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Well Thought Out Balance Thread


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#76
Killahead

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InfamousResult wrote..

Infiltrators aren't meant to be a DPS combat class like the Soldier. They are meant to be used for tactics like the Engineer class. The point is that an Infiltrator SHOULD worry about dragging a huge gun like the Javelin onto the battlefield, because it should affect his cooldown, just like every other class in the game. I shouldn't have to repeat myself, but I will, when I say that Tactical Cloak has it's main use in it's very name; if you claim it was meant to be used for pure damage, it should be fairly obvious you are mistaken.


Maybe I part ways with you here, maybe not. The massive cloak damage bonus was obviously put there for a reason, and I don't think it should be removed, although it probably should be decreased. The duration of the bonus during decloak should also be a bit shorter. However, to take advantage of the bonus infiltrators should be presented with a choice, either they A) Choose a fairly light weapon and have the advantage of being effective medics and objective handlers, and still being able to deal extra damage, only not as much as with a heavy sniper, or they could B) choose a heavy sniper, allowing them to do massive damage with one or two shots each cloak cycle, but at the cost of a fairly long cooldown. I would love having to make this choice and that way choose a very specific role.

#77
Grimy Bunyip

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justgimmedudedammit wrote...

Grimy Bunyip wrote...

Geth Heavy Melee drains 50% of your total shields, instead of a portion of your base shields.
Geth Heavy Melee cannot be used when you are out of shields.


That's not thought out very well. Geth heavy melee is most effective when used in conjunction with Hunter Mode which already halves the shields once engaged. With your 'nerf' you essentially remove any ability whatsoever to heavy melee and survive beyond minor hit & run scuffles. Geth are just unique enough that one of their powers is passive for all intents and purposes. Remove Hunter Mode from the infiltrator and what else does it have? Proxy mines.

Heavy melee takes the role of other classes second and sometimes third ability. Why would you handicap an already fragile character even more so and think it is balanced?


to clarify I meant 50% of your total shields after all bonuses including hunter mode.
Hunter mode lowers your shields by 50% of your BASE shields.

current hunter mode builds, that pick up some extra shields in fitness.
are currently able melee more than 2 times before completely depleting their shields
And this comes at very little cost to their melee DPS because fitness melee damage gets diminishing returns with most other melee damage modifiers.

you really don't need to be able to hit 2k damage per heavy melee anyways, 1000-1500 is plenty to finish off troopers.

Modifié par Grimy Bunyip, 04 mai 2012 - 12:10 .


#78
Stardrinker

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InfamousResult wrote...
Infiltrators aren't meant to be a DPS combat class like the Soldier. They are meant to be used for tactics like the Engineer class. The point is that an Infiltrator SHOULD worry about dragging a huge gun like the Javelin onto the battlefield, because it should affect his cooldown, just like every other class in the game. I shouldn't have to repeat myself, but I will, when I say that Tactical Cloak has it's main use in it's very name; if you claim it was meant to be used for pure damage, it should be fairly obvious you are mistaken.


That's all assuming you know what Bioware had in mind when they designed the Infltrator. Going by what the Infiltrator turned out to be, I'd say Bioware disagrees with you.

Infiltrators aren't meant to be a DPS combat class? Every situation in this game pretty much requires a DPS combat class. Sure, Infiltrators in the real world are all about tactics and, well, infiltration, but this is a game where you are pretty much shooting/killing stuff all the time and anyone who isn't, is a liability that someone else needs to compensate for.

#79
Grimy Bunyip

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getting through all the messages, ahhhh

Killahead wrote...

Grimy Bunyip wrote...

I disagree, no infiltrator would use a javelin if they were not a class that could carry substantial weight.


I think you might be quoting the wrong guys, because this is our exact point.

Edit: Sorry, misunderstood you. I will edit this post further and get back to you with my point.

Edit
2: With my suggested change they would carry the heavy hitters with the
penalty of a longer cooldown, regardless of the duration of their
cloak. If said change was to be implemented, then javelin weight would
probably have to be tweaked a bit.


