ME3Tweaks ModMaker

Insanity Rework

Published by KryoTronic

ModMaker Download Code 8280

Revision 1, published December 25, 2025, 12:16 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.

The Purpose of this Mod is to remove how Bullet Spongey Enemies are in Insanity.


Extended Mod Description

It may sound ridiculous but I am working on yet another playthrough of the series. As soon as I got to ME3 (played on Insanity on both 1 and 2), I was immediately annoyed (on Pavalen), at how spongey all the enemies were. I had to cheese the hell out of that mission and try over and over, it was super annoying and un fun.

Health, Armor, Shields and Barriers have all been reduced on every enemy in Singleplayer on the Insanity Difficulty. Shield/Barrier recharges have been adjusted for all enemies as well, including while possessed. For the most part I believe it will be decently balanced though this is a first pass.

Some small changes have been made to the player and squad mates such as 1 second invulnerability when being revived. The "survivalability" window has been changed a tad as well. Shield/Barrier recharges a bit slower as well.

Being in or out of cover does not adjust the damage dealt to the player or enemies.

To make the enemies a bit harder since their effective HP has been changed, they are able to recharge all barriers/shields to 100% but their recharges and cooldowns have been adjusted quite heavily. The idea being that once you drop those shields you have a window to take them down just as in vanilla. Though with the full recharge I believe it will be much more important to focus fire on enemies and be more strategic with your strikes.

Powers are no longer instant for Squadmates which I may revert however with the health pools being adjust to better reflect the players health (for humaniods) I figure that we need a little more tact when utilizing your team as with the previous games. I could be remembering wrong because I put the game down for 6 months or so after the Pavalen massacre, but I swore the squadmates always had to cast and could even be interrupted in ME1 & 2.

Armor damage mitigation has been changed from 50 to 75. The idea behind this is to make the heavier hitting weapons specifically much better or necessary to take down armored units. Obviously their are powers which (have not been touched) that likely will destroy the armor at these lower values, but that's kinda the point of the power fantasy imho. I always felt that powers weren't as affective as they should be and thus always played Soldier... I know I am lame, sorry haha I was slightly inspired by Arc Raiders for this change as in a penetration type value for armor damage, though obviously it doesn't work the same it should have a similar affect and give shotguns, snipers and heavy rifles/pistols more of a edge against armor where as lower damage and faster firing weapons should absolutely destroy HP/Shields and barriers much quicker with the lower values. Idk, hopefully this makes me choose different guns more though maybe I won't, but that's my lengthy theory. Idk how this mod is gonna go or if I am gonna update it, hell I don't even know if it will run on my heavily modded SP save... but lets send it anyways rofl

If the playthrough goes great then I will update this description to be more accurate. If it goes terribly then I will be editing the entire thing and testing and thus will have to update this description as it will likely be outdated quick.


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
Bronze240271333364426457488550
Silver4004605806407608208801000
Gold60072096010801320144015601800
Platinum9001010123013401560167017802000

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


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