With weapons supposedly being available to all classes (with only the number of weapon slots varying between them), they're going to have to differentiate the classes even more now. As the Infiltrator slore that I am, I will now give my 2 cents on what could/should happen there:
Let's face it, the sniper rifle is part of what defines the infiltrator class. Now that lowly adepts and other peasants can wield it, we're going to need something more than just time dilation (as sweet as that is) to get by. I propose giving the infiltrator exclusive access to certain mods. They're tech/combat experts... so it makes sense that they should have certain gadgets that the other classes can't figure out. Make no mistake.. I mean even the option of exclusive mods should be exclusive. Infiltrator is selfish with his/her toys.
2nd... I propose restoring a classic RPG element: hacking (i.e. lockpick) talent, thus making certain containers inaccessible to non-techs. Yes, it will suck for you... but deal with it. I'm sure there are advantages other classes can be given. In addition to containers, however, we might have other situations where a hacking talent might come into play... activating dormant combat drones during an intense fight, access to mission-critical details encrypted in a private terminal, access to secure inventory lists from some of the weapons & armor manufacturers, etc.
3rd... I want my omni tool to be more than just a glowing glove this time around. Bring back it's functionality and different models or upgrades. I don't even understand why they made the omni-tool generic in ME2 as it was one of the more interesting pieces of technology in terms of lore. Tons of potential there that needs to explored.
Basically, BioWare should put emphasis on the tech talents. Biotics and combat talents did not get diluted, so I'm not sure why tech should. At the end of the day, the only saving grace for infiltrator is cloak... which should have been created to enhance the class, not define it.
As far as talent suggestions go, here is a list I'd like to see:
- Cloak - excellent addition in ME2. Areas for improvement are enemy AI reaction to you cloaking should not be to freeze in place.
- Fitness - not quite ME1 version, but a talent that increases sprint times would work wonders for mobility while cloaked.
- Decryption - See 2nd proposal above
- Integrated Combat Technology - The exclusive mod talent I mentioned earlier... tier-based.
- Tech Mines - Actual mines this time, complete with manual detonation. Perhaps "smoke bomb" as well that limits visibility for entire team within certain range? Infrared vision? Hmm...
- Marksman - Some type of perk for increased damage, reduced recoil, etc. with a "certain" weapon.
- AI Hacking - An oldie but goodie. A proposed change would be to limit hack range based on skill level.
I'd be more than happy with the above changes. Actually one more thing would make this Mass Effect Heaven... get rid of ammo talents!... or at least limit them based on class. In fact, I think "special" ammo is the only type that should be limited. Hybrid ME1/2 system for ya.
Modifié par InfiniteCuts, 12 avril 2011 - 01:51 .