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Will many powers still be (mostly) useless vs. protected targets?


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#101
Aumata

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dreman9999 wrote...

Aumata wrote...

Dreman9999, shock absorb and hardening was for throw and warp, not lift and singularity just wanted to point that out because we had this discussion the first time. Second Garrus plus anybody in a class, less that class isn't capable of setting up warpbombs on their own is needed. I play my adept shepard CC, and I bring Garrus, plus anybody that fits my mood/ krogans. Everyone talks like Miranda is the ****, but she the one of the most useless characters for any of my classes, That is all you needed for a insanity run.

Do I wish protection was removed for a more tactical approach which involves using your abilities to take out targets, but they have full accessed you the same abilities and same effect, where the difference is that insanity you get hit by the full effect, but making sure that the area is built for tactical options in a field. I would rather have that but I am stuck, now for Bioware to make Shockwave useful in any difficulty would be helpful, because it would seem they made Concussive shot useful but I haven't seen the improvements for Shockwave. Now that is a power that is useless. Technically they should have had warp stayed the same for ME1 with the bonus of Warpbombs, and have Shockwave do spite damage.

You need better reading comprehension skills......
http://masseffect.wi...Shock_Absorbers
Shock Absorbers Image IPB
Installing micro-gravimetric emitters into a combat suit artificially
increases mass, providing protection against concussive force delivered
by explosives, high impact ammo and biotic attacks such as Lift or
Throw.

........
I think that's all I need to say about that.:devil:



Yeah Dreman9999 just one problem, if that was the case the loss of armor, shield, and barrier would still mean nothing if they were to have that considering it is an armor upgrade and not something towards kinetic barriers, it is why I can send out a throw on a asari commando with out shield and she still be charging at me like a boss, unaffected.  But then they could have change it towards the usage of kinetic barriers and such, but that would be stupid as just having it on the armor alone would fare better.

#102
dreman9999

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Aumata wrote...

dreman9999 wrote...

Aumata wrote...

Dreman9999, shock absorb and hardening was for throw and warp, not lift and singularity just wanted to point that out because we had this discussion the first time. Second Garrus plus anybody in a class, less that class isn't capable of setting up warpbombs on their own is needed. I play my adept shepard CC, and I bring Garrus, plus anybody that fits my mood/ krogans. Everyone talks like Miranda is the ****, but she the one of the most useless characters for any of my classes, That is all you needed for a insanity run.

Do I wish protection was removed for a more tactical approach which involves using your abilities to take out targets, but they have full accessed you the same abilities and same effect, where the difference is that insanity you get hit by the full effect, but making sure that the area is built for tactical options in a field. I would rather have that but I am stuck, now for Bioware to make Shockwave useful in any difficulty would be helpful, because it would seem they made Concussive shot useful but I haven't seen the improvements for Shockwave. Now that is a power that is useless. Technically they should have had warp stayed the same for ME1 with the bonus of Warpbombs, and have Shockwave do spite damage.

You need better reading comprehension skills......
http://masseffect.wi...Shock_Absorbers
Shock Absorbers Image IPB
Installing micro-gravimetric emitters into a combat suit artificially
increases mass, providing protection against concussive force delivered
by explosives, high impact ammo and biotic attacks such as Lift or
Throw.

........
I think that's all I need to say about that.:devil:



Yeah Dreman9999 just one problem, if that was the case the loss of armor, shield, and barrier would still mean nothing if they were to have that considering it is an armor upgrade and not something towards kinetic barriers, it is why I can send out a throw on a asari commando with out shield and she still be charging at me like a boss, unaffected.  But then they could have change it towards the usage of kinetic barriers and such, but that would be stupid as just having it on the armor alone would fare better.

Hard suits have batteries, the reason why and how hard suits have shields and protection. Taking out the shields with overload takes out the battery unless it's rechargable.No battery, no power to power the micro-gravimetric emitters. No micro-gravimetric emitters mean no protection from biotics.
Biotic users use biotics to power their hard suit and protection. Take out the protection of the biotic and they have to strengen up again to us it agein.
Armor is the same as sheilds.
The only whole is with Verren. That I can understand complaining about.

Modifié par dreman9999, 08 août 2011 - 06:38 .


