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Every class should be able to use 'Ammo Powers' in ME3...


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#76
Nightstalka01

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@TST

Personally, I think that the adept is one of the most useful/effective classes to use on Insanity. Biotic powers do an excellent job of stripping defences or giving you time to find cover and use your pistol/smg to do the same job. Sure, protections can hamper your ability to IMMEDIATELY start tossing people around, but they are extremely easy to get rid of...

The only trouble I've ever had on Insanity with an Adept is taking on a Ymir or on the platform section of the Collector cruiser mission (and this was quickly solved with shrewd use of companion powers/biotics and focus fire). That is where your companion selection is important... Don't have all the tools needed to make short work of these problems? Bring along someone who does. Companions have always been a large part of ME gameplay, and for very good reason. Between them, your companion selection will more than make up for any deficiency an Adept may have in the firearms department.

You'd probably have more success with the Adept if you stopped spamming Singularity and used your brain to think about the situation and use the appropriate power.

!) As an Adept you have access to one of the most effective armor/barrier stripping powers in Warp. If you like Singularity so much, try using it in a combination with Unstable Warp, which will act like an AoE armor/barrier stripper.

2) Your SMG is extrememly effective at stripping shields (even more so with the appropriate upgrade). There are also numerous companions available who have access to shield stripping powers (Overload, ED, Drone to a point)

3) All powers will do a small amount of damage to any protections a target may have, so use these as well as your weapons to get them down faster.

For an Adept, having a pistol/smg for backup is more than sufficient for any given situation. I personally don't think that an Adept with access to an AR or shotgun would be anymore effective than one without, nor do think that an Adept even has to use their weapons at all. It all comes down to knowing how to put ALL the available resources to the best use.

Modifié par Nightstalka01, 22 avril 2011 - 07:01 .


#77
RGFrog

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Back to the original topic... I think ammo powers should only be available to Soldier classes. Soldier, and to some lesser extent Infiltrator, and Vangaurd. (Inf. and Vangaurd are soldiers with tech/biotics).

This gives the Soldier class it's own set of powers to compensate for what an Engineer and Adept have. And in this Adren. Rush should be completely removed from the soldier class all together.

Modifié par RGFrog, 22 avril 2011 - 06:53 .


#78
Ahglock

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RGFrog wrote...

Back to the original topic... I think ammo powers should only be available to Soldier classes. Soldier, and to some lesser extent Infiltrator, and Vangaurd. (Inf. and Vangaurd are soldiers with tech/biotics).

This gives the Soldier class it's own set of powers to compensate for what an Engineer and Adept have. And in this Adren. Rush should be completely removed from the soldier class all together.


I'd prefer the soldier have a set of powers that has nothing to do with amo, and everyone gets ammo powers.  Weapon specific powers poeple mentioned.  But called shots like in the latest splinter cell? where you pick X number of targets and instantly shoot them when you activate it, cover fire where you lay down a crap ton of lead into an area damaging and slowing explosed targets and forcing non-exposed targets to say in cover.  2 quick examples I'd prefer over ammo powers.  

#79
Praetor Knight

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This likely isn't original, but related at least.

I was thinking of using four classifications with 5 swappable slots for powers on the six classes. A total of six powers per class seem more than enough IMHO, even with more evolution variety in powers.

So maybe have a mix of Ammo, Combat, Tech and Biotic Powers (and I'd say Warp Ammo becomes a biotic power), with class Skills and Passives being exclusive to reflect N7 Training, so we could choose within a possible setup like this:

  • Soldiers: Adrenaline Rush, Passive, two Combat Powers and three Ammo Powers (or one Combat Power and four Ammo Powers) even with a rebalanced Adrenaline Rush, the soldier does not need much in other powers.
  • Vanguards: Charge, Passive, two Ammo Powers and a combination of three Biotic and Combat Powers
  • Infiltrators: Cloak, Passive, two Ammo Powers and a combo of three Tech and Combat Powers
  • Sentinel: Tech Armor, Passive, a combo of five Tech and Biotic powers (or a combo of four and an ammo power)
  • Engineer: Drone, Passive, a combo of five Tech powers (or a combo of four and an ammo power)
  • Adept: Singularity, Passive, a combo of five Biotic powers



