Making you own class.
#1
Posté 10 avril 2010 - 10:17
Maybe, someday, someone, will make a mod for this.
#2
Posté 10 avril 2010 - 10:30
#3
Posté 10 avril 2010 - 10:35
#4
Posté 10 avril 2010 - 10:39
edgar95 wrote...
I agree, I realy want to make an infiltrator class with geth shield boost, armor piercing rounds and switch the sub machine gun into an assault rifle
You could probably almost have that class if you got one of the sqaud skills plus getting the assult rifle training on the Collector Ship. Although looking at the two skill you'd proably not need Geth Shield Boost very much because an infiltrator mostly stays at mediem - long range behind cover so the armor piercing rounds would be more useful.
Modifié par FelixLionheart, 10 avril 2010 - 10:41 .
#5
Posté 10 avril 2010 - 10:52
FelixLionheart wrote...
You could probably almost have that class if you got one of the sqaud skills plus getting the assult rifle training on the Collector Ship. Although looking at the two skill you'd proably not need Geth Shield Boost very much because an infiltrator mostly stays at mediem - long range behind cover so the armor piercing rounds would be more useful.
ye, you're probably right, but I want the avenger... but I guess I can't do anything about that
#6
Posté 11 avril 2010 - 10:26
#7
Posté 12 avril 2010 - 12:01
#8
Posté 12 avril 2010 - 12:04
edgar95 wrote...
I agree, I realy want to make an infiltrator class with geth shield boost, armor piercing rounds and switch the sub machine gun into an assault rifle
Exactly why they don't have it...
You make it to cheap, won't be fun because you have all you want and won't ever change your class, keep all the best things for yourself...
#9
Posté 12 avril 2010 - 02:47
#10
Posté 12 avril 2010 - 08:26
#11
Posté 12 avril 2010 - 08:37
Tech Armor
Disruptor Ammo
Incendiary Ammo
Cryo Ammo
I want all 3 of these ammos as squad abilities, so that I can totally control the battlefield. Tech Armor is more realistic than Adrenaline Rush for me, because the latter borders on being cheap.
#12
Posté 12 avril 2010 - 08:57
Speakeasy13 wrote...
I'd like a pure combat class with the following powers:
Tech Armor
Disruptor Ammo
Incendiary Ammo
Cryo Ammo
I want all 3 of these ammos as squad abilities, so that I can totally control the battlefield. Tech Armor is more realistic than Adrenaline Rush for me, because the latter borders on being cheap.
well, you could simply play a soldier with grunts fortificaton ability...
i would love to play a biotic with reave, slam, warp ammo and barrier
#13
Posté 12 avril 2010 - 09:07
Well, the Tech Armor is still superior because it doesn't expire, and can be used to stun enemies...Garet87 wrote...
Speakeasy13 wrote...
I'd like a pure combat class with the following powers:
Tech Armor
Disruptor Ammo
Incendiary Ammo
Cryo Ammo
I want all 3 of these ammos as squad abilities, so that I can totally control the battlefield. Tech Armor is more realistic than Adrenaline Rush for me, because the latter borders on being cheap.
well, you could simply play a soldier with grunts fortificaton ability...
i would love to play a biotic with reave, slam, warp ammo and barrier
#14
Posté 12 avril 2010 - 09:20
Speakeasy13 wrote...
Well, the Tech Armor is still superior because it doesn't expire, and can be used to stun enemies...Garet87 wrote...
Speakeasy13 wrote...
I'd like a pure combat class with the following powers:
Tech Armor
Disruptor Ammo
Incendiary Ammo
Cryo Ammo
I want all 3 of these ammos as squad abilities, so that I can totally control the battlefield. Tech Armor is more realistic than Adrenaline Rush for me, because the latter borders on being cheap.
well, you could simply play a soldier with grunts fortificaton ability...
i would love to play a biotic with reave, slam, warp ammo and barrier
sure - but it's also a tech skill and not a combat class skill
#15
Posté 12 avril 2010 - 09:43
#16
Posté 12 avril 2010 - 12:19
#17
Posté 12 avril 2010 - 03:28
spacehamsterZH wrote...
The classes are aimed at balance - if you could just combine anything you want, people could build OP god-moders, and it would ruin the game. It's not a huge issue given that there's no multiplayer, but I like the fact that all of the classes are very different and have clear limitations.
nah, the classes are only balanced for normal/veteran difficulties
#18
Posté 12 avril 2010 - 05:24
Perhaps something like this...
Ammo: Incendiary Ammo
Combat: Concussive Shot
Tech: Overload
Biotic: Pull
The mastery skill increases health, weapon damage, paragon/renegade and reduces power cooldown. Think of this class like a Soldier/Sentinel mix.
