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Discussion and suggestions for classes and abilities in ME3


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#426
Alamar2078

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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.


I tend to agree that a temporary shield shutdown may be appropriate.  If ME armor is a "physical" piece of equipment or whatever then making those disappear would certainly sound silly.

I also wouldn't mind seeing some type of phasic rounds return.  I wouldn't necessarily say though that all classes should have access to it.   IF ME3 has ammo powers for each class then having phasic being limited to an Infiltrator sounds reasonable to me.

As far as upping "Armor" for enemies I'm all for it so I don't mind one class being able to bypass shields esp. if it were on a 12 second cooldown or similar.

#427
Sparrow44

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More Adept/Biotics ideas:

Aside from Dominate (as cool as a power it is, it isn't really a biotic power) I would like to see the Adept with all of the biotic powers at it's disposal and maybe ME3 will introduce new ones as well.

In comparison with biotics from the other games, ME1 meant you could render targets helpless with Lift or Singularity and by then you still had to shoot enemies in order to kill them even if they were 30-40 ft. in the air. ME2 (on Insanity) required you to either shoot protections off or use squadmate de-buffs to get rid of them before being able to throw targets around the map.

I think in ME3 the weapons/biotics ratio could do with more of a balance in terms of using both sets of the arsenal equally; Shepard shouldn't be able to handle ALL situations with guns alone and so has to use their biotics, however also shouldn't be able to steamroll every tough enemy in the game with biotic 'I WIN BUTTONS' as not only would that make the game too easy but realistically if Shepard did that he/she would be physically and mentally drained from the heavy power usage.

Keep these ideas coming people!

;)

Modifié par Sparroww, 22 mai 2011 - 08:20 .


#428
Orion1836

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Was thinking about this the other day and had these ideas:

I didn't much like the idea that weapons in ME3 weren't going to be restricted by class. That was one of the things that made the classes special to me. To encourage players to "stay" with the weapons normally associated with their class, I thought of the following bonuses:

Keep time dilation for infiltrators using sniper rifles (and make it class specific). Allow infiltrators to reload a single-shot rifle without popping out of the scope view.

Give soldiers added damage with assault rifles and give them a brief time dilation when they right-click aim.

Give vanguards increased range with shotguns and grant a bonus to melee attacks when performed with a shotgun.

Allow adepts/sentinels/engineers to dual wield pistols/SMGs if they only bring those weapons on a mission. Create a "Guns Akimbo" mode where, when activated, Shepard can fire at two targets at once (but not move while doing so). For console users, the left analog stick/left trigger would aim/fire the left pistol and the right analog stick/right trigger would aim/fire the right. For PC users, the user would lock onto one target by aiming at it and activating "Guns Akimbo" mode and then aim at the second using the mouse. The mouse button would fire both guns.

Also, engineers/adepts/sentinels should be allowed to use biotics/tech with their offhand when firing a single-handed weapon like a pistol or SMG (without a break in firing). Basically, you should be able to lift someone while you're firing at him without a pause to use the power.

Ricochet - Enables charge to bounce off of one target and hit a second target nearby when fully leveled.

Pull-and-Throw - Adepts can lift human-sized enemies and throw them at other enemies, or off of ledges. Must have both pull and throw powers. Ability uses both timers.

Shepard PAWNCH! - Shepard can perform a melee attack when weapons are holstered. Can be used on non-hostile targets including but not limited to: Pyjacks, news reporters, Batarians, Galactic Councilors, ambassadors, crew members, squad mates, Volus, and Tupari machines.

#429
Sparrow44

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Orion1836 wrote...

Also, engineers/adepts/sentinels should be allowed to use biotics/tech with their offhand when firing a single-handed weapon like a pistol or SMG (without a break in firing). Basically, you should be able to lift someone while you're firing at him without a pause to use the power.


Simultaeneous fire? Sounds like Bioshock 2 a little bit. Being able fire and cast at the same whilst aiming correctly at the target would be a superhuman feat, thankfully Shepard fits the bill quite well I think.

Orion1836 wrote...

Ricochet - Enables charge to bounce off of one target and hit a second target nearby when fully leveled.

Pull-and-Throw - Adepts can lift human-sized enemies and throw them at other enemies, or off of ledges. Must have both pull and throw powers. Ability uses both timers.


Biotic pinball? Haha that does sound pretty cool.

