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Make Biotics work like the lore says they do.


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#201
The Baconer

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dreman9999 wrote...
Both powers did the same thing.Lift a can move objects,too.


A shotgun kills peope just like a sniper rifle, but you're not going to use the shotfun for longer ranges, are you? Use the correct tools for the job.

Singularity can send enemies floating off in to space as well.


If I'm fighting a group of enemies, then Singularity would indeed fit the bill. Individual enemies, especially the kind that charge, are removed much faster with Lift.

And why would you use singularty to move object, you still pull the enemies in to the singularity into the object as well.


On waved fights in ensures that the enemies spawning in will have no protection on arrival. The most prominent example is the Benezia fight.

Also, based on the LotSB dlc and Arrival dlc, you can us lift and singularity to drag enemies off of zero-g environment.


After removing their protection.

You can also, dominate peoples mind with biotics in ME2. That's veriaty.=]


Everyone can use dominate. And I don't see why you'd defend ME2's powers in this regard when, going by your standards, they would be as 'boring' as ME1.

#202
Admoniter

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It wouldn't really matter to me if they did decide to go with a more in line with lore system. All that I want to see is protections be reworked, biotics can function like they did in ME2 as long as how protection and how they function against powers is changed.

#203
crimzontearz

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well

here's what usually happens

-Person comments that defenses stopping biotics and tech attacks makes no sense

-some agree

-Other person comes on and begins the following defene "well for all you know new tech got pumped into defenses so now there is this amazing supertech armor that shifts the gravity around the user so biotics get nulled out" or some other nonsense

-thread becomes useless

#204
dreman9999

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The Baconer wrote...

dreman9999 wrote...
Both powers did the same thing.Lift a can move objects,too.


A shotgun kills peope just like a sniper rifle, but you're not going to use the shotfun for longer ranges, are you? Use the correct tools for the job.

Singularity can send enemies floating off in to space as well.


If I'm fighting a group of enemies, then Singularity would indeed fit the bill. Individual enemies, especially the kind that charge, are removed much faster with Lift.

And why would you use singularty to move object, you still pull the enemies in to the singularity into the object as well.


On waved fights in ensures that the enemies spawning in will have no protection on arrival. The most prominent example is the Benezia fight.

Also, based on the LotSB dlc and Arrival dlc, you can us lift and singularity to drag enemies off of zero-g environment.


After removing their protection.

You can also, dominate peoples mind with biotics in ME2. That's veriaty.=]


Everyone can use dominate. And I don't see why you'd defend ME2's powers in this regard when, going by your standards, they would be as 'boring' as ME1.

To be base on you metaphor, Both Lift and Singularity in ME1 have very wide areas of attack. They are both shot guns. Both powers effect groups. Also, you said you use singularity to move object, base on your agnalogy you would be using a moving van to move a grain of rice. You said you move objects with singularity when you can do the samething with lift, which has a fast cooldown and more centrilized to the object....Who's using the right tool for the right job?:lol:
Also, singularity can take out charging enemies in ME1. More so in ME2. Especially in waves. Also, Dominate is stronger and better in Biotic hand. Sure, you can giveit to a solder but it won't last long. It a biotic ablity and having it adds more veriaty biotics userd. The Fact you can add any power bonus power you want to any class add on the fact that ME2 has more veriaty. Have a problem with shields, add energy drain to you adept.^_^
....
So what's the veriaty in ME1?

Modifié par dreman9999, 23 juin 2011 - 01:11 .


#205
CajNatalie

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@dreman

Throw - Get melee enemies back (basic panic button) and smash moveable cover in to enemies who try hiding behind it. Also causes direct damage when enemies collide directly with surfaces after being thrown (or when surfaces collide with enemies, as with the cover smash use). Note: This detonates explosives hit by the biotic field.
Lift - Disable a small-moderate group of enemies for a long period of time with floating ragdoll lulz
Singularity - Disable a large group of enemies for a short-moderate period of time with swirling ragdoll lulz. Enemies less simple to pick off if swirling too fast. Results in chaotic re-arrangment of scenery.
Warp - Use on Insanity mode to counter Immunity and generally make things easier to kill
Barrier - Spamtastic "I win" button
Stasis - Remove dangerous enemy temporarily while you pick off the pawns, or a last resort crowd controller when being husk/varren/rachi/creeper rushed

Throw/Lift/Singularity all disable enemies for being picked off, yes, but the nature of them still varies.
Just because Mass Effect 2 has some great combos and a few bonus talents with cool effects, doesn't magically nullify whatever ME1 has.

