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ME3 additional class abilitys


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#1
DaVanguard

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with ME3 coming out in about a year what abilitys or class only abilitys would you like to see  in ME3?

#2
Bogsnot1

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Silly: The ability to say "You do this" to my team tech when it comes to the hacking/bypass minigames. Doesnt seem right that a vanguard fiddles around with delicate electronics while the engineer stands guard.
Serious: A "talent pool" of abilities for classes to chose from for greater customisation. eg;
Total Biotic Talents = 10
Total Tech Talents = 10
Total Physical Talents (extra weapon/heavier armour/ammo power) = 10
Adapt = 6 x B, 1 x P
Engineer = 6 x T, 1 x P
Infiltrator = 3 x T, 4 x P
Sentinel = 3 x B, 3 x T, 1 x P
Soldier = 7 x P
Vanguard = 3 x B, 4 x P

Some will have to be mutually exclusive to prevent insane powerbuilds. ie; Tech armour and tactical cloak wont work at the same time, with a mandatory cooldown between one deactivating, and the other beginning.
A full set of grenades for the soldier would also be welcome. We currently have flashbang and inferno, but cryo would also be nice. Works like cyro blast, but thrown like the flashbang or inferno. Possibly a gas grenade too, based on nueral shock mechanics. Affects anyone not in a breather rig regardless of shields, armour, barrier. Except mechs of course. EM pulse grenade for those would be nice.

Squadmate training.
OK, we go along, gain their loyalty, and as such we get the chance to learn one of their funky tricks through advanced training. But how about giving them the chance to learn from arguably the greatest hero humanity has yet put out into the galaxy? I'm sure Jack would love to learn how to hone her abilities to perform a biotic charge. Mordin, as squishy as he is, might like Tech armour, or tactical cloaca cloak.

#3
BlackwindTheCommander

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Bogsnot1 wrote...

Silly: The ability to say "You do this" to my team tech when it comes to the hacking/bypass minigames. Doesnt seem right that a vanguard fiddles around with delicate electronics while the engineer stands guard.
Serious: A "talent pool" of abilities for classes to chose from for greater customisation. eg;
Total Biotic Talents = 10
Total Tech Talents = 10
Total Physical Talents (extra weapon/heavier armour/ammo power) = 10
Adapt = 6 x B, 1 x P
Engineer = 6 x T, 1 x P
Infiltrator = 3 x T, 4 x P
Sentinel = 3 x B, 3 x T, 1 x P
Soldier = 7 x P
Vanguard = 3 x B, 4 x P

Some will have to be mutually exclusive to prevent insane powerbuilds. ie; Tech armour and tactical cloak wont work at the same time, with a mandatory cooldown between one deactivating, and the other beginning.
A full set of grenades for the soldier would also be welcome. We currently have flashbang and inferno, but cryo would also be nice. Works like cyro blast, but thrown like the flashbang or inferno. Possibly a gas grenade too, based on nueral shock mechanics. Affects anyone not in a breather rig regardless of shields, armour, barrier. Except mechs of course. EM pulse grenade for those would be nice.

Squadmate training.
OK, we go along, gain their loyalty, and as such we get the chance to learn one of their funky tricks through advanced training. But how about giving them the chance to learn from arguably the greatest hero humanity has yet put out into the galaxy? I'm sure Jack would love to learn how to hone her abilities to perform a biotic charge. Mordin, as squishy as he is, might like Tech armour, or tactical cloaca cloak.


Soldiers get heavier armor in ME2? I hadn't noticed.

#4
Malanek

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Assuming it goes from level 30 to 60 some ideas...

Soldier - some heavy weapon focused skills, (soldiers probably gain the least from them and that seems wrong)

Infiltrator - Cloak stays up after the first shot

Adept - Powers work through some level of defences ie when maxed out singularity will effect a guy with up to 40% of his shields left

Sentinel - a second cooldown timer, one for tech and one for biotic abilities

Engineer - allowed 2 drones

Vanguard - each kill takes some time off your cooldown

#5
Ahglock

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A non-suck shockwave on insanity.

#6
AdmiralCheez

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Ahglock wrote...

A non-suck shockwave on insanity.

This.  This would be nice.

#7
jwalker

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AdmiralCheez wrote...

Ahglock wrote...

A non-suck shockwave on insanity.

This.  This would be nice.


That would awesome, but I'd settle with not being a requirement for Pull.

