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‘Mass Effect 4’ developer talks ‘Mass Effect 3’ multiplayer weapon balance

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Corey Gaspur has commented on the multiplayer weapon balance procedure in “Mass Effect 3.” According to a report from Softpedia on March 26, the combat designer of the series (which will most likely include the upcoming tentatively-titled “Mass Effect 4” game) revealed that Bioware noticed that players found a way to exploit the rate of fire for the Acolyte in order to quickly defeat waves of enemies.

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Corey Gaspur went on to state that the weapon balance procedure for the “Mass Effect 3” mode was “tough” as the development team wanted the players to feel powerful. At the same time, they wanted to make sure that the weapon is “working as intended.” You can find some screens from the third main installment of the role-playing series with the slideshow to the left of this article and the comments from the combat designer below:

It’s tough, because you want people to feel overpowered while they are using it, and you want them to feel bad ass and like they’re destroying things, but you want that to happen when the weapon is actually working as intended. The big challenge is making sure people are still having fun, because you don’t want to swing the pendulum too far the other way and nerf it.

Bioware decided to add an online cooperative mode to the series with the release of “Mass Effect 3.” The match allows players to customize their characters and team up to take on waves after waves of enemies.

The development team has not yet confirmed if the upcoming “Mass Effect 4” would feature a similar mode. The sequel is in the early stages of development and will be utilizing the Frostbite 3 graphics engine that powers “Battlefield 4” and “Dragon Age Inquisition.”