ME3 Powers - The Complete List
#1726
Posté 20 janvier 2012 - 06:56
#1727
Posté 20 janvier 2012 - 07:15
I noticed this too, so I'm thinking it is more balanced this time around. I'm also wondering how that damage is measured. Is it DPS or damage per shot. If it is the latter it would be pretty high for an assault rifle. Either way I wonder what guns would have an extremely high damage rating. I'm betting the guns that shoot explosives like the falcon and the chakram launcher will probably have relatively high damage.jasonsantanna wrote...
I notice the mattock's damage bar seems on the low side. . .is that an indication that it's been balanced. . . ?
#1728
Posté 20 janvier 2012 - 07:34
It was linked in the "max character level" thread found here http://social.biowar...index/8025661/1 that there are possibly 10 powers available to a character. It has also been confirmed that 178 squad points are available to a max character, which seems to corroborate that (that's a lot of points for 10 powers, and way too many for 9 powers).
Are characters going to have access to two bonus powers in addition to each class' 8 powers? Thanks so much for any help.
P.S. Excellent work by everyone providing information in this thread. It's greatly appreciated.
Modifié par dieredsparowes, 20 janvier 2012 - 07:35 .
#1729
Posté 20 janvier 2012 - 07:42
I wonder if heavy weapons will have their damage displayed in such bars as well. Cain - like things would obviously be top-tier in "damage per shot" then. Widow - like sniper rifles would be second.luckyloser62 wrote...
I noticed this too, so I'm thinking it is more balanced this time around. I'm also wondering how that damage is measured. Is it DPS or damage per shot. If it is the latter it would be pretty high for an assault rifle. Either way I wonder what guns would have an extremely high damage rating. I'm betting the guns that shoot explosives like the falcon and the chakram launcher will probably have relatively high damage.jasonsantanna wrote...
I notice the mattock's damage bar seems on the low side. . .is that an indication that it's been balanced. . . ?
I'd like to see both damage per shot and max damage per second displayed.
#1730
Guest_lightsnow13_*
Posté 20 janvier 2012 - 07:47
Guest_lightsnow13_*
Someone With Mass wrote...
Here's something I think should interest some people.
SO FUNNY! i was JUST thinking about how SWM (knowing you) should put up a screen shot for weapons...holy crap.
SWM
#1731
Posté 20 janvier 2012 - 08:05
jasonsantanna wrote...
I notice the mattock's damage bar seems on the low side. . .is that an indication that it's been balanced. . . ?
Seemed way on the low side to me, which I find dissapointing since reducing its damage wasn't the way I thought it should be balanced.
I was hoping it was going to be one of the heavier guns and deal damage at the same high rate it did in ME2; but have an 8 round clip (down from 16). That would have retained its high damage potential; but rectify the absurd amount of damage it could do during a Soldier's Adrenaline Rush since you'd only be able to get off 8 rounds before you had to reload. The smaller clip also would have helped balance it by making the gun harder to use in suppresive fire situations and as an added bonus it would have made it function a lot like the M1 Garrand.
williefisk wrote...
yeah Im a little worried about my
Adept Shep also. Isn't the Adept class the class where you take enemies
out without firing a single shot(or using weapons)? Giving AdeptShep a
grenade to throw feels like blasphamy(sp?), a sin. Adepts don't
physicaly throw sh*t.
FYI: Its spelled BlasphEmy not BlasphAmy. And I agree with you, the concensus seems to be that they ran out of ideas for the Adept.
Modifié par implodinggoat, 20 janvier 2012 - 08:14 .
#1732
Posté 20 janvier 2012 - 08:12
Hey Adept players how would you feel about this as a class ability....
A biotic shield that acts as a piece of cover that you can generate wherever you want. A lot like the shields that Collector Guardians use in ME2 or the one's the Geth use in ME1.
