Discussion and suggestions for classes and abilities in ME3
#351
Posté 05 mai 2011 - 10:15
Bonus powers are cool, but they should not be more than useful tools to cover certain weaknesses, they should never make 'normal' powers look bad. Maybe cooldown penalties could help; having Overload on 6 s CD and ED on 9 seconds, for example - Overload remains the quickest way to remove shields and ED remains useful for all classes without over powering it.
#352
Posté 05 mai 2011 - 10:52
Energy Drain is useless in missions where enemies don't have shields.
#353
Posté 05 mai 2011 - 11:02
Bozorgmehr wrote...
Bonus powers are cool, but they should not be more than useful tools to cover certain weaknesses, they should never make 'normal' powers look bad. Maybe cooldown penalties could help; having Overload on 6 s CD and ED on 9 seconds, for example - Overload remains the quickest way to remove shields and ED remains useful for all classes without over powering it.
This is easily countered by player's own choice. No tech for non-tech classes etc.
Although it would be good if this limit was actually present in the game.
#354
Posté 05 mai 2011 - 11:07
That's what I do.
The game shouldn't have to tell you what do all the time.
If you're going for a min/max build, go ahead and give a tech power for a biotic class; but if you want to have a build that makes sense in context, then restrict tech/biotic/combat powers to their respective classes.
#355
Posté 05 mai 2011 - 11:24
It would be cool if there was a tech power that could disable enemy weaponry for a while (regardless protection); Overload's overheating effect sounds nice, but there are much better options available to deal with (unprotected) enemies imo.
#356
Posté 05 mai 2011 - 11:46
Kronner wrote...
This is easily countered by player's own choice. No tech for non-tech classes etc.
Although it would be good if this limit was actually present in the game.
No tech for non-techies only helps a little. ED is still more powerful than Overload; Neural Shock is a better CC power than Cryo Blast. I don't like that concept, it should be the other way around.
A perfect example is Slam. It's something between Pull and Throw, it's instant, allows warp bombing (short window), but hasn't got an area version. Slam has certain strengths which can make it more potent in certain situations compared to Pull/Throw, but it doesn't make Pull/Throw look bad. I consider Slam useless on an Adept, but it's a great bonus power for all other classes looking for quick CC, insta-husk-killing and/or warp bombs.
#357
Posté 05 mai 2011 - 11:52
And it says on the wiki that, starting from level 3, Overload causes overheat on protected enemies. I'm not sure if it's accurate, though.
#358
Posté 05 mai 2011 - 05:26
#359
Posté 05 mai 2011 - 06:18
But unless I'm mistaken, NS doesn't actually ragdoll your target and so you don't get the bonus damage. I think that's kind of the point of Cryo Blast. You're supposed to smash them to bits when they're frozen.
I could be wrong about NS and ragdoll damage. They're still standing in the same place so I assume they're not ragdolled. Correct me if I'm wrong.
Modifié par termokanden, 05 mai 2011 - 06:19 .
#360
Posté 05 mai 2011 - 06:19
MASSter EFFECTer wrote...
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.
As far as separate level radar is concerned, they could differentiate elevation by simply dimming out their markers, so that you could still see them (as they did in Reach). I'm also hoping that the improved melee capability will help with the cover-busters, as well as the better movement, so we'd be able to quickly create spaces between us and them.
#361
Posté 05 mai 2011 - 06:50
termokanden wrote...
NS is better for pure CC because it works immediately and doesn't cause your target to fall down behind cover.
But unless I'm mistaken, NS doesn't actually ragdoll your target and so you don't get the bonus damage. I think that's kind of the point of Cryo Blast. You're supposed to smash them to bits when they're frozen.
I could be wrong about NS and ragdoll damage. They're still standing in the same place so I assume they're not ragdolled. Correct me if I'm wrong.
This is indeed correct, only frozen or ragdolled targets take 100% extra damage I believe. And the Stasis bug also factors in ragdoll damage as well but not sure on the numbers.
I think Neural Shock has merits due to it being more of a fire and forget ability as it's cooldown and duration (onced maxed) means you can CC a foe and focus on another target as he'll be down for around 9 seconds or so.
Cryo Blast does CC but not as effective as NS due to cooldown and duration however it's ability to affect synthetics and also being suspectible to shattering. Though having been using the Avalanche recently I've decided that it's much better to freeze with that weapon thanks to it's massive duration and AoE.
Modifié par Sparroww, 05 mai 2011 - 06:51 .
#362
Posté 05 mai 2011 - 06:55
If we still have Combat Drone, I am perfectly happy with Engineer in ME3.
#363
Posté 05 mai 2011 - 06:58
You can insta-kill some enemies with full helth by using the Cryo Blast + Heavy Throw combo.
#364
Posté 05 mai 2011 - 07:40
Bozorgmehr wrote...
