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ME3 Powers - The Complete List


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#1301
No Snakes Alive

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Graunt wrote...

Biotic Sage wrote...



I could see it working very well as a defensive tactic on Insanity.  If too many enemies flank your squad and get close to you (too many for you to handle), then you could Nova on them and then Charge away to another enemy.  Puts them out of commission for a short time and lets you get resituated across the battlefield.


That's assuming it's not part of the GCD.  You do realize that even if you're Charging into a group of 2-4, that it's very likely that there might be 1-2 elsewhere out of range shooting at you in the meantime.


I'm almost positive I've read that Nova is off the global cooldown. If you time it right, you can Charge, shotgun and/or melee an enemy or two, Nova the rest, and then Charge again (and, if it replenishes your shields like in ME2 as I'm sure it does, probably Nova again too).

I'm not super hyped about Nova like everyone else seems to be but I couldn't think of a better fitting power for Vanguards myself. At the very least it'll throw something else in the mix to break up the usual Charge --> shotgun --> Charge monotony. And btween heavy melees for solo stragglers and Nova for more, Vanguards do have some new, pretty sweet options to finish a fight.

#1302
Biotic Sage

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@Graunt ^ Ah, GCD means "global cooldown." Yeah, the devs have said that nova does not have a cooldown. The price for using it is expending your shields.  That's why I was saying it would be a waste not to use it right before you charge if there are enemies close to you, since Charge will replenish your shields.

You guys are hardcore with these abbreviations/acronyms.

Modifié par Biotic Sage, 15 janvier 2012 - 06:04 .


#1303
Helena Tylena

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How is this not a sticky yet?

#1304
No Snakes Alive

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Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.

They should have it draw all enemies' attention within a certain radius for a few seconds (with the chance of getting shot by their buddy, too) and some of the upgrades could either allow you to make multiple enemies' guns go nuts at once or have the gun explode after and take out the goon holding it. IMO that would fit the Infiltrator extremely well, always entertain, and allow for fun sneak attack set-ups from a gameplay perspective (as well as allow for escapes).

I doubt it'll happen with the release this close but one can dream lol.

#1305
Someone With Mass

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No Snakes Alive wrote...

Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.

They should have it draw all enemies' attention within a certain radius for a few seconds (with the chance of getting shot by their buddy, too) and some of the upgrades could either allow you to make multiple enemies' guns go nuts at once or have the gun explode after and take out the goon holding it. IMO that would fit the Infiltrator extremely well, always entertain, and allow for fun sneak attack set-ups from a gameplay perspective (as well as allow for escapes).

I doubt it'll happen with the release this close but one can dream lol.


I think you just described Sabotage. Which is in ME3.

#1306
Biotic Sage

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Someone With Mass wrote...

No Snakes Alive wrote...

Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.

They should have it draw all enemies' attention within a certain radius for a few seconds (with the chance of getting shot by their buddy, too) and some of the upgrades could either allow you to make multiple enemies' guns go nuts at once or have the gun explode after and take out the goon holding it. IMO that would fit the Infiltrator extremely well, always entertain, and allow for fun sneak attack set-ups from a gameplay perspective (as well as allow for escapes).

I doubt it'll happen with the release this close but one can dream lol.


I think you just described Sabotage. Which is in ME3.


Indeed.  I am very glad they are putting it back in.  AI Hacking didn't have enough versatility, now it's like 2 powers in one.

#1307
Biotic Sage

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Helena Tylena wrote...

How is this not a sticky yet?


I think the Bioware guys don't want people to think the info on powers in the first posts are representative of the final version of the game.  I did write a clarification note at the top regarding that, but I understand where they are coming from: I'm sure a lot of people would just ignore the note and jump to conclusions.


Plus, you guys keep it alive anyway so no need for a sticky.Posted Image  And I promise to update/post whenever I get new info.

#1308
Omega-202

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Graunt wrote...


Everyone who knows Vanguards on Insanity knows that you can't just stand in the middle of a firefight because your shields are depleted almost instantly, and you have to be able to Charge again right away.  Everyone who knows Vanguards knows that you can't Charge and then instantly Charge again as soon as the time dilation ended.  If Nova's strength depends on your own shield strength then it will suck badly on Insanity.  Even if it doesn't, it has to do a hard knockdown on protected enemies or it won't be that good.  You almost never have more than 3-4 seconds on Insanity to live while being shot by more than a single enemy, and that's with full shields up.

