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ME3 Powers - The Complete List


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#2476
The Spamming Troll

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why isnt singularity instacast like stasis or slam? liara has insta singularity, why not shepard?

it makes sense for throw and pull to have projectiles, because those somewhat rely on angles, but singularity is a trap, it doesnt matter what direction it lands. and itd make the adept slightly more powerfull, which alot of people think the ME3 adept needs. i i know id trade having biotic grenade for an insta singularity. at the very least it would be an impactfull evolution to make at level 5 or 6.

100 ****ing pages!

Modifié par The Spamming Troll, 04 février 2012 - 09:39 .


#2477
incinerator950

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The Spamming Troll wrote...

why isnt singularity instacast like stasis or slam? liara has insta singularity, why not shepard?

it makes sense for throw and pull to have projectiles, because those somewhat rely on angles, but singularity is a trap, it doesnt matter what direction it lands. and itd make the adept slightly more powerfull, which alot of people think the ME3 adept needs. i i know id trade having biotic grenade for an insta singularity.


I noticed a delay in Singularity.  Like throw and pull from the squad, it was still faster.

All of the squads powers were instant-casts.  Might be a delay in the AI for aiming in that direction, but thats not the same as instantly using the power, and running out a door to save Shepard.

#2478
Adhin

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Yeah the whole instant-cast (often based off the players view not the squads view) was more of an easy-of-use for the player then any kind of consistency reasons. I'd take it as that and try not to think to hard on it. It's one of those for gameplay reasons instead of it making sense.

Kind of makes sense but I'd kinda like it if they looked the same as when 'everyone else' does it. Though turn instant when the player manually selects. I'm not a fan of being that manipulative with there powers, even on Insanity. I prefer letting them do there own thing and dealing with situations with my own powers.

A lot of that's kinda the same way I deal with other RPG and potions. I almost never use potions other then healing ones, and if i can heal via other means I almost never use potions for that. I prefer sticking to my characters personal abilities instead of relying on supplement stuff. That and I don't take squadmates with me based off the level for maximum effect. I always pick 2 I want to have all the time and just go with it so I often times have ones that aren't very ehh... useful for a lot of the situations.

#2479
Razgriz9327

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i have to admit that I would love an insta-cast singularity same thing with warp as well... though you can make a case regarding detonation angle as well

#2480
Omega-202

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The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

I've had a lot of success immobilizing key ranged targets who are known to stick to cover like Vorcha heavies or Collector Assassins by locking them up with a curved Singularity which would have been impossible to hit if it behaved like the squad version.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.

#2481
Cjail

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Probably this has been said but I believe that each power will cost 21 points to fully develop.

We know there will be 178 points in total (level cap of 60) and if ME 3 will use the same system of ME 2, a single power should require 21 points to fully upgrade: level 1 will cost 1 point, level 2 will require 2 points, level 3 will require 3 points, and so on up to a total of 21 for 6 levels. (1+2+3+4+5+6 = 21)
Each class has 8 powers at his disposal, plus 1 extra power, so fully upgrading 8 powers will cost us 168 points.
With 10 points remaining then we will be able to upgrade an 9th power up to level 4.

Now if you look at the screenshot int the first page you will see that INCINERATE, highlighted in red, is at level 4 and that to upgrading it (to level 5) indeed requires 5 points as I sad.
Same thing for the ADRENALINE RUSH: in the screenshot the power is at level 2 and to upgrade it to the next level 3 points are need.

Now this can be useful if, like me, you want to start planning you power evolution a bit.

Modifié par Cjail, 05 février 2012 - 10:38 .


#2482
Biotic Sage

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Omega-202 wrote...

The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.


They could make it so that the powers still curve along the trajectory but still instantly reach the target when cast...that way you would have the best of both worlds.  I made an entire thread about this back in the day and people could not seem to grasp the concept that instant-travel powers and curving were not mutually exclusive features.  I'm sure this post will lead into that frustrating realm yet again, but I felt as though I had to say something.

To put it another way: bullets from Shep's guns are projectiles too.  However, they move a hell of a lot faster than warp or throw bolts.  The gameplay developers could easily modify the speed of the power bolts to move as fast as Shep's gun bullets, or as fast or slow as they want.

Someone even made this nice little image demonstrating the instant travel, yet still curvable, biotics.

Posted Image
http://imageshack.us...eakoflight.jpg/

Modifié par Biotic Sage, 05 février 2012 - 12:46 .


#2483
mineralica

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Biotic Sage wrote...

Omega-202 wrote...

The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.


They could make it so that the powers still curve along the trajectory but still instantly reach the target when cast...that way you would have the best of both worlds.  I made an entire thread about this back in the day and people could not seem to grasp the concept that instant-travel powers and curving were not mutually exclusive features.  I'm sure this post will lead into that frustrating realm yet again, but I felt as though I had to say something.

