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Discussion and suggestions for classes and abilities in ME3


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#326
Sparrow44

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Stardusk78 wrote...

You know guys, there could be a power evolution that allows Biotics to work through protection layers...it would have to be very advanced though...


As a late game upgrade for Adepts then yeah this would be handy, but maybe not as a power evolution for specific talents otherwise you may end up making the other evolutions a tad redundant on difficulties like Insanity.

Another thing to remember is that "Normal will be the new Veteran" so perhaps BW have tried to come up with a more balanced system in regards to powers vs protections on the higher difficulties, perhaps meaning defenses don't need stripping anymore to lift and opponent?

#327
The Spamming Troll

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Omega-202 wrote...

Again, there are A LOT of ways to explain it logically.  You just don't like the idea because you can't be a the power slinging god you were in ME1.  


the "cycle" you make with your biotics between an ME1 adept and an ME2 adept are very similar. either adept can essentially use a biotic ability every 2 seconds and each "cycle" of biotics is very similar in time used too. id even say the ME2 adept is capable of slightly more biotic spamming then its ME1 counterpart.

the only diffinging difference really comes to enemy protections. and dont get me started on enemy protections. i quit.

#328
Guest_lightsnow13_*

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Sparroww wrote...

Stardusk78 wrote...

You know guys, there could be a power evolution that allows Biotics to work through protection layers...it would have to be very advanced though...


As a late game upgrade for Adepts then yeah this would be handy, but maybe not as a power evolution for specific talents otherwise you may end up making the other evolutions a tad redundant on difficulties like Insanity.

Another thing to remember is that "Normal will be the new Veteran" so perhaps BW have tried to come up with a more balanced system in regards to powers vs protections on the higher difficulties, perhaps meaning defenses don't need stripping anymore to lift and opponent?


Wait... so is it Normal is the new veteran  or is Veteran the new normal? So in other words is the normal setting on ME3 as hard as veteran setting on ME2?

Anyway. With the introduction of talents "ever-changing" you might choose to have your powers affect shields/barriers but do weaker damage or vice-versa. I could definitely see something like that happening.

#329
Ahglock

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lightsnow13 wrote...

Sparroww wrote...

Stardusk78 wrote...

You know guys, there could be a power evolution that allows Biotics to work through protection layers...it would have to be very advanced though...


As a late game upgrade for Adepts then yeah this would be handy, but maybe not as a power evolution for specific talents otherwise you may end up making the other evolutions a tad redundant on difficulties like Insanity.

Another thing to remember is that "Normal will be the new Veteran" so perhaps BW have tried to come up with a more balanced system in regards to powers vs protections on the higher difficulties, perhaps meaning defenses don't need stripping anymore to lift and opponent?


Wait... so is it Normal is the new veteran  or is Veteran the new normal? So in other words is the normal setting on ME3 as hard as veteran setting on ME2?

Anyway. With the introduction of talents "ever-changing" you might choose to have your powers affect shields/barriers but do weaker damage or vice-versa. I could definitely see something like that happening.


They claimed that ME3 will be more difficult than Me2.  How it will be we do not know yet.  We are still too far off to get the cool class videos.  

#330
Nashiktal

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Normal as the new veteran sounds fine to me. Im not really much of a challenge seeker, but I don't like lowering the difficulty pass veteran outside of speed runs. With all the NG+ bonuses it just isn't fun otherwise.

#331
Sparrow44

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Ahglock wrote...

lightsnow13 wrote...

Wait... so is it Normal is the new veteran  or is Veteran the new normal? So in other words is the normal setting on ME3 as hard as veteran setting on ME2?

Anyway. With the introduction of talents "ever-changing" you might choose to have your powers affect shields/barriers but do weaker damage or vice-versa. I could definitely see something like that happening.


They claimed that ME3 will be more difficult than Me2.  How it will be we do not know yet.  We are still too far off to get the cool class videos.  


From what we know so far there will be quite a few new husk variants some will pin us down in cover as well as the ones that act as cover busters.

