Basic cooldown
#101
Posté 16 février 2012 - 09:55
#102
Posté 16 février 2012 - 10:01
#103
Posté 16 février 2012 - 10:04
Please patch this before release date.
Modifié par sH0tgUn jUliA, 16 février 2012 - 10:05 .
#104
Posté 16 février 2012 - 10:13
I think this new system is better because it is going to force you to make a more specialized character. For example, I made an ninja-style Infiltrator in MP that carries only a shotgun and has a ridiculously fast CD on Cloak. I maxed CLoak and Sticky Grenades (since throwing grenades doesn't break cloak) and took the Cloak perk that lets me cast cyro while invisible. It is so much fun, and totally different than a "standard" Infil.
With this new system you can come of with all kinds of crazy builds like that. Hell, you could make an Adept with maxed health upgrades that uses powers only as support and it would probably be somewhat viable.
Modifié par sp0ck 06, 16 février 2012 - 10:17 .
#105
Posté 16 février 2012 - 10:18
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.
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).
Eric ****nan wrote...
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.
*does another giddy happy dance* :happy:
#106
Posté 16 février 2012 - 11:01
#107
Posté 16 février 2012 - 11:19
I'll try the MP demo tomorrow or Saturday to have a guess on how the Sentinel will work with less weapons. The thing I'm more impressed for now of the Sentinel is Lift Grenades, they're pretty powerful.
Modifié par hhh89, 16 février 2012 - 11:22 .
#108
Posté 17 février 2012 - 12:38
I encourage anyone complaining about powers in the Surr'kesh stage level up their favorite power class in MP and experiment. This game is so much more fun and challenging than ME2.
Kudos to the ME3 team for taking a crappy RPG shooter hybrid (ME2) and turning it into a game that belongs along side Halo and Borderlands for MP.
I can't wait to see how my MP skills map back to single player.
Now if only a damn Asari Adept would drop
Modifié par Aurellia, 17 février 2012 - 12:44 .
#109
Posté 17 février 2012 - 04:26
#110
Posté 17 février 2012 - 06:14
#111
Posté 17 février 2012 - 08:58
#112
Posté 17 février 2012 - 09:33
I think the base weight capacity for all classes needs to be increased.
The concept of loading up a soldier with the same loadout I had in ME2 (Shotty, Assault Rifle, Sniper Rifle, Pistol, Heavy Weapon) seems like it would totally cripple me and I can only imagine that if I was trying to play as another class that the problem would be even more severe.
Here's what I'd suggest.....
1: Each class should be able to carry the weight of an average gun for each weapon type that their class could specialize in back in ME1 while still attaining the maximum possible cooldown bonus without having any leveling points devoted to increasing their weight capacity.
For Example.....
Engineers, Adepts and Sentinels should only be able to carry the weight of an averaged sized pistol while attaining the maximum possible cooldown bonus.
Infiltrators should be able to carry the weight of an average sniper rifle and an average pistol while still attaining the maximum possible cooldown bonus.
Vanguards should be able to carry the weight of an average shotgun and an average pistol while still attaining the maximum possible cooldown bonus.
and Soldiers should be able to carry the weight of an average Assault Rifle, an average Sniper Rifle, an average Shotgun and an average Pistol while still attaining the maximum possible cooldown bonus.
2: Each class should have two possible evolutions of their class passive that allow them to increase their weight capacity; but increasing the weight capacity should come at the expense of passing up an alternative evolution. This means that builds with the most limited weight capacity will be the most effective with their powers.
The First Weight Capacity Evolution: should allow the class to carry all the weight of an average weapon of each weapon type that their class could carry by default in ME2 (including the weight of an average heavy weapon) while still attaining the maximum possible cooldown. Since this would be less of a weight capacity increase for Soldiers they should get some other passive bonus in addition to the weight capacity increase should they choose that evolution.
For Example.....
Engineers, Adepts and Sentinels should be able to carry the weight of an averaged sized pistol, averaged size SMG, and an averaged size heavy weapon while still attaining the maximum possible cooldown bonus.
Infiltrators should be able to carry the weight of an average sniper rifle, an average pistol, an average SMG, and an average heavy weapon while still attaining the maximum possible cooldown bonus.
Vanguards should be able to carry the weight of an average shotgun, an average pistol, an average SMG, and an average heavy weapon while still attaining the maximum possible cooldown bonus.
and Soldiers should be able to carry the weight of an average Assault Rifle, an average Sniper Rifle, an average Shotgun, an average Pistol and an average heavy weapon (and receive an accompanying passive bonus).
Then....
The Second Weight Capacity Evolution: Should increase the weight capacity bonus for each class enough that if they took both weight capacity evolutions they will be able to carry all the weight of an average weapon of
each weapon type that their class could potentially carry after visiting the Collector Cruiser in ME2, while for Soldiers the second evolution should allow them to carry anything they want while still attaing the maximum possible cooldown bonus. Since this increase to weight capacity is less than the increase provided by the first evolution (for all classes except Soldiers) each class should also receive an additional class passive bonus along side the weight capacity increase should they choose this evolution.
