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Biotics vs. Shields


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#51
tonnactus

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Epic777 wrote...

Here is an open question, would you consider ME1 to have the more tactical and balanced combat?


At least it had tons of options how to handle an enemy:


Everyone decide him/herself if its balanced to be able to lift/sabotage a geth colossus or not.(the duration were shorter then on normal enemies)


And isnt it great? Versatile Squadmates with more then 2 powers...

Modifié par tonnactus, 03 mai 2011 - 11:07 .


#52
termokanden

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The Spamming Troll wrote...

im not sure what your getting at here. enemy protections mean i can only use singualrity or warp, so generally id only be using singularity and warp. if i need to CC another enemy with protections, id use singularity or warp. its not a hard decision playin an adept on insanity. i use singularity and warp.


This is what you just said:

 its more like im using one power on insanity, over and over, and over.


Fine, so you use two, we both agree on that. What's stopping you from destroying enemy protections with your guns or a squadmate power and using Pull so you can CC two enemies at once? I find that useful quiite often.

I'm not going to lie and say you're using 100 skills all at once. You're not. But I wouldn't even need more than one skill without the protection system. Now at least I'm using 3, 4 with a bonus power like Stasis for example.

But you know what, I've discussed this too many times. I don't mean to sound angry at all, but I'm just going to say that I like the system and move on to other things for a while.

#53
Da Mecca

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Man, I do miss Biotic powers actually doing something to a Colossus.

#54
tonnactus

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Da Mecca wrote...

Man, I do miss Biotic powers actually doing something to a Colossus.


That for sure would be better for an adept then using heavy weapons to kill the thing fast.

#55
Tony Gunslinger

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tonnactus wrote...

Thats fast enough because singularity hold them that long...
Singularity,warp bomb,enemy dead.Thats the most efficient way to play the game,nothing else.


What happens when there are two Krogans and a Pyro charging at you?

option a) Krogan 1 Singularity > Guns to strip armor > Warp bomb = 6 secs CD, now you're screwed from Krogan 2. Doesn't work.

option B) Krogan 1 Singularity > Guns to strip armor > pull Krogan 1 > Krogan 2 Singularity > Warp bomb Krogan 1 > Guns to strip armor on Krogan 2 > Warp bomb Krogan 2

Now you took care of the two Krogans, the Vorcha Pyros is on your ass. But you've just used warp and now you're out of powers for 6 seconds. What do you do? Is there any way to get all three? Yes there is. Think about it more and eventually you'll figure it out yourself.

Wait a minute, someone might have realized, Tony, what you've just wrote looks exactly like a paper + pen RPG! It can't be! ME2 is supposed to be dumbed down unimaginative EA sold-out to the shooter crowd!




#56
CajNatalie

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Seeing that Colossus vid was refreshing... teammates with more than 2 powers... using a power didn't cool them all down so you were encouraged to diversify your power usage.

Not to mention that powers actually worked against the thing in the first place.

The whole point of the adept class is to be able to 'kill without firing a single shot'... as the game itself states. So much reliance on your gun to 'strip a magic armor bar' is... well it's almost as bad as being able to pull off a multiple singularities less than 10 seconds apart each.
Those things are supposed to be the 'ultimate' biotic attack... the old cooldown system made so much more sense with the way they established biotics in the ME lore. You can't just throw Singularities every few seconds... my Adept play of ME2 was ridiculous and felt like all the joy of being a biotic was gone...
Singularity... singularity... oh I may as well warp bomb them, too... now for another singularity... oh right, I have throw... doesn't do anything but put an enemy on their back so forget it... singularity again please... maybe I'll lift this one for diversity... nah then I can't use singularity...

I honestly wouldn't give a damn about these armor bars if this game didn't have 'Mass Effect' in the title.
I mean, if you're going to make a sequel, you don't throw 90% of lore out of the window with short-sighted fixes. You keep the lore and fix things in ways that don't create new problems.
But it's Mass Effect 2... so what the hell happened to Mass Effect?!