A friend of mine suggested that when Charge is sufficiently leveled and evolved that because is Shepard is using biotic energy to charge himself/herself that they should be able to damage the enemies' armor and barriers a lot similar to the function of Warp and using this on a singular enemy could damage them as well as render them defenceless and helpless ripe for shotgun range too.

Pity I couldn't get him to post his other ideas on here...oh well some people have lives to live lol.

:lol:

#430
Waltzingbear

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Orion1836 wrote...

I didn't much like the idea that weapons in ME3 weren't going to be restricted by class. That was one of the things that made the classes special to me. To encourage players to "stay" with the weapons normally associated with their class, I thought of the following bonuses:

Keep time dilation for infiltrators using sniper rifles (and make it class specific). Allow infiltrators to reload a single-shot rifle without popping out of the scope view.

Give soldiers added damage with assault rifles and give them a brief time dilation when they right-click aim.

Give vanguards increased range with shotguns and grant a bonus to melee attacks when performed with a shotgun.

May I ask what's the purpose in there? Is there an incentive to keep players loyal to only a single form of play-style or weapon? Are you exploiting the system when straying from the obvious path of how the class plays, and is it really that obvious?.

classes are special even without weapon restrictions; they play differently and have different abilities although a lot of them overlap. Even if every class can use a shotgun in the same manner, and that is: get close and blow a bloke's face, they all achieve it by different and interesting techniques.

A lot of what makes ME2 so enjoyable is all of the different ways you can build a class, and besides, I say again, what makes it so obvious that each class was designed to use a specific weapon?

The only class that has a specific weapon perk is the Infiltrator, but that doesn't mean that if you don't snipe you're doing it wrong. I find using Shotguns on an Infiltrator much more satisfying and i actually wish that  there was a mechanism in place to support that play-style, like making the cloak's cooldown recharge faster after finishing an enemy while Cloaked.

What makes the Soldier's ideal weapon to be the Assault Rifle? the fact that it is the only class with it as base weapons? well, unlike say a Vanguard, so are shotguns and sniper rifles- both of which are solid approaches for the Soldier, and I'd argue that besides the Revenant (and Mattock although for different reasons ) Soldier with an Assault Rifle as a main weapon is plain boring.

I for one would actually love to see more weapon freedom with classes.


As for your other ideas... oh boy... I'll just....:whistle:

Modifié par Waltzingbear, 22 mai 2011 - 11:20 .


#431
dreman9999

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I have some major suggestions for the Adept class. Now there 2 camps with Adept users...ones that like the old style and ones that likes the new style. Now while the old style has it's merrits, you never finished you enemies with you biotics in ME1. And while the new style attack is way more effective, you still have to take off the sheild first to fully use it. And easy salution would to combine the two styles...and no I don't mean defence bipassing power, that sould stay.

What I mean is to return some of the cores of powers in ME1 to ME2 so that you can countiou to attak while not attacking and totally control the battle with power alown... Exaple, Warp in ME1 was a power that damaged eneimies over time like a posion attack, will Warp in ME2 is like a strong fire ball attaks the gets boost if the target is laced with a mass effect feild. I say combion the two styles, one for bastions and one for Nemisis. What this would mean is warp if use will hit the enemies with a strong attack and stay on for a several second as a contioued attack. The player as they level up will decied if they want to make the inpact stronger for warp or for warp to stay an longerand do mor damage over time, making thepower more useful to bastion players and not a nemisis centric power.

I would call this the lace effect, an enemie would get hit with a mass effect feild and that feild would effect them over time. This would mean a target would be hit with a power like pull, though the defences the target has will stop it from being pulled, the target still has the feild on them. You can them shot the shields off the target and if the field is still in effect, the target is pulled. It could go in to directions, stong pull and area pull, strong pull will stay laced on enemies longer, while area pull if triggered pulls not only the eneimy that's laced ,it also pulls any other enenime in the area. The lace effect also can be ignited by warp but is no where as powerful as a warp expotion on a ragdolled target.
The idea is basicly this, if people are complaining that It's too much to take of the defence off enemies to use their powers, give them better tool to help them take off the defence of enemies with their powers.

#432
Onpoint17

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Character class Upgrades for ME3

I know there was been a lot of talk on these forums about breaking the game and making classes
over-powered, but these upgrades are taking into account the multiple evolution of powers that will be in ME3 and the hope that the enemies in the game will also be upgraded—tougher, stronger and more cunning. These classes are not intended to be used in the ME2 universe because in that context they would be
over-powered.