Also, if Nova is not one of the powers that is free from the linked cooldowns, it will be even worse, because you'll be dead before you can Charge again.


A) The ~5 second cooldown on fully upgraded Charge is NO issue for a smart Vanguard.  To say you need to constantly be Charging in order to survive is BS.  Once you know how to pick your targets, selecting the singled out groups of enemies or the ones near cover, you're able to survive the cooldown no problem.  

B) Nova isn't on global cooldown.  That's a fact.

C) Making Nova's damage/effect proportional to remaining shield is so unlikely its laughable.  The developers know that Vanguards live on the edge.  They wouldn't give them a power that is nigh useless.

D) Hardknockdown isn't even necessary on protected enemies.  An extended stumble (like the new stumble mechanics that were leaked in the multiplayer demo) would be good enough to add some flavor to the Charge,Shotgun,Charge monotony.  Using Nova with no cooldown and no tradeoff if followed by a Charge is better than not using it.  Stumble > Nothing.

E) You have no idea how to play a Vanguard properly on Insanity.  Your statements are all the proof anyone needs to state that.  

#1309
Fathom72

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Biotic Sage, would you consider putting the raw data from the leaked script into the OP? I know they have the stats for the powers in there, as I've looked (i.e., Conc. Shot is getting a cooldown buff).

I can help you go through the leak to find it, if you so wish.  I'd imagine several people would be interested to see this, as the less effective old powers (looking at you, shockwave) have recieved some very interesting buffs.  

Modifié par Fathom72, 15 janvier 2012 - 08:18 .


#1310
Graunt

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Biotic Sage wrote...

Someone With Mass wrote...

No Snakes Alive wrote...

Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.

They should have it draw all enemies' attention within a certain radius for a few seconds (with the chance of getting shot by their buddy, too) and some of the upgrades could either allow you to make multiple enemies' guns go nuts at once or have the gun explode after and take out the goon holding it. IMO that would fit the Infiltrator extremely well, always entertain, and allow for fun sneak attack set-ups from a gameplay perspective (as well as allow for escapes).

I doubt it'll happen with the release this close but one can dream lol.


I think you just described Sabotage. Which is in ME3.


Indeed.  I am very glad they are putting it back in.  AI Hacking didn't have enough versatility, now it's like 2 powers in one.


Overload worked just like Sabotage, except mostly better; so I have no idea why they are bringing it back.

Omega-202 wrote...

A) The ~5 second cooldown on
fully upgraded Charge is NO issue for a smart Vanguard.  To say you need to constantly be Charging in order to survive is BS.  Once you know how to pick your targets, selecting the singled out groups of enemies or
the ones near cover, you're able to survive the cooldown no problem.


Yay, more "pro" hyperbole.  Yes, mister "Somehow the game mechanics do not apply when I play a character", your shields do get shredded when you're out in the open, which is what I was talking about if you had actually read what was written.  No one was talking about charging and then ducking behind cover.  Acting like a level 30 Vanguard is the same as a 1-20 Vanguard is pretty laughable too.


E)
You have no idea how to play a Vanguard properly on Insanity.  Your statements are all the proof anyone needs to state that.  


I know that I've beaten the game with the Vanguard on Insanity much more than you have, and started doing it earlier.  I just don't talk a bunch of nonsense, hyping up a class' ability or my own beyond how they actually operate.

Modifié par Graunt, 15 janvier 2012 - 02:20 .


#1311
Mike Shepard

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does anyone know how the system works...i.e. is it more ME1 (each rank of a talent is 1 point) or ME2 (rank 1 is 1 point, rank 2 is 2 points, rank 3 is 3 points, rank 4 is 4 points)?

#1312
Biotic Sage

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Mike Shepard wrote...

does anyone know how the system works...i.e. is it more ME1 (each rank of a talent is 1 point) or ME2 (rank 1 is 1 point, rank 2 is 2 points, rank 3 is 3 points, rank 4 is 4 points)?


ME2 style.  ME3 just adds 2 more ranks (rank 5 and rank 6).  So to completely level a power it would cost you a total of 21 squad points.

#1313
No Snakes Alive

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Biotic Sage wrote...

