Is soldier Shepard ever gonna get a major buff to weight capacity?
#1
Posté 09 août 2012 - 09:24
#2
Posté 09 août 2012 - 11:35
I understand the complaint that Soldier Shepard cannot carry 4 or 5 weapons at once without incurring a big cooldown penalty, but when was the last time your Soldier Shepard ever used all those guns?
Maybe you played your Soldier differently than mine, but I rarely used more than two guns with the Soldier in ME1 or ME2. In ME1, I used only one weapon until it either overheated (rarely) or I got Sabotaged (also rarely). In ME2, I mostly used just two weapons per mission, 3 very rarely.
The ME3 weight system (which I do dislike by the way) essentially restricts each class to just 2 weapons. The Soldier can use (one of) the heaviest weapons with very little penalty. I used the Claymore V only with about -150% cooldown. Keep in mind that difference between say -100% and -200% is about 0.5 to 1 second cooldown for most powers, hardly noticeable in game.
The weight system does restrict the Soldier from carrying two or more of the heaviest weapons at once, but that rarely would make a difference in my opinion. For example, if you are going to carry the Black Widow, why would also be carrying the Claymore or vice versa?
#3
Posté 09 août 2012 - 11:53
1. Revenant
2. Javelin
3. Reegar
4. Paladin
I tend to like a "mow down enemies from a distance" playstyle, so of these weapons, he'll probably only ever use the Revenant and Javelin, with the Reegar maybe in a few situational encounters. The Paladin is purely for flavour, so he can whip it out during cinematics. If I really find that my cooldown is hurting, I might just dump the Paladin and assume he was carrying around a Pistol SOMEWHERE, considering he still pulls one out during cutscenes.
#4
Posté 09 août 2012 - 03:23
The current system is fairly restrictive, especially on a first playthrough, where you do not have the ability to upgrade weapons to X to minimise weight. It would be nice to see the soldier's base weight capacity increased and/or the final passive evolution beefed up, either by increasing the weight bonus more, or else changing it from a flat increase to a percentage reduction in the weight of all weapons, as appears for some classes in MP.
With regards to the argument that only 1-2 weapons are needed; you are entirely correct. It is entirely possible to complete insanity using only the prothean rifle and explosive inferno ammo (or whatever your preferred combination is). However,my most enjoyable playthrough of ME2 with the soldier was one where I utilised all four weapons and all three ammo types in conjunction. I've posted this link before, but it really showcases how the soldier's full arsenal of weapons can be used to full effect:
linky:
Admittedly the gameplay mechanics have changed somewhat since ME2, but the playstyle should still be achievable. The problem is, even with the light weapons used in the video (mantis/vindicator/carnifex/scimitar) and the soldier specced for full weight capacity, you are still looking at a negative cooldown bonus on a first playthrough.
Modifié par Pressedcat, 09 août 2012 - 03:31 .
#5
Posté 09 août 2012 - 04:03
#6
Posté 09 août 2012 - 04:17
#7
Posté 09 août 2012 - 05:22
RedCaesar97 wrote...
On my first Infiltrator run (before switching to the Claymore only), I ran with the Scimitar, Phalanx, Raptor, and Tempest. Cooldowns were around +30%. You should be able to run a similar setup with the Soldier without problems.
My soldier, fully specced for weight capacity and wielding the Valiant, Vindicator, Wraith and Carnifex, all at level V, has a cool down bonus of -25% on the weapons table (ie 1/4 slower than base cooldowns). I'm fairly sure the Valiant & Wraith weigh the same as the Mantis & Scimitar in SP. Admittedly this can be improved through armour/reseach, but not to a huge degree, and at the cost of other useful bonuses. Ok this isn't a terrible cooldown bonus, but it isn't great either for the investment, and this is with pretty basic weapons. I really like the Harrier in MP, but swapping out the vindicator would bump those cool down times up significantly.
Part of the problem is that the difference in cooldown times is greater between 0% and -25% than it is between +100% and +200% (a quarter vs a sixth), so as soon as you start going negative, it really starts smarting.
It would be nice if taking the weight bonus options allowed you to carry one heavy weapon and three lighter weapons (ie the post collector ship soldier loadout) for 0% cooldown on a first playthrough. Of course this all pretty much down to personal preference, but at the moment I much prefer the weight system/weapon options in ME2 as far as Soldier Shep goes.
The current state doesn't cripple the SP soldier by any means; it just promotes certain playstyles more.
#8
Posté 09 août 2012 - 05:40
#9
Posté 09 août 2012 - 06:46
Yuanrang wrote...
You really do not need 4 or 5 weapons anyway, you just need 2 or 3, depending on what you choose. A shotgun or a sniper rifle usually is a must, just for sheer stopping power against certain enemies.
