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Any word yet on global cooldowns?


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#76
lolwut666

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I like the current system a lot better, and I think it's just right.

ME1's system allowed you to cast lots of powers in quick succession, but then you had to cope with 1-2 min cooldowns. I'd rather have powers flying all over the place at all times, and that happens more often with the 3-12 sec global cooldown system.

If Bioware made something in-between (ME1's system with shorter cooldowns), they would have to dramatically nerf the powers, otherwise the game would be too easy if you could cast lots of 3-12 sec cooldown powers one after another.

Modifié par lolwut666, 09 mai 2011 - 06:04 .


#77
Cancer Puppet

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Powers ought to "overheat" in similar fashion to the guns in ME1. This, imo, solves the problem completely. This way, you can use a couple powers in quick succession, but if you sit there spamming then you will "overheat", become exhausted, whatever you want to call it, and have to wait for a longer period before you can utilize your powers again.

Modifié par Cancer Puppet, 09 mai 2011 - 10:58 .


#78
didymos1120

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tonnactus wrote...

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.


I'm not sure what any of that has to do with what I wrote, which was that ammo should only be a "power" for User Interface purposes.  I.e., you equip ammo like you do a weapon but can assign it to a hotkey like a power, and you improve it by finding upgrades, just like you improve equipment in general.

#79
Varen Spectre

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Clonedzero wrote...

anyone spamming one power and only one power is a boring player... 

... 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.


I agree such playstyle would be kind of boring but...

Not all powers / abilities in Mass Effect 2 were equally useful. The goal of the game is to survive and advance from one level to another despite the attacks of enemies. It's only logical to presume that the player is supposed to do his best to achieve this goal. That includes choosing the best / most suitable weapons and powers as well...

Now if the player has to willfully deviate from what would be the optimal tactic (power) in particular encounter, i. e. he has to willfully sacrifice the best solution and, contradictory to the goal of the game, choose a worse one, to make his game / playstyle more varied and funnier, there is something wrong with the design.

I think that the potential solutions for this "design flaw" might be creation of several equally useful powers for each class, creation of such circumstances that any of the powers is more useful than the rest of them about equally often or to allow the player to use the powers independently from each other.

I can't help but think that the only one realistically feasible is the last one. Without the change, the player would again be forced to choose between the logical but "boring" power and unnatural but "funnier" one. :/  

Modifié par Varen Spectre, 09 mai 2011 - 07:03 .


#80
tonnactus

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didymos1120 wrote...

I'm not sure what any of that has to do with what I wrote, which was that ammo should only be a "power" for User Interface purposes.


Only if it works as some kind of "sustainable power". So i didnt have to activate them everytime again when i play a new mission or load a savegame.

#81
Cancer Puppet

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bump

#82
lazuli

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tonnactus wrote...

didymos1120 wrote...

I'm not sure what any of that has to do with what I wrote, which was that ammo should only be a "power" for User Interface purposes.


Only if it works as some kind of "sustainable power". So i didnt have to activate them everytime again when i play a new mission or load a savegame.


You have a point, tonnactus.  It wasn't fun reapplying ammo powers when loading a save or swapping weapons.  I hope this is addressed.  It's a minor inconvenience in the long run, but it's still an inconvenience.

#83
The Spamming Troll

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Kronner wrote...

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.


as much as i dont like being locked out i dont see bioware chanign global coodlwons. if active abilities shouldnt be on a seperate cooldown, atleast medigel should. im prolly forgetting another thing that would be nice........

#84
Bozorgmehr

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Cancer Puppet wrote...

Powers ought to "overheat" in similar fashion to the guns in ME1. This, imo, solves the problem completely. This way, you can use a couple powers in quick succession, but if you sit there spamming then you will "overheat", become exhausted, whatever you want to call it, and have to wait for a longer period before you can utilize your powers again.


I'm afraid it would create more problems:

Miranda; Overloads > Slam > Warp detonates a group. Kasumi Overloads > knocks enemies down with FB and moves in to SS. Shep: "Where the hell are all enemies?" Mir & Kasumi: "Sorry Shep, we already killed the lot."

What about poor Grunt? His CS is, to use his own words, 'worthless' compared to what some of the female squadmates can do.

It would break the game completely, not a viable option imo.

#85
baryonic member

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Global cooldown ruined adept for me, you end up doing 85% of your damage with your pistol.

#86
Bozorgmehr

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baryonic member wrote...

Global cooldown ruined adept for me, you end up doing 85% of your damage with your pistol.


Then you don't know how to play Adept, check my sig for a guides and dozens of gameplay videos. It's the other way around actually, you can do up to 80-90% of the damage with (biotic) powers.

#87
baryonic member

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Bozorgmehr wrote...

baryonic member wrote...

Global cooldown ruined adept for me, you end up doing 85% of your damage with your pistol.


Then you don't know how to play Adept, check my sig for a guides and dozens of gameplay videos. It's the other way around actually, you can do up to 80-90% of the damage with (biotic) powers.

Of course you can stand around doing nothing waiting for the cooldown to disappear, or you can use your weapon and do some damage in the meantime. You'll quickly notice the majority of your damage comes from your weapons, even as an adept.

#88
rogermacarios

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I don't mind global cooldown, but it'd make more sense having different cooldowns for biotic, tech and ammo powers.

#89
Devos

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I think seperating Attack powers, Defensive (Barrier, Shield Boost, Fortification, Tech Armor), Ammo and a Special category primarily for the spammed signatures (Adrenaline Rush, Tactical Cloak, maybe Charge and Drone) would open up a lot of options. I found Engie/Adept power combos actually worked quite well for the most part with the cool down. Changing ammo types being locked out by cooldown was a massive pain, being able to switch them faster and during cooldown would have opened up some options. Defensive powers do need the longer cool down to stop them being spammed but locking out other powers while they cooled was an excessive disadvantage. Putting them on a separate cooldown would be a big buff to Sentinel but would make them more varied to play. As for the other three defensive powers, they are kind of a joke compared to Reeve/Stasis as is.