Aller au contenu

Photo

ME3 Powers - The Complete List


3405 réponses à ce sujet

#126
D.Kain

D.Kain
  • Members
  • 4 244 messages

lightsnow13 wrote...

Biotic Sage wrote...

Throw
Rank 2: Recharge speed lowered from base 4 sec to 3.2 sec
Rank 3: Force raised from base 600 newtons to 840 newtons
Rank 4: (Increases force to 1200 newtons) vs. (Increases radius to x meters)
Rank 5: (Damages armor by x percent) vs. (Cooldown is reset if targeted enemy is affected by biotics)
Rank 6: (A second biotic throw field seeks out a nearby target) vs. (Lowers recharge speed to x seconds)


Is that for real?....OMG the possiblities! :lol:


Recharge speed could have better possibilities imo, since all biotic powers share the cooldown. 

#127
littlezack

littlezack
  • Members
  • 1 532 messages
I'm much more interested in the High Impact version. Finally, Throw has usefullness outside of health. Combined with Warp, the Adept is going to be a shield smashing fiend.

#128
Malanek

Malanek
  • Members
  • 7 838 messages

littlezack wrote...

I'm much more interested in the High Impact version. Finally, Throw has usefullness outside of health. Combined with Warp, the Adept is going to be a shield smashing fiend.

What's the high impact version?

#129
littlezack

littlezack
  • Members
  • 1 532 messages
It damages armor.

#130
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

littlezack wrote...

It damages armor.


Allegedly.  One of the devs said that throw will have an evolution that allows it to damage armor.  I made the supposition that "High Impact" was that evolution because none of the other ones seem to fit.

Also, what was interesting, in the context of the twitter conversation, he seemed to imply that there MAY be different evolutions for shared powers like throw depending on which class you are.  For example, the evolutions for throw may be different if you play an Adept or a Sentinel.

Modifié par Biotic Sage, 28 août 2011 - 10:02 .


#131
Malanek

Malanek
  • Members
  • 7 838 messages

littlezack wrote...

It damages armor.

Does that mean any protection or just "armour"? If it is any protection then yes it might be very cool. I read it as just armour though, in which case it would seem to overlap too much with warp, and of course wouldn't really help against shields at all.

Modifié par Malanek999, 28 août 2011 - 10:04 .


#132
littlezack

littlezack
  • Members
  • 1 532 messages

Malanek999 wrote...

littlezack wrote...

It damages armor.

Does that mean any protection or just "armour"? If it is any protection then yes it might be very cool. I read it as just armour though, in which case it would seem to overlap too much with warp.


I always felt that Warp didn't do enough damage to armor in ME2, so I'd welcome having a more powerful alternative. Besides, it seems like Warp is being given some extra power that allows it to weaken enemy defenses and make them more vulnerable to damage - even if Throw steals some thunder, it'll still have its uses. 

#133
No Snakes Alive

No Snakes Alive
  • Members
  • 1 810 messages

Biotic Sage wrote...

littlezack wrote...

It damages armor.


Allegedly.  One of the devs said that throw will have an evolution that allows it to damage armor.  I made the supposition that "High Impact" was that evolution because none of the other ones seem to fit.


Speaking of, how exactly is that going to work? I'm sure nobody knows yet but I'm just wondering "out loud" if it'll still launch enemies who have Armor if the damage it does exceeds the amount of Armor they have.

Honestly, as point-starved as I'm expecting Sentinels to be, I'm hoping I can forego Warp and Overload entirely (CC powers > direct damage powers when it comes to CQC) and this particular upgrade seems like it'll go a long way to making that more viable.

Now if only I could find out Cryo will slow down Shielded enemies I can reserve my shotgun for Barriers and have all my bases covered.

#134
littlezack

littlezack
  • Members
  • 1 532 messages
I doubt it'll knock them back, but it'll probably stagger them a little. Better than nothing. The damage to the shields is what I'm happy about. That's really the problem I think a lot of people had with biotic powers in ME2 - most of them are fairly useless until you whittle defenses away.

#135
Malanek

Malanek
  • Members
  • 7 838 messages
I'm wondering if you can cool down throw by enough so that you can launch a second projectile before the first one hits. It was already pretty quick in ME2, now by the sounds of it you can cool it down more and combine it with overpower. Then you could end up spamming throw like a mattock.

