IMPORTANT: To NOT make this CONCEPT too complicated I only use examples to get the point through, please respond only to the concept - don't go and think a few steps ahead (=worst thing one can do when designing something new) - clear your mind
Vanguards:
- They can use Charge, Pull, Shockwave, two Ammo Powers and bonus power. Both Ammo Powers are passive powers - they are not related to this thread - please ignore them. Bonus power can be anything - ignore them too.
- Vanguards are supposed to be a Combat-Biotic Hybrid. In ME2 they are not - they are excellent CQC combatants, but no Biotics whatsoever IMHO. Vanguards Charge, Charge, and Charge thus only (actively) utilizing one out of five powers available to them. If you think this is right - this thread is not for you.
- Why do Vanguards Charge all day long? Because Charge is 10x more powerful and effective than their other powers. Why? Because Charge isn't just a power, Charge is 6 powers in one:
Heavy Charge:
-1- It teleports the Vanguard to its target - [movement power]
-2- During Charge animation, the Vanguard is untouchable (you don't take damage while Charging and you can dogde missiles and powers) - [defensive power]
-3- Hitting the target triggers Throw effect , staggering protected-, knocking down unprotected targets - [Throw power]
-4- Coming out of Charge triggers time dilation - [ARush / Sniper-Zoom power]
-5- Charge guarantees an instant kill (all normal enemies will die easily at point blank shotgun range; points 3 and 4 will help) - [insta-killing power]
-6- And you get your shield back - [Barrier power]
What was BW thinking; designing Charge to be part of a Global CD system? How can something like Pull or Shockwave (or basically all the other (non-unique) powers possibly compete with this one? You must be out of your mind using the other powers often (or you don't like Charge, but then you've picked the wrong class to begin with).
^THIS^ is the PROBLEM - The incredible in-balance between powers.
Vanguard, Soldier, and Sentinel's unique powers are so massively over-powered (compared to the other powers these classes have access to) that they break the Global Cooldown system. I'm looking for ways to change this; to make the other powers viable alternatives so Vanguards (Soldiers and Sentinels) become more than just one-(super)-power-spammers.
Adding more powers and/or weapons doesn't help. Those abilites have to match Charge's power to compete. I don't want to give classes multiple I WIN powers. Carnage has been mentioned by some, although it's great in ME1, it wouldn't change a thing if this power was added to the ME2 system. You cannot use Carnage when Charging multiple enemies, just like you can't use Pull or Bonus Power either. Other powers can only be used BEFORE Charging (setting up a Warp Explosion - for example (Carnage could be added if available)) AND after the hard part of the fight is over, i.e. to finish already defeated enemies. In between Vanguard's only option is to Charge and keep Charging to stay alive.
The stuff below (I posted earlier) is an example how I believe this problem can be solved. I repeat; don't think too far ahead, ignore cooldowns like they are now, ignore Barrier's current amount of shield boost etc. all these things don't matter now - they are of later concern when testing would determine feasable values to make it work without gimping or over-powering classes. This is just a concept, I used Barrier as a substitte for Charge's Shield-Regen - try to look at Barrier like that and not the ME2 version.
►Example 1
First things first; I very much like what BW did to the combat system in ME2, it's a major improvement (ME1). But I think it's fair to say some powers vastly over-power/out-perform others thus basically forcing the player to use that single power again and again and again. Using one of the other available powers is usually not the best option. I don't like this, games like ME2, aiming to be a Power/Shooter-hybrid, must have options and options are slim in ME2.
To simplify things a little, I ignored the (most OPed class) Soldiers and the ('weakest classes') Adepts & Engineers. I did this because the Soldier only has one useful power (ARush), and the Adept and Engineer already are fairly well balanced (power wise), they can use multiple powers instead of one 'super' power. Soldier, Adept and Engineer are also the true specialists (combat, biotics, tech). The 3 hybrid classes (Vanguard, Infiltrator and Sentinel) are the aim here.
Vanguard
Vanguards are supposed to be skilled combatants (i.e. shotgun specialist) and skilled biotics. The ME2 Vanguard isn't a biotic at all. Its only 2 biotic powers (Pull and Shockwave) are ignored by most players and are not very useful. Charge is labeled a biotic power, but it has little / nothing to do with Mass Effect Biotics IMHO. The only power a Vanguard needs is Charge. Inferno Ammo is great due to its CC effect and Passive gives some minor bonuses but even without these two skills, the Vanguard's playstyle would remain the same (Charge - SG - Charge - SG - Charge etc etc).
