recruitment mission -- I think it could work.
This would leave you with: - Blue Suns + Geth = shields - Eclipse + Collectors = barrier - Blood Pack = armor
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Post by ichijinijisanji on Aug 7, 2021 1:35:54 GMT
i would give me3 soldier more weapon damage passives. And more weight capacity. I can't even carry 1 heavy weapon without losing the 200% cooldown bonus
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Post by nannerb on Aug 10, 2021 17:34:37 GMT
One of the complaints by players I used to see was that shielded enemies were plentiful on Hardcore/Insanity, but you had fewer enemies with armor or barriers. Outside of Collectors (3 missions), only Samara's recruitment mission has basic enemies with barriers on Hardcore/Insanity. This would probably require harder code changes (non-trivial code changes), but more basic Eclipse merc enemies should have barriers on Hardcore/Insanity instead of shields. If more basic Eclipse mercs were Asari of human -- like on Samara's recruitment mission -- I think it could work. This would leave you with: - Blue Suns + Geth = shields - Eclipse + Collectors = armor - Blood Pack = armor Yes! This is a good callout. More enemies with barriers would create better balanced use of the powers. Same goes with having missions versus mechs. I feel AI hacking is a skill that doesn't have a lot of opportunities for use, as opposed to its organic counterpart, Dominate.
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Post by RedCaesar97 on Aug 11, 2021 1:46:03 GMT
Same goes with having missions versus mechs. I feel AI hacking is a skill that doesn't have a lot of opportunities for use, as opposed to its organic counterpart, Dominate. Outside of synthetic missions (such as Geth, Freedom's progress, and few optional secondary missions), synthetic enemies tend to appear with the Eclipse mercs. Maybe making mechs more of a staple with the Eclipse and adding them to Blue Suns as well? Mechs having armor would make them fit in with the Blood Pack, but mechs do not really fit with the Blood Pack "style".
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Post by nannerb on Aug 11, 2021 17:50:38 GMT
Same goes with having missions versus mechs. I feel AI hacking is a skill that doesn't have a lot of opportunities for use, as opposed to its organic counterpart, Dominate. Outside of synthetic missions (such as Geth, Freedom's progress, and few optional secondary missions), synthetic enemies tend to appear with the Eclipse mercs. Maybe making mechs more of a staple with the Eclipse and adding them to Blue Suns as well? Mechs having armor would make them fit in with the Blood Pack, but mechs do not really fit with the Blood Pack "style". I don't know if this is considered a small change but I would want to introduce 1 or 2 new enemy groups to ME2. Every group seems to have an archetype, except for The Eclipse who seem to be catch-all for everything else (barrier use, mechs, engineers who launch drones, etc.) You could probably break up The Eclipse into 2 groups: i) An Asari merc group that primarily uses barriers and biotic attacks ii) An engineer group (pirates maybe?) that primarily relies on drones, mechs and turrets As for a change that's a little bit more major, I would give the Collectors full access to any shield type and attack that is available in the game. As the main antagonist of the game, I feel the Collectors should posses the greatest threat to Shepard and co. The best way to implement that is by including every armor type, weapon and enemy strategy the game can throw at Shepard. Less emphasis on barriers and armors means any squadmate can contribute in fight against the Collectors (to a varying degree). For example: Collectors - can use barriers, armor, shields, and have regenerating health Harbinger possessed - Barriers + armor, charges towards you, heat seeking warp Seeker swarm - Barriers (behave similar to drones); close range Collector Engineer - Barriers, releases seeker swarms, puts up barrier walls for cover Collector Assassin - Cloaked (overload to destroy cloak), uses collector particle beam Husks - Shielded similar to ME1, they also emit an electrical explosion at death; melee Collector Heavy - Armor, long range biotic torpedos Scions - Armor; mid-close range shockwave attacks Abominations - hyper fast regenerating health, short range fire attack I'm probably missing some, but I think you get the idea.
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Post by RedCaesar97 on Aug 11, 2021 23:56:22 GMT
I don't know if this is considered a small change but I would want to introduce 1 or 2 new enemy groups to ME2. <snip> Yeah.... that is no longer a small change. A lot of what you propose calls for additional design, which is no longer small. Interesting, but not small.
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Post by n7double07 on Dec 22, 2022 19:32:38 GMT
Singularity and Shockwave may as well have not existed on the ME3 Adept
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Post by n7double07 on Dec 22, 2022 21:44:18 GMT
Was sifting through the Nexus earlier and noticed that no one seems to have made a mod that recreates the effects of the Armax Arsenal Arena increased protections modifier in the base game. That would be an easy way to make ME3's combat more interesting.
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Post by n7double07 on Dec 31, 2022 18:06:37 GMT
Another thought I just had: Sentinel was my original favorite class, and although it still ranks fairly highly for me across the trilogy, it's definitely been eclipsed by Vanguard and Infiltrator. Part of this is because the Sentinel lacks inter-power synergy compared to Vanguard and Infiltrator in ME2 and 3. I figure a possible improvement to the Sentinel would be the trading of Overload for Energy Drain, and the re-designing of Tech Armor. Instead of Tech Armor being static, it drains (somewhat slowly) over time, and Energy Drain must be used to replenish it. As well, it would work somewhat like Nova where the strength of the tech burst depends on how full Tech Armor's meter is. Another condition is that the meter must be *at least* half-full for a burst to trigger; otherwise it just dissipates.
EDIT: For clarification, the burst should actually be significant in scope (being larger than the burst in ME3 even at half-capacity) and trigger automatically like in ME2, and the meter would be separate from the HP of the Tech Armor.
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Post by n7double07 on Jan 25, 2023 6:33:41 GMT
Abandon the philosophy that all class powers minus signature abilities have to be drawn from the same pool.
Get rid of Adrenaline Rush
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Post by nannerb on Jul 31, 2023 21:00:53 GMT
Now that Legendary is out, I have one re-balancing thought -> Cerberus Ajax Armor has rendered the regular Cerberus Armor useless in ME3:
Ajax Armor: +25% Ammo Capacity +10% Weapon Damage +10% Power Damage +10% Shield Regen Speed +25% Shields
Cerberus Armor: +10% Ammo Capacity +20% Weapon Damage +10% Shields +20% Health
Since the Ajax armor is DLC and auto-rewarded in LE, I'd rebalance that. The entire set adds up to 80% in bonuses, that's too much - I'd probably reduce each bonuses between %5 and 10%; to get closer to the overall 50-60% range that other current armor sets are.
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