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Any word yet on global cooldowns?


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#51
AngryFrozenWater

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wizardryforever wrote...

I kinda think the whole point of the global cooldown was to encourage classes to actually use their guns.  I seem to recall that one of the devs said that all classes were meant to shoot things, that none of them were meant to rely on powers alone.

Can you get me the source of BioWare's statement, please? I am interested to see the context of it.

Modifié par AngryFrozenWater, 09 mai 2011 - 06:30 .


#52
Aurellia

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A few things that I think would help here.

1 - Use a mechanism similar to MMORPGs like Everquest do where you have a short globel cooldown like 1-3 seconds (could be based on the strength of the power) combined with a longer cooldown for reuse of the power.

Give all sustained powers like ammo powers, tech armor, shield boost, the minimum global cool down.

2 - Give mods or upgrades to powers that encourage cross chaining to reduce cool down or give other short lived buffs. Borderlands does this very well with the skill trees. One power on Lilith reduces cooldown on phasewalk by a few seconds for each enemy killed.

Mass effect could do this by giving Adepts a class ability that each organic enemy killed with bullets releases psychic energy that can supercharge their minds and decrease cool down or increase power/radius/shield or armor bypass for a short time.

This kind of thing would give adepts and adepty reason for shooting.

Modifié par bioware-sucks, 09 mai 2011 - 07:13 .


#53
Someone With Mass

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You know how long the shortest cooldown lasts? Three seconds. I don't think it's that much of an issue to just wait three measly seconds.

And the longest is twelve seconds. Compared to ME1's cooldowns, that's nothing.

#54
Kronner

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I hope they keep it. It's way better than separate cooldowns IMHO.

#55
CroGamer002

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Kronner wrote...

I hope they keep it. It's way better than separate cooldowns IMHO.


Well I wouldn't mind if they separate tech and biotic cooldowns.

#56
Shifty Assassin

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Personally i dont mind either way if there are then i just shoot more if they arnt then i spam powers i dont mind both options

#57
bald man in a boat

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Mesina2 wrote...

Well I wouldn't mind if they separate tech and biotic cooldowns.


This.

I wouldn't care if they didn't though. Ammo as a power again? No with the exception of warp ammo. I would like to see ammo remain on the power wheel however. T'was a goodthing.

#58
Kronner

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Mesina2 wrote...

Kronner wrote...

I hope they keep it. It's way better than separate cooldowns IMHO.


Well I wouldn't mind if they separate tech and biotic cooldowns.


And what class would benefit from that? Only Sentinel, so in return, its abilities would have to be weaker. How is that better? Sentinels in ME2 are already super powerful anyway.

Global Cooldown was a huge leap forward in terms of gameplay IMHO. I really hope they keep it for ME3.

#59
Vena_86

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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.


Because it never made sense for ammo to be a power in the first place.

#60
Jenova65

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AngryFrozenWater wrote...

Someone With Mass wrote...

AngryFrozenWater wrote...
Obviously you like guns more than biotic/tech abilities. That's your preference and I won't argue about it.

Right. Because you know my playstyle. 

I like normal powers far more than normal guns. It's why I think the Soldier is the most mindnumbingly dull class in the history of Mass Effect.

But even I can see the imbalance powers creates if you can just spam them all in a rapid succession.

Ghehe. If you really liked biotic/tech abilities you wouldn't respond like this. Instead you would argue that there is a danger that these abilities could be spammed and that BioWare should consider rebalancing the cooldown times. And I think they should do that. BioWare is perfectly capable of implementing such a feature and keep the immersion. It's like kicking an open door in. ;)

What I don't get is why people get so worked up about how other people want to have fun in the game, the easiest fix for people who think spamming makes it too easy is for them to ramp up the difficulty on their game and let those who want to use powers more like ME1 do just that...... *shrugs* Or even just have much longer individual cooldown, so that if you just threw a power you can still use medigel but not that power for a couple of minutes....

The whole deal of 'normal is now veteran', is also stupid... It means people who play on normal as a rule because veteran is too hard for them are being demoted to 'casual' players and people who are playing (as BioWare, themselves state....) more for the story than the shooting, are going to be forced to play at a difficulty they haven't chosen and they don't have the option to dial it down like everyone else. It isn't about 'you suck, try harder', it is about choice and it is rapidly becoming Hobson's...........

#61
Jenova65

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Someone With Mass wrote...

You know how long the shortest cooldown lasts? Three seconds. I don't think it's that much of an issue to just wait three measly seconds.

And the longest is twelve seconds. Compared to ME1's cooldowns, that's nothing.

I understand exactly what you are saying, I do.... :) BUT
Galaxy Quest is the best example I can come up with here............... ;) The Omega 13 allows for a 13 second jump backwards and that you can change a lot in those few seconds....
If I just used a 12 second cooldown power and Shep gets hit with a near death attack and two dead team mates 12 seconds can be an eternity waiting to use medigel........... Especially if being pursued by husks and/or Scions like on Horizon :P

#62
Arrow70

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I'm atcually glad that the global cooldown is back, my only problem was the fact that defensive powers such as fortification and barrier had cooldowns were way to long.

#63
Devos

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I personally want cool down categories. Some classes you just want to spam the signature and doing anything else is a waste of cooldown. The biggest weakness of Concussive Shot is that it isn't Adrenaline Rush. Even with the ammo power combos dropping the cooldown to 3 seconds would be nice. A separate cooldown would be better as you could use it with AR.