Modifié par CajNatalie, 23 juin 2011 - 01:38 .


#206
The Baconer

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dreman9999 wrote...
To be base on you metaphor, Both Lift and Singularity in ME1 have very wide areas of attack. They are both shot guns. Both powers effect groups. Also, you said you use singularity to move object, base on your agnalogy you would be using a moving van to move a grain of rice. You said you move objects with singularity when you can do the samething with lift, which has a fast cooldown and more centrilized to the object....Who's using the right tool for the right job?:lol:


If I use lift the objects will be moved upwards, and then fall back down. Depending on how they fall, it's possible that they can land in a fashion that still allows them to be used as cover. If I need them out of the way completely, I use Singularity.

Also, singularity can take out charging enemies in ME1.


Yes, but if I'm dealing with a single charging enemy, like in the situation I described, Lift would lock them down much faster, and has a much more forgiving cool down time. Using Singularity to stop one guy would be like... How would you say... Using a van to move a grain of rice?

The Fact you can add any power bonus power you want to any class add on the fact that ME2 has more veriaty. Have a problem with shields, add energy drain to you adept.^_^
....
So what's the veriaty in ME1?


You realize you can give your characters abilities from other classes in ME1 as well, right?

Modifié par The Baconer, 23 juin 2011 - 01:38 .


#207
dreman9999

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The Baconer wrote...

dreman9999 wrote...
To be base on you metaphor, Both Lift and Singularity in ME1 have very wide areas of attack. They are both shot guns. Both powers effect groups. Also, you said you use singularity to move object, base on your agnalogy you would be using a moving van to move a grain of rice. You said you move objects with singularity when you can do the samething with lift, which has a fast cooldown and more centrilized to the object....Who's using the right tool for the right job?:lol:


If I use lift the objects will be moved upwards, and then fall back down. Depending on how they fall, it's possible that they can land in a fashion that still allows them to be used as cover. If I need them out of the way completely, I use Singularity.

Also, singularity can take out charging enemies in ME1.


Yes, but if I'm dealing with a single charging enemy, like in the situation I described, Lift would lock them down much faster, and has a much more forgiving cool down time. Using Singularity to stop one guy would be like... How would you say... Using a van to move a grain of rice?

The Fact you can add any power bonus power you want to any class add on the fact that ME2 has more veriaty. Have a problem with shields, add energy drain to you adept.^_^
....
So what's the veriaty in ME1?


You realize you can give your characters abilities from other classes in ME1 as well, right?

1.Lift last for a good while in ME1.
2. Throw is the better power to get objects out of the way.
3. Throw also takes out charging enemies as well. And throw does it much faster than lift.
4.Yes, I know you can give your character any power......once you beat the game and master the power. In ME2, doin't need to do that and I can change it at any time. I can give my Adept one power for one mission , and a new on for another.
You also still didn't tell me the veriaty for Adepts in ME1.

Modifié par dreman9999, 23 juin 2011 - 02:21 .


#208
dreman9999

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CajNatalie wrote...

@dreman

Throw - Get melee enemies back (basic panic button) and smash moveable cover in to enemies who try hiding behind it. Also causes direct damage when enemies collide directly with surfaces after being thrown (or when surfaces collide with enemies, as with the cover smash use). Note: This detonates explosives hit by the biotic field.
Lift - Disable a small-moderate group of enemies for a long period of time with floating ragdoll lulz
Singularity - Disable a large group of enemies for a short-moderate period of time with swirling ragdoll lulz. Enemies less simple to pick off if swirling too fast. Results in chaotic re-arrangment of scenery.
Warp - Use on Insanity mode to counter Immunity and generally make things easier to kill
Barrier - Spamtastic "I win" button
Stasis - Remove dangerous enemy temporarily while you pick off the pawns, or a last resort crowd controller when being husk/varren/rachi/creeper rushed

Throw/Lift/Singularity all disable enemies for being picked off, yes, but the nature of them still varies.
Just because Mass Effect 2 has some great combos and a few bonus talents with cool effects, doesn't magically nullify whatever ME1 has.

