Your opinion of the global cooldowns?
#1
Posté 06 avril 2010 - 05:53
For example, I never use shockwave because it has a longer cooldown and it prevents me from using something more useful like Pull or Reave, but if I was able to throw out a shockwave and then jump up and Reave the enemies while they are busy recovering from stumbling, it would be a better combo. The longer recharges prevent me from spamming the combo, but It could allow me to think about what abilites I should use while not excluding others entirely.
Other thoughts?
#2
Posté 06 avril 2010 - 05:56
#3
Posté 06 avril 2010 - 06:10
Mana is probably better gameplay wise... but how would that even work? And mana is sort of a pat solution anyway.
#4
Posté 06 avril 2010 - 06:46
Since the ME2 developers were willing to
steallearn
from other companies about how to make better shooter mechanics, they
shouldstealuse ideas from World of Warcraft (and
other MMOs) about combining Global and Individual cooldowns for
abilities.
So for anyone that doesn't know, in WoW, when you
use any ability, it causes 2 different cooldowns to occur. The first
one is a 1.5 second global cooldown where you cannot use any of your
abilities; the second is a cooldown for the ability that was used, which
is different for each ability.
For an idea about how this will
work in ME, I will use a vanguard with Barrier and assume a 2 second
global cooldown is in place.
So at the start of a fight, I use
Barrier and a 2 second global cooldown occurs. At the end of these 2
seconds, I can now Charge but I can't use Barrier again for another 10
seconds. After I charge, another 2 second global CD occurs after which
I can't use Charge again for another 4 seconds or Barrier for another 8
seconds, BUT I can use Pull.
So in the end, I was able to use a
better variation of abilities but was still limited on how much I can
use them. This is probably more a suggestion for ME3 since this would
probably make encounters way too easy now, but it would prevent players
from being pigionholed into only using 1 or 2 powers and ignoring the
rest.
Modifié par camirish1, 06 avril 2010 - 06:46 .
#5
Posté 06 avril 2010 - 07:34
#6
Posté 06 avril 2010 - 07:45
#7
Posté 06 avril 2010 - 08:24
Also makes sense: You just pushed a who-knows-how-much energy through your bio-amp. Depending on the amount of stuff you just squeezed through, you have to give your neural system and the amps a chance to recuperate to avoid damage.ZeppMan217 wrote...
Makes sense for tech abilities but for biotic...
In fact, from a in-universe point of view, global cool downs make sense for most abilities, since you have only *one* omni-tool and only *one* brain/bio-amp all your abilities go through.
Gameplay-wise, I like the global cooldowns, they avoid front-loaded spamming of abilities, keep the pace and gel nicely with the cover system. It's not a perfect system, but a lot better than in ME1.
However, I do see potential for improvement, like abilities that interact with your cooldown (e.g. biotics could have a 10% change that the use of a power has no cooldown at all, thus allowing for occasional combo - would also reward paying attention to your cooldowns to spot these opportunities) or abilities that have an individual cooldown (that would be a good way to give soldiers/gun special abilities a little bit of unique feel and flair, by introducing things like concussive shot-style boosts that work on individual cooldown).
#8
Posté 06 avril 2010 - 08:28
They succeeded with such a system in Dragon Age, I'm sure they could pull it off for ME3.
#9
Posté 06 avril 2010 - 08:36
#10
Posté 06 avril 2010 - 08:48
Besides, most of the cool downs are fairly short, especially when you compare them to the cooldowns in the first game.
#11
Posté 06 avril 2010 - 08:58
#12
Posté 06 avril 2010 - 09:03
#13
Posté 06 avril 2010 - 09:08
The power bar suggestions from Scarecrow's proposed changes is great. In short, you have a bar which depletes when you use powers. You have the ability to make combos but also can't spam powers and have to consider what powers to use.
#14
Posté 06 avril 2010 - 09:09
Oisrisso wrote...
It's good. It balances the use of abilities, keeps up the pace of combat, and makes you work more as a team (especially on insanity) to combine effects, etc. I just wish your team members didn't have a longer cooldown than you do.
Thats why I like taking Samara/Morinth along with me. One of their final passive upgrades makes their cooldown equivalent to yours. Reave is fun, but dominating abominations and watching them explode amogst their former allies has its chuckle value.
#15
Posté 06 avril 2010 - 09:15
sammcl wrote...
