Discussion and suggestions for classes and abilities in ME3
#51
Posté 13 avril 2011 - 02:20
Now this is not that bad if all 6 classes are designed equally but I doubt this very much and stuff like Engineers and Adepts being just as capable with weapons than the combat classes mean there's going to be a lot of blurring of the lines between each of the classes. So I'm hoping that the mod system and the new weapons balance things out for the 'casters' and the others still get perks which allow for the 'elite' weapons.
#52
Posté 13 avril 2011 - 02:23
Sparroww wrote...
I think as far as the weapon slots go the Vanguard and Infiltrator have 3 and given that any class wield any weapon at the beginning of the game you could potentially have builds for each that don't feature snipers or shotguns.
Now this is not that bad if all 6 classes are designed equally but I doubt this very much and stuff like Engineers and Adepts being just as capable with weapons than the combat classes mean there's going to be a lot of blurring of the lines between each of the classes. So I'm hoping that the mod system and the new weapons balance things out for the 'casters' and the others still get perks which allow for the 'elite' weapons.
Agreed. The more different classes are, the better IMHO.
#53
Posté 13 avril 2011 - 04:40
Kronner wrote...
m14567 wrote...
Ok, well I'd imagine playing ME 2 with an Adept, Engineer or Sentinel running around with the revenant and widow.
I agree. There'd be no point in playing Soldier if a player could have Revenant and Widow as a Sentinel.
Are you guys serious when saying the only reason you play Vanguard is because you get the Claymore? You would play Sentinel all the time if they too could use the Claymore? Why are you even playing Vanguard? Soldiers can use Claymore and all the other weapons too.
I play Vanguard because of Charge - and use shotguns (preferably the Claymore) because they mesh so well with the Vanguard's abilities (Charge and Inferno Ammo).
The Rev sucks without ARush - it's way too inaccurate and you need to get close to make it worthwhile. Both the Mattock and Vindicator suit the Adept, Engineer (and all the others) much better.
jbblue05 wrote...
Their would be no point in playing any other classes.
Having access to biotic andd tech powers and being able to tank is a bit overpowered but having the firepower of a Soldier will be game breakingly overpowered
Sentinels are no tanks - TA has to go, it's the worst power in ME2. Sentinels ought to be supporters, not tanks.
Soldier's ARush will double - triple weapon damage, Sentinels will never be as good with weapons as a Soldier. Besides, it's TA what makes Sentinels OP (not weapons - try playing a Sentinel with the Claymore, Widow and Rev but without TA and see how 'strong' they really are.)
Kronner wrote...
Sparroww wrote...
I think as far as the weapon slots go the Vanguard and Infiltrator have 3 and given that any class wield any weapon at the beginning of the game you could potentially have builds for each that don't feature snipers or shotguns.
Now this is not that bad if all 6 classes are designed equally but I doubt this very much and stuff like Engineers and Adepts being just as capable with weapons than the combat classes mean there's going to be a lot of blurring of the lines between each of the classes. So I'm hoping that the mod system and the new weapons balance things out for the 'casters' and the others still get perks which allow for the 'elite' weapons.
Agreed. The more different classes are, the better IMHO.
I don't get this one. Shepard is a soldier, not a mage or a healer or whatever. Soldiers, (I hope), know something about guns. Why should classes who have biotic and/or tech abilities to assist in battle be banned to use weapons?
In ME2 all the combat classes have an uber-power (which they can max before the game even starts) AND powerful weaponry. Adepts start with crappy powers and junk. If you mean "different classes" equals strong versus weak classes you've a point.
Mass Effect is about shooting and using powers (not one or the other); powers define classes (not weapons). There is no difference between the Soldier's boost in weapon damage and the Adept's ability to CC; both abilities will enhance combat performance in a completely different way > that should be the reason to play each class.
#54
Posté 13 avril 2011 - 04:44
jbblue05 wrote...
Kronner wrote...
m14567 wrote...
Ok, well I'd imagine playing ME 2 with an Adept, Engineer or Sentinel running around with the revenant and widow.
