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Basic cooldown


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#51
Dasher1010

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Mazzy Fex wrote...

I'm sure it will be better when you can pick what weapons you take. By what I understand, the weight of weapons is different even within it's own type. There will be light assault rifles and heavy ones, light shotguns and heavy shotguns, and so on. Supposedly, the heaviest pistol is heavier than the lightest assault rifle. There will be options~


That doen'st mean that a 10 secodn base cooldown isn't unbalanced

#52
Pedro Costa

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Dasher1010 wrote...

Ow. Looks like vanguards aren't going to be the fast paced class that they used to be if they hope to use shotguns.

Depends. Devs said that a properly spec'd Vanguard can have Charge to cooldown on something like 3secs.

Still, a 10 sec base CD for Charge is ridiculously high, IMO.

#53
Mazzy Fex

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Dasher1010 wrote...

Mazzy Fex wrote...

I'm sure it will be better when you can pick what weapons you take. By what I understand, the weight of weapons is different even within it's own type. There will be light assault rifles and heavy ones, light shotguns and heavy shotguns, and so on. Supposedly, the heaviest pistol is heavier than the lightest assault rifle. There will be options~


That doen'st mean that a 10 secodn base cooldown isn't unbalanced


I think that's when upgrades kick in. From power ranks, maybe implants, armor, armor pieces~
Hopefully  =]

Modifié par Mazzy Fex, 15 février 2012 - 08:07 .


#54
Saridan

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Vanguard in first part of the demo with only a pistol felt like he had Charge times close to fully maxed out in ME2. So it definitely does have the potential to be very fast. Default charge I believe was 6 seconds in ME2 which you could drop down to 3 with Champion? I'm thinking I may carry only a shotgun and possibly AR (I kind of like the Mattock) for the situations where you can't charge at all. Hopefully that'll give me a 4 second or lower charge.

#55
Dasher1010

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Mazzy Fex wrote...

Dasher1010 wrote...

Mazzy Fex wrote...

I'm sure it will be better when you can pick what weapons you take. By what I understand, the weight of weapons is different even within it's own type. There will be light assault rifles and heavy ones, light shotguns and heavy shotguns, and so on. Supposedly, the heaviest pistol is heavier than the lightest assault rifle. There will be options~


That doen'st mean that a 10 secodn base cooldown isn't unbalanced


I think that's when upgrades kick in. From power ranks, maybe implants, armor, armor pieces~
Hopefully  =]


Yeah, but that means that there's no reason to not use +cooldown armor with a vanguard and makes all other armor useless. There needs to be a day one patch.

#56
Mazzy Fex

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Lol, alright~ You're definitely convinced, right on.

#57
Pedro Costa

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Dasher1010 wrote...
Yeah, but that means that there's no reason to not use +cooldown armor with a vanguard and makes all other armor useless. There needs to be a day one patch.

And let's not get into the fact that Charge no longer has time dilation and if you want 100% barrier restored you need to invest 21 points when in ME2, with a 10pt investment, you got both the time dilation and full barrier + barrier boost.

#58
scpulley

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It's not as bad as you think. Seriously, once you get 2 weapons, your fine. Even without specing to reduce recharge as much as possible. They just made their character building much more involved which I kinda like, it doesn't feel dumbed down like in ME 2

#59
Dasher1010

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scpulley wrote...

It's not as bad as you think. Seriously, once you get 2 weapons, your fine. Even without specing to reduce recharge as much as possible. They just made their character building much more involved which I kinda like, it doesn't feel dumbed down like in ME 2


But in ME2, I could have a vanguard who uses ARs and shotguns. I dislike losing that ability without being punished.

#60
Mazzy Fex

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scpulley wrote...

It's not as bad as you think. Seriously, once you get 2 weapons, your fine. Even without specing to reduce recharge as much as possible. They just made their character building much more involved which I kinda like, it doesn't feel dumbed down like in ME 2


That sounds good to me. Decisions in dialog and in combat~

Really, I'd have to get my hands on it before I can hate it or love it.

#61
Pedro Costa

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scpulley wrote...

It's not as bad as you think. Seriously, once you get 2 weapons, your fine. Even without specing to reduce recharge as much as possible. They just made their character building much more involved which I kinda like, it doesn't feel dumbed down like in ME 2

Honestly, the amount of weapons we can carry for me is moot - give me an eviscerator and a Locust and I'm set.

My problem is with what has been done to the power Biotic Charge itself:
In ME2, everytime you upgraded Charge you'd get barrier restoration and Barrier Boost up until Lv4, where you could go for time dilation (perfect for headshots) and 100% barrier restored or the Area Charge. So, with a 6 point investment you'd get 75% of your barrier restored.
In ME3, however, even if you *do* invest 15 Squad Points (5 more points than in ME2 for 100% barrier) into Charge, the Barrier restored is still the same as in rank1: 50%.
And if you go all the way to max Charge, you STILL may not get the 100% barrier restoration upgrade since it's either that or a 25% chance of no cooldown.
Apparently, a meak 2,5 sec cooldown boost (since the base is now 10.0sec, opposed to ME2's 6.0sec) makes up for it... further, the MAX impact force you get from Charge upgrade tree is 750N, 250N LESS than ME2's Heavy Charge.
And the time dilation? Oh, we have dismissed that upgrade.

