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Why simultaneous cooldown for biotics & techs?


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128 réponses à ce sujet

#1
someone else

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I can see the rationale for sim/cooldown for each class of powers, but none for linking them - if I use incendiary, I will have to wait for recharge for cyro, but what does rebooting tech armor, for instance, have to do with recharging warp or throw?  They don't run off the same power source so...?

#2
Guest_Cthulhu42_*

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Because it would make Sentinel class too overpowered, that's why.

As for lore reasons, I've got nothing.

#3
didymos1120

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There is no reason other than "The devs wanted it that way."

#4
Steppenwolf

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I'm not fond of the universal cooldown either, but in ME2 your powers aren't as necessary on higher difficulties as they were in ME1. Because the shooting was so mediocre you had to rely too much on your powers.
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
karthikc

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Gameplay balance.

Gameplay has superseded lore whenever the two conflicted in ME.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
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...agreed about the sentinel - but it doesn't really address the question - just seems like an oversight - BW could have rebalanced the tech armor cooldown - takes long enough as it is - the discrepancy affects other mixed classes as well...so ok that's the way the devs went, but its not like there were no other options...

Modifié par someone else, 19 décembre 2011 - 03:48 .


#7
Someone With Mass

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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
Mr.House

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Because Bioware wants you to use guns instead of powers.

#9
someone else

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Bang! You're dead!

#10
RyuujinZERO

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Firstly, only sentinels have both tech and biotic powers on the same character - in that respect it was probably an oversight/balance issue as much as anything (ME1 didn't have shared cooldowns).

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
Mental Surge

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Mr.House wrote...

Because Bioware wants you to use guns instead of powers.

...even if you play a class thats designed to use powers more than guns?

#12
didymos1120

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Mental Surge wrote...

Mr.House wrote...

Because Bioware wants you to use guns instead of powers.

...even if you play a class thats designed to use powers more than guns?


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_*

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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.

#14
Someone With Mass

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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
AntiChri5

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It is called game balance. The Sentinel is the only class designed to have both tech and biotic powers, and is already overpowered enough so i have no trouble shrugging it off.

Besides, power cooldowns have never exactly been consistent with the lore.

#16
robarcool

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One reason: Gameplay.
This is the reason that applies to why ammo powers were introduced.

#17
Youknow

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Balance. Only the Sentinel would really get benefits from having divided cooldowns. While cool in idea, it wouldn't really work in actual practice.

#18
The Spamming Troll

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depends if bonus powers are in ME3 tho too. if i play an adept and take energy drain, muli cooldowns would be nice. i think the sepereate cooldowns would be an advantage of the sentinel, not a reason to exclude the thought tho. just make the sentinels powers on a lil longer cooldown is all wed need.

i dont really need two cooldowns, i just wanted medigel to be on a sepereate cooldown.

#19
Terror_K

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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...

#20
ItsFreakinJesus

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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...

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.

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
Walker White

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Balance is necessary in all games, though PvE balance is different than PvP balance. It is bad level design if one character class finds the difficulty challenging while another of the same level finds it trivial. Unbalanced characters make this type of poor level design near unavoidable.

#22
The Spamming Troll

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ItsFreakinJesus wrote...

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...

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.

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
Someone With Mass

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If they make one power or weapon unbalanced compared to the rest, then there's no need for the player to use anything else unless he/she gets bored of it.

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
didymos1120

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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
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Just "because" the sentinel is overpowered already is not an answer - the devs simply chose to address one problem by creating another - grouped cooldowns would have worked extremely well in ME1 and I think improved game play - as in the saren boss fight for instance.   As far as the ME2 sentinel - all thats needed is modulation of one  power, tech armor, and the problem goes away.   And though not mentioned in the OP several have already commented on the nonsense of ammo power CDs, so glad to see the last of that in ME2 -

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 .