ME3Tweaks ModMaker

Realistic Overhaul Mod

Published by KryoTronic

ModMaker Download Code 6272

Revision 21, published March 16, 2021, 10:12 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.

WIP The goal of this project is to fulfil my fantasy of Mass Effect being grounded in just a little bit more reality. I hate bullet sponges and love a challenge, so here we go...


Extended Mod Description

This mod aims to give a more realistic feel to Mass Effect Multiplayer. Mass Effect is already rooted in a lot of Science with some added Space Magic. I always loved how "realistic" the ideas and weapons were in ME but alas there are many bullet sponges. To fix this issue I have made a number of changes and included many mix-ins.

Changes have only been made to Bronze - Gold. Currently the only fully fleshed out enemy is Cerberus however they are resident in the Geth pool instead of the Cerberus pool to mitigate the Invisible Enemy issue.

All Cerberus Weapon Damage except the Nemesis Raptor have been changed to their Player Weapon Damage Model. All Cerberus Troops have a huge health, armor, shield and barrier debuff. Standard Assault Troopers should die in one headshot with any weapon that puts out 100 or more damage. This is the same for Guardians as well, however the shield obviously still protects them significantly. Centurions, Engineers, and Phantoms can also be headshot but first you must take out their shields/barriers. Dragoons & Turrets have been debuffed health wise as well. Dragoons have 1000 Armor (Health) which should mean that 4x headshots from a 100+ damage weapon will kill them. Unfortunately they do not have shields and I haven't figured out a way to change it so this is what I am left with for the moment. Phantoms have 250 Health and 750 Barriers, the reason Dragoons and Phantom have this setup is based on 4x Assault Trooper health which is 250. Mechs and Turrets have reduced Armor and Shields but it is still significantly higher than all other enemy types.

Enemies no longer have a Shield gate at all, so once their shields drop, they do not receive any damage reduction. Shields in Silver and Gold will recharge to full capacity however, whereas in Bronze they will only recharge to half their original value. Players now only receive health after wave completion on Bronze and all Enemy Shield times (except Turrets & Mechs) recharge at the same base rate of Players which is 5 second cooldown & 0.2 per second recharge. All enemies now have a chance to drop ammo and ammo is never restored on wave completion. Currently I am working on balancing/removing the damage reduction from enemies. Currently Bronze is set to the default of .25 but Silver and Gold are at 1 so there is none currently.

THIS IS ALL A WIP AND HAS NOT BEEN COMPLETED OR TESTED FULLY.


That reminds me I need to credit all the mix ins if I actually make this a thing.

I want friendly fire on everything (don't think it's possible for players :( )

All enemy weapons should be equal to player weapons or buffed

Bronze is .5 damage, everything else is 1 to 1

Want to make enemies fire from further distance instead of rushing next to you every time, give a bigger change from melee ai vs ranged ai.

Rocket launcher balances between mech, geth and players?

All weapons and powers unchanged.

Test extensively AI health changes (hella nerfed atm)


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 12 enemies on the field at a time. Up to 3 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 8Wave 10ExtractionTotal
Bronze Objectives200030005000100005000~30000
Bronze Time Bonuses50075012502500N/A
Silver Objectives40006000100002000010000~60000
Silver Time Bonuses1000150025005000N/A
Gold Objectives750011250187503750010000~103751
Gold Time Bonuses1875281346889375N/A
Platinum Objectives1100016500275005500013750~151250
Platinum Time Bonuses27504125687513750N/A

Enemy Costs and Wave Budgets

Enemy Unit Costs
Assault Trooper 20 Cannibal 20
Centurion 30 Marauder 30
Engineer 60 Brute 80
Nemesis 40 Husk 10
Guardian 30 Ravager 60
Dragoon 80 Banshee 100
Phantom 100 Collector Trooper 25
Atlas 120 Collector Captain 35
Geth Trooper 20 Abomination 40
Rocket Trooper 30 Scion 75
Geth Hunter 30 Praetorian 120
Geth Pyro 30 Original Atlas 100
Geth Bomber 25 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
Bronze240274342376444512580
Silver260296368404476548620
Gold320368464512608704800
Platinum1000120016001800220026003000

Recommended MixIns

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


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

Genesis


Published mods that directly forked from this mod