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Post by hardcoresalmon on Mar 31, 2017 22:00:26 GMT
Here I talk about and show the weapon balance problem in ME:A Multiplayer: This is the biggest problem in multiplayer right now, almost no guns do a decent amount of damage on gold apart from about 5 or 6. Weapon comparison from the video: (data taken from these forums)
| ME3
| ME:A
| % of damage
| Mattock X
| 129.5
| 63
| 48.65%
| Carnifex X
| 345.1
| 220
| 63.75%
| Hurricane X
| 128.1
| 57
| 44.50%
| Crusader X
| 788.4
| 442
| 56.06%
| N7 Valkyrie X
| 149.9
| 99
| 66.04%
| Eagle X
| 107.7
| 80
| 74.28%
|
But seriously this issue really needs to be fixed unless Bioware want everyone to use only vanquishers all the time on gold. Edit: Got the valkyrie number wrong in the video, was actually 149.9 in me3
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megabeast37215
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Post by megabeast37215 on Mar 31, 2017 22:22:16 GMT
Great, great video. 100% agree.
Id like to see you do one about powers and combos too if you have the time.
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turianrebel212
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Post by turianrebel212 on Mar 31, 2017 22:24:25 GMT
Boom. Someone tweet this gloriousness to Bioware. OP just solved the main issue with Andromeda.
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Post by cato on Mar 31, 2017 22:44:26 GMT
I completely agree. I've got a lot more issues with the game than just the balance though. Does anyone know if Bioware are going to publish their balance changes in full anywhere? The Bioware blog only has the laughably non-specific 'Balance changes to guns' hidden among the notes for patch 1.04.
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book
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Post by book on Mar 31, 2017 22:55:01 GMT
Pretty much spot on. Mostly all my weapons (except UR's) are X now.
I use Raptor as an assault rifle
I use Vanquisher as all classes
And that's it.
Sometimes I go wild and toss a shotgun in there for fun, but even then you have to empty an entire clip of led into a common mob.
Honestly, I wish they would return the 200 % cooldown bonus, so there was a another reason not to equip stuff like Vanquisher on all builds.
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SexmaSheen
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Post by SexmaSheen on Mar 31, 2017 23:04:25 GMT
Nice Vid.
I refrained from adding similar me3 data to that dps chart I put together because, as far as I know, nobody knows enemy health values - ie If enemies have 50% less health than in ME3, then guns would need to be nerfed 50% to maintain parity.
That said, from your vid...
ME3 Carnifex: 1 headshot to remove Nemesis shields MEA Carnifex: 4+ headshots to remove sharpshooter shields
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Post by budhalen on Mar 31, 2017 23:09:12 GMT
And the list can go on from there. I was mildly/cautiously excited about trying my lvl 10 Mangineer's maxxxed Overload vs Silver Remnant cunts. Went 4a-Dmg, 5b-Shields, 6a-Synth/Shields. Zapped the first floating fucking brat I saw, hoping to immediately freeze it with my Cryo II Avenger X.
Nope. Still had about 30-35% shield left. My Avenger X had waste an entire fucking clip to simply dip INTO the fucker's health.
Done with this tedious, boring shit.
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hardcoresalmon
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Post by hardcoresalmon on Mar 31, 2017 23:20:57 GMT
Nice Vid. I refrained from adding similar me3 data to that dps chart I put together because, as far as I know, nobody knows enemy health values - ie If enemies have 50% less health than in ME3, then guns would need to be nerfed 50% to maintain parity. That said, from your vid... ME3 Carnifex: 1 headshot to remove Nemesis shields MEA Carnifex: 4+ headshots to remove sharpshooter shields From what I've seen in game enemy health seems to be slightly higher in this game than me3. Even bosses on bronze feel tanky, so I feel it's a fair comparison. There's no way that enemy health is 50% lower.
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Post by SexmaSheen on Mar 31, 2017 23:29:10 GMT
From what I've seen in game enemy health seems to be slightly higher in this game than me3. Even bosses on bronze feel tanky, so I feel it's a fair comparison. There's no way that enemy health is 50% lower. Oh, I wasn't suggesting that enemies had 50% less health. I just pulled that number outta....thin air... to illustrate the point. You may very well be correct on the 'more health' thing.
