ME3 Powers - The Complete List
#2526
Posté 07 février 2012 - 12:18
#2527
Posté 07 février 2012 - 12:24
Eric ****nan wrote...
A 3 second cooldown ability with a 140% recharge speed bonus has a cooldown of 1.25 seconds. The speed of your recharge is increased by 140%. We changed the cooldown behavior from ME2 to allow us to stack as many recharge speed bonuses as we wanted (we have lots!).
Final cooldown = Base cooldown / (1 + Bonus)
Ah an equation! Thanks for clarifying that, nice and simple and helps a lot.Eric ****nan wrote...
<snip>
It applies to all
weapons and classes. And keep in mind that every weapon has it's own
weight value, so there are light pistols and heavy pistols, light
shotguns and heavy shotguns. Vanguards running around with a single
light shotgun are very popular builds.
So not all pistols will be the same weight, or cause the same cooldown penalty? Is that distinct catagories of heavy/light, or rather a range of weights and cooldown penalties?
#2528
Posté 07 février 2012 - 12:37
For example, a Vindicator will most likely weigh less than a Revenant
a Scimitar will most likely weigh less than a Claymore
and a Predator will most likely weigh less than a Carnifex
It's most likely going to be a range of weights rather than guns being classified as "heavy" or "light" (since in one of the videos, we saw 3 different guns of the same type and they each had different weights)
#2529
Posté 07 février 2012 - 12:40
I guess there won't be that much difference when it comes to pistols with the weight, apart from one or two extreme models.
#2530
Posté 07 février 2012 - 01:02
Eric ****nan wrote...
Wulfram wrote...
Eric ****nan wrote...
Carrying only a pistol will increase power recharge speed by a lot more than 30%
Has something been changed to make only having one type of gun more of a handicap?
Because currently it seems like a super powerful option, yet I don't really see why it's a style of play you'd want to encourage. It seems less interesting than if you're switching weapons according to the situation.
We want to give players the option to play more of a "caster" playstyle where they rely more on their powers. Taking only a pistol or any light weapon allows you to kill enemies pretty much exclusively with powers. This works better with certain builds/classes of course, but even the Soldier can be really effective using only 1 weapon and using Concussive Shot and Adrenaline Rush all the time.
... OH YEAH, this is a good day for Adept players.
#2531
Posté 07 février 2012 - 01:09
Also the pistol that shoots sticky grenades, in that video, had a huge weight to it. Heh definitely avoid that on most my chars. I could see it being an interesting backup for a AR though.
#2532
Posté 07 février 2012 - 01:17
Wulfram wrote...
Being able to have more of a caster playstyle is great, it's just I'm not seeing a huge need to carry more than 1 or 2 weapons for any sort of playstyle.
For me, multiple weapons are in the fun but not necessary category anyway, but now that fun seems to come at a high cost in effectiveness.
In ME2, how many guns did you actually use in a single mission? You had pistols, AR, Shotgun and Sniper Rifle for the soldier and even on insanity most people only used 2 guns anyway...
#2533
Posté 07 février 2012 - 01:21
Bleachrude wrote...
In ME2, how many guns did you actually use in a single mission? You had pistols, AR, Shotgun and Sniper Rifle for the soldier and even on insanity most people only used 2 guns anyway...
That was more or less my point. Why slap major penalties on it if it's not particularly valuable anyway?
#2534
Posté 07 février 2012 - 01:23
I'm glad to hear this, cryo was one of my favorite cc powers. Did biotic cc powers like pull and singularity get similiar buffs to have some effect on large protected enemies?Eric ****nan wrote...
jmsylol wrote...
Anyone have any info on how Cryo Blast will work in ME3?
Completed multiple playthroughs in ME2 Insanity and it just felt useless using Cryo after stripping away enemy defenses (Armor/Shield/Barrier). I would end up just killing them off with my 'Tech Armor explosion + Shotgun' in the face combo or just using Throw after defenses for fun. And the fact that I had Throw already, being a requirement for Warp (and Cryo requiring points in Overload iirc).