Mass Effect 1's 'Everyone gets Immunity' thing was awful, no doubt about that, but all it meant was for longer fights. You weren't restricted or disappointingly limited in any way. The only issue was that battles dragged on. Solution - no immunity, just a sensible HP boost.
And I said HP. Not some bull**** 'armor' thing.


Another thing that bugs me... why is it Tela Vasir and every lowly merc officer I meet gets to have this weird magic 'armor' and Shepard, this apparent elite human Spectre savior of the Galaxy with Cerberus at his back doesn't?
I can understand his team only getting health and one layer of something else, since they all go around in belts, catsuits, and armor filled with holes so they deserve to get shredded... but Shepard actually gets something that looks like armor. Yet it's ultimately no better than the rip-off Conrad Verner was wearing... except with an additional shield battery.

Modifié par CajNatalie, 03 mai 2011 - 11:54 .


#57
The Spamming Troll

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termokanden wrote...

The Spamming Troll wrote...

im not sure what your getting at here. enemy protections mean i can only use singualrity or warp, so generally id only be using singularity and warp. if i need to CC another enemy with protections, id use singularity or warp. its not a hard decision playin an adept on insanity. i use singularity and warp.


This is what you just said:

 its more like im using one power on insanity, over and over, and over.


Fine, so you use two, we both agree on that. What's stopping you from destroying enemy protections with your guns or a squadmate power and using Pull so you can CC two enemies at once? I find that useful quiite often.

I'm not going to lie and say you're using 100 skills all at once. You're not. But I wouldn't even need more than one skill without the protection system. Now at least I'm using 3, 4 with a bonus power like Stasis for example.


thats like playing the soldier and only being able to use the shotgun. it gives me biotic-blueballs.

stasis is an entirely differnet problem. one bonus power on any class = no need for biotic squadmate/adept. itd be like making a bonus talent called "slightly invisible."

cajnatalie,
even if the adept couldnt kill without the use of its weapons, it shoudl at the least be the best class in terms of CC.

#58
CajNatalie

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I need to know what CC means... >_>

People say it a lot and nothing's clicked yet. Besides... better not to assume.

Edit: And the moment I submit this post, I get it... Crowd Control.
Nevermind, lol.

Anyways, yes, in my Biotic run in ME1 I found he was perfect for crowd control. Yet very poor at it in ME2.
Creepers and Husks were great to fight in that ME1 run. The most fun I've ever had fighting those damn space zombies.

Modifié par CajNatalie, 04 mai 2011 - 02:29 .


#59
Dave666

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The Spamming Troll wrote...

termokanden wrote...

The Spamming Troll wrote...

im not sure what your getting at here. enemy protections mean i can only use singualrity or warp, so generally id only be using singularity and warp. if i need to CC another enemy with protections, id use singularity or warp. its not a hard decision playin an adept on insanity. i use singularity and warp.


This is what you just said:

 its more like im using one power on insanity, over and over, and over.


Fine, so you use two, we both agree on that. What's stopping you from destroying enemy protections with your guns or a squadmate power and using Pull so you can CC two enemies at once? I find that useful quiite often.

I'm not going to lie and say you're using 100 skills all at once. You're not. But I wouldn't even need more than one skill without the protection system. Now at least I'm using 3, 4 with a bonus power like Stasis for example.


thats like playing the soldier and only being able to use the shotgun. it gives me biotic-blueballs.

stasis is an entirely differnet problem. one bonus power on any class = no need for biotic squadmate/adept. itd be like making a bonus talent called "slightly invisible."

cajnatalie,
even if the adept couldnt kill without the use of its weapons, it shoudl at the least be the best class in terms of CC.


Completely agree bud.  Bonus Powers should only have been usable by certain classes.  

Want to use Energy Drain?  Are you an Engineer, Infiltrator or Sentinel?  No?  Sorry, not allowed.

