ME3 Powers - The Complete List
#326
Posté 31 août 2011 - 08:26
I'd still also love to know if it locks down a single enemy like Combat Drone or acts differently, gameplay-wise. And of course, to steer it back on topic, I'm dying to find out its evolutions. Bioware really needs to release the footage already.
#327
Posté 31 août 2011 - 08:27
Modifié par No Snakes Alive, 31 août 2011 - 08:30 .
#328
Posté 31 août 2011 - 08:59
No Snakes Alive wrote...
I'd still also love to know if it locks down a single enemy like Combat Drone or acts differently, gameplay-wise. And of course, to steer it back on topic, I'm dying to find out its evolutions. Bioware really needs to release the footage already.
I asked Bioware to give confirmation on whether or not they still intend to post the Engineer demo footage in another thread. To no avail...
Modifié par Biotic Sage, 31 août 2011 - 08:59 .
#329
Posté 31 août 2011 - 09:13
#330
Posté 31 août 2011 - 09:20
#331
Posté 31 août 2011 - 09:40
lietk12 wrote...
Perhaps one way to have made heavy pull more viable would be to make affected enemies more vulnerable to damage or have a greater warp detonation radius?
I'd be fine with those options appearing in later evolution options, but I don't think we should be so quick to reject the increased duration alone. As it is in ME2, Heavy Pull lasts 12 seconds by default, while Pull Field lasts 9. Keeping Pull Field at 9 seconds, I'd like Heavy Pull to last for 15-25 seconds. It's already infinitely maintainable at a much lower duration, but with a much longer duration it could be like a supplemental Stasis option.
#332
Posté 31 août 2011 - 09:43
#333
Posté 31 août 2011 - 10:12
#334
Guest_lightsnow13_*
Posté 31 août 2011 - 11:09
Guest_lightsnow13_*
I hate abilities and party members that are useless in games. It makes me feel bad for them
I would think heavy pull would have been able to lift a YMIR mech...kind of like when you go for heavy singularity vs. wide. Heavy will hold enemies who have shields a lot longer than wide. But heavy pull is really useless. Maybe they should have allowed it to pick up enemies who are shielded. That could have definitely been worth it.
#335
Posté 31 août 2011 - 11:09
dreman9999 wrote...
That's because ME1 gameplay wise is broken. You still get the weapons mod, but no to bypassing protection.The Spamming Troll wrote...
laz,
if all the abilities are on an even playing field(which they should be), then would it still be problematic for you?
also, i think ME3 is nothing short of just being ME2:Episode 2, so i entirely understand that im going to get a lack of ME1 in my ME3.
I'm guessing an upgrade of shockwave will bypass protections to some extent in ME3. If it's possible to have high impact (armor-piercing) throw on a sub-4 second cooldown (lower still if we assume there's class passive cooldown bonuses), I can't imagine the gameplay designers would leave shockwave so useless on protected enemies.
#336
Posté 31 août 2011 - 11:21
Soldier: Ad, Rush and Concussive shot
Vanguard: Charge and probably Barrier now
Adept: Overpower and Singularity(Harbinger has a nerfed brownish one and Liara)
Sentinel: Their Overcharge thing? I forget the name and Tech Armor (some Eclipse Engineers had it in ME2 and I'm kinda hoping Kaidan gets some kind of Tech Armor too)
Engineer: The deployable turret and Combat Drone(I really liked the thing but Engineers looked kinda ununique when 2 others in your team had it and even certain Geth could deploy it) ooh, also Sabotage but that looks more like a mix of Overload and AI hacking.
Infiltator: Some new trick that they'll pull out of their asses- possibly a sort of heavily improved Sabotage, and then Tactical Cloak because I think somethings gone wrong when Kasumi has a better version of it as a move that makes the class staand out.
P.S. I really don't know what to think of Fortitude, I really think it's a waste to have 8 moves and 2 of them being passives, and when fans have ran the numbers and found out that you can only max out 5 of them something's gone wrong, I dunno, maybe there will be some sort of increased level cap when you get DLC like in Fallout or a 1/4 more points for an imported playthrough (like if I import a lv 30 Adept and I get 2 points per level, then I get a 3rd point when I hit lv 34, then 38,42 etc.,)
Modifié par Josh123914, 31 août 2011 - 11:24 .
