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Discussion and suggestions for classes and abilities in ME3


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#401
Nathan Redgrave

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The entirety of my advice can be summed up with the words "bugfix the damn Charge power this time so it doesn't sputter out on me."

#402
Sidesalad

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I'd love to see the return of a functional Hammerhead ammo, particularly for shotgun wielders. I say functional because having used it in ME1 I never noticed it knock anyone back, let alone knock them over. A good chance to stagger through defences and a Throw-like effect on health would be extremely useful I reckon, maybe at the cost of a minor damage reduction though.

Hammerhead on a Vanguard would be sweet.

#403
DNRB

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Sidesalad wrote...

I'd love to see the return of a functional Hammerhead ammo, particularly for shotgun wielders. I say functional because having used it in ME1 I never noticed it knock anyone back, let alone knock them over. A good chance to stagger through defences and a Throw-like effect on health would be extremely useful I reckon, maybe at the cost of a minor damage reduction though.

Hammerhead on a Vanguard would be sweet.

So concussive shot without a cooldown, and no need to activate?:P

Nice:devil:

Modifié par BRND, 15 mai 2011 - 12:24 .


#404
Alamar2078

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IIRC Hammerhead / Sledgehammer etc. ammo didn't knock anyone back but they would at least fall down. In ME1 is certainly wasn't the sexiest ammo but you could keep a big pack of husks, creepers, whatever on the ground with that loadout. That combined with infinite ammo made taking care of those guys simple.

#405
Sparrow44

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An idea for the Infiltrator from the other thread:

Similar to Phasic Rounds from ME1 a power that allows temporary removal of shields/barriers that allow an Infiltrator to bypass those defenses and use the sniper rifle to take out tougher targets with even tougher shields, so you cast this 'Phase' or 'Jamming Field' on a target and it's shields will disappear for a couple of seconds and in that time you could go for the kill or perhaps use another power perhaps Cryo Blast or Neural Shock to quickly CC them instead and after those seconds are up the shields return.

Maybe to balance it and keep it from being an exploit it can only be used once or only twice on the same target,  and leveling/evolving the power can improve the duration of shield removal and permit an extra use of the power.

I also second some ideas for choosing either a damage increase or increased duration for Tactical Cloak and the use of shield recharging during higher evolutions of cloak. Another thing I'd really like to see tech mines return maybe
the Infiltrator would have better use for 'mines' while Engineers could focus on defense stripping/casting/CC.

Modifié par Sparroww, 15 mai 2011 - 03:04 .


#406
Bozorgmehr

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Sparroww wrote...

An idea for the Infiltrator from the other thread:

Similar to Phasic Rounds from ME1 a power that allows temporary removal of shields/barriers that allow an Infiltrator to bypass those defenses and use the sniper rifle to take out tougher targets with even tougher shields, so you cast this 'Phase' or 'Jamming Field' on a target and it's shields will disappear for a couple of seconds and in that time you could go for the kill or perhaps use another power perhaps Cryo Blast or Neural Shock to quickly CC them instead and after those seconds are up the shields return.

Maybe to balance it and keep it from being an exploit it can only be used once or only twice on the same target,  and leveling/evolving the power can improve the duration of shield removal and permit an extra use of the power.

I also second some ideas for choosing either a damage increase or increased duration for Tactical Cloak and the use of shield recharging during higher evolutions of cloak. Another thing I'd really like to see tech mines return maybe
the Infiltrator would have better use for 'mines' while Engineers could focus on defense stripping/casting/CC.


That sounds very good! Implemented right, it would make other powers more interesting without totally breaking balance. I also think this could be a good way to make OSOK a little harder to accomplish. Aiming the Widow and shoot should not kill 90% of the enemies on Insanity, but the option to (briefly) disable shields to allow OSOK ing sounds good.

#407
The Spamming Troll

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Bozorgmehr wrote...

Sparroww wrote...

An idea for the Infiltrator from the other thread:

Similar to Phasic Rounds from ME1 a power that allows temporary removal of shields/barriers that allow an Infiltrator to bypass those defenses and use the sniper rifle to take out tougher targets with even tougher shields, so you cast this 'Phase' or 'Jamming Field' on a target and it's shields will disappear for a couple of seconds and in that time you could go for the kill or perhaps use another power perhaps Cryo Blast or Neural Shock to quickly CC them instead and after those seconds are up the shields return.

