Mass Effect 3 power cooldown - Group cooldown suggestion
#76
Posté 23 juin 2011 - 04:54
Slower≠Slow
#77
Posté 23 juin 2011 - 04:59
Mesina2 wrote...
lazuli wrote...
Are you serious? I explained in my post that you selectively quoted that the squadmates would be used for Pull.
And their cooldowns would constantly recharge due to the Sentinel spamming Tech Armor.
Who the hell uses Jacob?
Check my signature. Oh, wait. You're already aware of Jacob's strengths.
#78
Posté 23 juin 2011 - 05:00
Please tell me how you can watch this:
and somehow get that Sentinels have to be played "slow"
#79
Posté 23 juin 2011 - 05:04
lazuli wrote...
Mesina2 wrote...
lazuli wrote...
Are you serious? I explained in my post that you selectively quoted that the squadmates would be used for Pull.
And their cooldowns would constantly recharge due to the Sentinel spamming Tech Armor.
Who the hell uses Jacob?
Check my signature. Oh, wait. You're already aware of Jacob's strengths.
Underrated?
Yes.
Useful?
Yes.
Overpowers Sentinels?
No.
People use Jacob a lot and would use this apparent exploit?
No.
#80
Posté 23 juin 2011 - 05:05
MELTOR13 wrote...
I literally have no idea what you are talking about at this point.
Please tell me how you can watch this:
and somehow get that Sentinels have to be played "slow"
Mesina2 wrote...
@MELTOR13
Slower≠Slow
#81
Posté 23 juin 2011 - 05:35
As noted, it would simply make classes with two different power sources more powerful. Period. End of story. It would make Sentinels particularly powerful because they could save their tech cooldown for Tech Armour, whilst continuing to use Biotic abilities normally.
#82
Posté 23 juin 2011 - 05:38
Mesina2 wrote...
Kronner wrote...
You DO realize that you have 2 man squad with you..and that they can remove the shields, right?
When they can take out those defences my Tech armor can be on again in ME2.
What? Sorry, but I have no idea what you're saying here.
Mesina2 wrote...
When the hell did I said we should mix signature powers?
You didn't. But that's the problem..you totally ignore the fact that if you implement your idea then signature powers will have to be nerfed a bit, otherwise ME3 would be way too easy.
Seriously, I hate the idea presented in the OP and hope BioWare will stick to ME2's Global Cooldown.
Modifié par Kronner, 23 juin 2011 - 05:38 .
#83
Posté 23 juin 2011 - 05:41
Kronner wrote...
You didn't. But that's the problem..you totally ignore the fact that if you implement your idea then signature powers will have to be nerfed a bit, otherwise ME3 would be way too easy.
Seriously, I hate the idea presented in the OP and hope BioWare will stick to ME2's Global Cooldown.
OK, nerf the Tech armor.
Already many people claim it's overpowered, for some reason.
Will this idea still be terrible?
#84
Posté 23 juin 2011 - 05:43
Mesina2 wrote...
Warp should then do less damage on shields then
Christ no.
#85
Posté 23 juin 2011 - 05:45
The Baconer wrote...
Mesina2 wrote...
Warp should then do less damage on shields then
Christ no.
In that case Overload should do more damage to Barrier.
It would be fair for Engineer to have defense against them.
#86
Posté 23 juin 2011 - 05:46
Mesina2 wrote...
OK, nerf the Tech armor.
Already many people claim it's overpowered, for some reason.
Will this idea still be terrible?
Of course it is..but why just Tech Armor? You'd have to rebalance all powers.
In ME2 you effectively have 3 Cooldowns. Yours, Squadmate 1's and 2's. You can use any three powers in rapid succession.
So how does your idea improve anything? It doesn't. It actually screws up everything. Just my $0.02 though.
#87
Posté 23 juin 2011 - 05:49
Mesina2 wrote...
In that case Overload should do more damage to Barrier.
...What?
#88
Posté 23 juin 2011 - 05:49
Kronner wrote...
Of course it is..but why just Tech Armor? You'd have to rebalance all powers.
In ME2 you effectively have 3 Cooldowns. Yours, Squadmate 1's and 2's. You can use any three powers in rapid succession.
So how does your idea improve anything? It doesn't. It actually screws up everything. Just my $0.02 though.
How the hell it screws up everything?
I want for you to ignore Sentinel, and explain me that.
#89
Posté 23 juin 2011 - 05:50
The Baconer wrote...
Mesina2 wrote...
In that case Overload should do more damage to Barrier.
...What?
Exactly me with Warp.
#90
Posté 23 juin 2011 - 05:50
MELTOR13 wrote...
I literally have no idea what you are talking about at this point.
Please tell me how you can watch this:
and somehow get that Sentinels have to be played "slow"
The idea is that running and gunning which is done in the video is faster and it is, but perhaps thinking slow things down. I take it that person will enjoy the R&G style is ME3, but playing "fast" isn't always the best strategy. You can finish a fight in 10 secs, but you may die in that same amount of time as well if not quicker.
