Any word yet on global cooldowns?
#1
Posté 09 mai 2011 - 01:36
#2
Posté 09 mai 2011 - 01:38
#3
Posté 09 mai 2011 - 01:44
www.nooooooooooooooo.com/thatguy212 wrote...
I can't remember which one but i believe one of the magazines mentions it still being there
#4
Posté 09 mai 2011 - 01:45
Though some ability cooldowns could stand to be shorter.
#5
Posté 09 mai 2011 - 02:06
#6
Posté 09 mai 2011 - 02:09
#7
Posté 09 mai 2011 - 02:10
Yeah, maybe having three different categories for cooldowns now that ME3 will have more powers.Paul Sedgmore wrote...
I'd prefer them to be more specific with which powers were on cooldown after using a power. it made no sense that I couldn't change my ammo power after using a biotic attack.
That reminds me of something else; Ammo shouldn't be a power
#8
Posté 09 mai 2011 - 02:11
But I like spamming all of my powers at once:(javierabegazo wrote...
I like global cooldowns, it keeps things balanced and not just let you be able to spam short cooldown powers. or even spam all your powers at once.
#9
Posté 09 mai 2011 - 02:21
#10
Posté 09 mai 2011 - 02:24
#11
Posté 09 mai 2011 - 02:25
PsychoWARD23 wrote...
Yeah, maybe having three different categories for cooldowns now that ME3 will have more powers.Paul Sedgmore wrote...
I'd prefer them to be more specific with which powers were on cooldown after using a power. it made no sense that I couldn't change my ammo power after using a biotic attack.
That reminds me of something else; Ammo shouldn't be a power
I agree.
But articles mention that the soldier can combine ammo types with concussive shot to make it more powerful, so most likely they are still powers.
Even if that doesn't make a lick of sense.
#12
Posté 09 mai 2011 - 02:29
I think that a return to the specific power cooldowns would increase the challenge. An infiltrator cannot now spam stealth to win. Neither can a sentinel using tech armor. No more 1 move ponies...they are neither exciting nor strategic. However the cool downs on all abilities could be decreased from ME1, perhaps twenty seconds to thirty seconds?
#13
Posté 09 mai 2011 - 02:42
Da Mecca wrote...
I agree.
But articles mention that the soldier can combine ammo types with concussive shot to make it more powerful, so most likely they are still powers.
Even if that doesn't make a lick of sense.
Well, neither does Concussive Shot being a power, if you think about it. It's obviously something the weapon is doing. In fact, I always thought it was bizarre that it doesn't matter what weapon you have in hand.
#14
Posté 09 mai 2011 - 02:44
I think I read somewhere that they'll be able to throw maybe one power directly after doing their Charge, as a part of the new skill tree.
#15
Posté 09 mai 2011 - 02:46
rabidhanar wrote...
. However the cool downs on all abilities could be decreased from ME1, perhaps twenty seconds to thirty seconds?
And make power-focused classes more screwed just because they're out of ammo? No thanks. At least the Global Cooldowns gave us 5-10 seconds. 20 is just pushing it.
#16
Posté 09 mai 2011 - 02:49
Modifié par HTTP 404, 09 mai 2011 - 02:51 .
#17
Posté 09 mai 2011 - 02:50
HTTP 404 wrote...
I would prefer two types of cooldown: one for biotics and one for tech. Its not that much difference but it would make sense to be able to do this. Also limit specific bonus powers to their respective biotics and tech classes.
I'm perfectly fine with this compromise. I never understood why I couldn't use Throw if I used Overload.
#18
Posté 09 mai 2011 - 02:53
Really? I hate it. I mean how does changing my ammo effect my biotics? And it would be balanced better if the people your fighting had cooldowns too, but no the Collectors can spam attacks like they're in ME1.javierabegazo wrote...
I like global cooldowns, it keeps things balanced and not just let you be able to spam short cooldown powers. or even spam all your powers at once.
#19
Posté 09 mai 2011 - 02:54
couldn't agree more.Lunatic LK47 wrote...
HTTP 404 wrote...
I would prefer two types of cooldown: one for biotics and one for tech. Its not that much difference but it would make sense to be able to do this. Also limit specific bonus powers to their respective biotics and tech classes.
I'm perfectly fine with this compromise. I never understood why I couldn't use Throw if I used Overload.
#20
Posté 09 mai 2011 - 03:02
#21
Posté 09 mai 2011 - 03:05
Someone With Mass wrote...
Changing ammo powers shouldn't affect the cooldown, since they have more to do with the weapons than Shepard's mind, armor or gadgets.
Ammo acting as powers was a great UI idea, but actually being powers is just an annoyance. I really wish they'd made them freely swappable as part of the weapon loadout, and that their progression was handled via the upgrade system.
Modifié par didymos1120, 09 mai 2011 - 03:07 .
#22
Posté 09 mai 2011 - 03:08
I don't like global cooldowns either. It only encourages you to use guns and slows down biotic/tech usuage.atheelogos wrote...
Really? I hate it. I mean how does changing my ammo effect my biotics? And it would be balanced better if the people your fighting had cooldowns too, but no the Collectors can spam attacks like they're in ME1.javierabegazo wrote...
I like global cooldowns, it keeps things balanced and not just let you be able to spam short cooldown powers. or even spam all your powers at once.
I agree about the ammo as well. Ammo as an ability has to go. It used to be a weapon mod. That's the way to fly again to make weapon mods meaningful. Currently I feel it's like a filler ability. Why should one need to learn an ability when you previously just switched the mod? And why do we need to learn ammo X before ammo Y can be used? It doesn't make sense at all.
#23
Posté 09 mai 2011 - 03:18
#24
Posté 09 mai 2011 - 03:20
AngryFrozenWater wrote...
I don't like global cooldowns either. It only encourages you to use guns and slows down biotic/tech usuage.
I think that was the point with global cooldown. To prevent the player from spamming their powers.
#25
Posté 09 mai 2011 - 03:31
This however is even more important, I want to see all classes be able to use different types of ammo again. I would also like the see the return of combat powers (that aren't ammo related.)PsychoWARD23 wrote...
That reminds me of something else; Ammo shouldn't be a power
Modifié par Admoniter, 09 mai 2011 - 04:16 .





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