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hardcoresalmon
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Post by hardcoresalmon on Mar 31, 2017 23:50:52 GMT
Oh, I wasn't suggesting that enemies had 50% less health. I just pulled that number outta....thin air... to illustrate the point. You may very well be correct on the 'more health' thing. I didn't think you did, just chose my words wrong. What's strange is that snipers have been given considerable buffs compared to ME3 EG:
| ME3
| MEA
| % of damage
| Widow X
| 1246.3
| 1309
| 105%
| Incisor X
| 122.5
| 181
| 148%
| Valiant X
| 515.5
| 535
| 104%
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But every other weapon type has been nerfed into being useless. It also doesn't make sense to nerf weapons even if enemy health had been reduced because there are more enemies on the map. More enemies, more health......let's nerf everything except snipers!
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Post by operatorm1 on Mar 31, 2017 23:57:16 GMT
I have a slight feeling guns hit for such pisspoor damage to probably make difficulty progression more gear-based rather than skill-based compared to ME3, and probably create more incentives to buy packs.
But there are a few rebuttals to that theory, like why an uncommon is exceptionally good, or why does the vanquisher invalidate the two most iconic sniper rifles of the original trilogy, and easier to get.
Either way, I feel like shit trying to snipe when I don't have my hands on SI + vanquisher, and now I know why. I think I'll go back to spamming advanced packs for SI + raptor.
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Post by Wolfwhistler on Apr 1, 2017 0:34:51 GMT
Yeh, they should leave the balancing to the game that had been around for a long time rather than whoever they have doing it now. Not sure why they thought they should adjust it so much after it has been so much better balanced before.
Though to be honest this kind of extends to pretty much everything wrong with the multiplayer. Rather than just take what was in ME3 and improve it, they tried to reinvent it while using the same skeleton. Weapons, weaker; powers, longer recharge and weaker and less recharge bonus from carrying lighter weapons; combos, almost nonexistent (Lingering effects are kinda cool, but reduced to o nonexistent damage); so many powers removed like warp; and several other things.
They needed to stand on the shoulders of those who came before but instead they tried to stand on their own and ignore it. What we're left with is a game with worse balance than ME3 had on launch.
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Post by Pearl on Apr 1, 2017 0:38:45 GMT
I completely agree. I've got a lot more issues with the game than just the balance though. Does anyone know if Bioware are going to publish their balance changes in full anywhere? The Bioware blog only has the laughably non-specific 'Balance changes to guns' hidden among the notes for patch 1.04. I asked on twitter, and was pointed to the Bioware blog. I could always try again whenever the next patch comes out (supposedly Tuesday), but I doubt it'll get anywhere.
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Coda
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Post by Coda on Apr 1, 2017 1:58:33 GMT
Before we start comparing ME3 to MEA 1:1, do enemies have the same amount of health? Do they deal the same amount of damage? Are enemy spawn rates the same? What about powers? There's a lot more to consider than just raw numbers. Also, don't forget the nature of the weapons themselves. The Raptor is great on paper, but a full auto sniper with a forced(?) scope is not an easy thing to use. As a SR, you get the non-ADS penalty, and its difficult to use while moving or up close. Then of course, there's recoil. Let's also consider that perhaps the devs wanted the game to be harder overall. We also have to make concessions for first order optimal strategies that are meant to be "low skill : high effect" such as ME3's Harrier, Reegar, vanilla Falcon, Krysae, Turian Ghost, Alliance Infiltration Unit, etc.
I agree with the sentiment that MEA has serious balance problems; the Vanquisher is FAR too powerful, and a lot of weapons invalidate others almost completely (why have a weapon with 100% inferior stats to another with no unique mechanics). The ratio between decent:great:OP doesn't feel 'right' (and let's also remember that ME3 had awful balance at launch too and was only fixed later over a couple years).
However, I don't think the issue is that the legacy weapons are weaker or stronger than their ME3 variants. This game has plenty of Uncommons/Rares that are serviceable in Gold; they just aren't the same weapons as they were in ME3. The Disciple is strong enough once its upgraded, as is the Incisor and Widow. There's at least a dozen Rares that are average in Gold without being OP, which feels like a similar number/ratio to what we have in ME3MP.
