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Global cooldown, Why do people hate it so much?


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#51
Chromie

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Ragnarok521 wrote...

I preferred the ME1 system for cooldowns really. Made the fights interesting and if you were an adept that was fully leveled you were a BIOTIC GOD!

That was for a different combat system however. I'd like to just see a sample of the ME1 cooldown system combined with ME2s combat system, to see how well they fit together.



Well that was the problem in Mass Effect 1. All you did was activate all your powers and that's it if anyone was left just get your squad to use their powers. Nothing special, pretty boring.

Like someone already said tech/biotic and unity should all have separate cooldowns.

#52
tonnactus

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Rurik_Niall wrote...


+75% damage from assassination cloak,


100 percent from adrenaline rush at level one,140 at level 4 or 50 percent damage reduction. I rather choose that.The soldier get all the upgrades for weapons a infiltrator gets too.ALso,when playing as an infiltrator,a lot of enemies just get into cover when i cloaked. That sucked.(but was intelligent behavior)

#53
Rurik_Niall

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That's what your squad mates are for, I've never seen an enemy that won't leave cover to fire at a charging uber Krogan, and other enemies like YMIR don't take cover at all.

#54
tonnactus

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Sparda Stonerule wrote...

The powers cool down faster in this game. I have never landed myself in a situation where I needed to use another power right away.

Not needed? Right.But would the game be more fun  with that? Yes. If they want that the squad work together ,cross class combos like in Dragon Age 2 are far better then gimping the adept in a way that the player couldnt make a pull throw combo himself instantly,what was possible in the first game.

Modifié par tonnactus, 26 mars 2011 - 11:17 .


#55
tonnactus

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Rurik_Niall wrote...

That's what your squad mates are for, I've never seen an enemy that won't leave cover to fire at a charging uber Krogan, and other enemies like YMIR don't take cover at all.

Except when the enemy are in positions where the player couldnt reach them,like in grunts recruitment...
Ymirs are dumb and easy to fool anyway,and there are also heavy weapons to deal with them fast.

#56
Rurik_Niall

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Why waste valuable heavy ammo on mooks when a well placed widow round will drop them just as easily? I save my heavy ammo for the big ones, like the thresher or the end boss. Again, I've never had issues with enemies managing to find cover where I can't hit them one way or another. If I can't get them from where I am then I move to a location where I can.

#57
Kandid001

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Because it cripples you?

Separate, long cooldowns for each skill is much better. At the very least, offensive and defensive/support abilities should have separate cooldowns.

#58
tonnactus

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Rurik_Niall wrote...

Why waste valuable heavy ammo on mooks when a well placed widow round will drop them just as easily? .

A ymir isnt a mook.The thresher could be killed easily even with a heavy pistol and for the endboss the game replenish your heavy weapon ammo.

#59
Rurik_Niall

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YMIR's are elite mooks, but still just mooks, nothing that my trusty Widow can't punch through with ease.

#60
DxWill10

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ME1 was tedious. so many abilities and so much pausing. ME2 version FTW

#61
tonnactus

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DxWill10 wrote...

ME1 was tedious. so many abilities and so much pausing.


.In Dragon Age,a game without global cooldown,its possible to map 6 abilities.
In Bethesda games,where the d-pad is used,up to 8.

Modifié par tonnactus, 27 mars 2011 - 01:26 .


#62
JayhartRIC

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Do soldiers even have any powers other than Concussive Shot and Adrenaline Rush?

#63
Guest_Nyoka_*

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Admoniter wrote...
Regardless of everyone's opinions on cooldowns I think we can all agree that ammo as powers needs to go, immediately. Give combat classes actual powers instead well now you gun shoots blue/red/green/etc...

Actually I like ammo powers.

Modifié par Nyoka, 27 mars 2011 - 02:24 .


#64
dreman9999

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MoonChildTheUnholy wrote...

I am one those against global power cooldown, why? simple, it really limits your control over the battle, i can warp a guy but my companion falls and i cannot revive him because i´m on coolddown? or why do i have to wait if i overload a target and want to use a biotic power quickly like push, i cannot.

I would like to know even how would people react if in DA2 powers were also on global cooldown... can´t drink a potion now... i´m on cooldown because i used backstab >.>

Warp takes like 2 seconds to cooldown.

