Turian Mobility and Rolling: It must be improved!
#51
Posté 27 mai 2012 - 02:38
#52
Posté 27 mai 2012 - 02:56
#53
Posté 27 mai 2012 - 02:59
Just Cav wrote...
In regards to the question of why turians are apparently unable to roll, if I recall correctly, there is a segment somewhere in one of the games where a turian - I think it's Garrus - explains that Palaven's gravity is so weak that their skeleton can break if they happen to fall pretty much anywhere else. Or something like that. Marauders show us that the shape of their skeleton obviously doesn't hinder rolling, but the "Reaperfication" might strengthen their bones to negate the risk of breaking. Still, I see no reason why turians can't at least shuffle.
I would think the armor would make that moot. And honestly, all I want is the shuffle (Geth/Quarian hop). Turians are made of paper and I just want to be able to avoid warp/rockets/brute charges.
#54
Posté 27 mai 2012 - 04:18
Blind2Society wrote...
I would think the armor would make that moot. And honestly, all I want is the shuffle (Geth/Quarian hop). Turians are made of paper and I just want to be able to avoid warp/rockets/brute charges.
I agree. As someone who holds the mid-point in the durability scale, they should also have a midpoint in flexibility.
A sidestep, but no forward/back roll is completely fair.
EDIT: I just double checked, as I was doing some calculations with the Turian, and it turns out he has only 825 health, so only his shields are boosted. This means the Soldier is actually LESS durable than a Drell Adept with Reave. I will have more info to post later.
Modifié par DarkerCompanion, 27 mai 2012 - 04:41 .
#55
Posté 27 mai 2012 - 05:52
I went through ALL of the classes in the game and calculated their effective health by the best known DR formulate (it basically equates to the fact that DR is 25% less effective than the listed amount). What this does is makes DR less significant when calculating functional health, so the Turian Soldier pulled ahead of a few more classes than I had initially calculated, like the Drell Adept. However!
Even now, there are two classes with more durability above the Sentinel who CAN roll, although their powers are temporary (Human Soldier and Asari Justicar). There are five classes with more durability than the Soldier who can roll, 1 of which has permanent DR (Human Sentinel) and the other 4 having temporary powers (HS, AJ, and both Salarians). The Soldier has more health than 12 classes, and less health than 11 classes, planting it firmly in the middle, but as the lowest class without a roll in the game. 3 of the 5 classes above it have high end rolls (the Justicar's flash step and two humans), while the Drell Adept, with the 2nd best roll in the game, is just over 100 health weaker than the Turian Soldier, easily making up for the lost durability. Meanwhile, the Justicar, with the best roll in the game has more than double the max health potential of the Soldier, and about 45% more than the Sentinel.
Anyone who wants to take a look, the link is here:
http://social.biowar.../index/12257669
#56
Posté 27 mai 2012 - 06:18
#57
Posté 27 mai 2012 - 06:23
Karstedt wrote...
I don't agree with the sidestep, they should roll. Marauders roll, then Turians roll. If they won't give Turians roll, I want them to take away Marauders roll. Or, I suppose they could give them both sidestep...
The way I see it, NO race will ever get roll except Humans. If you've noticed, the Asari flashstep, Drell cartwheel, Humans roll, and everyone else side-steps or can't roll at all. On a heavy class, I think we would be lucky to get the side-step.
#58
Posté 27 mai 2012 - 07:10
#59
Posté 27 mai 2012 - 01:41
DarkerCompanion wrote...
Alright, so I have to revise some statements I made about the Turian's place amongst the sturdy characters.
I went through ALL of the classes in the game and calculated their effective health by the best known DR formulate (it basically equates to the fact that DR is 25% less effective than the listed amount). What this does is makes DR less significant when calculating functional health, so the Turian Soldier pulled ahead of a few more classes than I had initially calculated, like the Drell Adept. However!
Even now, there are two classes with more durability above the Sentinel who CAN roll, although their powers are temporary (Human Soldier and Asari Justicar). There are five classes with more durability than the Soldier who can roll, 1 of which has permanent DR (Human Sentinel) and the other 4 having temporary powers (HS, AJ, and both Salarians). The Soldier has more health than 12 classes, and less health than 11 classes, planting it firmly in the middle, but as the lowest class without a roll in the game. 3 of the 5 classes above it have high end rolls (the Justicar's flash step and two humans), while the Drell Adept, with the 2nd best roll in the game, is just over 100 health weaker than the Turian Soldier, easily making up for the lost durability. Meanwhile, the Justicar, with the best roll in the game has more than double the max health potential of the Soldier, and about 45% more than the Sentinel.
Anyone who wants to take a look, the link is here:
http://social.biowar.../index/12257669
That's all well and good but the truth is, it's much simpler than that. These differences in health (except the Krogan) are neglidgible given the damage each enemy can inflict in a very short amount of time along with just how many there are at any one moment. The fact is the Turian dies just as quick as the other classes.
He needs a shuffle.
#60
Posté 27 mai 2012 - 01:47
Just Cav wrote...
In regards to the question of why turians are apparently unable to roll, if I recall correctly, there is a segment somewhere in one of the games where a turian - I think it's Garrus - explains that Palaven's gravity is so weak that their skeleton can break if they happen to fall pretty much anywhere else. Or something like that. Marauders show us that the shape of their skeleton obviously doesn't hinder rolling, but the "Reaperfication" might strengthen their bones to negate the risk of breaking. Still, I see no reason why turians can't at least shuffle.