I agree. There'd be no point in playing Soldier if a player could have Revenant and Widow as a Sentinel.
Their would be no point in playing any other classes.
Having access to biotic andd tech powers and being able to tank is a bit overpowered but having the firepower of a Soldier will be game breakingly overpowered
The sentinel pretty much does now. Not the widow which is about the only weapon upgrade that is an actual upgrade. The rev and claymnore are different not better weapons. As soon as you get to the ship the sentinel can pack an assault rifle in ME2 and it doesn;t break the game any more than tech armor already does. The soldier stil is the master of weapons with his absurdly powerful AR talent, charge's instant melee distance ability still makes the vanguard the best shotty weilder, time dilation while invisible and not taking fire still makes the infiltrator the best sniper. You could give a soldier every biotic power an adept has, but as long as he had AR, he'd probably be most effective in most fights just spamming AR and leaving the biotic stuff up to teammates. The combat classes didn't get the short end of the stick power wise in ME2, unless they do in ME3 there is no reason why the power classes should get the short end of the stick with weapons in ME3. It isn't game breaking or anything, you can still smote things as an adept with limited weapons. Your load out covers what you need, additional weapons or the lack there of wont upset the balance much. But that doesn't mean it is the right choice.
#55
Posté 13 avril 2011 - 04:52
Bozorgmehr wrote...
Are you guys serious when saying the only reason you play Vanguard is because you get the Claymore? You would play Sentinel all the time if they too could use the Claymore? Why are you even playing Vanguard? Soldiers can use Claymore and all the other weapons too.
I play Vanguard because of Charge - and use shotguns (preferably the Claymore) because they mesh so well with the Vanguard's abilities (Charge and Inferno Ammo).
The Rev sucks without ARush - it's way too inaccurate and you need to get close to make it worthwhile. Both the Mattock and Vindicator suit the Adept, Engineer (and all the others) much better.
It certainly is nice bonus. It makes the class unique for me. Vanguard is already very similar to Sentinel in ME2.
Do you really want all classes to be the same, except for their signature power? It is already beyond ridiculous that any class can take any bonus power. Add the same weapon training to everyone and what do you get?
Vanguard is Adept without Singularity and Throw?
Ad Rev:
Engineer with Revenant would be ridiculous, it simply does not fit IMHO.
Bozorgmehr wrote...
I don't get this one. Shepard is a soldier, not a mage or a healer or whatever. Soldiers, (I hope), know something about guns. Why should classes who have biotic and/or tech abilities to assist in battle be banned to use weapons?
In ME2 all the combat classes have an uber-power (which they can max before the game even starts) AND powerful weaponry. Adepts start with crappy powers and junk. If you mean "different classes" equals strong versus weak classes you've a point.
Mass Effect is about shooting and using powers (not one or the other); powers define classes (not weapons). There is no difference between the Soldier's boost in weapon damage and the Adept's ability to CC; both abilities will enhance combat performance in a completely different way > that should be the reason to play each class.
I agree that Shep is a soldier and should be able to use any weapon, but I think every class should have some special bonus, be it weapon, passive skill or a power. I don't see why an Adept would carry Anti-Material Rifle. That is simply ridiculous, in my opinion anyway.
I'd make the advanced (or whatever you want to call it) weapons exclusive to the combat oriented classes. In ME2 the system is flawed, because the caster classes are stuck with SMG and Pistol until DCS.
Modifié par Kronner, 13 avril 2011 - 04:56 .
#56
Posté 13 avril 2011 - 05:07
Kronner wrote...
I agree that Shep is a soldier and should be able to use any weapon, but I think every class should have some special bonus, be it weapon, passive skill or a power. I don't see why an Adept would carry Anti-Material Rifle. That is simply ridiculous, in my opinion anyway.
I'd make the advanced (or whatever you want to call it) weapons exclusive to the combat oriented classes. In ME2 the system is flawed, because the caster classes are stuck with SMG and Pistol until DCS.