Edit: Would it be OP if enemies with defenses up were able to be frozen/chilled?
Cryo Blast
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [Impact Radius of xm]
Rank 5: [Movement Speed of Resistant Targets reduced by x%] -or- [Power Dmg. to Frozen/Chilled targets incr. by x%]
Rank 6: [Recharge reduced by x%] -or- [Dmg. to Frozen/Chilled targets incr. by x% and weakens armor by x%]
Cryo Blast has some extra debuffs this time around, which makes it really effective even against larger enemies that have many resistances.
#2535
Posté 07 février 2012 - 01:23
Wulfram wrote...
Bleachrude wrote...
In ME2, how many guns did you actually use in a single mission? You had pistols, AR, Shotgun and Sniper Rifle for the soldier and even on insanity most people only used 2 guns anyway...
That was more or less my point. Why slap major penalties on it if it's not particularly valuable anyway?
Some of us use everything.
#2536
Posté 07 février 2012 - 01:34
I kind of feel though in general that I only ever really used 2 on any given char. And often times it was a switch up due to protections opposed to feeling the need situationaly (except the soldier). Though my Vanguard, I definitely used Mattock anytime I saw a husk horde coming. AoE Inferno rounds did wonders to strip there armor super-fast group-wide. Allowed my to intersperse low lvl shockwaves to auto-kill the unprotected, stun the protected. Which then got stripped and re-shockwaved.
Course, other then that - all shotgun, all the time. And with the changed in ME3 with how husk dudes work (with not stopping cause you blew off a limb or head..) and the switch ups to melee and all that I may just stick to a shotgun and pistol on my Vanguard. Hell may not even keep a pistol with me, hard to say.
but yeah, 2 weapons was my general use. Nice to have a backup.
#2537
Posté 07 février 2012 - 01:39
I think one of my favorite changes I've read, and this depends heavily on how it actually functions as a base ability but - Shockwave. 6th point allows you to add a Lift effect to anything you hit. So instead of just dmg/force they float up as well.
#2538
Posté 07 février 2012 - 01:39
Other guns I don't mind, one short distant gun and one long. done
#2539
Posté 07 février 2012 - 02:58
Also really curious about charges cooldown handicap.PrinceLionheart wrote...
Eric ****nan wrote...
PrinceLionheart wrote...
Eric ****nan wrote...
Someone With Mass wrote...
I feel very tempted to do a caster/pistol only run with my Engineer.
It's amazing.
Quick question. Does this "One weapon = Faster Cooldown" apply to other guns as well? Say, if I want to only carry a shotgun as a Vanguard?
It applies to all weapons and classes. And keep in mind that every weapon has it's own weight value, so there are light pistols and heavy pistols, light shotguns and heavy shotguns. Vanguards running around with a single light shotgun are very popular builds.
One more question, will Vanguard's charge still have the same handicap it did in ME2? It was the only class exclussive power that didn't get the additional recharge bonus.
#2540
Guest_lightsnow13_*
Posté 07 février 2012 - 03:21
Guest_lightsnow13_*
I use to use AR against husks, but then I saw a youtube video and predator + cryo ammo is beastly against em. Quick 1/2 shots and they're down. I also don't have to use my AR ammo. Sniping was incredibly fun. Same with shotguns. But it really doesn't matter what gun you used. I always felt this way - especially when it comes to squadmates. Sniping was the best gun for squadmates, otherwise they're all pretty bad/useless.
I suppose loading up the guns would only be useful for a soldier. However, there are some really awesome combinations. In fact, if you're an infiltrator you don't even have to bring a sniper. Bring a shotgun and stealth/shotty everyone. Or if you want to be a burst damage sentinel, bring a sniper and put up your armor so you can line up your shot.
I think this new system isn't so much about load up with useless guns as it is create more combinations with guns. Combinations you'd never think to use when playing a class.
#2541
Posté 07 février 2012 - 03:36
That's like.. carpet bombing napalm - with a SHOTGUN!
Modifié par Adhin, 07 février 2012 - 03:38 .
