kstarler wrote...
Oblarg, if you are interested in good uses of Throw and Pull, and other biotic powers, you really should follow the link that Ashwind posted. Bozorgmher has put together a great video called Banzai Biotics which meshes video from several plays through to game to demonstrate what can be done using various weapon setups and powers. In particular, he uses throw (aimed at the enemy's feet) to great effect.
Granted, he is a very good player, but with practice, the things that he does in the video aren't so hard to pull off. But that is leaving this discussion for another one.
Back on topic, if Bioware were to re-work the whole system, I would like the idea of a having a global cooldown of about 3 seconds (maybe start at 3 and work it down as you level/upgrade), and then having a longer cool down for stronger abilities, so say you can use Singularity (6 second cool down), wait 3 seconds, Warp Bomb (3 second cool down), wait 3 more seconds, and Singularity again. Of course, those times are probably not well balanced, just thrown out as an idea. And, above all I stress that even if Bioware changes nothing for ME3, I'd be happy.
That's just the thing, though - in ME1, throw would pick up an enemy and throw it across the room. There was no "aim at the feet" nonsense, it was pure, unadulterated awesome. Yes, it probably could have been rebalanced a bit, but they completely removed the spirit of biotics in ME2. They took what was formerly a primary weapon and turned it into a minimally useful temporary disable. Biotics no longer feel powerful, they feel just as bland as every other ability in ME2, including the tech abilities. Biotics had character in ME1, they were fun to use and they were intense and visceral. The global cooldown does nothing but add to this problem.
Edit: In fact, I'm watching this video, and all I see is pull warp pull warp pull warp, and you have to use two squad biotics to do it. The global cooldown encourages this type of gameplay - repetetive and dull, because you are presented with the same problem every 3-6 seconds: "use ability x, or use ability y." Repeat for however many biotics you have in the squad. Putting all abilities on the same cooldown inherently leads to favoring certain abilities over all others given the situation. That leads to repetetive gameplay.
This entire thing is indicative of the switch towards twitch-based gameplay rather than tactical gameplay. If you want to base your gameplay on reflexes, it has to have a certain degree of repetition to allow the player do play completely from reflex. This is, more or less, a complete flip from what they were aiming for with ME1 combat, and it's not a direction I like, at all.
Modifié par Oblarg, 30 octobre 2010 - 07:41 .