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Discussion and suggestions for classes and abilities in ME3


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#1
Sparrow44

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Ok I figured it'd be good to start a thread regarding the selection of powuers available to each of the classes in Mass Effect 3 and what everyone else's suggestions for loadouts and stuff hey would like to see make it into the final game.

And when we get more info I would like to use this thread as a reference point for confirmed features from the devs of the class powers and any other abilities that might be bonus powers or squadmate exclusive powers (like Kasumi's Shadow Strike) not to mention any other things like multiple evolutionsof powers that aren't known yet.

So here's a Vanguard I'd like to see in ME3.

Charge (Unchanged from ME2)

Pull
(Unchanged from ME2)

Throw (Unchanged from ME2)

Burst - Once activated allows powers to be used unlimited by cooldown for a duration but has long overall global cooldown penalty but is handy for rapid usage of talents to win in tough situations.

Carnage - A poweful grenade launced from the weapon with a large AoE and damage that can knockdown even the toughest of foes.

Slam/Crush - Similar to it's ME2 counterpart but can cripple parts of the enemies limbs weakening their armor and exposing weakness that allow more damage from shots and can be used to pin enemies in place if needed.

Immunity - Activates nano-plates in the armor allowing the Vanguard to deflect attacks that may stagger and hamper the user in battle, effective when in close quarters to maximize survivability and offers a small bonus to health if shields have broken.

If you have any suggestions or creative ideas for the classes, please feel free to post here.

Modifié par Sparroww, 12 avril 2011 - 05:18 .


#2
AreleX

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CARNAAAAAAAAAAGE!

A million times Carnage, it was my favorite ME1 skill for when I wasn't scrubbing it up with the HMWP X and Master Marksman. Though the synergy it has with ME2 style Vanguard is debatable, another high-risk, high reward option is something I'd love. Carnage sniping from long range was incredibly satisfying.

Modifié par AreleX, 12 avril 2011 - 01:25 .


#3
InfiniteCuts

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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 .


#4
Malanek

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Sparroww wrote...
Burst - Once activated allows powers to be used unlimited by cooldown for a duration but has long overall global cooldown penalty but is handy for rapid usage of talents to win in tough situations.

Cool idea, mimics adrenaline rush from ME1 but could be balanced better.

I think the Vanguard should have a tree of passives to boost melee prowess by adding biotic force to its punches. At highest level can actually "throw" unprotected enemies.

#5
Sparrow44

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I reckon snipers will still play a big role in Infiltrator builds seeing as they're one of the only two classes that can access the Widow, so as long as Infiltrators maintain access to the higher tier snipers and mods then I think they'll be fine.

I like the idea of a power that increases mobility, Infiltrators relying on stealth and speed to garner quick kills on the battlefield.

If levels are being developed in the game to feature multiple ways of fighting in combat then I think it'd work if some areas are locked off and only techs can access hidden areas and unlock stuff lying around (like the Rogues from Dragon Age) and gain superior position and cover.

Other powers for Infiltrators I'd give them Overload, Sabotage (just for overheating weapons) and Flashbang (stuns enemies in wide area, without the overheating but still effective) as well as Neural Shock (stun and slowly debilitate an enemy by reducing health, speed, accuracy for a duration).

Yeah modified ammo should be part of the weapon mods system, would like to see stuff like Sledgehammer and Phasing rounds return (bypassing shields would be great for weapons like Widow).

#6
RGFrog

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Death Blossom... All tech and biotic continuously casting while you spin on all axis for 30 seconds. At which point you die if you don't have enough health or protections. If you live, no tech or biotic usage for the rest of the mission. And a turtle dude shows up to pat you on the back and say "well done, starfighter".

#7
Sparrow44

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Malanek999 wrote...

Sparroww wrote...
Burst - Once activated allows powers to be used unlimited by cooldown for a duration but has long overall global cooldown penalty but is handy for rapid usage of talents to win in tough situations.

Cool idea, mimics adrenaline rush from ME1 but could be balanced better.

I think the Vanguard should have a tree of passives to boost melee prowess by adding biotic force to its punches. At highest level can actually "throw" unprotected enemies.


Yeah though of Adrenaline Burst from ME1, figured 'Adrenaline' would confuse with 'Adrenaline Rush' from ME2.

All classes are getting a unique melee attack it would seem, so Vanguard getting biotic melee attack should be cool although not sure if they're tied to a cooldown or a talent tree so atm I'm unsure how they work.


edit: RGFrog what the hell?! lol

Modifié par Sparroww, 12 avril 2011 - 02:13 .