As an extremely obsessed turian fantard, I call BS.
I have never heard or seen anything like this, and there are instances in the game where turians fall on their faces and don't crumble into a million bits. Palaven has radiation. Not a gravity problem. Look up the Elcor for that.
That being said, I still support turian combat roll.
#61
Posté 27 mai 2012 - 03:11
Just Cav wrote...
In regards to the question of why turians are apparently unable to roll, if I recall correctly, there is a segment somewhere in one of the games where a turian - I think it's Garrus - explains that Palaven's gravity is so weak that their skeleton can break if they happen to fall pretty much anywhere else. Or something like that. Marauders show us that the shape of their skeleton obviously doesn't hinder rolling, but the "Reaperfication" might strengthen their bones to negate the risk of breaking. Still, I see no reason why turians can't at least shuffle.
Yeah, I don't remember this at all. I romanced Garrus in ME2 and ME3, and I use him almost all the time.
Palaven has a low magnetic field, which inhibits their atmosphere from blocking solar radiation, so they developed a thin metallic skin to protect. The gravity situation is related to the Elcor.
http://masseffect.wi...om/wiki/Palaven - Says there that the gravity is 1.14 that of Earth.
#62
Posté 27 mai 2012 - 06:15
Much though I love him, I've basically given up playing my turian sent. The run speed is bloody slow too. Put it together and I feel like a beached whale trying to stagger back to water.
#63
Posté 27 mai 2012 - 06:19
#64
Posté 27 mai 2012 - 06:40
Sure, mistakes happen, but there has to be a better system.
#65
Posté 27 mai 2012 - 06:48
What needs to happen is that the lower mobility guys need a natural stun resistance so that you can run, shoot, revive etc without getting staggered.
#66
Posté 27 mai 2012 - 07:54
It's nowhere near enough of a difference to make not being able to get out of the way of rockets/warps/brute charges acceptable. Side hop is needed.
#67
Posté 27 mai 2012 - 08:06
Blind2Society wrote...
The Turian Soldier has about the same health as everyone else. Around 800. He has around 3-4 hundred more in shields. Which equates to absolutely nothing. That extra bit of shields is gone in an unnoticeable amount of time.
It's nowhere near enough of a difference to make not being able to get out of the way of rockets/warps/brute charges acceptable. Side hop is needed.
And Turians don't run faster than humans.
#68
Posté 27 mai 2012 - 08:11
Also, I specifically support Turian roll, not hop. We have enough of those already!
Modifié par Nissun, 27 mai 2012 - 08:13 .
#69
Posté 27 mai 2012 - 08:16
#70
Posté 27 mai 2012 - 08:17
Nissun wrote....
Also, I specifically support Turian roll, not hop. We have enough of those already!
Agree
#71
Posté 27 mai 2012 - 08:21
Jim Cognito wrote...
So the turian has hight health and higher shields, higher weight capacity, a fast and solid heavy melee and recoil reduction to the point where you can get negative recoil but "Oh no! He can't evade in his large build, digitgrade legged form!? He's useless!" He's ok.
What needs to happen is that the lower mobility guys need a natural stun resistance so that you can run, shoot, revive etc without getting staggered.
- Not higher health. 50% higher shields. Equates to a 25% improvement over humans and asari, and 13% higher than Quarians and Salarians.
- Weight capacity increase, but their rank 6 is ARs only, which are the worst gun class in the game. In exchange, they have no innate Power Damage trait, which hurts the Sentinel severely.
- Heavy melee is average at best in both damage and speed.
- And recoil reduction? Please, take it. I'd rather dodge.
Modifié par DarkerCompanion, 27 mai 2012 - 08:23 .
#72
Posté 27 mai 2012 - 08:32
Tangster wrote...
The fact that he rolls from cover to cover just makes is more annoying.
#73
Posté 27 mai 2012 - 08:38
Nissun wrote...
Could somebody fit some part of this gif
on a signature-sized banner reading "Improve Turian mobility!"? I think
it would be a great way to show support for this cause, while reminding
people how flexible turians really are...
Also, I specifically support Turian roll, not hop. We have enough of those already! [smilie]http://social.bioware.com/images/forum/emoticons/tongue.png[/smilie]
Like your idea, and here you go.
Will maybe have to resize it even more, but it's hard to keep so much awesomeness in a little banner.

Edit : yeah, resizing in progress.
And there you go :
Modifié par Aethyl, 27 mai 2012 - 09:20 .
#74
Posté 27 mai 2012 - 09:17
I think this sort of solution made sense as a compromise, but every since the Adrenaline Rush buff and the emergence of Stability consumables I have a really hard time justifying using Turians. I'd happily have them take a slight shield nerf if it gave us at the very least a sidestep.
#75
Posté 27 mai 2012 - 09:24
MoeRayShep wrote...
I suggested allowing Adrenaline Mods to give Turians sidestep at rank 2 and forward/backward roll at rank 3; likewise it could give Krogan and Batarian a sidestep at rank 3 and reduce the Barrier penalty of Asari dodge.
I think this sort of solution made sense as a compromise, but every since the Adrenaline Rush buff and the emergence of Stability consumables I have a really hard time justifying using Turians. I'd happily have them take a slight shield nerf if it gave us at the very least a sidestep.
Or, since the Turian sentinel get more defense than the soldier, the soldier could have the possibility to roll only when using Marksman.
Would make it highly situational, and could be a compromise as well.
Modifié par Aethyl, 27 mai 2012 - 09:24 .





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