I figure it should fizzle out after a certain amount of time and have a limit (albeit a high limit) to the amount of damage it can take and change colors as it takes damage so you know when its getting close to collapsing like the Geth shields in ME1. I'd also say it should have sort of a U shape to it, so that you'd have standing cover on the ends and crouching cover in the middle of it. And finally you could trigger the power again to detonate it and stun any nearby enemies so that you could use it as mobile cover against enemies at range and if they get too close you could blow it up and make a run for it..
I haven't played much Adept so I'm not sure how it would work out; but it seems like a decent fit. It would give the class a defensive power that both Shep and his squad could use since you could order them to take cover behind your biotic shield and function as a short range stun attack if things get dire.
Plus it shouldn't be too hard to program in even at this late point in the game since its an ability which enemies already have. And it would even play really well in multiplayer (though I know some of you don't give a ****) since it would let Adepts spawn cover for their allies.
Modifié par implodinggoat, 20 janvier 2012 - 08:28 .
#1733
Posté 20 janvier 2012 - 08:13
Anyway the heavy weapons must have there own load out screen . . . ?
Modifié par jasonsantanna, 21 janvier 2012 - 01:31 .
#1734
Posté 20 janvier 2012 - 08:24
MJvasNormandy wrote...
daqs wrote...
Or maybe they just rebalanced the Soldier so that AR isn't such a rapefest.MJvasNormandy wrote...
I just remembered something. In the ign kinect demo the soldier's Adrenaline Rush recharge seemed overly lengthy. I went back and viewed it, it takes about 35 seconds!!!
I remember devs saying that the soldier was the only class that doesn't suffer any penalties of weight capacity. Seems quite a penalty to me.
AR's "OP-ness" does not justify a 35 second cooldown. I'm thinking it's a low-level character or it's some other unexplained reason. Performing AR every 35 seconds doesn't seem bad, but being unable to use any other power for said period is.
That better... BETTER not be true. That will utterly ruin soldiers. Like, completely.
#1735
Posté 20 janvier 2012 - 08:49
andy69156915 wrote...
That better... BETTER not be true. That will utterly ruin soldiers. Like, completely.
I timed it. Cooldown is roughly 25 seconds. But, Adrenaline Rush lasts much longer than in ME2 (roughly 10-11 seconds, timing)
So, the extended cooldown is most likely related to the increased length of Adrenaline Rush alongside the fact that Soldiers can carry every weapon, so they are likely weighed down and therefore their cooldowns are lengthened to reflect that.
There's probably some other reasons too, but I don't want to speculate too much, especially since I don't know all the statistics for sure.
#1736
Posté 20 janvier 2012 - 09:00
#1737
Posté 20 janvier 2012 - 09:03
Won't "longer AR, longer cooldown" create problems for rifles with small or medium thermal clip capacity?MELTOR13 wrote...
andy69156915 wrote...
That better... BETTER not be true. That will utterly ruin soldiers. Like, completely.
I timed it. Cooldown is roughly 25 seconds. But, Adrenaline Rush lasts much longer than in ME2 (roughly 10-11 seconds, timing)
So, the extended cooldown is most likely related to the increased length of Adrenaline Rush alongside the fact that Soldiers can carry every weapon, so they are likely weighed down and therefore their cooldowns are lengthened to reflect that.
There's probably some other reasons too, but I don't want to speculate too much, especially since I don't know all the statistics for sure.
About Reave: heard something like "Reave protects (reduces damage?) to caster while active" and claims that two squadmates - Kaidan and Secret Squadmate nb.2 - have it.
#1738
Posté 20 janvier 2012 - 09:08
MELTOR13 wrote...
I timed it. Cooldown is roughly 25 seconds. But, Adrenaline Rush lasts much longer than in ME2 (roughly 10-11 seconds, timing)
So, the extended cooldown is most likely related to the increased length of Adrenaline Rush alongside the fact that Soldiers can carry every weapon, so they are likely weighed down and therefore their cooldowns are lengthened to reflect that.
There's probably some other reasons too, but I don't want to speculate too much, especially since I don't know all the statistics for sure.
Well that might not be too bad if the duration on it is significantly longer. It would keep me from spamming it.
But: if they do this then they would have to make it so that Adrenaline Rush has its own seperate cooldown.
