I'd started a thread in the Infiltrators United group asking what people were expecting from their class in ME3 and found the suggestions to be interesting in that many of them were nostalgic. There are several new ideas on where the class should go, but for the most part it seems like people are looking to recapture something that was lost from the previous game. I'm curious to see what people have in mind for some of the other classes? What aspects of your class would you suggest BioWare keep or remove? What would you have them change? Adepts... are you satisfied with the treatment biotics got in ME2? Sentinels... is tech armor all it was cracked up to be? Engineers... does the tech feel upgraded or hampered? Any and all class players (including Infiltrators) are welcome to reply. I'd like to get a better idea of how people feel about the future of their respective classes. I'll copy my initial feedback here to get things rolling:
Keep:
- Tactical Cloak
Arguably the single most useful talent given to the Infiltrator. Not much should be changed here, except perhaps the addition of specialized armor that increases duration and allows for sustained cloak while firing.- AI Hacking
AI Hacking had its uses, but seemed weak compared to ME1's version. I think they should keep it as one of Infiltrator's talents, but give it a little something extra like the ability to give commands to the hacked synthetic, like those given to squad mates (for example: go commands, assign targets and maybe even a self-destruct command).- Operative
Not much to say here. Necessary for improving passive attributes and specialization. The only thing I'd suggest is maybe adding one more specialization class that adds something truly unique as opposed to just a play on existing attributes.- Sniper Time Slowdown
Loved this. A close second to cloaking as my favorite addition to the class. No changes necessary, in my opinion.
Discard:
- Incinerate
Not really a fan of the holographic fireballs... at least aesthetically. It was certainly useful, but could be handled much better in terms of visuals and lore. I'd much rather they were replaced by tech mines as in ME1 (see below).- Ammo as a talent
Utter waste of talent slots. Being limited to two ammo types by default is stupid enough, but putting points into them? How the hell does that make sense? Ammo is ammo and your experience should have no impact on their effectiveness.
- Random mineral requirements for upgrades
Nice try, BioWare. Does anyone actually like the way upgrades were handled in this game? Scanning for minerals: the primary way to upgrade key armor and weapons components? I say they scale back on the whole mineral thing and let us upgrade armor and weapons based on purchase or acquisition. Leave minerals for ship improvements or only the most rare upgrades.
Add:
- Damping
I miss having an answer for biotics, even if they weren't nearly as intimidating as in the original game. If it's a question of balance, then I think BioWare should focus on making biotic enemies a greater threat. As for tech... well, do enemies even use tech talents against us in ME2? :/- Tech Mines
I miss this even more... :/ These things just made sense as projectiles... more so than incinerate. They were incredibly useful, especially as traps for rushing enemies. I was really disappointed to learn we wouldn't see them in ME2. I say they bring them back for ME3 and offer different types such as high explosives, nerve gas, etc. with the option of detonating on impact or being triggered. I'd take physics-based throwing over guided holograms any day.- Increased storm speed relative to other classes
Might be a little controversial, but I think infiltrators should be able to storm faster (by default) than the other classes, even if by a small amount. Of course, this would come at a cost... such as decreased shields or cloaking duration. One of infiltrators advantages is mobility on the battlefield and they should be able to capitalize on this by getting to position quickly.- Thermal/Night Vision
I'd love to see something like this added to the game... so long as they have practical applications. That means designing missions that can benefit from their use (i.e. really dark areas, indoor and outdoor), but that can be completed without them. Good combination of tech and combat... suitable for the class.- True weapon upgrade system with visible parts
Replace the current upgrade system with one that is focused not on fabricating upgrades, but acquiring them. I don't know about you guys, but I want to be bogged down by the choices available to me when upgrading weapons. I'd prefer they let us customize weapons similarly to N7 armor, rather than just progressive "upgrades" that are barely noticeable. And yeah... I want to actually see these upgrades on my weapons.- Infiltrator-specific heavy weapons
I hate nearly every heavy weapon in this game and begrudged having to equip them since they are the most visible weapon on your character. The only one I could somewhat tolerate was the Collector Particle Beam. If you're going to force them on us, then give us at least one class-specific heavy weapon. For Infiltrator, I imagine something like a semi-automatic sniper platform that puts you in prone position, thus putting you at a disadvantage if used in close-quarters.




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