You do know I listed all the Adepts power in ME1..right? So ocourse I know what does what. The thing is that ME1 biotic do one thing for attack no matter what the power outside warp. They disable your target long enough to shot them. Throw knocks them on the ground and you can shoot them to death. Lift and singularity lifts them into the are and you can shoot them and stasis you can hold them in place and if your a baston...shoot them.
So in the end as an adept you just holding them in place  and shooting them to death. On top of that, the powers do the same thing in ME2 with some added on effects. Sure, throw and pull is not as devistation but they stun enemies, leaving them open to attack. Plus, throw /pull is spamable. Breakable objects can be destroyed as well in ME2.
I'm not saying ME1 is a bad game just that ME2 has way more versitility than ME1 with out all the hope jumping. I can play it once and get all the bonus powers avalible for use forever. You can't saythat with ME1. Ihave to play a solder first and master AR for my adept to be able to use AR. In ME2, I get a little before half the game is don't in my first playthrough.

#209
RAF1940

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Warheadz wrote...

They should just make Biotics fun again. In ME1 you actually felt slightly powerful... But in ME2 the powers are nothing more than a little toy. The opportunities to use the powers eficciently are few, as most of the time the enemies have low enough health that it's just quicker to shoot 'em.


+1

#210
McAwesum

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I just want Bioware to stick with what made their universe unique from other games. The Biotic and Tech powers. ME2 is a fun game and I liked the class-specific powers; especially the Biotic Charge (best thing to happen to the Vanguard). But the Powers in ME2 felt vastly underpowered. Now, some people will argue and say that ME2 was more balanced and all that or that ME1 was too easy and all that. But is the game all about the difficulty to those people? If you want an extremely difficult game go play Ninja Gaiden or Demon's Souls. Those games were designed to be difficult. I want ME to be fun and original. The powers made it so. Plus there are many ways to balance a game than just making things weaker or stronger. And difficulty settings are mainly just altering numbers anyway. Hard mode: make you do less damage and enemies do more. Super-mega hard: more enemies and you do EVEN LESS damage and enemies do EVEN MORE damage.

#211
The Spamming Troll

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well, 9 pages in and i havent even voiced my opinion yet!

biotics souldnt need weapons. biotics should be feared by everyone excpet krogan and asari bad asses. biotics should allow me to tear limbs, crush skulls, and pick up chicks. if biotics dont allow me to be able to do atleast one of those things, then whats this all been about?

Modifié par The Spamming Troll, 23 juin 2011 - 03:27 .


#212
D.Kain

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I have given this some thought and here is my dream biotics system:

0) Biotics pass shields and armor. Biotics are very strong but recharge very slow. Work on random objects.

1) Biotic throw: Throw enemies with raw force in any direction. Putting points into throw not only adds force to the power but also makes the range of the power wider and further.
a) Default - straight forward.
B) Pause - a little arrow appears that can be guided like force grip in STFU. That is up/down, forward/backward and left/right using both mouse and moving keys. When satisfied with the position of the arrow release the throw. And the target can be pushed in all of the directions even to the floor or to the user.
Biotic throw can be charged up to 3 seconds to make it even more powerful but delay recharge time even further. ( Lore krogan vs APC )


2) Biotic Reduce mass/grip: works like lift/pull, the only difference is that it doesn't drag the target in any direction,. just makes the target float in random direction ( the one target was running in ) or makes them float in place. This does not cancel targets ability to shoot, they just get major reduced speed and no ability to move. And of course makes target more vulnerable to other biotics.
Maybe targets can be held by the user and draged slowly in some direction, but the user does nothing at that moment but that...

3) Biotic warp: Hold a target or a few targets in place and rip them apart. Works like ME1 warp, but user has to stand still and actually channel warp. Even though the user is vulnerable to attack, users targets can't move and get major damage from warp.