And here is another thread dealing with slots for powers: http://social.biowar...5/index/7158988

#80
RGFrog

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Ahglock wrote...
I'd prefer the soldier have a set of powers that has nothing to do with amo, and everyone gets ammo powers.  Weapon specific powers poeple mentioned.  But called shots like in the latest splinter cell? where you pick X number of targets and instantly shoot them when you activate it, cover fire where you lay down a crap ton of lead into an area damaging and slowing explosed targets and forcing non-exposed targets to say in cover.  2 quick examples I'd prefer over ammo powers.  


That sounds good. How about those as class abilities but in combination with your squad? For instance, the cover fire. A soldier could designate an area and your squad mates would just poor down the rain for 30 seconds or so.

And the designated sniper fire could result in squad memberds getting sniper headshots on the designates. 

These would fit well into a soldier role.

I'd add to it that cover fire command would only work on squad members with fully auto weapons and sniper commands would only work on squad members with sniper rifles...

#81
The Spamming Troll

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Tony Gunslinger wrote...

TST, your shooting-first-is-lame argument doesn’t hold up. Here are the class powers that counters defenses:

Overload > counters shields
Incinerate > armor
Warp > armor and barrier

That’s it. And hey, guess which class has a power that counters two types of defenses?

And the rest of the ME2 class powers?

Cryo Blast: CC power
AI Hacking: CC power
Concussive Shot: CC power at best
Throw: CC power
Pull: CC power
Shockwave: CC power

Now let’s take a look at the bonus powers:

Neural Shock: CC power
Dominate: CC power (biotic version of AI hacking)
Reave: Defense-stripping + CC power + buff (poor man’s Warp)
ED: Defense-stripping + buff (poor man’s Overload)
Slam: CC power (poor man’s Pull)
GSB: buff
Barrier: buff
Fortification: buff
DLC Stasis: CC power
DLC Inferno grenades: armor stripping, some CC
DLC Flashbang grenades: CC power

Counting all powers, you’ll get:
Total defense-stripping powers: 6
Total buffing powers: 5
Total CC powers: 12 (not counting CC properties of Overload, Incinerate and Warp. If so, then that’s 15)

All bonus ammo powers except for Shredder are for defense stripping. They’re for your guns to, you know, help you strip defenses. With your GUNS.

So holy crap, that’s a lot of crowd control powers!!! I wonder what that means... do YOU???


Three more things:

1) Overload, Incinerate, and Warp have secondary CC effects. Overload disables synthetics and jams weapons for a short period. Incinerate makes people dance. And of course, that Warp explosion you hate so much. Damn CC powers. So lame!

2) All guns deal bonus damage to defense and none to health, and most enemies have more health than defenses, so it’s slower to strip defenses with powers and use guns to take down health. But I guess you're the macho type, so go ahead and exposed your for 5 seconds out in the open just to kill a common goon.

3) It’s been proven that ammo powers really don’t add up that much damage to defenses in most instances, so it’s no surprise that only combat classes need Incendiary, Disruptor, and Cryo ammos for their CC properties AFTER they shoot through defenses, and the bonus against defenses is minor.

If every enemy in ME2 had barriers, then you’d complain that Engineer is gimped. And guess what, when I’m playing the Engineer, I often use Overload on Collectors, because It’s insta-cast and it deals some damage. It's the same way I use my Adept’s Warp against shields when the situation calls for it. I also use Incinerate against shields and barriers because it’s a curving power and there are many situations where you cannot use insta-cast powers. Throw, Pull and Cryo Blast deals some damage against all protections and they can be spammed fast enough to stun-lock. It’s not about the powers, it’s not about the guns, it’s about making the right decision at the right time. Guns first? Powers first? Which powers? Squadmate power first? Then what? Use more guns? Use more powers? Retreat? Advance? Take cover? Use Medigel? Melee? Reload? Switch weapons? Decisions. In real time.

