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Visceral Combat Edit

Mar 29th, 2017
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  1. Includes all changes from Visceral Combat mod revision 50, plus some extra tweaks.
  2.  
  3. All credit goes to Banna8 for his mod: https://me3tweaks.com/modmaker/mods/3397
  4. It's an amazing mod, thanks so much for making it.
  5.  
  6.  
  7.  
  8. GENERAL CHANGES:
  9.  
  10. - Increased maximum enemies slightly (10>11), to make up for some rebalancing some enemy types received. I'm not sure yet how drastically this will change the flow of the game, but hey, only one way to find out.
  11.  
  12. - Increased credit payouts for Bronze and Silver. Bronze games now give 23750 and Silver games give 51250. The idea behind this is to allow players to purchase a Recruit pack after every match on Bronze and a Premium Spectre pack after every 2 Silver matches. (Gold games still give 103750, and Platinum games give 171250, like in the latest revision of Visceral Combat.)
  13.  
  14. - Slightly increased grenades dropped by ammo boxes (1>2) for all difficulties below Platinum.
  15.  
  16. - Increased health and ammo gained at the end of each wave on all difficulties. Now you will get 50% of your max health back at the end of every wave, 100% for Bronze.
  17.  
  18. - Decreased sheild destroyed recharge delay (5s>4s) on all difficulties.
  19.  
  20. - Altered objective selection weights so that Assassination and Hack show up slightly more often, Escort shows up slightly less often (It's boring) and Devices shows up significantly less often (This damn objective can single-handedly ruin a successful Solo run).
  21. New selection chances are:
  22. 11.72% for Devices, 25.00% for Assassination, 25.00% for Hack, 20.31% for Retrieval (remember to use the running glitch!), 17.97% Escort, and 0.00% Prothean.
  23.  
  24. - Removed Prothean Artifact Retrieval objective added by original Visceral Combat mod.
  25.  
  26. - Slightly increased the amount of time it takes for the Hacking objective (by about 30%) to finish because it feels too rapid in the original Visceral Combat.
  27.  
  28.  
  29.  
  30. ENEMY CHANGES:
  31.  
  32. REAPERS:
  33.  
  34. - Greatly increased time it takes for Husks to sync-grab players
  35.  
  36. - Reduced Ravager cannon damage (400>250) and max range (4000cm>3000cm).
  37.  
  38.  
  39. CERBERUS (Probably the most balanced faction before modding):
  40.  
  41. - Reduced Engineer Turret damage (50>40) and magazine size (200>150) so that it can push out a bit less damage and have a slightly less imposing effect on the battlefield.
  42.  
  43.  
  44. GETH:
  45.  
  46. - Increased cooldown for the Geth Prime Combat Drone's Incinerate rocket (2s>3s) and reduced their max health (about 50% for each difficulty).
  47.  
  48. - Increased Geth Bomber zap attack cooldown for anti-stunlock purposes (about 35-40% higher for each difficulty, with it being 3s on Bronze and 1.5s on Platinum).
  49.  
  50. - Added a magazine to the Geth Prime's Rifle, so now it can only fire 10 rounds before reloading. The only other change to it is a slight increase in the minimum burst delay (1s>1.5s) from base Visceral Combat. These were done in order to put a cap on the Prime's suppressive fire capabilities, as it is already the strongest ranged enemy in the game.
  51.  
  52. - Decreased max range (1200cm>900cm) and desired range (750cm>700cm) for the Geth Pyro's Flamethrower, in order to give players a little more flexibility in dealing with them.
  53.  
  54.  
  55. COLLECTORS (The most imbalanced and least fun to fight faction):
  56.  
  57. - Reduced max range (4000cm>2500cm) and desired range (1500cm>1250cm) for the Collector Trooper's Collector SMG and the max range for the Collector Captain's Collector Rifle (4000cm>2500cm). This was done in order to balance the ranged supremacy that Collectors have, as they already have the highest average ranged DPS of any faction. Other factions now have better range, but do less DPS. The reduced range should cause them to have more of a tendency to alpha strike players instead of plink at them from across the map, as well as hopefully cause Collector Captains to come closer and die faster so that they have less time to throw out Seeker Swarms.
  58.  
  59. - Greately reduced Seeker Swarm and Possessed Seeker Swarm cooldown penalty (by about half) and max health and barriers (by around 30-45% per difficulty), as well as increased the summoning cooldown (by about 15-25%) and explosion delay (marginal; around .1-.2 of a second per difficulty) for them.
  60.  
  61. - Greatly increased time it takes for Abominations to sync-grab players (3x to 2x the time, depending on difficulty).
  62.  
  63. - Added actual cooldown to Praetorian melee attack so that it's harder for it to stunlock players in melee (2 seconds for every difficulty except Platinum, where it is 1 second).
  64.  
  65. - Reduced Scion cannon rounds fired per burst (3>2), rate of fire (60>40), max range (4000cm>3000cm), and DoT duration (about 50% shorter for each difficulty mode).
