When does the pathfinder rank vi and above blueprints get unlocked? Should be level 40 right? since that's when we unlock the rank vi researches.
I can't seem to find any of the rank vi pathfinder weapon blueprints at level 40, whether on the tempest kiosk, or the nexus arms merchant. I do have the submod installed.
I thought so, but all the free blueprints are actually unlocked when you reach level 41 (and 51,61,...). So on level 41 the pathfinder blueprints should unlock automatically.
Question, with the scaling option the mod says that the damage will increased up to 70% at level 50...but enemy health keeps increasing after that, and 50 is not the level cap, so why does the scaling stop there? Shouldn't it keep going after level 50 to keep the same feeling on enemies not being bullet sponges? I really like how this mod makes my weapons feel impactful but I don't want it to go away after I've played for a while.
Enemy health scaling is greatly reduced after level 50 and stops after level 85, so this shouldn't really be an issue. If you're using my mod Better Enemy Health Scaling, enemy health goes from 600% at lv50 to 670% at lv85, so about a 11% increase. For vanilla it's not even 9%.
Nothing to worry about. Power Overhaul changes the weapon weight reduction formula so that -25% is actually that, instead of -20% like in Vanilla. This only affects the weapon-specific reduction, not the weight capacity bonuses. This gets overwritten by the Reduction Scaling mod. Since the weight is already reduced there, the practical difference between the 20% and 25% is minimal.
Just make sure to put the Reduction Scaling mod last, so it takes priority.
Thank you, I did. Was just worried since I could not see anything in the description about it. Thx for the mod, always hated the weight system both in Mass Effect 3 and this game, lol
Any chance you could give the other explosive weapons the same treatment as falcon?
There is one for each category: Falcon(AR), Scorpion (Pistol), Venom (Shotgun), and Naladen (Sniper)
Each of these kind of feels crappy in default singleplayer and increased radius would go a long way to making them feel more usable and fun.
?side note: Recon Visor on infiltrator seems like a mostly wasted skill considering you already get the wallhack with scopes for free on this profile. Makes more sense in my mind as a soldier skill with them being majorly weapon focused. If you had to replace it with something Invasion might be a good choice, or stealth grid (to pair with avenger strikes 6B evolution and give a group invis or for when tactical cloak is on cooldown for an invis kit of sorts). All just opinion and feedback, ignore if you think its a bad observation.
Also completely unrelated but just curious, is there some reason you cant tie the individual class mods on "Replace profiles with classes" to the initial training choice to have it function as it does with the individual mods but for all classes at once as if you used the B version? I mean in terms of the UI having all powers on one page instead of split between the combat/tech/Biotic. I.e. choose operative training it gives you infiltrator power list, choose scrapper training it gives vanguard list, etc.
mainly curious if its just not possible in frostbite.
Yeah, sounds like a good idea, can't promise though that I will do that soon.
I feel like Recon Visior just fits the Infiltrator theme perfectly. Sure, it kind of doubles with the passive, but it allows you to see enemies all around you, and also gives all weapons penetration. Since it is a Tech skill, I don't think it really fits on the Soldier.
Regarding the classes mod: There is no way to conditionally display skills, only to make them unavailable/disabled. That's just how the system is implemented, so it seems like a Frostbite limitation. At least with the current Frosty tools there is no way to change this.
I see what you are getting at in regard to recon visor, and dont necessarily disagree. In regards to soldier though i guess it depends on how you look at them. If you view them as the "pure combat skill" class then absolutely. Although in that case they really boil down to the power cell class unfortunately. I personally view soldier as basically the "weapons platform" class. i.e. the have mostly high damage but limited use abilities to use sparingly, and a wide variety of guns (plus gun boosting skills) to round out the time between.
just different takes on it i suppose, and all just opinion. Not a big deal either way as it works perfectly fine as is, just different flavors of soldier.
And that is interesting regarding the skills bit. It seems like a large part of mods in general seem to have some sort of conditional response for things, so it seems odd that frostbite has such a limited range of things you can do. That said i havent done modding in nearly ten years so i am unfamiliar with frostbite in general.
Either way really enjoying the mod and appreciate the response.
Question, this mod rebalances weapons, yes, but does it also rebalance the weapon mods? because from what i recall of my playthrough, upgrading the different weapon types into a weapon (stuff like the conversion to lasers, lightning, grenades, explosive, etc) were always terrible parts, and it was better just to leave the default, even if some of these parts seemed really cool. Does your mod affect them too? Cuz I'd love to get some use out of those upgrades lol
51 comments
I can't seem to find any of the rank vi pathfinder weapon blueprints at level 40, whether on the tempest kiosk, or the nexus arms merchant. I do have the submod installed.
Will let you know when i reach level 41.
If you're using my mod Better Enemy Health Scaling, enemy health goes from 600% at lv50 to 670% at lv85, so about a 11% increase. For vanilla it's not even 9%.
Power Overhaul changes the weapon weight reduction formula so that -25% is actually that, instead of -20% like in Vanilla. This only affects the weapon-specific reduction, not the weight capacity bonuses.
This gets overwritten by the Reduction Scaling mod. Since the weight is already reduced there, the practical difference between the 20% and 25% is minimal.
Just make sure to put the Reduction Scaling mod last, so it takes priority.
There is one for each category: Falcon(AR), Scorpion (Pistol), Venom (Shotgun), and Naladen (Sniper)
Each of these kind of feels crappy in default singleplayer and increased radius would go a long way to making them feel more usable and fun.
?side note: Recon Visor on infiltrator seems like a mostly wasted skill considering you already get the wallhack with scopes for free on this profile. Makes more sense in my mind as a soldier skill with them being majorly weapon focused. If you had to replace it with something Invasion might be a good choice, or stealth grid (to pair with avenger strikes 6B evolution and give a group invis or for when tactical cloak is on cooldown for an invis kit of sorts). All just opinion and feedback, ignore if you think its a bad observation.
Also completely unrelated but just curious, is there some reason you cant tie the individual class mods on "Replace profiles with classes" to the initial training choice to have it function as it does with the individual mods but for all classes at once as if you used the B version? I mean in terms of the UI having all powers on one page instead of split between the combat/tech/Biotic. I.e. choose operative training it gives you infiltrator power list, choose scrapper training it gives vanguard list, etc.
mainly curious if its just not possible in frostbite.
I feel like Recon Visior just fits the Infiltrator theme perfectly. Sure, it kind of doubles with the passive, but it allows you to see enemies all around you, and also gives all weapons penetration. Since it is a Tech skill, I don't think it really fits on the Soldier.
Regarding the classes mod: There is no way to conditionally display skills, only to make them unavailable/disabled. That's just how the system is implemented, so it seems like a Frostbite limitation. At least with the current Frosty tools there is no way to change this.
just different takes on it i suppose, and all just opinion. Not a big deal either way as it works perfectly fine as is, just different flavors of soldier.
And that is interesting regarding the skills bit. It seems like a large part of mods in general seem to have some sort of conditional response for things, so it seems odd that frostbite has such a limited range of things you can do. That said i havent done modding in nearly ten years so i am unfamiliar with frostbite in general.
Either way really enjoying the mod and appreciate the response.
Thanks!