Why simultaneous cooldown for biotics & techs?
#1
Posté 19 décembre 2011 - 03:36
#2
Guest_Cthulhu42_*
Posté 19 décembre 2011 - 03:37
Guest_Cthulhu42_*
As for lore reasons, I've got nothing.
#3
Posté 19 décembre 2011 - 03:40
#4
Posté 19 décembre 2011 - 03:42
That said, different types of powers should have separate cooldowns. And to avoid the hybrid classes being too overpowered they could give soldiers, engineers and adepts quicker cooldowns.
#5
Posté 19 décembre 2011 - 03:42
Gameplay has superseded lore whenever the two conflicted in ME.
Also, the lore was written out right in the beginning, before the gameplay mechanics were decided. So there are bound to be inconsistencies. I don't like this either.
#6
Posté 19 décembre 2011 - 03:43
Modifié par someone else, 19 décembre 2011 - 03:48 .
#7
Posté 19 décembre 2011 - 03:47
Cthulhu42 wrote...
Because it would make Sentinel class too overpowered, that's why.
As for lore reasons, I've got nothing.
It's funny, because the Adept has a power appropriately named Overpower.
#8
Posté 19 décembre 2011 - 03:49
#9
Posté 19 décembre 2011 - 03:50
#10
Posté 19 décembre 2011 - 04:13
Secondly, in ME3 it's partially addressed, in that sentinels have a new ability called "Amplification", so that when they use a skill of one type (say, biotic), their next skill of the opposite school (ie. tech) has increased effectiveness and/or shorter cooldown (depending how you spec amplification)
#11
Posté 19 décembre 2011 - 04:15
...even if you play a class thats designed to use powers more than guns?Mr.House wrote...
Because Bioware wants you to use guns instead of powers.
#12
Posté 19 décembre 2011 - 04:24
Mental Surge wrote...
...even if you play a class thats designed to use powers more than guns?Mr.House wrote...
Because Bioware wants you to use guns instead of powers.
It's probably more accurate to say the devs want you to use both guns and powers, rather than just steamrolling everything in the game by constantly hopping from power to power as each cooldown expires.
#13
Guest_lightsnow13_*
Posté 19 décembre 2011 - 04:25
Guest_lightsnow13_*
Otherwise, yeah, it's for balancing the game. I rather like the shared cooldowns. Tbh, I think in ME3 it's not just the ammo powers that are getting separate cooldowns. There is still going to be a global cooldown but some specific abilities won't have it. Vanguards nova for example won't have a cd.
#14
Posté 19 décembre 2011 - 04:28
lightsnow13 wrote...
ME3 beta - it looks like powers have it's own cooldown. That's promising.
Otherwise, yeah, it's for balancing the game. I rather like the shared cooldowns. Tbh, I think in ME3 it's not just the ammo powers that are getting separate cooldowns. There is still going to be a global cooldown but some specific abilities won't have it. Vanguards nova for example won't have a cd.
Ammo powers in ME3 don't have cooldowns.
#15
Posté 19 décembre 2011 - 04:48
Besides, power cooldowns have never exactly been consistent with the lore.
#16
Posté 19 décembre 2011 - 05:08
This is the reason that applies to why ammo powers were introduced.
#17
Posté 19 décembre 2011 - 05:10
#18
Posté 19 décembre 2011 - 05:15
i dont really need two cooldowns, i just wanted medigel to be on a sepereate cooldown.
#19
Posté 19 décembre 2011 - 05:21
I mean, why does activating an ammo power (which are a silly concept in the first place, IMO) also effect my biotics and/or tech skills? It's silly. And I don't really see why "balance" is a reason at all, especially in a single--player game.
Oh wait... scratch that last one. Now...
#20
Posté 19 décembre 2011 - 05:56
Single player or multiplayer, balance is necessary to keep the game fun. I'll give you an example as for why separate cooldowns don't always work.Terror_K wrote...
A lot of the global cooldowns don't make sense to me and I think they'd be better if they were grouped according to type. Biotic, Tech and Standard cooldowns should all be universal with each other, but not with the other types, IMO.
I mean, why does activating an ammo power (which are a silly concept in the first place, IMO) also effect my biotics and/or tech skills? It's silly. And I don't really see why "balance" is a reason at all, especially in a single--player game.
Oh wait... scratch that last one. Now...
The Husk-Saren fight can be done without him touching you through the use of singularity, lift, overload, and shotguns with High Explosive Rounds. Playing on Insanity, this leads to the most boring boss fight ever since there's no way in hell you're in any sort of danger with the enemy constantly immobilized.
Modifié par ItsFreakinJesus, 19 décembre 2011 - 05:57 .
#21
Posté 19 décembre 2011 - 06:05
#22
Posté 19 décembre 2011 - 06:13
ItsFreakinJesus wrote...
Single player or multiplayer, balance is necessary to keep the game fun. I'll give you an example as for why separate cooldowns don't always work.Terror_K wrote...
A lot of the global cooldowns don't make sense to me and I think they'd be better if they were grouped according to type. Biotic, Tech and Standard cooldowns should all be universal with each other, but not with the other types, IMO.
I mean, why does activating an ammo power (which are a silly concept in the first place, IMO) also effect my biotics and/or tech skills? It's silly. And I don't really see why "balance" is a reason at all, especially in a single--player game.
Oh wait... scratch that last one. Now...
The Husk-Saren fight can be done without him touching you through the use of singularity, lift, overload, and shotguns with High Explosive Rounds. Playing on Insanity, this leads to the most boring boss fight ever since there's no way in hell you're in any sort of danger with the enemy constantly immobilized.
one instance of semipoor game design is a reason why it wouldnt work?
hell you can almost perma-imobalize saren using lift, as a soldier.
#23
Posté 19 décembre 2011 - 06:13
It'd be a waste of time to develop other powers or weapons if one beats them all.
Almost like in ME1, where every weapon is completely useless once you have gained access to Spectre gear. Becomes so much fun in the NG+ playthrough as well, when there's not a single weapon that's better than your starter. Makes the looting a waste of time too.
While the weapons in ME2 and ME3 plays more on preference instead of status. Then you have to make all of them relatively balanced to achieve that effect.
Modifié par Someone With Mass, 19 décembre 2011 - 06:15 .
#24
Posté 19 décembre 2011 - 06:16
The Spamming Troll wrote...
one instance of semipoor game design is a reason why it wouldnt work?
No, that's an example of how balance isn't only a consideration for multiplayer games, and why separate cooldowns don't ALWAYS work. The post implicitly acknowledges that in fact they sometimes can.
Modifié par didymos1120, 19 décembre 2011 - 06:17 .
#25
Posté 19 décembre 2011 - 01:14
None of this is going to be addressed of course - though I know universal CD can be disabled by modding the coalesced.ini - but that is excessive in the opposite direction (might be worth checking what might be possible) - if the devs work on anything, it should be hi rez texts at this point - eyecandy helps me overlook a lot...ah gmag, dem [fillinblank]
Modifié par someone else, 19 décembre 2011 - 01:24 .





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