#64
Varen Spectre

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Devos wrote...

I personally want cool down categories. Some classes you just want to spam the signature and doing anything else is a waste of cooldown.


Exactly. Instead of using some nice combinations, the player ends up waiting behind cover until the global cooldown runs out so that he can spam the same strongest attack / power again and again as if it was some kind of macro.

Modifié par Varen Spectre, 09 mai 2011 - 05:49 .


#65
Bozorgmehr

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Global Cooldown: Power, Shoot, Power, Shoot, Power, Shoot
Separate Cooldown: Power, Power, Power, Shoot for 30-60 seconds (at enemies who cannot do anything back)

Simple choice really.

You want to Overload + Throw somebody? You can, instantly, if you heard about squadmates that is. ME1 powers are less powerful than ME2's which can be used to kill (fast), in ME1 powers only trivialize combat and guns are used to kill enemies (you'll be shooting at least 10x more in ME1 than ME2).

Shepard is a soldier whatever the class you pick, classes only grant different powers and bonuses to help shooting down the enemy. An Adept is not a space-mage, (s)he is soldier who can use guns and biotic powers (in tandem). It's simple really, if you don't like shooting, ME is not a game you gonna like. The whole point of the game is to combine a shooter with a rpg-ish power system - not using one or the other and the global cd system is one of the changes that made ME2 combat so much better than ME1's.

#66
HTTP 404

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Mesina2 wrote...

Kronner wrote...

I hope they keep it. It's way better than separate cooldowns IMHO.


Well I wouldn't mind if they separate tech and biotic cooldowns.


yes!  Im glad more people see it that way too.  (I mentioned this on past post on this thread.

#67
Wulfram

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Global cooldown: Power 1, Shoot, Power 1, Shoot, Power 1, Shoot, Power 1, Shoot
Seperate cooldown: Power 1, Power 2, Power 3, Power 4.

I'll take seperate cooldowns, personally.

#68
Bozorgmehr

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Wulfram wrote...

Global cooldown: Power 1, Shoot, Power 1, Shoot, Power 1, Shoot, Power 1, Shoot
Seperate cooldown: Power 1, Power 2, Power 3, Power 4.

I'll take seperate cooldowns, personally.


Soldier only have one power, but spamming Singularity, Cloak, Drones all the time is very counter-productive.

You think shooting is a non-issue, something for fools who don't know how using powers work?

#69
rabidhanar

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How about spamming overload or warp...seems to happen a lot as a sentinel. As a CQC sentinel how about spamming tech armor? Heck, all of the characters can do very well spamming a single power. One power is always superior on insanity to the other abilities for every class. Adept, I spammed warp for the entire final level. Vanguard spams charge, engineer it is either drone(which can be spammed) or incinerate, Soldier it is obviously AR, infiltrator spams incinerate or cloak.

#70
Satsuma

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That's why I think the signature move, and ONLY the signature move of each class should be on a separate cooldown from all others. Vanguard and charge, Engineer and drone, Sentinel and tech armor, so on and so forth, those would have their own cooldown- but then the rest of your power pool would have a shared global cooldown.

Just removing that single ultimate power that you always use from locking out everything else, I think, would make the battles feel a lot more varied.

#71
Clonedzero

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the way cooldowns work in ME2 is perfect. you can spam powers like crazy. anyone spamming one power and only one power is a boring player. having separate cooldowns would require them to be alot longer to compensate and balance it out.

i'd rather be able to pretty much constantly use my powers than have to wait like in ME1.

i never used just one power on any of my several playthroughs that sounds like an extremely boring and unimaginative way to play the game.

#72
JediMB

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Mass Effect 2's global cooldown system is imbalanced and dull, for the sake of keeping things simple and shooter-oriented. Personally I think powers could be divided into different classes with different cooldown functions.

- Take, say, Throw. Throw would have its own cooldown, since it is a relatively weak power.

- Lift, meanwhile, is a more powerful (and straining) power, with a rather long cooldown in addition to also triggering a (shorter) cooldown for all other biotic powers.

- Then there's Singularity, which requires so much effort from the character that it has a long cooldown, a (shorter) global cooldown, and puts a penalty on weapon accuracy for the duration of the global cooldown.

Similar cooldown setups could be used for both "tech" and "adrenaline" type powers.

Modifié par JediMB, 09 mai 2011 - 05:38 .


#73
tonnactus

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didymos1120 wrote...


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.


No,enchantments as powers are a stupid idea,especially when restricted to classes. And i dont want to activate them all over again when i load a savegame.

And if squadmates like mordin actually remember what weapon i want them to use(like in the first game) instead to use a "standard" weapon like an smg in a mission where enemies are armored,that would be good too.

#74
tonnactus

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Someone With Mass wrote...

Okay, let's look at ME1, and what happened when you spammed all your powers at once on one dude. He's now completely immobilized and cannot attack you,


Thats the point of every class that has crowd control powers...
And thats what still happen in Mass Effect 2 when an engineer use a drone against a heavy mech.

#75
tonnactus

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InvaderErl wrote...

I think techs blended perfectly with ME2's combat mechanics and in many cases were superior than just pew-pewing your enemies. Powers like Overload, Incinerate, Cryo Blast, Drone, Cloak, Tech Armor were all diverse and extremely effective especially on higher difficulties in ways that the ME1 techs just never were.


Sabotage on a geth colossus: The thing didnt shoot at me for some seconds.
I cant think of a Mass Effect 2 power that comes even near to that.