#8
Bogsnot1

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@Blackwind: No, they dont. In ME1 there was an actual armour skill that let you use heavier armour depending on your class and ranks. ie Vanguard could wear medium armour.

I'm talking about the level of customisation of skills where perhaps a vanguard could forgo medium armour training, to increase the amount of "fast-time" he has at the end of a charge due to being more nimble.

We could have skill-based builds, and item based builds. The amount of customisation means you could try dozens of build oiptions just on one class alone.

#9
Ahglock

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jwalker wrote...

AdmiralCheez wrote...

Ahglock wrote...

A non-suck shockwave on insanity.

This.  This would be nice.


That would awesome, but I'd settle with not being a requirement for Pull.


The requirements I kind of get thematically in concept, though not really direct connection wise.  Like why do you unlock shockwave as an adept and use it to unlock pull as a vanguard.  But at the end of the day I don't like any of the requirement powers.  It is no fun for me to waste points in a power I don't want because I have to in order to get the power I want.  Yeah sometimes it pans out like singularity, I'm putting points in that anyways.  But if I don;t want the power it just sucks.  I'm sure I can rationalize it, chocies and consequences or whatever.  But that doesn't make wasting such a limited resource on suck fun. 

Oh and for shockwave I think my fix if I were king for a day would be to increase the damage a bit and give it a really big multiplier vs shields.  It is kind of autofire like so it fits and then it would have a purpose at higher difficulties.  Powers with long cool downs should really be bad ass though IMO.

#10
jwalker

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Ahglock wrote...
[...]

Oh and for shockwave I think my fix if I were king for a day would be to increase the damage a bit and give it a really big multiplier vs shields.  It is kind of autofire like so it fits and then it would have a purpose at higher difficulties.  Powers with long cool downs should really be bad ass though IMO.


IIRC, Vasir's Shockwave damages Shepard's shields, right ?

#11
Ahglock

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jwalker wrote...

Ahglock wrote...
[...]

Oh and for shockwave I think my fix if I were king for a day would be to increase the damage a bit and give it a really big multiplier vs shields.  It is kind of autofire like so it fits and then it would have a purpose at higher difficulties.  Powers with long cool downs should really be bad ass though IMO.


IIRC, Vasir's Shockwave damages Shepard's shields, right ?


Takes mine down every time I was hit, but I do it before my shields are fully upgraded. 

#12
Valmarn

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Malanek999 wrote...

Assuming it goes from level 30 to 60 some ideas...
Soldier - some heavy weapon focused skills, (soldiers probably gain the least from them and that seems wrong)
Infiltrator - Cloak stays up after the first shot
Adept - Powers work through some level of defences ie when maxed out singularity will effect a guy with up to 40% of his shields left
Sentinel - a second cooldown timer, one for tech and one for biotic abilities
Engineer - allowed 2 drones
Vanguard - each kill takes some time off your cooldown



I think it would be more straight-forward to simply have a "Stamina" meter. BioWare talked of improving the RPG characteristics in Mass Effect 3: well, there's one. It's time to put the RPG back into Third-Person Shooter/RPG. A "Stamina" or "Action" bar would be a step in the right direction, not just for the RPG side of Mass Effect 3, but for the game as a whole.

That is one of the few instances were streamlining and simplification would result in an improvement. No need for seperate cooldowns. Each ability will require a certain amount of "Action points." Maybe they'll all be the same, across the board, for a given tier. Maybe they'll be different. That's not for me to decide.

And there's something else to put points into: " Total Action Points (TAP)" or "Action Points Regeneration (APR)." Better yet, each point put into "Stamina" improves both TAP and APR a little bit, and you can evolve "Stamina" to yield an even greater improvement to one of the two.

#13
Miss Yuna of Atlanta

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Valmarn wrote...


I think it would be more straight-forward to simply have a "Stamina" meter. BioWare talked of improving the RPG characteristics in Mass Effect 3: well, there's one. It's time to put the RPG back into Third-Person Shooter/RPG. A "Stamina" or "Action" bar would be a step in the right direction, not just for the RPG side of Mass Effect 3, but for the game as a whole.

That is one of the few instances were streamlining and simplification would result in an improvement. No need for seperate cooldowns. Each ability will require a certain amount of "Action points." Maybe they'll all be the same, across the board, for a given tier. Maybe they'll be different. That's not for me to decide.

