Aumata wrote...
The caster classes are gimped. They play a modified version of each other. The caster mechanics are pretty much the same (minus sentinel).
Shoot,Warp, singularity - Shoot,overload, drone.
Shoot,warp, singularity - Shoot,Incinerate, drone.
Cryo, Incinerate, shoot, overload, AI hack, Drone - Shoot, warp, pull, throw, shock-wave singularity
Modified tactics based on the drone, AI hacking, warp bomb, Pull+shock-wave and the pull+throw. Compensate weakness of engineer by giving reave, and adept, energy drain. That is the way I played a caster class. I only had to modified the way I played based on biotics combos and the usage of drone and AI hacking. Which can easily be nullified by getting dominate.
If earlier this week someone would have told me that the Caster class was gimped I would have told them they were wrong. Finishing my playthrough on a engineer told me otherwise. They are to much of the same to counter the protection system in place. Bioware shouldn't balance their game play on normal, they should balance it on hardcore.
Which is why I say that the three main classes; Engineers, Adapts, and Soldiers, should each play EXTREMELY different from the next, right down to animations, weapons, and skills.
Main class 1. A Soldier utilizes guns completely. Their special abilities lie in healing, adrenaline rushes, and weapons. We are all familiar with this class, so there's not a lot to explain beyond the obvious.
--Halfway between class. Infiltrator, using close combat and long distance skills is the class between Soldier and Engineer. Utilizing some tech skills, and some weapon skills. Stealth boosts close combat melee tech gauntlets (see below). Sniper rifles and pistols as the default starting weapons, with an additional weapon space earned later on. Good hacking skills, and the ability to instantly track all enemies on the battle field AND their patrol/movement paths. No tech shielding, turrets, drones, or wrist rockets. The infiltrator is the second quickest class, after the Adept. They cannot use heavy weapons (unless trained).
Main class 2. Engineers use tech skills; tech shielding, tech gauntlets (for melee--think Kasumi), building of turrets, hacking, drones, and wrist rockets, to fight and defend themselves and team mates. Shooting the main guns takes a back seat, as they can only carry two close range weapons (default being shotguns and SMGs), which can be upgraded to any weapon eventually. They have the greatest weapon mod perks, as every normal perk for a Soldier or other classes gets a +10% boost. Like the soldier, they can carry heavy weapons. During game play, the engineer is the heaviest class in terms of speed and turning, however they have the best shields overall.
--Halfway between class. Sentinel, utilizes short range guns (SMGs and shotguns). However, their main use is of unique biotics combined with tech skills. They can throw biotic grenades that create singularities and pull fields. Incinerate and cryo are the result of wrist rockets. Like Engineers, they can activate tech shields, though not as strong. All of their biotics are the result of technology, meaning that they can't use biotics like pull, grip, and push freehand. They can also throw biotic drone spheres that strike enemies with electricity, incinerate them, or blast enemies with cryogenic gel, before warping and shattering them. This is the equivalent of their heavy weapon.
Main class 3. Adapts are the quickest and deadliest non gun users. While they sacrifice shields for biotic barriers (which very in success), and can only ever carry one firearm, they more than make up for that with speed and biotic power. Their main abilities range from grabbing and throwing enemies, throwing biotic projectiles, and warping an enemy with extremely quick cool down time. Adapts also have biotic gauntlets that can crush an enemy at close range. They can only carry a pistol, or later a shotgun/SMG. Their heavy weapon equivalents are incredibly deadly biotic attacks, like singularities that outmatch anything the black storm weapon fires. Biotic tornadoes that hurl even armored enemies around like stones. Long rang biotic blasts that toss aside everything in the way. And a biotic attack that sucks all enemies to a single point in the air via a tiny but strong singularity, slamming them helplessly together into a humiliating ball, before being thrown apart.
--Halfway between class. Vanguard's are between Soldiers and Adapts. Exactly like they are now in ME2, so there's not a lot to say. Vanguards cannot use heavy biotic attacks, but get two of the lower cool down biotic attacks, along with biotic charge. To balance this, they can use heavy weapons. On top of that, they have excellent use of three weapons of their choice + an additional weapon later on.
(This sounds complex, but its really not. The key thing is that the three main classes change up the main game play completely when changed to the next main class. The half way classes are balances between the main classes. Imagine these classes on a triangle, with the main classes at the points, and the sub classes in between each respective point)