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Anonymous's avatar
Anonymous
9 years ago

Re: [RequestModdingInformation]Increase Sniper Rifle Range (Where/How)

Why? You can already kill entire camps with sniper rifle.  Without them reacting.  Can also kill entire camps with AR without them reacting, if you get the right mods.

Actually, you do highlight one of the issues in the game though.   One which few people seem to pick up on.  In most games, the character "class" is what is nerfed to death.  ie Warriors are Heavy Armour with Medium Firepower and Slow Speed.. v Mages with High Damage, Weak Armour and Health and Medium Speed..

In ME:A it's the weapons that are nerfed.  All weapons have a class now, if it does high damage.. it has low range, slow reload, low accuracy or no ammo.  (sorry low ammo)

It's one of the worst aspects of the game for me.. that said the mini gun is better than any shotgun and up close and personal hands down the best weapon in the game.. if you can keep it stable..

It's like every weapon is the same.. and then the stats are set, from the same max number of them combined.. so that all do the same sort of damage v the amount of ammo they have.. I know it doesn't work out wholey correct.. minigun gets like 400 rounds but only does 42 or so per hit and that's alot more damage than any sniper.    But at the same distance.. it also misses almost every shot. hehe.   But it is annoying, trying to work out which avg weapon is averagely better than all the other avg weapons.  Do you settle for something that does high damage, but you'll never have much ammo for or something that only does 50% damage before it empties a mag and the other guy is still shooting at you.  But you never run out of ammo..

3 Replies

  • Anonymous's avatar
    Anonymous
    9 years ago

    Yeh reaction to fire seems to be around 110m, reaction to sight is around 105m.

    And you can shoot most things at around 120m.. so they just stand there and die.

    Need Ai to react to player at around 150m. Los. And fire at 100m. So when you approach within 150m target runs for cover.   Also need ai to remain in place so that if you leave spawn range and return ai is still there.  Would effect lag of game tho, with more units being loaded.  But as is, you can drive past a camp, then go out of spawn range, turn around and return and camp is empty.

  • I don't think, that with modern day PC's there will still be lag, when you increase the AI.

    Or, not noticable.

    But yes, it is sad that the AI is beyond dumb.
    It would be even sweeter if the enemy, when forced in cover and no ability to return fire, would have the possibility to call in support, that has the IQ to flank you, or even come in from behind, to pinch you.

    Maybe a counter-sniper team, just within range, but well hidden, like you would be, so you have to figure out where they come from.

    They should also remove the red dots on the compass, making it even harder.

    It is possible to do, not easy, but possible...

  • Anonymous's avatar
    Anonymous
    9 years ago

    nah nah nah..

    Red dots stay.. otherwise some pesky ai will fall into a crate and you can never find him and you're always in combat and missions don't complete and so on.. at least if you know which way he is.. you can find the crate he's in and kill im.

    I remember the red dots on compass being discussed in forums during ME1.. people were like it's cheating.. how do you know they're there.. and the rest answered.. technology.. yah know.. heat sensitive scanning.. etc.  Red dots are good.   Kett in crates are not.  Fiends in Loot Crates is just evil.

    Think there's at least two of those WTF moments.. *pushes button* Bzzzttt.. FIEND... "OH...BALLS" And fiends in crates aren't red dots until they're not in crates.. but trying to eat you.

    (my spelling sucks)

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