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Post by misguidedworm7 on Apr 1, 2017 2:32:52 GMT
Do we want to go back to when all the basic troopers were trash you clear instantly while the tanks took only slightly longer to gun down in a straight fight.
The devs wanted a slower time to kill things. They want you to have to move around and avoid simply grinding down enemies as they walk towards your position. so they made it take longer to kill things in general. This allows more room for things other than straight damage to be valid tactics. What is the point of using lift effects to hurl enemies around if you can just shoot them dead instantly.
ME3 ended up in damage fest mode. If it doesn't kill enemies fast it is worthless. Pull, lift grenades, throw, all got converted from cc to simple damage dealers because lifting enemies into the air became a pointless waste of time. This game makes enemy manipulation a valid and useful tactic.
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Post by oniangel on Apr 1, 2017 2:41:32 GMT
Nice Vid. I refrained from adding similar me3 data to that dps chart I put together because, as far as I know, nobody knows enemy health values - ie If enemies have 50% less health than in ME3, then guns would need to be nerfed 50% to maintain parity. That said, from your vid... ME3 Carnifex: 1 headshot to remove Nemesis shields MEA Carnifex: 4+ headshots to remove sharpshooter shields From what I've seen in game enemy health seems to be slightly higher in this game than me3. Even bosses on bronze feel tanky, so I feel it's a fair comparison. There's no way that enemy health is 50% lower. Powers and combos as well. Mooks that would of be dead from a singularity and shockwave in ME3 are still running around on bronze. Overload should be stripping a non-elite shield in one go. I can understand wanting to slow things down except the pace of the game has not really slowed down. Mobility is even more important and more stuff wants to mele players at a faster pace.
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Post by sinfulfox on Apr 1, 2017 2:44:50 GMT
It seems to be a general issue yeah, its not even that snipers do to much damage, everything else just has way to shit dps or accuracy to mather vs the bullet spoonges.
Even so the dps isnt even the biggest issue, most guns just straight up don't feel right
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Post by hardcoresalmon on Apr 1, 2017 2:58:15 GMT
Do we want to go back to when all the basic troopers were trash you clear instantly while the tanks took only slightly longer to gun down in a straight fight. The devs wanted a slower time to kill things. They want you to have to move around and avoid simply grinding down enemies as they walk towards your position. so they made it take longer to kill things in general. This allows more room for things other than straight damage to be valid tactics. What is the point of using lift effects to hurl enemies around if you can just shoot them dead instantly. ME3 ended up in damage fest mode. If it doesn't kill enemies fast it is worthless. Pull, lift grenades, throw, all got converted from cc to simple damage dealers because lifting enemies into the air became a pointless waste of time. This game makes enemy manipulation a valid and useful tactic. How do you know what the intent of the developers was? They never give out this information. There are design decisions in the game that completely go against what you have described. For example the upload objective. You have to kill everything that enters a hack zone fast otherwise the objective won't progress. How are we supposed to get an ascendant and a fiend out of a upload zone on gold without direct damage? If you run away then the upload progress will decrease and you can't use crowd control against armor. Making weapons suck is not the way to make biotic crowd control powers useful. ME3 could have easily done this by adding more tanky enemies with just health and less of a boss spam. And kill time has only been slowed on 90% of the weapons, I can still kill a hydra in out 15 seconds with the piranha.
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Post by misguidedworm7 on Apr 1, 2017 3:10:42 GMT
There are design decisions in the game that completely go against what you have described. For example the upload objective. You have to kill everything that enters a hack zone fast otherwise the objective won't progress. How are we supposed to get an ascendant and a fiend out of a upload zone on gold without direct damage? If you run away then the upload progress will decrease and you can't use crowd control against armor. Making weapons suck is not the way to make biotic crowd control powers useful. ME3 could have easily done this by adding more tanky enemies with just health and less of a boss spam. And kill time has only been slowed on 90% of the weapons, I can still kill a hydra in out 15 seconds with the piranha. The objective is supposed to be a challenge. You get one dude to kite the big stuff around while the rest upload in theory, you push stuff out of the zone, you block movement. We now have "tanky enemies with just health", giving an enemy 200% health or a weapon 50% damage is the same result. And bosses are not insurmountably healthy either, the difference between an assault trooper and an atlas was a lot bigger (1200h vs 25000a+25000s) than a raider and a hydra (no numbers yet, but a hydra isn't worth 40 raiders in health). Adding CC to me3 buy adding another huge bullet sponge is just crap, you need to make it useful across the board.