Heck, all classes can be played either "fast or slow." Again, thinking for some slows the game down. If it was a game that emphasizes playing slowly, some would want it sped up somehow; however, playing "slow" - wait no - strategically - shouldn't be nerfed because some players like to play that way.
Having said this, I think ME2 achieved that balance (not perfection), but as you can see in the video, that player made the proper evolution adjustments to be able to stay alive while maintaining the R&G play-style.
#91
Posté 23 juin 2011 - 05:51
Mesina2 wrote...
Exactly me with Warp.
...What?
#92
Posté 23 juin 2011 - 05:53
Mesina2 wrote...
In that case Overload should do more damage to Barrier.
It would be fair for Engineer to have defense against them.
Rank 1 overload damage:
Organic health: 0
Synthetic health: 120
Armor: 120
Barrier: 120
Shields: 240
Rank 1 warp damage:
Organic health: 120
Synthetic health: 120
Armor: 240
Barrier: 240
Shields: 120
#93
Posté 23 juin 2011 - 05:55
The Baconer wrote...
Mesina2 wrote...
Exactly me with Warp.
...What?
Do you speak English or what?
#94
Posté 23 juin 2011 - 05:56
Why the f*** does anyone care about one class being overpowered in a SINGLE PLAYER game?
Some classes will have an easier time with the campaign than others, that has been true from the beginning of ME1. Why the hell should it matter how someone else plays their "overpowered" sentinel? They aren't playing against you.
I've played an engineer from ME1 through ME2, and plan to play it through ME3, regardless of someone claiming that the engineer is nerfed to hell and the sentinel is overpowered. It doesn't freaking matter!
#95
Posté 23 juin 2011 - 05:58
Aedolon wrote...
Mesina2 wrote...
In that case Overload should do more damage to Barrier.
It would be fair for Engineer to have defense against them.
Rank 1 overload damage:
Organic health: 0
Synthetic health: 120
Armor: 120
Barrier: 120
Shields: 240
Rank 1 warp damage:
Organic health: 120
Synthetic health: 120
Armor: 240
Barrier: 240
Shields: 120
Then why does my fully upgraded Warp does more damage to shields then my fully upgraded Overload to Barrier?
Is my copy of game broken or something?
EDIT#1
Sometimes I type too fast I forget to put a word.
Modifié par Mesina2, 23 juin 2011 - 06:23 .
#96
Posté 23 juin 2011 - 06:11
I don't have any pure data to work off of, but it seems reasonable to me.
#97
Posté 23 juin 2011 - 06:13
Mesina2 wrote...
Then why does my fully upgraded Warp does damage to shields then my fully upgraded Overload to Barrier?
Is my copy of game broken or something?
No, your universal translator is broken. Could you rephrase that question?
#98
Posté 23 juin 2011 - 06:41
its just unfortunate that MEs gaemplay is pathetically easy and simple that adding anything mroe too it would completely throw it off balance.
id rather have a game that can handle something like seperating cooldowns, then one that couldnt. and ME cant.
#99
Posté 23 juin 2011 - 06:52
SandTrout wrote...
There is a fundamental flaw in the reasoning against Mesina's idea.
Why the f*** does anyone care about one class being overpowered in a SINGLE PLAYER game?
Some classes will have an easier time with the campaign than others, that has been true from the beginning of ME1. Why the hell should it matter how someone else plays their "overpowered" sentinel? They aren't playing against you.
I've played an engineer from ME1 through ME2, and plan to play it through ME3, regardless of someone claiming that the engineer is nerfed to hell and the sentinel is overpowered. It doesn't freaking matter!
^ This
However, note how every class can have every weapon because I bet people asked for it and because a particular squad combo was used 99% of the time (excluding LMs; yet the third mate was still taken frequently) (ie: Garrus with Overload, Mordin with Incenerate)
Myself for example. Even with LMs, I always took Miranda because of what character she was + the weapon I have her frequently use (Sentinel, SMG). However, since all characters can have all weapons, other squad combos could be used more from a weapons standpoint. ie: Only Miri, Mordin, Samara and Thane could use the SMG; however, who knows whom I might take now with Miri - because everybody can use it.)
Again, this isn't a big deal as each class is still unique. If anything, I wouldn't like it if the characters weren't.
You're right though. This is not a PvP game; however, you are playing "against" an opponent. Players don't want to think! That's the biggest problem, that's why they ask that BW fixes things, so they won't have to! It's not a "play my way" issue like people are making it out to be because that would bite if everybody played the same way.
#100
Posté 23 juin 2011 - 07:24
The so called proof that this system will end up being imbalanced is weak at best.
Everything can be fixed with a few tweaks here and there.
After all, we had individual powers in ME1, and it was mostly fine, even though the progression was broken.
Modifié par Phaedon, 23 juin 2011 - 07:27 .





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