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Why simultaneous cooldown for biotics & techs?


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#101
CoffeeHolic93

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Dave Exclamation Mark Yognaut wrote...


Whoa, you mean sort of a high-power low-resource mechanic that rewards careful planning and thinking in terms of the entire mission? Yeah, don't want anything like that getting into the game. Cooldown for the cooldown god! Spam for the spam throne!


Like I mentioned before, I don't give a damn if the gameplay screws over the lore, as long as I'm having a good time. ^_^

#102
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Mi-Chan wrote...

Random citizen wrote...


Anyone know when this little idea actually found its way into the lore?


As far as I'm aware, it was the books.

In addition to that, alliance biotics were on a 4500 calorie diet, and they were given a high-energy drink after biotic training - so it's very taxing on the body and metabolic rate. So unless you eat well before you go on a mission, and possibly during - you'll run out of juice.


As I expected. Moronic to introduce more inconsistencies then necesary. :sick:
I am getting post-ep VI George lucas vibes. I wonder when they write a book where it is stated that the omni tool must be replaced after overloading enemy shields. :whistle:

#103
Dave Exclamation Mark Yognaut

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Mi-Chan wrote...

Dave Exclamation Mark Yognaut wrote...


Whoa, you mean sort of a high-power low-resource mechanic that rewards careful planning and thinking in terms of the entire mission? Yeah, don't want anything like that getting into the game. Cooldown for the cooldown god! Spam for the spam throne!


Like I mentioned before, I don't give a damn if the gameplay screws over the lore, as long as I'm having a good time. ^_^


I was more thinking that gameplay would have been better if they had stuck closer to the lore. Would have added a cool resource management mechanic.

#104
AgitatedLemon

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I feel relatively indifferent about it It would be interesting to see the revised Sentinel on seperate colldowns, but the current system works too. I played a soldier all through ME1, and switched to Sentinel in ME2 on accident I meant to pick Vanguard, clicked Sentinel :|) and found it incredibly useful, even on shared cooldowns. given, I have all of the +Tech/Biotic dmg and all of the reduced cooldown upgrades.

If they seperate cooldowns, then each one should be longer to compensate.

#105
InvincibleHero

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[quote]someone else wrote...

[quote]InvincibleHero wrote...
[/quote]
Would you find this acceptable then? Your suit still has to provide the energy for a ME field which your biotics then shape. Your tech powers create a ME field as well. The suit only has so much power that must recoup from its power source or be exhausted. [/quote]

jackie-girl wasn't wearin much - well does she ever? - but you can bet whatever gear she takes into battle she didn't have in cryo - no "suit", no amp - did just fine against the mechs.  - She's extraordinary, but so are all the other crew and Shep -

Perhaps you could argue the amp (if you assume it helps with biotic cooldown as well as power amping) has to share power with an omnitool if the wearer has both - no reason for believing that one way or the other - Jack's RM is the only unequivocal example of pure biotics,  no problem on the power for three successive one-shots on Mechs!! - but no info on cooldown after that display  - we don't know if Samara wears an amp, but likely does.  So maybe - at least its plausible and not total speculation.

The idea has some merit, but I can't help the feeling all this is rear windowing - I don't think the devs really had a lore rationale - the upgrade paths aren't particularly enlightening - they ramp up damage and decrease cooldown but its not clear how (or maybe I don't read the codex entries closely enough)  - certainly not as  explicit as in ME1 - things may change in ME3 I hear.  but yeah, if not an explanation, at the very least a good excuse.


[/quote]
The amps are sub-dermally implanted. Apparently eezo nodes implanted in biotics give them the ability to generate ME filed by the electrical signals from the nervous system. Yeah it is silly. (Wouldn't they die of toxic eezo exposure for one yet asari biotics can live to 1000?). However, it is reasonable to assume they have to draw power from something as they cannot have an infinite power source. Would they really want implants put in and out every so many as the power is exhausted? That seems unreliable so maybe power is beamed wirelessly into the nodes and implants.

#106
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Why? Simple. They could not figure out how to shove a Thermal Clip into your character to limit those attacks as they did with the weapons.

#107
Terror_K

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Mi-Chan wrote...

Dave Exclamation Mark Yognaut wrote...


Whoa, you mean sort of a high-power low-resource mechanic that rewards careful planning and thinking in terms of the entire mission? Yeah, don't want anything like that getting into the game. Cooldown for the cooldown god! Spam for the spam throne!


