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ME3 Powers - The Complete List


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#2351
Someone With Mass

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Phoenix_Fyre wrote...

Ok rolling an Infiltrator...

anyone wanna guess what....sticky grenade is? O_o


I think it's almost the same grenades the Scorpion pistol is using.

#2352
Poison_Berrie

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blitzkkrieg wrote...

I was thinking of a soldier build that for the most part forgoes AR (way over used, granted because it is useful) and goes more for ammo powers/grenades and having Very specialized weapons (sniper that has as much anti-armor capabilities as possible, AR that does as much damae vs shields/barriers, etc).  Basically make yourself a swiss army knife of getting through defenses.

I made a soldier like that in ME 2. But I haven't really finished that playthrough.
I did enjoy it quite a bit.

#2353
Wulfram

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Someone With Mass wrote...

I think it's almost the same grenades the Scorpion pistol is using.


Hopefully a fair bit better - more Area of effect? - otherwise it would suck to have your class feature be trumped by a gun

#2354
luckyloser_62

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I'm worried that the gun will trump the power no matter what. I'm sure the power will have some awesome upgrades that will probably expand its AOE and damage a lot over the base grenade used by the pistol, but you will be limited to only having a few at a time. The pistol can make up for the smaller damage and effects by firing more grenades faster. This will be even more prominent if the pistol can be refilled using normal clips rather than having to be replenished by a grenade pickup.

#2355
Guest_lightsnow13_*

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Wulfram wrote...

Someone With Mass wrote...

I think it's almost the same grenades the Scorpion pistol is using.


Hopefully a fair bit better - more Area of effect? - otherwise it would suck to have your class feature be trumped by a gun


Not to mention you can't really aim when throwing vs when shooting. I imagine sticky grenades will have to have a massive area effect to them. I can also imagine them being more of a cc grenade or weakening grenade - adding to the infiltrators ability to do massive damage.

#2356
Aumata

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I don't know how to do screenshots, but I do know from seeing Liara on the beta leak that Singularity starts off as 1.5 meters, and that warp is a combo of both mass effect 1 and 2 but the difference but warp is stronger as rank three your damage is 210, and the choice between detonation increase is 6 with 700 force and having warp increase damage is half of the detonation radius and force but having the damage be over 300. It should still be up and my memory might be a bit faulty.

#2357
Ahglock

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The Spamming Troll wrote...

itll still be somewhat of a waste if your squeazing out a cooldown with a basic version of shockwave instead of your fully upgraded singularity or warp. even so shockwave/pull/throw will rarely be enough of a reason to not use singularity or warp(even considering ill have a biotic squadmate so warpsplosions are more prominent).

biotic focus might be a worth while ability it makes a difference in terms of biotic potency. im not looking for quicker cooldowns to get quicker stagger, im hopin for throw to throw some MFers around while 'biotic focus' is activated. i mean if your playing an adept, your lookign to be the best biotic, so i dont see how a single adept player would benefit more form another ability outside of biotic focus!

the grenade sucks. id rather the iconic adepts feature biotic focus(duh), stasis(best biotic single target CC in game), warp ammo(waht adept/sodlier wouldnt learn warp ammo?), and barrier (considering barrier gives a boost to biotics). unless biotic grenade creates a bubble of "biotic aura" and when im using my biotics in the area, they become GODLIKE and work on protections. then and only the will i ever be happy with biotic grenade.


To some degree sure, but plenty of times I might put up a singularity as a way to block an area like a stairwell or it might have people caught and floating.  So while sure I could instantly follow up with throw/warp to kill them if other hostiles are on the field throwing something their way to slow them down might be more useful in some cases.  And if shockwave does not suck this time it might be the go to power for that, though I think stasis will fit the bill more often.  To bad the adept is a half assed biotic user compared to one of your lackies and doesn't get stasis without a bonus power.  

#2358
Jamsxo

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Anyone have any info on how Cryo Blast will work in ME3?

Completed multiple playthroughs in ME2 Insanity and it just felt useless using Cryo after stripping away enemy defenses (Armor/Shield/Barrier). I would end up just killing them off with my 'Tech Armor explosion + Shotgun' in the face combo or just using Throw after defenses for fun. And the fact that I had Throw already, being a requirement for Warp (and Cryo requiring points in Overload iirc).

Edit: Would it be OP if enemies with defenses up were able to be frozen/chilled?