Just got this message.
Anyways this goes back to atheosis' original point.
At what point does making too many "style" changes start changing the game so much, most gamers would be disappointed?

That's ultimately subjective.
You have your opinion, and mine is that I'd rather keep this aspect of the game as it is.
And unlike say, atheosis, I am more willing to tweak game mechanics like making the indra a heavy weight rifle.

I'm not sure if there's much else to say on that.

But yes, your method is another way of handling the situation.

#80
Grimy Bunyip

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Cyonan wrote...

Well we both agree that the weapon has poor stability right now, and if the argument is that it's not that good without the 40% damage buff from TC, it's clearly got poor damage right now as well without TC.

The only reason that anybody could potentially wield the Incisor, is because they have a specific Sniper Rifle affinity and a way to deal with recoil(Which in your case is a buff to stability). Without this affinity the Incisor is still just not a good weapon.

The Infiltrators also have a 40% SR affinity, yet we use Shotguns a lot because of how effective they are. So there would be experimentation.


I'd argue that experimentation exists because sniper rifle's base stats are underpowered, and the base stats on shotguns are very powerful.

But if we were to balance everything so that every weapon's base stats were comparable, then gave each class an affinity with a given weapon type, we would not see the weapon diversity we have today.

And yes, I believe that without the 1.4x sniper damage affinity, sniper rifles are not good.
There are few to no classes I would actually use sniper rifles on over say, a paladin or carnifex.

#81
Grimy Bunyip

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Killahead wrote...

Incidentally the graal is my favorite weapon. The problem is that for most players it won't feel as though skill is rewarded when their team mate does equal damage without even working for it with his GPS, hehe. I don't want to see this game flooded with GPS users once everyone levels it up to 10 and discovers how effective it is. I like variation, I like for every choice to seem viable and meaningful. Not necessarily better, but not vastly inferior either. And jack-of-all-trades weapons are boring.


+1 to this.
Too many GPS users already.
I have a lot of friends that try to experiment with weapons but just always go back to the GPS.
A lot of them have quit because, for a person who can't aim guns exceedingly well, there is only 1 true viable gun option to them.

and that is the GPS.

Modifié par Grimy Bunyip, 04 mai 2012 - 12:15 .


#82
JGDD

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Grimy Bunyip wrote...

justgimmedudedammit wrote...

Grimy Bunyip wrote...

Geth Heavy Melee drains 50% of your total shields, instead of a portion of your base shields.
Geth Heavy Melee cannot be used when you are out of shields.


That's not thought out very well. Geth heavy melee is most effective when used in conjunction with Hunter Mode which already halves the shields once engaged. With your 'nerf' you essentially remove any ability whatsoever to heavy melee and survive beyond minor hit & run scuffles. Geth are just unique enough that one of their powers is passive for all intents and purposes. Remove Hunter Mode from the infiltrator and what else does it have? Proxy mines.

Heavy melee takes the role of other classes second and sometimes third ability. Why would you handicap an already fragile character even more so and think it is balanced?


to clarify I meant 50% of your total shields after all bonuses including hunter mode.
Hunter mode lowers your shields by 50% of your BASE shields.

current hunter mode builds, that pick up some extra shields in fitness.
are currently able melee more than 2 times before completely depleting their shields
And this comes at very little cost to their melee DPS because fitness melee damage gets diminishing returns with most other melee damage modifiers.

you really don't need to be able to hit 2k damage per heavy melee anyways, 1000-1500 is plenty to finish off troopers.


There are more than troopers wandering the fields of battle. It still doesn't balance well when compared to any other character if it is nerfed in such a manner. The GI's (specifc here) heavy melee is to it what proxy mines AND energy drain are to the SI. You can afford to loose something with the SI's TC because you still have three offensive powers at your disposal: ED, PM, and if you are caught in a pinch, heavy melee. The same cannot be said of the GI. It has one offensive power and heavy melee. The rest is purely passive boosts.

