ME3 Powers - The Complete List
#251
Posté 30 août 2011 - 06:14
#252
Posté 30 août 2011 - 08:26
MELTOR13 wrote...
Mesina2 wrote...
Cryo ammo is good, but biggest flaw to that power is that it needs other ammo powers to be leveled up before can be used.
Power pre-requirements are not in ME3. It's been confirmed that powers will be unlocked via level requirement.
I know, just saying problem in ME2.
#253
Posté 30 août 2011 - 08:59
Incendiary Ammo CS = Incinerate
Cryo Ammo CS = Cryo Blast
Disruptor Ammo CS = Overload
An area CS (Concussive Blast, was it?) should also be able to mimic the area versions of those said powers.
So how gimped will these CS mods be compared to the powers they imitate? Will the modded CS grow more powerful as you level up the respective ammo powers as well?
#254
Posté 30 août 2011 - 09:25
OK. You, and some other people, were right. I tested it last night. Can't believe I didn't notice it.Biotic Sage wrote...
Malanek999 wrote...
Are you 100% sure about this? I'm 99% sure it simply increases your storm speed, which is what is tsated on the description. I have played the soldier less than every other class but I simply don't recall seeing this. It would mean that your cooldowns are effectively accelerated every time you storm and there are actually a pair of boots that do the same thing.Biotic Sage wrote...
trucoolbrees wrote...
I think some are getting storm mixed up with Adrenaline Rush.
When you storm in ME2 as a soldier, it does slow down time a bit.
Everything else other than Shepard appears to move slower, so yes there is a time dilation. Kind of like the infiltrator's time dilation when bringing up the sniper scope. Also, you can hear the audio for anyone who is talking during the dilation deepen and lengthen in both cases to reflect the "Shepard time" (can't call it "bullet time" cuz it's not THAT fast haha).
#255
Posté 30 août 2011 - 09:27
coke addict wrote...
Imo having 2 passives is a waste of points...
Agreed. There's a fine line between having hard choices and being point-starved. Fortification seems like such a waste to me - its effects should have been incorporated into the class mastery powers as far as I can tell.
Then again we still don't know just how many powers and points we'll end up with so I'll reserve judgment. But I can't help worrying a little at this stage, nonetheless.
PS looks like you lose Tech Armor (at least the animation indicating that it's active disappears) when Amplification is activated but once Amplification's duration ends the Tech Armor reappears without having to be recast. So it's not like we necessarily have to invest in one OR the other, here, as far as I can tell.
Modifié par No Snakes Alive, 30 août 2011 - 09:37 .
#256
Posté 30 août 2011 - 09:32
#257
Posté 30 août 2011 - 09:35
Malanek999 wrote...
If Fortification was incorporated in the class passive, then the class passive cannot be so strong in other areas for balance purposes. You can do it either way, by splitting it out there is more choice and more different character builds. And when we go up to level 60 and have all (or at least most) activated powers sharing the same cooldown, passives are definately not a waste. In fact the opposite is true, too many activated abilities are a waste when using one, temporarily, tops you using the others. Obviously it will come down to execution but I definately don't mind the idea.
Yeah, I used to not like the idea of two passives, but I'm completely on board with it now. Like Malanek999 says, there is even more choice with 2 passives. No one is forcing you to allocate points into Fortification; if you want to be a glass cannon and focus completely on damage output, that will be a completely viable option. It rewards players who are skilled enough to not need as much passive health/shield buffs so they can be even more efficient damage dealers.
#258
Posté 30 août 2011 - 09:38
Modifié par No Snakes Alive, 30 août 2011 - 09:41 .
#259
Posté 30 août 2011 - 09:40
No Snakes Alive wrote...
PS looks like you lose Tech Armor (at least the animation indicating that it's active disappears) when Amplification is activated but once Amplification's duration ends the Tech Armor reappears without having to be recast. So it's not like we necessarily have to invest in one OR the other, here, as far as I can tell.