If not I'm going to get into the same pattern as ME2 where I never used my other powers since doing so would increase the amount of time before I could throw down Adrenaline Rush only I'll be waiting a lot longer between Rushes.
They'll also need to make sure I can get my hands on thermal clips a little easier; because in ME2 if I was playing on Insanity then my soldier needed to land headshots regularly while using Adrenaline Rush if I wanted to keep from running out of ammo.
Modifié par implodinggoat, 20 janvier 2012 - 09:10 .
#1739
Posté 20 janvier 2012 - 09:25
#1740
Posté 20 janvier 2012 - 09:28
#1741
Posté 20 janvier 2012 - 09:32
implodinggoat wrote...
Well that might not be too bad if the duration on it is significantly longer. It would keep me from spamming it.
But: if they do this then they would have to make it so that Adrenaline Rush has its own seperate cooldown.
If not I'm going to get into the same pattern as ME2 where I never used my other powers since doing so would increase the amount of time before I could throw down Adrenaline Rush only I'll be waiting a lot longer between Rushes.
They'll also need to make sure I can get my hands on thermal clips a little easier; because in ME2 if I was playing on Insanity then my soldier needed to land headshots regularly while using Adrenaline Rush if I wanted to keep from running out of ammo.
Yeah, if AR is part of the global cooldown, then you should stick with things that only need activated one in a while, like activating ammo mods. As for bonus power, something you can just turn on and leave on for a bit would be good, like fortification. I'm planning fortification for my soldier for sure. I haven't decided on the second bonus power, but probably another defensive another on top of fortification for extra protection, or maybe a drone of some type to keep heat off of me. That way, I won't have powers that need constantly activated that interfere with AR'ing everything.
#1742
Posté 20 janvier 2012 - 09:55
andy69156915 wrote...
implodinggoat wrote...
Well that might not be too bad if the duration on it is significantly longer. It would keep me from spamming it.
But: if they do this then they would have to make it so that Adrenaline Rush has its own seperate cooldown.
If not I'm going to get into the same pattern as ME2 where I never used my other powers since doing so would increase the amount of time before I could throw down Adrenaline Rush only I'll be waiting a lot longer between Rushes.
They'll also need to make sure I can get my hands on thermal clips a little easier; because in ME2 if I was playing on Insanity then my soldier needed to land headshots regularly while using Adrenaline Rush if I wanted to keep from running out of ammo.
Yeah, if AR is part of the global cooldown, then you should stick with things that only need activated one in a while, like activating ammo mods. As for bonus power, something you can just turn on and leave on for a bit would be good, like fortification. I'm planning fortification for my soldier for sure. I haven't decided on the second bonus power, but probably another defensive another on top of fortification for extra protection, or maybe a drone of some type to keep heat off of me. That way, I won't have powers that need constantly activated that interfere with AR'ing everything.
Well by the looks of the video I linked, AR is part of the global cooldown (half-circle indicators). Note that this may be a low-level AR (no recharge bonus) and low-level character (no recharge passives) with a full arsenal (weight capacity penalty).
Also, according to this very awesome thread one of the AR evolutions resets all cooldowns for powers, allowing their use during AR.
#1743
Posté 20 janvier 2012 - 10:06
implodinggoat wrote...
Biotic Shield (Biotic Cover) Idea for an Adept class Power instead of Biotic Grenade.
Hey Adept players how would you feel about this as a class ability....
A biotic shield that acts as a piece of cover that you can generate wherever you want. A lot like the shields that Collector Guardians use in ME2 or the one's the Geth use in ME1.
I figure it should fizzle out after a certain amount of time and have a limit (albeit a high limit) to the amount of damage it can take and change colors as it takes damage so you know when its getting close to collapsing like the Geth shields in ME1. I'd also say it should have sort of a U shape to it, so that you'd have standing cover on the ends and crouching cover in the middle of it. And finally you could trigger the power again to detonate it and stun any nearby enemies so that you could use it as mobile cover against enemies at range and if they get too close you could blow it up and make a run for it..
