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class changes; What to keep, what to leave.


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#26
imadipp

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I expect there to be two different styles of play with each class, that each focus on a particular element of their gameplay. Vanguards are biotic warriors, so one may focus little on biotic powers beyond charge, with additional weapon support, perhaps something like an "effective range" increase to shotguns to lower their spread.
A biotically focused vanguard would be more versitile in their use of biotics, and my focus on pistols or other ranged weapons to compliment the style of play, while still keeping with the Vanguards overall mobilty strengths.
Just some ideas.

#27
imadipp

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Selfless bump. Anyone else have any contribution to the concept or power redesign?

#28
Hathur

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ERJAK1 wrote...

I think the most important changes they can make to powers are as follows.

1. No 2 powers that serve the same purpose(pull and throw are unnecessary to have together)
.


Disagree - the two combined are fatal to almost anything on insanity. Pull the target, aim low on it and throw - target will fly up and back... will die instantly either from height of the fall or distance flown when it hits a wall... and since both recharge fast, its very easy to pull, wait for the swift GC and hit 'em with throw (thereby not having to always rely on a squaddie for it).

#29
imadipp

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I think if ME3 ships with the same kind of warp explosion capabilities as before, that non-biotic characters should be able to either have something similar or take advantage of the bonus as well. Something like a shield disrupter, that if successful, can either explode to damage other shields nearby via upgrade, or instead, instantly overheat/disable the weapons in range.

#30
ThanesSniper

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As long as they keep the slowed down time when scoping, then I'll be satisfied. They could also add neuro shock if they wanted though. I could get a headshot 95% of the time with that pairing.

#31
imadipp

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I think some weapons powers would be nice for the three main "weapon classes" (to which I consider soldier/infiltrator/vanguard.) Maybe something along the lines of;

Soldier: Being able to use all weapons means something static would be good. Perhaps the ability to increase damage and fire rate on a weapon, or something similar.

Infiltrator: an ability to lower the recoil of your sniper rifle, along with some fire rate would be wonderful .

Vanguard: increasing the damage of the shotgun after a charge via biotics would be great as far as i'm concerned.

#32
l DryIce l

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KainrycKarr wrote...

Lumikki wrote...

Skirata129 wrote...

imadipp wrote...

 No prerequisite powers..

agreed.

I also agree. I don't like when I have to take some power before other. classes doesn't really have so many powers to choose from anyway.


Agreed.


Yes...YES! YES!!



Honestly, I think with way we're supposedly upgrading skills now (being able to upgrade recharge time/power/force/etc), I'll be pleased. 

Modifié par l DryIce l, 21 juin 2011 - 01:45 .


#33
Malanek

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+ 1 more for dropping pre-reqs. No brainer as far as I am concerned.

I thin powers like Throw, Charge and Shockwave (which hit with a physical force) should do more damage to protections. Obviously shouldn't be as strong as the most appropriate power but more in line with say hitting a shield with Warp.

Infiltrator should get a passive that increases damage on weak points (ie headshots, knees on mechs) plus a bomb you can can deploy while stealthed and later detonate into a mini-cain explosion.

Vanguard should get a passive that temporarily boosts weapon damage after each kill.

Engineer should get a second drone. Lots of scope here. I feel something that will shake up gameplay a bit more so I think it should require you to mentally pilot it. After you cast it, it appears in front of you with shepards body immobile. You can pilot it around until it is destroyed, the timer expires or Shepard takes damage.

Adept should have a passive that will allow its biotics to penetrate a small amount of protections.

Soldier should get some synergy with heavy weapons. Find more ammo, do more damage and ultimately be bale to carry a second heavy weapon.

Sentinel could have seperate cooldowns for tech and biotic powers. Would need to be balanced by maybe increasing the cooldowns a bit at first until gradually returning to normal as you boost it. Should get round the tech armour spamming. Also aloow things like cyroblast-throw combos.

#34
Arrow70

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The pre-reqs don't work with ME2's system and with what appears to be ME3's

It worked fine in ME1 where each level of a power cost one point

but with ME2's system where the amount of points you spend increases with each level you have can often never max out the powers you want.

#35
imadipp

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I like a lot of the ideas thrown out here, exactly the reason I wanted to post a topic like this in the first place.

Physical force powersagainst protections should at least always stagger in a manner suitable. Pull might force someone to stumble forward a few feet. A good 2 seconds is all that it needs, along with some ability to pull off ledges, albeit less dramatically.