True, but the overheating effect only works after you've removed defenses first. Using a 6 second cooldown power that does little to no damage and without other CC effects isn't worth it. Once defenses are out of the way, I prefer using Pull, Throw, Slam, Cryo Blast, Neural Shock etc, all those powers are on a faster CD, (CC) effects last longer and completely immobilize targets, double damage or they can even kill the target.
However, Bozo, Overload's CC effect is very good when you have a squadmate who has Overload and a questionably useful talent (like Garrus). Energy Drain, OTOH, loses 100% effectiveness once all defenses are down against an organic enemy. Using Tali as an example, once she drops the everyone's defenses and has a drone up, she's basically left with a talent that doesn't need to be used anymore and a drone.
Not sure how long a drone lasts, but I do remember that Tali has a fairly long cooldown.
#365
Posté 05 mai 2011 - 09:21
#366
Posté 05 mai 2011 - 11:39
dbndzb wrote...
I know they've discussed improved motion options, such as better cover-taking, mounting without taking cover, etc. But I was also thinking it would be interesting to see talent points used for improved physical abilities; i.e. faster storm speed, or quicker sighting, stronger melee, etc. I don't know how to implement this, or if lumping of abilities would be used, etc. But it might be an interesting dynamic.
id love to see modable weapons and armor with mods like improved storm speed or increased accuracy, but unfortunately i dont think those are the kind of mods thatll be in ME3. its going to be simple scopes, silencers, and clip extenders. i dont think bioware has enough faith in our desire to want mods like ME1, not nessesarily MGS4.
#367
Posté 06 mai 2011 - 12:26
The Spamming Troll wrote...
dbndzb wrote...
I know they've discussed improved motion options, such as better cover-taking, mounting without taking cover, etc. But I was also thinking it would be interesting to see talent points used for improved physical abilities; i.e. faster storm speed, or quicker sighting, stronger melee, etc. I don't know how to implement this, or if lumping of abilities would be used, etc. But it might be an interesting dynamic.
id love to see modable weapons and armor with mods like improved storm speed or increased accuracy, but unfortunately i dont think those are the kind of mods thatll be in ME3. its going to be simple scopes, silencers, and clip extenders. i dont think bioware has enough faith in our desire to want mods like ME1, not nessesarily MGS4.
I'd be inclined to disagree. I think they will give us those extra mods, for storm speed and increased accuracy. However, I don't think they'll be giving us levels 1-10 on those mods... More like a combination between me2 and 1, with more options, and the same for weapons, I'm hoping it will be extensive, but not leveled.
#368
Posté 06 mai 2011 - 02:44
#369
Posté 06 mai 2011 - 02:57
A part of me is hoping that Infiltrators will be able to use human shields as a melee ability. Punch once to stun, twice to grab and spin around. Disadvantages are you can't duck for cover, can't cloak, can't use any weapon that requires two hands, but hey! That's a very infiltrator-like thing to do.
Modifié par AK404, 06 mai 2011 - 02:59 .
#370
Posté 06 mai 2011 - 02:15
#371
Posté 06 mai 2011 - 02:21
#372
Posté 06 mai 2011 - 05:01
I agree with this. Overload is almost always useful to some degree, whereas ED loses its effectiveness after enemy shields are drained. Granted, ED is both a shield breaker and shield booster, but Overload also detonates explosives and cc's all ranged enemies.lolwut666 wrote...
But Overload overheats weapons and can explode things with more force. The former is always useful and works on every enemy, and I have found some use for the latter when I took Garrus to the Reaper IFF mission and some other occasions.
Energy Drain is useless in missions where enemies don't have shields.
IMO if I had to choose between the two, I would probably almost always choose Overload first.
Not exactly... To be exact, NS ragdolls at the end of its effect, so unless you're sniping, so in CQC, it's possible to get a damage bonus on enemies in certain situations.termokanden wrote...
I could be wrong about NS and ragdoll damage. They're still standing in the same place so I assume they're not ragdolled. Correct me if I'm wrong.
I personally like NS more than CB for its sheer speed, but I'd have to admit that Cryo's versatility is unmatched.
Modifié par Locutus_of_BORG, 06 mai 2011 - 05:07 .
#373
Posté 06 mai 2011 - 09:42
the vanguard has always been my favorite class, but i tended to use pistols (or assault rifle bonus power) in ME1, and SMGs/AR's in ME2 more than the shotgun. with the popularity of the claymore charge spam vanguard i'm a bit worried that other types wont be very viable.
the vanguard is supposed to be a hybrid of adept and soldier, not a biotic shotgun maniac. don't get me wrong though, i like charge alot, and shotguns are alright but i prefer them as a situational weapon and i dont want to be forced to constantly use a shotgun as a vanguard.
though with the sounds of multiple power evolutions and picking any weapons you want seems like a good step in the right direction.
#374
Posté 10 mai 2011 - 01:48
#375
Posté 10 mai 2011 - 02:38





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