#2542
Posté 07 février 2012 - 03:45
I have a question though: can we deploy a drone and a defense drone out on the field at the same time? Because drone+defense drone+sentry turret = me buying another copy of ME for my drone.
#2543
Posté 07 février 2012 - 03:50
#2544
Posté 07 février 2012 - 03:58
TheWarofArt wrote...
This is awesome news for my engineer, I only really used the Locust SMG and as just a finisher weapon in ME2 - and this is on insanity with both the traditional demolisher/overload/incinerate build and the mechanic/cryo/AI-hacking/dominate build.
I have a question though: can we deploy a drone and a defense drone out on the field at the same time? Because drone+defense drone+sentry turret = me buying another copy of ME for my drone.
Me too. I used drone as a distraction, cryo as cc, then incenerate to finish them off. I pretty much exclusively used the locust on that playthrough. I used my powers more than I did even with my adept.
#2545
Posté 07 février 2012 - 03:59
Defense Drone seems to be more of a close-range defensive thing then another distraction Drone. Which fits Tali really well since shes a shotgun girl
Course no idea but I'd imagine since it doesn't fill the same role and its a separate power that the aboves right. I just hope Tali 'also' has Combat Drone. I don't want Chiktikka vas Paus to go away =(
#2546
Posté 07 février 2012 - 04:15
Anyone else wish the last evolution of Charge had something where you could perform a heavy punch while charging?
Maybe there's a chance it can be glitched.....
#2547
Posté 07 février 2012 - 04:18
It's been posted before, but Tali's powers loadout is:Adhin wrote...
Course no idea but I'd imagine since it doesn't fill the same role and its a separate power that the aboves right. I just hope Tali 'also' has Combat Drone. I don't want Chiktikka vas Paus to go away =(
- Combat Drone
- Sabotage
- Energy Drain
- Defense Drone
#2548
Posté 07 février 2012 - 04:28
Tali + Chiktikka
Modifié par Adhin, 07 février 2012 - 04:30 .
#2549
Posté 07 février 2012 - 04:29
AVPen what do you make of this:AVPen wrote...
It's been posted before, but Tali's powers loadout is:Adhin wrote...
Course no idea but I'd imagine since it doesn't fill the same role and its a separate power that the aboves right. I just hope Tali 'also' has Combat Drone. I don't want Chiktikka vas Paus to go away =(
- Combat Drone
- Sabotage
- Energy Drain
- Defense Drone
Energy Drain [Tali]
Rank 6: [Damage incr. by x%] -or- [Armor is added to Shield Restoration that reduces dmg. taken by x% for x sec]
for the armor added to shield restoration does the armor mean tali receives an additional layer of protection on top of her shields or does it mean that shield drain affects armor now?
If it affects armor it will definetely breath new life into her usefulness compared to ME2 where she was a AI specialist and wasn't really much useful at anything else because combat drone did too little damage for the cooldown of her power.
#2550
Posté 07 février 2012 - 04:35
Derahu wrote...
AVPen what do you make of this:
Energy Drain [Tali]
Rank 6: [Damage incr. by x%] -or- [Armor is added to Shield Restoration that reduces dmg. taken by x% for x sec]
for the armor added to shield restoration does the armor mean tali receives an additional layer of protection on top of her shields or does it mean that shield drain affects armor now?
If it affects armor it will definetely breath new life into her usefulness compared to ME2 where she was a AI specialist and wasn't really much useful at anything else because combat drone did too little damage for the cooldown of her power.
If I were to venture a guess, it seems that Energy Drain will have the same defensive effect as Reave has now. It will boost your damage resistance, decreasing all damage taken by a certain percentage, similar to the Hardened Shields upgrade in ME2 or the effect that armor and Immunity had in ME1 except for your shields and not health.
Also, Energy Drain ALWAYS effected armor. It just did standard damage and not the bonus damage it did against shields. On Insanity in ME2, fully upgraded ED (and Overload) did about 50% of an armor bar's worth of damage versus a standard minion class enemy. It was the same amount of damage that Reave and Warp did to shields.
I don't know where you got the "does damage to armor" from the description given.





Retour en haut