And there's something else to put points into: " Total Action Points (TAP)" or "Action Points Regeneration (APR)." Better yet, each point put into "Stamina" improves both TAP and APR a little bit, and you can evolve "Stamina" to yield an even greater improvement to one of the two.


So make it like Fallout 3?


....actually, wait, that's a really good idea. Carry on.

#14
Bozorgmehr

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Valmarn wrote...

I think it would be more straight-forward to simply have a "Stamina" meter. BioWare talked of improving the RPG characteristics in Mass Effect 3: well, there's one. It's time to put the RPG back into Third-Person Shooter/RPG. A "Stamina" or "Action" bar would be a step in the right direction, not just for the RPG side of Mass Effect 3, but for the game as a whole.

That is one of the few instances were streamlining and simplification would result in an improvement. No need for seperate cooldowns. Each ability will require a certain amount of "Action points." Maybe they'll all be the same, across the board, for a given tier. Maybe they'll be different. That's not for me to decide.

And there's something else to put points into: " Total Action Points (TAP)" or "Action Points Regeneration (APR)." Better yet, each point put into "Stamina" improves both TAP and APR a little bit, and you can evolve "Stamina" to yield an even greater improvement to one of the two.


I really like ME2's balance between powers and shooting. If we get to keep ME2's pace and immersion (and can play without pausing) you've my vote. The only problem I have with the global cooldown system is the inbalance between powers - some are so powerful they're being used almost all the time thus rendering the others near useless.

#15
Valmarn

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Bozorgmehr wrote...

Valmarn wrote...

I think it would be more straight-forward to simply have a "Stamina" meter. BioWare talked of improving the RPG characteristics in Mass Effect 3: well, there's one. It's time to put the RPG back into Third-Person Shooter/RPG. A "Stamina" or "Action" bar would be a step in the right direction, not just for the RPG side of Mass Effect 3, but for the game as a whole.

That is one of the few instances were streamlining and simplification would result in an improvement. No need for seperate cooldowns. Each ability will require a certain amount of "Action points." Maybe they'll all be the same, across the board, for a given tier. Maybe they'll be different. That's not for me to decide.

And there's something else to put points into: " Total Action Points (TAP)" or "Action Points Regeneration (APR)." Better yet, each point put into "Stamina" improves both TAP and APR a little bit, and you can evolve "Stamina" to yield an even greater improvement to one of the two.


I really like ME2's balance between powers and shooting. If we get to keep ME2's pace and immersion (and can play without pausing) you've my vote. The only problem I have with the global cooldown system is the inbalance between powers - some are so powerful they're being used almost all the time thus rendering the others near useless.


Well, naturally, the more powerful a power is, the more action points it will use. Even with a global cooldown system, there could still be a minor cooldown (1 to 3 seconds) on the powers, themselves, just to curb one's tendency to spam.

#16
azerSheppard

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I say stick it to the current system, but balance out the existing powers, and add another 10. Also incorporate the bonus skills from ME2 into base skills in ME3, the "other, newly added 10 powers" could become the new bonus system.



Many abilities become obsolete in front of other, this is not what streamlining is about, stream lining, for instace for the weapons in ME2 was done near exelently. Allmost all weapons have their own strenght, except for the begining weapons for each class. The geth plasma shotgun , eviscerator, claymore or the scimitar are all on par with each their strenght and weaknesses. Thats what streamlining is about.



For a vanguard, charge is the skill you use on insanity, all others are obsolete. That is NOT steamlining, it's offbalancing.



I think if bioware succeeds to make every power and weapon usefull, we will have a great sequel, if not, we'll end up charging 60+ hours for 5 playthroughs long.

(which was still kick-ass, but shamefull xd)

#17
Ahglock

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I was recently reading some 90's Xmen back when gambit didn't suck and I was thinking something like his power would make a cool biotic power. You throw an object and increase its mass to ridiculous portions and when it slams into the ground it creates a powerful shock wave doing good damage. Heck maybe an evolved slam where the impact with the ground creates an explosion of force.



Mainly though I want some balance to powers at all difficulty levels, and have things like throw do enough damage that you are willing to use in on any map and not just vs husks or outdoors. .

#18
Googlesaurus

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Something I wrote a long time ago.