#8
Malanek

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Soldier - A line that focuses on increased damage and ammo with heavy weapons. At top level one of the evolutions should allow the Soldier to carry a second heavy weapon.

Infiltrator - Cloak get evolved to allow a second shot or action before it disapates. Alterante evolution allows health (but not shields) to regenerate while cloaked.

Vanguard - Passive bonus (probably damage) that triggers after every enemy you kill for a few seconds. Evolutions could involve recharging shields or increased weapon reload speed

Adept - Passive bonus that allows you biotic powers to effect enemies when they still have a minimal amount of protection left as if they had no protection.

Sentinel - Passive that when fully evolved puts your tech and biotic powers on seperate cooldowns.

Engineer - A second, and different, drone that you can have out at the same time.

#9
Sparrow44

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Originally posted this in another thread:

For enemies I'd like to see Vanguards/Biotics that use; Charge, Shockwave (like Vasir's), Warp, Stasis as well as using stuff like Pull and Throw to launch objects at us.

Engineer types; Incinerate, Combat Drone, Sabotage, Damping fields, Cloak (like the geth hunters) and either Cryo Blast or Neural Shock (similar to Stasis, disabling allies for few seconds).

Generally would be nice to see enemy biotics/techs that have more than one power like they did in ME2, more variety the better the experience.

Modifié par Sparroww, 12 avril 2011 - 02:55 .


#10
EffectedByTheMasses

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Malanek999 wrote...

Soldier - A line that focuses on increased damage and ammo with heavy weapons. At top level one of the evolutions should allow the Soldier to carry a second heavy weapon.

Infiltrator - Cloak get evolved to allow a second shot or action before it disapates. Alterante evolution allows health (but not shields) to regenerate while cloaked.

Vanguard - Passive bonus (probably damage) that triggers after every enemy you kill for a few seconds. Evolutions could involve recharging shields or increased weapon reload speed

Adept - Passive bonus that allows you biotic powers to effect enemies when they still have a minimal amount of protection left as if they had no protection.

Sentinel - Passive that when fully evolved puts your tech and biotic powers on seperate cooldowns.

Engineer - A second, and different, drone that you can have out at the same time.


I agree with these, except for Infiltrator and maybe soldier. I think Infiltrator should definitely have a 'lockpicking' or 'decryption' skill on top of cloak bonuses, and for soldier, heavy weapon mods just seem meh IMO. I'd prefer something along the lines of allowing one extra weapon mod slot, perhaps (no I don't play Call of Duty, hate it), and an improved concussive shot that would work like Carnage.

The adept/sentinel/engineer/vanguard bonus ideas sound great though! :P You could totally chain kills with the Vanguard passive, with each shot getting progressively more powerful shot each time, or increased survivability. This could make for really fun tactical play that incorporates the 'charge, charge, charge' mantra.

Modifié par EffectedByTheMasses, 12 avril 2011 - 03:18 .


#11
Praetor Knight

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Malanek999 wrote...

Soldier - A line that focuses on increased damage and ammo with heavy weapons. At top level one of the evolutions should allow the Soldier to carry a second heavy weapon.


I've played the Soldier class the most, and I feel that the class has too much on its back as it is, in terms of weapons. And I personally don't like it when certain weapon combos clip into each other, I hope there is a way to resolve the clutter.

And being able to have more choice with weapon slots will be awesome.



As for the Soldier class build for ME3, if ammo powers are redone and no longer factor for class powers, than the class will have an extra three open slots, compared to the two power slots opened up for the Vanguard and Infiltrator.

I figure that adding Grenades seems like it would fit the class the best and give a different style of CC ability than the other five classes. And if the number of powers are to stay the same then I figure that the Soldier can have a setup like this:
  • Adrenaline Rush
  • A new Power - I'll give a detailed suggestion below
  • Concussive Shot - replacing Disruptor to unlock the next power
  • Inferno Grenade - replacing Inferno
  • Flashbang Grenade - replacing Cryo
  • The Passive
  • and the BP

So if the unlocking style of ME2 is kept, then Flashbang would take two powers to unlock since it is such a powerful power as is, but it's just a suggestion regarding Flashbang as I wonder how Bonus powers will work out.


And regarding the new power idea, since the soldier is all about gunplay, I thought that the new power could be related to sustaining Thermal Clip capacity during combat instead of being required to only replenish Thermal Clip capacity by picking up or finding sources in the environment.