Infiltrators getting the proximity mine, or a remote controled mine would be nice, something to make cqc infiltrators more viable if the sniper rifle isn't a favorite weapon of the player.

Vanguard: Mmmmmmmm

I hear the engineer is getting a turret so that could help with the problem they're havign with just the one drone. I also like the idea for Soldiers but most soldiers I know barely use the heavy weapon as they're main weapon. They only play the soldier to take advantage of adreneline rush and two types of weapons, max. Considering that resources in ME2 drain how much you can actually afford to upgrade, I understand completly, but still, heavy weapon benefits would be nice in my opinion.

For sentinel, perhaps a passive power that reduces tech/biotic cooldowns when the other is used. The overall cooldowns would have to be increased, but it might work out rather well near the end. Say you use a biotic ability with a 12 second cooldown, then use a tech with a 12 second cooldown. The tech usage would cause the biotic cooldown to reduce at an extra % of it's normal cooldown, making it cooldown faster. If the player then uses a biotic power, the same would happen to the tech cooldown.

That being said, if the sentinel doesn't get that passive power, they'll have long ass cooldowns, and the design probably isn't that great overall, but when the pieces all fit, it sounds pretty good.

#36
blitzkkrieg

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- Going with what some people already suggested, I'm hoping that we have the option of changing the color of our tech (tech armor, combat drone, etc)
- I doubt that this would happen, but for the classes that use ammo powers, I'm hoping that we can choose which ammo powers to have.  On a recent infiltrator run through, I was trying to recreate my ME1 infiltrator that used incendiary, but then I realized that the vanguard got incendiary and I was stuck with disruptor ammo.
Soldier - ...gatling gun thats takes assault rifle's and heavy weapon's spot?  B)  I dont really mind having the ammo as powers, but I'm hoping that if we evolve incendiary all the way we can make it high explosive (adding in some drawbacks to balance it).  Also I wouldn't mind getting snowblind rounds back (increased damage, slower rof). I loved those.

Vanguard - Loved charge in ME2.  I'm hoping they keep time dilation and aoe as points, but I would also like to see something that damages enemies in the path of it.  I always found it a bit odd that those I charged through were unscathed.

Infiltrator - Maybe have one "path" of tactical cloak be specially designed for melee/cqc in general.  CQC infiltrators in ME2 were fun.

Engineer - Combat drone that pack alittle more power.  The turret power sounds interesting; I always loved engineer's with turrets in other games.  The only thing I would want to change is Cryo blast - I really liked it and used it alot, but the fact that it only worked on unshielded enemies was annoying.  Maybe if it is used on a shielded enemy, they move slower, are slightly less accurate (like in ME1), and take a little more damage. 

I thought sentinel and adept were pretty set in ME2.  Im looking forward to seeing the new abilities for all the classes.

#37
imadipp

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Soldier only heavy weapons could be a fun addition. Walking around with a gatling gun that couldn't be shot while walking, and pulled out from cover a little slower would be fun. Maybe it comes up from cover quickly, but instead of croutching you have to stand and rest the gun on the cover itself.

Or make it inaccurate from firing from the hip.

An infiltrator's cloak that increases movement speed would be nice, or a longer cooldown version of kasumi's shadow step or whatever she calls it. Silent...whatever.

Some more options for ammo power upgrades. If powers are supposed to upgrade twice, what does that mean for weapon powers? you have squad vs. superammo, but what else could they do?

#38
nitrog100

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Skirata129 wrote...

imadipp wrote...

 No prerequisite powers..

agreed.

I'd vote for that. I'm sick of having to put perfectly good points into a skill unrelated to the one I actually want and will never use.

#39
Malanek

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imadipp wrote...
Some more options for ammo power upgrades. If powers are supposed to upgrade twice, what does that mean for weapon powers? you have squad vs. superammo, but what else could they do?