Want to use Flashbangs or Inferno Grenades?  Are you A Soldier, Vangard or Infiltrator?  No?  Sorry, not allowed.

Want to use Stasis?  Are you an Adept, Vangard or Sentinel?  No?  Thats a shame, not allowed.

Perhaps Ammo Powers could be universal, so everyone can have something in common.

Give us a bloody reason to play different classes.  As it stands a Soldier with Stasis is almost as good at crowd control as an Adept, which is just wrong.

Modifié par Dave666, 04 mai 2011 - 08:21 .


#60
Darkstar Aurora

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I do not understand why this topic (and the prevailing opinion) is so common. The answer seems fairly obvious...

There are three branches of Biotics:

Telekinesis (mass lowering fields)
Spatial Distortion (field that distorts matter by rapidly increasing/decreasing mass)
Kinetic Fields (mass raising fields)

All standard biotic powers fall into one of the three categories (with Singularity and Charge possibly being a combination of two). Likewise, some BUT NOT ALL biotic powers are “negated” by shields.

Shields create a mass-raising field in response to an incoming attack. Telekinetic powers like Throw and Pull create mass-lowering fields to move or impel objects. Therefore logic would conclude that a mass raising shield can cancel out a mass-lowering field directed at someone, but with only a fraction of its power-cell being expended. Since armor provided a defense against biotic and tech powers in ME1, and since baseline armor is (in most cases) responsible for generating shields, logic can conclude that the shield is the representation of biotic/tech resistance.

Meanwhile, Singularity and Warp DO affect shielded enemies. Heavy Singularity will hold any enemy of up to Krogan size immobile while also damaging their armor or kinetic barriers. It is more effective against enemies without protections, since damaged armor has less mass, and without kinetic barriers the subject cannot exert an opposing force. That said, Singularity is always highlighted as an effective ability in the power wheel, and when evolved it can even neutralize Harbringer. The fact that it cannot immobilize shielded YMIR mechs or similarly sized foes is arguably a design flaw, and may be corrected in ME3 either through changes or further evolutions of the power.

Warp deals exactly the same amount of damage to shields as it does to enemy health. The difference is that it deals double damage to armor, barriers, and enemies affected by a mass-lowering effect like Pull. The reason it deals more damage to armor and barriers is because they cannot be restored as quickly as a temporary power-cell generated shield can, and the reason they deal double damage to an enemy affected by pull because the target has no mass and therefore can be ripped apart with far less effort.

The reason why Stasis will affects all enemies regardless of protections because it creates a mass-raising field around the target. Armor, shields, and barriers will not be able to negate stasis they way that they negate Throw or Pull because it is exponentially increasing the mass of space-time rather than countering your mass-raising kinetic fields. In fact, if anything the existence of armor, barriers, and shields should increase the severity of immobilization since the target already has a greater than normal mass.

So the only powers that a shield can truly “negate” are the ones that are the ones that produce a directly opposing physics effect.

#61
termokanden

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Dave666 wrote...

Give us a bloody reason to play different classes.  As it stands a Soldier with Stasis is almost as good at crowd control as an Adept, which is just wrong.


Yes, it is wrong. Adepts clearly have better crowd control. Singularity and Stasis can be used together, and Pull is quicker against unprotected enemies than either of them (and completely owns all husks on normal difficulty without any effort). You're too quick to dismiss the adept as "underpowered".

I've been having mad fun with mine on insanity recently. And with the one before that. I really don't see how it's underpowered.

I also recently played through ME1 from 1 to 60 with an adept. They start out with far too long cooldowns and end up being able to CC everything in the room so nothing could possibly be a challenge. You can even Lift bosses. It gets to a point where I'm not even able to take any of the enemies seriously anymore. And may I ask: what is the point of fighting a colossus when you can keep it floating with Lift? Then it's just a giant punching bag.

#62
Dave666

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termokanden wrote...

Dave666 wrote...