While I agree in theory, unless they actually come up with something special for the powers based classes it just is shorting them of somethng special. I am not even sure I buy into the adept getting fewer weapons to carry. I get that the soldier is more gun focussed since his power revolves aorund improving his gun use,but the adept isn't really more powerful in the power department because AR was just that good. So unless they make the adept, engineer etc obviosuly and plainly more powerful with powers their weapon selection should not be limited in what and how many they can carry. Now I'd prefer it so that adepts carried only 2 guns because their powers were just that bad assed, I just don't really expect it. Then again with all the ****ing about how underpowered the adept was in ME2 justified or not(i think not) maybe they wilkl overeact and make the adpet brokenly powerful.
#57
Posté 13 avril 2011 - 05:37
Kronner wrote...
It certainly is nice bonus. It makes the class unique for me. Vanguard is already very similar to Sentinel in ME2.
Do you really want all classes to be the same, except for their signature power? It is already beyond ridiculous that any class can take any bonus power. Add the same weapon training to everyone and what do you get?
Vanguard is Adept without Singularity and Throw?
I don't think Sentinel and Vanguard have that much in common - besides the shield regen that comes with their unique powers. But I totally agree every class must be unique in their own way. I, however, don't see why equipment should be it. That's poor design regardless how one looks at it.
I agree that Shep is a soldier and should be able to use any weapon, but I think every class should have some special bonus, be it weapon, passive skill or a power. I don't see why an Adept would carry Anti-Material Rifle. That is simply ridiculous, in my opinion anyway.
I'd make the advanced (or whatever you want to call it) weapons exclusive to the combat oriented classes. In ME2 the system is flawed, because the caster classes are stuck with SMG and Pistol until DCS.
I think it's ridiculous that one can use all sniper rifles, but somehow doesn't understand how pulling a damn trigger works with the next one
Ad Rev:
Engineer with Revenant would be ridiculous, it simply does not fit IMHO.
Never tried that combo, sounds pretty cool though. Oh, and I think it fits the Engie quite well. I always viewed that class to be quasi scientists - it makes sense that they experiment with some over-the-top weapon systems occasionally.
#58
Posté 13 avril 2011 - 05:46
Bozorgmehr wrote...
I don't think Sentinel and Vanguard have that much in common - besides the shield regen that comes with their unique powers. But I totally agree every class must be unique in their own way. I, however, don't see why equipment should be it. That's poor design regardless how one looks at it.
I think Sentinel is actually a Vanguard without Charge; Sentinel can certainly BE that if the player wants it that way.
Exclusive equipment can actually be a part of a very good design imho..
I think it's ridiculous that one can use all sniper rifles, but somehow doesn't understand how pulling a damn trigger works with the next one
.
Well, some weapons are certainly more difficult to handle, you won't see a tech specialist running with a heavy machine gun around the battlefield..
Would it really be bad if Soldier was the true master of all weapons (kinda like SAS or American equivalent), Infiltrator was the Sniper specialist and Vanguard could handle any shotgun (yes even the one for krogans lol)?
Adepts could get improved power (e.g. Singularity) instead, Engie can get a better Drone and Sentinel, a support class, gets some kind of squad defense buff?
I agree that all classes should be able to effectively use any standard weapons, but not all soldiers, even elite soldiers, can handle all weapons, that is actually pretty sound logic imho..There are lots of things Bioware can do to give the combat classes something extra when they use weapons - and that would be great - but to limit what Shep can use is lame (even worse than ammo powers imo) .
Never tried that combo, sounds pretty cool though. Oh, and I think it fits the Engie quite well. I always viewed that class to be quasi scientists - it makes sense that they experiment with some over-the-top weapon systems occasionally.
haha, well over-the-top tech weapon..why not..but a Rambo-like LMG? Kinda funny and sad at the same time
Modifié par Kronner, 13 avril 2011 - 05:47 .
#59
Posté 13 avril 2011 - 06:34
Kronner wrote...