Modifié par Malanek999, 28 août 2011 - 10:21 .


#136
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages

Malanek999 wrote...

I'm wondering if you can cool down throw by enough so that you can launch a second projectile before the first one hits. It was already pretty quick in ME2, now by the sounds of it you can cool it down more and combine it with overpower.


If you look at one of Throw's evolution descriptions, "Combo," it supposedly resets the cooldown instantly if you use the ability on an enemy being affected by biotics.  Now whether that means "reset upon use" or "reset upon contact with enemy" is up for interpretation.

Edit* The exact quote from the source is "Cooldown is reset if targeted enemy is affected by biotics," so it seems to me that means upon use.

Modifié par Biotic Sage, 28 août 2011 - 10:23 .


#137
Malanek

Malanek
  • Members
  • 7 838 messages

Biotic Sage wrote...

Malanek999 wrote...

I'm wondering if you can cool down throw by enough so that you can launch a second projectile before the first one hits. It was already pretty quick in ME2, now by the sounds of it you can cool it down more and combine it with overpower.


If you look at one of Throw's evolution descriptions, "Combo," it supposedly resets the cooldown instantly if you use the ability on an enemy being affected by biotics.  Now whether that means "reset upon use" or "reset upon contact with enemy" is up for interpretation.

Edit* The exact quote from the source is "Cooldown is reset if targeted enemy is affected by biotics," so it seems to me that means upon use.

You could be right. My initial impression was it would trigger upon contact but it wouldn't seem to be that useful in that case as the recharge is so quick anyway. Unless of course you could fire off a throw, have it cooldown and set off tech armour before the throw hits. Then the throw would reset the longer cooldown you initiated off tech armour.

#138
Someone With Mass

Someone With Mass
  • Members
  • 38 552 messages
Does anyone know the evolution options for the turret?

#139
Guest_lightsnow13_*

Guest_lightsnow13_*
  • Guests

D.Kain wrote...

lightsnow13 wrote...

Biotic Sage wrote...

Throw
Rank 2: Recharge speed lowered from base 4 sec to 3.2 sec
Rank 3: Force raised from base 600 newtons to 840 newtons
Rank 4: (Increases force to 1200 newtons) vs. (Increases radius to x meters)
Rank 5: (Damages armor by x percent) vs. (Cooldown is reset if targeted enemy is affected by biotics)
Rank 6: (A second biotic throw field seeks out a nearby target) vs. (Lowers recharge speed to x seconds)


Is that for real?....OMG the possiblities! :lol:


Recharge speed could have better possibilities imo, since all biotic powers share the cooldown. 


Oh yeah, don't get me wrong. A lowered cooldown would be awesome, my adept has 1.5 or so cooldown and it rocks, but if you could just toss out one throw and it counts as 2 - couple that with the increase radius, aweeesome. But then again, I'm thinking of "nearby" as being similar to unstable warp.

Throw field didn't have a huge radius in ME2 - but unstable warp (when used w/ pull or w/e) did. However, if the range for a second throw hitting a nearby target was super small it might not be worth it...

Sorry it's hard to explain what I'm talking about. 

#140
D.Kain

D.Kain
  • Members
  • 4 244 messages

lightsnow13 wrote...

D.Kain wrote...

lightsnow13 wrote...

Biotic Sage wrote...

Throw
Rank 2: Recharge speed lowered from base 4 sec to 3.2 sec
Rank 3: Force raised from base 600 newtons to 840 newtons
Rank 4: (Increases force to 1200 newtons) vs. (Increases radius to x meters)
Rank 5: (Damages armor by x percent) vs. (Cooldown is reset if targeted enemy is affected by biotics)
Rank 6: (A second biotic throw field seeks out a nearby target) vs. (Lowers recharge speed to x seconds)


Is that for real?....OMG the possiblities! :lol:


Recharge speed could have better possibilities imo, since all biotic powers share the cooldown. 


Oh yeah, don't get me wrong. A lowered cooldown would be awesome, my adept has 1.5 or so cooldown and it rocks, but if you could just toss out one throw and it counts as 2 - couple that with the increase radius, aweeesome. But then again, I'm thinking of "nearby" as being similar to unstable warp.

Throw field didn't have a huge radius in ME2 - but unstable warp (when used w/ pull or w/e) did. However, if the range for a second throw hitting a nearby target was super small it might not be worth it...

