ME3 Powers - The Complete List
#2701
Posté 11 février 2012 - 05:37
But generally speaking I only ever really used 2 guns on any class, for the most part. I'd sometimes switch to a third on a rare occasion.
As for melee the damage 'type', base dmg and how it generally works kind of shifts between classes. As stated above Adept and Vanguard look smilar but there's a different focus in how they work. Single high dmg vs mid dmg and AoE in front. Adepts, for instance, would be useful as a kinda ME1 style 'push' if theres a few husks coming at you.
Then you get Engineer has fire dmg based, I think Infiltrators is electrical based. Soldier and Sentinel use the straight physical omni-blade. Good chance its the same kind of difference as Adept vs Vanguard as soldier is a direct one-blade punch and the Sentinels is a blade per arm and they kinda do a cross side-to-side scissor slice motion. I could see that hitting more then 1 target.
#2702
Guest_m14567_*
Posté 11 février 2012 - 05:46
Guest_m14567_*
Kronner wrote...
m14567 wrote...
It is hard to say for sure but the power recharge bonus for carrying fewer weapons looks awfully hard to pass up. Switching weapons is still fairly slow and it's not clear if you really need the extra bonus vs protections. Lower power cooldowns is always a plus, and the cynic in me thinks the best gameplay has been optimized for carrying two weapons.
Agreed. I see no reason to take anything more than a heavy Shotgun + light Pistol as a Vanguard.
I'm not really sure the heavy shotgun is even necessary (if we are talking max efficiency), just use heavy melee and get an even bigger bonus to your cooldown. There was a live stream on the first level of the demo where a guy was charging about every 3 seconds (iirc) while only carrying a pistol and using heavy melee.
#2703
Posté 11 février 2012 - 06:02
apps.facebook.com/xboxmasseffect/uk
#2704
Posté 11 février 2012 - 06:10
#2705
Posté 11 février 2012 - 06:10
1 how the hell do you play the facebook app? I keep losing ...
2 Thanks so much to the OP for this page, I'm so excited I passed out.
3 Does anyone know how bonus powers work in ME3? i.e. what powers will be availible? can we have bonus powers at all? I really want dominate back.
#2706
Posté 11 février 2012 - 06:12
Andy the Black wrote...
So I won early access to the demo if anyone wants me to put up some info.
PLEASE. :innocent:
#2707
Posté 11 février 2012 - 06:14
m14567 wrote...
I'm not really sure the heavy shotgun is even necessary (if we are talking max efficiency), just use heavy melee and get an even bigger bonus to your cooldown. There was a live stream on the first level of the demo where a guy was charging about every 3 seconds (iirc) while only carrying a pistol and using heavy melee.
But Shotgun should still kill faster (not single enemies, but whole groups) than heavy melee, right? I might even drop the pistol, but I will definitely keep a Shotgun
#2708
Posté 11 février 2012 - 06:21
Observations
Most of this will be talking about the Salarian Homeworld
- There were generally more and more aggressive cannon fodder enemies but thank the maker only centurions and engineers had shields. The fact that they got this awesomely right is a massive upgrade for caster classes. This restored most of the fun factor that was stripped away in ME2 insanity. This by itself makes me not care about the kind of pointless grenade power.
- I loved playing Adept, especially in the opening sequence which may have had artificially low cool downs because it was a tutorial level. Once I tuned the powers for the best cool down, the combo that I could get the combo from femshep and Liara was breathtaking. I was able to fairly easily play through insanity with this pair and Garrus. It was awesome having a 7 second singularity + a 4.58 singularity. Even with my overloaded Adept I was able to just about endlessly CC and warp bomb the hell out of my enemies. Only shielded enemies posed a significant nuisance. Vs a centurion, with maxed out Garrus overload I could strip down to the last bar of shield and could usually almost immediately land singularity by firing a shot or just directing my squad to fire on him for a a half second. The turret engineers on the other hand were a fun challenge to beat because they had massive shields and good suppressive fire from the turrets. It kind of reminded me of fighting Armatures in ME1.
- Even though I played Vanguard a lot in ME2, I had the hardest time playing it on the demo. I died a lot more. The longer cool down of my powers really impeded my effectiveness. Also my defenses seemed about as thin as the Adept which combined with my overloaded character made it challenging to properly test charge. 20 second charge == me teh suck:)
Maybe I can develop a better rhythm for doing charge+nova. But after playing Adept I found the additional difficulty of the Vanguard a pleasant surprise. It seems reasonably balanced. By the time I can build a maxed out version of each char I expect them both to be nice. I plan to replay Vanguard and see if I can improve my skills.
