Global cooldown, Why do people hate it so much?
#26
Posté 20 mars 2011 - 11:38
It's just not fun imo waiting for it to cool, I'd just snipe them all from a distance and be done with it.
#27
Posté 20 mars 2011 - 11:43
Arrow70 wrote...
. The abillities were increased in power from ME1 to 2
What?? This have to be a joke.Singularity has a radius of 8 meters in the first game and now its only 3 meters.And its a biotic projectile now that could be dodged from enemies.(because its very slow)
In addition,there is something called "protection system" now. So abilites are gimped enough in favour of shooting.
There is no need for a global cooldown.
#28
Posté 20 mars 2011 - 11:48
You're supposed to mix it up so you can stay in the action. Also, once you get to the higher levels, the cooldown bonuses really help you out.MassEffect762 wrote...
It adds nothing to the game imo, supposed to be "tactical" but most the time you're shooting or taking cover.
It's just not fun imo waiting for it to cool, I'd just snipe them all from a distance and be done with it.
#29
Posté 20 mars 2011 - 11:49
#30
Posté 20 mars 2011 - 11:55
a) Biotics in ME1 were actually OP if you ask me. Heck, if they simply let shockwave work against shielded enemies I'd be all set.Rurik_Niall wrote...
To be more accurate most powers were made more powerful in ME2, Biotics were mostly nerfed. ME1 infiltrators got increased sniper rifle damage and assassination. ME2 we slow time every time we enter scope mode, the ability to turn invisible while simultaneously boosting our damage, and access to both disruptor and warp ammo, add in the fact that we also have a sniper rifle designed for use against tanks, damage based on where you shoot someone, with maximum damage caused by a headshot, and the Kuwashi visor and which game do you think we sound more powerful in?
c) snipers vs tanks? what does this have to do with anything?
d) Headshotting with any weapon gives a damage bonus. And if your jealous of infiltrators, pick up a sniper rifle on the collector ship.
#31
Posté 20 mars 2011 - 11:57
do things really have to logically make sense to be fun though ? A lot of things about games don't make sense. They should just do what ends up being the most fun.Mulluns wrote...
There should be three cool downs.
Combat Cooldown (Concussion Shot, Ammo, adrenaline, etc)
Biotic Cooldown (Thow, warp, charge, etc)
Tech Cooldown (Overload, Cyro Freeze, AI Hack, etc)
As MoonChild put it, it makes no sense that you can't use a Biotic throw immediatly after using your omni tool to overload someone's shields.
#32
Posté 21 mars 2011 - 12:01
Bioware...
Accurate and deadly anti-material rifle. Effective against armor, shields, and biotic barriers. Upgrades the Viper Sniper Rifle.
Weighing in at 39 kilograms, the Widow Anti-Material Rifle is
primarily used by sniper teams in assault missions against armored vehicles or krogan.
While kinetic barriers offer effective protection on vehicles, the kind generated by conventional military field generators are far too weak against the Widow.
The Widow was never designed to be carried and fired by a human.
Although this modified model can be carried, no ordinary human could
fire it without shattering an arm.
The Widow is designed for use against tanks, what do you suppose happens when you fire a gun meant to punch through the hide of things like the Mako at the head of a human? And when did I say I was jealous? I always play as an infiltrator. I was illustrating the fact that while Biotics were nerfed pretty much every other class was upgraded.
Modifié par Rurik_Niall, 21 mars 2011 - 12:02 .
#33
Posté 21 mars 2011 - 12:07
Fair enough.Rurik_Niall wrote...
Bioware...
Accurate and deadly anti-material rifle. Effective against armor, shields, and biotic barriers. Upgrades the Viper Sniper Rifle.
Weighing in at 39 kilograms, the Widow Anti-Material Rifle is
primarily used by sniper teams in assault missions against armored vehicles or krogan.
While kinetic barriers offer effective protection on vehicles, the kind generated by conventional military field generators are far too weak against the Widow.
The Widow was never designed to be carried and fired by a human.
Although this modified model can be carried, no ordinary human could
fire it without shattering an arm.
The Widow is designed for use against tanks, what do you suppose happens when you fire a gun meant to punch through the hide of things like the Mako at the head of a human? And when did I say I was jealous? I always play as an infiltrator. I was illustrating the fact that while Biotics were nerfed pretty much every other class was upgraded.
#34
Posté 21 mars 2011 - 12:35
#35
Posté 21 mars 2011 - 12:39
#36
Posté 21 mars 2011 - 01:21
#37
Posté 21 mars 2011 - 01:30
Arrow70 wrote...
