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Why simultaneous cooldown for biotics & techs?


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#26
Wulfram

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tech cooldowns don't make much sense anyway, except from a gameplay point of view.

#27
someone else

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I can see a sound basis for cooldown of capacitance-based powers, as I can for biotic powers - just not the interdependence -

#28
Guest_Luc0s_*

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Cthulhu42 wrote...

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


This.


The only class that would benefit from a separate cooldown for biotics and tech is the Sentinel class, which is already over-powered in it's current state. 


I really don't get it. Why do Sentinel players want their already over-powered class to become even more over-powered?

ME2 on Insanity is already a cakewalk. With a Sentinel with 2 separate cooldowns it would be even easier! What's the fun of that?

Modifié par Luc0s, 19 décembre 2011 - 01:35 .


#29
Terror_K

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The cooldowns in ME2 were so quick though, they almost weren't even a factor. I personally found it ironic when devs said one of the reasons for the global cooldowns was because with individual cooldowns players would spam all their attacks at the start of an encounter to win. With ME2's quick cooldowns, you can simply same the same best power over and over, because all it takes is a few seconds behind cover for it to come back. The way they were in ME2 made them too short to really curb the player from using one attack over and over, but their universal nature made them just annoying enough when they were inconvenient and didn't make sense (e.g. changing ammo powers effecting your ability to use a biotic attack) to be frustrating when they shouldn't be.

Modifié par Terror_K, 19 décembre 2011 - 01:50 .


#30
someone else

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I don't disagree - its more a lore gripe than a gameplay issue - like I said earlier, the way to fix one problem is not by creating another...

#31
Random citizen

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someone else wrote...

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...?


Yes, it does seem a bit strange does it not?
It is, as others have already pointed out, because of the devs archaic understanding of gameplay and problem with integrating the setting with it. An ad hoc fix to "balance" the class in relation to other classes could possibly be to slightly nerf the sentinels biotic and tech power instead of having an universal tech-biotic cooldown.

#32
Andorfiend

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C'mon guys it's obvious that changing your ammo would also stop from being able to use medi-gel because ... ok, I got nothing.

Sentinal Shep isn't the only tech/biotic user btw. Miranda also has tech and biotics on a shared cool down.

#33
goofyomnivore

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Mass Effect had a global cooldown system too. It was about 1.5s (Shepard doing the animation). I would argue Mass Effect 2's system is closer to a shared cooldown instead of global(yes they're different).

@the OP Because of balancing reasons. Apparently though in Mass Effect 3 they've tinkered with it (weaving biotic+tech skills) will be easier and beneficial to the Sentinel specifically.

#34
HolyAvenger

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Say it with me people:

Gameplay. And. Story. Segregation.

#35
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Linking Medigel and ammo cooldowns to either power class cannot be defended as a balance issue as it affects all classes. ME1 would have beneftted greatly from grouped CD

#36
Takio

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The ship has sailed, quit yer ****in'.

#37
someone else

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Takio wrote...
The ship has sailed, quit yer ****in'.


Gee, I'm glad there are folks like you to set the rest of us hopless a**holes straight - what a guy!

#38
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Someone With Mass wrote...

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.


Huh, could have sworn it did. But then again I think the guy only had 1 ammo power. It looked like it had a brief cooldown on it's own..but either way, a short separate cooldown or no cooldown at all doesn't make a difference as long as it doesn't affect your other abilities.

#39
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The only problem with cooldowns I had in ME2 was that ammo powers and medi-gel had cooldowns. Just fix that and I'm good for ME3.

#40
didymos1120

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cheezanator48 wrote...

The only problem with cooldowns I had in ME2 was that ammo powers and medi-gel had cooldowns.


Medigel has always had a cooldown.  It could be a pretty damn long one in ME1, too.

#41
Sebbe1337o

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Well, after a biotic display, you get tired and have to amass more power to be able to do another biotic display. And after a few of those, most biotics are dead tired (Source: ME-Books)


And I guess there should be some sort of power source for most tech powers, and just one, not many or it would be too heavy to carry. And things that have individual power sources like a Turret (which I have no Idea how Shep can carry with him/her) should only be able to be thrown a couple of times, because of the potential weight of a turret (thing about turrets is only in my opinion, not fact)


It makes perfect sense for global cooldown, at least for most powers. Some however should have individual cooldowns.

#42
ItsFreakinJesus

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Terror_K wrote...

