First of all, Wired, I am in love with most of your mods, I've downloaded a couple of them. I have also loved the idea of this mod.
I have not tested it, i must be honest, but I read all the article on the updates and I gotta say... It feels like some weapons get very rebalanced (I know you said it might or not be the intention) but I feel like this mod could be more than just "make weapons closer to harrier", I feel like this could be a great damage rebalance mod for weapons in the game, I loved maybe 70% or more of all the modifications. Some of them makes a lot of sense, others kinda break the idea for me that some weapons are supposed to be weaker than others.
Now, I might have misunderstood the text, but I understood you took the Locust that has 305% lower damage and raised it like 290%? Doesn't it effectively make it terribly unbalanced...? That's what I wasn't sure If I understood or not. Or maybe, it was 305% weaker than the harrier and u made it "just" 290% weaker? (Sorry If It was my misunderstanding, english is not my main language)
In any case, the mod itself is amazing, all your mods are amazing. I just felt that some changes in those weaker SMGs (provided I understood correctly) might break the experience overall. Wanted to leave this comment here just to try to understand better what I read if possible.
The rest of it is great, shotguns are great changes, pistols too.
I always thought that the Argus could have been really great if they toned down the recoil and made the weapon more accurate. For some reason Bioware thinks burst fire weapons are all inaccurate, low fire rate, and kick harder than full auto weapons.
SO AMAZINGLY well done. I've long known about, and lamented these horrible imbalances in ME3's weapons.
Just 1 teeny tiny thing I was hoping you could do for the N7 Valkyrie - instead of base damage increase, could you make it a 4 round "sped-up" burst that fires all 4 rounds in the same time frame as it's base 2 round burst, with each round's damage being reduced by 20%? After all, it is "supposed" to be an "elite" weapon. This would roughly increase damage overall by about 32%, assuming all 4 rounds in case of moving targets.
I wanted to ask about 'ideal range', since you made note of it in your article. Unlike the range modifiers and their damage multipliers in ME2, I could not figure out what these numbers did. I had assumed these ranges were used in the same way, but I could not find any associated multipliers or factors for damage or accuracy. Just wondering if you might have a more detailed explanation of what goes on with them.
I assumed they were used at one or more points in the code that eventually applies the values to whatever(tm). I also imagine they have a small effect. Otherwise, they may just be values carried over from ME2 and then ignored. There is quite a bit of that, and I assumed things worked the same as in ME2 when they don't.
Fantastic! just tested it, the striker became an unstoppable killing machine.By the way,will there be adjustments for shotguns in the future? If increase the firing speed of N7 piranha, it can become the perfect weapon for vanguard,so the bizarre quarian carbine can retire.
Perhaps. The Piranha is one of my favorites and I must say adding two rounds to the Claymore's magazine makes it so much more fun to use on Insanity difficulty.
I'm glad you enjoy the modified Striker, I wanted it to be more fun to use by smoothing out it's playstyle. I think increasing it's peak rate-of-fire accomplished that and increasing it's base clip size solved an issue I had with it for the longest time: The player would need to reload just as it got started to unleash mayhem.
I just updated the mod with an option that adds a modified Claymore and N7 Piranha, see the updated article for details. The Piranha's rate-of-fire is increased slightly, it's magazine capacity is increased by 4 and there is a slight bump to damage. Note that reload duration has been increased, so keep track of your shots. The increased mag size probably has the most impact allowing the player to just spray pellets.
I tried it,this is definitely what they should be.Thanks for you work,the game is much more playable than vanilla right now. Maybe I'm a little greedy,just want to ask,do you have any plans to modify other N7 weapons?like Valiant,Crusader and Eagle,I always think they have nice appearance and sound,but not very practical.
Well, it appears I was mistaken. The base damage numbers for the AI appear to be in BioAI.xml and have specific values. 40 for the Hornet and 70 for the Mattock. I'll do some testing in the Mars mission to make sure this is the case.
I thought it would be the same as ME2 where the DamageAI property defines the ratio.
I just did a quick test in the Mars mission, at the tram destination. With and without this mod, the Cerberus troops appeared to be doing the same amount of damage with the Hornet and Mattock. So … it appears the game is using the damage numbers from BioAI.xml.
17 comments
I have not tested it, i must be honest, but I read all the article on the updates and I gotta say... It feels like some weapons get very rebalanced (I know you said it might or not be the intention) but I feel like this mod could be more than just "make weapons closer to harrier", I feel like this could be a great damage rebalance mod for weapons in the game, I loved maybe 70% or more of all the modifications. Some of them makes a lot of sense, others kinda break the idea for me that some weapons are supposed to be weaker than others.
Now, I might have misunderstood the text, but I understood you took the Locust that has 305% lower damage and raised it like 290%? Doesn't it effectively make it terribly unbalanced...? That's what I wasn't sure If I understood or not. Or maybe, it was 305% weaker than the harrier and u made it "just" 290% weaker? (Sorry If It was my misunderstanding, english is not my main language)
In any case, the mod itself is amazing, all your mods are amazing. I just felt that some changes in those weaker SMGs (provided I understood correctly) might break the experience overall. Wanted to leave this comment here just to try to understand better what I read if possible.
The rest of it is great, shotguns are great changes, pistols too.
But for real, good job man.
Just 1 teeny tiny thing I was hoping you could do for the N7 Valkyrie - instead of base damage increase, could you make it a 4 round "sped-up" burst that fires all 4 rounds in the same time frame as it's base 2 round burst, with each round's damage being reduced by 20%? After all, it is "supposed" to be an "elite" weapon. This would roughly increase damage overall by about 32%, assuming all 4 rounds in case of moving targets.
Unlike the range modifiers and their damage multipliers in ME2, I could not figure out what these numbers did. I had assumed these ranges were used in the same way, but I could not find any associated multipliers or factors for damage or accuracy. Just wondering if you might have a more detailed explanation of what goes on with them.
I'm glad you enjoy the modified Striker, I wanted it to be more fun to use by smoothing out it's playstyle. I think increasing it's peak rate-of-fire accomplished that and increasing it's base clip size solved an issue I had with it for the longest time: The player would need to reload just as it got started to unleash mayhem.
Maybe I'm a little greedy,just want to ask,do you have any plans to modify other N7 weapons?like Valiant,Crusader and Eagle,I always think they have nice appearance and sound,but not very practical.
I thought it would be the same as ME2 where the DamageAI property defines the ratio.