Sorry it's hard to explain what I'm talking about. 


You are probably talking about throwing 2 groups of enemies that are standing near, rather than just one group. ^_^ Yes that would be good, if they have no shields.

#141
Malanek

Malanek
  • Members
  • 7 838 messages

D.Kain wrote...
You are probably talking about throwing 2 groups of enemies that are standing near, rather than just one group. ^_^ Yes that would be good, if they have no shields.


It would also be good if the armour damaging aspect was worth it. Without a detonation available, warp is strictly a single target so this something that could distinguish throw from it.

#142
Biotic Sage

Biotic Sage
  • Members
  • 2 842 messages
Finished updating for now. Will do more work later on after I watch the engineer demo, which I unfortunately missed when they showed it live.

Again, if anybody sees any info that isn't covered in my two OPs, post it up and I'll add it in. Thanks guys.

#143
Guest_lightsnow13_*

Guest_lightsnow13_*
  • Guests
Lol, is anyone else looking for what abilities you would upgrade? Haha I'm having so much fun thinking about what I could do! :)

#144
No Snakes Alive

No Snakes Alive
  • Members
  • 1 810 messages

MarchWaltz wrote...

I think each class' new power is their berserk mode, amplification for sentinel, for example, it reduces cooldowns to near instant or something. Maybe a vanguard can chain charges, or almost chain charges, and an infil can cloak, stab, then cloak and stab again.


Lol no? Sentry Turret and Frag Grenade aren't berserk modes.

#145
sympathy4saren

sympathy4saren
  • Members
  • 1 890 messages
Is power evolution, in general, a part of Skills or is it separate from Skills and more of a perk system?

Just curious as to its functionality. Either or both can work very well in knowing, precisely, the abilities and powers of your character.

Modifié par sympathy4saren, 29 août 2011 - 12:42 .


#146
littlezack

littlezack
  • Members
  • 1 532 messages

sympathy4saren wrote...

Is power evolution, in general, a part of Skills or is it separate from Skills and more of a perk system?

Just curious as to its functionality. Either or both can work very well in knowing, precisely, the abilities and powers of your character.


I think it's a part of skills. Basically, it's the same system as ME2, but expanded. Kind of a like a happy compromise between ME1 length and ME2's evolution.

#147
Guest_lightsnow13_*

Guest_lightsnow13_*
  • Guests

sympathy4saren wrote...

Is power evolution, in general, a part of Skills or is it separate from Skills and more of a perk system?

Just curious as to its functionality. Either or both can work very well in knowing, precisely, the abilities and powers of your character.


I don't know what you're talking about. But they're skills you're making your own essentially. So instead of warp on your game which does flat out damage and lowers resistance, mine might do damage over time and have a reduced cooldown.

What do you mean?

#148
lazuli

lazuli
  • Members
  • 3 995 messages

sympathy4saren wrote...

Is power evolution, in general, a part of Skills or is it separate from Skills and more of a perk system?

Just curious as to its functionality. Either or both can work very well in knowing, precisely, the abilities and powers of your character.


Here's how it works.  Ranks 1, 2, and 3 of a power are linear.  Once you hit rank 4, you choose between one of two options.  The same thing happens at rank 5, and again at rank 6, the final rank.

Like so:

1: Basic version of power.
2: Slight improvement.
3: Another improvement.
4: Option A or Option B.
5: Option C or Option D.
6: Option E or Option F.

#149
sympathy4saren

sympathy4saren
  • Members
  • 1 890 messages

lightsnow13 wrote...

sympathy4saren wrote...

Is power evolution, in general, a part of Skills or is it separate from Skills and more of a perk system?

Just curious as to its functionality. Either or both can work very well in knowing, precisely, the abilities and powers of your character.


I don't know what you're talking about. But they're skills you're making your own essentially. So instead of warp on your game which does flat out damage and lowers resistance, mine might do damage over time and have a reduced cooldown.

What do you mean?


I didn't know how it worked in use...if you select skills and once you get to a certain skill level in a specific category you went to another menu and picked special, more specific upgrade or ability governed by that skill, eventually choosing between what you want.

I see now how it works....looks like a combination. Looks good.

#150
NYG1991

NYG1991
  • Members
  • 2 018 messages
Have they shown infiltrator and vanguard skill trees?