#337
Posté 31 août 2011 - 11:42
dreman9999 wrote...
That's because ME1 gameplay wise is broken. You still get the weapons mod, but no to bypassing protection.The Spamming Troll wrote...
laz,
if all the abilities are on an even playing field(which they should be), then would it still be problematic for you?
also, i think ME3 is nothing short of just being ME2:Episode 2, so i entirely understand that im going to get a lack of ME1 in my ME3.
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
ME1s weapons mods are nothing like ME3s. do ME3s mods even change gameplay at all? it looks like small upgrades to the tone of +5% damage, or accuracy. sure the gun looks different, but does it perform differently? i saw a vid with the mattock getting a scope mod attached, and after that mod was added, the player wasnt even able to zoom in with the new scope. i feel like the mods in ME3 might be more cosmetic, then functional.
throw seems to have an evolution that penetrates defenses. which means throw is one of my 3 hotkeys in ME3, along with singularity and prolly warp. wow, im already done investing thought into my character and the games not even out.
#338
Posté 31 août 2011 - 11:51
The Spamming Troll wrote...
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
It was. Engineers were the only non-GOD MODE class. The other 5 classes could just spam Immunity or a regenerating Barrier and live forever through essentially any onslaught.
#339
Posté 01 septembre 2011 - 12:09
So, Combo Potential was mentioned, doesn't the universal cooldown negate that? Or are the recharge times going to be more realistic and effect times increased?
#340
Posté 01 septembre 2011 - 12:10
Lvl 1 Recharge 4 seconds, Duration 3 seconds
Lvl 2 Duration 5 seonds
Lvl 3 Recharge 3 seconds
Lvl 4 Duration 15 seconds or Pull field 3 meter radius
Lvl 5 When detonated, damage effects are doubled or Enemies caught in pull take 3 times (instead of 2 times) normal damage
Lvl 6 When detonated spawns new lvl 4 pull at nearest enemy (after damage effects take place) or Enemies effected by pull suffer x damage per second for pulls duration. (Where x is quite large. Idea is that a heavy pull would kill most enemies entirely by itself)
Modifié par Malanek999, 01 septembre 2011 - 12:11 .
#341
Posté 01 septembre 2011 - 12:11
Sorry, hi, PS3 gamer jumping in here (My main is an Adept on Hardcore) and just saying, didn't powers in Mass Effect 1 take AGES to recharge? I mean granted they ran on sperate cooldowns and were overpowered as hell but wouldn't it take some rediculous time like 30 seconds for Warp to recharge? agreed, Overpowered, but not God mode seeing as how slow paced everything was-- you even had infinite ammo so there was no reason not to just wait for your powers to recharge unless you were on a speedrun or something.Omega-202 wrote...
The Spamming Troll wrote...
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
It was. Engineers were the only non-GOD MODE class. The other 5 classes could just spam Immunity or a regenerating Barrier and live forever through essentially any onslaught.
#342
Posté 01 septembre 2011 - 12:18
They did at the start. By around level 20-25 which took less than 5 hours to get to, powers could be cast very frequently. And they each had their own cooldown. Vanguard was exceptionally broken because of Adrenaline burst which reset them all. So you could wander around with a Barrier or Immunity (or both) permanently up, alternate between lif and singularity and just shoot the harmless enemies. It still took just as long, if not longer, but the enemies were not fireing back at you.Josh123914 wrote...
Sorry, hi, PS3 gamer jumping in here (My main is an Adept on Hardcore) and just saying, didn't powers in Mass Effect 1 take AGES to recharge? I mean granted they ran on sperate cooldowns and were overpowered as hell but wouldn't it take some rediculous time like 30 seconds for Warp to recharge? agreed, Overpowered, but not God mode seeing as how slow paced everything was-- you even had infinite ammo so there was no reason not to just wait for your powers to recharge unless you were on a speedrun or something.
#343
Posté 01 septembre 2011 - 12:22
Josh123914 wrote...