Should use the same cooldown system as WoW, that game's popular for a reason. My vanguard was particularly handicapped by the cooldown system due to the need to charge frequently to replenish shields. I really didn't *need* any ability besides charge, but it woulda been nice all the same : /
The cooldown system in WoW is necessary because the classes in those games have tremendously larger ability sets than the classes in Mass Effect. Having a global cooldown system in ME works fine because most classes only have a few abilities at their disposal, whereas in WoW, each class has to manage many more abilities.
#16
Posté 06 avril 2010 - 09:30
#17
Posté 06 avril 2010 - 09:33
#18
Posté 06 avril 2010 - 10:41
I dunno that you'd need a larger number of abilities in order for a local/global CD system to work better than global only. I can't speak for everyone, but I loved the barrier using Vanguard in ME1, it makes me sad that the combat system changed barrier to "locks out all useful abilities for 12 seconds."arcelonious wrote...
The cooldown system in WoW is necessary because the classes in those games have tremendously larger ability sets than the classes in Mass Effect. Having a global cooldown system in ME works fine because most classes only have a few abilities at their disposal, whereas in WoW, each class has to manage many more abilities.
If a local/global system was used it could be a 30 second duration on a 45 second cooldown, with a 3 second global cooldown. It would actually make it a good "oh man, I just charged and 4 more mercs came through the doors" survival ability.
There's a problem with the Infiltrator's cloak too, reave is way more useful on anything but a boss because the targets don't all hide when you use it, it strips defenses and it incapacitates for a few seconds. Would be nice if the class's defining ability got a little more use but it gets sidelined because the GCD is better utilised with reave or incinerate.
So yes, the current global only system works fine, but local/global would work even better.
#19
Posté 06 avril 2010 - 10:56
However, I do agree on separate cooldowns for tech/biotic/"combat" cooldowns. It makes sense, and would make "hybrid" classes stand out in that respect, and reinforce their versatility. And of course, the "pure" classes specialization would make up for that lack of flexibility.
#20
Posté 06 avril 2010 - 11:03
I don't really have anything to add. I think you're spot-on. I never felt that I "had to choose" or that it was ever a difficulty decision to decide what power to use in ME2. I used the most powerful one. Over and over again. And again. And again.binaryemperor wrote...
I have mixed feelings on the global cooldown system in ME2. I like that the fast, global cooldowns correlate better with the fast paced, cover based action system in ME2, and it does somewhat contribute to the Canon of some of the tech abilities and biotic abilities, but I kind of prefer the local cooldowns like in ME1. Just increase the cooldown time to an extent and separate them out. There are some abilities that I would use more often if it did not prevent me from using a more potent ability.
For example, I never use shockwave because it has a longer cooldown and it prevents me from using something more useful like Pull or Reave, but if I was able to throw out a shockwave and then jump up and Reave the enemies while they are busy recovering from stumbling, it would be a better combo. The longer recharges prevent me from spamming the combo, but It could allow me to think about what abilites I should use while not excluding others entirely.
Other thoughts?
Then once in a blue moon, I used some other things, for specific effects, or just because I was bored.
Like you're saying, I just never found myself using certain abilities that could've been good and definately could've been cool, but they just were never optimal to be used on average.
Local cooldowns is definately the way to go, for dynamic gameplay.
#21
Posté 06 avril 2010 - 11:24
.
The combat in ME2 is better than the
#22
Posté 06 avril 2010 - 11:37
Of course, there, they used a mana system to avoid spamming too much (and mana recovery abilities). I'm not sure whether I'd want to see a mana system in ME3.They succeeded with such a system in Dragon Age, I'm sure they could pull it off for ME3.
Note: By mana, I mean mana and stamina.
#23
Posté 06 avril 2010 - 11:39
As they succeed with Dragon Age, I don't see why they couldn't with ME2.
Local cooldown is the best, for sure.
Modifié par Nolenthar, 06 avril 2010 - 11:39 .
#24
Posté 06 avril 2010 - 11:43
Of course, there, they used a mana system to
avoid spamming too much (and mana recovery abilities). I'm not sure
whether I'd want to see a mana system in ME3.
I would argue that the mana system in DAO is more to limit toggle abilities and the combination of multiple toggles with casting. For normal casting, mana isn't much of a limit. Chug a pot every few casts, big deal.
Modifié par OniGanon, 06 avril 2010 - 11:49 .
#25
Posté 06 avril 2010 - 11:58




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