Maybe to balance it and keep it from being an exploit it can only be used once or only twice on the same target,  and leveling/evolving the power can improve the duration of shield removal and permit an extra use of the power.

I also second some ideas for choosing either a damage increase or increased duration for Tactical Cloak and the use of shield recharging during higher evolutions of cloak. Another thing I'd really like to see tech mines return maybe
the Infiltrator would have better use for 'mines' while Engineers could focus on defense stripping/casting/CC.


That sounds very good! Implemented right, it would make other powers more interesting without totally breaking balance. I also think this could be a good way to make OSOK a little harder to accomplish. Aiming the Widow and shoot should not kill 90% of the enemies on Insanity, but the option to (briefly) disable shields to allow OSOK ing sounds good.


so itd be ok for the infiltrator to bypass protections, but not biotics?

#408
DarkNova50

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A friend of mine and I were discussing this yesterday, and I'd like to see Bioware do something with the Soldier class for ME3.

Now, I hope that they keep Adrenaline Rush as it is, because I love that ability, but I think that it's a mistake to try and load the Soldier down with activated abilities like the other classes. They don't use tech or biotic powers: they rely mostly on their equipment and their training, and I think that Bioware should focus on that point for the class.

Now, in ME2, the Soldier had access to more weaponry than the other classes. This was all fine and good, but because many of the other classes could unlock the same weapons (with the exception of the Revenant...excuse me while I drool a little) the Soldier as a class didn't really have a 'unique' feel to it in combat, aside from its lack of powers.

I think that, instead of giving the Soldier powers like the other classes, they should have access to certain kinds of equipment that other classes just can't get. Maybe access to an arm mounted Combat Shield that would provide limited, mobile cover. (Spoiler: Think the Shadow Broker fight). Maybe give them access to specialized armour pieces that the other classes wouldn't have that can enhance things like health or weapon damage?

The Soldier isn't a casting class, nor should it be. I personally never really used concussive shot in ME2, and the ammo powers, while occasionally nice, seemed like kind of a waste most of the time (I usually only used Cryo anyway). Let the Soldier shine as a class by focusing on what they do best: taking a beating better than anybody else, and then blowing **** up.

#409
Sparrow44

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The Spamming Troll wrote...

so itd be ok for the infiltrator to bypass protections, but not biotics?


Well it could allow squadmates to use their biotics, don't see why tech squadmates shouldn't have this ability also and allow Shep to temporarily bypass with their biotics.

DarkNova50 wrote...

The Soldier isn't a casting class, nor should it be. I personally never really used concussive shot in ME2, and the ammo powers, while occasionally nice, seemed like kind of a waste most of the time (I usually only used Cryo anyway). Let the Soldier shine as a class by focusing on what they do best: taking a beating better than anybody  else, and then blowing **** up.


I believe you can apply ammo mods to the Soldier's Concussive Shot in ME3 (was mentioned in one of the magazines, can't remember which) and gave an example that Cryo could be applied to CS and would be able to freeze foes caught in the blast which is not so dissimilar to the tech Cryo Blast power.

I would like to see more talents for Soldier either way, and while they're not 'casters' I think weapon specific talents would be a welcome return (From ME1). I also like the idea for Soldier Shepard to carry a large holographic riot shield in case cover is not available.

Modifié par Sparroww, 15 mai 2011 - 04:43 .


#410
Bozorgmehr

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The Spamming Troll wrote...

so itd be ok for the infiltrator to bypass protections, but not biotics?


The Infiltrator doesn't bypass protection at all, they can temporally disable/disrupt protection which allows them to use squadmates' (biotic) powers if they like, or to allow OSOK with sniper rifle. Basically such an ability is nothing more than a (temporally) defense stripper; a ME2 Infiltrator with ED or Reave can do the same thing already.

I do believe Infiltrators should be good at sabotage; such an ability would increase their options, not break the game like what you're looking for with biotics. Besides, half of all biotic powers are highly effective against defenses or lock enemies down regardless.