Give us a bloody reason to play different classes.  As it stands a Soldier with Stasis is almost as good at crowd control as an Adept, which is just wrong.


Yes, it is wrong. Adepts clearly have better crowd control. Singularity and Stasis can be used together, and Pull is quicker against unprotected enemies than either of them (and completely owns all husks on normal difficulty without any effort). You're too quick to dismiss the adept as "underpowered".

I've been having mad fun with mine on insanity recently. And with the one before that. I really don't see how it's underpowered.

I also recently played through ME1 from 1 to 60 with an adept. They start out with far too long cooldowns and end up being able to CC everything in the room so nothing could possibly be a challenge. You can even Lift bosses. It gets to a point where I'm not even able to take any of the enemies seriously anymore. And may I ask: what is the point of fighting a colossus when you can keep it floating with Lift? Then it's just a giant punching bag.


Not my point at all.  Singularity simply staggers an enemy for a couple of seconds, that is not crowd control.  Thats keeping a single enemy occupied for a few seconds.  If you have more than one enemy in a Singularity then its duration is so short that its litterally not worth using except as a last resort.  If Singularity didn't have x number of enemies (or the same enemy multiple times) before it dispels then it might be an effective crowd control, just give it a duration, its there for x seconds and will stay there until it wears off or you recast it.

The whole point of the Adept is to control the enemies on the field, your weapons are not as good as the combat classes, and thats fine, its expected, what is not expected however is that their abilities are not as effective as the guns of other classes.  The Adepts Biotic abilities should be their weapons for the most part, but this is simply not the case.  The Adept can use warp on armour or barriers and thats great, but when it comes to shields they're left with guns or squadmates abilities (which any class can do), so whats so special about Biotic abilities again?

I'm not saying go back to ME:1's have everything in the air and completely harmless all at once system, I'm saying give us something in between.

Perfect example, in ME:2 is there ever any point to picking Heavy Throw over Area Throw?  How about Heavy Pull over Area Pull?  Both have the same cooldown times so you may as well choose the area version every single time.  However, if the Heavy version worked through protections but did no damage, now we have a reason to choose it.  Do I want to be able to control any single enemy regardless of protections, or do I want to control entire groups?  If I want to control groups then I'll need to strip defences.  However, for a system like this to work properly, then enemy health would need to be buffed and the damage that abilities do against health would need to increase.  As it currently stands, often I'll strip an enemy down to health, throw out a Singularity to catch them and by the time I'm ready to throw out a Warp my Squaddies have shot it down to a sliver of health, I'm now left with the feeling that I could have just shot it once and killed it, so what's the point of throwing Warp? I went to all of that effort to set up a warp bomb and I could have just held down the trigger.

If Heavy Throw would throw protected enemies on their backsides so they'd need to get up again (during which time they are not shooting at you I might add, though their friends certainly are) then you have effectively controlled that enemy.  Heavy Pull could lift a protected enemy and perhaps even set up a lower powered warp bomb allowing you to do some damage to his friends.  

As it currently stands though the Combat classes are given way more advantages than the caster classes. Soldier, Vangard and Infiltrator all recieve bonuses to damage in their passives, the Adept, Engineer and Sentinel recieve none.  Enemies recieve extra damage whilst under the effects of Biotics, but so what?  A Combat class can use a Squaddie to get the same benefit and ALSO get a boost to damage from their passives.  All this is on top of the Combat classes better weapons.


The Rock, Paper, Scissors protection system only affects the caster classes (though the Sentinel at least can deal with any), the Combat classes can kill pretty much any enemy with one or two shots regardless of defences, to the Soldier, Infiltrator and Vangard its no more bothersome than the enemy having a bit more health, either way they shoot.

#63
termokanden

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Dave666 wrote...

Not my point at all.  Singularity simply staggers an enemy for a couple of seconds, that is not crowd control.  Thats keeping a single enemy occupied for a few seconds.  If you have more than one enemy in a Singularity then its duration is so short that its litterally not worth using except as a last resort.  If Singularity didn't have x number of enemies (or the same enemy multiple times) before it dispels then it might be an effective crowd control, just give it a duration, its there for x seconds and will stay there until it wears off or you recast it.