People seem to really hate the global cooldown system. I personally thought it was perfectly fine.
I played files as a vandgaurd, adept, infiltaitor, and solder and I didn't mind the new system at all. The abillities were increased in power from ME1 to 2 and the new system works balances it out. In fact my adept was on hardocore the first time and there are people here complaining that the global cooldown makes it to hard on casual.
Can someone explain please?
Switching ammo (which shouldn't even be a pwer to begin with, should not make biotics unavailable.)
Using a tech power should not make biotics cool down, or vice versa.
I could understand if they were type based, like biotics hae a global biotic cooldown when used, and techs have a global tech cool down.
But global cooldown on everything is just stupid and very annoying, kinda make you rely on guns too much, and that gets annoying when you play a class that's supposed to "be able to take down anything without even firing a shot" (I'm paraphrasing of course, but the adept was advertised like this)
#38
Posté 21 mars 2011 - 01:34
#39
Posté 21 mars 2011 - 01:42
#40
Posté 21 mars 2011 - 04:20
Biotics could tap out of the stamina bar, the same one that storming uses. Since biotics have a higher-calorie diet, the biotic classes have a bit more stamina for more casting power, which carries over to storm duration as a side effect.
Tech attacks would use Omnigel, which does not self-regenerate, but has non-global cooldowns as a counterbalance. Omnigel can be refilled by converting various bits of scrap throughout a level, or by filling up back at the ship.
Would the entire party have a shared omnigel pool?
Modifié par MadCat221, 21 mars 2011 - 04:21 .
#41
Posté 21 mars 2011 - 07:49
#42
Posté 21 mars 2011 - 12:39
Yes I agree. The way the class power loadout and bonus powers are at the moment, it does create a lot of overlap and redundancy; especially where things like stasis and reave are concerned.The Spamming Troll wrote...
i like the attempt bioware took towards making a more fluid shooter element.its not perfect and one example is stasis. a soldier with stasis becomes an "adept" with the simple addition of one ability. now that abilities should be somewhat figured out for ME3, the choices of what abilities are available to eahc character shoudl be somewhat limited, so a soldier with stasis might have a debuff on cooldown or effectiveness of stasis. or maybe a dual cooldown system, or drawing enery from a stamina bar........im not sure but theres alot of ideas that could crete some fun gamaplay now that the rules are somehwat more set in stone. or maybe ME3 will be comepletely different and well have cooldowns on speech checks.
That's a very smart idea. :happy:MadCat221 wrote...
On "Energy Meters"...
Biotics
could tap out of the stamina bar, the same one that storming uses.
Since biotics have a higher-calorie diet, the biotic classes have a bit
more stamina for more casting power, which carries over to storm
duration as a side effect.
Tech attacks would use Omnigel, which
does not self-regenerate, but has non-global cooldowns as a
counterbalance. Omnigel can be refilled by converting various bits of
scrap throughout a level, or by filling up back at the ship.
Would the entire party have a shared omnigel pool?
#43
Posté 21 mars 2011 - 01:24
Rurik_Niall wrote...
To be more accurate most powers were made more powerful in ME2, Biotics were mostly nerfed.
Wrong.The same is true for tech powers.Overload had a far wider range in the first game then now to name a example.
ME1 infiltrators got increased sniper rifle damage and assassination.
Mass Effect infiltrators were as strong as soldiers when it came to weapon damage.Nearly as tough.And also had some good tech powers.What now? A fire based spell,oh wait,incineration and ai -hacking(hardly used because there arent many synthetic enemies anyway),that it.Cloak is a power divided in tech and combat,tech upgrades only improves the cooldown of it,not the damage.Adrenaline rush is better then assasination cloak at level one when it comes to damage. The Mass Effect 2 infiltrator is a nerfed soldier at best with boring powers.
with maximum damage caused by a headshot, and the Kuwashi visor and which game do you think we sound more powerful in?
Regarding what? Because enemies dont have immunity and shield boost anymore,weapon damage play a bigger role.
The infiltrator of the first game had sabotage and damping for real crowd control.And access to all ammo types,not two.(without bonus powers)
Modifié par tonnactus, 21 mars 2011 - 01:24 .
#44
Posté 21 mars 2011 - 01:31
That made me laugh IRLpatocerda wrote...
Because it's destroying out planet, that's why!!
Oh, wait...
#45
Posté 21 mars 2011 - 02:03
tonnactus wrote...