#83
Najarati

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InfamousResult wrote...
No. Footing a large weight capacity with minimal penalty is not the Infiltrator's job- it's the job of a Soldier, or a Sentinel. The purpose of TACTICAL Cloak is to be used Tactically, for Reviving and Objectives, and making escapes. Instead, every Infiltrator and their grandmother just sits back, turns it on, and uses the damage boost to spam DPS with minimal cooldown- wash, rinse, repeat.

The duration of the skill has never been the problem with the class. The problem is the ability to spam the skill, and THAT'S the part that needs to be balanced.


Agreed.  I always found the cooldown mechanic of Tactical Cloak curious.  The current implementation does make weight mostly a non-factor for infiltrators.  Having it affect TC's cooldown in all respects makes sense to me.  Want to carry the heavy, hard-hitting weapons?  Completely fine, but you'll spend less time cloaked.  Want to travel lighter and spend more time cloaked?  Also fine, but you'll take a hit to damage.

Personally, I travel light so it would be nice to see more of a payoff than what is currently offered.

#84
Grimy Bunyip

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astheoceansblue wrote...

InfamousResult wrote...

Grimy Bunyip wrote...

I disagree, no infiltrator would use a javelin if they were not a class that could carry substantial weight.
I also disagree with sentinels being able to carry heavy weight.
They are a tech-biotic class.
The krogan sentinel is a weird exception to this rule because he can be specced in a way that doesn't use powers at all.
But quite frankly, he's a krogan.

Whereas soldier and infiltrator are combat classes, the infiltrator being a combat-tech hybrid.
I think combat classes are those that should be able to carry substantial weight


Look at the Sentinel classes. What species are playable under Sentinel? Turian and Krogan. Same as Soldier.
And what species are playable under Infiltrator? Quarian and Salarian. Same as Engineer. Tactical classes.

Same thing with Adepts and Vanguards- same species, same basic idea. Biotics.

Infiltrators aren't meant to be a DPS combat class like the Soldier. They are meant to be used for tactics like the Engineer class. The point is that an Infiltrator SHOULD worry about dragging a huge gun like the Javelin onto the battlefield, because it should affect his cooldown, just like every other class in the game. I shouldn't have to repeat myself, but I will, when I say that Tactical Cloak has it's main use in it's very name; if you claim it was meant to be used for pure damage, it should be fairly obvious you are mistaken.


Infiltrators are SUPPOSED top be the big damage dealers. They're like Rogues from an MMO, capable of HUGE damage.

Soldiers are supposed to be the warriors. Able to tank damage as well as deal it, but do neither to the point of speciality. They're more of an everyman class: jack of all, master of none. 

Sentinels are supposed to be the tanks, Paladins if you will. Casters who can also absorb damge better than anyone.

The balance is right between the classes right now in terms of their roles, but I do think the Infiltrator could use a little tweaking. I don't think we should pound them with a nerf hammer, and I think removing duration and ED's ability to recharge during cloak are horrible ideas. The trick would be to tweak the CD perhaps, but not to the point that it cripples the classes ability to carry heavier weapons and remain effective.

Perhaps something like:
200% CD = 2 second recharge
100% CD = 4 Second Recharge
0% CD = 6 Second recharge.


this is a very long and potentially very in depth point of conversation.
But ultimately it's a stylistic choice.

I choose not to tamper with cooldown mechanics, because that would change the infiltrator from master of all trades to jack of all, but master of none.
and IMO playing a class that is only mediocre at everything is very boring.

I chose an option that would allow infiltrators to spec their tactical cloak in a way that lets them choose between support, DPS, or some weird combination of both.

Whereas a simple cooldown nerf forces all infiltrators to become "a weird combination of both" instead of giving them some choice in their fate.

#85
Grimy Bunyip

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justgimmedudedammit wrote...