Someone With Mass wrote...

No Snakes Alive wrote...

Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.

They should have it draw all enemies' attention within a certain radius for a few seconds (with the chance of getting shot by their buddy, too) and some of the upgrades could either allow you to make multiple enemies' guns go nuts at once or have the gun explode after and take out the goon holding it. IMO that would fit the Infiltrator extremely well, always entertain, and allow for fun sneak attack set-ups from a gameplay perspective (as well as allow for escapes).

I doubt it'll happen with the release this close but one can dream lol.


I think you just described Sabotage. Which is in ME3.


Indeed.  I am very glad they are putting it back in.  AI Hacking didn't have enough versatility, now it's like 2 powers in one.



I thought it just made guns overheat so they can't shoot for a while. Big deal. In Arkham City you can make their guns go off without warning, uncontrollably, so they fire a few shots up into the sky and draw attention to themselves. That would be way better suited for Infiltrators since being able to utilize distractions like that would certainly fit the MO.

You guys are right though in that it probably shouldn't warrant a new power devoted to it when Sabotage is already so alike, but then I do hope you can evlove Sabo to similar effect. Infiltrators don't need direct damage or CC so much as they need a good distraction.

Modifié par No Snakes Alive, 15 janvier 2012 - 03:30 .


#1314
Guest_the scrub_*

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we need some more info on the infiltrator's new power

#1315
implodinggoat

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No Snakes Alive wrote...

Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.


The sabotage power does that if you use it against organic enemies.  If you use it against AI's then it turns them against their allies like AI hacking did in ME2.   Which is nice since AI hacking was a very situational power, great if there were synthetic enemies around; but completely useless if there weren't.

It will most likely draw enemies attention in so far as it will alert them to Shepard's presence although slipping away undetected afterwards will probably be a little more challenging without a bat grapple and since you'll have to wait for the cooldown to end so you can use your tactical cloak again.

On the other hand if you use it against a synthetic enemy then it will most certainly be a disrtaction since the synthetic will start attacking its allies and draw all of their agression.

Modifié par implodinggoat, 15 janvier 2012 - 04:27 .


#1316
Derahu

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the scrub wrote...

we need some more info on the infiltrator's new power

We need some class trailers like they had for ME2!  I'm hoping with it being almost 6 weeks away from release that there will be a class video every week from this tuesday to release day.:wizard::o

Modifié par Derahu, 15 janvier 2012 - 05:05 .


#1317
No Snakes Alive

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Derahu wrote...

the scrub wrote...

we need some more info on the infiltrator's new power

We need some class trailers like they had for ME2!  I'm hoping with it being almost 6 weeks away from release that there will be a class video every week from this tuesday to release day.:wizard::o



F yes. They had better do that again.

#1318
mineralica

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Someone With Mass wrote...

AVPen wrote...
I believe it was said previously that Vega would be getting Carnage.


Yeah, he'll get Fortification, Incendiary Ammo, Frag Grenades and Carnage.

Can't find source or place on BSN where it was initially posted. Help?


I'd also appreciate some kind of source for Reave [Kaidan] and Barrier [Kaidan].

#1319
No Snakes Alive

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implodinggoat wrote...

No Snakes Alive wrote...

Infiltrator's new power should be like the Arkham City one where you can make an enemy's gun go haywire.


The sabotage power does that if you use it against organic enemies.  If you use it against AI's then it turns them against their allies like AI hacking did in ME2.   Which is nice since AI hacking was a very situational power, great if there were synthetic enemies around; but completely useless if there weren't.

It will most likely draw enemies attention in so far as it will alert them to Shepard's presence although slipping away undetected afterwards will probably be a little more challenging without a bat grapple and since you'll have to wait for the cooldown to end so you can use your tactical cloak again.

On the other hand if you use it against a synthetic enemy then it will most certainly be a disrtaction since the synthetic will start attacking its allies and draw all of their agression.


I got how Sabotage is going to work on a basic level like that in ME3. I already knew that if you use it on a synthetic/turret they go berserk and create a distraction for you while taking out their own teammates.

