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Amplification - They got rid of it (sad Sentinel).


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#76
The Spamming Troll

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Nerevar-as wrote...

But will shields and armor block biotics again? By the time you could use kinetic powers in ME2 the enemy was almost dead anyway.


also, answer this, pretty please.

#77
Stabby McGoodstab

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The idea of a biotic power contained in a grenade doesn't sit well with me. It just seems really weird.

#78
Cloaking_Thane

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I'll be honest I don't particularly like Warp Ammo on Liara either. Just IMO ofc, I'm sure it'll work out. Interesting to hear all the new mechanics and Cross class Combos

#79
ralx22

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Awww...so lift grenade do have a set limit of uses. The power itself definitely sounds impressive, but the one thing that's worries me is the finite number of avalability especially considering it's a power that you have to invest skill points into inorder to improve its capabilities.

#80
InHarmsWay

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Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.

#81
camirish1

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Stabby McGoodstab wrote...

The idea of a biotic power contained in a grenade doesn't sit well with me. It just seems really weird.


It is a device that causes a mass reduction field (probably element zero related).  It works in the universe.

#82
Someone With Mass

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InHarmsWay wrote...

Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.


Especially when Warp can be evolved to be effective against shields.

#83
Stabby McGoodstab

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camirish1 wrote...

It is a device that causes a mass reduction field (probably element zero related).  It works in the universe.


Creating and using mass effect fields needs a constant power source because the field needs to be maintained. It's not a one-time blast like a grenade. Not to mention that element zero is supposedly quite rare, making it odd for it to be used as an expendable grenade.

Even assuming it does fit nicely with the lore, my biggest issue is why give the Sentinel, a character wielding biotics, a biotic grenade instead of using the innate biotic powers? Why just give Pull instead? To me, this would be like if they replace Overload with a Disruptor Grenade or something. If its effect is almost identical to an already established power, why not just use that power?

#84
Iakus

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Eric ****nan wrote...
Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.


That's interesting.  So different classes have different grenade types?  

#85
Iakus

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Stabby McGoodstab wrote...

Even assuming it does fit nicely with the lore, my biggest issue is why give the Sentinel, a character wielding biotics, a biotic grenade instead of using the innate biotic powers? Why just give Pull instead? To me, this would be like if they replace Overload with a Disruptor Grenade or something. If its effect is almost identical to an already established power, why not just use that power?


Well, if it's a mass effect field in a grenade form, then one could argue it's a fusion of biotic and tech power, which is kinda what a sentinel is.

#86
Adhin

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Well I kinda like it, hopefully 'lift' isn't pull. And I also kinda hope pull works a bit differently now. I'm hoping Lift works more like a subdued version of ME1 Lift, make em hover in the air a few feet. And I kinda hope pull actually PULLS things to you, instead of lift them up and kinda float the direction of the blast.

Never really worked to well for me, I don't ever spend points on it anymore. Only class I would is Adept and I'd rather put the points into Singularity.

#87
Vapaa

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Shepard the Leper wrote...

Technically, ammo powers are combat powers. Those who have both biotic and combat powers are considered Vanguards. But I was wrong. Samara and Morinth are true biotic specialists.


There is still a big distance between vang;)uard and adept, I find it good, it may be an ammo power but it's still biotic-related, and gives Liara some kind of "passive biotic power"; she just expands her biotic mastery on her guns

#88
Biotic Sage

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Eric ****nan wrote...

I see that some people are worried about the overlap between Adept and Sentinel, and I can assure everyone that they have very distinct play-styles.

Tech Armor works a little differently in ME3. When it's on, it gives you lots of damage protection but slows down your power cooldowns, but it stays on as long as you want until you turn it off.

Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.


The power penalty for Tech Armor makes a lot of sense.  Thanks for reassuring me, my Adept Shep was starting to get jealous.
B)

#89
Wulfram

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Eric ****nan wrote...

Tech Armor works a little differently in ME3. When it's on, it gives you lots of damage protection but slows down your power cooldowns, but it stays on as long as you want until you turn it off.


Sounds rather boring.  I hate long cooldowns.

Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.


I'm sure I'll have saved a vast collection of these for Shepard and Liara's vacation after the Reapers are defeated.

#90
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I really don't know what to think of this. On one hand, lift grenades are great CC (if they stay in the air for at least 8 seconds and if they have a pretty sizable radius). On the other, they're limited. Amplification would have been awesome - but I could already see it being spammed (much like AR for soldier) and making the sentinel class OP.