There are more than troopers wandering the fields of battle. It still doesn't balance well when compared to any other character if it is nerfed in such a manner. The GI's (specifc here) heavy melee is to it what proxy mines AND energy drain are to the SI. You can afford to loose something with the SI's TC because you still have three offensive powers at your disposal: ED, PM, and if you are caught in a pinch, heavy melee. The same cannot be said of the GI. It has one offensive power and heavy melee. The rest is purely passive boosts.


My gameplay experience tells me otherwise.
I know many geth infiltrators that can keep pace with salarian infiltrators because hunter mode provides such an impressive boost to damage output, particularly shotguns.

In short I believe hunter mode's passive abilities and wallhax compensate for the lack of a castable power such as energy drain.

#86
InfamousResult

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Stardrinker wrote...

That's all assuming you know what Bioware had in mind when they designed the Infltrator. Going by what the Infiltrator turned out to be, I'd say Bioware disagrees with you.

Infiltrators aren't meant to be a DPS combat class? Every situation in this game pretty much requires a DPS combat class. Sure, Infiltrators in the real world are all about tactics and, well, infiltration, but this is a game where you are pretty much shooting/killing stuff all the time and anyone who isn't, is a liability that someone else needs to compensate for.


What the Infiltrator "turned out to be" is reliant pretty much primarily on it's Tactical Cloak ability. You tweak that, you tweak the Infiltrator's purpose. As it stands, the Infiltrator makes the Soldier completely useless for the entire purpose of picking the Soldier class. What you're implying is also saying that the Salarian Engineer is useless because his main ability is the Decoy- which couldn't be further from the truth, as pretty much everybody knows.

All I'm asking for is a simple change that will affect how each individual Infiltrator plays. But as it stands, it most certainly is a broken mechanic, and Bioware can fix it. They just need to do it right.

#87
Stardrinker

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Cyonan wrote...
If it was a recoil issue but the weapon's damage was good, you would see Turians and people with Stabilizer Mods wielding it a lot more often.

Infiltrators are a Sniper Rifle wielding class(even if they do use Shotguns a lot these days), so the 40% sniper damage is a fair thing for them. However, I wouldn't argue that all Sniper Rifles do less DPS, but rather that the main ones that see use have poor sustained dps(Compared to the faster weapons that see a lot of use), but very good burst dps.

Having 1 skill of 1 class boost damage by 40% is a very poor reason for the weapon class overall being subpar for everyone else, including the class that is supposed to be a master of all weaponry.

I feel the weapons should all be balanced equally(taking into account the various factors, strengths, weaknesses, etc.) then Infiltrators given Sniper Rifle affinity, Vanguards given Shotgun affinity, and Soldiers given all weapons affinity.


Actually, I feel that people go to shotguns instead of sniper rifles because shotguns for a few reasons.

1. Shotguns are hardly affected by shield gating.
2. Sniper rifles have a scope designed for longer ranges but there are few maps that take advantage of this. This also turns into a disadvantage for closer range situations which are more plentiful. Yes, you can quick scope, but that's always going to be harder to pull off accurately than a single click.
3. Shotguns just feel more fun. They do for me, anyway! :happy:

Sniper rifles are still superior to shotguns at longer range. The DPS difference between the two are not that much once you put it into practice.

#88
astheoceansblue

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Grimy Bunyip wrote...

this is a very long and potentially very in depth point of conversation.
But ultimately it's a stylistic choice.

I choose not to tamper with cooldown mechanics, because that would change the infiltrator from master of all trades to jack of all, but master of none.
and IMO playing a class that is only mediocre at everything is very boring.

I chose an option that would allow infiltrators to spec their tactical cloak in a way that lets them choose between support, DPS, or some weird combination of both.

Whereas a simple cooldown nerf forces all infiltrators to become "a weird combination of both" instead of giving them some choice in their fate.


I actually misread your post, I like the idea of the duration balances you suggested quite a lot. :)

Modifié par astheoceansblue, 04 mai 2012 - 12:34 .


#89
Cyonan

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Grimy Bunyip wrote...