So if you’re saying that it’s lame to use guns to strip defenses and apply CC powers afterwards, then you’re saying EVERY class is lame in ME2, because EVERY class does that, and therefore Mass Effect 2 is lame lame lame. If you think that countering defenses is lame, then you shouldn’t play most games made in this past couple of decades, because they all require the same on-the-fly decision making as ME2. I think you should relegate yourself to only turn-based games because that have no time limits, they’re better suited for you. Or play games that doesn’t have challenges, rewards and penalities. I think in those Legos games you can never really die or have infinite life. I love the SW ones, they’re awesome. Really, you should check them out.


you wasted aot of time writing that. why are you trying to explain how to play mass effect to me??? its easy to understand my adept has 3 options on insanity, those being singularity, warp and my pistol.

i dont have time to repeatedly say, "enemy protections turn heavy throw into a half second stagger, and it simply SHOULDNT be that way." is that really something you disagree with?

RGFrog wrote...

There has to be some kind of counter for biotics that exists. Otherwise, where's the challenge?


It's a natural progression in any universe that defenses are created to
deal with general and specific offenses. So why wouldn't there be a
technology to deal with biotics? I Agree, in ME2 the defenses are heavy
handed.

And, yes, I too would like more than a momentary stagger for a fully evolved power.


the counter to biotics, is enemy protections. and what is it again that enemy protections do? they force my adept, to shoot, use warp, or use singularity. thats NOT playing an adept. its playing a bull****-adept.

it should seem obviouse that defense should never be better then offense. and ME2 defense is the only thing that matters.

Modifié par The Spamming Troll, 22 avril 2011 - 11:32 .


#82
Tony Gunslinger

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The Spamming Troll wrote...
you wasted aot of time writing that. why are you trying to explain how to play mass effect to me??? its easy to understand my adept has 3 options on insanity, those being singularity, warp and my pistol.

i dont have time to repeatedly say, "enemy protections turn heavy throw into a half second stagger, and it simply SHOULDNT be that way." is that really something you disagree with?


I ABSOLUTELY disagree with you, because if you had bothered reading my post, I pretty much spelled out that every class power except for Warp, Overload, and Incinerate gets blocked by defenses. It's not just your precious Adept, my friend.

You say Throw sucks in ME2 because it can't bypass defenses. So what about Cryo Blast and AI Hacking? And what about the bonus powers like Slam? Dominate? Neural Shock? Do those powers suck? Should they bypass defenses? Stasis and FB bypass defense and that's why they're considered two of the most OP'ed powers in the game. So what do you think is going to happen when Throw can do that as well?

You WANT a broken game for yourself, and you muck around the boards to DEMAND the game makers to change it so everyone can experience your wonderful broken game.

the counter to biotics, is enemy protections. and what is it again that enemy protections do? they force my adept, to shoot, use warp, or use singularity. thats NOT playing an adept. its playing a bull****-adept.



WRONG.

The counter to Cryo Blast, Dominate, Slam, Throw, Pull, Neural Shock, AI Hacking, Shockwave, are enemy protections. And what do enemy protections do? They force ALL classes to ADAPT. That's playing ME2. You're the one playing a bull*** Adept because you can't ADAPT.

#83
Aumata

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I have to agree on Spamming Troll. Adept did get gimped. Shooting is suppose to compliment biotics, not biotics become a set back towards shooting. While Bioware balanced the game on normal. There isn't anything stated why biotics can't be used on protected enemies. I for one is hoping for the skills to be used in similar towards ME1. Where insanity it is all about using your skills to counter your enemies skills with squad usage.

Insanity should have been just that. The enemies uses their skills frequently, they are harder to take down, and requires you to CC, sabotage (or what ever the hell Tech use to do), and lay down the heat to take them down more enemies in hardcore +. Bioware should have balance their game play on hardcore and not normal. Seriously if Bioware would have balance the game on hardcore people probably wouldn't feel as if the caster classes are gimped.