Sorry, hi, PS3 gamer jumping in here (My main is an Adept on Hardcore) and just saying, didn't powers in Mass Effect 1 take AGES to recharge? I mean granted they ran on sperate cooldowns and were overpowered as hell but wouldn't it take some rediculous time like 30 seconds for Warp to recharge? agreed, Overpowered, but not God mode seeing as how slow paced everything was-- you even had infinite ammo so there was no reason not to just wait for your powers to recharge unless you were on a speedrun or something.Omega-202 wrote...
The Spamming Troll wrote...
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
It was. Engineers were the only non-GOD MODE class. The other 5 classes could just spam Immunity or a regenerating Barrier and live forever through essentially any onslaught.
Except encounters were usually more spread out as well. You didn't get a lot of the "20 enemies in a room" scenarios you got in ME2. You more often got "5 enemies here, 3 enemies a little further down, 4 in the next room".
And even though they were longer, the recharges weren't by any means long. You could get a lot of them down to 20 seconds. When you can use Throw, Lift, Singularity and Warp all in the span of 5 seconds and then shoot for ~12 seconds and have them all back up again, its very unbalanced. You could clear a room with just one cycle of that combo being that enemies were less concentrated.
#344
Posté 01 septembre 2011 - 12:25
Josh123914 wrote...
Sorry, hi, PS3 gamer jumping in here (My main is an Adept on Hardcore) and just saying, didn't powers in Mass Effect 1 take AGES to recharge? I mean granted they ran on sperate cooldowns and were overpowered as hell but wouldn't it take some rediculous time like 30 seconds for Warp to recharge? agreed, Overpowered, but not God mode seeing as how slow paced everything was-- you even had infinite ammo so there was no reason not to just wait for your powers to recharge unless you were on a speedrun or something.Omega-202 wrote...
The Spamming Troll wrote...
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
It was. Engineers were the only non-GOD MODE class. The other 5 classes could just spam Immunity or a regenerating Barrier and live forever through essentially any onslaught.
Singularity and Lift could lock down an entire room instantly. Once you got good biotic amps cooldowns could get in the 10 second range.
#345
Posté 01 septembre 2011 - 12:26
Malanek999 wrote...
So you could wander around with a Barrier or Immunity (or both) permanently up,
No class had both. Infiltrators and Soldiers had Immunity (and Immunity specialization in the Commando advanced class), Vanguards, Adepts and Sentinels had Barrier (and Barrier specialization in the Shock Trooper/Bastion advanced classes which made Barriers constantly regenerate themselves in combat at a quick pace).
You could only get both if you chose Barrier as a specialization on Inf or Soldier, but few people both to as Immunity by itself made you unkillable.
The only class in the game that had both was Wrex's Krogan Battlemaster which is why he was completely unkillable.
#346
Posté 01 septembre 2011 - 12:57
Omega-202 wrote...
The only class in the game that had both was Wrex's Krogan Battlemaster which is why he was completely unkillable.
yes! wrex never had to tell anyone "I AM KROGAN!" he casually walked up to them and spectre SGed their heads off.
#347
Posté 01 septembre 2011 - 01:00
Josh123914 wrote...
Sorry, hi, PS3 gamer jumping in here (My main is an Adept on Hardcore) and just saying, didn't powers in Mass Effect 1 take AGES to recharge? I mean granted they ran on sperate cooldowns and were overpowered as hell but wouldn't it take some rediculous time like 30 seconds for Warp to recharge? agreed, Overpowered, but not God mode seeing as how slow paced everything was-- you even had infinite ammo so there was no reason not to just wait for your powers to recharge unless you were on a speedrun or something.
its also worth mentioning that almost every single ME1 ability was better then ME2s version of the same ability.
ME1 singularity, nemesis lift, bastion stasis.........
you wont understand the awesomeness of biotics, unless you played ME1.
#348
Guest_Rezources_*
Posté 01 septembre 2011 - 01:06
Guest_Rezources_*
The Spamming Troll wrote...
Josh123914 wrote...