The cooldowns in ME2 were so quick though, they almost weren't even a factor. I personally found it ironic when devs said one of the reasons for the global cooldowns was because with individual cooldowns players would spam all their attacks at the start of an encounter to win. With ME2's quick cooldowns, you can simply same the same best power over and over, because all it takes is a few seconds behind cover for it to come back. The way they were in ME2 made them too short to really curb the player from using one attack over and over, but their universal nature made them just annoying enough when they were inconvenient and didn't make sense (e.g. changing ammo powers effecting your ability to use a biotic attack) to be frustrating when they shouldn't be.

Not really, In ME1, you could immediately use lift and push on a Krogan, for example and the encounter is over because the Krogan is tossed out of bounds and instantly killed.  And if you're on one of the uncharted worlds, the fall back down would kill it (unless you're on insantiy because enemies could literally be tossed from one mountain to the other and not feel a thing. 

Something like that isn't possible in ME2 unless you use Shepard and another party member.  And due to the shared cooldowns, that leaves you vulnerable to the billions of other enemies still left. 

#43
crimzontearz

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game play over lore ridiculousness........as always

#44
didymos1120

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ItsFreakinJesus wrote...

Something like that isn't possible in ME2 unless you use Shepard and another party member.


Actually, it is: with all the cooldown and duration bonuses, Pull cools down quickly enough that it'll still be affecting the enemy. It's still more efficient to have another squaddie do the set-up or knockdown though.

#45
naledgeborn

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Biotics/Omnitool sharing a cooldown can be explained very roughly by the Raider evolution of the Sentinel passive. Something about the Sentinel using his omnitool to boost his biotic amp.

#46
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naledgeborn wrote...

Biotics/Omnitool sharing a cooldown can be explained very roughly by the Raider evolution of the Sentinel passive. Something about the Sentinel using his omnitool to boost his biotic amp.


+5  for first plausible theory - still not entirely convinced - biotic work w/out external power sources - eg  Jack's RM - techs by definition cannot, and still leaves medigel ammo cooldowns unsolved.  If anything, the omnitool should reduce biotic cooldown times from their native state, but not make them dependent on it.

#47
mauro2222

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Sebbe1337o wrote...

Well, after a biotic display, you get tired and have to amass more power to be able to do another biotic display. And after a few of those, most biotics are dead tired (Source: ME-Books)


Biotics in lore .................................................................................................................. > Biotics in gameplay.

The biotics in the game are lame, with such stupid use of the powers they could go on for an eternity.

Modifié par mauro2222, 19 décembre 2011 - 10:41 .


#48
naledgeborn

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someone else wrote...

+5  for first plausible theory - still not entirely convinced - biotic work w/out external power sources - eg  Jack's RM - techs by definition cannot, and still leaves medigel ammo cooldowns unsolved.  If anything, the omnitool should reduce biotic cooldown times from their native state, but not make them dependent on it.


I agree. That's why I said very roughly. And your theory actually explains why the Sentinel has the shortest cooldown of all classes. 50% cooldown reduction after all research upgrades.

Modifié par naledgeborn, 19 décembre 2011 - 10:43 .


#49
someone else

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so...maybe there is a theory - lets say the omnitool works along those lines - all powers cooldown times default to the longest cycle - omnitool programming would have to shunt power to the deepest deficit - obviously tech armor - the tool would actually have to bleed power from the other cycles til the tech armor is restored - effectively limiting those from reaching full power until the tech reachs full charge freeing up resources. This is consistent with your point that otherwise sentinel powers have shortest cooldowns unless damped by a tech armor cycle -

This is, acceptable[?]

Modifié par someone else, 19 décembre 2011 - 11:13 .


#50
The Spamming Troll

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didymos1120 wrote...

ItsFreakinJesus wrote...

Something like that isn't possible in ME2 unless you use Shepard and another party member.


Actually, it is: with all the cooldown and duration bonuses, Pull cools down quickly enough that it'll still be affecting the enemy. It's still more efficient to have another squaddie do the set-up or knockdown though.


near end game once your leveled and upgraded you could say ME2s aproach to the lift/throw combo works great. but ME1 offers that option from the get go.

plus ME2s lift pulls enemies away from one another so causing that warp bomb is more for show then function. and thats even if that enemy is still alive by the time you hit with warp too. i rarely see a floating enemy stay alive longer then pulls cooldown takes to recharge.

but who cares about ME2s stupidity, hopefully ME3 allows biotic to do more then half second staggers. especially master level biotics. i mean ME2 offers the same stagger with basic throw as it does with master tho. the best way to define biotics on insanity is "impotent."

Modifié par The Spamming Troll, 20 décembre 2011 - 12:16 .