Which powers would you like to see in ME3 again?
#51
Posté 04 avril 2011 - 06:10
#52
Posté 04 avril 2011 - 06:11
Malanek999 wrote...
I think most if not all the powers are worthy of return. I don't think I have ever really used neural shock, there always seems to be something better. Shockwave is cool but a bit weak, just make the stagger effect a bit longerfor protected enemies and it would be fine. Shredder ammo has a place but there are so many better ammo powers that it's place is pretty small. Shadow strike can go if Kasumi does not come back. The only power I would consider nerfing is adrenaline rush, the soldier will never be enticed to use something different while that is so powerful. Fixing bugs in Charge, Stasis, Shadow strike would be good. But don't fix the bug (if it is a bug) in tech armour, if needed reduce the strength, the companion cooldown removal opens up fun and unique gameplay.
Hmmm ... your post [and the prior poster] gave me an idea. Maybe we don't start over on skills and still have our base levels of 1-4 [with evolutions]. I wonder if we could use 10 skill points [or whatever number] to combine the effects of some other skills.
Example: For Soldiers maybe you could combine something like Disruptor and Shredder ammo to have the ultimate bullet power vs. shielded organics?? [Disruptor effects are applied first ... Shredder effects are checked at the last step so a chance to get both damage spiffs.]
Maybe against an undefended enemy Shep could combine an instant Pull & Warp for an insta Warp Bomb???
This may be the worst idea EVAR but I wonder if it could be made to work within the framework of ME2 / ME3??? It's interesting enough to consider .. I just don't know if it's worth more than that??
#53
Posté 05 avril 2011 - 09:14
Korjyan wrote...
I think there are actually a lot of great ways to make the Soldier a much more interesting class as far as different powers go. In my opinion Hellgate London did have some great skills for the Marksman class and while this game wasn't a big success I played it a lot, especially my Critical-Hit Marksman.
...
. And of course there were different kinds of grenades (frag grenade, flashbang, a toxic grenade and phase damage grenade) as well as the possibility to invest into different kinds of airstrikes like napalm and an electrical field - with increasing radius and damage per second for each of the 7 ranks.
As much as I cherish my memories of HGL, I would definitely have to disagree with these kinds of additions, at least for the soldier. One of the things I've noticed about every other class in ME2 is that you can either use guns to strip defenses and soften up mobs for your 'real powers' like warp, incinerate, or biotics (or in the case of the infiltrator, the big gun) or the reverse: use powers to whittle down defenses, then clean up with guns. What makes the solider so interesting is that, aside from AR, his gun is really all he has: he's good at one thing, but it is a very big thing. It's up the player to make the most of that.
#54
Posté 05 avril 2011 - 10:07
#55
Posté 05 avril 2011 - 10:15
#56
Posté 05 avril 2011 - 10:28
#57
Posté 06 avril 2011 - 03:04
Lucav5 wrote...
All I want is vanguard charge in ME3. Everything else is gravy.
Haha I like this human, it understands.
#58
Posté 06 avril 2011 - 04:56
#59
Posté 06 avril 2011 - 09:46
All the Ammo sustains, one thing they improved over the first game.
Vanguard Charge
I only play the Vanguard so I can't provide input on the other classes. Both games I did this. It's the only class that fits my playstyle.
#60
Posté 07 avril 2011 - 03:38
If you feel, for RP reasons, that a soldier can't use slam, you can choose not to take it.
If I feel maybe that soldier has a tech device that emulates slam, I can choose to take it.
Currently, everyone is happy. Why not keep it that way?
That said, I fully support more distinctions between classes, including new unique gameplay mechanics and powers.
#61
Posté 07 avril 2011 - 08:11
swn32 wrote...
To be honest, the Soldier seems a bit bland. All you do is AR, AR, AR, AR...
To be honest, the Vanguard seems a bit bland. All you do is Charge, Charge, Charge, Charge...
To be honest, the Infiltrator seems a bit bland. All you do is Cloak, Cloak, Cloak, Cloak...