But weapons need to stay balanced as is. So the power, maybe call it Speedload, would refill a fraction of the equipped weapon's spare capacity, and have a 6 second cooldown (or longer) per use, each level could function something like this:

  • Level 1 - Equipped weapon's spare Thermal Clip capacity refilled 15%
  • Level 2 - Equipped weapon's spare Thermal Clip capacity refilled 25%
  • Level 3 - Equipped weapon's spare Thermal Clip capacity refilled 35%
  • Level 4 - Rapid Speedload the cooldown is shortened 25% and the equipped weapon's spare Thermal Clip capacity refilled 35%
  • Level 4 - Improved Speedload, the Equipped weapon's spare Thermal Clip capacity refilled 45%

Edit: and the power idea could be useful for Infiltrators and Vanguards.

Modifié par Praetor Shepard, 12 avril 2011 - 05:37 .


#12
Bozorgmehr

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Sparroww wrote...

I reckon snipers will still play a big role in Infiltrator builds seeing as they're one of the only two classes that can access the Widow, so as long as Infiltrators maintain access to the higher tier snipers and mods then I think they'll be fine.

I like the idea of a power that increases mobility, Infiltrators relying on stealth and speed to garner quick kills on the battlefield.


There will be no restrictions on weapons (confirmed by the GI article) - so if the Widow makes a return, all classes can use it. And that's a good thing imo, weapon restrictions suck and don't make any sense.

The Infiltrator class should have powers that increase sniping (or long-range) engagements. Infiltrators should be masters in taking out enemies quietly and/or before they even know Infil-Shep is in town.

I never liked ME2's time dilation much. I'd rather like to see something like this: Since anyone can use (all) sniper rifles, Infiltrators should have something special in this area. Maybe add range into the equation, enemies who are far away are very hard targets (for non-Infiltrators) due to aiming difficulty. Infiltrator might have a (passive) power to steady their weapons making it a lot easier to kill at extreme range (levels and areas will be much larger in ME3, which should be great for sniping - something not very useful in ME2 coz there are no real long-range battles).

Bottom line for me is; all Shep's are soldiers and should feel comfortable with any weapon they stumble upon (weapons and ammo are equipment and therefore not related to a specific class) - the different abilities each class has access to should set them apart. One of the things I don't like about ME2 is that when you like sniping you can only play Infiltrator or Soldier; the other classes can pick up SR training later, but cannot use the only OSOK SR in the game (which makes SR training almost pointless, the Viper is a scoped AR, not a true SR).

Good thread Sparroww - I really like your ME3 Vanguard! I'll give the Adept class some thought today. Vanguards are still the Adept's little brother (or sister) so I have to think of some very cool abilities to remain on top of the Biotic food chain. :)

#13
lazuli

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Sparroww wrote...

For enemies I'd like to see Vanguards/Biotics that use; Charge, Shockwave (like Vasir's), Warp, Stasis as well as using stuff like Pull and Throw to launch objects at us.


I don't think I'd want all those abilities crammed into one enemy's arsenal.  It blurs the role that enemy is supposed to fill on the battlefield.  So when you say "Vanguards/Biotics," maybe Vanguards would get one or two of those powers and then Bioware could introduce another class of enemy (Adept) for the rest of them.

While we're discussing enemy powers, I sincerely hope that there are some basic goons that don't have any abilities at all.  I don't need every merc to have access to flashbangs, a la recent DLC.  Some of them should- maybe just the lieutenants.  It gets annoying when you're fighting 5 enemies and 4 of them are dropping flashbangs.

I don't want enemies to take power away from the player.  I'm fine with them staggering me from time to time, but anything beyond that is frustrating, unless I am given clear options for how to prevent or negate it.

#14
Sparrow44

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I like the idea for Cloak evolution for getting to shoot one more shot before it breaks, and I wouldn't mind other classes getting the top tier weapons so long as each class is designed differently than one another and the Infiltrator isn't just stuck with 2-3 Engineer powers plus Cloak.

I like the Soldier ideas Praetor, Speedload is an interesting concept though I think with repeated use it would even overpower AR as you're pretty much using unlimited ammo in the long run. Perhaps it would have diminishing returns after the 2nd or 3rd consecutive use where ammo refills become smaller (similar to how ME2 Stasis worked, evolutions would improve it also) and this would promote usage of other Soldier talents.

