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Mass Effect 3 power cooldown - Group cooldown suggestion


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#26
Dexi

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ME-ParaShep wrote...

The Twilight God wrote...

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.


I like this person's suggestion. It makes a lot of sense if. If you use a long CD power and have to wait for the specific power's length of CD to be able to use a skill that has a shorter CD than that makes the gameplay slow and dull. Bioware did a nice number on the shooting, melee, and mobility gameplay, but now they have to tweak the powers to make it more fluid flowing. I'd like to be able to use Adrenaline Rush soon after my Concussive Shot or quickly do a quick combo with Warp -> Singularity then finish off with my squadmates powers.



#27
CroGamer002

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@Praetor Shepard you only have Inferno and Flashbang Grenades on ME2 that are unlimited. ME3 Demo showed us grenades and are limited.

#28
CroGamer002

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@Dexi a little too complicated to do and it doesn't make any more sense then global cooldown.

#29
LemurFromTheId

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I still maintain it'd be way too useful to pick a bonus power with a cooldown you don't usually need in combat. Adept + geth shield boost, sentinel + barrier, vanguard + energy drain, infiltrator + stasis... Endless possibilities for cheese.

#30
CroGamer002

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Aedolon wrote...

I still maintain it'd be way too useful to pick a bonus power with a cooldown you don't usually need in combat. Adept + geth shield boost, sentinel + barrier, vanguard + energy drain, infiltrator + stasis... Endless possibilities for cheese.


Yeah, it still makes all classes interesting.

It doesn't make any imbalance between classes.

Modifié par Mesina2, 23 juin 2011 - 11:40 .


#31
Dexi

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Mesina2 wrote...

@Dexi a little too complicated to do and it doesn't make any more sense then global cooldown.



How is it too complicated?

You use the biggist cd ability, all abilities run their own cd timers...
You use smallest cd ability, all abilities run on that smallest cd... 

And in between going on the same principles. 

Modifié par Dexi, 23 juin 2011 - 11:40 .


#32
Praetor Knight

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Mesina2 wrote...

@Praetor Shepard you only have Inferno and Flashbang Grenades on ME2 that are unlimited. ME3 Demo showed us grenades and are limited.


Awesome, I didn't know.



So then I guess the way I'd try to categorize the groups would be like this:

  • Powers used through the omni-tool (Tech group),
  • Powers used from armor (Unity, Adrenaline Rush and Fortification*)
  • Powers from biotic ability and amps (and restricted to biotic classes),
  • Powers from weapons (Grenades and concussive shot)
  • and ammo powers.
* I think Unity, AR and Fortification might be OK in sharing the same group cooldown for balancing purposes (at least on the Soldier).



Edit: With Warp ammo, maybe have that with biotic powers instead of with other ammo powers?

Modifié par Praetor Shepard, 23 juin 2011 - 11:51 .


#33
CroGamer002

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@Dexi
Complicated to do/make/develop/code it, not complicated to understand.

Modifié par Mesina2, 23 juin 2011 - 11:42 .


#34
LemurFromTheId

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Dexi wrote...

How is it too complicated?

You use the biggist cd ability, all abilities run their own cd timers...
You use smallest cd ability, all abilities run on that smallest cd...

And in between going on the same principles.


It's far from an entirely bad idea, but it'd become quite difficult to tell whether a particular power is available or not. Let's say you cast a throw, fire a few shots and then cast a warp. Now, can you really tell, in the heat of the battle, in real time, when tech armor becomes available? And you're not even distracting yourself with squadmate powers yet.

There are good things to be said about streamlining and simplicity. Global cooldown keeps the rhythm of battle going, helping the player immerse into the game world. Constant need to pause the game to check the cooldown is a distraction that keeps you detached from the
game and breaks the flow of combat, and because of this, it can sometimes make the game actually harder in a very subtle and negative manner.

There could be ways to make the UI more informative, though. A simple example: the cooldown cursor turns to orange when any of your powers become available and green when they are all available.

#35
CroGamer002

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^And that too.

#36
Siven80

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Personally i prefer the way WoW does it.

Every ability has a cooldown so no need to change any.

When you use an ability a global cooldown starts so that you cannot use another ability in x secs (WoW uses 1.5....i would suggest 2 or 3 for ME), then you can use another ability after the global cooldown finishes.

That way you can use the 12 sec shield cooldown, and then some of your better abilities after the global cooldown while the shield is still on cooldown, unlike ME2 where you would be locked out from every ability for 12 secs.

Also the global cooldown can use the nice cooldown UI that ME2 uses in the middle of the screen.

Best of both worlds imo and not complicated at all.

#37
CroGamer002

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WoW cooldown wouldn't work in fast paced RPG/TPS hybrid.

#38
UJN

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I don't see how this suggestion would improve anything.
Engineers and infiltrators use "only" tech, so they wouldn't be affected.
Adepts and vanguards use "only" biotics, so they wouldn't be affected.
Soldiers only use "others" (as you call it), so they wouldn't be affected.
Then you argue that it doesn't really help Sentinels that much.
What is the point of the suggestion? It doesn't seem improve, or even change, anything...

#39
CroGamer002

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UJN wrote...

I don't see how this suggestion would improve anything.
Engineers and infiltrators use "only" tech, so they wouldn't be affected.
Adepts and vanguards use "only" biotics, so they wouldn't be affected.
Soldiers only use "others" (as you call it), so they wouldn't be affected.
Then you argue that it doesn't really help Sentinels that much.
What is the point of the suggestion? It doesn't seem improve, or even change, anything...