I'd argue that experimentation exists because sniper rifle's base stats are underpowered, and the base stats on shotguns are very powerful.

But if we were to balance everything so that every weapon's base stats were comparable, then gave each class an affinity with a given weapon type, we would not see the weapon diversity we have today.

And yes, I believe that without the 1.4x sniper damage affinity, sniper rifles are not good.
There are few to no classes I would actually use sniper rifles on over say, a paladin or carnifex.


I wouldn't give each class an affinity though, just the 3 combat oriented ones(Soldier/Vanguard/Infiltrator). If you wanted to encourage more experimentation, you could give them all just weapons affinity in general. It might seem kind of pointless, but it lets the weapon based classes be effective at using weapons(like they're supposed to be), and then everything could still be balanced. Yes weapons would be less effective for the Sentinel/Adept/Engineer, but I consider that a good thing since they're supposed to be the Tech/Biotic casters.

The fact that you're arguing an entire weapon's is worthless compared to the others outside of 1 class' affinity for them says to me that there's a horrible design failure somewhere. Everything should start off on equal footing, and have certain character mechanics possibly favouring a style of weapon, not weapons being nerfed for everyone because a certain style favours them.

Stardrinker wrote...

Actually, I feel that people go to shotguns instead of sniper rifles because shotguns for a few reasons. 

1. Shotguns are hardly affected by shield gating.
2. Sniper rifles have a scope designed for longer ranges but there are few maps that take advantage of this. This also turns into a disadvantage for closer range situations which are more plentiful. Yes, you can quick scope, but that's always going to be harder to pull off accurately than a single click.
3. Shotguns just feel more fun. They do for me, anyway! [smilie]http://social.bioware.com/images/forum/emoticons/happy.png[/smilie]

Sniper rifles are still superior to shotguns at longer range. The DPS difference between the two are not that much once you put it into practice.

 

I think 1 is the biggest factor in that. I would also argue that a major factor is that none of the 3 main used shotguns(Claymore/GPS/Graal) are actually close ranged weapons. They all retain incredibly high damage at absurdly long ranges for what was supposed to be a shotgun. The Snipers have better range still, but they're Snipers, not Shotguns =P

Modifié par Cyonan, 04 mai 2012 - 12:37 .


#90
Guglio08

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Squad Tech Armor would be a nightmare to implement.

Instead, have a Rank 6 evolution of Tech Armor be Incapacitate. Detonating the Armor causes every enemy to fall over like in ME2. Honestly with this implemented I think Tech Armor would be fine (but maybe make the Detonation damage do 1000 total :3).

#91
JGDD

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Grimy Bunyip wrote...

justgimmedudedammit wrote...

There are more than troopers wandering the fields of battle. It still doesn't balance well when compared to any other character if it is nerfed in such a manner. The GI's (specifc here) heavy melee is to it what proxy mines AND energy drain are to the SI. You can afford to loose something with the SI's TC because you still have three offensive powers at your disposal: ED, PM, and if you are caught in a pinch, heavy melee. The same cannot be said of the GI. It has one offensive power and heavy melee. The rest is purely passive boosts.


My gameplay experience tells me otherwise.
I know many geth infiltrators that can keep pace with salarian infiltrators because hunter mode provides such an impressive boost to damage output, particularly shotguns.

In short I believe hunter mode's passive abilities and wallhax compensate for the lack of a castable power such as energy drain.


True. You and I both know a shotgun wielding friend or two that can blast things to pieces in seconds. But the melee specialist would be relegated to the sidelines with such a nerf. They do not carry shotguns, at least in my case, and use a pistol with the stunner mod instead. Effectively killing one of the high risk / high reward characters in the process.

While it could balance with the strictly shotgun or sniper rifle GI, it doesn't with the melee specialist.

#92
SquirrelWiz

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personally I'd like to see an option on the accuracy mods for weapons. The one reason I dont scope any of my guns is I cant handle the zoom transition when scoping. There have been times, in the heat of battle, where I've looked down my sights, and completely lost my target.