Like I mentioned before, I don't give a damn if the gameplay screws over the lore, as long as I'm having a good time. ^_^


Yeah, well... most of the time in ME2 where "gameplay screws over the lore" I personally wasn't having a good time.

#108
didymos1120

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Terror_K wrote...

Yeah, well... most of the time in ME2 where "gameplay screws over the lore" I personally wasn't having a good time.


But apparently you were when ME1 was doing it.

#109
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didymos1120 wrote...

Terror_K wrote...

Yeah, well... most of the time in ME2 where "gameplay screws over the lore" I personally wasn't having a good time.


But apparently you were when ME1 was doing it.


With ME1 it never jumped out and slapped me in the face all the time. I personally also didn't find thermal clips "fun" at all, and they just came across as a weak ammo mechanic that the series didn't need. Any sense of urgency they were supposed to give was elimated by regenerating health, which was just another addition that seemed to be stolen from the Shooter stable and copy'n'pasted across that came across as rather trite and silly, IMO.

ME1 didn't seem to want to leap technology backwards for a silly faux-ammo mechanic or have squaddies running around with bare skin in outfits that realistically couldn't protect them against anything, let alone also provide the new medi-gel pouches or any power sources that explained some of the gameplay additions. ME1 at least tried to take the world and setting seriously, while ME2 was too willing to toss lore and consistency aside for the sake of being "teh badassorz!!1"

What it basically comes down to is this... one simple question: Are any changes made for the gameplay good enough reasons to warrant the retcon/inconsistency?

Modifié par Terror_K, 26 décembre 2011 - 07:46 .


#110
CroGamer002

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^Thermal clips are superior to overheat system( which BTW doesn't even have unlimited ammo).


Why?

Well good luck taking down enemies in close quarter combat while your gun overheats and they use thermal clips.

Also Geth can literally drop from sky( well from ship that's in the sky) and just be few meters away from you.
So hence they have an advantage.
They almost always went for close combat which gave then an edge do to thermal clips.

#111
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Terror_K, you would do your credibility a service if you could stop sounding like a whiner all the time. Also, sitting on that high horse looking down on the rest of us with contempt? It needs to go.

That said, some of your concerns are justified, even if only partially.

#112
RedCaesar97

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Terror_K wrote...
What it basically comes down to is this... one simple question: Are any changes made for the gameplay good enough reasons to warrant the retcon/inconsistency?

In my opinion: If it makes the gameplay better, then Yes, every time.

And I personally  thought all the gamplay changes in ME2 made for a much better game.

#113
Someone With Mass

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Let's face it. ME1's gameplay was far from perfect (In my opinion, it was the weakest feature in the game that always kept me from playing it because the gameplay was so broken and boring) and I think they corrected a lot of those mistakes in ME2 and I am also happy that they're keeping that tone for ME3, which will more than likely allow for smoother gameplay.

If I don't have fun during the 70% percent of the game (I can easily finish ME1 in about 6 hours if I'm not doing the side missions, which mostly involves shooting things), I'm probably not going to feel motivated to return to that game.

#114
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InvincibleHero wrote...

The amps are sub-dermally implanted. Apparently eezo nodes implanted in biotics give them the ability to generate ME filed by the electrical signals from the nervous system. .... reasonable to assume they have to draw power from something as they cannot have an infinite power source. Would they really want implants put in and out every so many as the power is exhausted? That seems unreliable so maybe power is beamed wirelessly into the nodes and implants.


Biotic amps (the external ones like you collected in ME1) are externally powered like omnitools - biotics can use their unamped "native" abilities but - lore-wise - this unaided use is very draining - eg Gillian.    It is not  too much of a stretch to assume amps reduce the natural cooldown times dramatically (in addition to amplifying biotic effect)  but at a power cost which must be shared with an omnitool of one is present.

This is, I am grudgingly willing to admit is about as close to a rationalefor linking tech and biotic cooldowns as we are likely to get  - I still think its basically retcon and we're doing BW's work for them.   naledgeborn and I had a similar exchange to this effect early in this thread.

Modifié par someone else, 26 décembre 2011 - 03:26 .


#115
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Mi-Chan wrote...

Dave Exclamation Mark Yognaut wrote...


Whoa, you mean sort of a high-power low-resource mechanic that rewards careful planning and thinking in terms of the entire mission? Yeah, don't want anything like that getting into the game. Cooldown for the cooldown god! Spam for the spam throne!