So crowd control MUST control an actual crowd? I think you're using an unusual definition. The problem with singularity is that it has completely changed. As you've noticed, it's now mainly a single-target power (on higher difficulties at least). It's still a great power though as it can crowd control through defenses.


The Adepts Biotic abilities should be their weapons for the most part, but this is simply not the case.  The Adept can use warp on armour or barriers and thats great, but when it comes to shields they're left with guns or squadmates abilities (which any class can do), so whats so special about Biotic abilities again?

That's the part where ME2 disagrees with you. It's a choice they made. It IS more focused on the guns this time around. However, that doesn't mean biotic abilities are useless. No they don't specifically target shields, and in the same way engineers do not get a power against barriers. That's fair I think.


Perfect example, in ME:2 is there ever any point to picking Heavy Throw over Area Throw?  How about Heavy Pull over Area Pull?  Both have the same cooldown times so you may as well choose the area version every single time.

 
True. The evolutions there weren't that well thought out. That doesn't imply some huge problem with the adept class though.

 

However, if the Heavy version worked through protections but did no damage, now we have a reason to choose it.

 
And now you can crowd control an enemy for 9 seconds every 3 seconds. That's overpowered. Something in between might be possible, but like this you'll just be back to overpowered biotics again.

Even with Throw, with the way it's spammable because of the low cooldown, if you could hit targets through defenses, you could keep enemies locked down indefinitely. I just don't think you should be able to do that, at least not on higher difficulties.


Do I want to be able to control any single enemy regardless of protections, or do I want to control entire groups?  If I want to control groups then I'll need to strip defences.  However, for a system like this to work properly, then enemy health would need to be buffed and the damage that abilities do against health would need to increase.  As it currently stands, often I'll strip an enemy down to health, throw out a Singularity to catch them and by the time I'm ready to throw out a Warp my Squaddies have shot it down to a sliver of health, I'm now left with the feeling that I could have just shot it once and killed it, so what's the point of throwing Warp? I went to all of that effort to set up a warp bomb and I could have just held down the trigger.

Warp bombs are not necessary for killing a single enemy. They're really there fore the area effect. You don't get that by holding down the trigger. You might also want to use Singularity on the enemy first. That way the whole process is a bit smoother. If you already have an enemy down to health, it makes more sense to cast Pull.


As it currently stands though the Combat classes are given way more advantages than the caster classes. Soldier, Vangard and Infiltrator all recieve bonuses to damage in their passives, the Adept, Engineer and Sentinel recieve none.  Enemies recieve extra damage whilst under the effects of Biotics, but so what?  A Combat class can use a Squaddie to get the same benefit and ALSO get a boost to damage from their passives.  All this is on top of the Combat classes better weapons.


I think you have a point there. But I don't really think that's the fault of the caster classes. I like the way the defense system works, but it doesn't really hurt a soldier much for example.

Oh, and I apologize for derailing the thread.

Modifié par termokanden, 04 mai 2011 - 02:29 .


#64
Dave666

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[quote]termokanden wrote...

[quote]Dave666 wrote...

Not my point at all.  Singularity simply staggers an enemy for a couple of seconds, that is not crowd control.  Thats keeping a single enemy occupied for a few seconds.  If you have more than one enemy in a Singularity then its duration is so short that its litterally not worth using except as a last resort.  If Singularity didn't have x number of enemies (or the same enemy multiple times) before it dispels then it might be an effective crowd control, just give it a duration, its there for x seconds and will stay there until it wears off or you recast it.[/quote]

So crowd control MUST control an actual crowd? I think you're using an unusual definition. The problem with singularity is that it has completely changed. As you've noticed, it's now mainly a single-target power (on higher difficulties at least). It's still a great power though as it can crowd control through defenses.[/quote]

What I was getting at, is that it makes sense for say the Engineer to be able to control a single enemy through defences (Combat Drone), the Adept however should be controlling multiple enemies, not just one.  Thats kinda the whole point of the class in the first place.

