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ME3 Powers - The Complete List


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#726
Ahglock

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The Spamming Troll wrote...

No Snakes Alive wrote...

I'm pretty sure ME3 isn't "catering to your tastes" since protections are returning in a big way. And aside from one possible evolution of Throw having, potentially, some unknown effect on Armor, I'm pretty sure protections will still act the same. Even the Adept's new power is catered towards them doing what they already do, just more rapidly.

And the victim act is insanely old and full of sh.


the only reason im replying to you is because your so arogant, not becasue you bring up good points. so ill just say whatever it is you need to hear.......

you are right. im wrong.

enojoy your weekend.


 He is a troll so just ignore him spamming.  If someone can't get through a single post without being an insulting douche bag there is no point in responding to them.  

#727
coke addict

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its official, no snakes has a man crush on spamming troll. Stop playing hard to get dude just tell him how you really feel. Maybe he feels the same way, maybe not, but either way you can move on with your life and stop derailing this thread.

#728
No Snakes Alive

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coke addict wrote...

its official, no snakes has a man crush on spamming troll. Stop playing hard to get dude just tell him how you really feel. Maybe he feels the same way, maybe not, but either way you can move on with your life and stop derailing this thread.


And who are you? At least I was discussing an evolution of Throw. That's more than you can say about your entirely unnecessary, corny waste of a post. Good job.

I've discussed powers and their evolutions in this thread more than most people here. Do I also take the trollbait from time to time and remind Spamming when he spams about how classes can't get by on powers alone in Insanity playthroughs that they can pretty damn well when other people are playing them? Yep. At least it keeps this thread off page 10.

#729
No Snakes Alive

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Ahglock wrote...

The Spamming Troll wrote...

No Snakes Alive wrote...

I'm pretty sure ME3 isn't "catering to your tastes" since protections are returning in a big way. And aside from one possible evolution of Throw having, potentially, some unknown effect on Armor, I'm pretty sure protections will still act the same. Even the Adept's new power is catered towards them doing what they already do, just more rapidly.

And the victim act is insanely old and full of sh.


the only reason im replying to you is because your so arogant, not becasue you bring up good points. so ill just say whatever it is you need to hear.......

you are right. im wrong.

enojoy your weekend.


 He is a troll so just ignore him spamming.  If someone can't get through a single post without being an insulting douche bag there is no point in responding to them.  


For the record I don't see any insults in that post. And I've made plenty of posts with valid points and no insults toward him and even apologized for assuming he was just trolling (and what an off-base assumption to make about Spamming Troll and the false claims he continues to... spam... trollishly). He didn't seem to give a damn though and the insults and whining continued, but I'M obviously the troll here.

lolol /logic. I mean he even responds to a video of someone clearly making excellent use of four of the Adept's five castable powers - Throw, Warp, Pull, and Singularity - and acts like only Warpbombs were used. So either he didn't even watch the video, can't tell the difference between the Adept's powers, or he's trolling. I've got my guess. But it's whatever; I don't really care and Bioware is keeping the protections system intact for those of us who do enjoy the challenge and variety it adds anyway, and that's what matters.

So how about we stop the butthurt routine and bring this back on topic. Any word yet on the Engineer footage? I'm betting if we can confirm that Sentry Turret has a limited number of uses like Frag Grenades we'll end up with three classes that have some sort of boost mode power and three with expendable abilities like Turrets and Grenades. An even split would make sense too because theyve already somewhat hinted at Vanguards having a power that coincides well with Charge (a mode like Overpower or Amplification would accomplish that) and people are expecting Infiltrators to end up with something like Proxy Mines, which would probably be disposable like grenades. Just a thought.

Modifié par No Snakes Alive, 10 septembre 2011 - 10:36 .


#730
adonfraz

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Someone on BSN suggested smoke grenades for the Infiltrators. Those could make the class even deadlier at CQC but hurt Infiltrators that snipe. The best option would be a grenade power where it could evolve into a flashbang/stun or a smoke grenade to cater to both play styles.

#731
Golden Owl

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adonfraz wrote...

Someone on BSN suggested smoke grenades for the Infiltrators. Those could make the class even deadlier at CQC but hurt Infiltrators that snipe. The best option would be a grenade power where it could evolve into a flashbang/stun or a smoke grenade to cater to both play styles.

The more common guess for Infiltrators have been Proximity Mines...these would make more sense than the Smoke Grenades precisely for the reason you stated.