#103
The Spamming Troll

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dreman9999 wrote...

1. So what, that one weapon can't kill an entire group at one unless
it's a heavy weapon. An Adept and caster class  character can kill a
group faster than a solder of any weapon based character. A weapon based
character and kill a single target faster than any caster class.
2. That's my point. Every character has his or her strenghts. You don't have to bring Mirada with you all the time if you understand all the other character strenghts.


1. your forgeting soldiers can also make their own warp bombs. so they have guns, and warp bombs, now whats the adept got? singularity? oops, the soldier took stasis and doesnt even need to bring a biotic squadmate anymore.

Modifié par The Spamming Troll, 08 août 2011 - 06:41 .


#104
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lightsnow13 wrote...

I'm kind of annoyed at people who think "Barriers and shields are annoying!"

Use a gun. It takes a few shots to remove the shields or barrier and then you're already at his health. It's almost like people just can't accept the fact that adepts have to use guns. "No! I want to be able to use my abilities w/o using my weapons!" Well...you're a soldier still, you should be able to use weapons and no, things shouldn't be handed to you on a silver platter.

I, personally, love mordin because he is quick to kill off enemies. Incinerate is amazing at destroying armor (2.4x damage) and his cryo blast makes enemies easy to finish off.

Not to mention when you're playing on insanity, the enemies have more health. If you're an adept or have someone like samara or jack in your squad - then it's a lot more fun. You aren't able to kill them off because of their low health, yet you can totally pull and throw all you want.


its not that adepts were ever actually intended to be made to use without guns. its just unfortunate to people who enjoy using biotics, that i can never enter a room with biotics blazing. its always guns, debuffs, clean up with biotics. im hoping for more flexability in my powers in ME3. ME3 will be a pretty bad game if it doesnt improve upon what it rebooted with in ME2.

powers are completely negated by any amoutn of defenses. abilities serve no funtion in the MEuniverse, if the settings are are hardcore.

#105
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

1. So what, that one weapon can't kill an entire group at one unless
it's a heavy weapon. An Adept and caster class  character can kill a
group faster than a solder of any weapon based character. A weapon based
character and kill a single target faster than any caster class.
2. That's my point. Every character has his or her strenghts. You don't have to bring Mirada with you all the time if you understand all the other character strenghts.


1. your forgeting soldiers can also make their own warp bombs. so they have guns, and warp bombs, now whats the adept got? singularity? oops, the soldier took stasis and doesnt even need to being a biotic class anymore.

Soldiers can make warp bombs by themselves, nor as often or as powerful as an adept. An Adept and any character with overload is much more effective as a Solder and some one who can pull and some one who can warp. Especially with that 3 persons 6.5 second cooldown for warp.

#106
dreman9999

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The Spamming Troll wrote...

lightsnow13 wrote...

I'm kind of annoyed at people who think "Barriers and shields are annoying!"

Use a gun. It takes a few shots to remove the shields or barrier and then you're already at his health. It's almost like people just can't accept the fact that adepts have to use guns. "No! I want to be able to use my abilities w/o using my weapons!" Well...you're a soldier still, you should be able to use weapons and no, things shouldn't be handed to you on a silver platter.

I, personally, love mordin because he is quick to kill off enemies. Incinerate is amazing at destroying armor (2.4x damage) and his cryo blast makes enemies easy to finish off.

Not to mention when you're playing on insanity, the enemies have more health. If you're an adept or have someone like samara or jack in your squad - then it's a lot more fun. You aren't able to kill them off because of their low health, yet you can totally pull and throw all you want.


its not that adepts were ever actually intended to be made to use without guns. its just unfortunate to people who enjoy using biotics, that i can never enter a room with biotics blazing. its always guns, debuffs, clean up with biotics. im hoping for more flexability in my powers in ME3. ME3 will be a pretty bad game if it doesnt improve upon what it rebooted with in ME2.

powers are completely negated by any amoutn of defenses. abilities serve no funtion in the MEuniverse, if the settings are are hardcore.

You need to replay ME1.Adepts shot people more in ME1. Adepts lifted people then shot them to death. They where intended to use guns, just not guns allown. They were intended to have strong CC powers but it was too overpowered.