Like I mentioned before, I don't give a damn if the gameplay screws over the lore, as long as I'm having a good time. ^_^


To some people, "gameplay screwing over the lore" negates the possibilities of having a good time. Thats why you need to have good gameplay that does not. Then everyone (well..) is happy.

#116
The Spamming Troll

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Arcian wrote...

Terror_K, you would do your credibility a service if you could stop sounding like a whiner all the time. Also, sitting on that high horse looking down on the rest of us with contempt? It needs to go.

That said, some of your concerns are justified, even if only partially.


i dont get it.

Modifié par The Spamming Troll, 26 décembre 2011 - 03:24 .


#117
CoffeeHolic93

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Random citizen wrote...

To some people, "gameplay screwing over the lore" negates the possibilities of having a good time. Thats why you need to have good gameplay that does not. Then everyone (well..) is happy.


Another thing worth noting is that you can't really please everyone. Some people prefer lore over gameplay. Some gameplay over lore. I personally prefer not having to move out of the way when hit by a warp (ducking into cover is much more convenient), Not to die the nano-second my shields drop, not go into a coma when I overdose on Medigel (I use it a LOT.), and I like being able to use my biotics more than two or three times during a mission. All weapons also have auto-targetting lore-wise, so you should be able to point it in the general direction of the enemy, wait a few seconds and then unload for great justice.

This is the game when based around the lore, for good or bad.

When based around game mechanics, warp deals damage instead of permanently ripping stuff apart in a specific spot (See; Mass Effect: Retribution), I prefer using Singularity to hold enemies and biotic combos rather than it engulfing the person it hits, I prefer having to aim the gun manually and use my own skill to win battles and so on.

This is entirely subjective, and I won't try to convince anyone to agree with me, and I respect their viewpoints.

It's like apples and oranges. You might firmly believe that apples taste better, so when I try to convince you that oranges taste better because I think so, well... I won't have much luck doing so. :P Let's not become hostile in this thread and let it be a civilized discussion instead. :wizard:

#118
krossbow

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The thing is, I think that the idea of shared cooldowns are rather dumb. It ends up encouraging you to level up a single ability instead of multiple powers, as, since the cooldown's are the same, its just more efficient to have a single powerful ability.


For classes like the sentinel this might not be a problem that makes it OP, but for the adept or the vanguard, its rather annoying; An adept would be alot better on higher difficulties like insane if each of its powers worked on seperate cooldowns so you could combo with biotics easier.



Just because the Sentinel would be OP doesn't mean the OTHERS would be OP; it just proves that the sentinel itself should have been looked at closer.

#119
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Mi-Chan wrote...

Random citizen wrote...

To some people, "gameplay screwing over the lore" negates the possibilities of having a good time. Thats why you need to have good gameplay that does not. Then everyone (well..) is happy.


Another thing worth noting is that you can't really please everyone. Some people prefer lore over gameplay.


I think that these things are largely the effects of failure to, or non-interest in integrating these two elements.
I Imagine very few people cares about one thing over another. Someone who is caring about story does
want their immersion broken by displays of in-game action that defies the story. Someone who cares more about gameplay does not want the story setting to be one that result in boring game play.


Some gameplay over lore. I personally prefer not having to move out of the way when hit by a warp (ducking into cover is much more convenient), Not to die the nano-second my shields drop, not go into a coma when I overdose on Medigel (I use it a LOT.), and I like being able to use my biotics more than two or three times during a mission. All weapons also have auto-targetting lore-wise, so you should be able to point it in the general direction of the enemy, wait a few seconds and then unload for great justice.


Why would you need to move ”out of the way” when hit by a warp? Does ducking into cover go against lore? Then its poor lore indeed. Do lore demand you die when shields go down? Is the armor good for nothing? (of course unarmored targets should generally go down with one shot)

Overdosing on medigel sounds interesting and it sounds it would ad to gameplay (sort of like the Wither potions) Auto targeting, did ME1 and ME2 not have that already? In any way skilled assisted manual targeting could allow players to hit specific areas of an opponent for more damage, you know, advanced head shots and so on.

This is the game when based around the lore, for good or bad.

When based around game mechanics, warp deals damage instead of permanently ripping stuff apart in a specific spot (See; Mass Effect: Retribution), I prefer using Singularity to hold enemies and biotic combos rather than it engulfing the person it hits, I prefer having to aim the gun manually and use my own skill to win battles and so on.



My guess is that if it was done correctly to begin with, you would either not miss these features, or these features would have been part of the lore.


This is entirely subjective, and I won't try to convince anyone to agree with me, and I respect their viewpoints.

