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Looking Ahead: ME3 classes


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#26
tmk

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In ME1 infiltrator was my first choice as a class that has some tech tricks up his sleeve but no "magic" powers as such. In ME2 I had to switch from infiltrator to soldier, because the new infiltrator is throwing fireballs, shooting freeze-enchanted bullets, using invisibility spell, and hacking - the only real tech talent remaining - cannot penetrate armor. Also, cloak is a bit weird because most of the time I use it only to make a headshot the very next second, and it wears off so fast it's rarely useful for its primary purpose (or maybe I'm just too slow).

I mean, they're all useful talents within ME2 combat system, but overall it all seemed a bit silly so I just switched to being a plain soldier, and will probably remain such in ME3. So at this point I only really care about having some sort of timewarp talent for using the sniper rifle (because most of the time you have to use it on erratically running enemies, at ranges that are kinda close for real sniping).

PS Heh, second page sniped :whistle:

PPS Play :)

Modifié par tmk, 16 juin 2010 - 12:55 .


#27
FoFoZem

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Sentinel needs to shy away from a tank and play the support role like in ME1.

#28
Cynical_Wanderer

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Zombor wrote...

<............>
Biotic Fist. RyuGuitarFreak posted about this and it reminded me. Jack's mech-punching cutscene power, I want that. It doesn't have to be amazing and it doesn't even have to be a "power," I just want my hands to glow blue when I punch people, which I do a lot more than I cast Pull.


This, this, THIS! Oh, how much I'd love to have that......

#29
The Spamming Troll

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eliminate all classes. easy. let me choose what i want my shepard to do not some random developer who thinks the sentinel would be totally awesome with throw, overload, and warp. maybe have the classes as they are, but allow me to choose what biotics and waht tech powers i want to add to my character.



example.

sentinel has 2 tech slots, 2 biotics slots, and 1 soldier slot.

vnagaurd has 3 biotic slot and 2 soldier slots.



....you pick what ability you want to for that class.

#30
Tooneyman

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The Spamming Troll wrote...

eliminate all classes. easy. let me choose what i want my shepard to do not some random developer who thinks the sentinel would be totally awesome with throw, overload, and warp. maybe have the classes as they are, but allow me to choose what biotics and waht tech powers i want to add to my character.

example.
sentinel has 2 tech slots, 2 biotics slots, and 1 soldier slot.
vnagaurd has 3 biotic slot and 2 soldier slots.

....you pick what ability you want to for that class.


That is a very good idea. Maybe they could do that for another mass effect game just not 3. haha!

#31
Pacifien

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Wow, I can't believe someone actually mentioned getting rid of Singularity.

Biotics
- Specifically for Hardcore/Insanity -- Aside from an Adept Shepard, the biotics were extremely dependent on each other to make full use of the biotic powers. I'd prefer if this dependence was toned down a bit in ME3.
- Also, I think all biotics should have access to Barrier. Jack was a shotgun user but she had no way to increase her defenses to allow her to get up close to an enemy and use that shotgun.

Techs
- If biotics had their biotic combos, I think the techs should also have their tech combos.
- With Overload upgraded, it essentially served the purpose of both overload and sabotage from the first game. But what I truly missed was damping.
- Also think tech mines is an excellent addition. Incinerate and Cryoblast would have been better served described as tech mines. Beyond just those powers though, it would be nice to have a delayed tech mine. Set up a trap for enemies at choke points where they trigger a tech mine.

Overpowered Powers
- I liked how they further developed the Soldier in ME2 to make them a bit more distinct from the other classes, but I think Adrenaline Rush is overpowered. I think the Revenant is also overpowered which means unfortunately...
- The Widow is also overpowered. As much as I love it.
- Reave is ridiculously overpowered. Get a fast enough cooldown, you can spam this mother constantly and take out armor and barriers in no time, all without fear of losing your own health.
- Combat Drone can be overpowered for Shepard as the cooldown is extremely short. It might not last long, but so long as it lasts longer than the cooldown, it doesn't matter.
- Assault Armor is also overpowered as you can also spam it continuously and the shield boost allows one little fear of dying.