#411
goofyomnivore

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Give a tech class a Buckler like weapon/ability, and I will be in love. See video below for what I mean. Seems pretty Sentinel like to me.

is @2:36)

#412
DDK

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I'd like to see no classes at all and simply a carte blanche selection of powers with limited slots and very limited respeccing. So, say, have five power slots that you can fill with any power you like from a large selection but respeccing requires a huge investment so you can't just willy-nilly change to adapt to any and every scenario.

#413
The Spamming Troll

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Bozorgmehr wrote...

The Spamming Troll wrote...

so itd be ok for the infiltrator to bypass protections, but not biotics?


The Infiltrator doesn't bypass protection at all, they can temporally disable/disrupt protection which allows them to use squadmates' (biotic) powers if they like, or to allow OSOK with sniper rifle. Basically such an ability is nothing more than a (temporally) defense stripper; a ME2 Infiltrator with ED or Reave can do the same thing already.

I do believe Infiltrators should be good at sabotage; such an ability would increase their options, not break the game like what you're looking for with biotics. Besides, half of all biotic powers are highly effective against defenses or lock enemies down regardless.


unrelated.

#414
Samurai_Wahoo

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Biotic Bubble - Stationary. It will be nice to have some cover if caught in open water.

Anti ballistic/Tech/Biotic Drone - Something that will the draw the attention of missles, incinerate, warp, etc...

Meat shield - Unprotected enemies become meat shields for a biotic wielder

Quick sand - Tech mine that will slow down a protected enemy from advancing

Corrosion mine - Highly effective against mechanical, highly effective against Armor defenses, stops regeneration and acts like poison to organics. Cons, useless against shields and barriers.

I would love to see the return of a medic class. I don't know what I would like maybe a focus on Med Gel capacity and health rengen.

Oh, sorry if anyone mentioned any of the ideas I threw out there.

Modifié par Samurai_Wahoo, 15 mai 2011 - 08:53 .


#415
DNRB

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Sparroww wrote...

The Spamming Troll wrote...

so itd be ok for the infiltrator to bypass protections, but not biotics?


Well it could allow squadmates to use their biotics, don't see why tech squadmates shouldn't have this ability also and allow Shep to temporarily bypass with their biotics.

DarkNova50 wrote...

The Soldier isn't a casting class, nor should it be. I personally never really used concussive shot in ME2, and the ammo powers, while occasionally nice, seemed like kind of a waste most of the time (I usually only used Cryo anyway). Let the Soldier shine as a class by focusing on what they do best: taking a beating better than anybody  else, and then blowing **** up.


I believe you can apply ammo mods to the Soldier's Concussive Shot in ME3 (was mentioned in one of the magazines, can't remember which) and gave an example that Cryo could be applied to CS and would be able to freeze foes caught in the blast which is not so dissimilar to the tech Cryo Blast power.

I would like to see more talents for Soldier either way, and while they're not 'casters' I think weapon specific talents would be a welcome return (From ME1). I also like the idea for Soldier Shepard to carry a large holographic riot shield in case cover is not available.

Awesome :o. It would be extra cool if you could punch enemies with it. This in combination with a cool shotgun (claymore or something stronger) would make the ultimate shocktrooper and tank.

#416
IMNWME

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Shield powers should be revamped so that each confers unique bonuses. First, make them all instant, like Barrier, so you can activate them even while stunned (the only time they're really useful). Then, the following secondary evolutions.

Improved Barrier - Instead of longer duration, 75% shield boost + 25% power damage while active.
Improved Geth Shield Boost - Instead of longer duration, 75% shield boost + 25% weapon damage while active.
Improved Fortification - Instead of longer duration, 75% shield boost + 25% damage reduction, and call it Immunity bah gawd.

All bonuses would only last as long as the power duration, or until they were blown off. Given how quickly this happens on Insanity, I think these improvements would actually make shield powers worth having and balance them out. Right now, you should only ever take Barrier, because it's the only shield power you can activate during stunlock, which is when you really need the extra protection.

#417
dbndzb

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Samurai_Wahoo wrote...

Biotic Bubble - Stationary. It will be nice to have some cover if caught in open water.

Anti ballistic/Tech/Biotic Drone - Something that will the draw the attention of missles, incinerate, warp, etc...

Meat shield - Unprotected enemies become meat shields for a biotic wielder

Quick sand - Tech mine that will slow down a protected enemy from advancing

Corrosion mine - Highly effective against mechanical, highly effective against Armor defenses, stops regeneration and acts like poison to organics. Cons, useless against shields and barriers.

