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Global Cooldown vs Individual Cooldown


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129 réponses à ce sujet

#1
Commander Shep4rd

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Which did you prefer? in ME1i loved combo-ing sabotage and damping which would basically shut down enemies it rocked,In ME2 having Global cooldown destroyed abilities like barrier,as a Vanguard i seriously wanted to combo Barrier and charge with the global Cooldown i have to wait for 12 second cooldown while in those 12 seconds 6 of them my barrier is already destroyed and it was so terribel that i sticked to reave adepts were affected too so which do you prefer

adding poll soon.

Modifié par Commander Shep4rd, 23 juin 2011 - 02:04 .


#2
RAF1940

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Individual.

#3
Commander Shep4rd

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Poll
social.bioware.com/3108069/polls/21459/

#4
The Baconer

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Individual for Tech/Soldier powers. Global for Biotics, but their powers aren't stopped by shields or armor.

#5
Commander Shep4rd

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The Baconer wrote...

Individual for Tech/Soldier powers. Global for Biotics, but their powers aren't stopped by shields or armor.

good suggestion Posted Image

#6
JukeFrog

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I want to say Individual, but I'll have to go with global. Individual cooldowns would make the game too easy.

#7
Praetor Knight

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I'm good with the Global.

#8
Commander Shep4rd

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They should also keep the long cooldowns form ME1 if they go with indvidual.

#9
JayhartRIC

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Global

#10
Someone With Mass

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I'm okay with the global. Don't have to wait for powers with special cooldowns in order to do a combo that way.

#11
Commander Shep4rd

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Someone With Mass wrote...

I'm okay with the global. Don't have to wait for powers with special cooldowns in order to do a combo that way.

...........But you cant do a combo with GlobalPosted Image

#12
Bogsnot1

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Another forumite came up with a compromise where you had both. To use OP's example;
Hit Barrier, 12 second individual cooldown on barrier power, 3 second global cooldown for other powers.

#13
Commander Shep4rd

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Bogsnot1 wrote...

Another forumite came up with a compromise where you had both. To use OP's example;
Hit Barrier, 12 second individual cooldown on barrier power, 3 second global cooldown for other powers.

Sounds great! best suggestion yet.but i would give barrier at least half minute or else it would be just spamming full shields each time along with the 3 sec. global cooldown.

Modifié par Commander Shep4rd, 23 juin 2011 - 02:59 .


#14
hexaligned

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I'd rather they kept the individual cooldowns, and just made the powers less... powerfull. Too often in ME2, I just felt like a SMG gunner, and not a biotic or tech spec.

#15
The Twilight God

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Commander Shep4rd wrote...

Which did you prefer? in ME1i loved combo-ing sabotage and damping which would basically shut down enemies it rocked,In ME2 having Global cooldown destroyed abilities like barrier,as a Vanguard i seriously wanted to combo Barrier and charge with the global Cooldown i have to wait for 12 second cooldown while in those 12 seconds 6 of them my barrier is already destroyed and it was so terribel that i sticked to reave adepts were affected too so which do you prefer

adding poll soon.


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.

Modifié par The Twilight God, 23 juin 2011 - 03:19 .


#16
The Spamming Troll

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id separate techs and biotics on separate cooldowns, maybe making a vertical closing sphere to represent techs cooldown.

id put first aide on a separate cooldown like ME1.

id remove ammo powers cooldown, make them instant.

when i first saw global cooldowns i thought "this would be good for multiplayer"

#17
In Exile

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JukeFrog wrote...

I want to say Individual, but I'll have to go with global. Individual cooldowns would make the game too easy.


Or Bioware could balance the game better.

#18
Cowboy_christo

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Soldier/tech/biotic powers on their own shared cooldowns. Ammo powers and revive on their own cooldown. Though everything is subjected to a global cooldown which can be reduced with whatever passive mastery we can get.

Personally if they dont upgrade the ai i just want to pull off combo on my own because in me2 the squadmate are too stupid to use cover effectively and die like flies.

#19
lazuli

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The Spamming Troll wrote...

id separate techs and biotics on separate cooldowns, maybe making a vertical closing sphere to represent techs cooldown.

id put first aide on a separate cooldown like ME1.

id remove ammo powers cooldown, make them instant.

when i first saw global cooldowns i thought "this would be good for multiplayer"


But apart from Sentinels and bonus powers (maybe), separating tech and biotic cooldowns wouldn't really matter.

I think the grenades might be the key to keeping combat active during cooldowns.  In the E3 demo, they didn't seem to have a cooldown applied to them.

#20
A SILENT EMU

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Individual. It made each power more cool to upgrade and made powers more useful overall.  Also, get rid of ammo powers and just allow different ammo attatchments to guns.  Ammo powers are stupid and soldiers are already OP.

Modifié par A SILENT EMU, 23 juin 2011 - 04:28 .


#21
Hydralisk

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Individual!
Global promotes spamming of one overpowered ability.
Edit: Make the cooldowns on abilites about the same length as ME1, if not longer.

Modifié par Hydralisk, 23 juin 2011 - 04:29 .


#22
Homebound

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if its individual, id end up spamming skills and the game loses its shooter edge, if its global, some of the more skill-oriented classes become redundant...

how about a mix of both?

#23
KainrycKarr

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Defensive cooldowns should be different from offensive ones.

Tech armor/Barrier/Fortification on their own cooldowns, Warp/Throw/Pull/Charge on the same cooldown, etc etc

#24
TheKillerAngel

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Global with fast cooldowns > individual with long cooldowns.

Individual with short cooldowns > both.

#25
Malanek

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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.

Very interesting idea. Would have to test it before getting too excited but it definately looks like something that would be worth testing. There are obviously some problems that need fixing, for example if you use Tech Armour, then throw, Tech armour becomes usuable effectively 6 seconds after the first with a throw merged in.

I think possibly better is to just say after using any power
3 seconds later: Throw is usable.
6 seconds later: Warp is usable.
12 seconds later: Tech Armor is usable.
So you have to save up for your more powerful powers.

Modifié par Malanek999, 23 juin 2011 - 04:56 .