#107
Commander Shep4rd

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um.......no theyre not useless they still do damage and are a great as a damage dealer and save a ton of ammo

Shields are very weak to Tech attacks especially Overload, which saves a GREAT deal of ammo
Barriers are very weak to Biotic attacks especially Warp , which save s a GREAT deal of ammo
Armor is really,really weak to fire attacks, powers like incinerate and inferno grenade take armor about as fast as Overload takes shields

You just need to use the right tool for the right situation you can just not throw people around like ragdolls and make the whole game a joke on EVERY difficulty.

#108
The Spamming Troll

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Commander Shep4rd wrote...

um.......no theyre not useless they still do damage and are a great as a damage dealer and save a ton of ammo

Shields are very weak to Tech attacks especially Overload, which saves a GREAT deal of ammo
Barriers are very weak to Biotic attacks especially Warp , which save s a GREAT deal of ammo
Armor is really,really weak to fire attacks, powers like incinerate and inferno grenade take armor about as fast as Overload takes shields

You just need to use the right tool for the right situation you can just not throw people around like ragdolls and make the whole game a joke on EVERY difficulty.


your saying debuffs, work like debuffs. congrats.

but then you have to ask yourself if warp and overload "work on protections", then why doesnt throw or hacking work on protections too?

#109
The Spamming Troll

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dreman9999 wrote...

The Spamming Troll wrote...

lightsnow13 wrote...

I'm kind of annoyed at people who think "Barriers and shields are annoying!"

Use a gun. It takes a few shots to remove the shields or barrier and then you're already at his health. It's almost like people just can't accept the fact that adepts have to use guns. "No! I want to be able to use my abilities w/o using my weapons!" Well...you're a soldier still, you should be able to use weapons and no, things shouldn't be handed to you on a silver platter.

I, personally, love mordin because he is quick to kill off enemies. Incinerate is amazing at destroying armor (2.4x damage) and his cryo blast makes enemies easy to finish off.

Not to mention when you're playing on insanity, the enemies have more health. If you're an adept or have someone like samara or jack in your squad - then it's a lot more fun. You aren't able to kill them off because of their low health, yet you can totally pull and throw all you want.


its not that adepts were ever actually intended to be made to use without guns. its just unfortunate to people who enjoy using biotics, that i can never enter a room with biotics blazing. its always guns, debuffs, clean up with biotics. im hoping for more flexability in my powers in ME3. ME3 will be a pretty bad game if it doesnt improve upon what it rebooted with in ME2.

powers are completely negated by any amoutn of defenses. abilities serve no funtion in the MEuniverse, if the settings are are hardcore.

You need to replay ME1.Adepts shot people more in ME1. Adepts lifted people then shot them to death. They where intended to use guns, just not guns allown. They were intended to have strong CC powers but it was too overpowered.


i said the adepts never were meant to play without shooting guns.

ME1 is overpowered.
ME2 is underpowered.
ME3 is perfectly balanced.
yeah?

Modifié par The Spamming Troll, 08 août 2011 - 08:09 .


#110
The Spamming Troll

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dreman9999 wrote...

Soldiers can make warp bombs by themselves, nor as often or as powerful as an adept. An Adept and any character with overload is much more effective as a Solder and some one who can pull and some one who can warp. Especially with that 3 persons 6.5 second cooldown for warp.


you are rediculous with your 1.6 second cooldown for throw and your 6.5 seconds for warp non sense.

im not playing ME on a peice of paper.

Modifié par The Spamming Troll, 08 août 2011 - 08:10 .


#111
Aumata

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dreman9999 wrote...

Aumata wrote...

dreman9999 wrote...

Aumata wrote...

Dreman9999, shock absorb and hardening was for throw and warp, not lift and singularity just wanted to point that out because we had this discussion the first time. Second Garrus plus anybody in a class, less that class isn't capable of setting up warpbombs on their own is needed. I play my adept shepard CC, and I bring Garrus, plus anybody that fits my mood/ krogans. Everyone talks like Miranda is the ****, but she the one of the most useless characters for any of my classes, That is all you needed for a insanity run.