It's like apples and oranges. You might firmly believe that apples taste better, so when I try to convince you that oranges taste better because I think so, well... I won't have much luck doing so. :P Let's not become hostile in this thread and let it be a civilized discussion instead. :wizard:



Its not about apples or oranges, its about how to bake an "apple and orange pie" without buring it in the oven or making either the apples or oranges taste bad. Some people might not like an apple-and-orange pie, but that is what you get if you treat the elements you have seriously. Mass effect was hardly concieved as primarly a shooter.  I hope I have not come across as hostile.
My intention is mearly to inform you of what I have come to learn and understand. No its not the final word on these things, but I do find lots of developers trapped in an unfortunate paradigm based on, from my perspective, dated understanding and practices. 

Modifié par Random citizen, 26 décembre 2011 - 07:51 .


#120
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Someone With Mass wrote...

Let's face it. ME1's gameplay was far from perfect (In my opinion, it was the weakest feature in the game that always kept me from playing it because the gameplay was so broken and boring) and I think they corrected a lot of those mistakes in ME2 and I am also happy that they're keeping that tone for ME3, which will more than likely allow for smoother gameplay.

If I don't have fun during the 70% percent of the game (I can easily finish ME1 in about 6 hours if I'm not doing the side missions, which mostly involves shooting things), I'm probably not going to feel motivated to return to that game.


This is exactly my thinking too. ME1 was horrendous. No exceptions. Everything about the game was just awful. Whenever I go back to play it  (to create another shepard - although now I have all the shepards I  need...so I'll probably never play it again) I always find it irritating. It's so broken. Just point in the general direction and shoot. If you have heat dampeners on your weapons, that's even better. Broken pistol ftw much?

ME2 far surpassed ME1 in gameplay. Abilities actually matter in ME2. In ME1 it was basically spam your abilities - don't forget to level them up so they do a small inth of a difference - and boom! You'll win the fight! In ME2, one leveled up ability drastically changed it. Sometimes even providing a smaller effect. Eventually you can level it up so you can choose between 2 different types of that ability.

Idk, people who like ME1...can't seem to accept that ME2 had better gameplay. It's like they'd be betraying all their memories of playing ME1. I'm not saying ME2 had better dialogue (although, I do think that. ME1 had repeated lines for quite a few of the paragon/renegade answers). But it certainly had better combat.

#121
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lightsnow13 wrote...

Someone With Mass wrote...

Let's face it. ME1's gameplay was far from perfect (In my opinion, it was the weakest feature in the game that always kept me from playing it because the gameplay was so broken and boring) and I think they corrected a lot of those mistakes in ME2 and I am also happy that they're keeping that tone for ME3, which will more than likely allow for smoother gameplay.

If I don't have fun during the 70% percent of the game (I can easily finish ME1 in about 6 hours if I'm not doing the side missions, which mostly involves shooting things), I'm probably not going to feel motivated to return to that game.


This is exactly my thinking too. ME1 was horrendous. No exceptions. Everything about the game was just awful. Whenever I go back to play it  (to create another shepard - although now I have all the shepards I  need...so I'll probably never play it again) I always find it irritating. It's so broken. Just point in the general direction and shoot. If you have heat dampeners on your weapons, that's even better. Broken pistol ftw much?

ME2 far surpassed ME1 in gameplay. Abilities actually matter in ME2. In ME1 it was basically spam your abilities - don't forget to level them up so they do a small inth of a difference - and boom! You'll win the fight! In ME2, one leveled up ability drastically changed it. Sometimes even providing a smaller effect. Eventually you can level it up so you can choose between 2 different types of that ability.

Idk, people who like ME1...can't seem to accept that ME2 had better gameplay. It's like they'd be betraying all their memories of playing ME1. I'm not saying ME2 had better dialogue (although, I do think that. ME1 had repeated lines for quite a few of the paragon/renegade answers). But it certainly had better combat.


I am not one of them. ME1 gameplay was a mess.

#122
CoffeeHolic93

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Random citizen wrote...

Why would you need to move ”out of the way” when hit by a warp? Does ducking into cover go against lore? Then its poor lore indeed. Do lore demand you die when shields go down? Is the armor good for nothing? (of course unarmored targets should generally go down with one shot.


This is taken from the Mass Effect Retribution Novel, so I assume this is how Warp works in the lore.

