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Mass Effect 3 - Ability Cooldowns


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#26
Urazz

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I think they need to seperate the cooldowns instead of a single global one. Either by seperating cooldowns by a school of power (tech, biotic, combat, etc.) or make each power have it's own individual cooldown.

In ME2, some classes end up really not using any other abilties than their main one. I.E. Soldiers only really use Adrenaline Rush and just to switch powers for the most part. There really isn't any reason to really use any other ability like Concussive Shot.

Another reason to seperate power cooldowns in some form is that it would strengthen power using classes some. Right now in ME2, they are a bit weaker than the combat classes in my opinion due to the limitation of global cooldown.

#27
termokanden

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Warlocomotf wrote...

I don't think that's entirely true- the global cooldown does not make combo's impossible- entirely true. It does discourage them to some degree. For example, you can't bank squad member attacks- and to be able to use squad powers you generally also need to disable the automated use. A lot of players (esspecially new players) prefer to just control their own character (not saying it's good, it is however how many new players play their game).

Again, global cooldown does not make it impossible by any means, it does discourage them to a degree.


I think there are 2 things stopping you from using combos:

1. Lack of knowledge. For example if you are a new player, you may not realize how you set up combos with squadmates.
2. Console controls. Having played both the PC and xbox versions, I know it's annoying to pause the game so you can set up combos. Sometimes you just skip it instead.

I don't mind if it requires a bit of knowledge to set up combos. Any serious player will find out. I don't really think there's much reason to worry about discouraging people from using combos that way. I think if anything the control scheme on consoles is our worst enemy. On PC you just map a squadmate power to a key and that's it.

Modifié par termokanden, 10 avril 2011 - 03:55 .


#28
mjh417

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I use combos all the time in ME2 with my squadmates, I find it simple and completely intuitive. I think the global cooldown should stay, it works fine. For those suggesting separate cooldowns for biotic and tech powers, I guess that would be okay, but I dont see it being that much a help unless your playing sentinel.

#29
skcih-deraj

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Ammo powers should be replaced with mods. As for cool downs I'd like to see the individual power cool down.

#30
Slakky

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Urazz wrote...

In ME2, some classes end up really not using any other abilties than their main one. I.E. Soldiers only really use Adrenaline Rush and just to switch powers for the most part. There really isn't any reason to really use any other ability like Concussive Shot.


Dear god this.  Once you get settled into a fight, you pretty much spam your one uberpower until all the enemies fall down.  The only difference between classes is Cloak vs. Adrenaline Rush vs. Combat Drone vs. Warp.

ME1 at least forced you to to switch things up while you were waiting for your powers to come back.  Until the endgame where the difficulty curve flies apart anyway.  I think most of the complaints about the cooldown system in ME1 actually spring from its exaggerated difficulty curve and the cluttered list of abilities.

#31
Bozorgmehr

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Slakky wrote...

Dear god this.  Once you get settled into a fight, you pretty much spam your one uberpower until all the enemies fall down.  The only difference between classes is Cloak vs. Adrenaline Rush vs. Combat Drone vs. Warp.


Soldier can only use one power so yeah all they can do is spam it. The other classes however have a couple more tricks on their sleaves. But if you spam only drones or warp with the Engie and Adept, than yeah - they'll suck. Engineers and Adepts are insanely powerful when you use all their abilities combined.

#32
Slakky

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Oh my bad, Singularity, Warp, Singularity, Warp. Sometimes the drone doesn't die before your next recharge either.

If you're willing to learn how to break the combat system you can play through the whole game with just a pistol or any other hilarious configuration you can think of, but that's not an investment you can reasonably expect everyone to make.

#33
marshalleck

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Bozorgmehr wrote...
Engineers and Adepts are insanely powerful when you use all their abilities combined.

...on veteran or lower difficulty settings!

#34
Mykel54

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Global cooldowns are better for gameplay, as long as they are short (like 1.5 secs). What i think could improve the teamwork of the ME combat is to add more examples of powers that are more effective if certain condition is true (similarly to DA2 stagger, disorient etc.). For example for certain tech power of the sentinel class, it could do more damage if the target is affected by biotics. Adding effects that promotes combinations between different classes and squadmates (combat-biotic combos, biotic-tech combos etc.), and not simply spaming a powerful ability (Reave i am looking at you) or combo again and again (warp bomb).

#35
Bungie.Net Sucks

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The individual cooldown was 20000X better, as long as they fix some of the defensive power issues & make the cooldowns 6-12 seconds for each power..

Modifié par Bungie.Net Sucks, 10 avril 2011 - 06:06 .


#36
Bozorgmehr

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Slakky wrote...

Oh my bad, Singularity, Warp, Singularity, Warp. Sometimes the drone doesn't die before your next recharge either.


Singularity and Warp are my least used abilities  - Pull and Throw are usually the better option, and there's also Stasis or Dominate bonus power. Drones can be spammed every 1.6 seconds, even a YMIR can't take it out that fast, plenty of time for AI Hacking, Neural Shock, CB and defense stripping abilities.

If you're willing to learn how to break the combat system you can play through the whole game with just a pistol or any other hilarious configuration you can think of, but that's not an investment you can reasonably expect everyone to make.


If you prefer to gimp yourself by ignoring a lot of (great) powers - that's fine, but that doesn't mean the other powers are not useful. In fact, AI Hacking is the most powerful CC ability in ME2 (if you know how to use it). But if spamming drones is your thing - more power to you.