No, in ME1 you could use anything, but Shepard couldn't hit anything unless (s)he had the training. I think in ME3 Shep will be good with any weapon, but certain classes might get some minor bonuses, or a bonus weapon, passive bonus, power..something like that. I'd expect that from ME3.
I've been mulling over possibilities on how the three Combat classes can be made a bit more unique with weapons.
Building from your idea of minor bonuses, I was thinking about how minor weapons handling tweaks could be implemented.
So having all weapons available (maybe save the Claymore, Revvy and Widow), the three combat classes could have minor buffs with weapons, where spread and muzzle climb is reduced for them; while the spread and muzzle climb is more pronounced for the Adept, Sentinel and Engineer.
So a specific example, with the Tempest or Shuriken, a Soldier would be able to fire the weapons like the Geth Pulse Rifle, but an Engineer would still have to manage the same kind of muzzle climb as we did in ME2.
#60
Posté 13 avril 2011 - 06:36
Praetor Shepard wrote...
I've been mulling over possibilities on how the three Combat classes can be made a bit more unique with weapons.
Building from your idea of minor bonuses, I was thinking about how minor weapons handling tweaks could be implemented.
So having all weapons available (maybe save the Claymore, Revvy and Widow), the three combat classes could have minor buffs with weapons, where spread and muzzle climb is reduced for them; while the spread and muzzle climb is more pronounced for the Adept, Sentinel and Engineer.
So a specific example, with the Tempest or Shuriken, a Soldier would be able to fire the weapons like the Geth Pulse Rifle, but an Engineer would still have to manage the same kind of muzzle climb as we did in ME2.
Yeah, something like that works too, but on the other hand, N7 training ought to make Shepard master with any standard weapons..
#61
Posté 13 avril 2011 - 06:42
Kronner wrote...
Yeah, something like that works too, but on the other hand, N7 training ought to make Shepard master with any standard weapons..
Right, that's why I thought something minor like that, with weapons having different kicks based on the different training specializations.
What I was picturing, is how Shepard's body is different based on the class, in particular with the muscle differences shown in the Lazarus sequence. I sorta figured that's why only the Soldier, Vanguard and Infiltrator are able to hand the Revvy, Claymore and Widow.
#62
Posté 13 avril 2011 - 06:55
Kronner wrote...
I think Sentinel is actually a Vanguard without Charge; Sentinel can certainly BE that if the player wants it that way.
Exclusive equipment can actually be a part of a very good design imho..
I did like ME1's armor system. It makes sense that combat classes benefit more from using heavy armor, but it has not got to be exclusive per se. A simple system that would reduce biotic/tech powers by wearing heavy armor (kinda like how it works when mages wear plate armor in most fantasy rpgs) would suffice - I don't think many player would consider wearing stuff that makes them less effective at what they do best (light armor should work the other way around - less protection but increase in powers).
You could also give Vanguards a power, buff (or armor) which boosts their weapon damage at the cost of becoming more vulnerable to damage, for example - they can go completely berserk but without much room for error
Well, some weapons are certainly more difficult to handle, you won't see a tech specialist running with a heavy machine gun around the battlefield..
Would it really be bad if Soldier was the true master of all weapons (kinda like SAS or American equivalent), Infiltrator was the Sniper specialist and Vanguard could handle any shotgun (yes even the one for krogans lol)?
Adepts could get improved power (e.g. Singularity) instead, Engie can get a better Drone and Sentinel, a support class, gets some kind of squad defense buff?
There's a difference between being a master or a normal user of a particular weapon. Any soldier can shoot a SR - that's easy - but there are few who can hit targets far away, the true marksman/sharpshooters. They are special not because they can fire a gun, but because they have the skills needed to use their guns at max effect. That's how Infiltrators and Soldiers should be superior when they use SR - not because they get to use the only good one (which is unrelated to skill).
I agree that all classes should be able to effectively use any standard weapons, but not all soldiers, even elite soldiers, can handle all weapons, that is actually pretty sound logic imho..