[quote]
[quote]The Adepts Biotic abilities should be their weapons for the most part, but this is simply not the case.  The Adept can use warp on armour or barriers and thats great, but when it comes to shields they're left with guns or squadmates abilities (which any class can do), so whats so special about Biotic abilities again?[/quote]
That's the part where ME2 disagrees with you. It's a choice they made. It IS more focused on the guns this time around. However, that doesn't mean biotic abilities are useless. No they don't specifically target shields, and in the same way engineers do not get a power against barriers. That's fair I think.[/quote]

I'm certainly not saying that the Adept is useless (its my favourite class) what I'm saying is that the class could be more useful.  Agreed about the Engineer and Barriers, however that kinda illustrates my point about Caster classes, doesn't it?  They only affect Adepts and Engineers, not the other classes and given that this is how Bioware decided to make the game harder, then it really should affect every class, not just two, shouldn't it?
[quote]
[quote]Perfect example, in ME:2 is there ever any point to picking Heavy Throw over Area Throw?  How about Heavy Pull over Area Pull?  Both have the same cooldown times so you may as well choose the area version every single time.[/quote] 
True. The evolutions there weren't that well thought out. That doesn't imply some huge problem with the adept class though.[/quote]

 I'm looking at ways of improving the class (while still keeping it balanced).[quote]
[quote]However, if the Heavy version worked through protections but did no damage, now we have a reason to choose it.[/quote]
And now you can crowd control an enemy for 9 seconds every 3 seconds. That's overpowered. Something in between might be possible, but like this you'll just be back to overpowered biotics again.

Even with Throw, with the way it's spammable because of the low cooldown, if you could hit targets through defenses, you could keep enemies locked down indefinitely. I just don't think you should be able to do that, at least not on higher difficulties.[/quote]

I agree, it would need tweaking, but the idea itself is sound, its hardly overpowered, because you can only do it to one enemy at a time, their friends are still shooting at you so you ain't exactly owning everything in sight. I do agree though that the cooldown on the Heavy version of Throw for example would need to be larger than the Area version.  There's your trade-off, Heavy Throw can work through defences, but only on one enemy, and it has a longer cooldown.  Area Throw can be cast more often and affect multiple enemies, but to use it you have to strip defences first.
[quote]
[quote]Do I want to be able to control any single enemy regardless of protections, or do I want to control entire groups?  If I want to control groups then I'll need to strip defences.  However, for a system like this to work properly, then enemy health would need to be buffed and the damage that abilities do against health would need to increase.  As it currently stands, often I'll strip an enemy down to health, throw out a Singularity to catch them and by the time I'm ready to throw out a Warp my Squaddies have shot it down to a sliver of health, I'm now left with the feeling that I could have just shot it once and killed it, so what's the point of throwing Warp? I went to all of that effort to set up a warp bomb and I could have just held down the trigger.[/quote]
Warp bombs are not necessary for killing a single enemy. They're really there fore the area effect. You don't get that by holding down the trigger. You might also want to use Singularity on the enemy first. That way the whole process is a bit smoother. If you already have an enemy down to health, it makes more sense to cast Pull.
[/quote]

All I'm asking for is a way to still be able to warp bomb multiple enemies (though doing less damage of course, perhaps even doing no damage but knocking down those caught in the explosion), see more crowd control!  I'm not asking for an 'I win button', for an ability that kills enemies by looking at them, I'm asking for ways to make the Adept more useful while still being balanced.  Enemies will be tougher in ME:3 remember, so the Adept needs to be able to keep up.[quote]
[quote]As it currently stands though the Combat classes are given way more advantages than the caster classes. Soldier, Vangard and Infiltrator all recieve bonuses to damage in their passives, the Adept, Engineer and Sentinel recieve none.  Enemies recieve extra damage whilst under the effects of Biotics, but so what?  A Combat class can use a Squaddie to get the same benefit and ALSO get a boost to damage from their passives.  All this is on top of the Combat classes better weapons.[/quote]

I think you have a point there. But I don't really think that's the fault of the caster classes. I like the way the defense system works, but it doesn't really hurt a soldier much for example.

