Stardusk78 wrote...
BW needs to make money, players love Charge as it is, so it ain't changing, far as I can tell.
You can say the same thing about biotic powers - a lot of people loved playing a biotic god in ME1 (Insanity) and complained this isn't the case anymore in ME2 (Insanity).
ME2 combat has improved (imo and I believe most frequent posters here agree) - reducing some effects (aka 'gimping' powers) does not necessarily means the game isn't fun to play anymore.
Ahglock wrote...
Kronner's vanguard is why I decided to try vanguard. And damn the geth collosus fight at tali's recruitment made it worth it on its own. And there was plenty of fun in other places as well.
I think Charging stuff like a Geth Colossus is very cool, but also a little immersion breaking. Some stuff should not be Chargeable imo - I definitely hope these kind of stunts are not possible in ME3 (on Insanity).
What's next? Shep Charging a Reaper and elbows it back into Dark-Space or wherever they're from? That would change the Vanguard into a Dragon Ball Z Super Sayain equivalent - I don't want that (brings back the immersion/game breaking Lift-the-ME1-Colossus-indefinitely BS).
Aumata wrote...
Bozorghemr, wouldn't what you propose neuter the Vanguard class? Not the Global Cumulative Cooldown, but the charge not recharging your shield/barrier. I mean I play a aggressive caster, and it would seem for me that all it does is revert the Vanguard class to a crappy version of a aggressive adept. Seeing how we are talking about insanity and all. That Vanguard basically lost his CQC status. I really not seeing how Charge is a OP skill, all it takes is one wrong charge to see the game over screen.
I disagree - Infiltrators who use Cloak and a shotgun are capable CQC fighters using stealth to move around and surprise the enemy. Infiltrators don't get a shield boost every time Cloak is used yet they are still effective CQC combatants. Infiltrators, however, cannot maintain CQC fighting indefinitely (like Vanguards and Sentinels) - they need to recuperate at some point to get shield/health back.
Which leads to another problem of Charge - it can only be used to get among the enemy, and not to get out of harms way when things get critical (Infiltrators can use Cloak to get into safety too). I'd like Charge to be able to move around the battlefield at will - into/out of CQC, but also to get into a (more) favorable position to engage the enemy at medium/long range.
I don't consider Infiltrators designated snipers only - they are exceptional SR users, but can also use their abilities for other purposes than long-range sniping. I really like that aspect of the ME2 Infiltrator. I also don't consider Vanguards to be CQC monsters only; they should be the best class when it comes to (but not limited to) CQC. Charge's speed versus Cloak's stealth = a better trade off and better balanced than ME2 Charge's speed AND armor versus Cloak's stealth only.
Back to the Global cd system; the fundamental issue with this system is the huge disbalance between powers. Giving each class 5-6 powers with one super-power that's 10x stronger than the rest doesn't work well. It almost forces players to spam one power only coz using one of the others will make Shep a (far) less effective fighter. A good system has powers which have specific strengths AND weaknesses. The situation, number of enemies, their positions, types, defenses etc should determine which power will be most effective.
The million dollar question is not about the cooldown system or a specific power; it's about how to give each class an unique ability and an edge when it comes to a particular fighting style without turning them into one-power-spam-bots who are great at one thing, and suck (bigtime) when it comes to everything else.





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