ME3Tweaks ModMaker

Solo Experience BETA

Published by UltimateSpinDash

ModMaker Download Code 3050

Revision 35, published February 3, 2024, 10:27 am

Mod information is generated when mods are published. However, forking a mod clones information from the database, which may be newer than the information on this page.

DEFUNCT! With (skilled) players for Gold and Plat being hard to find, I've decided to create this mod to balance the game for lone wolves.


Extended Mod Description

Wave Budgets are decreased, some enemies were rebalanced (see changelogs for more accurate info) and Sync Kills were disabled (except Phantoms, who ignore my settings).
Enemies with weak points (like the Atlas and Geth Pyro) are easier to defeat using these weak points.


Changelogs

No changelog was entered for the current revision.

Revision 34 (2016-11-20)

- Seeker Swarm Health has been reduced to 20%, making them easier to destroy.

Revision 33 (2016-11-13)

- Phantoms now only have 25% Damage Reduction while dodging or shielding (was 50%)<br /> - Phantom Dodge cooldown has been increased by half a second on all difficulties.

Revision 32 (2016-10-23)

- Added three new mixins:<br /> - Abominations now also apply their DoT to enemies caught in the explosion.<br /> - Shotguns no longer have any firing latency (yay Crusader!)<br /> - Praetorians that are under the effects of Sabotage will hurt enemies with their lasers now.

Revision 31 (2016-09-03)

- Abomination explosions now deal more damage to enemies across all difficulties. Killing a possessed abomination in an enemy crowd should feel more satisfying now.

Revision 30 (2016-07-29)

- Modified Platinum waves further. Three enemies of the same type are now the exception and you should now never see four of the same enemy at once (as was the case with some base enemies like Pyros and Bombers). New enemies have been added to fill these spots.

Revision 29 (2016-07-28)

- Geth Primes now have a slightly longer delay between salvos (between 3.25 and 4.5 seconds).<br /> - All Geth units can regenerate their shields up to 100% on Platinum.<br /> - All bosses have had their shield regeneration speed greatly reduced on Platinum (Bronze appears to be the fastest, but it also has the lowest limit).<br /> - Geth Prime Drones now have a 30 second cooldown (like their turrets), preventing them from replacing destroyed drones right away.

Revision 28 (2016-07-28)

- Tweaked Platinum waves to make sure that no more than four boss type enemies are on the field at any given time, though Brutes were not counted in a few scenarios.<br /> - Because of the above change, the change to Fitness 5B on the N7 Slayer has been reversed as I need to reevaluate him. The changes to his melee are in still effect.<br /> - Reduced Phantom sword health again, from 30 to 15 (which may not make a difference since the problem may actually be the swords small hitbox).

Revision 27 (2016-07-28)

- Increased force on N7 Slayers Melee to 500 for light and 1000 to heavy strikes.<br /> - The N7 Slayers Fitness 5B now decreases Shield Recharge delay by 75%. The intent is to make 5A/5B a choice between ranged and close quarters combat playstytles.

Revision 26 (2016-07-24)

- Increased base Force of Smash from 450 to 650. Even with max upgrades, it was below 1000 (needed to stagger Phantoms and the likes), which just doesn&#039;t fit a power named SMASH.

Revision 25 (2016-07-24)

- Original Maxenemy limit of 8 restored.<br /> - If specced for Radius, Biotic Charge will hit all targets with in the AoE (rather than just two).

Revision 24 (2016-07-24)

- Boss enemies are no longer limited to 1 per wave on pre wave 8 Gold games.<br /> - Shieldgate on Gold and Platinum now lasts as long as on Silver (0.25 seconds).

Revision 23 (2016-07-23)

- Restored Overload to original values.<br /> - Cerberus Technicians now only repair enemy armor to 60% on Platinum, but can do so on all armored enemies (including other factions, allowing the to synergize better on Platinum).

Revision 22 (2016-07-23)

- Most powers with AoE have had their max impact limits set to 99. This also includes heavy melee, since the Cerberus Heavy Melee is AoE as well. This shouldn&#039;t affect most other melees much.

Revision 21 (2016-07-22)

- Increased Krolord&#039;s base Regeneration from 75 to 100 to make him less dependant on Rage.<br /> - Hacking is now back at default levels (used to be 50% faster).<br /> - Biotic and Electric Hammer can now hit up to 99 Targets (like my previous change to the Heavy Melee).

Revision 20 (2016-07-22)

- Reversed original change to Krolord Rage (without Evolution 6A, you now need two kills again) due to a misunderstanding on my part. However, Warlord Heavy melee can now hit up to 99 targets (so basically infinite) and force was increased to 1000 Newtons.

Revision 19 (2016-07-22)

- Restored Original Adrenaline Module values. The doubled values allowed Krolords (!) to make Sonic look slow.

Revision 18 (2016-07-22)

- Krogan Warlord trigger their first Rage stack after one kill rather than two now. The second stack still activates after one additional kill.

Revision 17 (2016-07-21)

- Geth Prime Turrets now have a maximum lifespan of 30 (like Cerberus Turrets)<br /> - Geth Prime Turrets now have the same health on Platinum like they have on Gold (450 instead of 1000). The same goes for the Drone (500 instead of 1000)<br /> - Geth Prime Turrets can now only be respawned every 30 second by each Geth Prime, preventing them from simply replacing any Turrets you destroy.<br /> - Only two Prime Turrets can exist at any given time (instead of three).<br /> - Phantom Swords now only have 20% of their original health (30 instead of 150).