4) Biotics singularity: Works like a normal singularity, but again it should be bigger and stronger, but the user has to stand still and channel the singularity. Guided by like throw to be put where ever. Does damage.

5) Biotic Shockwave: Works like multiple little biotic throws, as if they were used in a row. Can be guided just like the regular biotic throw in any directon. Chargable.

6) Biotic Charge: Is silly magic imo, but kinda work ok the way it is just don't forget the 0).

7) Stasis/warp ammo work good.

8) Biotic slam a fast combined 2) and 1) that has seperate recharge time? But you can always make your own slam combining those two in any direction.

That's what I think would be awesome, but will never happen. =)

Oh and please SEPARATE cooldown for everything, it takes different nuzles.

OH and last thing. NO projectiles!!! Every power should work instantely! Throw looks like in ME1.

Modifié par D.Kain, 23 juin 2011 - 04:15 .


#213
Kakistos_

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Thank the Biotic God for this thread. I have issue with the "Biotic" powers Reave and Dominate. Lore-wise these should not be possible. Like other Biotics in ME2, they were just toys to play with and shouldn't show up in ME3 if Biotics are to be taken seriously. Also, my ideal Adept in ME3 should be able to unlock ALL Biotic Powers, with the sacrifice to weapon and armor points/upgrades and not just one extra power at a time via research.

#214
Praetor Knight

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Kakistos_ wrote...

Thank the Biotic God for this thread. I have issue with the "Biotic" powers Reave and Dominate. Lore-wise these should not be possible. Like other Biotics in ME2, they were just toys to play with and shouldn't show up in ME3 if Biotics are to be taken seriously. Also, my ideal Adept in ME3 should be able to unlock ALL Biotic Powers, with the sacrifice to weapon and armor points/upgrades and not just one extra power at a time via research.


Warp ammo could be the third one, it leaves me scratching my head, with the squad version especially :blush:


But if the health leeching part could be tweaked or removed from Reave then I could imagine it working like a swarm of atomic particles tearing an enemy apart. (Kinda reminds me of Magneto that way.)

#215
Warkupo

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As far as I remember, most of the enemies in Veteran and below lacked any sort of armor or shields/barrier. For most of the enemies you *can* just fling them around like the rag dolls they are.

The 'boss' enemies meant to present some semblance of challenge have shields, and require a higher level of tactical thinking than just "use lift lol". Even then, their protection is quite easy to decimate on Veteran and below.

It's not until you get to Hardcore and Insanity that even regular mooks have suddenly embraced the concept of wearing armor that, well, has armor on it, at which point your strategies for dealing with enemies becomes every so slightly more involved. But what did you expect, you picked a higher difficulty setting.

Balance seems just about right to me. Allows for a 'boss' encounter to be challenging without completely gutting the general control that a biotic has against most of the rest of the encounters. It's definitely better than ME1 where every encounter, no matter the difficulty, was just a matter of using lift, throw, and singularity.

#216
who would know

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Fine the way it is. Pick the difficulty that is attuned to how you play.

D.Kain wrote...

OH and last thing. NO projectiles!!! Every power should work instantely! Throw looks like in ME1.



Nope. If throw didn't follow a trajectory, you wouldn't be able to curve it around cover or even aim it deliberately. There's appeal in making something like Incinerate instant... but not biotics.

Modifié par who would know, 23 juin 2011 - 07:52 .


#217
Shepard the Leper

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Warkupo wrote...

As far as I remember, most of the enemies in Veteran and below lacked any sort of armor or shields/barrier. For most of the enemies you *can* just fling them around like the rag dolls they are.

The 'boss' enemies meant to present some semblance of challenge have shields, and require a higher level of tactical thinking than just "use lift lol". Even then, their protection is quite easy to decimate on Veteran and below.

It's not until you get to Hardcore and Insanity that even regular mooks have suddenly embraced the concept of wearing armor that, well, has armor on it, at which point your strategies for dealing with enemies becomes every so slightly more involved. But what did you expect, you picked a higher difficulty setting.

Balance seems just about right to me. Allows for a 'boss' encounter to be challenging without completely gutting the general control that a biotic has against most of the rest of the encounters. It's definitely better than ME1 where every encounter, no matter the difficulty, was just a matter of using lift, throw, and singularity.