Yeah, but combat classes can carry more weapons in ME3 which makes sense. It's also quite easy to give them bonuses to stuff like ammo (pickups). An Engineer carrying the Widow might look cool, but it - if the Engie can only use it sporadicly because of ammo issues - would not make Engineers sniper specialist.
There are many other, better and more creative ways to give each class its own flavor. Things should never be easy, every choice should have pros and cons (Widow is a bad example because it's the best SR, it has no real cons). I think the Claymore is a great example, it requires a specific playstyle to be effective and that playstyle doesn't fit most of the other classes well. So although they have the option to use the Claymore, I don't think many will do so because there are other alternatives which suit their tactics better - but one can still try and have fun with awesome weapon.
#63
Posté 13 avril 2011 - 07:08
Bozorgmehr wrote...
I did like ME1's armor system. It makes sense that combat classes benefit more from using heavy armor, but it has not got to be exclusive per se. A simple system that would reduce biotic/tech powers by wearing heavy armor (kinda like how it works when mages wear plate armor in most fantasy rpgs) would suffice - I don't think many player would consider wearing stuff that makes them less effective at what they do best (light armor should work the other way around - less protection but increase in powers).
That was kinda funny imho, Shepard is physically fit/cybernetically enhanced, there is no reason not to wear heavy armor. Also, there is no reason for light armor to somehow improve cooldowns or power damage..
Bozorgmehr wrote...
You could also give Vanguards a power, buff (or armor) which boosts their weapon damage at the cost of becoming more vulnerable to damage, for example - they can go completely berserk but without much room for error
Sounds pretty cool
There's a difference between being a master or a normal user of a particular weapon. Any soldier can shoot a SR - that's easy - but there are few who can hit targets far away, the true marksman/sharpshooters. They are special not because they can fire a gun, but because they have the skills needed to use their guns at max effect. That's how Infiltrators and Soldiers should be superior when they use SR - not because they get to use the only good one (which is unrelated to skill).
Yeah, but combat classes can carry more weapons in ME3 which makes sense. It's also quite easy to give them bonuses to stuff like ammo (pickups). An Engineer carrying the Widow might look cool, but it - if the Engie can only use it sporadicly because of ammo issues - would not make Engineers sniper specialist.
There are many other, better and more creative ways to give each class its own flavor. Things should never be easy, every choice should have pros and cons (Widow is a bad example because it's the best SR, it has no real cons). I think the Claymore is a great example, it requires a specific playstyle to be effective and that playstyle doesn't fit most of the other classes well. So although they have the option to use the Claymore, I don't think many will do so because there are other alternatives which suit their tactics better - but one can still try and have fun with awesome weapon.
IMHO It should be a mix, Soldier should be better at using a standard Sniper Rifle AND should be able to use special weapons such as the Widow, which obviously takes time and extra skill to handle, not to mention master..
Modifié par Kronner, 13 avril 2011 - 07:09 .
#64
Posté 13 avril 2011 - 07:22
Kronner wrote...
That was kinda funny imho, Shepard is physically fit/cybernetically enhanced, there is no reason not to wear heavy armor. Also, there is no reason for light armor to somehow improve cooldowns or power damage..
Well, technically this isn't my idea
Seriously though, I do hope they do something like this with armor. The clothes Shep wears in ME2 have no purpose whatsoever. Having the option between armor that provides extra protection (but penalties in other areas - like reduced movement- / stormspeed / vulnerable to enemy special attacks etc) or boosting powers (again with penalties) would be nice.
#65
Posté 13 avril 2011 - 07:32
#66
Posté 13 avril 2011 - 07:40
#67
Posté 13 avril 2011 - 08:01
Engineers/Sentinels should get Neural Shock by default. I'd prefer that over Cryo Blast even though CB works on synthetics too. It's what made the Sentinel class for me in ME1. I used it for dropping Krogan.
@ Boz. I agree that TA is overpowered but getting rid of it all together is radical. IMHO Power Armor is not OPd it's AA that is. If the devs make TA a Power Buff and not a tanking ability I'd welcome that idea. Not to mention that TA is also broken because of the squaddie cooldown glitch.