#37
marshalleck

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Bozorgmehr wrote...

Singularity and Warp are my least used abilities  

Not according to your "Power of the Adept" videos. Or do you mainly play on veteran and lower?

Modifié par marshalleck, 10 avril 2011 - 06:07 .


#38
Bozorgmehr

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marshalleck wrote...

Bozorgmehr wrote...

Singularity and Warp are my least used abilities  

Not according to your "Power of the Adept" videos. Or do you mainly play on veteran and lower?


Which one? And no I don't like playing on Vet, that's too easy but if you're having problems on harder settings go for it.

#39
marshalleck

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Bozorgmehr wrote...

marshalleck wrote...

Bozorgmehr wrote...

Singularity and Warp are my least used abilities  

Not according to your "Power of the Adept" videos. Or do you mainly play on veteran and lower?


Which one?


I haven't counted the number of times you use each power on your bar, but it's predominantly warp-bombing since that is the meat and potatoes of the Adept class on hardcore and insanity. You know as well as I do that the other powers have little to no effect until defenses have been stripped, and almost every single enemy you face including husks have armor on the higher difficulties. 


Edit: oops, forgot the link ^_^ 

Modifié par marshalleck, 10 avril 2011 - 06:16 .


#40
AngryFrozenWater

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I always disliked the global cool downs. I rather have each power to have a cool down of its own. When the timings are set well you won't need something like a "mana" equivalent. Just balancing it well should be fine.

Modifié par AngryFrozenWater, 10 avril 2011 - 06:20 .


#41
Bozorgmehr

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marshalleck wrote...

I haven't counted the number of times you use each power on your bar, but it's predominantly warp-bombing since that is the meat and potatoes of the Adept class on hardcore and insanity. You know as well as I do that the other powers have little to no effect until defenses have been stripped, and almost every single enemy you face including husks have armor on the higher difficulties. 

Edit: oops, forgot the link ^_^ 


I'm using Singularity, Pull, Throw, Stasis, Energy Drain, and a dozen warp bombs; in 2/5 of the video I never use it warp at all (geth). I think all you see is warp and ignore everything else.

You're having problems with husks playing an Adept? You shouldn't - husks are a joke.

#42
marshalleck

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I never said anything about having problems, and that's a pretty transparent attempt at redirecting some valid criticism. Adepts are perfectly capable, they're just boring compared to all but the one other one-trick pony of ME2, the soldier. Certainly they are nowhere near as rewarding as the vanguard. 

Modifié par marshalleck, 10 avril 2011 - 07:05 .


#43
Magragoc

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marshalleck wrote...

I never said anything about having problems, and that's a pretty transparent attempt at redirecting some valid criticism. Adepts are perfectly capable, they're just boring compared to all but the one other one-trick pony of ME2, the soldier. Certainly they are nowhere near as rewarding as the vanguard. 


Did you just compare Adepts and Vanguards and come to the conclusion that the Adepts are the one-trick ponies?

Vanguard is my bread-and-butter, but even I have to admit that it has only one incredibly fun ace up its sleeve.

#44
Bozorgmehr

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marshalleck wrote...

I never said anything about having problems, and that's a pretty transparent attempt at redirecting some valid criticism. Adepts are perfectly capable, they're just boring compared to all but the one other one-trick pony of ME2, the soldier. Certainly they are nowhere near as rewarding as the vanguard. 


What do you mean by criticism? Is it because the defense-system (in place on the hardest difficulty levels) makes it harder for Adepts to use their powers effectively, or because the defense-system doesn't work (making the game harder) for other classes? I do like the way it works for Adepts, it forces the player to use weapons and squadmates too (who are in the game for a reason) - some classes are not affected by defenses at all (or, so to speak, enjoy no (or little) increase in difficulty).

Vanguards are not one-trick ponies? Charge is an awesome power, but it's all a vanguard needs. Sentinels spam TA, Soldier AR; only the Infiltrator, Engineer and Adept are better off using multiple powers (their unique abilities are not 10x stronger than their other abilities - like AR, Charge and TA).

I think the Adept is very rewarding, more so than Vanguards, when played agressively. Charge will regen shield every 5 seconds making it hard to kill a vanguard even when they make a mistake. Adepts too can be played agressively but they are weak and one false move will likely kill them.

I don't like camping somewhere safe and occasionally pop up to fire a power or gun - that's boring with any class imo. But Adepts are not restrained to do only that - hell, give your Adept the Claymore and use Barrier bonus power and you can play like a Vanguard (without Charge, but with (limited) use of biotic powers instead).

#45
Urazz

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Bozorgmehr wrote...

Slakky wrote...

Dear god this.  Once you get settled into a fight, you pretty much spam your one uberpower until all the enemies fall down.  The only difference between classes is Cloak vs. Adrenaline Rush vs. Combat Drone vs. Warp.


Soldier can only use one power so yeah all they can do is spam it. The other classes however have a couple more tricks on their sleaves. But if you spam only drones or warp with the Engie and Adept, than yeah - they'll suck. Engineers and Adepts are insanely powerful when you use all their abilities combined.

There is concussive shot and whatever bonus power you get unless you get another ammo power.  Either way, Concussive shot is basically pointless to use compared to how powerful adrenaline rush is.