Maybe instead of calling it X Scope, call it an X AccuSight Kit. Which includes a laser dot and a scope mod for the gun. Then only allow one or the other equipped on the gun at any time.

Modifié par SquirrelWiz, 04 mai 2012 - 12:49 .


#93
Grimy Bunyip

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SquirrelWiz wrote...

personally I'd like to see an option on the accuracy mods for weapons. The one reason I dont scope any of my guns is I cant handle the zoom transition when scoping. There have been times, in the heat of battle, where I've looked down my sights, and completely lost my target.

Maybe instead of calling it X Scope, call it an X AccuSite Kit. Which includes a laser dot and a scope mod for the gun. Then only allow one or the other equipped on the gun at any time.


adjustable sniper rifle zoom!
I knew I forgot something!
thanks for reminding me :P

Modifié par Grimy Bunyip, 04 mai 2012 - 01:19 .


#94
january42

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The point of the TC cooldown is to allow infiltrators to do damage but also prevent them from spending unreasonable fractions of the time cloaked.  The current system does this.  If your just firing...3 seconds.  But if you leave it up for the duration....much more cooldown.   Basicly, you don't want them ninja-ing around to much.

#95
Stardrinker

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InfamousResult wrote...

What the Infiltrator "turned out to be" is reliant pretty much primarily on it's Tactical Cloak ability. You tweak that, you tweak the Infiltrator's purpose.

Yes, Tactical Cloak is what makes the class, but saying that does not say anything about Biowares intention for the class being DPS or not. The fact that it turned out to be more of an ambush/high DPS class does.

InfamousResult wrote...
As it stands, the Infiltrator makes the Soldier completely useless for the entire purpose of picking the Soldier class.

I agree. Infiltrator making Soldier completely useless is due to bad balancing or design. But this doesn't really have much to do with your initial assumption of knowing what Bioware was intending the Infiltrator to be. Soldier DPS is inferior and doesn't have a distinct advantage on the front lines to make up for it because everything does so much damage.

InfamousResult wrote...
What you're implying is also saying that the Salarian Engineer is
useless because his main ability is the Decoy- which couldn't be further
from the truth, as pretty much everybody knows.

That's not what I'm implying at all. Decoy allows the team to stay out of cover longer meaning higher uptime and higher DPS.

Remember how I said that all classes are pretty much DPS combat classes. I meant that all classes are there to contribute DPS, either directly or indirectly. A salarian engi that casts decoy and hardly ever pokes out to shoot is more of a liability than one that DOES actively try and kill stuff. That's what I meant. Everyone is there to kill stuff. Everyone is there for DPS combat.

InfamousResult wrote...
All I'm asking for is a simple change that will affect how each individual Infiltrator plays. But as it stands, it most certainly is a broken mechanic, and Bioware can fix it. They just need to do it right.

That's just, like, your opinion, man.

My main gripe was not that Infiltrator should not be changed, but more about your assumption that Infiltrator was never supposed to be designed as a high DPS class, which means you were privy to Bioware's class design philosopies.

Modifié par Stardrinker, 04 mai 2012 - 12:58 .


#96
Killahead

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january42 wrote...
The point of the TC cooldown is to allow infiltrators to do damage but also prevent them from spending unreasonable fractions of the time cloaked.  The current system does this.  If your just firing...3 seconds.  But if you leave it up for the duration....much more cooldown.   Basicly, you don't want them ninja-ing around to much. 


Carrying a Widow X with a salarian infiltrator, points put into tactical cloaks 5th evolution for recharge speed and the 6th evolution in salarian operative giving you reduced sniper rifle weight, your max cooldown is 4.65 seconds. Not a very long cooldown for one of the biggest damage dealers in the game, I would argue.

A start would be having this be the cooldown even if you only have the cloak up for one second. I think thats a reasonable nerf.

