ME3 Skill Sets for ME1 Chars?
#26
Posté 24 avril 2010 - 07:37
#27
Posté 24 avril 2010 - 07:43
Omega-202 wrote...
You forgot Assassination, Marksman and Overkill. Carnage is essentially Concussive Shot, but the other three are viable possibilities for a return.
Carnage was shotgun power pretty much was charge shotgun shot.
As for Assassination, Marksman and Overkill are just like Carnage but for SR, HP, AR.
Since they change the weapons instead of it overheating they just replace it with Thermal Clips.
Which is the reason why they remove Carnage, Assassination, Marksman, and Overkill.
If you recall when you actived these powers in ME it didnt overheat your weapon like if you were to normally use it.
That is the main reason why i left them out, i was going to put them in then remember what they really did too those weapons.
#28
Posté 24 avril 2010 - 07:55
The way I picture it is
Lvl 60 Shepard
Power 1
Power 2
Power 3
Power 4
Power 5
Alt Power 1
Alt Power 2
class Passive
Bonus Power
Lvl 60 SM
Power
Power
Alt 1
Alt 2
class Passive
Loyalty Power
#29
Posté 24 avril 2010 - 08:03
naledgeborn wrote...
I was also thinking the level cap would go back up to 60 so every 15 levels from 30-60 each SM would have 1/4 new skills to pick from, Shepard gets 3/4 every 10 levels, for optimal customization (bringing back those RPG elements).
The way I picture it is
Lvl 60 Shepard
Power 1
Power 2
Power 3
Power 4
Power 5
Alt Power 1
Alt Power 2
class Passive
Bonus Power
Lvl 60 SM
Power
Power
Alt 1
Alt 2
class Passive
Loyalty Power
It might be possable but doubt it because our current powers will have to fixed base on the old level system.
Im not saying for sure but they might up the level cap but if they do might be by like 10 levels.
So it would be a total of 61 points instead of 51 which is the current talent point number in ME2.
If you really think about it and look at the old talent list with the current one.
All they did was make it small but still with the same power output as the first one.
Meaning instead of putting like 20 points into a power you only put 10 points.
So each bar equal that point value instead of having a long bar.
#30
Posté 24 avril 2010 - 08:06
FenixBlaze wrote...
Omega-202 wrote...
You forgot Assassination, Marksman and Overkill. Carnage is essentially Concussive Shot, but the other three are viable possibilities for a return.
Carnage was shotgun power pretty much was charge shotgun shot.
As for Assassination, Marksman and Overkill are just like Carnage but for SR, HP, AR.
Since they change the weapons instead of it overheating they just replace it with Thermal Clips.
Which is the reason why they remove Carnage, Assassination, Marksman, and Overkill.
If you recall when you actived these powers in ME it didnt overheat your weapon like if you were to normally use it.
That is the main reason why i left them out, i was going to put them in then remember what they really did too those weapons.
Except they weren't just like Carnage. At all.
If YOU recall, Assassination gave a single shot damage boost to your next sniper rifle shot. Thats in no way changed by the switch to thermal clips. The power can still exist just as it was and like Carnage/Concussive Shot, it just works with any weapon now.
Marksman increased fire rate of a weapon. Why is that not a viable power now? And again, it doesn't need to be restricted to a single weapon.
Same with Overkill. It increases accuracy and decreases heat consumption. Why can't it be that during the duration of "new" Overkill, your accuracy goes up, your weapon has less recoil and you consume 1 thermal charge for every 2 shots instead of 1 for 1?
You still could and WOULD overheat your weapon in ME1 when using these if you really tried to. Throw some high explosive rounds and 2 scram rails and use any of these three.
Carnage was the only one that didn't heat the weapon. You seem to have a faulty memory.
Modifié par Omega-202, 24 avril 2010 - 08:08 .
#31
Posté 24 avril 2010 - 08:07
Modifié par Omega-202, 24 avril 2010 - 08:07 .