To put it another way: bullets from Shep's guns are projectiles too.  However, they move a hell of a lot faster than warp or throw bolts.  The gameplay developers could easily modify the speed of the power bolts to move as fast as Shep's gun bullets, or as fast or slow as they want.

Someone even made this nice little image demonstrating the instant travel, yet still curvable, biotics.

http://imageshack.us...eakoflight.jpg/

Have I understood you right that you suggest projectile powers which would mean so fast that it will be equal to insta-cast? If so, I wholeheartedly agree - enemies running away from Singularity that it hits cover before them instead of what was targeted are pain.

#2484
Biotic Sage

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mineralica wrote...

Biotic Sage wrote...

Omega-202 wrote...

The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.


They could make it so that the powers still curve along the trajectory but still instantly reach the target when cast...that way you would have the best of both worlds.  I made an entire thread about this back in the day and people could not seem to grasp the concept that instant-travel powers and curving were not mutually exclusive features.  I'm sure this post will lead into that frustrating realm yet again, but I felt as though I had to say something.

To put it another way: bullets from Shep's guns are projectiles too.  However, they move a hell of a lot faster than warp or throw bolts.  The gameplay developers could easily modify the speed of the power bolts to move as fast as Shep's gun bullets, or as fast or slow as they want.

Someone even made this nice little image demonstrating the instant travel, yet still curvable, biotics.

http://imageshack.us...eakoflight.jpg/

Have I understood you right that you suggest projectile powers which would mean so fast that it will be equal to insta-cast? If so, I wholeheartedly agree - enemies running away from Singularity that it hits cover before them instead of what was targeted are pain.


Exactly.  If bullets can get there before the enemies duck behind cover again, then why can't biotics do the same?

#2485
The Spamming Troll

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Omega-202 wrote...

The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

I've had a lot of success immobilizing key ranged targets who are known to stick to cover like Vorcha heavies or Collector Assassins by locking them up with a curved Singularity which would have been impossible to hit if it behaved like the squad version.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.


instacast makes placeing abilities on enemies behind cover 100% effective. theres no worry for douching into walls with your abilties with instacast. why wouldnt instacast work on an enemy behind cover, insantly, and 100% reliably. the projectile could never say that. i dont see when an instacast singularity wouldnt be equally as effective and much more reliable then the projectile.

whats the deal with biotics not beign able to go through walls anyways? charge brings your body and your equipment through objects so why not throw?

personally, i think itd be an extremely small percentage of people complaining if the adept was actually improved upon.

Modifié par The Spamming Troll, 05 février 2012 - 03:18 .


#2486
Ahglock

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The Spamming Troll wrote...

instacast makes placeing abilities on enemies behind cover 100% effective. theres no worry for douching into walls with your abilties with instacast. why wouldnt instacast work on an enemy behind cover, insantly, and 100% reliably. the projectile could never say that. i dont see when an instacast singularity wouldnt be equally as effective and much more reliable then the projectile.

whats the deal with biotics not beign able to go through walls anyways? charge brings your body and your equipment through objects so why not throw?

personally, i think itd be an extremely small percentage of people complaining if the adept was actually improved upon.


Yup. in most situations instant cast beats the arc for singularity.  Unless the person is ducked behind cover currently and you can get that sort of lock on them insant cast will hit more often and obviously faster so less time for them to shoot you.  And I'm still pissed about the exceptionally lame biotc grenade idea.  Give Liara that joke of a power and Shep stasis. 

#2487
CanonShepard

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Singularity should work like Combat Drone and show up right behind the target.

#2488
DayusMakhina

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The Spamming Troll wrote...

Omega-202 wrote...

The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

I've had a lot of success immobilizing key ranged targets who are known to stick to cover like Vorcha heavies or Collector Assassins by locking them up with a curved Singularity which would have been impossible to hit if it behaved like the squad version.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.


instacast makes placeing abilities on enemies behind cover 100% effective. theres no worry for douching into walls with your abilties with instacast. why wouldnt instacast work on an enemy behind cover, insantly, and 100% reliably. the projectile could never say that. i dont see when an instacast singularity wouldnt be equally as effective and much more reliable then the projectile.

With regards to what i've bolded... no it doesn't. The instacast has a tendency just to hit the cover infront of enemies if they're ducked behind cover and therefore does nothing. Failing to see how anyone that has actually played ME2 wouldn't know that. =/

Modifié par DayusMakhina, 05 février 2012 - 06:12 .


#2489
The Spamming Troll

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DayusMakhina wrote...

The Spamming Troll wrote...

Omega-202 wrote...

The projectile for Warp and Singularity offers the ability to place the power behind cover that would otherwise be impossible to reach.

I've had a lot of success immobilizing key ranged targets who are known to stick to cover like Vorcha heavies or Collector Assassins by locking them up with a curved Singularity which would have been impossible to hit if it behaved like the squad version.