All I'm saying is it would be easy to replicate the same effect on an organic, whether it be through a possible evolution choice for the power or the way it works to begin with: make it so the enmey's weapon goes off uncontrollably instead of just overheating. Like you said, all that's gonna do is alert everyone to YOUR presence and buy a few seconds of not getting shot at while they switch weapons, whereas having it so Sabotage makes their weapons start shooting in all directions would make it at least almost as effective against organics as synthetics.

As it stands now, yeah that's great that it's no longer completely useless against organics like it was as AI Hacking in ME2 and I'll happily take another Tech CC power but still, if they'd even just give us a possible evolution for it that ups the distraction factor against organics the same way it does for synthetics I'd be really happy. Making enemies' guns shoot on their own and/or explode seems to me like a natural evolution for a power called Sabotage if you ask me.

#1320
Graunt

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Biotic Sage wrote...

Mike Shepard wrote...

does anyone know how the system works...i.e. is it more ME1 (each rank of a talent is 1 point) or ME2 (rank 1 is 1 point, rank 2 is 2 points, rank 3 is 3 points, rank 4 is 4 points)?


ME2 style.  ME3 just adds 2 more ranks (rank 5 and rank 6).  So to completely level a power it would cost you a total of 21 squad points.


Which reiterates the point of a "generalist build"...at least early on.  Although I don't know what level you start when importing a character and staying with the same class.  I'm assuming level 5-10 since it was said that if you try to change classes you'll start at level 1 (unless this was changed again). Yet there have also been random posts saying something about starting at level 15 - 30 with a same class import; which makes no sense at all.

#1321
RVNX

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so.......what's this I hear?

is it true that Adepts only get 1 new power, and it's going to be a Biotic Grenade ( an actual grenade ) instead of Overpower?

are Adepts getting any new Biotic powers?

#1322
mineralica

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Graunt wrote...


Which reiterates the point of a "generalist build"...at least early on.  Although I don't know what level you start when importing a character and staying with the same class.  I'm assuming level 5-10 since it was said that if you try to change classes you'll start at level 1 (unless this was changed again). Yet there have also been random posts saying something about starting at level 15 - 30 with a same class import; which makes no sense at all.

This was changed.

#1323
Graunt

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mineralica wrote...

Graunt wrote...


Which reiterates the point of a "generalist build"...at least early on.  Although I don't know what level you start when importing a character and staying with the same class.  I'm assuming level 5-10 since it was said that if you try to change classes you'll start at level 1 (unless this was changed again). Yet there have also been random posts saying something about starting at level 15 - 30 with a same class import; which makes no sense at all.

This was changed.


Ok.  So basically it's going to work just like ME2--which is both good and bad.  I don't understand starting out at level 30 though, unless that's just supposed to be seen as the new level 1 since the cap is 60; but you now start out somewhat powerful since the third game is all about being epic.

Modifié par Graunt, 15 janvier 2012 - 06:44 .


#1324
No Snakes Alive

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Graunt wrote...

mineralica wrote...

Graunt wrote...


Which reiterates the point of a "generalist build"...at least early on.  Although I don't know what level you start when importing a character and staying with the same class.  I'm assuming level 5-10 since it was said that if you try to change classes you'll start at level 1 (unless this was changed again). Yet there have also been random posts saying something about starting at level 15 - 30 with a same class import; which makes no sense at all.

This was changed.


Ok.  So basically it's going to work just like ME2--which is both good and bad.  I don't understand starting out at level 30 though, unless that's just supposed to be seen as the new level 1 since the cap is 60; but you now start out somewhat powerful since the third game is all about being epic.


I understand it. We're three games in now, and I've put a lot of time and effort into a lot of characters. Starting over from scratch again would make far less sense than starting halfway. There's still plenty of progression left and I can resume ass-kicking from the start, as should be the case.

#1325
Guest_Urdnot Grim_*

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Darth Death wrote...

Preston Watamaniuk wrote...

Some of the powers are undergoing an overhaul right now. Part of me being on my 8th playthrough of the game is to give feedback on powers to Eric and Manveer and tell them where I feel a certain power has problems or does not feel correct for the specific class. For example in addition to the evolved options I want the Adept to have a lot more combo potential.

It never gets old, does it?B)


I've done more than 20 playthroughs myself, with eight different characters just so I can see a whole lot of different scenarios in 3. *totally will be playing to see each of those hundreds of variables in the game. I plan to do an entire Mass Effect campaign when I get the chance.