#32
Posté 24 avril 2010 - 08:09
Omega-202 wrote...
Ashley - Sniper Rifle/ Shotgun
(With Wrex and Grunt being AR/SG and Zaeed, Garrus and Legion being AR/SR, this offers a unique combo that still covers the "one good against shield, one good against armor)
- Concussive Shot
- Cryo Ammo
- Alliance Soldier
- Overkill (Returns from ME1. Increases fire rate and adds 1 thermal clip worth of ammo to active weapon if used by Shepard)
This idea is dope, I'd still take Immunity over Overkill
#33
Posté 24 avril 2010 - 08:24
naledgeborn wrote...
Omega-202 wrote...
Ashley - Sniper Rifle/ Shotgun
(With Wrex and Grunt being AR/SG and Zaeed, Garrus and Legion being AR/SR, this offers a unique combo that still covers the "one good against shield, one good against armor)
- Concussive Shot
- Cryo Ammo
- Alliance Soldier
- Overkill (Returns from ME1. Increases fire rate and adds 1 thermal clip worth of ammo to active weapon if used by Shepard)
This idea is dope, I'd still take Immunity over Overkill
Problem is that Wrex's characterization screams " I'M THE INDESTRUCTIBLE BAD*SS " more than Ashley does. She and Garrus were the real damage dealers of ME1 (mostly due to Assault Training). A damage dealing power is more her flavor than Immunity. The defensive power fits Wrex much more so.
The SR/SG combo is something that SOMEONE should have. Might as well be her.
Modifié par Omega-202, 24 avril 2010 - 08:24 .
#34
Posté 24 avril 2010 - 08:29
#35
Posté 24 avril 2010 - 08:35
naledgeborn wrote...
I say instead of having marksman, overkill, carnage, assassination combine them all into 1 universal weapon skill that works with all weapons. Keeps sh!t streamlined and hardcore rpgers get an extra "power" for customization.
You don't need to combine them. Just if they include any of them, make them universal for any weapon.
Hence my suggestion of a Marksman/Overkill hybrid that works on any gun. For SM's and Shepard it increases fire rate and if use by Shepard it adds an extra thermal clip to his total in addition. And the increased fire rate part fits Ashley's character perfectly.
There's no reason for any of them not to work on any weapon especially after we got Concussive Shot that works out of any weapon.
Modifié par Omega-202, 24 avril 2010 - 08:35 .
#36
Posté 24 avril 2010 - 08:45
And please remove the global cooldown.
No loyality powers anymore.It doesnt make sense that squadmembers dont use all abilities to survive.
Modifié par tonnactus, 24 avril 2010 - 08:48 .
#37
Posté 24 avril 2010 - 08:50
tonnactus wrote...
I want Mass Effect Skillsets for Mass Effect 3 chars.(except weapon training,but abilities like carnage could get back)
And please remove the global cooldown.
No loyality powers anymore.It doesnt make sense that squadmembers dont use all abilities to survive.
I think you're going to have to accept that that's not going to happen.
#38
Posté 24 avril 2010 - 08:52
FenixBlaze wrote...
I dont see Kaiden getting Tech Armor seeing how that is a unique power Sentinel Shepard has!
Legion and Tali have the drone.Engineer shepards "unique" power.(not very usefull because of the idiotic 30 sec ooldown,but they have it)
#39
Posté 24 avril 2010 - 08:56
Omega-202 wrote...
tonnactus wrote...
I want Mass Effect Skillsets for Mass Effect 3 chars.(except weapon training,but abilities like carnage could get back)
And please remove the global cooldown.
No loyality powers anymore.It doesnt make sense that squadmembers dont use all abilities to survive.
I think you're going to have to accept that that's not going to happen.
They should have at least as much talents shepardt had like it was the case in Mass Effect(except spectre,charm/intimidate/specialisation).All those nonsense about the best specialists in the galaxy and now they have only two powers until they are loyal?And their cooldown was doubled compared to shepardt?