Do I wish protection was removed for a more tactical approach which involves using your abilities to take out targets, but they have full accessed you the same abilities and same effect, where the difference is that insanity you get hit by the full effect, but making sure that the area is built for tactical options in a field. I would rather have that but I am stuck, now for Bioware to make Shockwave useful in any difficulty would be helpful, because it would seem they made Concussive shot useful but I haven't seen the improvements for Shockwave. Now that is a power that is useless. Technically they should have had warp stayed the same for ME1 with the bonus of Warpbombs, and have Shockwave do spite damage.

You need better reading comprehension skills......
http://masseffect.wi...Shock_Absorbers
Shock Absorbers Image IPB
Installing micro-gravimetric emitters into a combat suit artificially
increases mass, providing protection against concussive force delivered
by explosives, high impact ammo and biotic attacks such as Lift or
Throw.

........
I think that's all I need to say about that.:devil:



Yeah Dreman9999 just one problem, if that was the case the loss of armor, shield, and barrier would still mean nothing if they were to have that considering it is an armor upgrade and not something towards kinetic barriers, it is why I can send out a throw on a asari commando with out shield and she still be charging at me like a boss, unaffected.  But then they could have change it towards the usage of kinetic barriers and such, but that would be stupid as just having it on the armor alone would fare better.

Hard suits have batteries, the reason why and how hard suits have shields and protection. Taking out the shields with overload takes out the battery unless it's rechargable.No battery, no power to power the micro-gravimetric emitters. No micro-gravimetric emitters mean no protection from biotics.
Biotic users use biotics to power their hard suit and protection. Take out the protection of the biotic and they have to strengen up again to us it agein.
Armor is the same as sheilds.
The only whole is with Verren. That I can understand complaining about.

That would make since if it wasn't for the fact that I face an Asari commando with no shields on and she still couldn't be knock down, then there is the animals that seems to be uneffected till protections are gone.  For **** sakes it is a game mechanic, till bioware decides to retcon it like they retcon Kinetic barriers, and giving biotics the usage of shields despite how stupid that is, really all they needed was to keep warp the same way as ME1, and just have ****ing armor and Shields.

#112
SirBlakhawk

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Well good point there. But wasn't it like a percentage protection? Like would it be possible to become more powerful as to overcome that? I'm not saying that it's impossible for biotics to be resisted, but I'm saying maybe you can get to a point where you can be a powerful enough biotic as so that it shouldn't matter. Well not shouldn't matter, I don't want it to be too easy, but your powerful biotics should matter too in some degree. That's all I'm asking. Like you get to the point in leveling up that when you get an armored enemy it won't say it's impossible to use and just not let you, it would let you this time, just it won't be near as effective as on a non-armored enemy. And I'm saying this when biotic Shepard is like near max level.

#113
dreman9999

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The Spamming Troll wrote...

Commander Shep4rd wrote...

um.......no theyre not useless they still do damage and are a great as a damage dealer and save a ton of ammo

Shields are very weak to Tech attacks especially Overload, which saves a GREAT deal of ammo
Barriers are very weak to Biotic attacks especially Warp , which save s a GREAT deal of ammo
Armor is really,really weak to fire attacks, powers like incinerate and inferno grenade take armor about as fast as Overload takes shields

You just need to use the right tool for the right situation you can just not throw people around like ragdolls and make the whole game a joke on EVERY difficulty.


your saying debuffs, work like debuffs. congrats.

but then you have to ask yourself if warp and overload "work on protections", then why doesnt throw or hacking work on protections too?

Throw works on protection, it just staggers the guy and takes a bit of protection off. You just don't have the full effect happen.
Hacking protition is just a harden weave protection.

#114
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

Soldiers can make warp bombs by themselves, nor as often or as powerful as an adept. An Adept and any character with overload is much more effective as a Solder and some one who can pull and some one who can warp. Especially with that 3 persons 6.5 second cooldown for warp.


you are rediculous with your 1.6 second cooldown for throw and your 6.5 seconds for warp non sense.

im not playing ME on a peice of paper.

*Tanslation*"Bah, I've been foiled agein...... I can't provied an arguement to support my claims. I'll just attck the notions of his arguement. That will work!"
....
The thing is being an adept player is all about balancing the cooldown use of your powers. If you don't know the limit of the cooldowns and max of your powers, how can you be a good adept player. I live by the use of my powers, why wouldn't I not need to know how to attack more and cut my cooldown time.

