lsmoke wrote...
biotics took quite a beating in me2 and i doubt theyre going to revert back to me1 mechanics where biotics literally owned the game (though constantly invincible soldier was up there too)
shields or not, barrier or not, theyre still going to float up helplessly to the ceiling or fly across the room...in me2...not so much
i think its more of an effort on biowares part to make the game feel more squad inclusive. i know in me1 there was a point where i didnt even bother using my teammates for anything other than an occasional (and i stress occasional) extra crowd control spell.
id just rush in and kill everything (even on insanity) without even thinking about them at all.
I'm glad you mentioned the ME1 soldier in there. This is something that I always thought was strange...everyone always talked about how the ME1 biotics were so OP, but really all of the classes were OP in that game. You didn't really have to think about squadmates that much, regardless of what class you were. You also didn't have to think about cover or ammo in that game either.
I love ME2, and my favorite class is the vanguard (mostly because charge is just so damn addictive). It can be super effective on insanity, as many on these boards have proven, but it's not got anything to do with their versatile or personalized play-style. There are literally only like 3-5 different builds that can be used really effectively, and even those are just different shades of the same combat archetype.
The build I've been using recently is a vanguard with stasis and the geth plasma shotgun, which actually allows for a somewhat more versatile playstyle. The bread and butter is still charging in and shotgunning the hell out of everyone though, which (while fun) doesn't really utilize very much of the vanguard skill tree. It's the same for an adept, singularity and warp are used for so much, because the rest of the powers just aren't as effective against protections.
For ME3, they need to have a way for some of the other powers to matter, whether that be putting points in to make them bypass protections, or via some other means. I think they need to do more to encourage unique builds
within each class so that there can be vanguards that play really differently from eachother but are both really effective even at high difficulty settings. Charge is actually a really good example of a power that has different effects on enemies with or without protection. Use heavy charge on an enemy without protection and they go flying back, so it's a little bit of CC as well as a teleport power and a shield boost. If the enemy still has protection up, you can still utilize the main feature of the power (teleportation, time dilation, shield boost) to put yourself in a good position, but the enemy isn't completely incapacitated.
Something similar should be done with things like throw or cryo blast, which aren't currently useful against any protection. Throw against a protected enemy should make them stagger back/take a knee but not cause any damage to shield/armor. Cryo blast may not freeze the enemy, but it should cause their gun to freeze up so they can't fire for like 5 seconds. It's these kinds of things which aren't game-breaking, but also enocurage more diversity in class builds.
Modifié par mdouglas86, 21 juillet 2011 - 08:20 .