Anyone pleased with that? Hard to believe.
Squadmembers were nearly equal in Mass Effect(considering talents) .Not these jokes we have now.
But im am optimistic that they remove the loyality nonsense in 3 because the mainstory has to be solved.
Modifié par tonnactus, 24 avril 2010 - 08:58 .
#40
Posté 24 avril 2010 - 09:06
tonnactus wrote...
Anyone pleased with that? Hard to believe.
Squadmembers were nearly equal in Mass Effect(considering talents) .Not these jokes we have now.
But im am optimistic that they remove the loyality nonsense in 3 because the mainstory has to be solved.
Yes, I am pleased with that as it means that Shepard can be stronger and the encounter still remains balanced. If they make the squad mates more powerful, it means the entire encounter needs to be made harder to compensate and therefore Shepard would be weaker in comparison.
Nobody should be for that.
If you make each squad mate nearly as powerful as Shep, you then have to balance each part as though 3 Sheps are going in. What happens if your squadmates go down in that scenario? You're now facing odds stacked against you 3 to 1 instead of ME2 style where at worst each squad mate counted as 1/2 a Shep and you were stacked against 2 to 1.
"Loyalty" powers probably aren't going away. They'll be renamed, likely. There may be a new mechanic for unlocking them, but ME3 is being made as a direct continuation of ME2. They said that they designed the power system in ME2 to carry over in some form. They're not going to wipe us clean to level 1 again if we import, they've said that already.
#41
Posté 24 avril 2010 - 09:11
Omega-202 wrote...
FenixBlaze wrote...
Omega-202 wrote...
You forgot Assassination, Marksman and Overkill. Carnage is essentially Concussive Shot, but the other three are viable possibilities for a return.
Carnage was shotgun power pretty much was charge shotgun shot.
As for Assassination, Marksman and Overkill are just like Carnage but for SR, HP, AR.
Since they change the weapons instead of it overheating they just replace it with Thermal Clips.
Which is the reason why they remove Carnage, Assassination, Marksman, and Overkill.
If you recall when you actived these powers in ME it didnt overheat your weapon like if you were to normally use it.
That is the main reason why i left them out, i was going to put them in then remember what they really did too those weapons.
Except they weren't just like Carnage. At all.
If YOU recall, Assassination gave a single shot damage boost to your next sniper rifle shot. Thats in no way changed by the switch to thermal clips. The power can still exist just as it was and like Carnage/Concussive Shot, it just works with any weapon now.
Marksman increased fire rate of a weapon. Why is that not a viable power now? And again, it doesn't need to be restricted to a single weapon.
Same with Overkill. It increases accuracy and decreases heat consumption. Why can't it be that during the duration of "new" Overkill, your accuracy goes up, your weapon has less recoil and you consume 1 thermal charge for every 2 shots instead of 1 for 1?
You still could and WOULD overheat your weapon when using these if you really tried to. Throw some high explosive rounds and 2 scram rails and use any of these three.
Carnage was the only one that didn't heat the weapon. You seem to have a faulty memory.
Alot has change between ME1 and ME2 that is for sure.
Weapons have been upgrade therefore removing the need for those skills base on how they have the new weapons spec.
With the way they have the upgraded system on the weapons each rank equal 10% more dmg to that weapon type.
To example what im trying to say reason why Assassination, Marksman, Overkill, and Carnage.
I assume are not going to be in ME3 as powers is because of how they have the current weapons setup.
Listed below are charts from ME2 weapons mainly AR just for example.