I haven't played much Adept so I'm not sure how it would work out; but it seems like a decent fit. It would give the class a defensive power that both Shep and his squad could use since you could order them to take cover behind your biotic shield and function as a short range stun attack if things get dire.
Plus it shouldn't be too hard to program in even at this late point in the game since its an ability which enemies already have. And it would even play really well in multiplayer (though I know some of you don't give a ****) since it would let Adepts spawn cover for their allies.
I have no intention of being rude, but I don't like it at all, Biotic grenades sounds much more interesting, in terms of possibilities
#1744
Posté 20 janvier 2012 - 10:07
Really dislike that... Reave just doesn't feel like it fits Kaidan's character to me.mineralica wrote...
About Reave: heard something like "Reave protects (reduces damage?) to caster while active" and claims that two squadmates - Kaidan and Secret Squadmate nb.2 - have it.
#1745
Posté 20 janvier 2012 - 10:10
Vapaä wrote...
I have no intention of being rude, but I don't like it at all, Biotic grenades sounds much more interesting, in terms of possibilities
I'm not the least bit offended. I posted it because I wanted people's honest opinions not feigned praise.
#1746
Posté 20 janvier 2012 - 10:13
Modifié par AVPen, 20 janvier 2012 - 10:14 .
#1747
Posté 20 janvier 2012 - 10:15
AVPen wrote...
There is no way that Adrenaline Rush has a 25+ second cooldown - in one of the videos I saw from the leaked beta back in November (which appeared to be a later build than the E3 demo), AR had an initial recharge speed of 8-9 seconds, which could then be reduced on it's 2nd Rank by around 20%.
That was my impression as well. I guess we'll know when the demo comes out.
#1748
Posté 20 janvier 2012 - 10:17
Really? It's pretty much a ME1 warp that stuns organics and gives you a health boost. In fact, it's so similar that I get reave for my vanguard because I roleplay that reave is just warp and Shepard trained between ME1 and ME2 to give it extra effects to make it stronger. It's like what commando and shock trooper are to assault training, just a name change and a bunch of awesome upgrades to the skill tree that they didn't have before. Thinking of it that way, Kaiden just learned classic warp and it's upgrade (reave) in the 3 years since ME1.DayusMakhina wrote...
Really dislike that... Reave just doesn't feel like it fits Kaidan's character to me.mineralica wrote...
About Reave: heard something like "Reave protects (reduces damage?) to caster while active" and claims that two squadmates - Kaidan and Secret Squadmate nb.2 - have it.
Meanwhile, ME2 warp isn't really warp, it's more like a biotic hadokin that does direct damage instead of damage over time like ME1 warp and reave do.
Modifié par andy69156915, 20 janvier 2012 - 10:21 .
#1749
Posté 20 janvier 2012 - 10:27
The ME3 version of Warp can also be evolved on it's 5th Rank to do either a certain amount of damage over a period of several seconds (in other words, a "damage over time" effect) or increase the amount of damage that an enemy takes for several seconds after it was hit by Warp.andy69156915 wrote...
Meanwhile, ME2 warp isn't really warp, it's more like a biotic hadokin that does direct damage instead of damage over time like ME1 warp and reave do.
#1750
Posté 20 janvier 2012 - 10:40
AVPen wrote...
The ME3 version of Warp can also be evolved on it's 5th Rank to do either a certain amount of damage over a period of several seconds (in other words, a "damage over time" effect) or increase the amount of damage that an enemy takes for several seconds after it was hit by Warp.
Making warp do damage over time again is defintely a step in the right direction at making warp... Warp again. Seriously, they should have called the ME2 warp something new, because it was nothing like it used to be. Reave was warp should have been, with a few extras. But with this news, warp might actually be what it's supposed to be. Too bad it's for such a late rank though.
This isn't to say I dislike ME2's warp, it was a good power, it was just misnamed. Biotic cannon, biotic orb, warp bomb, all would have been much better names.
Modifié par andy69156915, 20 janvier 2012 - 10:41 .





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