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Mass Effect 3 power cooldown - Group cooldown suggestion


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193 réponses à ce sujet

#1
CroGamer002

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A lot of people are debating should we have individual or global cooldowns.

Personally I'm against both. Individual makes game too easy while global slows down combat.
And both make on sense with lore.


My suggestion is to make group cooldown:
  • Tech cooldown
  • Biotic cooldown
  • Ammo power cooldown
  • Other powers cooldown

For first 3 are obvious in what group ME2 powers belong while for other powers I'll say which are:
  • Unity
  • Adrenaline Rush
  • Concussive Shot
  • Fortification
  • Inferno Grenade
  • Flashbang Grenade



Do you like it?

This suggestion DOES NOT overpowers Sentinels.
  • you can't use Overload after Tech Armor until cooldown ends. Most enemies use shields
  • Warp should then do less damage on shields. Then again they're not doing much now either



P.S.

Global cooldown is faster then individual cooldown and way better.
What meant what that it slows down already face paced combat unnecessary withp owers like Tech armor and Cloak.
Also why do I need to was 3 seconds after Adrenaline Rush to switch my Ammo Power?
And what is stopping me from changing my Ammo power while cloaked or throw a grenade?


P.P.S.

Apparently, first 3 groups aren't obvious:

Tech powers:
  • Overload
  • Incinerate
  • Cryo Blast
  • A.I Hacking
  • Combat Drone
  • Cloak
  • Tech Armor
  • Neural Shock
  • Energy Drain
  • Shield Boost
Biotic Powers:
  • Warp
  • Pull
  • Throw
  • Shockwave
  • Charge
  • Slam
  • Barrier
  • Reave
  • Dominate
  • Stasis
Ammo Powers:
  • Cryo Ammo
  • Disruptor Ammo
  • Incendiary Ammo
  • Armor Piercing Ammo
  • Shredder Ammo
  • Warp Ammo


New idea from AdmiralCheez.
Combat powers:
  • Adrenaline Rush
  • Concussive Shot
  • Fortification
  • Inferno Grenade
  • Flashbang Grenade
  • Cryo Ammo
  • Disruptor Ammo
  • Incendiary Ammo
  • Armor Piercing Ammo
  • Shredder Ammo
  • Warp Ammo



Do to complaints I'm updating OP, again.

Pure classes will have significant bonus and much shorter cooldown with bonus power that's in their base of skills.
Engineer with Geth Shield Boost will get 6-8 seconds cooldown and either +150% maximum shield or 30% Weapon damage bonus.

Hybrid classes will have normal bonus and normal cooldown with bonus powers.
Infiltrator with Geth Shield Boost will get 12 seconds cooldown and either +10% maximum shield or 15% Weapon damage bonus.

classes that have no skill with bonus power will be penalized with no bonus and longer cooldown.
Soldier with Geth Shield Boost will get 18-20 seconds cooldown and no bonus.

Modifié par Mesina2, 24 juin 2011 - 01:30 .


#2
LemurFromTheId

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I don't like it. Soldiers, adepts and engineers would basically have just one cooldown, while sentinels, vanguards and infiltrators have two. This would also make it vastly advantageous to pick a bonus power that's outside your specialization, i.e. a tech power for vanguards etc.

Modifié par Aedolon, 23 juin 2011 - 09:36 .


#3
Raygereio

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The only class' that would benefit from that are the mixed classes such as the infiltrator. The "pure" classes like Adepts or Soldiers would still behave the exact same way as with global cooldown.

#4
Kronner

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No.
This only benefits Sentinel. Global Cooldown is just fine. One of the best changes ME2 introduced IMHO.

#5
CroGamer002

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@Kronner why would I need to wait 12 seconds to use Throw because of Tech armor?

It's not challenging and it just slows down the game.

As for pure classes?
Well their cooldowns are rather very short so not much of advantage for Sentinel since Sentinel can't use Overload and must enemies use Shields.

Modifié par Mesina2, 23 juin 2011 - 09:49 .


#6
Mister Mida

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Although I'm a supporter of individual cooldowns, this could be an acceptable compromise. And concerning the hybrid classes, their cooldowns could be a bit longer than for the pure classes. After all, the pure classes are master in their trades, while the hybrids are not.

#7
Shepard the Leper

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Yeah, let's make Sentinels even more OP.

@ Raygereio ; Infiltrators and Vanguards gain nothing; their ammo 'powers' are combat, the rest is tech/biotic - unless you think changing ammo mid combat is good obviously.

#8
CroGamer002

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Warp should then do less damage on shields then and since you can't use Overload after Tech armor, Sentinels WON'T be overpowered.

#9
Raygereio

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Shepard the Leper wrote...
@ Raygereio ; Infiltrators and Vanguards gain nothing; their ammo 'powers' are combat, the rest is tech/biotic - unless you think changing ammo mid combat is good obviously.

True. I forget they didn't really had that much in the way of combat powers.

Modifié par Raygereio, 23 juin 2011 - 09:59 .


#10
CroGamer002

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^Vanguard only has 2 non-Biotic power.

