dreman9999 wrote...
DPSSOC wrote...
No. The answer to overpowered classes is not to pull them back, that's lazy and creates a massive disconnect especially in a series (as evidenced by this thread). What you do is make enemies and other classes more powerful to compensate, so rather than being a god among insects you're now a god among other gods.
Example by the end of ME1 my Shep could lift a Collosus clear off the ground, in ME2 I can't even get a heavy mech airborne. Similarly in ME1 the Soldier could be a tank, absorbing damage rather than avoiding it. In ME2 this has been cut, all Sheps wear the same armor and a Soldier can't stand up to anymore firepower than an Adept.
Now I felt the classes in ME1 were fairly well balanced; Biotics were CC masters, Techs were Cripplers, and Combats were tanks. In ME2 the different classes just feel like different flavours not different roles. Can anyone here honestly say they're playstyle changes greatly based on the class they're playing? Or is it just; get behind cover, strip the defenses, kill over and over with every class?
That not the salution ether. Give everyone a one hit kill just makes it so that the first one to use it wins. I like what the did with the class. (And yes, you can lift a heavy mech)
I can use the power on it and it is effected but it doesn't actually clear the ground; at least I haven't seen it maybe it dies to quick cause once you get through shields and armor and can actually use lift they might as well be made of tissue paper.
And I'm not saying make everything a one hit kill; I'm saying rather than making Shepard weaker you make his enemies more powerful (defensively and offensively). If Biotic powers are ripping through enemies in ME1 give them better defenses in ME2; don't weaken the powers. If Warp is killing enemies in one hit give the enemies more health, better damage reduction, better biotic/tech defense you do not reduce the base damage Warp does.
dreman9999 wrote...
Story wise ,it logical because if you have squad of solders you would want a way to stop a move that would kill every one in one move, you would pay anything. And if you knew and adept could do that, you would get any tech to make sure that that adept would not kill everyone on you team in one hit. Biotic powers from ME1 to ME2 is and example of tech evolving. It adds more to the lore. And to add on top of that you can do more damage now as an adept with your powers alown than you could in ME1.
No because rather than saying, oh tech's gotten better and now shields offer better defense against biotics they just decided that biotics won't work on shields. They didn't make shields any more effective they just made the powers less. In ME1 biotics ignored shields and dealt strictly with armor and health; a reasonable step, a logical step, would be to say shields now function against biotics. What we get is shields now void biotics. I have no problem with shields reducing the damage biotics can do, but to say that shields make a target immune to the spontaneous creation of a Mass Effect field is ridiculous (Lift, Throw, Pull, Singularity).
The same can be said about armor and AI Hacking. A shield makes sense, it's an energy field that disrupts attempts to wirelessly hack into the AI's core, but how does armor do that?
Wild tangent I hate how armor was handled in ME2. In ME1 it was fine armor offers damage reduction. It wasn't ok you've got 90 Armor points that need to be wittled down before they can get your health because that doesn't make sense. You shoot through a shield the shield goes down, but if you shoot through armor the armor is still there. You aren't blowing panels off the heavy mech to expose it's inner works. It was much better when it was just armor absorbs the first x points of damage from every shot because that's what armor does it creates a buffer between you and the impact lessening the effect on you; it doesn't completely negate the effect until it magically stops working.
So how does armor, that doesn't actually go away, being damaged effect the ability to hack into the AI core? I could see heavy mechs being resistant to hacking (thicker armor weakens the signal rendering the target inactive rather than turning it to your side) because of their armor but I don't see how having armor completely blocks hacking until suddenly it doesn't.





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