Ammo Powers
- I can see where the developers were trying to give each class something unique by having ammo powers only available to certain classes, but the execution was terrible. Why shouldn't an Engineer have access to incendiary? Does being a Soldier somehow give them the knowledge to load an incendiary shell that is lacking for an Engineer? And why does Garrus have the inability to use armor-piercing rounds until he's loyal? Was he thinking "I'm so upset over Sidonis, I'm going to purposely hold back on my ammo until it is resolved!"
- One thought I had about how to better incorporate ammo powers while still providing some means of differentiation is to change how weapons are used. For instance, only certain weapons can use incendiary. Only certain weapons can use Disruptor. And perhaps only certain classes have the proficiency to use these particular weapons.

Weapons
- A return to allowing access to every type of weapon, but keeping with the concept that only certain classes can gain proficiency in these weapons. Simply because it's ridiculous to have everyone holding an assault rifle in a cutscene when they can't in the actual game.
- Don't limit squadmates to only two weapons. Jacob really should have been able to handle an assault rifle.

Squadmates
- Allow for more than three powers plus the passive.
- Do not limit access to any of the squadmates powers unless you meet some requirement.
     - In fact, I've already done a playthrough where I gained all the squadmates loyalties, so why do I have to regain the stupid loyalties again in subsequent playthroughs? Because that leads me to my next suggestion...
- Retrain skill points for squadmates, dammit!

Resources
- Casey Hudson seems intent not to apologize for planet scanning, going so far as to say its the fault of some the obsessive nature of some fans to overmine planets. Well guess what, you still have to mine over 200,000 units of iiridium, platinum, and palladium to get all the upgrades. Even with the 50,000 unit bonus on subsequent playthroughs, that's too much mining.
- Either allow for minerals to be sold for credits or allow for other methods to upgrade beyond requiring the mining for minerals.
- I'm not even sure how I feel about needing to research and purchase upgrades. Perhaps an upgrade tree that you must spend points in, which means you simply can't upgrade everything and must make a choice on which path you want to follow with your upgrades. Someone who chooses to upgrade biotics might miss out on tech upgrades. Someone who chooses to upgrade sniper rifles might miss out on upgrading assault rifles.

That's all I can think of at the moment at any rate.

Modifié par Pacifien, 15 juin 2010 - 05:31 .


#32
Lucav5

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Pacifien wrote...

Weapons

- A return to allowing access to every type of weapon, but keeping with the concept that only certain classes can gain proficiency in these weapons. Simply because it's ridiculous to have everyone holding an assault rifle in a cutscene when they can't in the actual game.

I strongly disagree, in ME1 you always carried a sniper rifle, regardless of whether or not you could zoom it. This resulted in it being dead weight for most classes, and it bugged the heck out of me. In fact, I play ME2 without any heavy weapons at all, and it results in a much more streamlined looking adept and vanguard. Dont make us carry around weapons we can not / will not use.

#33
Pacifien

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Lucav5 wrote...
I strongly disagree, in ME1 you always carried a sniper rifle, regardless of whether or not you could zoom it. This resulted in it being dead weight for most classes, and it bugged the heck out of me. In fact, I play ME2 without any heavy weapons at all, and it results in a much more streamlined looking adept and vanguard. Dont make us carry around weapons we can not / will not use.

Actually, I agree. So what they really should do is stop having squadmates carrying assault rifles in the cutscenes if they can't in the actual game.

#34
Lucav5

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Pacifien wrote...

Lucav5 wrote...
I strongly disagree, in ME1 you always carried a sniper rifle, regardless of whether or not you could zoom it. This resulted in it being dead weight for most classes, and it bugged the heck out of me. In fact, I play ME2 without any heavy weapons at all, and it results in a much more streamlined looking adept and vanguard. Dont make us carry around weapons we can not / will not use.

Actually, I agree. So what they really should do is stop having squadmates carrying assault rifles in the cutscenes if they can't in the actual game.


The assault rifles in cutscenes bit annoyed me as well. A simple solution would be to only use pistols for cutscenes since every class can use them.

#35
Soapy86

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First off, I would like for them to completely get rid of Incinerate and Cryo Blast in Mass Effect 3. They're incredibly unimaginative and seem way to close to a substitute for "magic" in my opinion.

Now for specific changes I would like to see for my chosen class, Sentinel, in ME3...

Keep
Overload 
Throw
Warp

Change
Tech Armor - I think this ability is awesome, but it would be more useful and more accurate to the "support" role if it popped up on your squadmates when activated as well.