#65
sympathy4saren

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I play all games on normal...and I had zero complaints about the cooldown system in either game entry.

I did feel, however, that Mass Effect 2 was much easier.

#66
MJimiD

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Hate global cooldown. Can't count the times I've used barrier in a situation where my shields shot right back down, when all I would have needed was the chance to use charge immediately afterward. Speaking of which, global cooldowns are ridiculous in ME2 for the simple fact that they all vary greatly. Barrier is a long ass cool down, which prevents me from raping the battle during that entire time.

#67
MJimiD

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sympathy4saren wrote...

I play all games on normal...and I had zero complaints about the cooldown system in either game entry.

I did feel, however, that Mass Effect 2 was much easier.

Yea, well trying playing it on either hardcore or insanity on first playthrough. We'll see how long you last before you want to tap hidden reserves of strength to pull your controller apart.

#68
tonnactus

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JayhartRIC wrote...

Do soldiers even have any powers other than Concussive Shot and Adrenaline Rush?


They should have,but they dont.They should have keeped special weapon attacks like carnage instead of crappy ammo "powers" and bulletime. But this is off topic.

Modifié par tonnactus, 27 mars 2011 - 03:31 .


#69
MTN Dew Fanatic

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I miss the Lift+Throw Combo

#70
Rurik_Niall

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Pull + throw have the same effect as lift + throw.

#71
jeweledleah

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I like ammo powers better then ammo mods for a simple reason - they are less annoying to switch, even though they essentially do the same thing. the only caveat - you have to either have a squad mate with you for squad ammo, or have the ammo power yourself. I don't mind - it adds to variety and makes you actually think strategically when selecting a team vs same exact squad for every single mission like I used to have in ME1.

as for global CD...I have a love/hate relationship with it. on one hand - you still need to think strategically and pick and chose what you use and when. on the other hand - you're limited to one power at a time so more often then not, you end up using the same power, over and over (for instance, Reave gets the most workout usually with me you can literally use it on every CD and win, 85% of the time).

I believe its been mentioned before, but I think certain powers should be off global CD - and instead have their own built in CD. like ammo powers, barrier, unity - passive abilities mostly. they can even share CD with each other, so there's 2 sets of GCD's right now it can get a bit annoying.

#72
88mphSlayer

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individual cooldown is more fun, especially on harder difficulties when it make take a lot more power usage just to take down the same number of enemies

#73
Kakistos_

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As an Adept in ME2 I felt powerless. Powers may or may not have been overpowered in ME1 but at least they were fun. I feel that as an Adept who sacrifices weapon versatility and armor to max out my biotic abilities that I deserve to be a little overpowered.

#74
Tasker

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Global cooldown is really limiting.

You end up sticking to the same power over and over again because it's more useful.

Not that there are all that many powers to begin with thanks to the stupid inclusion of ammo types as powers.

It's just bloody stupid that once i've used a tech power I have to wait to use a biotic power or change ammo. - Oh I just used warp so i can't press the button on my gun to change the ammo clip - friggin retarded.

If Bioware are so set against individual cooldowns then they should at least split out the different types...

Tech, Biotic, Ammo... etc, should all be grouped together with each group sharing a cooldown but being seperate from the others.

#75
SojournerN7

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I l have no problems with the Global Cooldown system, but I would like to see them split into three seperate cooldown categories: Biotic, Tech & Physical.

Bioitic cooldowns prevent burning out the user's Nervous System. Tech cooldowns allow execution time for Omni-Tool programs. Physical cooldowns allow for time to take an action.

What I mean by Physical cooldowns are powers such as Unity (assuming that you apply Omni-Gel as seen in the ME3 teaser trailer, and the omni-tool is simply for monitoring vitals), Activating Ammo Powers, Adrenaline Rush, Concussive Shot, Inferno & Flashbang Grenades (Unless an Omni-Tool manufactures them).

Soldiers don't see any real benefit, Vanguards and Infiltrators would really only see the benefit of using Unity since ammo powers have such a short recharge time. Sentinels would benefit from being able to use both one Biotic and one Tech simulataneously, plus Unity.

As a thought, to make Adepts and Engineers more versatile, their fully evolved passive class power could allow for use of two biotic/tech powers before global cooldown, due to their extreme proficency.