VANGUARD

I see the Vanguard as a
class who can manipulate Biotic fields in unique and unconventional ways.  Perhaps with the use of a new L6 implant the
Vanguard can now combine warp with his/her own unique charge abilities.

UNSTABLE SHOCKWAVE

Shockwave can evolve to its
unstable form where combined with warp can now take down barriers and shields
in addition to the normal damage and stagger that shockwave causes.

UNSTABLE CHARGE

Again combined with warp,
Charge evolves so that the Vanguard can now pass thru organic and synthetic
beings causing molecular instability (damage) to the enemy.  Unstable charge could be used to take down
barriers and shields.  If the enemy
becomes unshielded and their health is low enough, an unstable charge would
cause the enemy to lose complete molecular cohesion and dissipate much like the
Praetorian when it’s destroyed.  When the
Vanguard initiates the unstable charge they abruptly halt just a few feet away
from the target after passing through them. Then a brief time dilation effect
could occur allowing the Vanguard to fire weapons, melee or take cover.  No shield boost is given after the charge is
completed.

BIOTIC STRIKE

We’ve seen Jack do it in a cut scene in ME2 which was powerful enough to take down 3 Ymir mechs. Let our
Vanguard be able to focus a biotic field around their fists which can cause formidable melee damage. Perhaps even to the point of going toe to toe against a Ymir mech or the equivalent in ME3.


SENTINEL
 
Has a unique blend of biotic and tech powers.  Evolving them to their ultimate expressions I’d like to see the following added to the Sentinel’s arsenal: 

CRYO SHOCKWAVE

The Sentinel already has Cryo blast.  Combine that with a new Shockwave talent and they can dish out damage the same as the Scions.  In fact, I’d like to see the Scions get a taste of their own medicine.

DEFLECTION/ HEAVY DEFLECTION

The Sentinel can evolve the
Tech Armor to deflect enemy attacks but at the risk of the dropping the armor’s
shielding and doubling the normal cool down. At an even further evolution the
tech armor can deflect the attack directly back at the enemy and doubling the
damage.  Deflection should only work at a
pre-determined distance. If the enemy is too close he/she risks inflicting
damage on themselves.  If too far the
deflected attack would not make contact with the enemy. The Sentinel can only
use this ability out of cover and each time it is used, they are left
unshielded and vulnerable.


ADEPT

The Adept is the Biotic bad**** of all the classes.  Here are a few expansions of their biotic abilities.

KINETIC BARRIER

Give the Adept the ability
to cast kinetic barriers that not only can protect themselves, but members of their squad. We’ve seen Liara do it in a cut scene during the Shadow Broker mission.  Shepard’s biotic talents could evolve to do the same thing.  Evolved, the Adept could possibly cast a kinetic barrier around an enemy and crush
them.  Of course the enemy may be able to shatter the barrier before being crushed or damaged. Also the barrier may dissipate before significant damage is done.

RADIAL SHOCKWAVE/ HEAVY RADIAL SHOCKWAVE

The Adept’s shockwave ability evolves so that Shockwave no longer has to be cast in one direction.  It can now radiate outward in all directions damaging enemies within a pre-determined circumference.  A good ability to have when one is being swarmed by husks and other enemies.  The higher the evolution, the larger the radius and damage of the shockwave. A ploy that the Adept could use is leave cover surrounded by a kinetic barrier and
draw enemies to advance towards them.  When surrounded, use radial shockwave to stun and devastate their ranks.

GRAB or perhaps an evolution of PULL or THROW

We’ve seen Samara do it in a cut scene when she’s first introduced in ME2.  Grab an enemy in a biotic field and hurl them through the air.  Evolved, the Biotic grab could be used to hurl enemies into each other, walls and other objects, to stun or disable them.  Depending on their health, they can be destroyed by the powerful collision. 
The power could further evolve to AREA GRAB where multiple enemies are smashed forcefully into each other or other objects.  Grab could also be used to forcefully hurl an enemy off the edge of an elevated platform. 
This ability would also make for a great set up for the warp bomb.

LEVITATION

We’ve seen Samara and Liara do it.  Let our Shepard be able to lower themselves from high distances to different levels in the game by enveloping themselves in a biotic field. I heard there are ladders in ME3.  This ability would enable the Adept to not have to use them.