Revision 16 (2016-07-21)

- Decreased Phantom Palm Blaster damage.<br /> - Added Ammo cost and Magazine sizes to Geth Prime Rifle and Phantom Palm Blaster.

Revision 15 (2016-07-21)

- Doubled the effect of all consumable items excluding Cryo Ammo (trust me, I tried making them any good in the past. It can&#039;t be done at this time) and Cyclonic Modulators (they may follow).<br /> - Explosive rounds now explode upon impact (and basically behave like in my other Mod, SpinDash Experience (Mod Code 39)

Revision 14 (2016-07-21)

- Adjusted platinum wave compositions.<br /> - Fixed a type that would case Platinum games to only award 11000 Credits (+ Extraction rewards)<br /> - Reduced Health of Platinum Phantoms, Banshees, Atlases, Scions, Praetorians and Geth Primes to their regular Gold levels.

Revision 13 (2016-07-21)

- Edited Wave Budgets to shorten later waves on Gold and Platinum.

Revision 12 (2016-07-21)

- Decreased Health and Shieldgate on Gold Difficulty.

Revision 10 (2016-07-21)

- As games currently tend to take at least as long as regular PUG games, if not longer, regular credit payouts have been restored.<br /> - Assassination now only requires one kill rather than two.<br /> - Devices only requires two Devices to be activated (previously three).<br /> - The tank on the back of Geth Pyro&#039;s is now more easily damaged (10%/15%/20%/25% of Pyro&#039;s total armor).

Revision 9 (2016-07-20)

- Decreased the damage of regular abomination explosions by 33% and increased their friendly fire multiplier (by default, they deal less damage to other enemies than to players).

Revision 8 (2016-07-20)

-Greatly Reduced the time on the Scion cannons DoT effect, as it&#039;s area of effect can (currently) not be edited. In vanilla, the AoE allows the Scion to prevent shield regeneration even through cover.<br /> -Praetorians had their armor and barriers reduced by 10% and the health of their armor plates halved. They can also not use their power shield as often anymore.

Revision 7 (2016-07-20)

- Testing 0% Sync Kill Chance on gold Praetorians again.<br /> - Adjusted Wavelists in an attempt to shorten waves.<br /> - Buffed Escort drone zapping and reduced the duration of it&#039;s buff to make it reapply the buff more often.


Wave compositions

Hover over each cell in the table to view the wave composition. Cells labelled as BAD indicate clients will not be able to see at least one of the enemies. Cells with stripes indicate that the wave was modified since Genesis.

This mod allows up to 8 enemies on the field at a time. Up to 2 enemies can be aggressive while berserk mode is not enabled.

Cerberus wave compositions/invisible enemy waves
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze OK OK OK OK OK OK OK OK OK OK OK
Silver OK OK OK OK OK OK OK OK OK OK OK
Gold OK OK OK OK OK OK OK OK OK OK OK
Platinum OK OK OK OK OK OK OK OK OK OK OK
Geth wave compositions/invisible enemy waves
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze OK OK OK OK OK OK OK OK OK OK OK
Silver OK OK OK OK OK OK OK OK OK OK OK
Gold OK OK OK OK OK OK OK OK OK OK OK
Platinum OK OK OK OK OK OK OK OK OK OK OK
Reaper wave compositions/invisible enemy waves
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze OK OK OK OK OK OK OK OK OK OK OK
Silver OK OK OK OK OK OK OK OK OK OK OK
Gold OK OK OK OK OK OK OK OK OK OK OK
Platinum OK OK OK OK OK OK OK OK OK OK OK
Collector wave compositions/invisible enemy waves
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze OK OK OK OK OK OK OK OK OK OK OK
Silver OK OK OK OK OK OK OK OK OK OK OK
Gold OK OK OK OK OK OK OK OK OK OK OK
Platinum OK OK OK OK OK OK OK OK OK OK OK

Pay Table

Time bonuses are scaled down after a certain threshhold for each objective is hit. Complete objectives quickly to get the full bonus.

Pay table
Difficulty/TaskWave 3Wave 6Wave 10ExtractionTotal
Bronze Objectives1875437562501675~17301
Bronze Time Bonuses46910941563N/A
Silver Objectives37508750125003125~34376
Silver Time Bonuses93821883125N/A
Gold Objectives900021000300007500~82500
Gold Time Bonuses225052507500N/A
Platinum Objectives16500385005500013750~151250
Platinum Time Bonuses4125962513750N/A

Enemy Costs and Wave Budgets

Enemy Unit Costs
Assault Trooper 20 Cannibal 25
Centurion 30 Marauder 35
Engineer 40 Brute 70
Nemesis 40 Husk 10
Guardian 40 Ravager 60
Dragoon 70 Banshee 100
Phantom 80 Collector Trooper 25
Atlas 100 Collector Captain 35
Geth Trooper 20 Abomination 40
Rocket Trooper 40 Scion 75
Geth Hunter 40 Praetorian 120
Geth Pyro 40 Original Atlas 100
Geth Bomber 30 Original Geth Pyro 40
Geth Prime 100 Original Cannibal 35
Original Marauder 100 Original Banshee 100
Original Geth Prime 100 Original Phantom 80
Wave Budget Table
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze140150170180200210220240
Silver240252276288312324336360
Gold360378414432468486504540
Platinum540546558564576582588600

Recommended MixIns

The author of this mod has specified that the following MixIns are advertised for installation when the mod is downloaded.


Dynamic MixIns

The author of this mod has configured the following Dynamic MixIns:


Required DLC

This mod requires the following DLC to install:

MixIns may require additional DLC. They are not required but are strongly recommended as the mod will not behave as designed without them.


Fork tree

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