Incendiary Ammo and Cryo Ammo. Not gonna benefit them much to change ammo power whenever they want since rest powers are Biotic.

And for Infiltrator, only instead it has Disruptor Ammo instead of Incendiary Ammo.
The rest are Tech powers.

#11
Kronner

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Mesina2 wrote...

@Kronner why would I need to wait 12 seconds to use Throw because of Tech armor?

It's not challenging and it just slows down the game.

As for pure classes?
Well their cooldowns are rather very short so not much of advantage for Sentinel since Sentinel can't use Overload and must enemies use Shields.


12 seconds without any upgrades..it's down to less than 6s after you max passive + upgrades.
Why should you wait? Because it was a gameplay decision, and because it allows your powers to actually be powerful. And no, the combat is not slowed down, it is actually MUCH faster than ME1.

And Sentinels do have Overload by the way. Not to mention you can take Energy Drain bonus power.

I really hope that Global Cooldown stays intact. It's awesome IMHO.

#12
LemurFromTheId

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Sentinel with flashbang + assault armor...

#13
Captain Crash

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With the adept you combo powers quite frequently and global cooldowns would really hinder their performance as others have mentioned.

I think classes need to be looked at individually in some regards as others have suggested. What works for the Adept doesnt so much for other classes

#14
CroGamer002

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Kronner wrote...

12 seconds without any upgrades..it's down to less than 6s after you max passive + upgrades.
Why should you wait? Because it was a gameplay decision, and because it allows your powers to actually be powerful. And no, the combat is not slowed down, it is actually MUCH faster than ME1.

And Sentinels do have Overload by the way. Not to mention you can take Energy Drain bonus power.

I really hope that Global Cooldown stays intact. It's awesome IMHO.


1. I'm suggesting group cooldown, not bringing back individual. Tech Armor, Overload and Drain Energy are under Tech power cooldown. It won't make any difference.

2. I did not said it's slower then ME1 system. It just slows down unnecessarily already fast paced gameplay. I should have been more clear with that but still.

3. Yes, global cooldown is BETTER then individual. I agree, but even global cooldown is not that great.

Modifié par Mesina2, 23 juin 2011 - 10:33 .


#15
CroGamer002

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Aedolon wrote...

Sentinel with flashbang + assault armor...


Well I'm sure flashbangs in ME3 will be limited so I don't think you'll be able to spam them like in ME2.

Besides Dominate and Stasis are better.

#16
Seeker Sparrow

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Like others have said, this would only really benefit the Sentinel.

I think the problem is not so much Tech Armor and it's cooldown, but there should be better powers for the Sentinel to cast so the use of TA doesn't interfere too much with the global cooldown, because at the moment Assault Armor is the Sentinel's worthwhile power.

And for the record, combat with the global cooldown is much faster and fluid in ME2 than in ME1.

Modifié par Sparrow Hawke, 23 juin 2011 - 10:37 .


#17
CroGamer002

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I updated my OP to clarify few things.

#18
Inferno Sock

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Biotic abilities fall into three general categories: Telekinesis, the use of mass-lowering fields to lift or hurl objects; Kinetic Fields, mass-raising fields to immobilize objects (in combat, usually enemy projectiles or enemies themselves); and Spatial Distortion, the creation of shifting mass-effect fields which rip apart any objects caught within them.
What about splitting certain Biotic powers from each other? would make warpbombs easyer and defences more of an option to use, one could even split the Engineers tech powers up too if thought about enough

#19
CroGamer002

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^Poor game balance.

#20
CajNatalie

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No.
A few people have already voiced why this is a bad idea for the pure classes.

#21
CroGamer002

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CajNatalie wrote...

No.
A few people have already voiced why this is a bad idea for the pure classes.



Nobody said why.
They just said it overpowers hybrid classes which I already proven it does not.

#22
CajNatalie

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Didn't look like you had proven anything... I'm with Kronner and everyone else on this one.

#23
LemurFromTheId

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Mesina2 wrote...

They just said it overpowers hybrid classes which I already proven it does not.


I must have missed it. How, exactly, did you prove that?

#24
Praetor Knight

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I have a question, which powers in ME2, do not use the Omni-Tool? Maybe that could be a basis for having separate cooldowns.

I mean, I can understand separating biotics and Concussive Shot from the other powers, because they do not necessarily need to work through the Omni-Tool. And Adrenaline Rush would need some kind of trade off, if it would be on a separate cooldown, (and if a biochemical process, the cooldown is way short anyway in ME2).

And what about grenades, are they made on the spot? Or are there a limited number carried, like in ME1? I'd guess if there are a limited number then yeah those can be on a separate cooldown, but if they need the Omni-Tool, then I'd guess that grenades would need to share in the same cooldown limitations, with other powers that work through the omni-tool..

#25
CroGamer002

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Aedolon wrote...

Mesina2 wrote...

They just said it overpowers hybrid classes which I already proven it does not.


I must have missed it. How, exactly, did you prove that?


Inflitrator's and Vanguard's combat powers are ONLY Ammo Powers.

Sentinel's Biotic powers aren't much useful with shielded enemies and Tech powers are still in cooldown after using Tech Armor.