Charging boxes wouldn't really help. To make the programming feasible, it'd have to be a destructive use that worked only to smash up destructible boxes (the way Throw, Shockwave, etc currently do). Thus, an area with no destructible cover is an area you can't charge to. Thus, since the game has no way to be sure that you haven't already destroyed all the destructible cover in an area.... it can't let you charge people on ledges because it
still can't be sure you can charge back. So you're still going to have unreachable enemies against which your signature power is useless, like the thresher and human reaper.
Vanguards are simply not a well-designed class. I say this as someone whose main is a vanguard and who will let you take Charge away when you pry it from my cold, dead hands - it is an
amazing power, even as it is now, with about 10% of enemies totally impossible to use it on due to level design or charge bugs - so understand that I say it out of love, but it's true. They don't synergize well (shockwave interferes with charge, cryo interferes with pull, inferno+charge is the only good fit) and they're much too specialized for close combat, limiting them to a single playstyle if they want to maximize their efficiency in a way no other class is limited.
Allowing us to carry snipers as part of our default loadout from the beginning of the game is a big step forward in ME3, but the ultimate solution would require a minor rework of the vanguard powerset to restore the "soldier/biotic hybrid" concept. Infiltrators can currently choose between powerful weapon-oriented damage gameplay (with the additional sub-choice of sniper range or melee range play), or powerful defense-stripping and crowd control gameplay. Basically, they can be Legion, Kasumi, Mordin or Garrus. Vanguards should have the same versatility, and be able to be Samara, Grunt or Thane (right now we can only be Grunt, though I must say we're way more awesome at it than infiltrators are at being Legion).
Modifié par Quething, 30 juillet 2011 - 08:34 .