- Like ME2 Sentinal was kind of easy mode for Insanity. Having both Overload and Warp made defense stripping easy. The tech armor made it much easier to survive and move about. It really helped to completely max out Liara cool down.
- Grenades were mostly useless due to only having 3 the whole demo. I am sure they are great for boss fights or the like, but in normal fights I found that through using good power combos I didn't really need them.
- You get experience instead of credits for overfilling medigels which strongly encourages you to get through the level without using medigels. As a side note you have no idea how happy I was to see an exp message during game play. I hope this means no more Level Complete screens:)
- The health bar was nicely done. It works kind of like the health bar in Dark Souls where it has 6 segments and if you take enough damage to drop past a segment then it only regens up to fill that segment. This combined with the medigel exp makes the game reward good game play and cumulatively punish mistakes which is, IMHO, how it should be. This is far better than the cheasy hide under cover for 5 seconds and all sins are forgotten.
- The combat scenarios were challenging in a fun way where I had to figure out how to break down the defensive combos like the engineer/turret combos. This is a far cry from the boring hide behind cover, overload, shoot, pull, warp sequence of ME2.
- Enemy grenades were tough annoying instakills but fair because I had time to dodge them.
- Game lets me move around a lot more easily.
- Cover system is better but still sometimes dodgy and broken. In some cases when I hit A to take cover I would roll and pop up to die to enemy fire.
- Firing guns seems a bit less laggy. The Mattock is still the best gun but it feels slightly nerfed.
- It still is a bit too costly (in terms of taking damage) in my opinion to do a lot of shooting as an Adept.
- I was able to get much larger reductions in cool down for the Adept than the other classes. For example I could get warp down to something like 10 (or 12) seconds for Adept and only 18 seconds for Vanguard and similar for Sentinel. I don't remember the exact numbers but the Adept is quite a bit faster even when overloaded
- I looked everywhere for the weapons upgrade station/loadout area so I could remove all those damn weapons. I'm bummed that I couldn't explore the weapon upgrade system and use the cool sounding upgrades that I found during the demo
- Liara is insanely more powerful than my best build. I was easily able to get her singularity cool down to 4.58 seconds and her warp down to 8 seconds. I didn't find much use for stasis because I could just chain cast singularity off her and then bomb with my warp or just let squads shoot stuff to shreds.
- There is some merit to the argument that having Liara kind of makes you being an adept a bit redundant but I still found it a lot of fun. 2x singularity is crazy fun. On the other hand feeling like a wimp compared to Liara kind of sucks, even though my Femshep loves her:) I think I'll get over this pretty fast tho, especially when she can take my shep to bed:)
- Garrus was also pretty nice. His grenade power is implemented the way the custler grenade should have been. It just has a really long cooldown. I would loved to have seen biotic grenades slowly regenerate over time (like say 2-5 mins per grenade)
- I am happy that my squadmates usually don't die stupidly anymore and the the new ability to revive them by going to them and not having to spend a med gel is awesome.
- At first I found a lot of the later evolutions in powers a bit uninspired but some of them had some cool and subtle interactions. I would like to see more what I can squeeze out of this system with all the various upgrades.
Conclusion
Playing as a caster class is ton more fun in the ME3 demo. While the game has a few warts left in cover and gunplay, overall I loved the improvements to combat, especially for the Adept.
Modifié par Aurellia, 11 février 2012 - 06:32 .
#2709
Posté 11 février 2012 - 06:25
One of the Sticky Grenades' final evolutions made them function like a proximity mine, which stays active for fifteen seconds. Does 1012.5 damage and has a radius of 3 meters.
Modifié par Someone With Mass, 11 février 2012 - 06:34 .
#2710
Posté 11 février 2012 - 06:28
That said one of the tweets mentioned a melee specced Vanguard biotic punch (which is the single target one) can do as much damage as a maxed out sniper on a sentinel I think. Keep in mind, that would still be situational as to get the full dmg bonus for melee you have to KILL someone in melee with the HM in the first place to get the damage stack.
There is also a Charge upgrade (if its still in) that'll lower charge cooldown on a HM kill. So with enough of a basic cooldown, finishing off your target with the heavy melee, could net you a quicker charge for an even higher damage melee. I could see that leading to some interesting charge combos.
I think a shotgun will be faster, and there's some 'shotgun dmg' bonus stuff sitting there in the Vanguard passives that I think you pick over melee stuff. Personally think I'll be going for a mix. Stick to melee in fitness part. Get the cooldown buff from a HM kill but kinda split up the use between a shotty and melee.