"Grayson fired the pistols several times, keeping Anderson pinned down. And then Anderson wasrocked again by another biotic attack. This time instead of a simple push to send him reeling, his enemycreated a series of microscopic, rapidly shifting mass effect fields that completely surrounded him. Theyflickered in and out of existence, subtly warping the very fabric of the space-time continuum. Thepowerful push and pull of the opposing forces tore at his flesh, causing him to scream in pain.It felt like he was being ripped apart at the subatomic level. Anderson knew if he didn’t get out of theshifting fields, they’d cause all the cells in his body to hemorrhage and rupture." <-- Move out of the way or sh*t hits the fan.

Its not about apples or oranges, its about how to bake an "apple and orange pie" without buring it in the oven or making either the apples or oranges taste bad. Some people might not like an apple-and-orange pie, but that is what you get if you treat the elements you have seriously. Mass effect was hardly concieved as primarly a shooter.  I hope I have not come across as hostile.
My intention is mearly to inform you of what I have come to learn and understand. No its not the final word on these things, but I do find lots of developers trapped in an unfortunate paradigm based on, from my perspective, dated understanding and practices. 


I was simply making an analogy where the apples would refer to gameplay and the oranges would refer to the lore. People will naturally prefer one over the other, and we can't change that. The best thing to do would be a best of both worlds scenario - but with an expansive world like Mass Effect, that's not too viable.

#123
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Mi-Chan wrote...

Random citizen wrote...

Why would you need to move ”out of the way” when hit by a warp? Does ducking into cover go against lore? Then its poor lore indeed. Do lore demand you die when shields go down? Is the armor good for nothing? (of course unarmored targets should generally go down with one shot.


This is taken from the Mass Effect Retribution Novel, so I assume this is how Warp works in the lore.

"Grayson fired the pistols several times, keeping Anderson pinned down. And then Anderson wasrocked again by another biotic attack. This time instead of a simple push to send him reeling, his enemycreated a series of microscopic, rapidly shifting mass effect fields that completely surrounded him. Theyflickered in and out of existence, subtly warping the very fabric of the space-time continuum. Thepowerful push and pull of the opposing forces tore at his flesh, causing him to scream in pain.It felt like he was being ripped apart at the subatomic level. Anderson knew if he didn’t get out of theshifting fields, they’d cause all the cells in his body to hemorrhage and rupture." <-- Move out of the way or sh*t hits the fan.

Its not about apples or oranges, its about how to bake an "apple and orange pie" without buring it in the oven or making either the apples or oranges taste bad. Some people might not like an apple-and-orange pie, but that is what you get if you treat the elements you have seriously. Mass effect was hardly concieved as primarly a shooter.  I hope I have not come across as hostile.
My intention is mearly to inform you of what I have come to learn and understand. No its not the final word on these things, but I do find lots of developers trapped in an unfortunate paradigm based on, from my perspective, dated understanding and practices. 


I was simply making an analogy where the apples would refer to gameplay and the oranges would refer to the lore. People will naturally prefer one over the other, and we can't change that. The best thing to do would be a best of both worlds scenario - but with an expansive world like Mass Effect, that's not too viable.



If we momentarily forget the moronic idea of altering how powers work after they have already have been defined for a larger audience with an official release like a game, (sorta like lightsabers in movies vs certain games), it sounds to me that we are dealing with an ”evolved” form of warp. A localised area effect instead of a concentrated one. As expected the effect seems less damaging then it logically should be if all that power was crammed into one point. (if someone warps your body, you will most likely die from it unless it is protected by a field that counter that effect).

I don't believe for a moment that you would oppose that advanced users in the game (both enemies and allies as well as a biotic shep) could use warp in this way. It would force a player/ally to roll away from the area to find new cover and the same would go for enemies that survives the initial attack of this ”cover-buster” attack.

What I am claiming is that it is not as hard as you claim to marry lore to gameplay in a successfully manner.

#124
Kakita Tatsumaru

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lightsnow13 wrote...
, people who like ME1...can't seem to accept that ME2 had better gameplay. It's like they'd be betraying all their memories of playing ME1. I'm not saying ME2 had better dialogue (although, I do think that. ME1 had repeated lines for quite a few of the paragon/renegade answers). But it certainly had better combat.

Suppressing options sure makes better gameplay...

#125
krossbow

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I just find it strange how biotics in cutscenes are always depicted as being giant glowing beings of energy who fight almost exclusively with mass effect fields, while in game they end up being people with pistols who hide behind crates and plink away.


The adept at least should have more oomph or the ability to rapidfire some biotic attacks; Both for lore reasons and gameplay to mix things up.