I just...hope it all works out in the end and that classes will be balanced and fun to play.

Edit: Just read post about the tech armor increasing cooldowns. That should also be interesting - I just hope the tech armor can still effect squadmates cooldowns. Otherwise, I could see the sentinel class doing a lot of waiting behind cover.

Modifié par lightsnow13, 08 janvier 2012 - 12:44 .


#91
Ahglock

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Is the new adept power still the adrenaline rush for biotics thing? I'd rather have a new power that did something new instead of just a general short term buff power.

#92
Josh123914

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InHarmsWay wrote...

Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.

I think it was mor to do with it being to similar to the Adept's power Overcharge, which basically did the same thing only with biotics, with Sentinel's having it, Adept's would have been made redundant considering Sentinels could spam warp with the added bonus of partial invincability (Tech Armour) along with being able to spam Overload too.

#93
No Snakes Alive

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Josh123914 wrote...

InHarmsWay wrote...

Amplification was likely removed because it probably made the sentinel class too powerful. If I recall the amplification allow near zero cooldown for a limited time. Spamming warps would destroy rooms easily.

I think it was mor to do with it being to similar to the Adept's power Overcharge, which basically did the same thing only with biotics, with Sentinel's having it, Adept's would have been made redundant considering Sentinels could spam warp with the added bonus of partial invincability (Tech Armour) along with being able to spam Overload too.


Seems like they MAY have gotten rid of that power for Adepts too though. In the known features thread there's mention of a grenade Adepts get that can fling enemies around. I don't see how that can be incorporated unless it replaces that other new power they had planned (think it was called Overcharge or something?) because I thought each class got one new exclusive...

Well either way, I dislike the class so it doesn't much matter to me what new power they get (though I must admit their heavy melee looks pretty damn sweet). And as far as Sentinels are concerned (and that's a class that DOES contend for my own personal favorite), I've come to the conclusion that I'm happy about the switch from Amp to Lift Grenades, and super optimistic about their potential.

#94
RyuujinZERO

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Are the grenades "limited" in number? - Overload and stuff used to be grenade-based back in Mass Effect 1, and those were unlimited in supply because your omni-tool would fabricate them on demand (out of omnigel presumably)

#95
Someone With Mass

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RyuujinZERO wrote...

Are the grenades "limited" in number? - Overload and stuff used to be grenade-based back in Mass Effect 1, and those were unlimited in supply because your omni-tool would fabricate them on demand (out of omnigel presumably)


Yes, but they're probably easy to come by.

#96
Mr Arg

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Here's hoping you can develop it to the point where you can have no AOE, but have it penetrate defences/ignore biotic immunities (so, a really high level build).

#97
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It seemed like the lift grenades were strong enough to go through defense though.

#98
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Someone With Mass wrote...

jackyboy666 wrote...

What exactly is a lift grenade?! Pardon my ignorance


It's pretty much if you put the power Pull into a grenade.

Lift>Pull tbh.

#99
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jreezy wrote...

Someone With Mass wrote...

jackyboy666 wrote...

What exactly is a lift grenade?! Pardon my ignorance


It's pretty much if you put the power Pull into a grenade.

Lift>Pull tbh.


Idk actually, lift on ME1 was alright. It was rather random though - sometimes it would pick up the extra person a few feet away, sometimes it wouldn't pick up the person standing right next to him. Maybe it was glitchy on my console or something but..after awhile I just got use to lift picking up one person only.

Pull is useful because it brings the enemy closer. Lift is useful because it makes the enemies far more vulnerable. (Pull can sometimes pull an enemy into the wall making him untargetable, lift just lifts them into the sky).

As long as lift works properly and has the radius it says it has - then I'm good. But if the radius says a few meters but only lifts people a few feet...thennn we have a problem.

#100
mineralica

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Eric Fagnan wrote...

I see that some people are worried about the overlap between Adept and Sentinel, and I can assure everyone that they have very distinct play-styles.

Tech Armor works a little differently in ME3. When it's on, it gives you lots of damage protection but slows down your power cooldowns, but it stays on as long as you want until you turn it off.

Also, Lift Grenade is a resource-based power (uses grenades) and has no cooldown. It gives the Sentinel some extra offensive power when things get rough.

Thanks for clarification!

So, tanking Sentinel and power-launching Sentinel are two different modes now. Hm. I wonder what Kaidan's build will be.