#2711
Posté 11 février 2012 - 06:31
It also made the enemies shatter in a pretty comical way.
Modifié par Someone With Mass, 11 février 2012 - 06:48 .
#2712
Posté 11 février 2012 - 06:32
Adhin wrote...
@Kronner : Yeah I think with your play style the penetration mod on a Claymore would be amaaazing. It's kinda how I plan to go (minus it being a claymore). I mean imagine AoE upgraded inferno rounds that don't just stop on the first guy but rip through em and hit the guy behind em, all with AoE.
This is exactly what I want to go for! Burn them all:devil:
Adhin wrote...
That said one of the tweets mentioned a melee specced Vanguard biotic punch (which is the single target one) can do as much damage as a maxed out sniper on a sentinel I think. Keep in mind, that would still be situational as to get the full dmg bonus for melee you have to KILL someone in melee with the HM in the first place to get the damage stack.
Based on the videos I've seen, I do not like the omni blade or the melee attacks. It seems that the whole game stops, shows the animation and then resumes.
Adhin wrote...
There is also a Charge upgrade (if its still in) that'll lower charge cooldown on a HM kill. So with enough of a basic cooldown, finishing off your target with the heavy melee, could net you a quicker charge for an even higher damage melee. I could see that leading to some interesting charge combos.
I think a shotgun will be faster, and there's some 'shotgun dmg' bonus stuff sitting there in the Vanguard passives that I think you pick over melee stuff. Personally think I'll be going for a mix. Stick to melee in fitness part. Get the cooldown buff from a HM kill but kinda split up the use between a shotty and melee
I'd prefer to kill with a shotgun as much as possible, but we'll see how viable that is in the actual full game.
#2713
Posté 11 février 2012 - 06:34
#2714
Posté 11 février 2012 - 06:40
Someone With Mass wrote...
I totally forgot to try the Armor-Piercing Ammo's penetration abilities, because I was too busy using Cryo Ammo, which overrides pretty much any ammo powers the squadmates have.
How's Liara's warp ammo implemented?
#2715
Posté 11 février 2012 - 06:43
Ultimately it means you want the thing stunned a bit as they can walk or side-step there way out, though it does seem to have a greater range in front of the person then ME2 melee had, by a good bit. Partly why I feel it'll work good after a charge but it'll definitely be harder to land and handle then just shotgun to face.
#2716
Guest_Felidae_5_*
Posté 11 février 2012 - 06:43
Guest_Felidae_5_*
#2717
Posté 11 février 2012 - 06:46
royard wrote...
How's Liara's warp ammo implemented?
It didn't have any penertration capabilities as far as I know.
One of its final evolutions did more damage to lifted enemies and weakens armor by 25%, though.
#2718
Posté 11 février 2012 - 06:47
#2719
Guest_Catch This Fade_*
Posté 11 février 2012 - 06:49
Guest_Catch This Fade_*
#2720
Posté 11 février 2012 - 06:49
Someone With Mass wrote...
royard wrote...
How's Liara's warp ammo implemented?
It didn't have any penertration capabilities as far as I know.
One of its final evolutions did more damage to lifted enemies and weakens armor by 25%, though.
Thanks! With all the free cc or cover-penetration ammos, "more damage" really seems lackluster. But I guess they just can't make liara more powerful.
#2721
Posté 11 février 2012 - 06:51
#2722
Posté 11 février 2012 - 06:58
royard wrote...
Thanks! With all the free cc or cover-penetration ammos, "more damage" really seems lackluster. But I guess they just can't make liara more powerful.
Shotguns, sniper rifles and assault rifles will have AP mods which can do the same thing, though.
#2723
Posté 11 février 2012 - 06:59
#2724
Posté 11 février 2012 - 07:08
It's dependent on the weight of the weapon/s you have equipped - weapons of the various classes (pistol, shotgun AR, SR, SMG) all have different weights (some pistols are lighter while others are heavier, etc), and Heavy Weapons do factor into increasing weight and reload speeds.LilyasAvalon wrote...
So can anyone tell me what the equation for this weapon load / recharge delay is and if the heavys are at all included?
#2725
Posté 11 février 2012 - 07:09
Someone With Mass wrote...
royard wrote...
Thanks! With all the free cc or cover-penetration ammos, "more damage" really seems lackluster. But I guess they just can't make liara more powerful.
Shotguns, sniper rifles and assault rifles will have AP mods which can do the same thing, though.
True. But they might not have the same efficacy as the power. Otherwise, no one would use those powers.





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