To be honest, the Sentinel seems a bit bland. All you do is Tech Armor, Tech Armor, Tech Armor, Tech Armor...
To be honest, the Engineer seems a bit bland. All you do is Drone, Drone, Drone, Drone...
To be honest, the Adept seems a bit bland. All you do is Singularity, Singularity, Singularity, Singularity...
On topic: I would really like to see some powers improved, most notably Shockwave and Concussive Shot. It'd be nice if there was a reason to look twice at these powers on the higher levels of difficulty. I also think that more ammo types-- ones that are actually good, mind, not the filler from the first Mass Effect-- would be much appreciated. Chemical and Polonium Rounds need a buff.
Modifié par Miss Yuna of Atlanta, 07 avril 2011 - 08:21 .
#62
Posté 07 avril 2011 - 09:34
True... I hardly use anything else besides Charge with the Vanguard. But I don't spam Cloak, my Sentinel often uses Area Overloads and Throws in between even though I run around the battlefield like crazy and my Tech Armor explodes very often. With my Engineer I use a lot of Area Overload, Incineration Blast, Cryo Freezes and usually only cast a drone when the first one has died. And with the Adept I don't use Singularity very often except for locking down targets. I use Pull, Thow, Warp way more often.
#63
Posté 07 avril 2011 - 10:05
Korjyan wrote...
@ Miss Yuna: I think you may be playing the classes "wrong"
True... I hardly use anything else besides Charge with the Vanguard. But I don't spam Cloak, my Sentinel often uses Area Overloads and Throws in between even though I run around the battlefield like crazy and my Tech Armor explodes very often. With my Engineer I use a lot of Area Overload, Incineration Blast, Cryo Freezes and usually only cast a drone when the first one has died. And with the Adept I don't use Singularity very often except for locking down targets. I use Pull, Thow, Warp way more often.
That's actually the point I was trying to make. To say "all Soldiers do is spam assault rifle fire" is just as inaccurate as to say "all Engineers do is spam Drone". None of the classes are restricted to a single playstyle-- none of them. As a person who plays and enjoys the Soldier class a great deal, it's mildly irritating to see how about ninety percent of people on this forum describe the class as "bland", "one-sided", or "boring" just because a Soldier can't innately throw Hadoukens around.
#64
Posté 07 avril 2011 - 10:33
#65
Guest_Nyoka_*
Posté 07 avril 2011 - 11:01
Guest_Nyoka_*
I'd also love to see slam, charge and shockwave.
#66
Posté 07 avril 2011 - 12:47
Miss Yuna of Atlanta wrote...
On topic: I would really like to see some powers improved, most notably Shockwave and Concussive Shot. It'd be nice if there was a reason to look twice at these powers on the higher levels of difficulty. I also think that more ammo types-- ones that are actually good, mind, not the filler from the first Mass Effect-- would be much appreciated. Chemical and Polonium Rounds need a buff.
Most of the ME2 ammo was designed around the protection mechanic. A lot of the ME1 ammunition would need to be tweaked for ME3 for them to work, or ME3 mechanics to change so they could be put back in. (Apologies in advance if I am wrong, but what I am about to write is from memory).
Some ME1 ammo rounds like radiation or chemical rounds added cooldown time. This made a bigger difference in ME1 when cooldowns were 45-60s. That could conceivably work for the global cooldown system. I believe they also prevented enemy regeneration, which ME2 Incendiary ammo does.
Some ME1 ammo rounds like Inferno rounds reduced enemy weapon accuracy. When weapons had ability trees, that made a difference. I don't think that would work in the ME2-style system, but it might in ME3 depending on how the game mechanics work.
Phasic rounds allowed you to bypass shields and damage health (with reduced damage). This was replaced with Disruptor ammo which did extra damage to shields. I would not mind seeing Phasic rounds return, but they would probably see as much use as they did in ME1: almost zero.
Concussive shot does huge ammounts of extra damage versus biotic barriers, but not enough to instantly strip biotic barriers, even with the Heavy evolution.
