lazuli wrote...
The Spamming Troll wrote...
yea like i was saying the sentinel woud be the only class to see much of a change, but that would be the exact point of playing a it. it also depends on how bonus abilites andthe like are handled in ME3 as well. thers just no reason for it not to be on sepereate cooldowns. its almost too easy of a solution to a problem that some people have with the class setups. if your a person who uses their brain when playing ME and relies on lore or logic or waht have you, then this change would be great. if your a person like you who wouldnt even notice a differnece, then theres no problem at all. i dont know why this is even an argument you want to have. you seem to think its a step in the right direction anyways.
But I wouldn't want it for just one character class. Sure, you mentioned splitting Unity for all characters. And perhaps bonus powers would function the same. But I'm just not convinced that's the ideal solution. I'm certainly willing to try out whatever they throw at us in ME3 as far as cooldowns go, but if I had to guess right now I'd say that global cooldowns will remain in effect.
If we were to gain another cooldown, I imagine it would be for Shepard's special melee attacks they've been talking about.
you keep saying you dont think sepereate cooldowns would function appropriately, but i dont see a reason why. what gameplay changes by speereating cooldowns? other then the sentinel playing like an actual sentinel of corse.
i pray to god they dont ONLY plan on sepereating cooldowns by classifying every ability as one, and then melee as another. i used melee exactly 20 times in ME2. my B button collects dust. although i could see melee being put on a cooldown, but an actually fatigue cooldown. but wait, if you think melee is a seperate cooldown, then why wouldnt the others be on seperate cooldowns? there isnt more of a difference in the melee concept compared to biotics as there is to biotics compared to techs. ......am i right?
Bozorgmehr wrote...
The Spamming Troll wrote...
thers
just no reason for it not to be on sepereate cooldowns. its almost too
easy of a solution to a problem that some people have with the class
setups. if your a person who uses their brain when playing ME and relies
on lore or logic or waht have you, then this change would be great. if
your a person like you who wouldnt even notice a differnece, then theres
no problem at all. i dont know why this is even an argument you want to
have. you seem to think its a step in the right direction
anyways.
What reason? Separate or global cooldowns make
no sense whatsoever, mana/stamina pools just as bad. Omni tools, biotic
amps are BS. You can either use an ability or you don't - any form of
cooldown or other restrictions are ludicrous. The only reason those
things exist is because of GAMEPLAY.
What's the meaning of
getting mortally wounded and after a couple seconds in hiding you're as
good as new? Using a medkit, potion or whatever to heal or regenerate
oneself doesn't make sense either. Again, it's because of gameplay -
lore and/or logic are neglectable (the whole idea that one (wo)man, on
foot, is going to destroy the most dangerous and lethal enemy effa is
completely unlogical btw).
Putting medkits, tech, combat and
biotic powers on seperate cooldowns is disastrous imo. You either use a
global system or not. Having medkits on separate cooldown allows
fulltime tanking (and use of powers) which is bad imo. You either CHOSE
to revive fallen squadmates / heal Shep OR you use an other ability -
not both.
Funny you're mentioning using braincells - aren't you the one who still hasn't figured out how to deal with protection? [smilie]../../../../images/forum/emoticons/pouty.png[/smilie]
bozo, bozo, bozo. here we go again. i see youve put alot of words there, but what changes in gameplay by having sepereate cooldowns?
omni tools and amps are just BS? throw being a biotic ability and incinerate being a tech mine, are BS??? really?!?!? is that how your going to try to win this argument.
i dont need medkits, or even think they should be in ME in the first place. i have regenerative health and sheilds that come back within seconds. i dont even think you understand what your saying. medigel on a
sepereate cooldown wouldnt allow tanking in the same way that it currently doesnt allow tanking. its still got a cooldown in
the like it was handled in ME1 or ME2. the only difference is i can
slab some medigel on my broken arm, then simply use incenerate because
incenereate has nothing to do with slabing medigel on my broken arm. doesnt that make sense? again, what gameplay changes by being able to do something like that?
the whole enemy protections thing has nothing to do with me figuring out how to get past them. id think BY NOW youd be starting to get a grasp on the fact that i understand what enemy protections are. its the reaon i hate them is because i understand them. theres a big difference between understanding somethnig and enjoying something. take a quick glance at some of AHGLOCKs comments in this topic(i think)on this subject.
Sparroww wrote...
And no a dual cooldown system for
different sets of powers would turn the Sentinel into an overpowered
class (tanking and cast two sets of powers simultaneously).
the sentinel would be the only class to see a drastic change. (in much of the same way adepts see a draastic change when you hit the higher difficulties, maybe, eh.) its a change that shouldnt be as drastic as is in game and theres ways to negate what the potential of a sentinel could be. in much the same way as your ideas about changeing cooldowns for each class on medigel. im not saying simply sepereate cooldowns and be done with it. im saying sepereate cooldowns and make sense of it.
Modifié par The Spamming Troll, 30 avril 2011 - 01:57 .