Also engineer needs plays way to much like adept or is it the other way around? Energy Drain with adept makes it the same as a engineer as being able to cast powers on every situation. But they end up being the same class. The differences ends up becoming I use tech while the other uses biotic to do the same function. The hybrid classes seem mature to their own classes and should start to have more skills that is their own. The caster classes should have been able to differentiate between each other by the use of their skills function. Not defense stripping, though the engineer has AI hacking but you rarely encounter anyone that can be used on.

I realize all of this gimping when I played as a engineer and ended up using a modified adept class playthrough. Which is why I want the return of engineer skills set, and the ungimping of the adept. I'm freaking confuse to which class is copying who.

#84
termokanden

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I play an adept in ME1 at the moment and I spend a lot of time shooting. In the beginning of the game where cooldowns are high and your abilities few, you pretty much spend all your time shooting. I don't see why you'd expect adepts in ME2 to not have to use guns all of a sudden.

In any case, Insanity and Hardcore are meant to be difficult. They would not be the slightest bit difficult if 3 second cooldown biotics could just throw enemies around. I initially hated the system in ME2 with global cooldown and protections preventing biotics. But now after playing both games many times, I think this is the way it should be.

By the way, engineer and adept are very different classes. The only thing they really have in common is their ability to destroy defenses.

Modifié par termokanden, 23 avril 2011 - 11:49 .


#85
Influ

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How does the Adept gimping discussion creep into every single thread? Yes, biotics did get toned down from ME1, but they were so massively overpowered that you can hardly blame them. If biotics ignored shields, the game would be retartedly easy with Adepts on any difficulty. Pull to Heavy Throw instakills in areas with ledges or a high ceiling (most places). Warp bombs would throw anyone around while doing serious damage to them. Shockwave, well just, no.

I'm not sorry you can't spam your powers anymore and walk through the game, because every enemy is incapacitated. Adepts require a different playstyle now to be effective and for me, it's hell of a lot more enjoyable than being ridiculously overpowered.

On topic, either bring back ammo mods or make the Ammo Powers available for every class. Or atleast buff the damage boosting of the powers, as they are mostly useful for their CC abilities in ME2. I could live with some more engaging powers for the combat classes.

#86
atheelogos

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"Every class should be able to use 'Ammo Powers' in ME3... " Yes : )

#87
Ahglock

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Influ wrote...

How does the Adept gimping discussion creep into every single thread? Yes, biotics did get toned down from ME1, but they were so massively overpowered that you can hardly blame them. If biotics ignored shields, the game would be retartedly easy with Adepts on any difficulty. Pull to Heavy Throw instakills in areas with ledges or a high ceiling (most places). Warp bombs would throw anyone around while doing serious damage to them. Shockwave, well just, no.

I'm not sorry you can't spam your powers anymore and walk through the game, because every enemy is incapacitated. Adepts require a different playstyle now to be effective and for me, it's hell of a lot more enjoyable than being ridiculously overpowered.

On topic, either bring back ammo mods or make the Ammo Powers available for every class. Or atleast buff the damage boosting of the powers, as they are mostly useful for their CC abilities in ME2. I could live with some more engaging powers for the combat classes.


While everything you said is true, why is it massively overpowered for an adept to pull then throw a protected enemy but it is perfectly fine for multiple classes to OSOK those same enemies.  While I enjoy the increased challenge, there could be other ways to reduce the effectiveness of biotics.  Technically the armor's shields did provide biotic and tech power protection in ME1, so game universe wise I can see an excuse for why the shields got an upgrade to noticeably effect biotics.  But instead of auto stopping, they could of had reduced duration of CC effects from protections, a Save function where that glowing blue but not effected is actually intended but not a bug(boss types might virtually always save while porotections are up sothey are more difficult) etc.