#67
Posté 07 avril 2011 - 02:12
But I'd like to see some of the signature and bonus powers make an appearance but maybe not the ammo powes
#68
Posté 07 avril 2011 - 08:25
#69
Guest_iOnlySignIn_*
Posté 08 avril 2011 - 07:43
Guest_iOnlySignIn_*
2. Combat Drone
3. Sledgehammer Rounds
4. Flashbang Grenade
5. Neural Shock
#70
Posté 10 avril 2011 - 03:39
#71
Posté 10 avril 2011 - 03:48
Miss Yuna of Atlanta wrote...
That's actually the point I was trying to make. To say "all Soldiers do is spam assault rifle fire" is just as inaccurate as to say "all Engineers do is spam Drone". None of the classes are restricted to a single playstyle-- none of them. As a person who plays and enjoys the Soldier class a great deal, it's mildly irritating to see how about ninety percent of people on this forum describe the class as "bland", "one-sided", or "boring" just because a Soldier can't innately throw Hadoukens around.
But you can definitely get away with playing the soldier in this fashion. In fact it's very easy because AR really DOES solve all problems. Of course if I wanted an insteresting soldier run, I'd probably pick a fun bonus power and do it differently.
But the reason I'm arguing for a change to the soldier class is how well it works in a one-sided way. How little incentive there is to drop the AR spam. I'm not saying you can't or shouldn't avoid it, but real alternatives would be very nice. Concussive Shot is "the other power" as it is now and it just isn't good.
#72
Posté 10 avril 2011 - 10:18
#73
Posté 11 avril 2011 - 12:32
Miss Yuna of Atlanta wrote...
Korjyan wrote...
@ Miss Yuna: I think you may be playing the classes "wrong"
True... I hardly use anything else besides Charge with the Vanguard. But I don't spam Cloak, my Sentinel often uses Area Overloads and Throws in between even though I run around the battlefield like crazy and my Tech Armor explodes very often. With my Engineer I use a lot of Area Overload, Incineration Blast, Cryo Freezes and usually only cast a drone when the first one has died. And with the Adept I don't use Singularity very often except for locking down targets. I use Pull, Thow, Warp way more often.
That's actually the point I was trying to make. To say "all Soldiers do is spam assault rifle fire" is just as inaccurate as to say "all Engineers do is spam Drone". None of the classes are restricted to a single playstyle-- none of them. As a person who plays and enjoys the Soldier class a great deal, it's mildly irritating to see how about ninety percent of people on this forum describe the class as "bland", "one-sided", or "boring" just because a Soldier can't innately throw Hadoukens around.
You can play the soldier differently based on weapona and level of aggresiveness sure. But outside the bonus power the only real power the soldier has is AR, so yeah it ends up being just AR spam. It might be AR spam with a shotgun or AR spam with the assault rifle, it might be AR spam as a cover based sniper, or as a front lines close combat expert. But it is always AR. Unless you are trying to argue that changing between ammo powers is as distinctive power wise as going from drone for CC and using overload to strip defenses, then dropping cryo to drop a gorup of unprotected foes. Because power use wise it just isn't as broad. That isn't to say all sodliers play the same, but that all soldiers only have one real power.(outside the bonus power)
#74
Posté 11 avril 2011 - 01:33
Immunity (for some proper tanking)
#75
Posté 11 avril 2011 - 01:50
Sparroww wrote...
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.
This, although since cloak increases damage tremendously I wouldn't mind that much if they kept it like how it was in ME2. Still touching back on the infi, and this isn't really a power but, one of the things I loved most about ME1 and why I enjoyed infi so much on it was the sniper's ability to engage targets at extreme distances - often on the uncharted sandbox worlds.
Carnage needs to come back, maybe make it an evolution option for charge.
Lift, so powerful in ME1. The ability to pull enemies out of cover was great but an instant cast lift can do that just as well when the enemy breaks cover to fire. My idea is to reincorporate it as an evolution of pull but instead of throwing a ball of biotic energy you instead target the enemy on the desired path you want them to go in and pull becomes an instant cast lift.





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