ENGINEER

I feel that the Engineer needs more tech and gadgets at his/her disposal and evolve the existing ones. I see the Engineer using multiple drones at differing times depending on the need and strategic advantage.  The Engineer
would have to choose the drones wisely and not be able to cast them as quickly as ME2.  The Engineer also cannot cast multiple drones of differing types at the same time.

COMBAT BLAST DRONES

Instead of annoying with electricity and distracting enemies, let the drone be able to initiate on command a blast wave that can cause either considerable damage or EMP that disables weapons and other tech.  

COMBAT MINE DRONES

Another evolution would be to have the drone capable of laying mines on the battle field which can be
triggered on the Engineer’s command.  The drones could also be programmed to lay proximity mines.

COMBAT TARGET DRONES

The drone would seek out a specified target and when the target is acquired the Engineer would activate
its homing signal which would cause all squad mates to target that particular enemy and lay into them with weapons (if powers are in cool down) or with powers if they’re available.

COMBAT SHIELD DRONES

A portable version of the multi-core shield that Tali designed to protect the Normandy. Can be deployed
to shield the Engineer and/or squad mates from enemy attack allowing powers to cool down.

DECRYPTION (Passive Ability)

Add this ability to the Engineer’s Tech Mastery passive talent. The Engineer should not have to fumble
with locks and mini-games like the other classes. At the most evolved level the Engineer should simply be able to wave their omni-tool to unlock a door, safe, or container.  At lower levels there would be fewer ciphers or code fragments for the Engineer to match than any of the other classes.

OMNI-TOOL  HEAVY AI HACKING

Incorporate SABOTAGE from ME1. Evolve ai hacking so that a self-destruct mechanism can be triggered on command in unshielded mechs.  The sabotage aspect could also be used on other forms of tech and weapons causing them to explode or become disabled.

OMNI-TOOL PLASMA BLAST/ HEAVY-AREA PLASMA BLAST (BURST)

Replace incineration with a more tech-like ability and cool plasmoid visual effects.  Plasma blasts from the omni-tool could have the same effect as incineration in its super-heated form.   It makes the Engineer seem less like a mage or elemental with this change in ability descriptor.

OMNI-TOOL GRAVITY WAVE / HEAVY-AREA GRAVITY WAVE

The omni-tool can now cast a mass-inducing wave which increases the mass of organic and synthetic
enemies.  This could replace cryo blast which is also an elemental or mage-like ability. The gravity wave would create a time-dilation effect where the affected target(s) is slowed down by their increased  mass.  At evolved levels the target will stop moving altogether and can be crippled under its own weight.


SOLDIER

Just a few changes for this class. 

GRENADES

Change the grenades so
they’re part of the soldier’s weapons load-out rather than a power.  The grenades should also be mod-able to CRYO, INCENDIARY and FLASH BANG.

OVERKILL

I liked this feature in ME1.  This could replace concussive shot or in addition to it where the soldier can launch a powerful devastating blast from the weapon of their choice.


INFILTRATOR

Although the Infiltrator’s most powerful attack is the sniper rifle at long range, I’d like to upgrade the character for more CQC. I think stealth and deception should be the hallmark of the Infiltrator. Assuming we’re going up against even tougher enemies in ME3, here are some of my suggestions.

SHIELD-BARRIER DISRUPTOR GRENADES (which gradually bring down shields and barriers) can evolve to drop shields and barriers more rapidly. They can be thrown from a limited distance and attach to a target or placed directly on a target while cloaked. The grenades could start off only affecting shields then
evolve to take down barriers.

AFTER-IMAGE. I really like the hologram idea. I see it as the extension of the tactical cloak since the technology seems to suggest that the cloak bends light. I use the term AFTER-IMAGE where the Infiltrator can leave behind a image of himself firing at the enemy from cover while he/she cloaks and moves to a different position. This would of course require the cloak to evolve so that it lasts much longer. This ability would function like the Engineer's combat drones but is stationary and only has the ability to distract. The ammo fired from the decoy-Infiltrator would be entirely holographic and cause no damage.

PARALYTIC PROBES. We now have Collector technology (seeker swarms) from EDI data mining the Collect ship (or in some cases saving the Collector base). These re-purposed armor-piercing probes can either be fired from a gun or omni-tool that paralyze organic victims much like cryo freeze or stasis for a limited time. The probes should evolve to also effect synthetics. The probes would not be effective on enemies with shields or barriers.