Sorry, hi, PS3 gamer jumping in here (My main is an Adept on Hardcore) and just saying, didn't powers in Mass Effect 1 take AGES to recharge? I mean granted they ran on sperate cooldowns and were overpowered as hell but wouldn't it take some rediculous time like 30 seconds for Warp to recharge? agreed, Overpowered, but not God mode seeing as how slow paced everything was-- you even had infinite ammo so there was no reason not to just wait for your powers to recharge unless you were on a speedrun or something.
its also worth mentioning that almost every single ME1 ability was better then ME2s version of the same ability.
ME1 singularity, nemesis lift, bastion stasis.........
you wont understand the awesomeness of biotics, unless you played ME1.
Except for the tech abilities, of course.
I'm glad Sabotage is back though.
#349
Posté 01 septembre 2011 - 01:28
ME1's mods don't really change any gameplay either, aside from certain combos (Double Frictionless Materials X, Double Scram Rail X). Half the time you forget you're even using a modded weapon because the weapon mods themselves don't do anything obvious or affect the appearance of the weapon. The only mods that do anything obvious in ME1 are the ammo mods, save Hammerhead/Sledgehammer, Tungsten, and Shredder.The Spamming Troll wrote...
dreman9999 wrote...
That's because ME1 gameplay wise is broken. You still get the weapons mod, but no to bypassing protection.The Spamming Troll wrote...
laz,
if all the abilities are on an even playing field(which they should be), then would it still be problematic for you?
also, i think ME3 is nothing short of just being ME2:Episode 2, so i entirely understand that im going to get a lack of ME1 in my ME3.
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
ME1s weapons mods are nothing like ME3s. do ME3s mods even change gameplay at all? it looks like small upgrades to the tone of +5% damage, or accuracy. sure the gun looks different, but does it perform differently? i saw a vid with the mattock getting a scope mod attached, and after that mod was added, the player wasnt even able to zoom in with the new scope. i feel like the mods in ME3 might be more cosmetic, then functional.
throw seems to have an evolution that penetrates defenses. which means throw is one of my 3 hotkeys in ME3, along with singularity and prolly warp. wow, im already done investing thought into my character and the games not even out.
#350
Posté 01 septembre 2011 - 01:51
kregano wrote...
ME1's mods don't really change any gameplay either, aside from certain combos (Double Frictionless Materials X, Double Scram Rail X). Half the time you forget you're even using a modded weapon because the weapon mods themselves don't do anything obvious or affect the appearance of the weapon. The only mods that do anything obvious in ME1 are the ammo mods, save Hammerhead/Sledgehammer, Tungsten, and Shredder.The Spamming Troll wrote...
dreman9999 wrote...
That's because ME1 gameplay wise is broken. You still get the weapons mod, but no to bypassing protection.The Spamming Troll wrote...
laz,
if all the abilities are on an even playing field(which they should be), then would it still be problematic for you?
also, i think ME3 is nothing short of just being ME2:Episode 2, so i entirely understand that im going to get a lack of ME1 in my ME3.
i know i dont have the same definition of ME1 being broken as you might have. but if it was broken, it was broken for every class. except the engineer.
ME1s weapons mods are nothing like ME3s. do ME3s mods even change gameplay at all? it looks like small upgrades to the tone of +5% damage, or accuracy. sure the gun looks different, but does it perform differently? i saw a vid with the mattock getting a scope mod attached, and after that mod was added, the player wasnt even able to zoom in with the new scope. i feel like the mods in ME3 might be more cosmetic, then functional.
throw seems to have an evolution that penetrates defenses. which means throw is one of my 3 hotkeys in ME3, along with singularity and prolly warp. wow, im already done investing thought into my character and the games not even out.
the ME1 mods completely changed the weapons functionality. compare a weapon with dual frictionless materials to one with dual scram rails. ME1 mods werent designed to change the apearance, so thats irelevant. but they certainly changed the functionality of the weapons. there werent that many mods in the first place, but more then half of them drastically would change the weapons functionality.
ME1 mods are more along the lines of ME2s ammo powers. while ME3s mods are more along the lines of MGS4s modding.
Modifié par The Spamming Troll, 01 septembre 2011 - 01:52 .





Retour en haut