The class specific ability could be a modified Tech Armor that only affects the arms and head of the user. The modified Tech Armor, perhaps called Blast Armor, increases accuracy by producing a time dilation effect upon the target being fired upon. When the armor expires it releases a charge that knocks the target to the ground, or if the target resists being knocked down it inflicts damage instead. The first evolved form, called Biotic Blast Armor, focusses a biotic blast against the target that heavily damages barriers in addition to knocking them down. The second evolved form, called Tech Blast Armor, focuses a tech blast against the target that heavily damages shields in addition to knocking them down.
For weapons I think that the Assault Rifle and SMG would seem appropriate. This would give a second class access to the M-76 Revenant LMG (currently only available to the Soldier) or allow this Soldier hybrid to use Shotguns or Sniper Rifles instead. This would be the only class without access to Pistols however, which would seem appropriate given that the Soldier is the only class without access to SMGs. My only concern is that the tutorial level may not work as you pick up a Pistol (M-3 Predator) initially but I'm sure they could substitute an SMG (M-4 Shuriken) instead.
Modifié par Hiero Glyph, 12 avril 2010 - 06:37 .
#19
Posté 12 avril 2010 - 07:55
Hiero Glyph wrote...
I would be curious to see a true hybrid class that has a mix of ammo, combat, tech and biotic powers. The tricky part would be trying to balance everything. For the four powers I would suggest one ammo type, one combat skill, one tech ability, and one biotic ability. The class would then have their mastery skill and class-specific ability to round out its six skills.
Perhaps something like this...
Ammo: Incendiary Ammo
Combat: Concussive Shot
Tech: Overload
Biotic: Pull
The mastery skill increases health, weapon damage, paragon/renegade and reduces power cooldown. Think of this class like a Soldier/Sentinel mix.
The class specific ability could be a modified Tech Armor that only affects the arms and head of the user. The modified Tech Armor, perhaps called Blast Armor, increases accuracy by producing a time dilation effect upon the target being fired upon. When the armor expires it releases a charge that knocks the target to the ground, or if the target resists being knocked down it inflicts damage instead. The first evolved form, called Biotic Blast Armor, focusses a biotic blast against the target that heavily damages barriers in addition to knocking them down. The second evolved form, called Tech Blast Armor, focuses a tech blast against the target that heavily damages shields in addition to knocking them down.
For weapons I think that the Assault Rifle and SMG would seem appropriate. This would give a second class access to the M-76 Revenant LMG (currently only available to the Soldier) or allow this Soldier hybrid to use Shotguns or Sniper Rifles instead. This would be the only class without access to Pistols however, which would seem appropriate given that the Soldier is the only class without access to SMGs. My only concern is that the tutorial level may not work as you pick up a Pistol (M-3 Predator) initially but I'm sure they could substitute an SMG (M-4 Shuriken) instead.
well, your party members are kinda balanced like that:
concussive shot unlocks your ammo (zaeed/grunt)
and overload unlocks the biotic power (miranda)
your class specificability should be tied to your class mastery talent
for weapons i think pistol, smg and shotgun would be more suitable, because it tends more into the direction of a vanguard
#20
Posté 12 avril 2010 - 08:40
#21
Posté 12 avril 2010 - 11:07
#22
Posté 12 avril 2010 - 11:31
Garet87 wrote...
nah, the classes are only balanced for normal/veteran difficulties
Well... the difficulty curve is a whole other issue in this game, and if you ask me, not exactly the strongest part of its design. So yeah, you're right, but the thing is, I think the game's mostly intended to be played on Normal and Veteran, and they didn't expect too many people to try and work out every nook and cranny of Insanity.
#23
Posté 13 avril 2010 - 08:53
spacehamsterZH wrote...
Garet87 wrote...
nah, the classes are only balanced for normal/veteran difficulties
Well... the difficulty curve is a whole other issue in this game, and if you ask me, not exactly the strongest part of its design. So yeah, you're right, but the thing is, I think the game's mostly intended to be played on Normal and Veteran, and they didn't expect too many people to try and work out every nook and cranny of Insanity.
yes, the classes are balanced for these two modes, but i also think that it wouldn't become unbalanced if you give players on insanity one or two additional special abilities. on the contrary, it would be more balanced.
#24
Posté 13 avril 2010 - 10:15
Garet87 wrote...
yes, the classes are balanced for these two modes, but i also think that it wouldn't become unbalanced if you give players on insanity one or two additional special abilities. on the contrary, it would be more balanced.
I haven't really done enough playthroughs with different classes to have an educated opinion on this, but I'm guessing the addition of the Locust goes a long way towards making the SMG/HP-only classes more viable for Insanity because of its effectiveness at range.
I'm not sure more powers would really help because of the universal cooldown.
Modifié par spacehamsterZH, 13 avril 2010 - 10:16 .
#25
Posté 13 avril 2010 - 10:29




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