Adept

Biotic Powers: Barrier, Lift, Singularity, Shockwave, Stasis, Throw, Warp 
class Power: Biotic Mastery

Vanguard
Biotic Powers: Barrier, Charge, Shockwave, Throw
Combat Powers: Assault Training, Concussive Shot, Immunity
class Power: Assault Mastery

Soldier
Combat Powers: Assault Training, Adrenaline Rush, Concussive Shot, Fitness, Flashbang Grenade, Immunity, Shield Boost
class Power: Combat Mastery

Sentinel
Biotic Powers: Lift, Stasis, Warp
Tech Powers: Cryo Blast, Damping, Overload, Tech Armor
class Power: Defender

Engineer
Tech Powers: AI Hacking, Combat Drone, Cryo Blast, Damping, Incinerate, Overload, Sabotage
class Power: Tech Mastery

Infiltrator:
Combat Powers: Flashbang Grenade, Fitness, Shield Boost
Tech Powers: AI Hacking, Incinerate, Sabotage, Tactical Cloak
class Power: Operative

Certain things like Immunity would need to be adjusted to work. 

Modifié par Googlesaurus, 22 décembre 2010 - 02:05 .


#19
Omega-202

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Googlesaurus wrote...

Something I wrote a long time ago.

Adept

Biotic Powers: Barrier, Lift, Singularity, Shockwave, Stasis, Throw, Warp 
class Power: Biotic Mastery

Vanguard
Biotic Powers: Barrier, Charge, Shockwave, Throw
Combat Powers: Assault Training, Concussive Shot, Immunity
class Power: Assault Mastery

Soldier
Combat Powers: Assault Training, Adrenaline Rush, Concussive Shot, Fitness, Flashbang Grenade, Immunity, Shield Boost
class Power: Combat Mastery

Sentinel
Biotic Powers: Lift, Stasis, Warp
Tech Powers: Cryo Blast, Damping, Overload, Tech Armor
class Power: Defender

Engineer
Tech Powers: AI Hacking, Combat Drone, Cryo Blast, Damping, Incinerate, Overload, Sabotage
class Power: Tech Mastery

Infiltrator:
Combat Powers: Flashbang Grenade, Fitness, Shield Boost
Tech Powers: AI Hacking, Incinerate, Sabotage, Tactical Cloak
class Power: Operative

Certain things like Immunity would need to be adjusted to work. 


A) Overload in ME2 IS Sabotage from ME1.  What would you make Sabotage do that Overload doesn't?  Or would you nerf Overload?

B) Giving Vanguards Throw, Shockwave and Concussive Shot is INCREDIBLY redundant.  Throw outclasses CS in every way if we go by the ME2 set up.  Also, you've taken away all Vanguard crowd control by taking away Lift/Pull.  

C) Immunity was granted as part of the Fitness skill in ME1.  Are you suggesting making them two separate things?  What's Fitness going to do?  

Modifié par Omega-202, 22 décembre 2010 - 04:34 .


#20
Googlesaurus

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I forgot to mention, most of the powers would operate differently in ME3 than from ME2 or ME1. They would do the same things in the beginning, but branch out into different types as you advance in the power tree. There are other things that would be changed for this to work, noted below. 

Omega-202 wrote...

A) Overload in ME2 IS Sabotage from ME1.  What would you make Sabotage do that Overload doesn't?  Or would you nerf Overload?


Overload in ME2 = ME1 Overload + ME1 Sabotage once you hit level 3. 

Remove the ability to overheat weapons and add the ability to permanently stop shield regeneration at a certain point (like you, enemies restore shields indefinitely as long as they aren't taking fire). 

Omega-202 wrote...

B) Giving Vanguards Throw, Shockwave and Concussive Shot is INCREDIBLY redundant.  Throw outclasses CS in every way if we go by the ME2 set up.  Also, you've taken away all Vanguard crowd control by taking away Lift/Pull.

 

Throw and Shockwave are CC powers. 

In my system cooldowns are separated among biotic, combat, and tech powers. Concussive Shot and Shockwave will be significantly improved from their currently lackluster functions. 

Omega-202 wrote...

C) Immunity was granted as part of the Fitness skill in ME1.  Are you suggesting making them two separate things?  What's Fitness going to do?


Fitness still works as a passive skill; it increases total health and regeneration (health regeneration is there, but initially very slow). Immunity grants damage protection, but can also be adjusted for physics resistance and . It's offset by a severe reduction in movement and storm speed. 

These power trees won't work unless the entire combat experience was revamped.