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Which powers would you like to see in ME3 again?


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#1
Bachmors

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Here are my top 5:
  • Flashbang Grenade
  • Tactical Cloak
  • Charge
  • Adrenaline Rush
  • Stasis

Modifié par Bachmors, 02 avril 2011 - 08:52 .


#2
termokanden

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Well I honestly want to see most of them again. Stasis is fine but I would be happier if they removed the bug.

#3
Alamar2078

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I'd like to see many / most of the powers come back in one form or another. I would imagine most of the signature powers are high on my list ... Charge, Cloak, Combat Drone, Adrenalin Rush, "Stasis", etc.

#4
termokanden

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Actually I would like to see more than one useful type of grenade. Flashbang was probably one of the most fun powers for me because it's also a bit skill based unlike just having to aim in the general direction of something.

I don't think grenades were good enough overall in ME2 though.

#5
Russano Greenstripe

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I wouldn't say no to having traditional grenades in the first place; either they take out a cluster of enemies hiding behind cover, or they force my enemies out from behind said cover. I'll even take the gameplay change of me having to run from grenades in order to get that utility.

Then again, look at Team Fortress classic, and tell me how busted grenades in general can be...

#6
Bachmors

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If the grenades were like the Flashbang, then yes.
If the grenades were like the ones in ME1, then no.

#7
Russano Greenstripe

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Bachmors wrote...

If the grenades were like the Flashbang, then yes.
If the grenades were like the ones in ME1, then no.


Seconded.

#8
Kronner

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All of them, and then some :)

#9
Bozorgmehr

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Everything except Ammo Powers - they're no powers, it's ammo ...

And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.

#10
NICKjnp

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Bozorgmehr wrote...

Everything except Ammo Powers - they're no powers, it's ammo ...

And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.


Bonus powers should not be allowed.  I think that the only things that should be made available are bonus weapons.  And those should be given at the start of the game.

#11
Alamar2078

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Bozorgmehr wrote...

Everything except Ammo Powers - they're no powers, it's ammo ...

And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.


I agree that maybe it shouldn't work that way but it even worked that way in ME1 IIRC.  Fortunately I think you can RP your choice and just not take powers that break-the-mold of what you think a class should have.

#12
Bachmors

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All of them, and then some :)


That would be great ... I hope some of the "bonus powers" become regular powers for certain classes (stasis for adept, flashbang grenade for infiltrator etc.).

And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.


I agree. I think it would add a bit more "realism". You need an implant for biotics, thorough understanding of the technology you are using for tech-abilities and exhaustive training for combat-abilities. To just skip it with the input of 5000 eezo feels a bit weird ... but I guess our view isn't shared by the majority :-/

Modifié par Bachmors, 30 mars 2011 - 05:27 .


#13
Sparrow44

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Combat talents from ME1 Carnage and Assassination I would like to see make a comeback. Ammo powers are ok but they're AMMO and shouldn't need points spent just to improve them.

Would like to see Lift return also.

#14
ralx22

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Bozorgmehr wrote...

Everything except Ammo Powers - they're no powers, it's ammo ...

And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.


Definitely agree about the ammo powers. They should be mods that can be placed on your weapons, regardless of what class you are. 

The bonus powers on the other hand, I think their just fine now  considering that they are "bonus" powers. They are  not neccesarily part of your class build and allow for a bit more flexibility in a characters build.

Oh!, and as far what abilities I want to return in ME 3, all of them plus few new more as well.;)

Modifié par ralx22, 30 mars 2011 - 05:36 .


#15
Sailears

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Pull, and I'd like pull field to have a larger radius (more like lift), and heavy pull to have some appropriate perk.
That said I'd also like to have an area slam, or even ME1 lift back as well.

#16
XCPTNL

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Bozorgmehr wrote...

Everything except Ammo Powers - they're no powers, it's ammo ...


I like Ammo Powers. But I agree with you... they are no powers and should be handled as ammo mods. But I absolutely want some different kinds of ammunition (and be able to use it on whatever weapon I like). Because I LOVE freezing and shattering enemies with Cryo Ammo and Inferno Ammo also looks supercool. So they should be in ME3 - but, again, not as class specific powers.

As far as "real" powers go: CHARGE! Obviously I also like others powers but Charge is an absolute must-have for me. Also Cloaking should be included. And while they are at it: they better keep the Claymore and Widow as well.

#17
Bozorgmehr

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Alamar2078 wrote...

I agree that maybe it shouldn't work that way but it even worked that way in ME1 IIRC.  Fortunately I think you can RP your choice and just not take powers that break-the-mold of what you think a class should have.


That's something I really hated about ME1. Vanguard + Singularity (bonus) = Adept (more or less), and Adept + Shotgun (bonus) = Vanguard. It's even worse with the techies (Infiltrator is much stronger than Engineer). This ain't right.