Soldiers getting grenades and a buffed Concussive Shot would be cool as well, CS could have a feature where if the target is behind cover and the projectile hits said cover then the force of impact would knock the enemy out of cover and exposing them and at higher levels may destroy the cover completely.

For Adepts I'm not sure Boz, I think at least there should be the ME2 Adept power selection plus Barrier and Stasis as regular talents and expand from there with the multiple evolutions. Reave and Dominate are not really true biotics so should really stay as bonus powers.

The Vanguard suggestion was so it would feel and play unique and like a proper Soldier/Biotic hybrid and not just a ChargeChargeCharger. Engineers and Sentinels are also tough to come up with ideas at the moment. As long as all 6 classes have their own strengths and weaknesses and play differently than each other then I think we're alright. :P

edit: @lazuli I said 'Vanguards because they were the only biotics we mainly encountered in ME2 and all they had as an attack was Warp so was thinking that VG's could at least have some new tricks up their sleeves and if they introduce more 'caster enemies' then yeah definitely split the powers up so not all mobs are more powerful than Shep (now that would be Insanity). Enemy Adepts that disrupt the environment and attack from afar and Vanguards that get in your face and attempt to aggro Shepard and co.

Modifié par Sparroww, 12 avril 2011 - 02:53 .


#15
Stardusk78

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Sparroww wrote...

I like the idea for Cloak evolution for getting to shoot one more shot before it breaks, and I wouldn't mind other classes getting the top tier weapons so long as each class is designed differently than one another and the Infiltrator isn't just stuck with 2-3 Engineer powers plus Cloak.

I like the Soldier ideas Praetor, Speedload is an interesting concept though I think with repeated use it would even overpower AR as you're pretty much using unlimited ammo in the long run. Perhaps it would have diminishing returns after the 2nd or 3rd consecutive use where ammo refills become smaller (similar to how ME2 Stasis worked, evolutions would improve it also) and this would promote usage of other Soldier talents.

Soldiers getting grenades and a buffed Concussive Shot would be cool as well, CS could have a feature where if the target is behind cover and the projectile hits said cover then the force of impact would knock the enemy out of cover and exposing them and at higher levels may destroy the cover completely.

For Adepts I'm not sure Boz, I think at least there should be the ME2 Adept power selection plus Barrier and Stasis as regular talents and expand from there with the multiple evolutions. Reave and Dominate are not really true biotics so should really stay as bonus powers.

The Vanguard suggestion was so it would feel and play unique and like a proper Soldier/Biotic hybrid and not just a ChargeChargeCharger. Engineers and Sentinels are also tough to come up with ideas at the moment. As long as all 6 classes have their own strengths and weaknesses and play differently than each other then I think we're alright. :P


Interesting...are you suggesting other ways of developing the Vanguard? How would you go about it; I am interested in hearing about it. :)

For Engineers, you could offer enhanced defence stripping, so for example, Incinerate and Overload do x2 damage or the combat drone being able to lock down up to 2 enemies with 2 attacks...something like that.

#16
Sparrow44

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Combat Drone being able to affect multiple enemies at once is a good idea. I might suggest changing the mechanic for Drone slightly where the effectiveness of Drone's attack depends on where you cast it on the field. For example whilst attacking multiple targets if one targets closer to the drone then it will be stunned more often in comparison to the other target that is further away.

Also how about Medic Drone? The drone is summoned next to the Engineer and for a duration will follow Shep around and give it small bonuses to damage reduction to shields (like the Redundant Shield Generator research but in a somewhat physical form) and slowly recharges any damaged shields and/or health and also to any allies in range. An evolution could be the ability for the Medic Drone to revive any fallen squadmate after the duration is up (to save it being a replacement for Unity/Medigel it would only restore health and not shields and it would have a delay of a couple of seconds).

Also something like an Advanced Sabotage evolution for the Engineer where an enemy hit with Sabotage twice in succession their weapon would become completely unusable after the 2nd hit and would have to swap their shotgun or rifle to a pistol, thereby reducing the hostility of that particular enemy as they do less damage. Similar with other powers should they return with Damping (removing one enemies power permanently) and Overload (stops enemies with tougher shields from restoring it).

@ Stardusk, was trying to think of ideas so that the main class power of each class isnt spammable (same case with Cloak, Tech Armor and AR) and want to see a Vanguard that can do other cool things other than Charge. I thought one idea to stop spamming powers is to give diminishing returns with each repeated use of powers so that the player has to think about when it's a good idea to Charge 2 or 3 times and risk being left vulnerable or if they should change tactics and try another power instead.