#732
littlezack

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Depends on what the smoke grenades do. If I can still target the enemy and it causes them to be disoriented and get out of cover, it might be useful.

#733
Guest_lightsnow13_*

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Golden Owl wrote...

adonfraz wrote...

Someone on BSN suggested smoke grenades for the Infiltrators. Those could make the class even deadlier at CQC but hurt Infiltrators that snipe. The best option would be a grenade power where it could evolve into a flashbang/stun or a smoke grenade to cater to both play styles.

The more common guess for Infiltrators have been Proximity Mines...these would make more sense than the Smoke Grenades precisely for the reason you stated.


I wonder how useful a proximity mine will be. Has it been used in the demos (maybe by Garrus?) All I've seen is the soldiers regular grenade.

And if the proximity mine will work like most other will...how would it help an infiltrator? If he's sniping, why would he get up close to set a mine. Sounds like I'm being confrontational lol. But I'm really not! I swear! I'm just curious how the proximity mine will work.

#734
adonfraz

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lightsnow13 wrote...

Golden Owl wrote...

adonfraz wrote...

Someone on BSN suggested smoke grenades for the Infiltrators. Those could make the class even deadlier at CQC but hurt Infiltrators that snipe. The best option would be a grenade power where it could evolve into a flashbang/stun or a smoke grenade to cater to both play styles.

The more common guess for Infiltrators have been Proximity Mines...these would make more sense than the Smoke Grenades precisely for the reason you stated.


I wonder how useful a proximity mine will be. Has it been used in the demos (maybe by Garrus?) All I've seen is the soldiers regular grenade.

And if the proximity mine will work like most other will...how would it help an infiltrator? If he's sniping, why would he get up close to set a mine. Sounds like I'm being confrontational lol. But I'm really not! I swear! I'm just curious how the proximity mine will work.


It wouldn't help much and I don't think Infiltrators will get stuck with the proximity mine. Liara has two unique powers in Lift Orb and Stasis so it's not impossible for Garrus to have armor-piercing and proximity mine as unique talents as well.

My theory is that permanent squad-mates have two uniques and temporary squad-mates have only one.

#735
blitzkkrieg

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Golden Owl wrote...

adonfraz wrote...

Someone on BSN suggested smoke grenades for the Infiltrators. Those could make the class even deadlier at CQC but hurt Infiltrators that snipe. The best option would be a grenade power where it could evolve into a flashbang/stun or a smoke grenade to cater to both play styles.

The more common guess for Infiltrators have been Proximity Mines...these would make more sense than the Smoke Grenades precisely for the reason you stated.


Unless, and I'm taking a shot in the dark here, one of the upgrades for scopes is an infared/night vision scope (or whatever the lore would allow), so you can toss a smoke grenade out in front of you and shoot enemies through the smoke. 


Edit: although I am hoping that infiltrators get a completely new ability

Modifié par blitzkkrieg, 11 septembre 2011 - 06:19 .


#736
lazuli

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lightsnow13 wrote...

I wonder how useful a proximity mine will be. Has it been used in the demos (maybe by Garrus?) All I've seen is the soldiers regular grenade.

And if the proximity mine will work like most other will...how would it help an infiltrator? If he's sniping, why would he get up close to set a mine. Sounds like I'm being confrontational lol. But I'm really not! I swear! I'm just curious how the proximity mine will work.


Yeah, I see the proximity mine working better for a CQC Infiltrator.  I haven't seen it in action of course, so I can't say for sure.  I suppose it would all depend on targeting range.

#737
The Spamming Troll

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i really disfavor proximity mines. itd be much better for the infiltrator to have some kind of stun/smoke grenade, although it seems weak compared to the soldiers actual grenade. maybe the soldier is grenade exclusive.

i like the idea about infrared scopes. ive always wanted a flashlight attachment too. id love playing the sidequest in ME2 with the swarming husks, in pitch black with only me and my 2 cronies flashlights to see. why not steal a little from survival/horror too while your at it bioware?

#738
littlezack

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Well, if it's a mine, I assume it only blows up when you get close to it. This can be useful against enemies that like to charge in, like Husks and Krogans - it hurts them, stuns them for a second, gives you more time to keep them at optimal range.

#739
No Snakes Alive

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adonfraz wrote...