QFT

It's amazing to hear a lot of people complain about biotic powers in ME2. Makes you wonder if any of them have even played the game - on the default difficulty setting (Normal) biotic powers are massively OP; that's the difficulty level ME2 is designed around, not Insanity. Playing an Adept on Normal is playing a biotic god, so what's wrong with biotics then? AFAIK - nothing - the complaining only comes from people whom feel bad they no longer are an invincible biotic god on the the hardest difficulty level (Insanity) - poor folks don't seem to understand that's the point of the hardest difficulty setting.

Is there anyone out here who thinks biotic powers or the Adept suck on Normal?

If not, then you're not discussing powers, but the way Bioware increased difficulty in ME2 - which is great btw, no stupid kill the enemy a dozen times like ME1.

Modifié par Shepard the Leper, 23 juin 2011 - 08:34 .


#218
Aurellia

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Shepard the Leper wrote...

QFT

It's amazing to hear a lot of people complain about biotic powers in ME2. Makes you wonder if any of them have even played the game - on the default difficulty setting (Normal) biotic powers are massively OP; that's the difficulty level ME2 is designed around, not Insanity. Playing an Adept on Normal is playing a biotic god, so what's wrong with biotics then? AFAIK - nothing - the complaining only comes from people whom feel bad they no longer are an invincible biotic god on the the hardest difficulty level (Insanity) - poor folks don't seem to understand that's the point of the hardest difficulty setting.

Is there anyone out here who thinks biotic powers or the Adept suck on Normal?
If not, then you're not discussing powers, but the way Bioware increased difficulty in ME2 - which is great btw, no stupid kill the enemy a dozen times like ME1.


I do take issue with the kind of cheap way they took to increasing difficulty for adepts.  By putting shields/armor on most enemies it made the game harder by nerfing a fun aspect of the game rather than doing other things that would add tactical depth.  There is not a lot of depth to stripping shields and armor.  Just do damage with a weapon, warp, overload or combos like warp detonation.  

People often counter by saying learn how to use combos better and so forth.  My arugment is that if they had come up with a better way to increase difficulty than this cheap shield/armor system then combos would become even more interesting and meaningful.

Examples of things that I'd like to see
- make shields have a %chance of resisting biotics based on their % power
- make armor have a effect reduction % based on their % present
- have barriers have a %chance of reflecting biotics based on their power
- some have combos of these
- Don't put these things on all mobs but key tougher mobs, and give them more complicating things like
- some have AOE generators that affect other mobs that are near them (can even be combos)
-This would be cool because say a Legionare has an AOE shield generator.  Then if I damage down his shields to say 50%, then I could use pull field to yank the others into a nearby singularity I had planted to trap them.

What I'm trying to get out is that key mobs that are biotic blockers combine in leather structures with other mobs and the job of the biotic is to use less nerfed powers to break these groups up in interesting ways rather than do strip/strip/strip/power.

I'd also like to see a shorter global cooldown coupled with longer individual cooldowns for specific powers so it is less tedious to setup combos.

Modifié par Aurellia, 23 juin 2011 - 09:47 .


#219
Shepard the Leper

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@ Aurellia; You're absolutely right about the difficulty affecting Adepts a lot more than most other classes, but I disagree that it takes away most of the fun. I consider the Hardcore/Insanity Adept to be *better* than the default (Normal) one.

Mass Effect is about shooting and using powers; and on Insanity Adepts do need their guns which they hardly need playing on Normal. I think the balance between weapons and powers could be tweaked a little, but overall it's pretty good - maybe giving enemies more health and less shields could make biotic powers more interesting?

I also don't like how difficulty works with other classes. I never felt really challenged playing Soldier on Insanity, I hope Bioware looks into the difficulty system to make Insanity a bit harder for the other classes as well.

#220
Lumikki

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RAF1940 wrote...

Warheadz wrote...

They should just make Biotics fun again. In ME1 you actually felt slightly powerful... But in ME2 the powers are nothing more than a little toy. The opportunities to use the powers eficciently are few, as most of the time the enemies have low enough health that it's just quicker to shoot 'em.