  66.  
  67.  
  68.  
  69. WEAPON AND POWER CHANGES:
  70.  
  71. ASSAULT RIFLES:
  72.  
  73. - Increased Cerberus Harrier spare ammo (100>160), so it can now be used more as a primary weapon without having to run to the ammo box every 3 minutes
  74.  
  75. - Reduced the recoil of the M-55 Argus by almost half at max level, to make it more viable to use.
  76.  
  77. - Increased magazine size for the max level M-7 Lancer (57>60), because the random odd number always bothered me.
  78.  
  79. - Increased the accuracy of the M-76 Revenant.
  80.  
  81. - Increased M-96 Mattock spare ammo (120>200) to keep it in line with the Harrier. Mattock now has less ammo per magazine than the Harrier, like in vanilla ME3, but more spare ammo.
  82.  
  83. - Reduced minimum refire time for the M-99 Saber (0.75>0.50), to make it feel less "sticky".
  84.  
  85. - Increased max range for the Prothean Particle Rifle (4000>5000) and reduced heat up time (2s>1.5s). This should make it more fluid to use for casters, mainly the Awakened Collector Adept.
  86.  
  87.  
  88. HEAVY PISTOLS:
  89.  
  90. - Increased rounds per mag of the max level M-358 Talon (4>6) in order to match the weapon's description.
  91.  
  92. - Greatly increased spare ammo for the M-11 Suppressor (40>84).
  93.  
  94.  
  95. SHOTGUNS:
  96.  
  97. - Decreased reload time for the AT-12 Raider (2.27s>1.60s). It sounds marginal but it's a huge difference in practice.
  98.  
  99. - Slightly increased the damage of the M-300 Claymore (200>220). The Claymore is a relatively dangerous weapon to use, given how you only get one shot before its somewhat lengthy reload, so I wanted to make it count.
  100.  
  101. - Decreased reload time for the N7 Piranha (2.57s>1.90s).
  102.  
  103.  
  104. SUBMACHINE GUNS:
  105.  
  106. - Reduced rounds before AP for the Blood Pack Punisher (8>5) in order to make it more viable. It only has that one gimmick going for it anyway.
  107.  
  108. - Increased the magazine size of the max level M-25 Hornet (24>36). You now have an extra 4 bursts per mag!
  109.  
  110.  
  111. SNIPER RIFLES:
  112.  
  113. - Greatly increased the rate of fire of the M-29 Incisor (450>800) and reduced its recoil by almost half, so that it more closely matches its in-game description. It feels like the ME2 version now.
  114.  
  115. - Decreased the minimum refire time for the M-97 Viper (0.35s>0.225s) to make it more in-line with its ME2 version.
  116.  
  117.  
  118. OTHER WEAPONS:
  119.  
  120. - Increased gib radius (500cm>1000cm) for the Rocket Launcher, just for fun.
  121.  
  122.  
  123. PASSIVES:
  124.  
  125. - Increased max impacts (3>5), max ragdolls (1>2), heavy melee damage (200>400), heavy melee impact force (500>600), heavy melee impact radius (200cm>300cm), and the Ascension cooldown bonus (0.05x>0.1x) for Ancient Warrior.
  126.  
  127. - Increased movement speed bonus for rank 1 of Sword Master (10%>15%) and movement speed bonus for rank 5B (10%>20%) in order to make it a better trade-off for the melee damage of rank 5A. Also increased heavy melee force (150 newtons>350 newtons).
  128.  
  129. - Decreased poison damage duration (5s>3s) and increased heavy melee max impact targets (1>2) for Venom Gauntlets. The same amount of damage will be done as DoT (30% of the attack's total damage) but it will now happen over 3 seconds instead of 5, boosting damage per second.
  130.  
  131. - Increased base health regeneration (75>100), as well as duration and window to trigger (45s>60s) for Warlord Rage.
  132.  
  133.  
  134. POWERS:
  135.  
  136. - Increased base health regeneration (50>65) and decreased growl chance (now 5% at stage 1 and 2, 15% at stage 3) for Bloodlust.
  137.  
  138. - Increased the DoT Radius of Dark Sphere (150cm>250cm).
  139.  
  140. - Decreased movement speed penalty (25%>15%) for Devastator Mode. The N7 Destroyer is slow to begin with, so this should help playing him feel more fluid.
  141.  
  142. - Increased damage reduction (0.5x>0.65x) and decreased cooldown (8s>6s) for Havoc Strike.
  143.  
  144. - Decreased cooldown (15s>10s) for Marksman, because the power triggers 2 seperate cooldowns anyway and having all of your other powers on CD most of the time is annoying.
  145.  
  146. - Decreased cooldown (30s>20s) of Seeker Swarm, to help mitigate the Collector Adept's very long cooldowns.
  147.  
  148. - Increased damage protection for rank 4B of Shadow Strike (50%>75%) and speed boost duration for rank 6B (5s>8s) in order to try to make the N7 Shadow less squishy.
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