For Example....
Engineers, Adepts and Sentinels should
be able to carry the weight of an averaged sized pistol, averaged size
SMG, an averaged size heavy weapon and an averaged size Assault Rifle while still attaining the maximum
possible cooldown bonus.
Infiltrators should be able to carry the weight of an
average sniper rifle, an average pistol, an average SMG, an average
heavy weapon and an average assault rifle while still attaining the maximum possible cooldown bonus.
Vanguards should be able to carry the weight of an
average shotgun, an average pistol, an average SMG, an average heavy
weapon and an average assault rifle while still attaining the maximum possible cooldown bonus.
and Soldiers should be able to carry the weight of whatever loadout they could possibly choose while still attaining the maximum possible cooldown bonus.
#113
Posté 17 février 2012 - 09:36
If you don't feel like reading that monstrous post here's a summary.....
I think the weight capacity for all classes should be increased.
#114
Posté 17 février 2012 - 09:55
Each class should be able to carry the weight of an average gun for each weapon type that their class could specialize in back in ME2 while still attaining normal cool down without having any leveling points devoted to increasing their weight capacity.
Bonus cool downs are exactly that, would be so imbalanced if you could achieve the maximum cool down bonus without any kind of weapon restriction. Would basically change it from a bonus cool down to a normal cool down, and thus would break everything.
Jus to elaborate further, the maximum cool down bonus is 200%, said bonus takes Adrenaline Rush/Charge/Tactical Cloak from a 10 second cool down to a 3.33 second cool down, having that fast cool downs whilst having lots of weapons would be entirely broken.
Sounds to me like you probably have not been able to play the MP of the demo just yet to really get a feel for the weight mechanic an i'm pretty sure that once you have you'll see that what they've done is fantastically balanced. Though bare in mind the numbers that gives won't be entirely correct as they are limited to only 2 weapons and as such are balanced differently to how Shep is.
Modifié par DayusMakhina, 17 février 2012 - 10:03 .
#115
Posté 17 février 2012 - 10:19
DayusMakhina wrote...
Sounds to me like you probably have not been able to play the MP of the demo just yet to really get a feel for the weight mechanic an i'm pretty sure that once you have you'll see that what they've done is fantastically balanced. Though bare in mind the numbers that gives won't be entirely correct as they are limited to only 2 weapons and as such are balanced differently to how Shep is.
Yeah, I haven't been able to fiddle around with the loadouts yet. So its hard for me to get a good feel for the balance.
My concern though is that I'll find that my Soldier will be far more effective rolling with just an Assault Rifle and a big cooldown bonus then with a more varied arsenal and that sounds pretty dull. Giving the player an upside to carrying less is all well and good; but I shouldn't be discouraged too strongly from playing around with more weapons.
Honestly with the cooldown penalties, I question if anyone will even consider using heavy weapons now.
#116
Posté 17 février 2012 - 03:17
implodinggoat wrote...
DayusMakhina wrote...
Sounds to me like you probably have not been able to play the MP of the demo just yet to really get a feel for the weight mechanic an i'm pretty sure that once you have you'll see that what they've done is fantastically balanced. Though bare in mind the numbers that gives won't be entirely correct as they are limited to only 2 weapons and as such are balanced differently to how Shep is.
Yeah, I haven't been able to fiddle around with the loadouts yet. So its hard for me to get a good feel for the balance.
My concern though is that I'll find that my Soldier will be far more effective rolling with just an Assault Rifle and a big cooldown bonus then with a more varied arsenal and that sounds pretty dull. Giving the player an upside to carrying less is all well and good; but I shouldn't be discouraged too strongly from playing around with more weapons.
Honestly with the cooldown penalties, I question if anyone will even consider using heavy weapons now.
What they've done is make it perfectly viable to roll with a weapon based Soldier OR a single or dual weapon, power based Soldier. Its really just up to the player. Want to carry a shotgun, AR, sniper, and SMG? You'll have a lot of weapon options for dealing with enemies, with powers being more like a bonus. Or you can take just an AR and pistol and rely on your powers to get you out of trouble. Its pretty brilliant, actually. THey really have made the perfect action RPG system. The action is now as good as any action game, and they've basically just allowed us to fiddle and change the stats of all the tools we use in the action.
#117
Posté 17 février 2012 - 03:57
hhh89 wrote...
I'd prefer to wait and see how it'll work in the full game, with the possibility of modding weapons and bringing less weapons/lighter weapons. In the first part of the demo, with the Avenger and the Predator, the cooldowns with the Sentinel weren't that long, and Throw was good in terms of damage (on Insanity). Plus, my Shepard will start at an higher level than the demo, so I'll have the possibility to have more upgraded powers.