#97
RA Dawggin

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I strongly agree with the GPS nerf. Its currently a noob cannon that does too much damage for its weight with no regards to range. Put a scope on it (wouldn't even need crosshairs due to ez mode aim assist) and it would be a sniper rifle. It should be heavier along the lines of a claymore/widow and/or contain less shots per clip.

Tactical cloaks cooldown should consider weight regardless of duration. That is the inherit penalty for carrying a widow opposed to a mantis that is completely disregarded with the way it is now. Carry a claymore too? Why not, doesn't matter. Even a soldier, who primarily depends on weapons and weapon damage boost, cant afford to do this. Don't get me wrong I love the inflitrator, but with a power that strong with a weapon as strong as a black widow, I should have to choose when and where I cloak "tactically", not be able spam it.

Ever since hunter mode cake out for the GI, it became apparent that adrenaline rush/ marksman ability should have the same on/ off capability. Hunter mode gives you recharge, flat damage, movement, and rate of fire booster and you can keep it on? Sure at the cost of 50% less shields but that's a fair trade to me. Marksman gives you RoF, accuracy and a measly headshot bonus that's timed plus a cooldown and I cant even get off a proxy mines/cs. I dont have a problem playing a soldier but it is often regarded as an underperforming class. Give the soldier class the ability to leave these powers on, at the expense of an increased cooldown or shields or whatever and you have effectively buffed the soldier. A reduced penalty for carrying a second weapon would also help.

Balance = variety… Variety= longevity

#98
InfamousResult

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Stardrinker wrote...

That's not what I'm implying at all. Decoy allows the team to stay out of cover longer meaning higher uptime and higher DPS.

Remember how I said that all classes are pretty much DPS combat classes. I meant that all classes are there to contribute DPS, either directly or indirectly. A salarian engi that casts decoy and hardly ever pokes out to shoot is more of a liability than one that DOES actively try and kill stuff. That's what I meant. Everyone is there to kill stuff. Everyone is there for DPS combat.


But the Engineer still has to worry about his weight, if he wants to keep using his Energy Drain and his Decoy. He is using his skill to support the rest of the team, WHILE dealing damage; which is what the Infiltrator can, and what I believe he SHOULD, also be able to do. The Tactical Cloak is to be used Tactically, just as the Decoy is- WHILE the Infiltrator causes damage as usual. Increasing his cooldown doesn't suddenly make him unable to shoot his gun.

I'm sorry if it sounded like I was claiming to know, with 100% certainty, how Bioware meant for the Infiltrator to turn out. But I believe that simple context clues- looking at how the other classes function ( ie. Engineer ), how the other classes are meant to function ( ie. Soldier ), the races of those classes, as well as the name and support uses for the Tactical Cloak- imply that it is meant to be used for support, or at the very LEAST, not meant to be spammed for pure DPS. A simple tweak of a simple fact can take a step in changing that.

#99
Stardrinker

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InfamousResult wrote...

But the Engineer still has to worry about his weight, if he wants to keep using his Energy Drain and his Decoy. He is using his skill to support the rest of the team, WHILE dealing damage; which is what the Infiltrator can, and what I believe he SHOULD, also be able to do. The Tactical Cloak is to be used Tactically, just as the Decoy is- WHILE the Infiltrator causes damage as usual. Increasing his cooldown doesn't suddenly make him unable to shoot his gun.

I'm sorry if it sounded like I was claiming to know, with 100% certainty, how Bioware meant for the Infiltrator to turn out. But I believe that simple context clues- looking at how the other classes function ( ie. Engineer ), how the other classes are meant to function ( ie. Soldier ), the races of those classes, as well as the name and support uses for the Tactical Cloak- imply that it is meant to be used for support, or at the very LEAST, not meant to be spammed for pure DPS. A simple tweak of a simple fact can take a step in changing that.


Names are just names. You're interpreting them too literally.

#100
InfamousResult

InfamousResult
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Stardrinker wrote...

Names are just names. You're interpreting them too literally.


Maybe.

Not everything else, though.