If that's the case I'm going to take a stab that it is just a graphical bug at this stage. I doubt it temporarily wears off and then comes back.
#260
Posté 30 août 2011 - 09:40
Wasn't there some talk of Fortitude being a placeholder for bonus powers? Or was that completely erroneous? Whichever the case, I don't mind more passives than ME2 had, but I will agree that there is such a thing as too much.
#261
Posté 30 août 2011 - 09:42
Mesina2 wrote...
Cryo ammo is good, but biggest flaw to that power is that it needs other ammo powers to be leveled up before can be used.
Agreed. I'm glad they made obtaining the powers level based.
Another flaw (in my opinion) for the base ammo powers in general (not just cryo), is that you can't select which ammo powers you have. This might be just me, but when I played as an infiltrator, I really wanted to use incendiary ammo (it's what I used for my infiltrator in ME1, wanted to keep it old school), and it always annoyed me that I couldn't drop cryo, or even disruptor, to use it.
#262
Posté 30 août 2011 - 09:47
Malanek999 wrote...
No Snakes Alive wrote...
PS looks like you lose Tech Armor (at least the animation indicating that it's active disappears) when Amplification is activated but once Amplification's duration ends the Tech Armor reappears without having to be recast. So it's not like we necessarily have to invest in one OR the other, here, as far as I can tell.
If that's the case I'm going to take a stab that it is just a graphical bug at this stage. I doubt it temporarily wears off and then comes back.
It looked that way to me in the video to which someone provided a link earlier in this thread.
Gotta admit though, the idea of having to choose between the ultimate Sentinel offensive power and the ultimate Sentinel defensive power (at any given moment at least, if activating one DOES terminate the other for its duration) could prove interesting. I wonder if I'd have as much success playing CQC with Amplification as I would with Tech Armor.
#263
Posté 30 août 2011 - 09:51
#264
Posté 30 août 2011 - 09:59
lazuli wrote...
If Tech Armor is anywhere near as powerful in ME3 as it was in ME2, I don't think it will really even be a choice.
For me that depends entirely on how good the other newly-improved powers are. If I can CC the s*** out of enemies with Cryo Blast and Throw on Insanity and Amplification ridiculifies their cooldowns and let's me hurl one after the other for mass freeze-and-flinging I may just roll with that.
I played Engineer as a CQC caster in ME2 and it was awesome so I'm excited to try the same sort of style with Sentinels in ME3. I'm hyped for Amplification - and we don't even know what some of those evolutions will entail yet too.
#265
Posté 30 août 2011 - 10:15
#266
Posté 30 août 2011 - 10:20
souljahbill wrote...
I still say Fortitude is a bonus power.
I will place a friendly wager on that. I used to think the same thing, but in light of new evidence I changed my mind. However there is still, in my opinion, a very good chance they could change the name of it for different classes, even though every class will still have some version of it.
#267
Posté 30 août 2011 - 10:25
blitzkkrieg wrote...
Mesina2 wrote...
Cryo ammo is good, but biggest flaw to that power is that it needs other ammo powers to be leveled up before can be used.
Agreed. I'm glad they made obtaining the powers level based.
Another flaw (in my opinion) for the base ammo powers in general (not just cryo), is that you can't select which ammo powers you have. This might be just me, but when I played as an infiltrator, I really wanted to use incendiary ammo (it's what I used for my infiltrator in ME1, wanted to keep it old school), and it always annoyed me that I couldn't drop cryo, or even disruptor, to use it.
i dont think anyone would disagree with that. wouldnt it be great to take pull instead of throw with the sentinel, or drop shockwave for anything else as a vangaurd. i dont see why every "infiltrator" is incapable of using incendiary ammo.
the game would be better if it was made this way. simple as that.