One of the greatest improvement of ME2 is the clear distinction between classes, I really like that (great replay value). I also like more options to build your Shep the way you want, but there have to be limitations. The Stasis Soldier is a good example, they can take Stasis which is the most powerful biotic power in ME2 (by itself - Singularity is better when Shep has access to other biotic powers to setup combos). That's like giving an Adept the option to use ARush.

I would like a system that has flexibility and limitations. Adepts, for example, should be free to select every available biotic power (and can chose to use Stasis, Dominate and Reave for their build if they like to). Engineers and Soldier can select tech and combat powers only respectively. The hybrids can mix things up, but are not allowed to use the best powers (no Stasis, Singularity for Vanguards and Sentinels, and no Drones, AI Hacking for Sentinels and Infiltrators).

This will give all classes many options and different ways and roles to play (more than there are now) without changing or sacrificing anything important.

#18
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Damping

#19
jwalker

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Bozorgmehr wrote...
Everything except Ammo Powers - they're no powers, it's ammo ...

I agree. But the Soldier as it is now would have to be redisigned. Probably not a bad thing for me, because I don't like  that class very much.

Bozorgmehr wrote...
And I don't like the way bonus powers work. Soldier should not be able to use biotic or tech skills, Adepts should not be allowed to use tech or combat skills etc.


I agree on biotics skills. But tech skills appear to be fancy hardware and training.
I don't mind a Soldier taking Neural Shock as BP, but perhaps it shouldn't be as effective like an Engineer. I don't know, its base cooldown longer or its effects shorter, or no area evolving option.
An Engineer should be better at casting tech powers than a soldier, but the latter shouldn't be completely cut off from them, IMO

Modifié par jwalker, 30 mars 2011 - 06:32 .


#20
AK404

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 I like the bonus powers myself, as they add a lot of variety into the game, and as silly as the ammo powers are, you have to admit that using them as powers is a fair deal more convenient and sensible than carting around the ammo mods in ME1.  On the other hand, ammo mods for heavy weapons would be awesome, if not a bit OP: modify a grenade launcher for incendiary, explosive, or cryo grenades, for example.

Flashbang was nice, would like to see that again.  I also liked the idea of Slam, but the implementation definitely needs work.  I think that with the adjustments to the soldier, infiltrator, and vanguard, powers like overkill, marksman, assassin, and carnage are no longer needed.

One of the things I loved about ME2 is that the powers and abilities are extremely streamlined compared to ME1, but I still remain wary of any ability that enhances shields, like Salarian Genius or Quarian Machinist (from ME1).  Any ability that speeds up shield regeneration, however, is aces in my book - it reduces the need for medigel a bit and allows for faster-paced combat.  Thus, I nominate Shield Boost as the power I'd like to see in ME3: if Tali or Mordin return, I'd love it if they had it as a group-wide defensive ability.

#21
Dave666

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I'm happy with all of them, not too fussed on Fortification and Shredder Ammo but if they were in I could always choose not to use them. Stasis should return but be exclusive to Adept.

#22
swn32

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jwalker wrote...

I agree. But the Soldier as it is now would have to be redisigned. Probably not a bad thing for me, because I don't like  that class very much.


Soldiers dont need powers. It's just fine the way it is. Guns and adrenaline rush are enough. 

Modifié par swn32, 31 mars 2011 - 10:04 .


#23
Kronner

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swn32 wrote...

Soldiers dont need powers. It's just fine the way it is. Guns and adrenaline rush are enough. 


Yeah, I agree. BioWare could add some grenades though, exclusive to the Soldier.

#24
termokanden

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Bachmors wrote...

If the grenades were like the Flashbang, then yes.
If the grenades were like the ones in ME1, then no.


Yeah that is what I meant. I loved the mechanics of flashbang grenade. Definitely something I want to see again, possibly in more variations (and not falling behind because of a lack of upgrades this time). The grenade you get from Zaeed (I even forgot the name) is not nearly as good.

#25
Shvabic

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swn32 wrote...

jwalker wrote...

I agree. But the Soldier as it is now would have to be redisigned. Probably not a bad thing for me, because I don't like  that class very much.


Soldiers dont need powers. It's just fine the way it is. Guns and adrenaline rush are enough. 


To be honest, the Soldier seems a bit bland. All you do is AR, AR, AR, AR...

I would like some powers unlinked, something in between ME and ME2.

As a master of arms, I could see the Soldier getting some kind of weapon context sensitive power.

For example, it would let him shoot some kind of grenade in an arc from his shotgun, while making him able to shoot through light cover with the pistol and so on.

Unlink it from AR, give it another (longer) CD, so you have to make tactical choices about using them combined for some nasty combos or by themselves in a pinch.

Modifié par Shvabic, 31 mars 2011 - 03:00 .