Cryo Blast
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [Impact Radius of xm]
Rank 5: [Movement Speed of Resistant Targets reduced by x%] -or- [Power Dmg. to Frozen/Chilled targets incr. by x%]
Rank 6: [Recharge reduced by x%] -or- [Dmg. to Frozen/Chilled targets incr. by x% and weakens armor by x%]

Modifié par jmsylol, 01 février 2012 - 05:11 .


#2359
CanonShepard

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jmsylol wrote...

Anyone have any info on how Cryo Blast will work in ME3?

Completed multiple playthroughs in ME2 Insanity and it just felt useless using Cryo after stripping away enemy defenses (Armor/Shield/Barrier). I would end up just killing them off with my 'Tech Armor explosion + Shotgun' in the face combo or just using Throw after defenses for fun. And the fact that I had Throw already, being a requirement for Warp (and Cryo requiring points in Overload iirc).

It's been stated that what makes Insanity hard is the CPU's tactics and not that everyone will have protections so it should be a lot more useful.

#2360
Terra Shep

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Always played an Infiltrator on my main Shepard. I'm really liking how they're changing tactical cloak, and the addition of "Sticky" grenades sounds great. Demo can't come fast enough!

#2361
Vapaa

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I can't like ME2's cryo blast, don't know if I just suck at using it, but I just find it useless; I'd rather use Incinerate.

However ME3's CB is more interesting, I think I'll give it a chance with my Engineer, however with my Sentinel, it'll still get the short end of the stick

Modifié par Vapaä, 01 février 2012 - 05:33 .


#2362
Shepard the Leper

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CanonShepard wrote...

It's been stated that what makes Insanity hard is the CPU's tactics and not that everyone will have protections so it should be a lot more useful.


That would be completely unique in gaming and very stupid also. Why oh why would a company use inferior AI on the settings 90% (or more) people are going to use? That's like gimping graphics on easier settings - not going to happen.

All games use simple buffs and bonuses / penalties to make the game "harder". The "protection system" used in ME2 is actually an elegant alternative to the usual "give all enemies 100X HP". Instead of having to shoot and kill enemies a hundred times over, tactics and teamwork win the day. A skilled ME2 player will be able to complete the game on Insanity in the same time (or even faster) than a less skilled player would on Normal. That's how it's supposed to work.

#2363
luckyloser_62

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Shepard the Leper wrote...

CanonShepard wrote...

It's been stated that what makes Insanity hard is the CPU's tactics and not that everyone will have protections so it should be a lot more useful.


That would be completely unique in gaming and very stupid also. Why oh why would a company use inferior AI on the settings 90% (or more) people are going to use? That's like gimping graphics on easier settings - not going to happen.

All games use simple buffs and bonuses / penalties to make the game "harder". The "protection system" used in ME2 is actually an elegant alternative to the usual "give all enemies 100X HP". Instead of having to shoot and kill enemies a hundred times over, tactics and teamwork win the day. A skilled ME2 player will be able to complete the game on Insanity in the same time (or even faster) than a less skilled player would on Normal. That's how it's supposed to work.

They never said the AI would be inferior on lower difficulties, just that the tactics will be harder to beat on higher difficulties. The two aren't mutually exclusive.

#2364
Shepard the Leper

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You mean like in ME2?

#2365
luckyloser_62

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What do you mean like ME2? The whole point of the change in AI is so that it won't be like ME2. The enemy AI wasn't tactical at all. Most enemies sat behind cover and popped out to shoot. Only husks, mechs, and Geth Hunters tried to rush you, and even then it wasn't part of tactical cooperation with the other AIs. ME2 used buffs and more protections to make higher difficulties harder, not enemy tactics. The devs said they felt this was a mistake and have changed it so that the AI works together better and use better tactics on higher difficulties, rather than just giving protection to everything. The point of insanity this time around is supposed to be to make you use strategy and team work, not to make you have to use more bullets to take out the extra health.

#2366
Shepard the Leper

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Increasing difficulty in ME2 gives the AI perfect accuracy, makes it slightly more aggressive, makes it use its special attacks more often and so on.

The basic AI mechanics, however, do NOT change at all - it's all small tweaks and buffs to increase the challenge, just like every other game out there does. Go check the .ini file for all the little details if you're interested.

If the point of ME3 Insanity is to "make you use strategy and team work, not to make you have to use more bullets to take out the extra health" than the protection system is the only viable option, because it does all that already.

#2367
MasterEcabob

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jmsylol wrote...

