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Turian Mobility and Rolling: It must be improved!


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267 réponses à ce sujet

#51
Blind2Society

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I believe a bump is in order.

#52
D Wrecks

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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.

#53
Blind2Society

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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
DarkerCompanion

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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
DarkerCompanion

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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

#56
Karstedt

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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...

#57
DarkerCompanion

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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
Lokiwithrope

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Turians should hop, AT THE LEAST. They're birds so it would make sense. But don't forget that they're highly disciplined soldiers... wouldn't they know how to dodge incoming projectiles instead of just walking left or rightward?

#59
Blind2Society

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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
DiabolicReality

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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
DarkerCompanion

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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
Quething

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Didn't they have roll in the demo?

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
Vapaa

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They should AT LEAST be able to exit cover quickly, and also be able to swich cover like any other human/quarian/asari/geth/salarian/drell....and so should the krogans and the batarians

#64
Kel Riever

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I don't have a good answer, but I think the bigger problem for Turians, Krogan, well just any character, is the magnetic terrain. Since the same button is used for running as taking cover, there is nothing quite like running, becoming glued to a box you are passing by (while totally exposed no less), and then getting killed. I also like how when you want to revive someone, sometimes you decide to kiss the wall directly on the other side of them, instead of reviving them.

Sure, mistakes happen, but there has to be a better system.

#65
Jim Cognito

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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.

#66
Blind2Society

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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.

#67
Stardusk

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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
Nissun

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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! :P

Modifié par Nissun, 27 mai 2012 - 08:13 .


#69
Seifer006

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*sigh* certainly make Gold maps more fun. I don't understand, how is that a Turian can mobile from Wall Cover yet not have a "simple" side-step

#70
Seifer006

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Nissun wrote....

Also, I specifically support Turian roll, not hop. We have enough of those already! :P



Agree

#71
DarkerCompanion

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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.
Evasion counts for a lot in this game. Sometimes, not about dodging but mobility. Getting around corners quickly, or moving away from Banshees or Phantoms.

Modifié par DarkerCompanion, 27 mai 2012 - 08:23 .


#72
mrcanada

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Tangster wrote...

The fact that he rolls from cover to cover just makes is more annoying.



#73
Aethyl

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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.

Image IPB

Edit : yeah, resizing in progress.

And there you go :

Image IPB

Modifié par Aethyl, 27 mai 2012 - 09:20 .


#74
MoeRayShep

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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.

#75
Aethyl

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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 .