Charge is an incredibly cool power and I don't want to limit its uses at all. I do, however, want some options playing a Vanguard. I also like to keep the Global Cooldown system, it allows fast-pace (non-pausing) gameplay.
I propose putting Charge on a separate cooldown, it works exactly the way it is, but without the shield regen. The regen makes Charge too powerful and it doesn't make sense that ME2's most offensive power is also one of best defensive powers in the game - this is wrong.
Charge on a separate cooldown opens up all kinds of possibilities. Take this build for example: Charge, Pull, Throw, Barrier (and some Ammo/Combat powers). This build has options, you can Charge enemies (Charge's cooldown starts) but you'll have the other biotic powers available and can use them immediately after Charging. So when taking heavy fire or with lots of enemies around, Vanguard can use/activate Barrier to stay alive, but they can also use Pull and/or Throw to CC enemies to stay alive. With Charge on separate cooldown, Vanguards can Charge just as frequently as it is, but they need to use the other powers too > options & choices become available. No need to Charge an enemy right in front of you to restore shield (=stupid move IMHO), simply use Barrier if shields are down, or Pull/Throw to deal with that enemy (plus having the option to Charge in/out of danger simultaneous).
This makes Vanguards much more versatile (and an actual biotic) without gimping its main ability. Cooldowns have to be tweaked a little though, like reducing Barrier's cooldown and increasing Pull/Throw's for balance.
Infiltrator
The Infiltrator ought to be a Tech and Sniper Rifle expert, the ME2 Infiltrator is a Cloak spammer - not a skilled technician. Like Vanguards, Cloak is the power that is used most, if not, all the time. Cloak should be on separate cooldown, like Charge, and using Cloak not only stops regen, it also removes shield completely (no need to have shields while Cloaked anyway, enemies can't see you and don't shoot you). Like Vanguards, Infiltrators need to have access to a defensive power (GSB for example):
Infiltrators can be played the 'traditional' way; Cloak > get into a good sniping position, and start sniping enemies at (long) range. Being able to use other tech powers (even while Cloaked) will allow similtaneous sniping and power usage (Hack enemies, Incinerate etc).
The CQC Infiltrator can use Cloak to get into point blank range, but with multiple enemies around (and no shield) things can get ugly. Like Vanguard's Barrier, the Infiltrator's defensive power can be used right away (even while still being invisible). They can still be played the ME2 way, but they can also chose to ignore shield boost and instead use tech skills to CC enemies to get the job done. Possible build: Cloak, AI Hacking, GSB, Neural Shock (and some additional tech/combat/ammo powers). Cooldowns need to be tweaked for balance.
Sentinel
The ME2 Sentinel is neither a biotic nor a tech character, it's a tank. Spamming Tech Armor is their way of life, other skills are not used often (and not needed at all). This doesn't look or feel like a Sentinel, they ought to be a flexible, allround class IMHO.
It's difficult to redesign the Sentinel when removing their unique skill, coz that's exactly what's needed. Sentinels should be the ultimate teamplayers, their unique power should be something which improves the entire squad, not just Shep. There are a couple of things that can be done: Sentinels could be given two cooldowns - one for biotic powers and one for tech powers; or they can use a unique power which improves squadmate powers / weapon damage, or resets their cooldown (and Sentinel's cooldown), or maybe a power boosting health/shields of the entire squad, or a combination of these skills.
Sentinels should be able to use the same biotic and tech powers available to Vanguards and Infiltrators. They should not be allowed to use specialist's powers, they are only available to the Adept and Engineer respectively.
The Sentinel requires the most work, but team-play should be the focus here. Anything boosting overall squad performance should be their trade. Maybe very fast cooldowns can help - that would make squadmate powers more effective coz with a Sentinel around, power combos can be chained almost non-stop.
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►Example 2
I think it would be great to add more choices and specializing. It would be cool if you could chose how to 'build' your Vanguard. I can't see anything wrong in having the option to go all-out CQC, a completely combat specialized Vanguard without (offensive) biotic powers (ME2 Vanguard+). And the option to focus on biotic powers, the biotic specialized Vanguard can still Charge say 2-3 enemies max (but no more) but is also acapable caster - nothing like an Adept, but much better than the ME2 one.
Adepts could chose between going all-out CC; and good CC plus reasonable CQC abilities (again, nothing like the CQC Vanguard, but not that far behind the Biotic Vanguard). This would create true hybrid classes and opens lots of new ways to play and level all 6 classes (or 12 class if you want).