Anyone have any info on how Cryo Blast will work in ME3?

Completed multiple playthroughs in ME2 Insanity and it just felt useless using Cryo after stripping away enemy defenses (Armor/Shield/Barrier). I would end up just killing them off with my 'Tech Armor explosion + Shotgun' in the face combo or just using Throw after defenses for fun. And the fact that I had Throw already, being a requirement for Warp (and Cryo requiring points in Overload iirc).

Edit: Would it be OP if enemies with defenses up were able to be frozen/chilled?

Cryo Blast
Rank 2: Recharge reduced by x%
Rank 3: Duration increased by x%
Rank 4: [Duration increased by x%] -or- [Impact Radius of xm]
Rank 5: [Movement Speed of Resistant Targets reduced by x%] -or- [Power Dmg. to Frozen/Chilled targets incr. by x%]
Rank 6: [Recharge reduced by x%] -or- [Dmg. to Frozen/Chilled targets incr. by x% and weakens armor by x%]


Yeah, Cryo Blast seems to have gotten a major boost.  It basically now works on anyone, but only freezes unprotected targets.  Everyone else gets "chilled" which means that they move slower and also seems to weaken armor.  In addtion, there is an evolution of Incinerate that gives a boost to damage against chilled targets, so you could CB a charging armored foe, slow them down, and then follow up with an Incinerate for massive damage.  And I'm pretty sure this all carries over to Cryo Ammo as well.

#2368
luckyloser_62

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Shepard the Leper wrote...

Increasing difficulty in ME2 gives the AI perfect accuracy, makes it slightly more aggressive, makes it use its special attacks more often and so on.

The basic AI mechanics, however, do NOT change at all - it's all small tweaks and buffs to increase the challenge, just like every other game out there does. Go check the .ini file for all the little details if you're interested.

If the point of ME3 Insanity is to "make you use strategy and team work, not to make you have to use more bullets to take out the extra health" than the protection system is the only viable option, because it does all that already.


I'm not disagreeing with you about ME2, but protections are not neccessary to make the game harder. Either way I'm not going to argue about it, I have better things to do with my day. We'll see when the game comes out.

Back on track, I'm really excited about the potential of the chill effect of cryo. I loved both cryo blast and cryo ammo in ME2. My cryo-ammo vanguard was a blast, The ability to slow down even protected enemies could be an absolute lifesaver. It could also make nova a bit more survivable. It will be easier to justify blowing your barriers on an attack if everyone is slowed down beforehand.

Modifié par luckyloser62, 01 février 2012 - 06:44 .


#2369
The Spamming Troll

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BUMP!!!!!!

#2370
Shiro_the_Gambler

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No word on Neural Shock?

Been playing around with it on an Infiltrator and it's pretty fun.

#2371
AVPen

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Shiro_the_Gambler wrote...

No word on Neural Shock?

Been playing around with it on an Infiltrator and it's pretty fun.

It's been mentioned previously, but apart from one or two descriptions here and there, there's no information on the evolution Ranks for Neural Shock in the leaked script.

#2372
D.Kain

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 I had a thought and would like to ask what you guys think about it. It's a system of power evolution, with an example of Singularity power.

And it goes like: 

Singularity:
Radius increased                   - - - - - - - - - - - -
Duration increased                 - - - - - - - - - - - -
Recharge time reduced         - - - - - - - - - - - - 
Target's take more dmg         - - - - - - - - - - - - 
Implosion dmg                         - - - - - - - - - - - - 

"-" is a slot for a point. Every level up Shepard get's 3 points ( or whatever number that goes by math. ). Enough to feel 2 rows completely, or distribute among all 5 rows how one see fit. And same 3 points can go into another power, with the same system. So each power has a limit of points that can be invested.


What do you think about this? 

Modifié par D.Kain, 02 février 2012 - 05:07 .


#2373
Kakita Tatsumaru

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I like that kind of tweaking, but it seems like ME1 style of evolution gets no love.

#2374
AVPen

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Ughhh.... sorry, but no thanks - it was that kind of tedious micro-management that kinda drove me up the wall with upgrading ME1's Talents.

#2375
D.Kain

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AVPen wrote...

Ughhh.... sorry, but no thanks - it was that kind of tedious micro-management that kinda drove me up the wall with upgrading ME1's Talents.


But that's not ME1 at all. ME1 was simple - put points into the power until you reach the highest level. 
Here you customize each aspect of the power individually.