ME3Tweaks ModMaker

Mass Effect 3 Relentless

Published by puckhead73

ModMaker Download Code 4744

Revision 21, published May 12, 2021, 10:04 pm

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.

Complete overhaul of the multiplayer focused on prolonged and intense firefights with a higher payout.


Extended Mod Description

***CLIENT INSTALLATION REQUIRED***

Mass Effect 3: Relentless is a mod focused on providing a complete rebalance of ME3's CO-OP. There are a wealth of changes, almost every category and stat has seen some tweaking.

- Enemy Balancing -
Enemies are now balanced to bring them more in line with player characters. Health/Shields/Barriers are generally balanced to be equal to their player character equivalent. For example, a Cerberus Centurion is balanced to reflect a Human Soldier Class stats. Bronze represents a level 1-5 Soldier, Silver 6-10, Gold 11-15, and Platinum 16-20.

Additionally, the Atlas, Geth Prime, Praetorian, Scion, Brute, and Banshee are all being balanced as Boss enemies. THESE ARE EXTREME FIGHTS. Expect these to be extremely drawn out engagements. You won't be able to immediately eliminate them with rockets either, as the rocket launcher damage has been halved.

- Enemy Weapons/Powers -
Enemy Weapons are now balanced to match player character counterparts. Enemy fire as a result is significantly more dangerous. To balance this, there is no additional incoming damage penalty for taking fire outside of cover, although there is still a damage reduction bonus for being in cover. GRENADES ARE EXTREMELY LETHAL.

These three changes alone significantly alter firefights, individual units are much quicker to take down, but due to their increased damage, so are you.

- Weapon Balancing -
Every weapon has been tweaked to try and bring out a unique feel on each weapon. For weapons that span multiple games, edits have been made to bring a more consistent feel to the weapons across games, and in some cases, better fit lore.

A few Examples:
The M-29 Incisor is described as a sniper rifle whose 3 round burst fires so quickly that it is indistinguishable from a single shot. Now this is very much the case.

The Phalanx has had a significant amount of it's punch brought back from ME2. (Bioware should be ashamed for what they did to that gun.)

The Spitfire has had it's rate of fire, ammo capacities increased immensely, bringing even more of a minigun feel to the weapon. To balance this, damage has been reduced, and weight has been substantially increased.

- Powers/Abilities -
Class Passive Abilities (Fitness/Melee/etc.) all have received significant buffs. Each class's race was considered when editing their health, shield, and melee and in the case of the drell, speed attributes.

Abilities see a substantial buff, as the force and damage output of weapons have been increased. The idea is to over power you as a player character to help account for the increased enemy count and extended endurance like engagements this mod is built on.

No where is this more apparent than with Krogans. I've always felt that Krogan's felt a little.... lackluster. Alongside their passive buffs to health and shields, Rage has been overhauled with an extended time frame (700 seconds for the Warlord, and 60 seconds for the others) granting substantial increases in damage reduction, melee damage, melee force, and for the Warlord, health regen. For best results, combine with the Krogan Immunity mod (link below) to really demonstrate their biological redundancies!

Will you be overpowered? Most definitely. Will this be challenging in spite of that? Yes.

- Additional Changes -

- Credit Payout of 100K on Bronze upto 500K on Platinum.
- Wave spawn budgets increased, leading to battles of attrition in higher difficulties.
Enemy count increased from 8 - 12.

I'm sure there is more than I'm forgetting.

- KROGAN IMMUNITY MOD -
https://me3tweaks.com/mods/showcase?id=13


Changelogs

No changelog was entered for the current revision.

Revision 18 (2018-03-18)

As much as I hate it, nerfed the Krogan Warlord, was simply too powerful as set up. Left health and shield buffs, but reduced regen back to vanilla values, also reduced rage duration from 120 seconds to 90. <br /> <br /> Also adjusted damage multipliers for different difficulties as I completely forgot to raise them back up after some testing. Increased enemy count to 16.

Revision 17 (2018-03-18)

Reapers, Cerberus, Geth, and Collectors DONE! All difficulties, all wavelists!<br /> <br /> Increased Damage of Rocket Launcher after initially nerfing it, does 15000 damage now instead of the 50000 vanilla had it at, and the 10000 I dropped it to. Don't want it to be the easy button for tough situations. <br /> <br /> Bosses adjusted again, I think I've found the sweet spot. They are roughly 3-4 times stronger than vanilla.