Wrong.The same is true for tech powers.Overload had a far wider range in the first game then now to name a example.
Mass Effect infiltrators were as strong as soldiers when it came to weapon damage.Nearly as tough.And also had some good tech powers.What now? A fire based spell,oh wait,incineration and ai -hacking(hardly used because there arent many synthetic enemies anyway),that it.Cloak is a power divided in tech and combat,tech upgrades only improves the cooldown of it,not the damage.Adrenaline rush is better then assasination cloak at level one when it comes to damage. The Mass Effect 2 infiltrator is a nerfed soldier at best with boring powers.
Regarding what? Because enemies dont have immunity and shield boost anymore,weapon damage play a bigger role.
The infiltrator of the first game had sabotage and damping for real crowd control.And access to all ammo types,not two.(without bonus powers)
You clearly have no idea how to use an infiltrator, nor any idea of how the powers work. Try checking your facts.
Tactical Cloak
[*]Rank 1
[*]Recharge Time: 6.00 seconds
[*]Duration: 5.00 seconds
[*]Rank 2
[*]Recharge Time: 6.00 seconds
[*]Damage: +20.00%
[*]Duration: 5.50 seconds
[*]Rank 3
[*]Recharge Time: 6.00 seconds
[*]Damage: +40.00%
[*]Duration: 6.00 seconds
Rank 4
Choose to evolve the power into one of the following,
Enhanced Cloak
[*]You have modified your cloak's power cells to stay hidden for
extended periods, useful for bypassing enemies or setting up a strike.
[*]Recharge Time: 6.00 seconds
[*]Damage: +40.00%
[*]Duration: 8.00 seconds
Assassination Cloak
[*]You are a master of the hidden strike, gaining a huge bonus to damage if you attack while cloaked.
[*]Recharge Time: 6.00 seconds
[*]Damage: +75.00%
[*]Duration: 6.00 seconds
+75% damage from assassination cloak, six seconds to freely lineup your head shot, +110% headshot bonus from upgrades and the Kuwashi visor. An infiltrator only needs two ammo powers, disruptor and warp, the former for dealing with mechs, the latter for barriers, the Widow already has the ability to effectively punch through armour. A soldier may be able to do more damage, but an infiltrator has more tactical options, with their cloak not only providing a substantial boost to their damage output, but also being able to use the invisibility to easily complete mission objectives, for example in the mines where an infinite supply of husks will spawn until you detonate the indoctrination device. A soldier will have to fight their way through, an infiltrator can simply cloak, run for the device, and let Grunt do what he does best while they take out the device. It's also useful for moving from cover to cover and of course for lining up headshots. And with tactical cloak an YMIR mech is hardly a threat to you, they'll just stand there looking stupid while you draw a bead and blow their head off. An infiltrator is by far one of the most powerful classes in ME2, that's probably one of the primary reasons it's also one of the more popular classes.
Modifié par Rurik_Niall, 21 mars 2011 - 02:05 .
#46
Posté 21 mars 2011 - 02:16
#47
Posté 21 mars 2011 - 02:24
#48
Posté 21 mars 2011 - 05:30
The new system opens up situations where sometimes one of your powers won't be useful. So you have to use your others. Or there's a situation when using shockwave is a better idea than using charge. Or Incinerate is a better choice than Cloak. It's a choice system where the wrong choice can kill you in battle. The only time I died on Insanity in ME 1 was when Benezia pinned me to the floor and then the game decided I wasn't allowed to stand up from my fall down pose.
That being said I don't mind cooldowns being split between tech biotic and combat techniques. That's fine I suppose. I guess I just enjoy considering which ability I should use and when as opposed to walking into combat and always knowing exactly what powers I will use in what order because I never had to change tactics in ME 1. Also as a side note the ammo powers cooldown so fast I can honestly not see how the cooldown could interupt your power usage in any negative way. On a Soldier I can sit behind cover with my sniper, switch ammo, line up my shot and pop adrenaline immediately.
#49
Posté 21 mars 2011 - 05:56
I prefer that each ability has its own cooldown, but also that after using an ability there should be a 1-2 second global cooldown before you can use another ability.
#50
Posté 21 mars 2011 - 06:32
Siven80 wrote...
I dont mind it, but it could be better.
I prefer that each ability has its own cooldown, but also that after using an ability there should be a 1-2 second global cooldown before you can use another ability.
I agree with this. A global cooldown of 1.5 to 3 seconds combined with longer cooldowns for certain powers would be better. It would keep AR and Tech Armor from becoming the only powers some classes use.





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