Modifié par naledgeborn, 13 avril 2011 - 08:01 .
#68
Posté 13 avril 2011 - 08:22
Modifié par Maze of Torment, 13 avril 2011 - 08:23 .
#69
Posté 13 avril 2011 - 08:56
Ahglock wrote...
The sentinel pretty much does now. Not the widow which is about the only weapon upgrade that is an actual upgrade. The rev and claymnore are different not better weapons. As soon as you get to the ship the sentinel can pack an assault rifle in ME2 and it doesn;t break the game any more than tech armor already does. The soldier stil is the master of weapons with his absurdly powerful AR talent, charge's instant melee distance ability still makes the vanguard the best shotty weilder, time dilation while invisible and not taking fire still makes the infiltrator the best sniper. You could give a soldier every biotic power an adept has, but as long as he had AR, he'd probably be most effective in most fights just spamming AR and leaving the biotic stuff up to teammates. The combat classes didn't get the short end of the stick power wise in ME2, unless they do in ME3 there is no reason why the power classes should get the short end of the stick with weapons in ME3. It isn't game breaking or anything, you can still smote things as an adept with limited weapons. Your load out covers what you need, additional weapons or the lack there of wont upset the balance much. But that doesn't mean it is the right choice.
Ahglock wrote...
While I agree in theory, unless they actually
come up with something special for the powers based classes it just is
shorting them of somethng special. I am not even sure I buy into the
adept getting fewer weapons to carry. I get that the soldier is more
gun focussed since his power revolves aorund improving his gun use,but
the adept isn't really more powerful in the power department because AR
was just that good. So unless they make the adept, engineer etc
obviosuly and plainly more powerful with powers their weapon selection
should not be limited in what and how many they can carry. Now I'd
prefer it so that adepts carried only 2 guns because their powers were
just that bad assed, I just don't really expect it. Then again with all
the ****ing about how underpowered the adept was in ME2 justified or
not(i think not) maybe they wilkl overeact and make the adpet brokenly
powerful.
Good points, but I still think some class-exclusive stuff (does not have to be a weapon) would be pretty cool
Maze of Torment wrote...
@Kronner, I think Sentinels in
ME2 is almost a copy of Wrex's Krogan Battlemaster class when evolved
with AA+shotgun training, and that's a good thing.
Yeah, I quite enjoy AA Sentinel, but it is very similar to the Vanguard class, in a sense.
#70
Posté 13 avril 2011 - 09:17
#71
Posté 13 avril 2011 - 09:34
Kronner wrote...
Bozorgmehr wrote...
I did like ME1's armor system. It makes sense that combat classes benefit more from using heavy armor, but it has not got to be exclusive per se. A simple system that would reduce biotic/tech powers by wearing heavy armor (kinda like how it works when mages wear plate armor in most fantasy rpgs) would suffice - I don't think many player would consider wearing stuff that makes them less effective at what they do best (light armor should work the other way around - less protection but increase in powers).
That was kinda funny imho, Shepard is physically fit/cybernetically enhanced, there is no reason not to wear heavy armor. Also, there is no reason for light armor to somehow improve cooldowns or power damage..
Well I can see it and came up with a reaosn why in either this thread or another ME3 thread. Assume you start all armor at 100 pts of protection, assume all armor can add 4 mods. A soldier might add damage protection, damage protection, damage protection, damage protection. A adept might add 4 biotic boosters. Armor wise they might both end up being the same bulk, but one is focussed on power sources imrpoving shields or heavy plating, the other is using space for power sources to power biotics or tech use or whatever.
#72
Posté 13 avril 2011 - 09:37
Kronner wrote...
Good points, but I still think some class-exclusive stuff (does not have to be a weapon) would be pretty cool
I want class-exclusive stuff, I love it. But I got to say when I got to the collector ship with my adept and picked up a new weapon I was kind of happy, but when I played through as a vanguard and got a "special" shotgun or additional weapon I felt left out every time I played through as an adept or engineer again. My only worry is that they do something like that again and only some classes get the cool class-exclsuive stuff. As long as they spread the love I am all for it.