Get Rid Of
Cryo Blast - Replace it with Disruptor Ammo.

#36
IMNWME

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Infiltrator: Fine as is. Cloaking and sniper time dilation were a nice touch.



Soldier: Fine as is. I like Adrenaline Rush, and people who say it's OP must have forgotten "Immunity" from ME1.



Adept: The "Heavy" evolutions of biotic powers, in exchange for sacrificing Area of Effect, should punch through protection (Throw, Pull). Area of Effect should be much wider as well (3m is abysmal, especially when enemies practically are standing shoulder to shoulder and a Pull Field only hoists one). Singularity is fine as is. As I've mentioned before, I believe they just bundled together Singularity and Bastion Stasis from ME1. But you should be able to use more than just one biotic ability on a protected enemy, especially when factoring in a global cool-down. Also, dispense with Shockwave entirely or let it punch through protection on a Heavy evolution as well. As it stands, it's just a joke ability.



Also, FIX THE BUGGY BIOTICS. When I hit an unshielded enemy with a Pull bolt, I want him floating in the air, not covered in a radioactive blue spray-on tan. I'm sure others have noticed this as well. Singularity's a big culprit too. Sometimes, unshielded enemies run through a Singularity, and instead of floating up into the air, they start glowing blue. This issue became glaring on the Reaper IFF mission, where several unarmored Husks, instead of simply disintegrating into the Singularity, just turned into a conga line of irate Smurfs. Interestingly enough, you can detonate these guys covered in biotic slime with Warp, which tells me that they're under the influence of biotics, the game just isn't registering the physics effects.



Vanguards: Charge was a brilliant idea. Fix pathing issues, plz. Also, when I Charge, it'd be nice if Shepard didn't get turned sideways or some other shenanigans that forces a reload. Get rid of Shockwave and replace it with Throw.



Sentinels: Tech Armor was a great idea for the Sentinel. I love both iterations, Assault and Power. My only issue: make Cryo-Blast instant. It's bad enough that it often causes frozen enemies to tip over behind cover, making them inaccessible to weaponsfire, but the most frustrating moments come when you've whittled a Krogan down to health, hit him with a Cryo-Blast, and he just keeps shooting at you until finally, FINALLY, he freezes. Also, given the start-up animation of freezing, it makes it difficult to determine when the enemy is now susceptible to extra damage/extra physics attacks from being frozen. I've often used Throw on an enemy I thought was frozen (completely white, stopped shooting, about to fall over), only to find out he wasn't in the proper stage of cryogenic hibernation for decreased physics resistance. Just make it instant, and suddenly, the power becomes a whole lot more useful (viable tech CC).



I haven't played Engineer yet for ME2, I'll report back when I do.

#37
IMNWME

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Oh, and Singularity should work on Varren and Fenris mechs. I have no idea why it doesn't. I can stop a charging Krogan battlemaster dead in his tracks, but not his pet dog? Something is amiss here.

#38
Pacifien

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IMNWME wrote...
Soldier: Fine as is. I like Adrenaline Rush, and people who say it's OP must have forgotten "Immunity" from ME1.

Immunity was overpowered, too.

#39
IMNWME

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Immunity was awesome. Pistol-whipping a thresher maw is just pure win. Plus, it made up for all the times I rolled an Engineer in ME1.



In any case, I'm curious if anyone else thinks Level 4 single-target Biotic powers should work through defenses (obviously not for Primes/Colossi/YMIR mechs). I love the Adept class, I just think that with global cool-down, there's no real incentive to mess around with your arsenal of biotic powers, especially when only one reliably CCs protected enemies.

#40
Pacifien

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Warp, Singularity and Reave I felt worked well enough on the higher difficulties. It would have been nice if Pull, Throw, Slam and Shockwave had been effective past defenses, though. Perhaps, as you suggested, when you upgrade them to Level 4. Maybe even Level 3.

#41
IMNWME

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Idk, I lump all the defense-stripping powers into a category of their own, as they were only a recent addition to ME game-play. For me, biotics will always be Throw, Lift/Pull, and Singularity. Warp and Reave are of course effective defense strippers, but I think the ability to Throw or Lift shielded/armored/barrier'd mooks after a certain point would have gotten me more mileage out of my biotics. Then I wouldn't have to rely on enemy AI pathing failures and map exploits to haul my Adept through Insanity so much.