So, sadly, Charge has been nerfed when compared to ME2's Heavy Charge upgrade. Which really annoys me.

#62
ReallyRue

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themaxzero wrote...

ReallyRue wrote...

Heather Cline wrote...

Jrubal that's were you're wrong. The cool downs for the second mission were ten times longer than in ME2. I was able to go through ME2 second level faster than this demo. And that was playing a pure biotic class. In the second level of ME3 my cool downs were so screwed that I had to extensively rely on that stupid Mattock rifle and the hand gun to see me through. This was not a faster game play it was SLOWER. 15% faster my butt. They gimped the biotic class in the demo and it seems it will be gimped for the official release. I say get rid of it, it's not needed. It wasn't present in ME1 or ME2. Adding it in for ME3 is just plain stupid. Just like the retcon for ME2 and the ammo system. Again not needed and made no sense. The weight system for ME3 makes no sense.


It was the same for me. I was playing an Adept, but I certainly didn't feel like it most of the time. I used my weapons far more often than my biotics, whereas in ME2, I the guns were just to finish people off, or for situations where biotics weren't as useful (like against those large mechs). I know the cooldowns are supposed to be really short the fewer weapons you have, but I'm thinking I'd need a submachine and pistol anyway to make sure I don't run out of clips/ammo/whatever it's called now. And I'd have to choose between leaving my heavy weapon behind and going into fights against enemies like the Atlas, with Shep dealing significantly less damage, or taking the heavy weapon and being hampered by it for most of the level.


Play it again with Liara using Singularity and you popping combos with Throw. If you upgrade Throw when you use it in a combo it resets all you powers CDs.


I take it there are lots of different combos with different classes that also reset cooldowns?

#63
TeamLexana

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My main question with that system is why would you EVER carry around more then one gun then? Maaaaybe one more for jic u might out of ammo kind of situation. In ME1 and 2, I'd find the gun I liked and I didn't use jack squat else.

Example: ME2: Inflitrator does best with sniper with my style, widow was my fav sniper, me get sniper, no other weapons now exist for me. Low ammo but with headshots, that's all you need lol.

So now in ME3, if even looking at other weapons messes with cooldowns, I wouldn't touch 'em with a 10 foot pole, much less pick 'em up.

#64
Eric Fagnan

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I wouldn't worry too much about the weight system balance in the SP portion of the demo. In the main game, you have many options for modifying weight and cooldowns. It is definitely possible to take a shotgun and an assault rifle and still have fast cooldowns, but that comes a bit later in the game obviously once you have those upgrades. Now if you take a really heavy assault rifle and a really heavy shotgun, then yes your cooldowns won't be as fast.

The weight system made the game a lot easier to balance because we could finally make some guns extremely powerful (and heavy) and keep them balanced. It also allows more customization options because you can now truly specialize into powers or weapons if you want.

#65
Dasher1010

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TeamLexana wrote...

My main question with that system is why would you EVER carry around more then one gun then? Maaaaybe one more for jic u might out of ammo kind of situation. In ME1 and 2, I'd find the gun I liked and I didn't use jack squat else.

Example: ME2: Inflitrator does best with sniper with my style, widow was my fav sniper, me get sniper, no other weapons now exist for me. Low ammo but with headshots, that's all you need lol.

So now in ME3, if even looking at other weapons messes with cooldowns, I wouldn't touch 'em with a 10 foot pole, much less pick 'em up.


I always liked shotgun infiltrators for the point blank damage boost with cloak. I don't want to lose that.

#66
Dasher1010

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Eric ****nan wrote...

I wouldn't worry too much about the weight system balance in the SP portion of the demo. In the main game, you have many options for modifying weight and cooldowns. It is definitely possible to take a shotgun and an assault rifle and still have fast cooldowns, but that comes a bit later in the game obviously once you have those upgrades. Now if you take a really heavy assault rifle and a really heavy shotgun, then yes your cooldowns won't be as fast.

The weight system made the game a lot easier to balance because we could finally make some guns extremely powerful (and heavy) and keep them balanced. It also allows more customization options because you can now truly specialize into powers or weapons if you want.


1. So I'll take it as the eviscerator and mattock are two of the heavier guns in the game?
2. Are all of the new weapons incredibly heavy?
3. Are there any armor peices that increse cooldowns?

#67
Eric Fagnan

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The Eviscerator and Mattock are medium-weight guns. Some of the new guns are heavy and some are light. There are mods to reduce weapon weight, and as you upgrade weapons they get lighter.

We have armor pieces that increase recharge speed, but none of them penalize your recharge speed in any way (they don't increase your weight).