#268
Posté 30 août 2011 - 10:30
#269
Posté 30 août 2011 - 10:40
I'll take that bet. Every class already had, what, 1 class passive, 1 special power, and another 4, maybe, powers. Now you're going to add another "special" power (Amplification, Overpower, etc.), another passive, and a bonus power? Seems like way too much because you still have to factor Unity onto the power wheel as well.Biotic Sage wrote...
souljahbill wrote...
I still say Fortitude is a bonus power.
I will place a friendly wager on that. I used to think the same thing, but in light of new evidence I changed my mind. However there is still, in my opinion, a very good chance they could change the name of it for different classes, even though every class will still have some version of it.
#270
Posté 30 août 2011 - 10:40
Amplification = more casting/offensive powers
Tech armor= soak up damage and use melee or gunfire
#271
Posté 30 août 2011 - 10:47
Malanek999 wrote...
I'm not sure about that. I know it can be irritating to be missing a power you want but this is a class based game, not pick your powers like oblivion. The fact a sentinel could not set up their own warp explosions was hugely important for balance reasons. Pull would have rocked for a sentinel and was probably better not being available or the Adept would have become obsolete. Inferno ammo was one of the two best ammos, I don't think it would have overpowered the infiltrator but a lot of people do think the infiltrator was the most powerful as it was.
im not talking about having no classes and using charge, cloak, drone, singularity, and tech armor. the structure is already laid out perfectly. the problem is each class isnt set up in the best way. im using pull with a vangaurd for no other reason then the sentinel already has throw.
is a vangaurd half biotic/half combat, or just a class that uses pull, shockwave, cryo and inferno ammo?
the games pathetically easy. they had to build the classes around that fact. they had to add enemy protections because the powers they created were much to great for their own good.
dont you think its a little weird playing an RPG, where the class/builds forum is completely dead?
#272
Posté 30 août 2011 - 11:03
Lot of different points here. The only one really relevant to this discussion is the first. The Vanguard has Pull because it was in flavour to get up close by pulling the enemy towards him/her. It is a squad based game and with the sentinel having throw and the vanguard having pull, there is the incentive for the player to use different squadmates.The Spamming Troll wrote...
Malanek999 wrote...
I'm not sure about that. I know it can be irritating to be missing a power you want but this is a class based game, not pick your powers like oblivion. The fact a sentinel could not set up their own warp explosions was hugely important for balance reasons. Pull would have rocked for a sentinel and was probably better not being available or the Adept would have become obsolete. Inferno ammo was one of the two best ammos, I don't think it would have overpowered the infiltrator but a lot of people do think the infiltrator was the most powerful as it was.
im not talking about having no classes and using charge, cloak, drone, singularity, and tech armor. the structure is already laid out perfectly. the problem is each class isnt set up in the best way. im using pull with a vangaurd for no other reason then the sentinel already has throw.
is a vangaurd half biotic/half combat, or just a class that uses pull, shockwave, cryo and inferno ammo?
the games pathetically easy. they had to build the classes around that fact. they had to add enemy protections because the powers they created were much to great for their own good.
dont you think its a little weird playing an RPG, where the class/builds forum is completely dead?
Basically, having a select list of powers, allows the devs to both complement and help balance the unique class powers while making sure each class provides a more unique gameplay experience.
#273
Posté 30 août 2011 - 11:07
what kind of moron in the MEuniverse would learn warp, and not learn pull? right?
Modifié par The Spamming Troll, 30 août 2011 - 11:09 .
#274
Posté 30 août 2011 - 11:13
The Spamming Troll wrote...
so then how does throw compliment warp for the sentinel?
what kind of moron in the MEuniverse would learn warp, and not learn pull? right?
One who likes to do damage from afar? I think you're missing the point of having multiple classes each with a different aspect of gameplay. If you don't like Vanguard Pull, don't use it. I like it on my Vanguard and understand that a Vanguard likes combat up-close and personal, and so Pull does a better job at that than Throw.
#275
Posté 30 août 2011 - 11:21





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