To paraphrase Mordin: "Too many variables" and I personally think more options and variables in combat is a good thing. ;)

Modifié par Sparroww, 12 avril 2011 - 03:57 .


#17
Stardusk78

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Don't get me wrong, I love the Vanguard, sometimes it's my favourite class, sometimes it's one of favourites, depending on the mood and as much as I like Charge, the apparent option of multiple evolutions and rpg power selection makes me think there could be several paths.

In essence, the Vanguard is a Biotic Warrior (Soldier)

There could be two kinds of Vanguards in ME3:

1. Charge Kind, specialises in Charging and evolving Charge to the max...
2. Biotic Kind, has unique Biotic powers, such as infusing ammo with biotic power so as to produce different effects, Barrier being a stock power of the Vanguard, allowing him to shrug off damage more efficiently than most classes, damage enhanced biotics; since the Vanguard is a warrior, give him an evolution that greatly enhances damage or effects; Shockwave becomes useful, bowling over even protected enemies...

These are just superficial ideas/suggestions mind you; I just think that other classes have differentiated builds, so the Vanguard should as well.

Tell me what you think and add your own ideas!/images/forum/emoticons/wizard.png

#18
Bozorgmehr

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One thing I hope gets some attention is specialization. In ME2 those specs didn't really affect gameplay - I never noticed a real difference going Bastion or Nemesis Adept (or Champion/Destroyer Vanguard). A more advanced / extended spec system would be nice. Maybe a DA-style spec system would work so when Adepts chose to go Nemesis they get access to skills/upgrade that boost biotic damage output (significantly, not a +10% damage boost, that's nothing); the Bastion Adept receives bonus on cooldown for example. Skills that increase health, shield, and other stats could also be added to the spec-skilltrees.

#19
Sparrow44

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Stardusk have a look at the OP and see what you think of the power selection. I would like some more biotics for the Vanguard but also want to see some other talents not necessarily biotic but also help the VG with CQC but I reckon the Adept should be the full-fledged biotic warrior not the Vanguard.

Bozorgmehr wrote...

One thing I hope gets some attention is specialization. In ME2 those specs didn't really affect gameplay - I never noticed a real difference going Bastion or Nemesis Adept (or Champion/Destroyer Vanguard). A more advanced / extended spec system would be nice. Maybe a DA-style spec system would work so when Adepts chose to go Nemesis they get access to skills/upgrade that boost biotic damage output (significantly, not a +10% damage boost, that's nothing); the Bastion Adept receives bonus on cooldown for example. Skills that increase health, shield, and other stats could also be added to the spec-skilltrees.


Vanguards and Adepts got the shaft when it came to passives and specialisations (Soldiers got increased storm speed and health, Infiltrators got scope slow-down, Sentinels got the best cooldown bonus, Engineers got discounts on research upgrades). Would like to see a system where passive evolutions affect individual powers.

For example Bastion would allow Stasis'd targets to remain in Stasis for longer or an AoE effect, whereas Nemesis would affect Stasis by doing small damage to the target for the duration (like Crushing Prison from DA:O) or affect tougher targets that normally couldn't be in Stasis normally (like Praetorians and Threshers).

Modifié par Sparroww, 12 avril 2011 - 05:04 .


#20
Captain Crash

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For the Vanguard after a Charge into the enemy your only left with two options really.

1) shoot them
2) Bash Them

This is due to the Biotic cooldown.

What if this cooldown was edited so you could use another power to mix it up a bit. Something like a "Biotic tag bomb"

Some enemies are going to be tough so instead of just unloading a shotgun into them you tag them with a sort of Biotic bomb (up close ability 1m range) and then focus on something else. The biotic tag then explodes a few seconds later. Something like a small singularity detonation. It can either just stun them (or several enemies with splash damage) or kill them outright.

It would mix up some close quater combat with the use of biotics and add to the way you can kill after using the charge ability.

#21
Stardusk78

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Bozorgmehr wrote...

Sparroww wrote...

I reckon snipers will still play a big role in Infiltrator builds seeing as they're one of the only two classes that can access the Widow, so as long as Infiltrators maintain access to the higher tier snipers and mods then I think they'll be fine.

I like the idea of a power that increases mobility, Infiltrators relying on stealth and speed to garner quick kills on the battlefield.


There will be no restrictions on weapons (confirmed by the GI article) - so if the Widow makes a return, all classes can use it. And that's a good thing imo, weapon restrictions suck and don't make any sense.