#115
dreman9999

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Aumata wrote...

dreman9999 wrote...

Aumata wrote...

dreman9999 wrote...

Aumata wrote...

Dreman9999, shock absorb and hardening was for throw and warp, not lift and singularity just wanted to point that out because we had this discussion the first time. Second Garrus plus anybody in a class, less that class isn't capable of setting up warpbombs on their own is needed. I play my adept shepard CC, and I bring Garrus, plus anybody that fits my mood/ krogans. Everyone talks like Miranda is the ****, but she the one of the most useless characters for any of my classes, That is all you needed for a insanity run.

Do I wish protection was removed for a more tactical approach which involves using your abilities to take out targets, but they have full accessed you the same abilities and same effect, where the difference is that insanity you get hit by the full effect, but making sure that the area is built for tactical options in a field. I would rather have that but I am stuck, now for Bioware to make Shockwave useful in any difficulty would be helpful, because it would seem they made Concussive shot useful but I haven't seen the improvements for Shockwave. Now that is a power that is useless. Technically they should have had warp stayed the same for ME1 with the bonus of Warpbombs, and have Shockwave do spite damage.

You need better reading comprehension skills......
http://masseffect.wi...Shock_Absorbers
Shock Absorbers Image IPB
Installing micro-gravimetric emitters into a combat suit artificially
increases mass, providing protection against concussive force delivered
by explosives, high impact ammo and biotic attacks such as Lift or
Throw.

........
I think that's all I need to say about that.:devil:



Yeah Dreman9999 just one problem, if that was the case the loss of armor, shield, and barrier would still mean nothing if they were to have that considering it is an armor upgrade and not something towards kinetic barriers, it is why I can send out a throw on a asari commando with out shield and she still be charging at me like a boss, unaffected.  But then they could have change it towards the usage of kinetic barriers and such, but that would be stupid as just having it on the armor alone would fare better.

Hard suits have batteries, the reason why and how hard suits have shields and protection. Taking out the shields with overload takes out the battery unless it's rechargable.No battery, no power to power the micro-gravimetric emitters. No micro-gravimetric emitters mean no protection from biotics.
Biotic users use biotics to power their hard suit and protection. Take out the protection of the biotic and they have to strengen up again to us it agein.
Armor is the same as sheilds.
The only whole is with Verren. That I can understand complaining about.

That would make since if it wasn't for the fact that I face an Asari commando with no shields on and she still couldn't be knock down, then there is the animals that seems to be uneffected till protections are gone.  For **** sakes it is a game mechanic, till bioware decides to retcon it like they retcon Kinetic barriers, and giving biotics the usage of shields despite how stupid that is, really all they needed was to keep warp the same way as ME1, and just have ****ing armor and Shields.

....You did not read my post...
I stated in my post before....
"Biotic users use biotics to power their hard suit and protection. Take
out the protection of the biotic and they have to strengen up again to
us it agein"
Asari are biotic users. All asari and biotic user use barriers and shields including sheperd.
The only plot whole is with verren. Which I stated before....

"The only whole is with Verren. That I can understand complaining about."

#116
dreman9999

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SirBlakhawk wrote...

Well good point there. But wasn't it like a percentage protection? Like would it be possible to become more powerful as to overcome that? I'm not saying that it's impossible for biotics to be resisted, but I'm saying maybe you can get to a point where you can be a powerful enough biotic as so that it shouldn't matter. Well not shouldn't matter, I don't want it to be too easy, but your powerful biotics should matter too in some degree. That's all I'm asking. Like you get to the point in leveling up that when you get an armored enemy it won't say it's impossible to use and just not let you, it would let you this time, just it won't be near as effective as on a non-armored enemy. And I'm saying this when biotic Shepard is like near max level.

In ME3 you get a power called overpower that allows you to add more power to your powers attack and well a cut the cooldown of your Powers.

#117
The Spamming Troll

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dreman9999 wrote...

The Spamming Troll wrote...