There are also Cerberus Commandos decked out in heavy armor and some with rocket boots/jet-packs and equipped with Eviscerators and Shock batons so really it's less of a difficulty spike but more that there will be tougher enemies overall to fight.

#332
termokanden

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I remain very skeptical about the cover busters. Could be extremely annoying, considering how the stagger mechanism works in ME2.

But if well-implemented, it could be a very cool mechanism.

#333
lazuli

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termokanden wrote...

I remain very skeptical about the cover busters. Could be extremely annoying, considering how the stagger mechanism works in ME2.

But if well-implemented, it could be a very cool mechanism.


We need powers that function through staggers.  Barrier does this in ME2... most of the time.  But there could be a few more, especially if ME3 continues the recent ME2 DLC trend of including solo fights, leaving us without squadmates to stagger that advancing pyro.  I'm hoping ME3 has a healthy variety of missions and squad setups.

#334
Kronner

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The stagger effect caused by a rocket is silly. I'd alremove it altogether. Rockets should kill, not stagger. Staggers caused by Pyro guys make more sense, but the pyro guys should be much faster.

#335
Ahglock

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termokanden wrote...

I remain very skeptical about the cover busters. Could be extremely annoying, considering how the stagger mechanism works in ME2.

But if well-implemented, it could be a very cool mechanism.


Well the thing that currently annoys me when lets say a Varren gets around my cover is that while still crouched behind cover if I aim at the Varen whcih is too the side of cover I magically expose myself to enemy fire. He is no more exposed than when full crouched behind cover, but since I went into shoot mode I count as exposed I guess.  If you have more cover busters but still that weird mechanic it might get annoying.  

Having just played gears of war 2 again I do like the grenade cover buster.  But I found it easier to switch covers in that game.  Still I'd like a cover buster that wan't a melee enemy.  

#336
Bozorgmehr

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Kronner wrote...

The stagger effect caused by a rocket is silly. I'd alremove it altogether. Rockets should kill, not stagger. Staggers caused by Pyro guys make more sense, but the pyro guys should be much faster.


I kinda like how ME2's HP-system allows you to make a mistake or be unlucky and live to tell the tale. The shields-down moments are really helpful and counter most of the bad effects when Shep's staggered. I would settle for a compromise; first those shields-down moments have to go, replaced by much stronger shields which take damage more gradually. Getting hit by a rocket or special attack (warp, incinerate, FB etc) should destroy shield completely; without shields a hit should be deadly.

Enemy Heavies' missiles can be dodged fairly easy, but special attacks and YMIR missiles are very hard to avoid (only switching direction just before they fire will do - at medium+ range, trying to dodge after they're fired is (almost) impossible). The prospect to get oneshot'ed constantly doesn't look very good imo, missiles and special-attacks should be very dangerous and potentially deadly but I'd favor some room maneuver even when things don't go as planned.

Pyros should be faster, and Krogan too; it's silly watching Krogan go berserk, trying to charge you with everything they've got whilst Shep only has to move backwards to avoid getting hit. I feel sorry for those poor Krogan, they should (at least) charge very fast and getting hit should be similar to getting hit by a large truck :)

#337
lolwut666

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Kronner wrote...

The stagger effect caused by a rocket is silly. I'd alremove it altogether. Rockets should kill, not stagger. Staggers caused by Pyro guys make more sense, but the pyro guys should be much faster.


Unless it's in a big, dramatic fight, I'm against insta-kills.

That'd make the game too frustrating.

Modifié par lolwut666, 03 mai 2011 - 06:01 .


#338
dbndzb

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Bozorgmehr wrote...

I kinda like how ME2's HP-system allows you to make a mistake or be unlucky and live to tell the tale. The shields-down moments are really helpful and counter most of the bad effects when Shep's staggered. I would settle for a compromise; first those shields-down moments have to go, replaced by much stronger shields which take damage more gradually. Getting hit by a rocket or special attack (warp, incinerate, FB etc) should destroy shield completely; without shields a hit should be deadly.


I agree about the shields. I think our shields should be more powerful. I also agree that they should protect different damage differently. Melees should be inefficient until shields are down, they should be deflecting much of the hit. Also, I think it would be good to not stagger until your shields break. This way, if you're smart, you can get out before your shields break. However, if you get stuck or cornered, once your shields break, you're done.

