Shady
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
Origin: TheShadyEngineer
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Post by Shady on Feb 10, 2021 16:46:10 GMT
Know those pieces of gear no one ever uses? Lets try to make them viable.
For example:
Shield power cells:
Reduce shield recharge delay by 15/30/45% (was 10/20/30), ALSO increase shield recharge speed (how fast your shields fill from zero to full) by 15/30/45%.
Vulnerability VI:
Increase headshot damage by 10/25/35% (same as now) but also increase all weapons damage by 5/10/15%
Stabilization module:
Improve weapon stability (reduce recoil) by 10/20/30% (same as now), but also improve weapon accuracy (reduce bloom) by 5/10/15%
Explosive ammo:
Throw out the airlock
Explode on impact maybe?
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Post by burningcherry on Feb 10, 2021 20:12:50 GMT
I use VVIs as weapon amp substitutes if I ran off of something (i.e. shotgun amps), SPCs also make a viable CM substitute on infis because you get some shield recharge between cloak cycles.
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Post by Alfonsedode on Feb 11, 2021 19:15:17 GMT
1. 45% faster shield reload! God i had no idea it was so fast. Combine that (as i do sometimes) with blade armor or fortif or barrier and u can melee gold easy without paying attetion
2.quite cool to buff weapons with gear, especially with a marksman cranial pistol
3. Stab module is really good if u wanna snipe with supposedly high recoil weapon. It changes the weapon. Marksman raider, argus, striker, hurricane
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Post by Arkhne on Feb 11, 2021 20:32:25 GMT
Explosive ammo:Throw out the airlockExplode on impact maybe? I've actually done some experimenting on making Explosive Ammo viable, and it's actually possible to make it OP. With some very simple modmaker number editing, you could make it more powerful than a cobra. The *problem* with them is how they're setup to work: Each shot on an enemy stacks a 'spike' that adds up to a maximum number of spikes (and then explodes), or explodes after no additional spikers have been added for a certain amount of time. Each spike's damage is AmmoConsumable% of the damage of the shot that triggered it, with a maximum damage (again set by the consumable), then explodes in such a small radius with such a low damage ceiling that it is irrelevent. You can tweak the maximum delay before it explodes so low that every round explodes instantly, but it results in frequent explosions over a roughly 2m radius (how often is this going to hit more enemies?) for tiny percentages of even mook health. While that makes it more functional, it doesn't address the weakness of it. Likewise, just tweaking the damage buildup and radius results in infrequent activation. Which leads to the hard part of balancing it. While it can be hilarious to have things like a Spitfire rapid-firing Lift Grenade level explosion, it's something that's very quickly going to get boring. It just has so many variables compared to other consumables.
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Shady
N1
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
Origin: TheShadyEngineer
Posts: 25 Likes: 193
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Mass Effect Andromeda
TheShadyEngineer
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Post by Shady on Feb 14, 2021 16:13:26 GMT
Explosive ammo:Throw out the airlockExplode on impact maybe? You can tweak the maximum delay before it explodes so low that every round explodes instantly, but it results in frequent explosions over a roughly 2m radius (how often is this going to hit more enemies?) Hey now, my incinerate has a 1.5m blast radius and it tags groups more often than one would expect. Especially against things that like to bunch up like Geth. FEAR THE 2M BLAST I SAY! Back on topic, that was an interesting read. Looks like explosive ammo really is unsalvageable and should be airlocked.
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Vormav
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Post by Vormav on Feb 15, 2021 1:14:33 GMT
I think all of the candidates mentioned, except explosive ammo, have niche uses (as pointed out by others).
To be brought in line, explosive ammo doesn’t need to be viable on every weapon -- I'd settle for a few. What about removing the damage cap on the explosion? That way slow firing, high damage weapons might get some productive use with them, although it may require an additional hike in the % damage done.
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Post by MPApr2012 on Feb 17, 2021 2:35:49 GMT
^^^^^^^^^^^^^^^^l2p issues spotted clearly scrubs, here... and... bonus: Arkhne's explosive ammo (version???) at play for what it may look like
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Post by Boatinhovic111 on Feb 17, 2021 11:53:45 GMT
Explosive Ammo's damage and radius should scale based on the difficulty, and should stagger things more often.
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Post by Deleted on Mar 16, 2021 18:40:31 GMT
Explosive Ammo: see apry, I find them almost useless but he proves otherwise
Shield Cells: only good with certain kits/builds, and never as impressive in action as on paper
Stability: used on my fat Turians when I join lobby late, Revvay, Lancer, some builds that need different SMG slot usage... Very useful, not weak IMO
Vulnerability VI: honestly an OP consumable for Gold and below. Destroys all the small enemies. Not weak at all unless Platinum, then yes they are not nearly as valuable but still better than nothing.
This post is my opinion, and not a product to be shipped or sold. It may be used as barter for goods and services at Port Hanshan.
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