Commander Shep4rd wrote...

um.......no theyre not useless they still do damage and are a great as a damage dealer and save a ton of ammo

Shields are very weak to Tech attacks especially Overload, which saves a GREAT deal of ammo
Barriers are very weak to Biotic attacks especially Warp , which save s a GREAT deal of ammo
Armor
is really,really weak to fire attacks, powers like incinerate and
inferno grenade take armor about as fast as Overload takes shields

You
just need to use the right tool for the right situation you can just
not throw people around like ragdolls and make the whole game a joke on
EVERY difficulty.


your saying debuffs, work like debuffs. congrats.

but
then you have to ask yourself if warp and overload "work on
protections", then why doesnt throw or hacking work on protections too?

Throw
works on protection, it just staggers the guy and takes a bit of
protection off. You just don't have the full effect happen.
Hacking protition is just a harden weave protection.


thats a word you can only use becasue thats how the system currently works.

...until ME3 features abilities developed far enough (via evolutions) to work on already conceived defenses.

dreman9999 wrote...

The Spamming Troll wrote...

dreman9999 wrote...

Soldiers can make warp bombs by themselves, nor as often or as powerful as an adept. An Adept and any character with overload is much more effective as a Solder and some one who can pull and some one who can warp. Especially with that 3 persons 6.5 second cooldown for warp.


you are rediculous with your 1.6 second cooldown for throw and your 6.5 seconds for warp non sense.

im not playing ME on a peice of paper.

*Tanslation*"Bah, I've been foiled agein...... I can't provied an arguement to support my claims. I'll just attck the notions of his arguement. That will work!"


really? thats whats going through your head???

i agree to disagree.

Modifié par The Spamming Troll, 08 août 2011 - 10:18 .


#118
The Spamming Troll

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dreman9999 wrote...

SirBlakhawk wrote...

Well good point there. But wasn't it like a percentage protection? Like would it be possible to become more powerful as to overcome that? I'm not saying that it's impossible for biotics to be resisted, but I'm saying maybe you can get to a point where you can be a powerful enough biotic as so that it shouldn't matter. Well not shouldn't matter, I don't want it to be too easy, but your powerful biotics should matter too in some degree. That's all I'm asking. Like you get to the point in leveling up that when you get an armored enemy it won't say it's impossible to use and just not let you, it would let you this time, just it won't be near as effective as on a non-armored enemy. And I'm saying this when biotic Shepard is like near max level.

In ME3 you get a power called overpower that allows you to add more power to your powers attack and well a cut the cooldown of your Powers.


do you think that overpower will be able to be evolved into something that works through protections?

Modifié par The Spamming Troll, 08 août 2011 - 10:19 .


#119
Johnny34

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Powers like throw and pull should affect armored enemies to some extent, they shouldn't be at full power but a layer of armor doesn't stop you from being knocked on your ass.

#120
dreman9999

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The Spamming Troll wrote...

dreman9999 wrote...

SirBlakhawk wrote...

Well good point there. But wasn't it like a percentage protection? Like would it be possible to become more powerful as to overcome that? I'm not saying that it's impossible for biotics to be resisted, but I'm saying maybe you can get to a point where you can be a powerful enough biotic as so that it shouldn't matter. Well not shouldn't matter, I don't want it to be too easy, but your powerful biotics should matter too in some degree. That's all I'm asking. Like you get to the point in leveling up that when you get an armored enemy it won't say it's impossible to use and just not let you, it would let you this time, just it won't be near as effective as on a non-armored enemy. And I'm saying this when biotic Shepard is like near max level.

In ME3 you get a power called overpower that allows you to add more power to your powers attack and well a cut the cooldown of your Powers.


do you think that overpower will be able to be evolved into something that works through protections?

No, I think overpower will evolve into a power that makes your biotic
powers so strong it overpowers defence. One  throw will break
protection, and  a quick pull ending with a warp that's fallowed by a
series of throws.

Modifié par dreman9999, 09 août 2011 - 02:56 .


#121
Gromnir

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Yeti1069 wrote...

Eh. I like the challenge, but I dislike having a lot of powers and characters go unused due simply to their ineffectiveness against most of the game. There's a middle ground between "too effective" and "not effective".