So how come it isn't that no matter how much damage you do the most you can do is pop a layer of defense so you always need two shots like if you are an adept.  Why is it that it is only massively overpowered for an adept or engineer to OSOK but it is fine and dandy for the combat classes.  If you are playing on insanity I doubt ammo is that much of a limit for you after all.  While they needed to be nerfed, just like well all classes I mean invulnerability was just as broken as biotics after all was this nerf needed, was it a fair and equitable nerf?  Were the other classes in need of additional nerfs perhaps and the adpet is fine?

I happen to like the adepts game play and think it is cool that each class play's differently.  That doens't mean things are perfect though and couldn't be improved.  

#88
cactusberry

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Why strip Soldiers of everything unique about them?

#89
Influ

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@Ahglock
What class can instakill any enemy in the game on insanity? Widow Infitrators and Soldiers can OSOK regular mooks, but not elites or other tougher opponents. Claymore Soldier with Adrenaline Rush (which is completely broken) can propably OSOK elites too, Vanguard only almost (or not consistently atleast, haven't used Clay...). And yes, ammo is a limitation on the Widow compared to throwing a Pull/Throw combo every four seconds or so. Claymore has a bit more ammo, but you have to be at melee range to OSOK with it. So yes, having unlimited instakill capabilities to toss from behind cover is way more broken than the more powerful weapons of the game.

@TheDarkRats
So you can add something else unique and more fun stuff? I think different kinds of grenades or something would be awesome.

Modifié par Influ, 23 avril 2011 - 08:16 .


#90
Ahglock

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Influ wrote...

@Aghlock
What class can instakill any enemy in the game on insanity? Widow Infitrators and Soldiers can OSOK regular mooks, but not elites or other tougher opponents. Claymore Soldier with Adrenaline Rush (which is completely broken) can propably OSOK elites too, Vanguard only almost (or not consistently atleast, haven't used Clay...). And yes, ammo is a limitation on the Widow compared to throwing a Pull/Throw combo every four seconds or so. Claymore has a bit more ammo, but you have to be at melee range to OSOK with it. So yes, having unlimited instakill capabilities to toss from behind cover is way more broken than the more powerful weapons of the game.

.


I never said they can OSOK every enemy.  And in my examples I said there could be other ways to limit it including boss/elite types always saving vs biotics when there defenses are up, other enemies even normals having a chance to save.  This isn't a no limits vs current limits issue.  And  I don't think I was ever limited by ammo on my one infiltrator run.  If I was starting to run low in a fight, you can use cloaking to gather ammo, or heck a SMG at point blank range might not kill in one shot, but they will be dead before your cloak wears off.  By the time you are ready to play on insanity, I just don't think ammo is a limiting factor.  So basically what I hear is it is okay for combat classes to be broken, but adepts god no.  Them thar mages had themselves a good run in fantasy gaming but from now on the fighters need to be the best.(redneck accent if you are not from the states)

#91
Influ

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@Ahglock
Well if they limit their effectiveness dramatically, maybe. I still think it would trivialize the gameplay too much if you could CC everyone again and mop them up on the floor. Then you'd have to make tech powers like Cryo Blast, AI Hack and Neural Shock bypass protections too, for all fairness.

And aside from the Soldiers with their Adrenaline Rush, the combat classes are not broken. Obviously they have advantages for weapon usage, they're combat classes. They're supposed to be more focused and effective at gunplay.

My only gripe with Adepts in ME2 is that you can only get one Biotic Damage upgrade before Horizon. And even that is from a DLC mission. But when you do get the cooldown upgrade, you take a huge leap in effectiveness. Then when you get the weapon training from the DCS mission, especially if you have the Geth Plasma Shotgun, you become godly. If biotics affected protected enemies, even with toned down effects, the game would have no challenge at all.

Modifié par Influ, 23 avril 2011 - 08:17 .


#92
The Spamming Troll

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Tony Gunslinger wrote...

The Spamming Troll wrote...
you wasted aot of time writing that. why are you trying to explain how to play mass effect to me??? its easy to understand my adept has 3 options on insanity, those being singularity, warp and my pistol.

i dont have time to repeatedly say, "enemy protections turn heavy throw into a half second stagger, and it simply SHOULDNT be that way." is that really something you disagree with?