+1

I agree the fun part.

But the "powerful".. then ME2...

What basicly is sayed here, people liked Bionic because the style and because they where Bionic Gods. Now if the fun was comming from been "powerful", then it's not really hard to fix. I have nothing agaist making Bionic overpowered so it can be fun for people. How ever, Please one favor, don't come after that in this forum and say game is too easy.

So, what is the fun part really?

Modifié par Lumikki, 23 juin 2011 - 11:37 .


#221
LemurFromTheId

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Aurellia wrote...

I do take issue with the kind of cheap way they took to increasing difficulty for adepts. By putting shields/armor on most enemies it made the game harder by nerfing a fun aspect of the game rather than doing other things that would add tactical depth. There is not a lot of depth to stripping shields and armor. Just do damage with a weapon, warp, overload or combos like warp detonation.


Adding to tactical depth is precisely what extra protection layers do. Simply weakening biotics' power and duration would just make the game easy - because you could still juggle everything - and boring - because of comboing would be more difficult. It'd be the good old lift 'em and finish 'em days all over again.

The reason people are crying is not because biotics are nerfed, but because the players themselves can't handle the added layer of tactical gameplay required of them. You are right, there is not much depth to stripping defenses - that's easy. Most of the extra armors are actually very thin. So why are people having so much difficulty? Because things that are simple in theory aren't always easy in practise. You do need to choose the right mook at the right moment. You need to pick your positions more carefully and plan ahead. You can't just spam your powers anymore.

This has been seen many times in this thread already. How many have complained that "there are few opportunities to use biotics"? To me, this reveals an absolutely passive, non-tactical approach to the game. There are opportunities everywhere, but you need to look for them and you really, really need to create them yourself. Biotics are proactive, not reactive.

Aurellia wrote...

Examples of things that I'd like to see
- make shields have a %chance of resisting biotics based on their % power
- make armor have a effect reduction % based on their % present
- have barriers have a %chance of reflecting biotics based on their power
- some have combos of these
- Don't put these things on all mobs but key tougher mobs, and give them more complicating things like
- some have AOE generators that affect other mobs that are near them (can even be combos)
-This would be cool because say a Legionare has an AOE shield generator. Then if I damage down his shields to say 50%, then I could use pull field to yank the others into a nearby singularity I had planted to trap them.


I think this would only make Insanity much, much easier, nothing more.

But I give you this: AOE shield generator unit is an interesting idea. Killing it could make the rest of the fight trivial for an adept, but it is the kind of tactical gameplay element I personally like very much.

Aurellia wrote...

I'd also like to see a shorter global cooldown coupled with longer individual cooldowns for specific powers so it is less tedious to setup combos.


I've been playing with a similar idea myself. One of the great thigs about a global cooldown, however, is that you're always aware exactly when you can use your powers, and this is a great thing for the flow of combat and, consequently, immersion. With individual cooldowns you'd be pausing a lot more, just to check the cooldowns. This would probably suit console players, though - I understand they have to pause the game a lot anyway.

A separate, longer cooldown for defensive abilities like barrier, tech armor etc. could be a good thing.

#222
Twiiz

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who would know wrote...

Fine the way it is. Pick the difficulty that is attuned to how you play.

D.Kain wrote...

OH and last thing. NO projectiles!!! Every power should work instantely! Throw looks like in ME1.



Nope. If throw didn't follow a trajectory, you wouldn't be able to curve it around cover or even aim it deliberately. There's appeal in making something like Incinerate instant... but not biotics.


Then again, throwing cover and crushing an enemy with it felt sooo good in ME1

#223
LemurFromTheId

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I think it should be pointed out that the inability to pull and throw furniture is most likely a game design desicion that isn't really about biotics. These things affect the level design, enemy AI, pathfinding (which absolutely sucked in ME1) etc. Furthermore, it would be pretty easy to accidentally block your own path by stuffing the doorway with containers, with no way to clear the path again.

EDIT:
By the way, in ME2 you can throw those explosive barrels at your enemies. Not a game-changing strategy by any means, but a lot of fun.

Modifié par Aedolon, 23 juin 2011 - 11:29 .