Modifié par dbndzb, 03 mai 2011 - 06:30 .


#339
termokanden

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Yeah I don't like instakill effects too much either, unless it's something really obvious, like that giant "blow me up" marker in the outside part of Overlord.

#340
Kronner

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lolwut666 wrote...

Unless it's in a big, dramatic fight, I'm against insta-kills.

That'd make the game too frustrating.


It could be implemented well.
For example the snipers from ME1 were a good idea. You had enough time to avoid the hit, but you couldn't just run around and ignore the sniper. Rockets could be similar, maybe a sound that indicates you should take cover.
Insta-kills are great when implemented properly IMHO.

Modifié par Kronner, 03 mai 2011 - 09:17 .


#341
termokanden

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I guess that's what I meant with the "really obvious" part. If it's just not the type of attack that is being spammed.

In CoD you have the grenade markers telling you to move away or die. Well that doesn't help you if the grenade is about to explode and you THEN walk up to it and notice it's there. Boom, reload. Not fun.

#342
lazuli

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Kronner wrote...

lolwut666 wrote...

Unless it's in a big, dramatic fight, I'm against insta-kills.

That'd make the game too frustrating.


It could be implemented well.
For example the snipers from ME1 were a good idea. You had enough time to avoid the hit, but you couldn't just run around and ignore the sniper. Rockets could be similar, maybe a sound that indicates you should take cover.
Insta-kills are great when implemented properly IMHO.


The snipers in ME1 were annoying and didn't work out as well as they could have.  Sure, they punish players who aren't paying attention.  And that's a good thing, I guess.  But what about when they nail your dumber-than-rocks squadmates repeatedly?  What about those times when the little red line doesn't appear?  I'm against most instant kills, but I can appreciate the intensity they add to gameplay when properly implemented.  The chainsaw wielding ganados from RE4 were an excellent example of this.

#343
kstarler

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Kronner wrote...

lolwut666 wrote...

Unless it's in a big, dramatic fight, I'm against insta-kills.

That'd make the game too frustrating.


It could be implemented well.
For example the snipers from ME1 were a good idea. You had enough time to avoid the hit, but you couldn't just run around and ignore the sniper. Rockets could be similar, maybe a sound that indicates you should take cover.
Insta-kills are great when implemented properly IMHO.

The problem that I had with the snipers in ME1 actually had more to do with the cover and power systems than anything else. It was very easy in a lot of places to get caught with no where to go when that red beam appeared, and no powers available to stop the shot. I think that the ME2 cover and cool down systems would fix my issues with the ME1 snipers.

I'm not a big fan of insta-kills, but as long as there is some way to avoid them it's not a deal breaker for me. Maybe it would increase the desirability of shield powers, i.e: you hear the rocket incoming and activate Barrier/GSB, which gives you enough defenses to take the shot. Also, enhanced combat physics including SWAT turns and diving for cover would make insta-kills more tolerable, and it looks like we'll be getting those.

#344
MASSter EFFECTer

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.. Back to the thread topic, here's my list:

Adept-
More badass CC- a more violent+ bigger radius singularity. Could be like an overcharged normal move with a longer cooldown or more vulnerability during casting. The AOE biotic shockwave (not the power) that one of your biotic companions does on the suicide mission was really awesome too.

Engineer-
A sort of "mechanical necromancy"- pretty self explanatory. Max level could be resurrecting a YMIR mech.

Sentinel-
Hard to say- the class really needs to be re-done. Maybe mastering powers unlocks a hybrid power that casts both.

Infiltrator-
Passive/power that improves enemy detection and targeting. Maybe a jamming of electronic vision to blind enemies. Powers based around the scope and gun are kinda weird, The cloak power could really be expanded, maybe a passive cloak that isn't 100% invisibility.

Soldier-
Passive to reduce weapon recoil. DUAL WIELDING PISTOLS... ahem. ME2 Adrenaline rush was pretty OP, time dilation is a power that was too unique and weird. Maybe a team rally power. ME2 Flashbang grenade was beastly (Kasumi for life!), I guess soldiers are good with those..