Dmg output, Bonuse dmg, Recoil, FIRE RATE/MODE, and ACCURACY
http://masseffect.wi...onry_Comparison
Name
Manufacturer
Base Damage
Damage Rate (Explain)
Bonuses
Fire Mode
Fire Rate
Accuracy
Recoil
Thermal Clip
Notes
M-8 Avenger
Elkoss Combine
10.8
100
+25% vs Armour
+25% vs Shields
+25% vs Barriers
Automatic
850 RPM
Moderate
Low
40 / 400
M-15 Vindicator
Elanus Risk Control Services
36.8
145
+25% vs Armour
+25% vs Shields
+25% vs Barriers
Burst-Fire
72 RPM
High
Low
24 / 96
M-76 Revenant
Unknown
21.3
204
+40% vs Armour
+20% vs Shields
+20% vs Barriers
Automatic
700 RPM
Low
Moderate
80 / 480
Soldier only
Geth Pulse Rifle
Geth
Armory
10.8
111
+15% vs Armour
+35% vs Shields
+35% vs Barriers
Automatic
1000 RPM
(Variable)
High
Moderate
40 / 480
Hardcore or insanity only
Collector Assault Rifle
Unknown
17.4
100
+25% vs Armour
+25% vs Shields
+25% vs Barriers
Automatic
500 RPM
High
Low
28 / 280
DLC
After doing some more searching Carnage is used in ME2 by two enemy types.
The Geth ShockTroopers/Destroyers (Blue Version) and some of the Korgen (Red Version).
So Carnage might be a power after reading the info found.
As for the reason doubtful due to how they have the current weapon system in ME2.
For all we know there might be awhole new weapon set if they dont keep the current weapons from ME2.
Then again they just add new ones to the current list!
Bottom line only time will tell which powers will stay, go or come in!
Modifié par FenixBlaze, 24 avril 2010 - 09:14 .
#42
Posté 24 avril 2010 - 09:14
I'm sorry but you're simply not understanding what is being proposed. I don't know if its a language barrier issue or what, but you're simply not comprehending the fact that these things are all non-issues.
#43
Posté 24 avril 2010 - 09:15
Omega-202 wrote...
Yes, I am pleased with that as it means that Shepard can be stronger and the encounter still remains balanced.
I talk about the number of talents.Shepardt is still stronger,because a human and not an ai control him.Also he comes with a better strategy then his enemies because of that.To be honest i have to fight a lot of parts in this game alone not matter how good i positioning my squadmates...
Oh,and a roleplaying game doesnt have to be balanced.In most other games the player surpasses the strengt of the enemies by a time anyway.Why this should be a problem?
Modifié par tonnactus, 24 avril 2010 - 09:21 .
#44
Posté 24 avril 2010 - 09:20
Omega-202 wrote...
And that has nothing to do with anything.
I'm sorry but you're simply not understanding what is being proposed. I don't know if its a language barrier issue or what, but you're simply not comprehending the fact that these things are all non-issues.
First off no language barrier second no need to be an ***
Im stating facts to try and support what im trying to say, just seem you dont comprehend!
#45
Posté 24 avril 2010 - 09:31
FenixBlaze wrote...
Omega-202 wrote...
And that has nothing to do with anything.
I'm sorry but you're simply not understanding what is being proposed. I don't know if its a language barrier issue or what, but you're simply not comprehending the fact that these things are all non-issues.
First off no language barrier second no need to be an ***
Im stating facts to try and support what im trying to say, just seem you dont comprehend!
So what do those stats have to do with powers that increase the damage of your next shot, reduce your heat sink/ammo consumption or increase your firing rate.
You just regurgitated numbers from the wikia site with no rationale why such abilities would not be feasible.
In addition, its not rude to assume that someone has issues with a language when they misuse sentence structure and are unable to actually include enough words in a coherent string to form a "subject-verb-object" comprehensive thought.
#46
Posté 24 avril 2010 - 09:45
tonnactus wrote...
I talk about the number of talents.Shepardt is still stronger,because a human and not an ai control him.Also he comes with a better strategy then his enemies because of that.To be honest i have to fight a lot of parts in this game alone not matter how good i positioning my squadmates...