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Post by missileglitcher on Apr 1, 2017 3:11:08 GMT
Yeah you should definitely do a video to show how a biotic combo takes off one third the health bar of the lowest ranking enemy on gold (unshielded adhi) in andromeda, whereas a single biotic combo can kill multiple enemies on platinum in ME3. Please show that!
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Post by Pearl on Apr 1, 2017 3:14:43 GMT
Do we want to go back to when all the basic troopers were trash you clear instantly while the tanks took only slightly longer to gun down in a straight fight. Put simply? Yes. Because that was fun. Needing to empty your entire magazine into a basic trooper to kill it with your level ten weapon on Silver is not fun, and when you step up to Gold, it becomes tedious and actively disincentivizes playing on that difficulty even when it is the appropriate choice for the player's skill level. There are plenty of ways to do this that do not involve handicapping the player's damage output. In fact, they already implemented some of them (increased number of active enemies, more aggressive AI, increase AI damage), but they went ahead and replaced 90% of our weapons with linguine anyway. Do you not see that this is already happening in Andromeda? You can't have it both ways - if it's bad for this to happen to powers, it's bad for this to happen to weapons as well. Additionally, the kits are considerably more homogenized than they were in ME3. They all move at the same speed, they all have the same movement abilities, almost all of them have the same pathetic omni-blade melee. The only things left to differentiate the kits is the powers and weapons, and when the list of weapons that can actually kill enemies on Gold in a reasonable amount of time can fit on one hand, the bottom line is that all the kits play very similarly as well. Manipulating enemies was just as valid and useful in ME3, except in that game you could actually kill the things you were manipulating in an amount of time that made it worthwhile.
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Post by misguidedworm7 on Apr 1, 2017 3:30:21 GMT
So pulling one enemy, knocking down a second, and dealing with a third was something you reasonably did in me3 opposed to simply gunning down all three with the harrier.
I am not saying the weapons need be terrible, imbalanced, or whatever. But they do not need to have the overbearing power they had in mass effect three, where running a no points spend character was laughably easy with a number of the guns. Powers and weapons need to be on a similar page. Buffed only to where passives are currently, which are better than most of the powers, and are the real reason melee is so good in this game I feel.
Enemies shouldn't be cannon fodder save for a few. And no one enemy should carry the faction. The problem with kett is that the ascendant is too good at dealing damage, on top of an already powerful compliment of troops. Anointed, and destined are very powerful and numerous, and make the faction difficult on their own without the insane power of the ascendant added in. The fiend is somewhat buggy in an unpredictable grabby fashion. Tough units as those two are very good at pushing you around the map into the waiting arms of the troopers, they do not need to be so lethal on their own.
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Post by megabeast37215 on Apr 1, 2017 3:49:45 GMT
Why manipulate enemies when you can make them dead?
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Post by Pearl on Apr 1, 2017 4:11:26 GMT
So pulling one enemy, knocking down a second, and dealing with a third was something you reasonably did in me3 opposed to simply gunning down all three with the harrier. Yes, because I actually knew how to play the game. And I understand that you're not demanding the weapons be awful. The unfortunate truth is that the majority of them are under-tuned for high difficulties. As for the second part of your statement, powers and weapons are on the same page for the most part. That page just so happens to be a few chapters behind the enemies. I agree, for the most part. But as I said in my last post, there are a number of ways to do this that do not involve artificially nerfing the players. You may be able to guess what my answer is for this: The reason they seem so overwhelmingly powerful is because we do not have an adequate amount of damage to deal with them. Another facet of this is how rare piercing mods are for weapons, since the Fiend is an armored enemy, having easy access to armor-piercing mods should make them much easier to deal with in theory. I'm still waiting to unlock one, though, despite having maxed out almost all my other Uncommons.
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Post by oneils on Apr 1, 2017 4:39:05 GMT
I wonder if they balanced the game around equipment. Maybe the guerrilla or warfighter equipment will give a 75% boost to weapons. Is there a shocktrooper set? I can't remember.
If that's what they did they really need to get these equipment sets out there really fast.
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