Vanguard-
I love this class. An eariler mentioned ability like reload/shield boost after a kill would be sweet, kinda like DA2 warrior reaver's fervor. A passive that increased biotic force for powers the closer you were to the enemy would be amazing- a point blank area throw or pretty much anything would be insta-beast. The passive would have to be balanced with something crazy- maybe friendly fire to yourself? That's pretty high risk high reward.

#345
dbndzb

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MASSter EFFECTer wrote...

.. Back to the thread topic, here's my list:

Adept-
More badass CC- a more violent+ bigger radius singularity. Could be like an overcharged normal move with a longer cooldown or more vulnerability during casting. The AOE biotic shockwave (not the power) that one of your biotic companions does on the suicide mission was really awesome too.

Engineer-
A sort of "mechanical necromancy"- pretty self explanatory. Max level could be resurrecting a YMIR mech.

Sentinel-
Hard to say- the class really needs to be re-done. Maybe mastering powers unlocks a hybrid power that casts both.

Infiltrator-
Passive/power that improves enemy detection and targeting. Maybe a jamming of electronic vision to blind enemies. Powers based around the scope and gun are kinda weird, The cloak power could really be expanded, maybe a passive cloak that isn't 100% invisibility.

Soldier-
Passive to reduce weapon recoil. DUAL WIELDING PISTOLS... ahem. ME2 Adrenaline rush was pretty OP, time dilation is a power that was too unique and weird. Maybe a team rally power. ME2 Flashbang grenade was beastly (Kasumi for life!), I guess soldiers are good with those..

Vanguard-
I love this class. An eariler mentioned ability like reload/shield boost after a kill would be sweet, kinda like DA2 warrior reaver's fervor. A passive that increased biotic force for powers the closer you were to the enemy would be amazing- a point blank area throw or pretty much anything would be insta-beast. The passive would have to be balanced with something crazy- maybe friendly fire to yourself? That's pretty high risk high reward.



Adept = awesome. I agree with a more violent form of singularity, maybe combining both of your ideas, having a singularity that explodes on its own (I believe this has already been mentioned however)

Soldier = have you played Halo? I don't know how useful it would be in ME, but it would certainly be fun.

I like the idea with the infiltrator as well, but I think this would be better suited to an armor upgrade (I think) because it would have to be really well-implemented or very helpful to get people to invest points.


And I really like the idea of SWAT turns and rolls, etc. More varied movement would definitely be a positive addition. I also think we should get back our full-time radar. 

Modifié par dbndzb, 04 mai 2011 - 03:21 .


#346
Alamar2078

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I'd almost like rockets to be smart ... I.E. if they've locked on they arc above or around cover in order to get you just like in the first YMIR video on Freedom's Progress where the rocket makes crazy moves to nail a Quarian.

If done well this could make rocket wielding enemies uber dangerous but still kinda cool. If done poorly it could be the most annoying thing in gaming history :)

Needless to say I wouldn't like my version of rockets to be "insta-kills" against a fully shielded target.

*************************************************

Then again I think almost all targets should have Shields [regenerate], Armor [doesn't regen during a mission], and Health [very vulnerable to damage] so a lot of the ME2 mechanics would need to be rethought anyway.

In ME2 terms perhaps a Heavy Overload would get rid of a goon's shields completely ... a Heavy Warp hitting next would get rid of the goon's armor completely.   Then a single heavy pistol round to the head [or several to the body] should be enough to kill.  If you give your target 5-10 seconds of peace though their shields [even goons] should probably recharge to full.

Modifié par Alamar2078, 04 mai 2011 - 04:41 .


#347
MASSter EFFECTer

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dbndzb wrote...

MASSter EFFECTer wrote...

.. Back to the thread topic, here's my list:

Adept-
More badass CC- a more violent+ bigger radius singularity. Could be like an overcharged normal move with a longer cooldown or more vulnerability during casting. The AOE biotic shockwave (not the power) that one of your biotic companions does on the suicide mission was really awesome too.