Someone on BSN suggested smoke grenades for the Infiltrators. Those could make the class even deadlier at CQC but hurt Infiltrators that snipe. The best option would be a grenade power where it could evolve into a flashbang/stun or a smoke grenade to cater to both play styles.


That was actually me who suggested smoke bombs for Infiltrator since I do play them ninja-style. You make a really good point though - we can't have an ability that only favors one style of play and dropping a smokebomb at your feet isn't going to do much for snipers.

But I'd still much rather have a smoke bomb or flashbang that the Infiltrator throws straight down to disorient enemies around him or her than a grenade to target enemies with. It would undoubtedly be awesome for Batmanning enemies with a CQC Infiltrator and it COULD be helpful for snipers if maybe they get flanked to get them out of there to a new cover spot. Or how about if it greatly reduces enemy accuracy when you drop the smoke bomb since they can't see you in the cloud of smoke, so you can snipe without having to be cloaked and not take massive damage?

I don't know. It would be amazing for my style of play and COULD be pretty sweet for long-rangers too but they'll probably go with something more equally suited to both. A grenade that evolves into either was a good suggestion but I'd rather my Infiltrator throw the smoke bomb straight down at his feet ninja-style when I cast it than have to target a spot.

Well, here's hoping we find out what it is soon enough either way.

#740
blitzkkrieg

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No Snakes Alive wrote...

That was actually me who suggested smoke bombs for Infiltrator since I do play them ninja-style. You make a really good point though - we can't have an ability that only favors one style of play and dropping a smokebomb at your feet isn't going to do much for snipers.

But I'd still much rather have a smoke bomb or flashbang that the Infiltrator throws straight down to disorient enemies around him or her than a grenade to target enemies with. It would undoubtedly be awesome for Batmanning enemies with a CQC Infiltrator and it COULD be helpful for snipers if maybe they get flanked to get them out of there to a new cover spot. Or how about if it greatly reduces enemy accuracy when you drop the smoke bomb since they can't see you in the cloud of smoke, so you can snipe without having to be cloaked and not take massive damage?

I don't know. It would be amazing for my style of play and COULD be pretty sweet for long-rangers too but they'll probably go with something more equally suited to both. A grenade that evolves into either was a good suggestion but I'd rather my Infiltrator throw the smoke bomb straight down at his feet ninja-style when I cast it than have to target a spot.

Well, here's hoping we find out what it is soon enough either way.


I think that's a good argument for using smoke bombs; snipers can use it to cover their movement and the enemies probably would have their accuracy reduced or not shoot at all (cause they stop shooting when they cant see you in cloak).  And then of course the CQC infiltrators can throw one down, kill a couple of guys, then cloak when the smoke dissipates. I wouldnt even mind some infared goggles or silencers then.  :ph34r:


Something like this: (the part around :16 when he shoots the two enemies from the smoke)

#741
No Snakes Alive

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I think if Infiltrators do get some sort of smoke grenade or anything like that, it would be great if they were on limited quantity instead of global cooldown, just like the Soldier's Frag Grenade power. That way it wouldn't compete with Cloak, which is the main reason I favored Tungsten Ammo over Flahbangs for my Infiltrator in ME2. If you could sneak up on a group of enemies cloaked, kill a couple before they realize, and then drop a smoke bomb and escape when cloak runs out without having to wait 5 seconds it would be sweet. Seems like a very Infltrator-unique playstyle that could work with long range sniping too as aforementioned (snipe through the cloud of smoke while enemies try to find you/shoot and miss at you, then pop cloak when the smoke is about to dissipate and flank to another position to repeat).

Win-win as far as I'm concerned and seems more fitting than Proxy Mines would be.

Modifié par No Snakes Alive, 11 septembre 2011 - 04:15 .


#742
Someone With Mass

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I wouldn't complain if the Infiltrators gets mines, though. Would work just as fine to sneak in the middle of some enemies, drop a mine and then get out before it blows.

#743
lazuli

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Someone With Mass wrote...

I wouldn't complain if the Infiltrators gets mines, though. Would work just as fine to sneak in the middle of some enemies, drop a mine and then get out before it blows.


Depending on cooldowns, that might not even be possible.  If grenades, mines, and similar items don't require use of a cooldown, then perhaps your dream will become a reality.  As it is in ME2, Cloak locks down the cooldown.

#744
Someone With Mass

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lazuli wrote...
Depending on cooldowns, that might not even be possible.  If grenades, mines, and similar items don't require use of a cooldown, then perhaps your dream will become a reality.  As it is in ME2, Cloak locks down the cooldown.