I would love to see the return of a medic class. I don't know what I would like maybe a focus on Med Gel capacity and health rengen.

Oh, sorry if anyone mentioned any of the ideas I threw out there.


I agree and disagree with your biotic bubble. I think something like Halo Reach's armor lock, i.e. an impenetrable biotic barrier, but one which doesn't allow you to move. When you release it, it could stun/knockback enemies. Might be OP though...

#418
AK404

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 Well, I made this suggestion in the ME General Discussion, but thought it might bear repeating (and I'm fairly sure someone else has thought of it before):

 This idea struck me when I started a new play of ME2 for the sixth time just to play through Kasumi's Loyalty Mission again, considered the lost potential of Pinnacle Station, and I figured Batman: Arkham Asylum and Metal Gear Solid did a fairly good job of it, and in the world of Mass Effect, it would only make sense.
Admiral Ahern thinks we need challenge stages.

The initial challenge stations are our favorite skirmishes from Pinnacle Station, Mass Effect (cutting out the Mako parts, divvying up missions into shorter combat sections), and Mass Effect 2, updated to reflect the new combat engine.  Once we start playing through Mass Effect 3, more stages unlock.

For every Mission we beat on our account (xbox live, ea online, psn, etc.), we get to access that mission as a challenge, testing time trials, accuracy, head shots, environmental item use, heavy weapons use, how times we've used a class power, how many times we've had to use medi-gel, what weapons were used (point deductions for heavy weapons, bonus weapons like the ones picked up from the collector ship, DLC weapons, etc), and other things.  While stages are exclusive per character, the scores are kept per account.  Not sure how hard it would be to do replays over the network, but it would be fairly cool.

The stages keep track of these scores, which are then uploaded to the Cerberus (or Alliance) Network, for everyone to see: in addition to the scores, players can check on builds, weapon layouts, and squad members & layouts.

We can also pick the difficulty level of the challenge stage, with every difficulty level adding a final score multiplier.  In addition (and here's the fun part), every week the network will cycle through various challenges - no heavy weapons, pistols only, only one squad mate, no class powers, can only kill enemies with biotics, finish this challenge with a gunship trying to shoot you down - or have what could be referred to as 'special squad mate weeks,' where you gain a bonus to your score for using a particular squad mate.

Aside from the coolness factor of it all, I'm not sure about any other rewards for completing challenge stages - maybe extra outfits, weapon skins, decorations for the Normandy, mostly cosmetic things.

Thoughts?


I'd honestly like Bioware to reassess their heavy weapons: once I gave the arc projector a go, that became the only heavy weapon worth using.  Not only was it so generally useful that everything else just seemed underwhelming, but it was DLC to boot.

#419
Sailears

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Malisin wrote...

I'd like to see no classes at all and simply a carte blanche selection of powers with limited slots and very limited respeccing. So, say, have five power slots that you can fill with any power you like from a large selection but respeccing requires a huge investment so you can't just willy-nilly change to adapt to any and every scenario.

While I completely support this and would love to see it implemented one day in another game, I think the 6 class structure has become a core feature of this trilogy so is most likely better to stay that way.

#420
The Spamming Troll

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dbndzb wrote...

Samurai_Wahoo wrote...

Biotic Bubble - Stationary. It will be nice to have some cover if caught in open water.


I
agree and disagree with your biotic bubble. I think something like Halo
Reach's armor lock, i.e. an impenetrable biotic barrier, but one which
doesn't allow you to move. When you release it, it could stun/knockback
enemies. Might be OP though...


have you ever
played infamous? what if biotics worked in the same way electricity does
for cole, but it was mass effect fields for shepard? theres a bubble
maneuver cole does that is exactly like what your proposing. if ME can
steal from gears, i dont see why it cant from another game.

Curunen wrote...

Malisin wrote...

I'd like to see no classes at all and simply a carte blanche selection of powers with limited slots and very limited respeccing. So, say, have five power slots that you can fill with any power you like from a large selection but respeccing requires a huge investment so you can't just willy-nilly change to adapt to any and every scenario.