I'll try the MP demo tomorrow or Saturday to have a guess on how the Sentinel will work with less weapons. The thing I'm more impressed for now of the Sentinel is Lift Grenades, they're pretty powerful.
I agree, also one thing to remember is that unlike in the demo...
We'll be starting off at level 30... by the time we get to Sur'kesh I imagine us to be a bit higher than that, which means by that point unless players have focussed on the other abilities other than the passive and/or whichever one helps with weight reduction, the cooldowns shouldn't be too bad.
#118
Posté 17 février 2012 - 04:16
#119
Posté 17 février 2012 - 06:25
DayusMakhina wrote...
I disagree entirely.
Each class should be able to carry the weight of an average gun for each weapon type that their class could specialize in back in ME2 while still attaining normal cool down without having any leveling points devoted to increasing their weight capacity.
Agreed. I was upset earlier yesterday b/c of cooldowns, but I've now played MP (got access a day early), and in MP I'm rocking with just a little smg. But I miss my shotgun (which is a little too heavy... I'm surprised the scimitar is heavier than the katana... that needs to be fixed). And I think this particular idea is VERY good. Having a base cooldown of 100% (that's the normal cooldown bonus, I think, not 0%) carrying a shotgun for the vanguard just makes sense for all light and medium-weight shotguns (go on and impose a penalty if you're toting a monster like the GPS or the Krogan Shotgun).
Same with sniper rifle for infiltrator. Soldiers don't need cooldowns to be low.... ever, as their main "powers" don't trigger a cooldown.
Having said all that, a near 200% bonus is necessary for some of us in our MP carnage-fests, but for SP I'm far more willing to slow the pace down from "this is f-ing nuts!" to "steady rythmn", and can thus accomodate a mere > 0% cooldown bonus.
I say, implement
DayusMakhina's idea. Good, well-balanced move.
#120
Posté 17 février 2012 - 06:31
#121
Posté 17 février 2012 - 06:40
SirBrass wrote...
DayusMakhina wrote...
I disagree entirely.
Each class should be able to carry the weight of an average gun for each weapon type that their class could specialize in back in ME2 while still attaining normal cool down without having any leveling points devoted to increasing their weight capacity.
Agreed. I was upset earlier yesterday b/c of cooldowns, but I've now played MP (got access a day early), and in MP I'm rocking with just a little smg. But I miss my shotgun (which is a little too heavy... I'm surprised the scimitar is heavier than the katana... that needs to be fixed). And I think this particular idea is VERY good. Having a base cooldown of 100% (that's the normal cooldown bonus, I think, not 0%) carrying a shotgun for the vanguard just makes sense for all light and medium-weight shotguns (go on and impose a penalty if you're toting a monster like the GPS or the Krogan Shotgun).
Same with sniper rifle for infiltrator. Soldiers don't need cooldowns to be low.... ever, as their main "powers" don't trigger a cooldown.
Having said all that, a near 200% bonus is necessary for some of us in our MP carnage-fests, but for SP I'm far more willing to slow the pace down from "this is f-ing nuts!" to "steady rythmn", and can thus accomodate a mere > 0% cooldown bonus.
I say, implement
DayusMakhina's idea. Good, well-balanced move.
Im just wondering how carrying the widow and any heavy weapon will effect cool downs with the soldier or infiltrator, in ME2 the widow was suppose to be one of the heaviest weapons in the game. . .
#122
Posté 17 février 2012 - 06:54
Normal cooldown is actually 0%, rather than 100% btw. Charge has a base cool down of 10 seconds, with a 100% cooldown that becomes 5, with a 200% it becomes 3.33 (i'm currently running a Vanguard in MP using just a Scimitar with a 97% cooldown bonus).SirBrass wrote...
I was upset earlier yesterday b/c of cooldowns, but I've now played MP (got access a day early), and in MP I'm rocking with just a little smg. But I miss my shotgun (which is a little too heavy... I'm surprised the scimitar is heavier than the katana... that needs to be fixed). And I think this particular idea is VERY good. Having a base cooldown of 100% (that's the normal cooldown bonus, I think, not 0%) carrying a shotgun for the vanguard just makes sense for all light and medium-weight shotguns (go on and impose a penalty if you're toting a monster like the GPS or the Krogan Shotgun).
#123
Posté 17 février 2012 - 10:04
Personally I'm going to play an adept that only carries a sniper rifle on the first story play through, and I'm betting once I get up a ocuple levels I'll be able to through biotics left and right like they're going out of style.
Modifié par scotkrow, 17 février 2012 - 10:08 .
#124
Posté 17 février 2012 - 10:14
DayusMakhina wrote...
Normal cooldown is actually 0%, rather than 100% btw. Charge has a base cool down of 10 seconds, with a 100% cooldown that becomes 5, with a 200% it becomes 3.33 (i'm currently running a Vanguard in MP using just a Scimitar with a 97% cooldown bonus).
Running with just a shuriken and vanguard, and 200% cdb
#125
Posté 17 février 2012 - 10:38





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