Come to think of it, Garrus had what looked like unlimited mines in the demo. I really hope that's just something for the demo, though.

I would miss out on a pretty good tactic otherwise.

#745
lazuli

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Someone With Mass wrote...

lazuli wrote...
Depending on cooldowns, that might not even be possible.  If grenades, mines, and similar items don't require use of a cooldown, then perhaps your dream will become a reality.  As it is in ME2, Cloak locks down the cooldown.


Come to think of it, Garrus had what looked like unlimited mines in the demo. I really hope that's just something for the demo, though.

I would miss out on a pretty good tactic otherwise.


Back at E3, the Soldier's grenade didn't trigger the global cooldown.  I guess we'll just have to wait and see.

#746
No Snakes Alive

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Someone With Mass wrote...

I wouldn't complain if the Infiltrators gets mines, though. Would work just as fine to sneak in the middle of some enemies, drop a mine and then get out before it blows.


Proxies could be cool if implemented correctly but they wouldn't fit the Infiltrator feel as much to me. If it doesn't help the Infiltrator get in or get out, undetected or unharmed, I think there's better choices out there. Just my opinion though.

I just hope they have a really, really badass heavy melee. Of all classes, I'd think heavy melee attack animations would have the most potential with Vanguard and Infiltrator, since their playstyles probably allow for the best implementation of close quarters combat.

#747
zorb69

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No Snakes Alive wrote...

Someone With Mass wrote...

I wouldn't complain if the Infiltrators gets mines, though. Would work just as fine to sneak in the middle of some enemies, drop a mine and then get out before it blows.


Proxies could be cool if implemented correctly but they wouldn't fit the Infiltrator feel as much to me. If it doesn't help the Infiltrator get in or get out, undetected or unharmed, I think there's better choices out there. Just my opinion though.

I just hope they have a really, really badass heavy melee. Of all classes, I'd think heavy melee attack animations would have the most potential with Vanguard and Infiltrator, since their playstyles probably allow for the best implementation of close quarters combat.


One of the designers Eric ****nan just tweeted (http://twitter.com/#...054569084354561)
"@IcaruzS Infiltrator is super fun lately. Was tweaking cloak today. Cooldown behavior will be better this time. New class ability rules."

Favourite classes are Vangard and Infiltrator and with all the teasing non-information coming out I can't wait to play them in ME3.

Modifié par zorb69, 12 septembre 2011 - 02:53 .


#748
Biotic Sage

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zorb69 wrote...

One of the designers Eric ****nan just tweeted (http://twitter.com/#...054569084354561)
"@IcaruzS Infiltrator is super fun lately. Was tweaking cloak today. Cooldown behavior will be better this time. New class ability rules."

Favourite classes are Vangard and Infiltrator and with all the teasing non-information coming out I can't wait to play them in ME3.


Thanks for the update about the Infiltrator.  With this information drought I am happy to hear about anything/everything to do with the classes and powers.  Isn't there an event coming up where Bioware plans to show off some more stuff?  Or is it just going to be more Soldier/Sur'Kesh stuff?

#749
blitzkkrieg

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No Snakes Alive wrote...

Someone With Mass wrote...

I wouldn't complain if the Infiltrators gets mines, though. Would work just as fine to sneak in the middle of some enemies, drop a mine and then get out before it blows.


Proxies could be cool if implemented correctly but they wouldn't fit the Infiltrator feel as much to me. If it doesn't help the Infiltrator get in or get out, undetected or unharmed, I think there's better choices out there. Just my opinion though.

I just hope they have a really, really badass heavy melee. Of all classes, I'd think heavy melee attack animations would have the most potential with Vanguard and Infiltrator, since their playstyles probably allow for the best implementation of close quarters combat.


I wouldnt mind a special animation for their melees if they are cloaked.  Also, I am just realizing that what is probably the infilitrator's melee 

Image IPB

Sort of resembles the wrist blades of the predators in AvP (two long blades mounted on the wrist)

#750
lazuli

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zorb69, thanks for finding that tweet. I don't know that it ever got posted in the twitter thread. If it did, I missed it.

Regardless, I think it's good news. The Infiltrator arguably had the most downtime of any class in ME2. It's still my second favorite class (in its CQC form). I wonder if the new cloak evolutions and options will help the Infiltrator dethrone the Vanguard.