#73
Posté 13 avril 2011 - 09:39
Ahglock wrote...
I want class-exclusive stuff, I love it. But I got to say when I got to the collector ship with my adept and picked up a new weapon I was kind of happy, but when I played through as a vanguard and got a "special" shotgun or additional weapon I felt left out every time I played through as an adept or engineer again. My only worry is that they do something like that again and only some classes get the cool class-exclsuive stuff. As long as they spread the love I am all for it.
IMO the Adept, Engineer and Sentinel gain more from that game point than the other classes. Getting a third weapon is a liberating moment.
Modifié par Malanek999, 13 avril 2011 - 09:40 .
#74
Posté 13 avril 2011 - 09:55
Malanek999 wrote...
Ahglock wrote...
I want class-exclusive stuff, I love it. But I got to say when I got to the collector ship with my adept and picked up a new weapon I was kind of happy, but when I played through as a vanguard and got a "special" shotgun or additional weapon I felt left out every time I played through as an adept or engineer again. My only worry is that they do something like that again and only some classes get the cool class-exclsuive stuff. As long as they spread the love I am all for it.
IMO the Adept, Engineer and Sentinel gain more from that game point than the other classes. Getting a third weapon is a liberating moment.
You gain more in the sense that you were kicked in the jimmy the hardest up to that point and finally you get some breathing room. In other words you gain a bit of parrity with the other classes, while the other classes got some chocolate sauce poured on top of their ice cream. I'd rather be in the place where I am getting chocolate sauce on my dessert after a full meal instead of being it the place where I am finally getting a full meal.
#75
Posté 13 avril 2011 - 10:22
Yes. This is why I was so obstinate on the previous page. The non-combat classes really needed those bonus weapons to stack up properly with the other three... if not for the firepower, then at least for extra ammo.Ahglock wrote...
Malanek999 wrote...
Ahglock wrote...
I want class-exclusive stuff, I love it. But I got to say when I got to the collector ship with my adept and picked up a new weapon I was kind of happy, but when I played through as a vanguard and got a "special" shotgun or additional weapon I felt left out every time I played through as an adept or engineer again. My only worry is that they do something like that again and only some classes get the cool class-exclsuive stuff. As long as they spread the love I am all for it.
IMO the Adept, Engineer and Sentinel gain more from that game point than the other classes. Getting a third weapon is a liberating moment.
You gain more in the sense that you were kicked in the jimmy the hardest up to that point and finally you get some breathing room. In other words you gain a bit of parrity with the other classes, while the other classes got some chocolate sauce poured on top of their ice cream. I'd rather be in the place where I am getting chocolate sauce on my dessert after a full meal instead of being it the place where I am finally getting a full meal.
Also, even if this was implemented as-is into ME3, I'm not sure that "no recoil" alone would be enough to really differentiate the combat classes, particularly the Soldier... Recoil generally isn't a big deal as it is in ME2, after all. I wonder if this wouldn't make the Soldier even more bland than many people already say.Kronner wrote...
Yeah, something like that works too, but on the other hand, N7 training ought to make Shepard master with any standard weapons..Praetor Shepard wrote...
I've been mulling over possibilities on how the three Combat classes can be made a bit more unique with weapons.
Building from your idea of minor bonuses, I was thinking about how minor weapons handling tweaks could be implemented.
So having all weapons available (maybe save the Claymore, Revvy and Widow), the three combat classes could have minor buffs with weapons, where spread and muzzle climb is reduced for them; while the spread and muzzle climb is more pronounced for the Adept, Sentinel and Engineer.
So a specific example, with the Tempest or Shuriken, a Soldier would be able to fire the weapons like the Geth Pulse Rifle, but an Engineer would still have to manage the same kind of muzzle climb as we did in ME2.
Modifié par Locutus_of_BORG, 13 avril 2011 - 10:23 .





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