The Infiltrator class should have powers that increase sniping (or long-range) engagements. Infiltrators should be masters in taking out enemies quietly and/or before they even know Infil-Shep is in town.

I never liked ME2's time dilation much. I'd rather like to see something like this: Since anyone can use (all) sniper rifles, Infiltrators should have something special in this area. Maybe add range into the equation, enemies who are far away are very hard targets (for non-Infiltrators) due to aiming difficulty. Infiltrator might have a (passive) power to steady their weapons making it a lot easier to kill at extreme range (levels and areas will be much larger in ME3, which should be great for sniping - something not very useful in ME2 coz there are no real long-range battles).

Bottom line for me is; all Shep's are soldiers and should feel comfortable with any weapon they stumble upon (weapons and ammo are equipment and therefore not related to a specific class) - the different abilities each class has access to should set them apart. One of the things I don't like about ME2 is that when you like sniping you can only play Infiltrator or Soldier; the other classes can pick up SR training later, but cannot use the only OSOK SR in the game (which makes SR training almost pointless, the Viper is a scoped AR, not a true SR).

Good thread Sparroww - I really like your ME3 Vanguard! I'll give the Adept class some thought today. Vanguards are still the Adept's little brother (or sister) so I have to think of some very cool abilities to remain on top of the Biotic food chain. :)


Time Dilation is a big help in setting up head shots on fast moving enemies; I would be disappointed if this were gone!

#22
Bozorgmehr

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Sparroww wrote...

Vanguards and Adepts got the shaft when it came to passives and specialisations (Soldiers got increased storm speed and health, Infiltrators got scope slow-down, Sentinels got the best cooldown bonus, Engineers got discounts on research upgrades). Would like to see a system where passive evolutions affect individual powers.

For example Bastion would allow Stasis'd targets to remain in Stasis for longer or an AoE effect, whereas Nemesis would affect Stasis by doing small damage to the target for the duration (like Crushing Prison from DA:O) or affect tougher targets that normally couldn't be in Stasis normally (like Praetorians and Threshers).


I like those ideas but I want to go a step further by making your spec a very important decision. In ME2 it's only one evolution with very small shifts in the bonuses they provide. I'd like a DA system where specs unlock new powers and/or upgrades. Nemesis Adepts might have access to a power and/or upgrades unavailable to the Bastion Adept (and vice versa), to make the Nemesis a very strong damage dealer (and Bastions masters of CC).

I want to feel a difference playing each spec ed class. In ME2 it hardly matters which one you've picked - they should be more important than just a fancy title: Destroyer, Shock Trooper, Demolisher sounds cool - I want them to be cool :)

Stardusk78 wrote...

Time Dilation is a big help in setting up head shots on fast moving enemies; I would be disappointed if this were gone!


Than you didn't fully understand my example. ^_^ Using a SR effectively is more difficult when the distance to target increases. Non-Infiltrators can use SR effectively (and easy) up to a certain range - making SR a valuable asset to their weapon loadout. Infiltrators are the specialists, they remain cool and their aim steady at any range - enabling relatively easy (head)shots at ranges the other classes can't hit sh-t.

You have the same advantage, but without messing with time.

Modifié par Bozorgmehr, 12 avril 2011 - 05:33 .


#23
TheChris92

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Like I told Captain Crash. I would love some cloak-neck snapping for the Infiltrator. Hihi xD

#24
Sparrow44

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Bozorgmehr wrote...

Than you didn't fully understand my example. ^_^ Using a SR effectively is more difficult when the distance to target increases. Non-Infiltrators can use SR effectively (and easy) up to a certain range - making SR a valuable asset to their weapon loadout. Infiltrators are the specialists, they remain cool and their aim steady at any range - enabling relatively easy (head)shots at ranges the other classes can't hit sh-t.

You have the same advantage, but without messing with time.


If all classes can get the Widow then I think time dilation should remain with the Infiltrator, Soldiers already have that too and would be a bit overkill if given to other classes.

I'd like to see it return but maybe it was too OP'd in ME2. :?

Modifié par Sparroww, 12 avril 2011 - 05:44 .


#25
Bozorgmehr

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I don't like time dilation. I prefer playing fast and it doesn't make sense that everybody moves slower when you look through a scope. Soldier's and Vanguard at least have to use an ability to get their slowmo (the dilation effect of Heavy Charge can be a tiny little annoying at times - a berserker's nap between killing sprees) :D