That's an issue with your playstyle, not the design. Even the most difficult part for teammates (the Collector Ship Platforms) can be completed with both teammates still standing on Insanity and they can remain very useful during the fight. I've had squishy Thane and Miranda survive that fight with no problem many times.
An increase in talent number just means that squad choice makes less of a difference. In ME2, you actually had to think about who to take with you. If you were going up against Geth, you bring Garrus, Tali, Zaeed or Miranda. If you're going up against Collectors, you choose Grunt, Thane, Samara or Miranda. Mordin would go along if you had some armor to burn. If you gave someone like Tali more abilities that would allow her to deal with Armor, why would you every take Mordin? If you gave characters extra powers to absorb damage, why would you ever need Grunt?
By limiting the power availability, you make it so that every squadmate gets used.
tonnactus wrote...
Oh,and a roleplaying game doesnt have to be balanced.In most other games the player surpasses the strengt of the enemies by a time anyway.Why this should be a problem?
"Why this should be a problem"?
Because waltzing through the game on god-mode isn't everyone's cup of tea. Its not always fun that way. If you notice, thats one of the major things BioWare fixed between 1 and 2.
#47
Posté 25 avril 2010 - 12:23
naledgeborn wrote...
What skill/weapon set would yall give the ME1 squaddies in ME3 if recruitable? No bias towards ME1 squaddies they just werent recruitable. This is what I'd like to see
Ashley (Shotguns/ARs)
Concussive Shot
Ammo Skill
Allaince Marine < Allaince Veteran (Squad 5% Damage Reduction)/Allaince Specialist (Squad 5% Weapon Damage)
Immunity
Kaiden (Heavy Pistol/SRs)
Warp
Tech Armor
Allaince Officer < Allaince Medic (Squad 5% Medigel Regen)/Allaince Operative (Squad 5% Tech Cooldown)
Neural Shock
Liara (SMGs/Shotguns)
Singularity
Overload
Asari Scientist < Asari Adept (Squad 5% Biotic Cooldown)/Asari Commando (Squad 5% Biotic Damage)
Slam
Wrex (Shotguns/ARs)
Throw
Ammo Skill
Krogan Warlord < Krogan Overlord (Squad 5% Health)/Krogan Battle Master (Squad 5% Power Damage)
Barrier
Well...yeah pretty much that. Poor ME1 chars, nerfed to hell for ME3...
#48
Posté 25 avril 2010 - 02:11
billywaffles wrote...
Well...yeah pretty much that. Poor ME1 chars, nerfed to hell for ME3...
Yeah, looks like it.
#49
Posté 25 avril 2010 - 02:27
Samurai_Wahoo wrote...
I really like the idea of stasis for Liara, but I have a problem though. How would Stasis work if it were to be implemented in ME3?
Biotics in ME2 were hindered by defenses and if ME3 goes the same route, what kind of benefits would Stasis have?
Locking 1 enemy would not be a great benefit. I would like to see Stasis work on enemies even with some sort of defense, but it comes with a very long cool down to balance it out.
For stasis I was thinking something similar (long coold down and works on enemies with defences).
I thought for Stasis it locks down enemies regardless of defences. When the enemies in stasis your weapons bonuses against defences are reduced (so no damage multipliers against armour/shields/barrier), and with each level of the power the length of time the stasis lasts increases. Then for the evolution of the power it could be a choice between locking down one enemy for longer and getting back your damage multiplier (or a percentage of your weapon bonus), or a stasis AoE that doesn't last as long and you still don't have damage multipliers against defences.
So my ides for Liara would be;
(Heavy Pistol/SMG)
Pull
Overload (she did have tech in ME1 so I thought it would be ok to give her overload)
Asari Scientist (each level increases her Barrier and Power Cooldown)
Evolves into either stronger barriers or reduced reduced power cooldown.
Stasis
#50
Posté 25 avril 2010 - 02:52
Would you have it lock down subbosses at the 4th level?
I think if BW were to implement this they would have to be real careful as to balancing it well. I could see it being very OP.




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