Its a trade off. Insta-cast means no curving behind cover. Projectile means travel time. If you took away the projectile now, you'd have just as many people complaining about the loss of curving it as you would people who are complaining now.


instacast makes placeing abilities on enemies behind cover 100% effective. theres no worry for douching into walls with your abilties with instacast. why wouldnt instacast work on an enemy behind cover, insantly, and 100% reliably. the projectile could never say that. i dont see when an instacast singularity wouldnt be equally as effective and much more reliable then the projectile.

With regards to what i've bolded... no it doesn't. The instacast has a tendency just to hit the cover infront of enemies if they're ducked behind cover and therefore does nothing. Failing to see how anyone that has actually played ME2 wouldn't know that. =/


yeah you are right and thats becasue ME2s gameplay isnt perfect. im talking about what i think singularity should perform like in ME3. as in no more douching into walls like we have with slam or stasis. essentially itd be like the combat drone appearing.

more so, i think the animation for creating a singularity field should be more iconic looking. not the same ole 'throw biobubble with open palm.' id like shepard to to throw out an open hand, close his fist, and pull into his chest, while a singularity field is produced on targeted enemy. if singularity truely is the only defineing ability of an adept, then lets make it a little more unique.

Modifié par The Spamming Troll, 05 février 2012 - 06:24 .


#2490
D.Kain

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Insta-casting on long distances would be one hell of a party. As of now powers can travel unlimited distance. One could Snipe-pull/push/singularity over HUGE distances.

#2491
Sailears

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I like projectileless singularity (note - NOT instacast), not so much from a gameplay perspective but more from a lore/aesthetic perspective.

It just feels weird with Shepard creating the singularity in hand (a few centimetres from the palm?) and then sending it out to a target, compared to creating it at a point a larger distance away (of the order of metres).

Still needs the animation for casting to play out over half a second or so (like in ME1) to give the sense of effort for the biotic.
ME1 singularity was overpowered, but the sound effect and casting animation were a lot cooler.

Modifié par Curunen, 05 février 2012 - 06:36 .


#2492
Razgriz9327

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as much as I loved ME1 singularity, it was broken. just cast that in a room and everyone died. ME 2 reduced the range and number of people it could influence... we will have to see where it goes from here

#2493
ZenJestr

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what made ME1 Singularity overpowered was it's range. Maxed out, it could affect an entire room. ME2 Singularity can only affect 3ft at it's widest setting, so if an ME2 Singularity would be instacast, I doubt it'd be as broken.

#2494
AVPen

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One thing I noticed with the new Achievement list for ME3 (does contain some light spoilers) is that there's no "squadmate" Achievements like there were in ME2, which makes me curious as to how they're gonna handle the unlocking of the Bonus Powers for Shepard (since in ME2, the BPs were tied to unlocking the squadmates Achievements by completing their loyalty missions).

Modifié par AVPen, 06 février 2012 - 04:51 .


#2495
andy6915

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AVPen wrote...

One thing I noticed with the new Achievement list for ME3 (does contain some light spoilers) is that there's no "squadmate" Achievements like there were in ME2, which makes me curious as to how they're gonna handle the unlocking of the Bonus Powers for Shepard (since in ME2, the BPs were tied to unlocking the squadmates Achievements by completing their loyalty missions).


Either they're unlocked by default and they're all selectable out of the gate, or you have to reunlock them every playthrough. That second possibility will suck.

#2496
ZenJestr

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I have a feeling that bonus powers are only selectable after your first playthrough based on the implications of one tweet I read (and that all of them are selectable).

#2497
Lvl20DM

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I noticed that in the Achievements list, one of them is earned by getting a certain number of biotic combos or "tech bursts". Have we seen the tech burst term before? What exactly would that be?

#2498
Adhin

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It's just combo stuff. For instance using Incinerate on a frozen target does bonus dmg + extra effect or something if you spec Cryo that way or... something to that effect. Maybe they're just naming it differently to try and give distinction?

#2499
Eric Fagnan

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Adhin wrote...

Nothing that wipes the entire cooldown but in Biotic Mastery - Rank 5: [Power Recharge reduced by x% when biotic combo] -or- [Power Dmg./Force incr. by up to x% for a full barrier]

You can decide to go with reduces cooldown anytime you do a combo, or up dmg/force of powers if you haven't been hit recently (have max barriers). Not 100% sure what kind of stuff is in the fitness skill but from the other fitness skills we saw there was stuff like... Vanguard getting %cooldowns off charge if you killed with a heavy melee. Possible there's more stuff like that in Adepts Fitness skill.

I personally plan to carry around just a pistol on my Adept. Should keep his weight incredibly low which should result in 25-30% toward global cooldowns. Add to that all the other % and I can see you being able to spam rather continuously.


Carrying only a pistol will increase power recharge speed by a lot more than 30% :)

#2500
Someone With Mass

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I saw a video where the plyer had a Vindicator and a Predator and then the recharge speed was up to about +140%

Is it around +200% if you're only using a pistol?