Cyro - Take effect quicker and have the target remain upright rather than falling over, aoe explosive burst, slow movement speed of protected enemies, frozen enemies are so brittle they shatter with any damage

Incendiary - Burning enemies can damage other nearby enemies, burning duration lasts significantly longer (more damage and longer cc)

Disrupter - When damaging a shield also deal a smaller amount of damage to health, explosive aoe, also stuns organics but for a reduced time

#40
lazuli

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Malanek999 wrote...
Cyro - Take effect quicker and have the target remain upright rather than falling over, aoe explosive burst, slow movement speed of protected enemies, frozen enemies are so brittle they shatter with any damage


I think the biggest problem with cryo effects in ME2 is how they interact with biotics.  When I say interact, I mean often prevent completely.  If you use biotics on a target that is in the process of freezing, the odds of your power failing to take effect are noteworthy.  Other weird effects occur from time to time as well.

If cryo effects make a return, which I hope they do, I'd like to see the glitches ironed out.

#41
imadipp

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Hmm. How about;
Cryo: the squad and enhancing properties are already in ME2. Maybe something that, like the inferno ammo, causes the enemy a short stunned period, Like the fire dance, but more of a shivering "jesus that's cold" dance.
Incendiary: something along the lines of a napalm shot. Lower chance to proc, but when it does it basically covers the enemy in a fire that as they try to wipe it off, only spreads across them. doesn't work on shields or biotics, screws armor.
Disruptor: Having shields overcharge with every shot, so when they finally go down they basically explode, shorting out all weapons and damaging other shields in a radius around the target.

#42
Kileyan

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l DryIce l wrote...

KainrycKarr wrote...

Lumikki wrote...

Skirata129 wrote...

imadipp wrote...

 No prerequisite powers..

agreed.

I also agree. I don't like when I have to take some power before other. classes doesn't really have so many powers to choose from anyway.


Agreed.


Yes...YES! YES!!



Honestly, I think with way we're supposedly upgrading skills now (being able to upgrade recharge time/power/force/etc), I'll be pleased. 



I maybe be pleased, but not if Bioware does what DA2 did with some of their powers. They basically made some of them worthless, and required multiple upgrades to get it to the level is was in the previous game.

Hints of this were talked about with the new Biotics. Singularity has a useless tiny area of affect, and must be upgraded to get it back to where it was. It is an illusion of customization, when you must spend multiple points just to get it back to what you are used to having in the first place.

#43
imadipp

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Depending on the difficult, biotics such as shockwave are already useless. I'm a distant optimist. I think Bioware will do it's best to give us the best Mass Effect game to date. To say the least, i'm hopeful.

#44
blitzkkrieg

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imadipp wrote...

Hmm. How about;
Cryo: the squad and enhancing properties are already in ME2. Maybe something that, like the inferno ammo, causes the enemy a short stunned period, Like the fire dance, but more of a shivering "jesus that's cold" dance.

Incendiary: something along the lines of a napalm shot. Lower chance to proc, but when it does it basically covers the enemy in a fire that as they try to wipe it off, only spreads across them. doesn't work on shields or biotics, screws armor.

Disruptor: Having shields overcharge with every shot, so when they finally go down they basically explode, shorting out all weapons and damaging other shields in a radius around the target.


I like these ideas.  For cryo, I'm still rooting they bring back snowblind rounds; little extra damage, slower rof, freezes targets a little faster.  For the napalm idea, this would be getting down to lots of detail, but maybe synthetics ignore it so it does less damage to them.  And I like the idea for diruptor, kind of like the tech armor pulse but on enemies.  I think it would be interesting if they also brought back phasic rounds, I always liked the idea behind them, and they were pretty effective if used right. 

#45
Guest_makalathbonagin_*

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vanguard's biotics except charge absolutely suck, they're too weak for this class

#46
Bozorgmehr

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lazuli wrote...

If cryo effects make a return, which I hope they do, I'd like to see the glitches ironed out.


Seconded; the cryo-biotics bug should be fixed! Tossing around froozen enemies is a lot of fun, but it sucks when your Pull or Slam fails due to the freezing animation :(

Kileyan wrote...

Hints of this were talked about with the new Biotics. Singularity has a useless tiny area of affect, and must be upgraded to get it back to where it was. It is an illusion of customization, when you must spend multiple points just to get it back to what you are used to having in the first place.


ME2's version of Singularity could use a couple small tweaks, but a return to the completely broken (and extremely boring) ME1 version would be disastrous.

#47
UJN

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SMG (Locust) Infiltrator is my favorite in ME2. It works really well, but I feel that it lacks a power like overload (mainly for disabling guns) to use after you've cloaked and gotten close to enemies. Something like that, and cloaked melee kills, would make it a lot more fun to play.