1st main Soldier power will effect Unity. Other classes powers won't effect that valuble power
2nd Bonus power. It would really speed up my gameplay with Soldier when I have Geth Shield Boost with it's own power and can be said for most bonus powers for Soldier
3rd Ammo Powers can be changed any time. Don't tell me you didn't get annoyed when you forgot to first change ammo after turning shield power or go Cloak. What is stopping me to change Ammo Power during that?
4th It makes more sense to lore then global and individual cooldown

#40
Siven80

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Mesina2 wrote...

WoW cooldown wouldn't work in fast paced RPG/TPS hybrid.


On the contrary i think it could fit in perfectly with the right length of global and individual cooldowns.

ME1 used the individual cooldown system which let you spam all your abilities at the same time.

ME2 used a global/universal cooldown system which cut out the spam attacks of ME1 but put all abilities on the cooldown of the ability used.

Just by combining the 2 systems into individual cooldowns again but with a global cooldown to keep from being able to spam abilities and help balance ability use would be good imo and not complicated at all.

#41
LemurFromTheId

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Mesina2 wrote...

4th It makes more sense to lore then global and individual cooldown


Does it really make sense to lore that soldiers are better off using barrier instead of fortification? That adepts use geth shield boost instead of barrier, that infiltrators use dominate instead of neural shock?

Reallly?

#42
MELTOR13

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Global cooldowns are not going away, and it's a far superior system than ME1's system or the systems being suggested in this thread. It doesn't slow down the gameplay at all, it makes it much faster, IMO.

#43
lazuli

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This is a poor suggestion. I would like to say, "It looks like you put some thought into this," but I'm not sure if that's accurate. As others have said, it would only really benefit Sentinels. And who cares if they couldn't use Overload immediately after Tech Armor? They can use their biotics and enjoy their squadmates' recharged* powers, all while spamming the most powerful defensive ability in the game.

No, grouped cooldowns is not the answer.


*See Tech Armor's hidden feature.

#44
CroGamer002

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^I'm sorry but how are Throw, Warp and Shockwave helpful against shielded enemies?

#45
CroGamer002

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MELTOR13 wrote...

Global cooldowns are not going away, and it's a far superior system than ME1's system or the systems being suggested in this thread. It doesn't slow down the gameplay at all, it makes it much faster, IMO.


Have you read my entire OP?

I never said individual cooldown is faster the global one. Global cooldown is faster and better then individual.

And how about you clarify that this is worse then global cooldown?
Nobody here proven me how is worse then global cooldown.

#46
LemurFromTheId

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Mesina2 wrote...

^I'm sorry but how are Throw, Warp and Shockwave helpful against shielded enemies?


Shotgun rapes shields. After that, you finish them with throw. Or shockwave.

Warp does full damage against shields.

#47
CroGamer002

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^No, it does not give full damage to shields.
If it does, which doesn't, then it should be nerfed in ME3. That power should not be like Overload, while that power is not effective against Barriers and Armor( that I hope it will work like armor and not just extra life bar).

As for the shotguns? Not a lot fo people know to go CQC and it would only work for 1-2 enemies in row until you decide to retread to wait for Tech armor to be available again.

Modifié par Mesina2, 23 juin 2011 - 02:41 .


#48
LemurFromTheId

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Mesina2 wrote...

^No, it does not give full damage to shields.
If it does, which doesn't, then it should be nerfed in ME3. That power should not be like Overload, while that power is not effective against Barriers and Armor( that I hope it will work like armor and not just extra life bar).


All direct damage powers do at least full damage against all defenses. Warp does normal damage against health and shields and double damage against armor and barriers, overload does normal damage agains synthetic health, armor and barriers and double damage against shields.

Mesina2 wrote...

As for the shotguns? Not a lot fo people know to go CQC and it would only work for 1-2 enemies in row until you decide to retread to wait for Tech armor to be available again.


I don't think these games should be specifically balanced for bad players.

#49
CroGamer002

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Aedolon wrote...

All direct damage powers do at least full damage against all defenses. Warp does normal damage against health and shields and double damage against armor and barriers, overload does normal damage agains synthetic health, armor and barriers and double damage against shields.


Are we playing same game?

Overload does verry little damage to Barriers and Armor and absolutly nothing to organic health, who are majority of the enemies in ME2 and will be in ME3.

While Barrier does little damage on shields, just little more then Overload to Barrier and Armor.


I don't think these games should be specifically balanced for bad players.


In that case Engineer is overpowered since I'm destroying enemies without even having Tech armor and Warp while I use shotgun.

Also only 1 shotgun can can take out protection in one shot and that's Claymore.
Without modding, that's only available to Soldier and Vanguard.

So yeah, until you take out their protection with other shotguns, your Tech armor cooldown is finished.

Modifié par Mesina2, 23 juin 2011 - 03:05 .


#50
lazuli

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Mesina2 wrote...

^I'm sorry but how are Throw, Warp and Shockwave helpful against shielded enemies?


They stagger.  And who said I'd be using them on shielded enemies?  I'd be constantly advancing, spamming Throw Field for staggers and Tech Armor for survivability and more staggers, all while blasting away with my Scimitar.  The Sentinel would be even more unstoppable than it already is.