An example:
Armored targets are treated as being heavier when attacked by powers that cause movement (Lift, Slam, Singularity, etc...); if your power has enough force (in Newtons) to move the thing you're attacking it will work, even if armored, but not as far or fast and with a shorter duration.

Another suggestion:
Using a power against certain defenses will cause the power to go on a longer cooldown as it required more effort to get it to work through defenses.

Or:
Some defense-power interactions could cause damaging feedback. Sure, you may lift Throw that enemy, but their biotic Barrier will cause your power to backlash to some degree.

Ultimately, we're going to have more options for evolving powers, and the sorts of improved interactions I'm hoping for would dovetail with these new options, especially in promoting something like Heavy evolutions vs. Area evolutions, which was a rather weak decision point in ME2 (going Area was almost always the better decision).


I do think it would be better if protections worked differently from each other.  I know they are different in regards to certain things being able to punch through them easier, but they otherwise behave the same. 

Protections should also act more like resistances instead of immunities.  A low-level enemy's armor shouldn't be able to stand up to your max-level throw.  Or perhaps the effectiveness of a protection decreases as it gets depleted.

Modifié par Gromnir, 09 août 2011 - 03:27 .


#122
dreman9999

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Gromnir wrote...

Yeti1069 wrote...

Eh. I like the challenge, but I dislike having a lot of powers and characters go unused due simply to their ineffectiveness against most of the game. There's a middle ground between "too effective" and "not effective".

An example:
Armored targets are treated as being heavier when attacked by powers that cause movement (Lift, Slam, Singularity, etc...); if your power has enough force (in Newtons) to move the thing you're attacking it will work, even if armored, but not as far or fast and with a shorter duration.

Another suggestion:
Using a power against certain defenses will cause the power to go on a longer cooldown as it required more effort to get it to work through defenses.

Or:
Some defense-power interactions could cause damaging feedback. Sure, you may lift Throw that enemy, but their biotic Barrier will cause your power to backlash to some degree.

Ultimately, we're going to have more options for evolving powers, and the sorts of improved interactions I'm hoping for would dovetail with these new options, especially in promoting something like Heavy evolutions vs. Area evolutions, which was a rather weak decision point in ME2 (going Area was almost always the better decision).


I do think it would be better if protections worked differently from each other.  I know they are different in regards to certain things being able to punch through them easier, but they otherwise behave the same. 

Protections should also act more like resistances instead of immunities.  A low-level enemy's armor shouldn't be able to stand up to your max-level throw.  Or perhaps the effectiveness of a protection decreases as it gets depleted.


That would make it like ME1...and that was broken.

#123
Sharn01

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My beef with powers in ME2 was that armor and shields made up roughly 80% of the targets health, by the time you stripped the defenses away using a power on them was pointless other then to be flashy, as they where a second or two away from dead at that point.

#124
SirBlakhawk

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Sharn01 wrote...

My beef with powers in ME2 was that armor and shields made up roughly 80% of the targets health, by the time you stripped the defenses away using a power on them was pointless other then to be flashy, as they where a second or two away from dead at that point.


That was exactly my point. It sucks that you plainly just can't use it. If I feel like being stupid and throwing an armored enemy, that's my own problem. And I'm not saying get it right away, but like how in ME1 when you got the master of the power you were able to resist more resistances. As an evolution of a power, I see this working here too. It could give you more dimensions in finding a good combo to deal with the armored enemies (such as pulling him towards you and stabbing him in the face where armor shouldn't matter).

#125
lazuli

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Shepard the Leper wrote...

It's easy to take one power, such as Throw, out of the complete power system and tweak it the way you see fit. Putting that new (tweaked) power back into the complete power-puzzle is a lot harder. The above 'solution' is a perfect example how one can totally ruin the system with only one adjustment.


I agree.  I just think that investing heavily into an ability could lead to a more pronounced reward than a second long stagger.  I know the value of staggers.  Though they only last a second or so, that is often long enough to save your life if used correctly.  So what I'd like is a slightly longer stagger in certain cases.  Maybe it would be 2-2.5 seconds long, with some sort of gradual immunity built up in the enemy (a la Stasis, ME2) so you can't just chain it on Geth Primes until the end of time.