Aller au contenu

Photo

Mass Effect 3 power cooldown - Group cooldown suggestion


  • Veuillez vous connecter pour répondre
193 réponses à ce sujet

#101
CroGamer002

CroGamer002
  • Members
  • 20 673 messages

Phaedon wrote...

It is definitely a good idea, Mesina.

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.



Thanks.

Anyone else has to add to that?

Modifié par Mesina2, 23 juin 2011 - 08:05 .


#102
CajNatalie

CajNatalie
  • Members
  • 610 messages
I have the feeling this may just be a troll thread... or Mesina2 really is that bad at arguing.

Admittedly, split cooldowns, as Phaedon said, could be tweaked to work, but not this way.
Splitting cooldowns on power type is a bad idea because it only serves to benefit the dual classes (Sentinel most due to other two dual classes only having ammo powers... why the hell do you so DESPERATELY need to switch ammos on the fly anyway? I put the right ammo on the right gun and just switch guns if it's really  necessary on the fly - switching to have a matching ammo type to gun type has a far greater effect than just flicking ammos on your current gun).
...of course it also serves to benefit pure classes who pick mismatched powers, while at the same time picking a matching power becomes useless and builds become strangely nonsensically restricted.

Splitting power cooldowns in a way that would benefit every class equally (for example, at the very least, there's the often suggested 'signature power on its own cooldown' idea) is a far more sound idea, if any changes are going to be made.

Modifié par CajNatalie, 23 juin 2011 - 08:10 .


#103
CroGamer002

CroGamer002
  • Members
  • 20 673 messages
^How the hell signature power only cooldown is better then this one?

I fail to see how's that even better from ME1 system.

#104
CajNatalie

CajNatalie
  • Members
  • 610 messages
^How the hell is your dual-power-wielders and mismatched pure-casters (and further emphasizing the imbalance: dual-powers with a mismatched bonus) get split cooldowns better than signature power on its own cooldown?

You fail at a lot of things, trolling included, I'm not going to disagree that you failed to see something.

Modifié par CajNatalie, 23 juin 2011 - 08:23 .


#105
CroGamer002

CroGamer002
  • Members
  • 20 673 messages
^Stay classy BSN.

Someone will idea you don't like it's now a troll.
Wasn't the first time.


And yes, I showed many times why is this good idea.
I really don't see how is hard to get this.

Modifié par Mesina2, 23 juin 2011 - 08:28 .


#106
Praetor Knight

Praetor Knight
  • Members
  • 5 772 messages
Then would removing Tech Armor's hidden bonuses and modifying the class passive work?

Personally, I'd like Tech Armor tweaked a tad anyway, even with a Global Cooldown.


And with Biotic powers in general, I wonder if the greater variety of evolutions in ME3 would allow for greater differences between the Sentinel and Adept?

For example, with Throw and Warp, because the Adept has L5x, that class would be able to evolve them differently than the Sentinel, who has a different L5 prototype.

#107
SandTrout

SandTrout
  • Members
  • 4 171 messages
I think part of the problem is that Mesina's first language is not English...

You are difficult to read at times, man.

#108
Phaedon

Phaedon
  • Members
  • 8 617 messages

CajNatalie wrote...

I have the feeling this may just be a troll thread... or Mesina2 really is that bad at arguing.

Oi, that's rude.

#109
RiptideX1090

RiptideX1090
  • Members
  • 14 659 messages

SandTrout wrote...

I think part of the problem is that Mesina's first language is not English...

You are difficult to read at times, man.


I think part of the problem is the rest of you are illiterate.

#110
Praetor Knight

Praetor Knight
  • Members
  • 5 772 messages

RiptideX1090 wrote...

I think part of the problem is the rest of you are illiterate.


Stay classy my friends, yes classy :alien:

Image IPB

#111
CroGamer002

CroGamer002
  • Members
  • 20 673 messages
No attacks here.

#112
CajNatalie

CajNatalie
  • Members
  • 610 messages

Phaedon wrote...

CajNatalie wrote...

I have the feeling this may just be a troll thread... or Mesina2 really is that bad at arguing.

Oi, that's rude.

That was half the point.
The other half is that I actually partially suspected as much.
<_< >_>

#113
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages
if the sentinel would seem to become too OP, then why not limit its weapons. its not like the engineer, the adept, and the sentinel have to have the same amount of weapons because they are classified as caster classes.

the point in playing a sentinel should be becasue you can use techs and biotics at the same time. thats the power of being a sentinel.

its too bad ME cant handle gameplay that called for such a thing.