EDIT: Well, I guess Overload was a "defense stripper" in ME1, it's just that enemy defenses weren't such a big part of the combat back then.  On Insanity, everyone just had Immunity, lol.

Modifié par IMNWME, 18 juin 2010 - 06:44 .


#42
Zombor

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Overall I like that defenses make enemies immune to crowd control. If you can CC everything, every fight just has to have more enemies than you can CC, and single big scary enemies like heavy mechs don't work. Having to strategically strip defenses before you can CC something makes for interesting tactical decisions.

Mostly the people who don't like it play Adepts so it seems like the problem is just the Adept power set.

So, Adept class:

Keep:

Singularity. Singularity gets propped up as the Ultimate Biotic Ability all through the Mass Effect series, it's somewhat useful against shields/armor, and it looks cool. The only problem with Singularity is that it trumps other abilities. Reduce the cooldown to make room for other powers but still restrict Shepard to one Singularity at a time. Or make Singularity put itself on a long cooldown and other powers on a shorter cooldown.

Warp. Space wizards need their fireball. Warp could probably be changed to make warp combos work better though, see below.


Rework:

Warp-Combo Detonation. 
To set up a warp detonation you CC the target, then Warp it, which means you need to use two powers on an enemy that's almost dead anyway. It's usually overkill and more trouble than it's worth. One solution would be to reverse the combo: Warp coats the target with blue junk, and casting Pull, Singularity, etc on a target coated in blue junk triggers a detonation. The combo starts with Warp, which means you can start it before stripping the target's armor.

Pull and Throw. I made this suggestion already for Vanguards but it matters more for Adepts. The two powers are redundant and take up space that could be used for something other than health-only CCs. Why not combine them? Press the button once for Pull, twice for Throw. Alternatively, press the button to lift the target into the air, hold down the button to bring the target closer to you, hold down the button and hit Melee to throw the target. (I like the idea but I'm not sure what button combination would feel most intuitive.)


Rework or Scrap:

Shockwave.
Best thing about this power is that it looks cool. It's redundant with both Throw and Singularity. It's probably a decent defensive tool on Casual-Veteran but it's 99% useless when husks and varren have armor. Shockwave might be useful if it damaged armor.


Add:

A New Defense-Breaker.
Because otherwise you're just spamming Warp. If Pull and Throw were to stay separate powers, Throw could be a shield/barrier breaker: it still does little or no damage to health, but gets a big boost vs certain defenses like Concussive Shot.

Stasis. Stasis is a cool idea that could break the can't-CC-through-defenses rule. You can't kill an enemy in stasis, you just put off fighting it until later, so it could work on most enemies with defenses. I don't think this would trivialize heavy mech fights and such, because constantly re-Stasising the mech would restrict your movement and force you to keep exposing yourself to the mech's fire.

Modifié par Zombor, 19 juin 2010 - 06:07 .


#43
Arhka

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Certain powers do CC through defenses, such as the ME2 Damping, Flashbang Grenade.

#44
SupidSeep

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I agree Vanguards should have some additional passive power. (Thought they don't really need it considering how hard they rock in ME2).

Infiltrators already have a passive time dilation for sniper zoom on top of their class bonus - Vanguards should have some passive bonus like increased melee damage. I think most diehard Vanguards would love the melee damage boost - I personally relish beating down flaming/screaming victims.

#45
EffectedByTheMasses

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Don't have ammo powers. I prefered the different types of rounds from ME1. And grenades should be maybe like a power, and different combat-oriented classes (soldier, infiltrator, vanguard) get different types of grenades. sentinel should be a support class again, not a tank.



Bring back sabotage and damping. They were brilliant tech powers, unlike incinerate/cryo. Also, make the passive speializations more specific. For example, an Infiltrator should be able to be specialized into a great sniper (+ extensive weapon damage, +sniper slowdown), or a cqc spy-esque expert (+extensive cloak duration and cooldown reduction and +melee damage).



Another example of this would be making the soldier's passive more specific, eg shock trooper would have increased ammo for all weapons including heavy and more damage protection, while commando would have far more storm speed and greater weapon damage bonuses.



And that is my two cents.