Maybe an "upgrade" leveling system could work; most unique powers have multiple features (like Charge, see OP). Adding new goodies (player can chose between several) to upgrade the unique power might do the trick. So the CQC Vanguard, for example, needs to invest a lot of points in Charge: to reduce its cooldown - add/improve shield-regen, add time dilation, (improving) stagger (duration), AoE etc. and doesn't have many points to
spent on other abilities. Whereas the Biotic Vanguard ends up with a less effective version of Charge, but can use some powerful biotic powers to compensate.
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Curunen's Weapon encumberance system: for full detailes click here
All classes get basic pistol (predator or some other basic pistol). Encumberance values determine how many other weapons they can carry.
Each class starts with a base value, and can fill this any way they like with the starter weapons. The class encumberance can be increased through talents, and other weapons can be used as they are found/unlocked. Encumberance increases 1 point per Passive rank, so at rank 3 (requires 6 points) you will get the extra 3 points.
Weapon encumerbance values for loadout:
1 - Pistol upgrades (carnifex, phalanx), and shuriken.
2 - Larger SMGs.
3 - Base Shotguns, ARs, and SRs (huge category).
4 - Revenant, Claymore, Widow (special weapons - soldier/infiltrator/vanguard only).
5 - Heavy Weapon.
-------Soldier-------
Base weapon encumberance of 9. Can be upgraded to 12.
Starting loadout example, Predator (0) Avenger (3) Katana (3) Mantis (3)... Total = 9
Upgraded loadout example, Carnifex (1) Revenant (4) Eviscerator (3) Viper (3)... Total = 11
Alternative, Carnifex (1) Locust (2) Claymore (4) Heavy Weapon (5)... Total = 12
Another, Predator (0) Shuriken (1) Mantis (3) Eviscerator (3) Heavy Weapon (5)... Total = 12
-------Vanguard-------
Base weapon encumberance of 6. Can be upgraded to 9.
Starting loadout example, Predator (0) Locust (2) Katana (3)... Total = 5
Upgraded loadout example, Predator (0) Tempest (2) Claymore (4) Viper (3)... Total = 9
Alternative, Carnifex (1) Eviscerator (3) Heavy Weapon (5)... Total = 9
Another, Carnifex (1) Claymore (4) Mattock (3) ... Total = 8
------Infiltrator-------
Base weapon encumberance of 6. Can be upgraded to 9.
Starting loadout example, Predator (0) Locust (2) Mantis (3)... Total = 5
Upgraded loadout example, Predator (0) Tempest (2) Widow (4) GPS (3)... Total = 9
Alternative, Carnifex (1) Viper (3) Heavy Weapon (5)... Total = 9
Another, Carnifex (1) Widow (4) Mattock (3) ... Total = 8
-------Adept & Engineer-------
Base weapon encumberance of 3. Can be upgraded to 6.
Starting loadout example, Predator (0) Locust (2)... Total = 2
Upgraded loadout example, Predator (0) Tempest (2) Katana (3)... Total = 5
Alternative, Predator (0) Mattock (3) GPS (3))... Total = 6
Another, Carnifex (1) Heavy Weapon (5) ... Total = 6
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This is an old post from another thread but a very interesting concept MHO
JaegerBane wrote...
Pacifien wrote...
I agree with the system of powers in sub-groups. Take the Vanguard with Shockwave and Pull. First, I have to put points into Shockwave before I can even get Pull. I don't want Shockwave. Or Infiltrator with AI Hacking. I don't want that either. Better to give me the choice of two tech powers for an Infiltrator, and I'll choose Incinerate and Neural
Shock. To avoid being overpowered or to keep the classes a bit different from each other still, I'd say keep certain specific class powers off the table for other classes. Only an Engineer can pick Combat Drone or AI Hacking, a Sentinel or Infiltrator can't. Only an Adept can have Singularity or Stasis, the other biotic classes can't.
I think there is some merit in that, but personally, I prefer the slot idea.
Start with the class. Each class has a passive, a class power, and a selection of biotic, combat and tech slots, the individual numbers of which depend on the class.
So, for instance, a Soldier would have their passive, AR, and four slots for combat powers. An Adept would have passive, Singularity, and four biotic slots, Engineer has passive, Drone and four tech slots.
An Infiltrator would have passive, Cloak, two tech slots and two combat slots. Vanguard would have passive, Charge, two combat and two biotic slots, Sentinel would have passive, tech armour, two tech and two biotic slots.
Obviously, doing it this way would require the Adept to be rebalanced a bit, as the current Adept derives a lot of it's worth from biotic combos rather than what specific powers they have. But other than that, we'd have a situation where people choose their class based on what they want to do but customise it so it can play in the way they prefer it to.
Discuss.
Modifié par Bozorgmehr, 07 janvier 2011 - 11:20 .





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