Oh, and I apologize for derailing the thread.
[/quote]

Ditto on the derailing, but I hope you see what I'm getting at.

Modifié par Dave666, 04 mai 2011 - 02:57 .


#65
ComputerEnthusiast

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I kinda aggree with dave666 about the heavy version. With increased cool down taken into account, and you can only target single enemy at a time while the others are still shooting at you, i dont think it's OP. Remember affected enemy still have full health and at least one layer of protection, so if you only play with heavy version without guns or other powers, you actually lengthen the fight.

#66
termokanden

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Dave666 wrote...

Ditto on the derailing, but I hope you see what I'm getting at.


I do, but I see the protection system in ME2 as an improvement over the system in ME1. We may disagree on that though. But I'm not saying it's perfect or that it couldn't be improved.

I have seen quite a few reasonable suggestions that don't involve removing the whole protection system. For example, Stasis could be an adept power that only does CC (not like it is now where people are actually using it for a damage buff) to help adepts stop incoming enemies. A soldier wouldn't have this option but has better firepower to deal with tough enemies.

#67
Lvl20DM

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I'm glad someone pointed out that armor did protect against biotics in ME1. This resistance really only applied to warp and that knock-down power that all biotics had. Those were the only two biotic powers enemies used. Armor actually gave you physics resistance, but that never came into play - occasionally some enemies would demonstrate greater resistance, but it was usually unpredictable. At one point in development, enemy biotics could throw, lift, or singularity you and your team - this caused tons of problems and was removed before launch. You still had features of that gameplay in ME1, however.

I'm curious what we will see in ME3 - my guess is that they will further tweak the current system. They could allow more powers to bypass defenses (neural shock being a good candidate) and fine-tune other powers so they are more universally useful. I suspect that Stasis will become a standard power for Adepts, as that power was put into LotSB with that class in mind.

#68
tonnactus

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Tony Gunslinger wrote...


What happens when there are two Krogans and a Pyro charging at you?


Nether happened in my game.

#69
tonnactus

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CajNatalie wrote...



Mass Effect 1's 'Everyone gets Immunity' thing was awful, no doubt about that, but all it meant was for longer fights. You weren't restricted or disappointingly limited in any way. The only issue was that battles dragged on. Solution - no immunity, just a sensible HP boost.
And I said HP. Not some bull**** 'armor' thing.


At least biotics could prevent enemies using immunity,and when they still were able to do that,immunity was perfectly neutralized with warp.And geth were the most common enemies anyway,and they dont use immunity.
And some of shepardts squadmembers like soldier and infiltrator shepardt too were able to use that.
So no random thug actually have better protection then shepardt and his team,what make some sense....

#70
My Liege

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Darkstar Aurora wrote...

Shields create a mass-raising field in response to an incoming attack. Telekinetic powers like Throw and Pull create mass-lowering fields to move or impel objects. Therefore logic would conclude that a mass raising shield can cancel out a mass-lowering field directed at someone, but with only a fraction of its power-cell being expended. Since armor provided a defense against biotic and tech powers in ME1, and since baseline armor is (in most cases) responsible for generating shields, logic can conclude that the shield is the representation of biotic/tech resistance.


Wouldn't raising the mass of an incoming projectile therefore increase it's kinetic energy making it more damaging?  I thought Kinetic Shields did the opposite, reducing the mass of an incoming projectile to a point that when it struck you the impact was negligible?