Modifié par The Spamming Troll, 23 juin 2011 - 09:41 .


#114
goofyomnivore

goofyomnivore
  • Members
  • 3 762 messages

Phaedon wrote...

It is definitely a good idea, Mesina.

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.


When you add bonus powers in, yes it gets very broken, and not just for the Sentinel. A Vanguard with Geth Shield Boost(Tech) and Charge(Biotic) would never die. Not to mention squadmates getting more goodies. Miranda+Adept(Energy Drain)+Thane or Pullbot would be a Warp Bomb maching gun of a squad. A Sentinel would be hilarious with Tech Armor and Barrier, both on seperate cooldowns.

It is a well presented idea, but it would not work in the current direction of the combat.

#115
lazuli

lazuli
  • Members
  • 3 995 messages

Phaedon wrote...

It is definitely a good idea, Mesina.

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.


The individual cooldowns in ME1 were not "mostly fine."  They were hideously long unless you invested heavily in the skills and proper equipment.  And the effects of powers were often far too strong.  This system rewarded spending a single point in random abilities just so you could have something to use at all times.  It did not promote strategic gameplay.

I will agree that the global cooldown system is not perfect.  All too often you can get by using nothing but your class's signature power.  Maybe that's okay.  Maybe that's what Bioware wants.  But it seems to me that using more powers would lead to diversified combat and keep things fresh.  This is why if any cooldown changes are to be implemented, I would recommend splitting the class power from the other powers.  Obviously, rebalancing would need to be done.  And the Soldier wouldn't benefit from this suggestion all that much as it is in ME2.

#116
Travie

Travie
  • Members
  • 1 803 messages
The second game seemed to be balanced pretty well with combos and the like, don't fix what isn't broken imo.

#117
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

Travie wrote...

The second game seemed to be balanced pretty well with combos and the like, don't fix what isn't broken imo.


you must not be familiar with ME1 i take it?

#118
CroGamer002

CroGamer002
  • Members
  • 20 673 messages
Those powers should just be tweaked then.

Not a big problem to that and put this system that goes by the lore and makes game much faster.

And you have to remember I'm with this for ME3, which is different from ME2.

#119
McAwesum

McAwesum
  • Members
  • 69 messages
I like the Signature Power has a separate Cooldown idea. I've said that something like that should be implemented or maybe have all offensive powers on a cooldown and defensive powers on another cooldown. I think it's a lot simpler and would be easier to implement. Just have the offensive cooldown meter be like it is in ME2 and have the defensive cooldown meter come from above and below.

#120
CroGamer002

CroGamer002
  • Members
  • 20 673 messages
^That would make every class exploitable.

I really don't get it how you don't see obvious flaw in that idea.

#121
AdmiralCheez

AdmiralCheez
  • Members
  • 12 990 messages
Depends on how it's implemented, but I think it could work.

However, I never had a problem with global cooldowns to begin with.

Suggest lumping in "ammo powers" with "combat powers," though, and making certain cooldowns longer on hybrid classes to compensate.

#122
CroGamer002

CroGamer002
  • Members
  • 20 673 messages
^You mean, put Adrenaline Rush, Concussive Shot, Inferno Grenade and Flashbang Grenade in same group with Ammo Powers?

Modifié par Mesina2, 24 juin 2011 - 07:26 .


#123
CroGamer002

CroGamer002
  • Members
  • 20 673 messages

CajNatalie wrote...
Splitting power cooldowns in a way that would benefit every class equally (for example, at the very least, there's the often suggested 'signature power on its own cooldown' idea) is a far more sound idea, if any changes are going to be made.


Hey guess what, you are either hypocrite or just not bright enough to see flaw in that suggestion.


When we have signature only cooldown with Tech Armor can you spot a problem here?

YOU CAN USE YOUR BIOTIC POWERS!
Like with my idea, but that is bad since you can use EVERY power but Tech armor.

So yeah, this idea you find good is terrible and overpowers Sentinel.
You fail.

#124
SilentNukee

SilentNukee
  • Members
  • 1 665 messages
I like this idea a lot more than shared GCD with all powers since it does make sense lore wise.

Modifié par SilentNukee, 24 juin 2011 - 11:19 .


#125
SilentNukee

SilentNukee
  • Members
  • 1 665 messages

Mesina2 wrote...

^You mean, put Adrenaline Rush, Concussive Shot, Inferno Grenade and Flashbang Grenade in same group with Ammo Powers?


I think that would work best, too.