While I completely support this and would love to see it implemented one day in another game, I think the 6 class structure has become a core feature of this trilogy so is most likely better to stay that way.


i wonder if alot of the casual fans EA is looking to lure if its game didnt have something as simple to remove, but easily intimidating to those players, like 6 entirely diffrent classes. i wouldnt see a huge problem in this other then needing alot of critiqueing in terms of availalbe teairs of abilities available. i see no problem in a character that revolves around charge and cloak, wiht a few techs and biotics......or someone making a game that could handle cloaking, charging, and singularitying.

#421
Alamar2078

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The Spamming Troll wrote...
so itd be ok for the infiltrator to bypass protections, but not biotics?



Hey if Kasumi can do it then why not a proper Infiltrator :)

To me having an Infiltrator bypass defenses for a few seconds sounds like it has potential to me.  As for Biotics I'd certainly be willing to discuss the subject of bypassing some sorts of defenses.

#422
dbndzb

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I'm not sure about totally bypassing defenses. Maybe shields at most, and even then, an extremely long cooldown. If you can get through an enemy's shields, and you have a sniper rifle, they're toast, or going to need extremely high health. I do however think that phasic rounds ( I think those were the shield bypass ones) would be good, but obviously be accessed by all classes. If we keep global cooldowns, and you can break someone's shields every 6 seconds, there's going to be very little stopping an infiltrator, or BW is going to drastically increase the armoring/health of enemies. I just think that trivializing shields, even temporarily, would be a negative change.

#423
Sparrow44

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dbndzb wrote...

I'm not sure about totally bypassing defenses. Maybe shields at most, and even then, an extremely long cooldown. If you can get through an enemy's shields, and you have a sniper rifle, they're toast, or going to need extremely high health. I do however think that phasic rounds ( I think those were the shield bypass ones) would be good, but obviously be accessed by all classes. If we keep global cooldowns, and you can break someone's shields every 6 seconds, there's going to be very little stopping an infiltrator, or BW is going to drastically increase the armoring/health of enemies. I just think that trivializing shields, even temporarily, would be a negative change.


Think Stasis from LotSB, you could cast it on the same enemy each time with each subsequent use reducing the amount of time trapped in the field 'till eventually they became immune to the power.

Of course a longer cooldown would also be needed to prevent it from being spammable, 12-14 seconds perhaps?

#424
dbndzb

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Sparroww wrote...


Think Stasis from LotSB, you could cast it on the same enemy each time with each subsequent use reducing the amount of time trapped in the field 'till eventually they became immune to the power.

Of course a longer cooldown would also be needed to prevent it from being spammable, 12-14 seconds perhaps?


Sounds better, it's an interesting idea to be sure. I also just came across a new idea. I don't know if this belongs here, not really an ability... Anyway, I know we've discussed on here increasing shielding, etc. What if we had three layers of protection? I mean, we have armor, why not let it have an effect on our overall health, as opposed to simply providing a barrier. And maybe it could be damaged, so as a mission goes on, it gets weaker, or could even break. This would give more survivability, but we'd have to be careful. Obviously at the end of every mission it would be repaired, and health would still regenerate. But it might give some extra oomph in bad situations without making our shield overpowered.

#425
Sparrow44

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dbndzb wrote...

Anyway, I know we've discussed on here increasing shielding, etc. What if we had three layers of protection? I mean, we have armor, why not let it have an effect on our overall health, as opposed to simply providing a barrier. And maybe it could be damaged, so as a mission goes on, it gets weaker, or could even break. This would give more survivability, but we'd have to be careful. Obviously at the end of every mission it would be repaired, and health would still regenerate. But it might give some extra oomph in bad situations without making our shield overpowered.


It could work, maybe if it acted similar to the regenerating health and shields we already have I don't know.

I think if there were an 'armor bar' on our character you could have it non-regenerable after the first time it breaks however you might have access to a power such as "Armor Boost" or something similar where you activate it like you would any other power and it adds that extra layer of defense to your own protections.

You could have it act like medi-gel/Unity where you're only able to activate them depending how many you have in your inventory, which you can collect next to first-aid boxes in 'armor regen boxes' (but could be rarer than medi-gel) whilst on missions or exploring hubs. This could perhaps add an extra layer to the combat mechanics; how do you value your survivability with or without boosting your armor in place of using another power or waiting for shields to regen?