Engineer-
A sort of "mechanical necromancy"- pretty self explanatory. Max level could be resurrecting a YMIR mech.

Sentinel-
Hard to say- the class really needs to be re-done. Maybe mastering powers unlocks a hybrid power that casts both.

Infiltrator-
Passive/power that improves enemy detection and targeting. Maybe a jamming of electronic vision to blind enemies. Powers based around the scope and gun are kinda weird, The cloak power could really be expanded, maybe a passive cloak that isn't 100% invisibility.

Soldier-
Passive to reduce weapon recoil. DUAL WIELDING PISTOLS... ahem. ME2 Adrenaline rush was pretty OP, time dilation is a power that was too unique and weird. Maybe a team rally power. ME2 Flashbang grenade was beastly (Kasumi for life!), I guess soldiers are good with those..

Vanguard-
I love this class. An eariler mentioned ability like reload/shield boost after a kill would be sweet, kinda like DA2 warrior reaver's fervor. A passive that increased biotic force for powers the closer you were to the enemy would be amazing- a point blank area throw or pretty much anything would be insta-beast. The passive would have to be balanced with something crazy- maybe friendly fire to yourself? That's pretty high risk high reward.



Adept = awesome. I agree with a more violent form of singularity, maybe combining both of your ideas, having a singularity that explodes on its own (I believe this has already been mentioned however)

Soldier = have you played Halo? I don't know how useful it would be in ME, but it would certainly be fun.

I like the idea with the infiltrator as well, but I think this would be better suited to an armor upgrade (I think) because it would have to be really well-implemented or very helpful to get people to invest points.


And I really like the idea of SWAT turns and rolls, etc. More varied movement would definitely be a positive addition. I also think we should get back our full-time radar. 

Haha yes I have definitely played the halo series. I was messing around a bit with a few of the ability recommendations; I focused on adept and vanguard, being my two favorite classes.

You mentioned getting a radar back- Always nice when you are looking for enemy stragglers that are glitched behind some obstacle. Bioware would have to come up with an idea to differentiatie elevation on the radar, with ladders being in combat and all. Maybe color coded dots- that way you could pick out aerial targets and ones with height advantage over you.

Improved movement is definitely a plus. Moving in and out of cover in ME1/2 for close quarters enemies is a pain in the ass- as is getting owned if you ever take cover opposite an enemy- they just stand up and shoot all up in your face.

I have faith in Bioware's decisions- I'm super pumped for the intro vids for the different classes for ME3; basically any gameplay vid is welcome.

#348
lazuli

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MASSter EFFECTer wrote...

.. Back to the thread topic, here's my list:


Oh, so that's what we're supposed to be talking about.  In that case, I'd like Engineers to get some sort of lightning power along the lines of the Arc Projector.  It would need to be balanced differently, of course.

#349
Ahglock

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lazuli wrote...

MASSter EFFECTer wrote...

.. Back to the thread topic, here's my list:


Oh, so that's what we're supposed to be talking about.  In that case, I'd like Engineers to get some sort of lightning power along the lines of the Arc Projector.  It would need to be balanced differently, of course.


I know shields are the most common defense, but it did seem a bit odd that overload wasn't a closer incinerate clone.  I don't see why it couldn't have just done its damage to all targets, amplified damage against shields.  CC effects on all targets, amplified vs mechs.  It would make it slightly more potent in the CC arena, but if the stun was less than the fire dance I think it would balance.  

#350
lazuli

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Ahglock wrote...
I know shields are the most common defense, but it did seem a bit odd that overload wasn't a closer incinerate clone.  I don't see why it couldn't have just done its damage to all targets, amplified damage against shields.  CC effects on all targets, amplified vs mechs.  It would make it slightly more potent in the CC arena, but if the stun was less than the fire dance I think it would balance.  


You raise some good points, but I'm fine with Overload filling the niche that it does.  I'm not proposing that this electrical attack would deal extra damage to shields or fry weaponry.  That's Overload's territory.  I think a "chain lightning" Arc Projector effect could fulfill a different role, like widespread but fleeting crowd control coupled with moderate damage.