#68
Twizz089

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People wanted more rpg elements now they complain when we have them? If you want to be a caster type wear less gear and spend more time in the back casting, if you want to be a tank wear more gear and sit in the front shooting with your guns. The pure caster (adept) should carry only a pistol and light armor (if light armor is making a come back) and sit in the back with fast casting times, and the pure combat (soldier) should be wearing heavy gear shotting and drawing all the fire. The hybrids should be trying to find a balance between the two or sliding more to one side which has been what hybrids have always been all about.

You should not be able to have all the best guns and at the same time keep all your casting potential

Modifié par Twizz089, 15 février 2012 - 09:42 .


#69
Stardusk78

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Some of the cooldowns are screwy. I maxed out Fitness to get the 200% charge cooldown reduction after heavy melee but it did not work properly. I think the demo is buggy.

#70
Dasher1010

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Eric ****nan wrote...

The Eviscerator and Mattock are medium-weight guns. Some of the new guns are heavy and some are light. There are mods to reduce weapon weight, and as you upgrade weapons they get lighter.

We have armor pieces that increase recharge speed, but none of them penalize your recharge speed in any way (they don't increase your weight).


The leaked script said that only SMGs gets weight reduction upgrades, is that still true or can I reduce the weight of a shotgun or assault rifle with a mod? And I'm glad to hear that upgrading a weapon class decreases weapon weight. I was worried that I'd have fifteen second charge cooldowns with a vanguard throughout the game.

Modifié par Dasher1010, 15 février 2012 - 09:46 .


#71
Abraham_uk

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Eric ****nan wrote...

The Eviscerator and Mattock are medium-weight guns. Some of the new guns are heavy and some are light. There are mods to reduce weapon weight, and as you upgrade weapons they get lighter.

We have armor pieces that increase recharge speed, but none of them penalize your recharge speed in any way (they don't increase your weight).


When playing as an Adept or Engineer

If I equip light armour, a pistol and an assault rifle (with a scope) will I be able to get by without having to wait 20 seconds between each power? I am not carrying many weapons and I would prefer Shepard to have a weapon that is effective for all scenarios. But I don't want to wait half a minute or even ten minutes for a cooldown. Even 10 seconds is pushing it.



I know it looks like I'm self quoting here (that's because I am) but I played the demo and the cooldowns aren't that bad at all. They're reasonable. The demo hasn't destroyed the adept despite over equiping the poor sod with four weapons. If you're carrying that many guns you're going to spend a great deal of time shooting anyway. Biotics were pretty slick and the fact that not every single enemy was protected meant that my biotics were even more useful than they were in Mass Effect 2. So Adept is no full of win:wizard:

Modifié par Abraham_uk, 16 février 2012 - 06:52 .


#72
Xivai

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Oh wah, the soldier got a nerf. Welcome to the Adept's hell for years. He's still insanely overpowered even with his long cooldowns.

#73
TeamLexana

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Eric ****nan wrote...

I wouldn't worry too much about the weight system balance in the SP portion of the demo. In the main game, you have many options for modifying weight and cooldowns. It is definitely possible to take a shotgun and an assault rifle and still have fast cooldowns, but that comes a bit later in the game obviously once you have those upgrades. Now if you take a really heavy assault rifle and a really heavy shotgun, then yes your cooldowns won't be as fast.

The weight system made the game a lot easier to balance because we could finally make some guns extremely powerful (and heavy) and keep them balanced. It also allows more customization options because you can now truly specialize into powers or weapons if you want.


Yeah but going by the SP demo (I can't play MP yet because of the lame battlefeild promotion), it IS a pretty signicant difference to carrying 1 to 2 guns and the 4 guns in the later mission to save the furtile Krogan female. 1-3 second cooldown compared to like what 12-30 if not longer... nope, screw that, only one gun for me. That's all I'd probably end up using anyways, so why punish myself with longer cooldowns? Makes. No. Sense.

And OMG how would that work for equiping teamates in SP? That seems waaaaay more complicated then it needs to be and no, I am not some FPS airhead, I love Dragon Age, the first two ME's and games like Skyrim.

To be fair, I haven't played anything but the SP portion of the DEMO though so... yeah, lol, I still look foward to getting mah hands on the game! GIMMIE! GIMMIE! GIMMIE! :P Image IPB

#74
sp0ck 06

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Wait till you get into MP. As a level 14 Adept i use only a pistol (which I barely fire) and am near godlike, throwing out warp bombs in under 3 seconds. It is an absolute blast yet still feels balanced. I love this new system.

I'd imagine a high level Vanguard carrying an AR and shotgun will be fine, especially since the high level powers drastically reduce cooldowns and/or let you use "free" powers.

#75
Eric Fagnan

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Shepard has a greater weight capacity than multiplayer characters, so you will be able to carry more weapons in single player for the same recharge speed bonus. For multiplayer we had to balance the characters differently since they are only allowed to carry 2 weapons.