#224
Dexi

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Aedolon wrote...

Aurellia wrote...

I do take issue with the kind of cheap way they took to increasing difficulty for adepts. By putting shields/armor on most enemies it made the game harder by nerfing a fun aspect of the game rather than doing other things that would add tactical depth. There is not a lot of depth to stripping shields and armor. Just do damage with a weapon, warp, overload or combos like warp detonation.


Adding to tactical depth is precisely what extra protection layers do. Simply weakening biotics' power and duration would just make the game easy - because you could still juggle everything - and boring - because of comboing would be more difficult. It'd be the good old lift 'em and finish 'em days all over again.

The reason people are crying is not because biotics are nerfed, but because the players themselves can't handle the added layer of tactical gameplay required of them. You are right, there is not much depth to stripping defenses - that's easy. Most of the extra armors are actually very thin. So why are people having so much difficulty? Because things that are simple in theory aren't always easy in practise. You do need to choose the right mook at the right moment. You need to pick your positions more carefully and plan ahead. You can't just spam your powers anymore.

This has been seen many times in this thread already. How many have complained that "there are few opportunities to use biotics"? To me, this reveals an absolutely passive, non-tactical approach to the game. There are opportunities everywhere, but you need to look for them and you really, really need to create them yourself. Biotics are proactive, not reactive.

Aurellia wrote...

Examples of things that I'd like to see
- make shields have a %chance of resisting biotics based on their % power
- make armor have a effect reduction % based on their % present
- have barriers have a %chance of reflecting biotics based on their power
- some have combos of these
- Don't put these things on all mobs but key tougher mobs, and give them more complicating things like
- some have AOE generators that affect other mobs that are near them (can even be combos)
-This would be cool because say a Legionare has an AOE shield generator. Then if I damage down his shields to say 50%, then I could use pull field to yank the others into a nearby singularity I had planted to trap them.


I think this would only make Insanity much, much easier, nothing more.

But I give you this: AOE shield generator unit is an interesting idea. Killing it could make the rest of the fight trivial for an adept, but it is the kind of tactical gameplay element I personally like very much.

Aurellia wrote...

I'd also like to see a shorter global cooldown coupled with longer individual cooldowns for specific powers so it is less tedious to setup combos.


I've been playing with a similar idea myself. One of the great thigs about a global cooldown, however, is that you're always aware exactly when you can use your powers, and this is a great thing for the flow of combat and, consequently, immersion. With individual cooldowns you'd be pausing a lot more, just to check the cooldowns. This would probably suit console players, though - I understand they have to pause the game a lot anyway.

A separate, longer cooldown for defensive abilities like barrier, tech armor etc. could be a good thing.



This guy for President! 
I like him, he understands! 


Also, for the cooldown:

The Twilight God wrote...

Globally individual.

Use Tech Armor (12 sec cooldown): All skills go into cooldown
3 seconds later: Throw is usable.
6 seconds later: Warp is usable.
12 seconds later: Tech Armor is usable.

Use Warp (6 sec cooldown): All skills go into cooldown
3 seconds later: Throw is usable.
6 seconds later: Warp and Tech Armor Available are usable.

Use Throw (3 second cooldown): All skills go into cooldown.
3 seconds later: Everything is available.

In a nutshell, skills with longer cooldowns should not impose longer cooldowns on skills with shorter cooldowns.

I also think Stasis, Energy Drain, Reave and Shield/Armor buffs (not including Tech Armor) should be on a individual cooldown that is longer than most. Maybe it's just me, but they seem more like emergency skills. I only try to use them when in a bind. 

You shouldn't even have to activate ammo powers at all. When you click on a squadmate's weapon another icon should be next to the weapon toggle to toggle between their own ammo power and any squad ammo power currently in effect.



#225
turian councilor Knockout

turian councilor Knockout
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I kinda like it when you have to remove protection from enemies instead of just casting a throw and ista kill and besides who want to feel like a biotic god anyway, not me.
In ME 1 i never bothered with using squad powers for that exact reason, so i like when squad members become more important to the combat.

Modifié par turian councilor Knockout, 23 juin 2011 - 11:31 .