SILENCER PISTOL. The Infiltrator really needs to have a signature weapon. What good is sneaking around and cloaking only to alert everyone to your location with the ear-splitting discharge of a gun being fired? This pistol
could also contain the paralytic probes and have a dual fire mode that damages as well.

PROXIMITY MINES. While cloaked the Infiltrator should be able to plant explosive mines. These mines should be able to adhere to walls as well. Again a longer cloak duration would be necessary.

USE TECH/BIOTIC POWERS WHILE CLOAKED. I'd like to see the cloak evolve so that Incinerate could be used at the same time. I'd also be in favor of switching out Incinerate for Cryo Blast or the ability to have both. Incinerating people just doesn't seem like the stealthy thing to do.

PHASIC (UNSTABLE) CLOAK. Another evolution of the cloaking ability. Instead of giving Infiltrator any sort of extra shielding give him/her the ability to cloak in a way that some enemy fire would pass harmlessly through him/her.  The Infiltrator will be visible using this form of cloak and it can only be used for defensive purposes. The Infiltrator will not be able to fire a weapon or use a tech power for the duration of phasic cloaking since he/she will be temporarily out of phase with our universe. This ability will not allow the Infiltrator to walk through walls, crates, energy barriers or doors. It is a very localized and limited effect as a defense against enemy fire. This ability would be vulnerable to warp and overload which would abruptly disengage the cloak as well as damage the Infiltrator's health. The ability could evolve into the METAPHASIC CLOAK which would allow the Infiltrator partially phase back into our reality and interact with objects. Specifically being able to grab an enemy from behind and initiate MOLECULAR DISRUPTION but putting a partially phased hand into an enemy. This ability would allow the Infiltrator to regen health and shields while causing damage to the enemy.

NECK SNAP/SHADOW STRIKE. I really like the idea of giving the Infiltrator signature melee animations. Sneaking up from being while cloaked and delivering specialized finishing melee attacks would be great.




 

 

Modifié par Onpoint17, 23 mai 2011 - 11:49 .


#433
dbndzb

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Onpoint17 wrote...

...


I gotta say, these all sound great. I like the idea of vastly improved powers, following along the line of improved enemy awareness/ability. I especially like the engineer's shield drone, I think that would allow an impressive advantage, and so many other enemies use physical shields, we should be able to also.

I also agree that it would be nice to see an improved affinity for CQC. Here's hoping.

#434
F00lishG

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My two cents are as follow-

If every class is going to start using any weapon then some limitations would have to be imposed. Solders, Infiltrators, and Vanguards have been trained as military solders. Sentinels, Engineers, and Adepts have not as much. The former's main abilities are their weapons. The latters main abilities are their powers.

If a Sentinel, Engineer, or Adept picks up something other than a Heavy Pistol or SMG, their limitations should be
-lower mobility and storm speed, since Shotguns, Sniper Rifles and especially Assault Rifles are heavy as hell.
-Lower Ammo capacity, since extra ammo would make them even more heavy
-Slower reload times since their training in the weapons are lower compared to the other three
-Slower switch time when going to those weapons because of lower training
-Poor control. Remember using a Sniper Rifle in ME1? An Adept, Sentinel, and Engineer using an SR should be like that. The blast of the Shotgun would be stronger than if used by a Solder, Vanguard or Infiltrator, but only because of a lack of control. The recoil of the blast would take precious seconds while your character is trying to aim again. And using the Assault Rifle would be like using the world's worst SMG. Bullets everywhere after a couple of shots.

Now my favorite class is the Engineer and I love to go TF2 style with Heavy Pistol/Shotgun, and I'd be fine with these limitations. After all the Engineer(along with the Adept and Sentinel) have stronger and better powers to compensate.

Modifié par F00lishG, 26 mai 2011 - 10:04 .


#435
MetallicaRulez0

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My only real suggestion, which I'm sure has popped up several dozen times in this lengthy thread already, is that biotic powers NEED to pass through at the very least Armor, if not pass through Shields and Barriers as well. As we saw in ME2, making biotics only affect naked enemies turned the game into Warp/Overload spam, and nothing more. That's pretty damn boring if you ask me.

The only thing that made biotics overpowered in ME1 was the biotic powers themselves. Singularity with it's HUGE area, and Lift with it's long duration. I honestly don't think Adepts, Sentinels, or Vanguards would be overpowered if they could Pull or Throw someone who had Shields or Armor.

Modifié par MetallicaRulez0, 30 mai 2011 - 12:35 .