i really think this is a great idea some one should give some feed back on this what do you guys think.weedlink10 wrote...
Liliandra Nadiar wrote...
ME1 Adepts and Engineers only had Pistol (unless you give them another with your bonus talent), and ME1 Sentinels didn't even get that. True, in ME1 you could (poorly) use a weapon you weren't 'trained' in, but Pistol/SMG only in ME2 makes a certain amount of sense for those classes. They're not front line fighters or snipers. They're the more 'cerebral' classes, most of their training was in Biotic/Tech skills over weapons.
thats the thing all the classes are soldiers, soldiers should be train with which weapon they want, with all so repect i think Bioware did it wrong with the weapon and powers system, it should have been
soldiers: all weapons, all ammo powers and all combat powers
adepts: all biotic powers and the choice of two weapons
engineer: all tech powers and the choice of two weapons
vanguard: charge, shotgun, choice of aother weapon, the choice of two biotic, ammo and combat powers.
sentinel: tech armor, choice of two weapons, tech and biotic powers
infiltrators: cloak, sniper, choice of another waepon, choice of two tech, ammo and combat powers
but no class chosses another class mian power, i think this system works best is more flexible and lets the player switch ups things every playthru.
starting weapons
#26
Posté 14 janvier 2011 - 04:24
#27
Posté 14 janvier 2011 - 04:30
Sounds pretty good, imo. Except that I think they could just add a proper holster position for the smg, and keep them separate from pistols.Kronner wrote...
Every class should be able to use any basic weapon (not all at once). Drop SMG class, merge it with Pistols (so you can have either heavy or machine pistol = no problem with the one slot on the hip for two weapons anymore).
Give basic AR/SR/SG to Adepts, Engineers and Sentinels - only one can be chosen for each mission.
Soldiers get ALL basic AND advanced weapons.
Vanguards get one of the basic weapons and advanced SG; or 2 basic weapons.
Infiltratros get one of the basic weapons and advanced SR; or 2 basic weapons.
Maybe add a progressive anti-shield bonus to the adept's passive? I think it gives the Adept more depth if they remain somewhat weak vs shields, just as engineers are somewhat weak vs. barriers/biotics. I do agree that adepts could use a boost from where they are now, but I think that even a relatively small boost could go a long way, considering how powerful adepts can be when shields aren't an issue.Bozorgmehr wrote...
On default difficulty level (normal) the caster classes don't need guns much, Adepts can kill faster using powers rather than weapons. Things change playing on Insanity though. Having 'lousy' weapons for starters is main reason why casters are slower/less effective before getting bonus weapon.
Balance is the main issue here IMHO - powers are less effective on harder difficulties while weapons remain powerful. If the devs can correct this somehow, without making powers too powerful, i.e. well balanced weapon vs power combat system, I'll be pleased.
Modifié par Locutus_of_BORG, 14 janvier 2011 - 04:32 .
#28
Posté 15 janvier 2011 - 03:34
weedlink10 wrote...
i really think this is a great idea some one should give some feed back on this what do you guys think.weedlink10 wrote...
Liliandra Nadiar wrote...
ME1 Adepts and Engineers only had Pistol (unless you give them another with your bonus talent), and ME1 Sentinels didn't even get that. True, in ME1 you could (poorly) use a weapon you weren't 'trained' in, but Pistol/SMG only in ME2 makes a certain amount of sense for those classes. They're not front line fighters or snipers. They're the more 'cerebral' classes, most of their training was in Biotic/Tech skills over weapons.
thats the thing all the classes are soldiers, soldiers should be train with which weapon they want, with all so repect i think Bioware did it wrong with the weapon and powers system, it should have been
soldiers: all weapons, all ammo powers and all combat powers
adepts: all biotic powers and the choice of two weapons
engineer: all tech powers and the choice of two weapons
vanguard: charge, shotgun, choice of aother weapon, the choice of two biotic, ammo and combat powers.
sentinel: tech armor, choice of two weapons, tech and biotic powers
infiltrators: cloak, sniper, choice of another waepon, choice of two tech, ammo and combat powers
but no class chosses another class mian power, i think this system works best is more flexible and lets the player switch ups things every playthru.
i know im surprised this isnt a hotter topic.
#29
Posté 15 janvier 2011 - 03:55
yeah i am bumbig this idea along with this idea http://social.biowar.../index/5718358 would make for a great combat system.The Spamming Troll wrote...
weedlink10 wrote...
i really think this is a great idea some one should give some feed back on this what do you guys think.weedlink10 wrote...
Liliandra Nadiar wrote...
ME1 Adepts and Engineers only had Pistol (unless you give them another with your bonus talent), and ME1 Sentinels didn't even get that. True, in ME1 you could (poorly) use a weapon you weren't 'trained' in, but Pistol/SMG only in ME2 makes a certain amount of sense for those classes. They're not front line fighters or snipers. They're the more 'cerebral' classes, most of their training was in Biotic/Tech skills over weapons.
thats the thing all the classes are soldiers, soldiers should be train with which weapon they want, with all so repect i think Bioware did it wrong with the weapon and powers system, it should have been
soldiers: all weapons, all ammo powers and all combat powers
adepts: all biotic powers and the choice of two weapons
engineer: all tech powers and the choice of two weapons
vanguard: charge, shotgun, choice of aother weapon, the choice of two biotic, ammo and combat powers.
sentinel: tech armor, choice of two weapons, tech and biotic powers
infiltrators: cloak, sniper, choice of another waepon, choice of two tech, ammo and combat powers
but no class chosses another class mian power, i think this system works best is more flexible and lets the player switch ups things every playthru.
i know im surprised this isnt a hotter topic.





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