Revision 16 (2018-03-17)

Removed Store shows everything Mixin, increased MP Cobra Rocket Launcher damage from 5000 to 10000

Revision 15 (2018-03-17)

Geth/Cerberus Health/Shields edited to better reflect Player Class Counterparts<br /> Enemy Unit shields set to follow player shield conventions <br /> Full Recharge<br /> Recharge Delay<br /> <br /> Enemy Shields balanced in line with Cyclonic Modulators/Shield Cells - <br /> - Bronze - Level 1 Cyclonic Modulater (+30% Shield) and no Shield Cells<br /> - Silver - Level 2 CM (+60%) Level 1 Shield Cell (-10% Recharge Delay)<br /> - Gold - Level 3 CM (+100%) Level 2 Shield Cell (-20% Recharge Delay)<br /> - Platinum - Level 4 CM (+150%) Level 2 Shield Cell (-30% Recharge Delay)<br /> <br /> Completely rebalanced Prime/Atlas<br /> - Geth Prime now balanced to be 3 times as powerful as Juggernaut.<br /> - Atlas balanced to be stronger than Juggernaut.<br /> This was done to provide greater flexibility in wave spawns, as well as to design specific &quot;Squad/Unit&quot; types for different waves. Allows boss characters to be used more liberally and also improves flow of the matches. Open to feedback on this.<br /> <br /> Fixed incorrect level 1 damage for AT-12 Raider, changed from 1.25 to 125. (oops)<br /> <br /> Next up - Geth Wavelists, Start Reapers and Collectors

Revision 14 (2018-03-17)

All Weapons, Powers edited. <br /> <br /> Cerberus B/S/G/P stats and wavelists edited and ready for testing. Expecting only minor tweaks now.<br /> <br /> Initial Geth B/S/G/P Edits made. Wavelists minimally edited to prevent Geth Primes spawning during objective waves. (To prevent them being an assassination target and not being able to be killed soon enough.)<br /> <br /> Reapers/Collectors/Old Enemy Groups Not yet started.


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 16 enemies on the field at a time. Up to 4 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 BAD BAD BAD OK BAD BAD OK BAD BAD BAD BAD
Silver OK BAD BAD BAD BAD BAD BAD BAD BAD BAD BAD
Gold OK BAD BAD BAD BAD BAD BAD BAD BAD BAD BAD
Platinum BAD BAD BAD BAD BAD BAD BAD BAD BAD BAD BAD
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 BAD OK
Silver OK OK OK OK OK OK OK OK OK OK OK
Gold OK OK OK OK OK OK OK OK OK BAD OK
Platinum BAD BAD BAD BAD BAD BAD BAD OK BAD BAD BAD
Reaper wave compositions/invisible enemy waves
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze BAD BAD OK BAD BAD BAD BAD BAD BAD BAD BAD
Silver OK OK OK OK BAD BAD BAD OK BAD BAD BAD
Gold OK OK OK OK OK OK OK OK OK BAD BAD
Platinum OK OK BAD BAD BAD BAD BAD BAD BAD BAD BAD
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 BAD OK OK
Silver OK OK OK OK BAD OK BAD OK BAD OK OK
Gold OK OK OK OK OK OK OK BAD BAD BAD BAD
Platinum OK OK BAD BAD BAD BAD BAD BAD BAD BAD BAD
Original 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
Original 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
Original Reapers 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 Objectives1900028500475006250~125000
Bronze Time Bonuses4750712511875N/A
Silver Objectives38000570009500012500~250000
Silver Time Bonuses95001425023750N/A
Gold Objectives570008550014250018750~375000
Gold Time Bonuses142502137535625N/A
Platinum Objectives7600011400019000025000~500000
Platinum Time Bonuses190002850047500N/A

Enemy Costs and Wave Budgets

Enemy Unit Costs
Assault Trooper 15 Cannibal 25
Centurion 20 Marauder 35
Engineer 40 Brute 75
Nemesis 30 Husk 10
Guardian 35 Ravager 55
Dragoon 55 Banshee 175
Phantom 75 Collector Trooper 25
Atlas 125 Collector Captain 35
Geth Trooper 15 Abomination 40
Rocket Trooper 20 Scion 100
Geth Hunter 35 Praetorian 200
Geth Pyro 40 Original Atlas 125
Geth Bomber 15 Original Geth Pyro 40
Geth Prime 150 Original Cannibal 35
Original Marauder 150 Original Banshee 175
Original Geth Prime 150 Original Phantom 75
Wave Budget Table
Difficulty 1 2 3 4 5 6 7 8 9 10 11
Bronze4805426667288529149761100
Silver800920116012801520164017602000
Gold12001440192021602640288031203600
Platinum18002020246026803120334035604000

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.


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