I ABSOLUTELY disagree with you, because if you had bothered reading my post, I pretty much spelled out that every class power except for Warp, Overload, and Incinerate gets blocked by defenses. It's not just your precious Adept, my friend.

You say Throw sucks in ME2 because it can't bypass defenses. So what about Cryo Blast and AI Hacking? And what about the bonus powers like Slam? Dominate? Neural Shock? Do those powers suck? Should they bypass defenses? Stasis and FB bypass defense and that's why they're considered two of the most OP'ed powers in the game. So what do you think is going to happen when Throw can do that as well?

You WANT a broken game for yourself, and you muck around the boards to DEMAND the game makers to change it so everyone can experience your wonderful broken game.

the counter to biotics, is enemy protections. and what is it again that enemy protections do? they force my adept, to shoot, use warp, or use singularity. thats NOT playing an adept. its playing a bull****-adept.



WRONG.

The counter to Cryo Blast, Dominate, Slam, Throw, Pull, Neural Shock, AI Hacking, Shockwave, are enemy protections. And what do enemy protections do? They force ALL classes to ADAPT. That's playing ME2. You're the one playing a bull*** Adept because you can't ADAPT.



ok then, all the classes suck! i have no problem saying that. i just never play anything other then biotic classes, so thats what im trying to relate to. but your absolutely right here, enemy protections stop every ability in this game other then debuffs and signature powers. can i say "one trick pony" without getting flamed???

your making this way to difficult for yourself.

while i use heavy throw, i want more then a half second stagger on a random idiot merc, no matter how many layers of protection they have. its as simple as that. but your trying to tell me enemy protections that stop the majority of the abilities(which is why we are all playing this game, to use abilities) is a good thing. its a horrible gameplay mechanic that makes no sense in gameplay, and makes no sense to my heavy throw. why didnt bioware simple reduce the abilities effectiveness or increase its cooldown or something other then just putting a roadblock infront of my adepts face.

are you hoping for more then rock/paper/scissors in ME3, or is three layers of ability-blockers good enough for you?

ahglock, i like your point of veiw.

Modifié par The Spamming Troll, 23 avril 2011 - 07:23 .


#93
Aumata

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The Spamming Troll wrote...
ok then, all the classes suck! i have no problem saying that. i just never play anything other then biotic classes, so thats what im trying to relate to. but your absolutely right here, enemy protections stop every ability in this game other then debuffs and signature powers. can i say "one trick pony" without getting flamed???

your making this way to difficult for yourself.

while i use heavy throw, i want more then a half second stagger on a random idiot merc, no matter how many layers of protection they have. its as simple as that. but your trying to tell me enemy protections that stop the majority of the abilities(which is why we are all playing this game, to use abilities) is a good thing. its a horrible gameplay mechanic that makes no sense in gameplay, and makes no sense to my heavy throw. why didnt bioware simple reduce the abilities effectiveness or increase its cooldown or something other then just putting a roadblock infront of my adepts face.

are you hoping for more then rock/paper/scissors in ME3, or is three layers of ability-blockers good enough for you?

ahglock, i like your point of veiw.


It is far worse than that.  Engineer and Adepts are a palate swap class.  Give a engineer reave, an adept Energy Drain. Congratualtions you created the same class with a modified 2 modified skill set.  It is the Ryu and Ken of the Mass Effect series, or very similar to that effect, because I am sure Ryu and Ken technically plays different thanks to their stats in different skill sets.  Though lore wise they came from the same teacher.  Compared to how Techs and Biotics were a different beast all together in ME1.

The class that suffered the most happens to be the engineer.  Bioware took it skill set and tossed it outside the window for the protection system.  Keeping what overload and AI hacking.  Cryo and pull does the same thing of CC.  Incinerate and warp does the same thing of stripping armor, and damaging regenarators.