#46
Zombor

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I definitely agree that ammo powers don't work well. It's annoying to switch them mid-fight and it's annoying that I can't switch them while on cooldown. I'd rather they modify how the gun works than provide bonuses against certain defenses - "what do I use this gun for" rather than "what do I want to use this bullet for," sort of like the gun mods in ME1. No straight damage bonuses, but better range, less recoil, faster reload speed, stun vs health, and so on.

I'm sure the ammo powers will change a lot in ME3 just because nothing about them works. They're buggy, they don't persist through saves, they take a lot of fiddling with the UI to use. It seems like they were invented just as a way to give Soldiers five different powers and then the game shipped before they got the polish they needed.


E: Squadmate weapons (Pacifien mentioned this)

Two weapons works great unless the choice is heavy pistol vs shotgun. A simpler solution would be to not use this weapon combination, or to provide at least one of each weapon that's less situational. Jack and Tali would do damage closer to other characters (and die less) if they had a heavy pistol that traded some of the Carnifex's accuracy for higher rate of fire, and a shotgun with much lower total damage but less spread to make it effective at mid-range. (According to the Combat Data post, the Eviscerator gets the short range damage bonus at longer ranges than the other shotguns, but it still has a wide spread so most of the particles don't hit the target. It's still heavily penalized at mid range, it's just not penalized twice like the others.)

Modifié par Zombor, 19 juin 2010 - 07:31 .


#47
InfiniteCuts

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EffectedByTheMasses wrote...

Bring back sabotage and damping. They were brilliant tech powers, unlike incinerate/cryo. Also, make the passive speializations more specific. For example, an Infiltrator should be able to be specialized into a great sniper (+ extensive weapon damage, +sniper slowdown), or a cqc spy-esque expert (+extensive cloak duration and cooldown reduction and +melee damage).


I'm glad you brought this up as I was just going to ask how you guys would feel about having a true melee weapon for the infiltrator.  Your suggestion of extended cloak + melee damage is exactly what I was thinking when a few people brought up knives in the I.U. discussion group.  Imagine being able to equip a combat knife only and having a third cloak specialization that, in addition to your suggestion, allows you to do takedowns while maintaining your cloak for a few seconds afterwards... akin to Kasumi's Shadow Strike.  I'm feeling like this should be the next evolution for the infiltrator.

:ph34r:

#48
Zebron is reaL

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In general, I didn't like that Shepard has a huge list of powers in ME1 but just about as many as the squaddies in ME2. Adding more skills instead of replacing them seems a good way to show development for your character into ME3. I'm not an expert on most of these classes so I'lll stick to what I think I do know, the vanguard.
-Like everyone else is saying, tweak the pathing issues on charge
-I kinda miss warp from ME1, so add that in I guess. It would also eliminate the need for reave being the most used and useful power.
-I'm not a fan of the biotic punch that seems so popular but adding a biotic field effect when meleeing sounds nifty.

Modifié par Zebron is reaL, 19 juin 2010 - 10:18 .


#49
InfiniteCuts

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Up for biotics... what kind of new powers would you like to see, if any? Keeping things in line with the Afterlife theme, here's a page from recent Dark Horse/Mac Walters IGN exclusive comic:

Image IPB

What say you... overpowered?

Modifié par InfiniteCuts, 22 juin 2010 - 01:16 .


#50
Worrywort

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I tried to start a similar discussion in the engineer collaboration, but so far it hasn't left the ground. So here's a what I posted.

Worrywort wrote...

What changes do you think should be made to the engineer class in Mass Effect 3? Personally, I wish Bioware would make the engineer play more like it did in Mass Effect 1, where your main goal in a fight was to debuff enemies (unless you specialized in healing your allies). The engineer in ME2 to me, felt like a hodge-podge of powers from other party members, whereas every other class feels like it has a defined role (well, maybe not the sentinel).

I'm really disappointed that sabotage is reduced to being a side effect of upgrading overload in ME2, and damping is gone completely. I would also like to see the return of tech mines. Also, the drone is useful in some situations where you need to distract enemies, but I think it's a real letdown for a class-only power, especially when compared to other class-specific powers, like charge and adrenaline rush, which IMO define the vanguard and soldier experience respectively, whereas combat drone feels like just another power.



More when I get around to it, specifically on the adept and infiltrator.

Modifié par Worrywort, 22 juin 2010 - 03:26 .