The reason why Stasis will affects all enemies regardless of protections because it creates a mass-raising field around the target. Armor, shields, and barriers will not be able to negate stasis they way that they negate Throw or Pull because it is exponentially increasing the mass of space-time rather than countering your mass-raising kinetic fields. In fact, if anything the existence of armor, barriers, and shields should increase the severity of immobilization since the target already has a greater than normal mass.


I'm not sure this makes sense either but the Stasis always confused me.  Wouldn't an  increase the mass of the area around a target simply make it like a negative pressure environment?  Wouldn't it be far simpler to simply increase a person's mass to the point where they became so heavy they muscles couldn't hold them up?

#71
CajNatalie

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Admitted by developers: The game was designed as a shooter first... and then tech/biotic stuff was just added as an afterthought because it was in ME1.

The game is designed for the Soldier class. Fact.

The people designing gameplay and the people designing cutscenes were not communicating.
Jack's destruction of YMIRs is 'impossible' with this protection system. Samara's unarmed slaughter of Eclipse mercs is 'impossible' with this protection system.
Plotholes due to mechanic design flaws.

If only for no protection effects, instead only certain enemies being resistant, such as bosses like the Colossus and Maw.
Also, less spammability of biotics once they're restored to being actually useful would work... that would go with returning of individual cooldowns maybe... at the very least no matter what I'd prefer moderate-length cooldowns instead of these SPAM SPAM SPAM instant cooldowns. I just don't understand how at first it's made out in lore/codex that a biotic can't keep spamming stuff (especially Singularity)... and yet you can use Throw every 3 seconds now...?

Actually, now I think of it... an Adept with longer cooldowns to balance the return to a significant amount of their 'awesomeness' might work.

Bioware really screwed up balance.
First it was all about being a Biotic God and being overpowered, now it's not just that Volus who's a joke... it's YOU who's a joke (if you pick a biotic character). Middle ground missed entirely.

P.S. I will never understand how a Varren can no more than stagger from a 'Heavy Throw'... never...
Mystical 'armor' bars... it's like they're poking fun at you because your own character is wearing paper armor and your team wears no armor.
Actually, I think maybe they are.

Modifié par CajNatalie, 05 mai 2011 - 01:58 .


#72
ComputerEnthusiast

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Darkstar Aurora wrote...

Shields create a mass-raising field in
response to an incoming attack. Telekinetic powers like Throw and Pull
create mass-lowering fields to move or impel objects. Therefore logic
would conclude that a mass raising shield can cancel out a mass-lowering
field directed at someone, but with only a fraction of its power-cell
being expended. Since armor provided a defense against biotic and tech
powers in ME1, and since baseline armor is (in most cases) responsible
for generating shields, logic can conclude that the shield is the
representation of biotic/tech resistance.

Yeah, then the two should negate each other (that is, damage shield), not just half a second stagger.
Given the fact that the issue of biotics bypassing protection has been discussed since the release of ME2, I hope that BW will do something about it.
as Dave666 has already pointed out, some small tweaks could have been done to make Adept not OP
for example:
- heavy version of adept's power should be able to bypass protection with reduced effect (shorter duration, etc), and of course single target only. Plus the cooldown should be at least equal to the time enemy can recover from biotics's effect.
- wide version never work without stripping protection first (multiple target). And to compensate for the lack of bypassing protection; wrap bomb, duration, cool down will have damage point, time, effect, duration with boosted value so that player can see the benefit of choosing this version.
So do you think with these tweaks, adept could lock the whole room of enemies?

#73
Dem_B

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As has been said, easier to just shoot the enemy than to apply the skills.
And statistics of Mass Effect 2 clearly shows that the majority prefers to play for the Soldier. 
Developers should to think how correct this imbalance.

If would be advantageous to use biotic abilities, then I would have preferred to play for one of the biotic classes, now I'm playing for the Infiltrator.

In the cutscene, Jack can kill Ymir's fist, and Samara can throw tens of collectors, but in game is not as powerful.

I would like to use biotics do not for fatality, but as a force capable of helping me in a battle with a powerful enemy.