To the whole ammo powers.  Should have been place as a mod.  I really hope it is, so Combat classes get skills and not a change in ammo.

#94
The Spamming Troll

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woah.....i didnt even realize this was a thread about ammo modding......

oops!

....i guess my opinion about ammo powers is that i think they should be a part of every class, not just soldier types. its completely bogus ammo powers need to be leveled up like throw or hacking too.

#95
Tony Gunslinger

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The Spamming Troll wrote...

ok then, all the classes suck! i have no problem saying that. (snip)

but your trying to tell me enemy protections that stop the majority of the abilities(which is why we are all playing this game, to use abilities) is a good thing. its a horrible gameplay mechanic that makes no sense in gameplay, and makes no sense to my heavy throw.


LMAO

Image IPB

Yeah, protections makes no sense in gameplay!

EDIT: sorry, I'm stop before derailing the thread

Modifié par Tony Gunslinger, 24 avril 2011 - 12:11 .


#96
Firesteel

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Each class is technically a specialized marine.

Soldiers are the most versatile in terms of weapons and have above average survivability, they are more like today's marines than GIs

Infiltrators are snipers, though soldiers are arguably better at that than infiltrators, and are like the Ranger snipers of today

I would compare Vanguards to the special forces units like the SAS, for their close quarters specialization

The other 3 are harder to put into current military organizations, due to their power only style of play, but they are more combat support, which means they do not need combat specific powers and do not equip them to their weapons.

#97
RGFrog

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Well, if the ammo were a subset of a weapon mod, then I'd make a couple changes.

Soldiers and Engineers by nature would have to spend less of whatever to enable an ammo mod. The former because weapons are their bag, and the later because mods are what they should be better at than anyone else.

Vanguards and Infiltrators should have the base cost to add ammo mods to weapons.

Finally, Adepts should have to spend more of whatever to enable any mod on any weapon. They are not a weapon-centric class and the mod system should reflect that.

Either this or the level of mod should be modified wit Soldiers and Engineers being able to equip the highest level modifications. On down through Adept only being able to equip the most basic level modifications.

However, this would be balanced via a purchase system. Either you purchase/pickup a weapon with mods already installed (which would benefit the adept the most) or as an adept you have your on ship engineer install the mods (which cost an adept the most) for your shep. The difference being that a Soldier or Engineer could swap mods on the fly in mission while the Adept would be stuck with what they pick up or what is equiped pre-mission.

The soldier classe(s) should be masters with weapons. The Engineer should be a master with tech and the Adept should be a mater with biotics. Everything they can and can't do should stem from these lines. The more blurred the lines, the less mastery and/or higher difficulty to achieve the same results.

#98
Samurai_Wahoo

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Ok, not to start a fight, but Troll.... you can play the game on an easier difficulty and you will have your God Adept. Dont let the words "Insanity" get in the way of that.

Personally, I love the Adept on Insanity. I am very much not the Warp bomb kind of guy. I use teammates to strip armor and in all honesty, I use heavy throw more than Singularity.

#99
Clonedzero

Clonedzero
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yeah, i think specific ammo types should be a weapon mod you set in your lab and not a class thing.

the only class heavily effected by that change would be the soldier but i say give them other stuff to compensate. give them grenade attacks. proximity mines, explosives, overcharged shots.

actually the mines sounds great, fighting alot of husks? storm forward, lay a mine or two and fall back behind some cover and let them run into the mines.

maybe give the soldier some deployable cover, like he spams down a metal thing he keeps on his back and a shield pops up, kinda like those shields the geth put down in ME1

#100
The Spamming Troll

The Spamming Troll
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Samurai_Wahoo wrote...

Ok, not to start a fight, but Troll.... you can play the game on an easier difficulty and you will have your God Adept. Dont let the words "Insanity" get in the way of that.


woah man. like totally, ME2 has more then one difficulty? like OMG dude. how did i not know that?!? jees its got more then one difficulty.

Modifié par The Spamming Troll, 26 avril 2011 - 12:57 .