You really do not 'need' more than one weapon, as the link in RedCaesar's sig shows. Some people simply enjoy using the classic soldier's four, but feel the penalties for doing so are currently a little stiff.
Modifié par Pressedcat, 09 août 2012 - 06:47 .
#10
Posté 09 août 2012 - 06:55
Pressedcat wrote...
Yuanrang wrote...
You really do not need 4 or 5 weapons anyway, you just need 2 or 3, depending on what you choose. A shotgun or a sniper rifle usually is a must, just for sheer stopping power against certain enemies.
You really do not 'need' more than one weapon, as the link in RedCaesar's sig shows. Some people simply enjoy using the classic soldier's four, but feel the penalties for doing so are currently a little stiff.
Pretty much. I enjoyed swapping between all 4 weapons in ME1 and ME2 while still having reasonable cool downs. I don't need to carry a rev, widow and claymore all at once but I'd like to be able to use at least one of the heavies with the other 3 styles and not have a massive cooldown.
#11
Posté 09 août 2012 - 08:17
Modifié par Binary_Helix 1, 09 août 2012 - 08:31 .
#12
Posté 09 août 2012 - 09:44
Part of the problem is that weapon mechanics were also watered down such that there was no longer the right tool for the right job anyway, so it isn't even as necessary to have a gun that is good against shields and barriers and one for armor since realistically certain guns are just good against everything.
Add to the fact that Adrenaline Rush was watered down while some of the ammo powers were made a bit over the top, and you end up with a character that is something of a mess from a design perspective.
#13
Posté 09 août 2012 - 10:14
#14
Posté 09 août 2012 - 10:18
capn233 wrote...
Yeah it would be nice.
Part of the problem is that weapon mechanics were also watered down such that there was no longer the right tool for the right job anyway, so it isn't even as necessary to have a gun that is good against shields and barriers and one for armor since realistically certain guns are just good against everything.
Add to the fact that Adrenaline Rush was watered down while some of the ammo powers were made a bit over the top, and you end up with a character that is something of a mess from a design perspective.
:ahem:Harrier!:cough:Harrier!:ahem:
Also the Claymore, BW, Valiant, Hurricane, Indra, Wraith, Talon, Carnifex, etc. etc.
Basically all the weapons that are great in MP are great in SP. The only skill that's needed in ME3 is consistent headshotting skill. One weapon can carry any Sheppard at least most of the way through any mission atm, as Insanity seems to be a tad easier than Bronze right now.
A weight threshold buff for the SP Soldier would be kinda fun, but quite unnecessary. On my 2nd SP run I ran a tech Soldier build that used a GPR + Explosive Ammo and ED for mass tech bursts. The last Kai Leng fight and defend missile sequences were the only ones I could remember were I could sorta work a bit for the win (maybe the 3 Prime fight on Rannoch too, but I don't remember).
Modifié par Locutus_of_BORG, 09 août 2012 - 10:24 .
#15
Posté 10 août 2012 - 03:30
#16
Posté 10 août 2012 - 10:23
Binary_Helix 1 wrote...
The weight system is stupid and disproportionately hits soldiers. Casters rely on powers so it doesn't matter to them. It's the weapon classes like soldier that suffer the most. Adrenaline rush was nerfed in damage and time dilation, soldier can no longer use four guns without penalty, starting weapons suck because they were balanced around casters rather than soldiers (compare the ME2 Avenger to the ME3 Avenger). It seems like they went out of their way to make the soldier unfun. I feel like I'm only sticking with the class out of loyalty. From my point of view all other classes surpass the soldier by a mile. Pity.
I don't really understand why you say 'the guns were balanced around casters rather than soldiers' - the avenger was virtually useless back in ME2, I don't see what it was about it that made it a suitable choice for soldiers, as it seemed to be equally rubbish for everyone.
Even if they were 'balancing' guns for use by certain classes, I'm not really sure why you'd balance guns around one class rather than five.
Adrenaline Rush was completely broken in ME2 - It boosted every single aspect of the Soldier character to stupid levels and could be spammed to the point where the soldier could do everything better than every other class, so I'm not surprised it was nerfed.
That said, I do agree the weapon weights affect a soldier disproportinately - while I hated the concept of only certain weapons being available to certain classes (something that never made any sense - why would a vanguard not take a revenant rather than an SMG?) the weights they gave them typically don't correlate with their performance - shotguns in particular were originally far too heavy for what they actually did (I mean, the Crusader, wtf?) while heavy pistols were ludicrous (the paladin weighing less, doing more damage and holding more rounds than virtually every semi-auto sniper rifle barring the BW). MP has had some improvements but its still the same situation for SP. The soldier is supposed to be a class that specialises in multiple weapons use, but it can only realistically do this if it takes a massive hit to its cooldown. That would have been fine if we'd stuck with the old OPtastic ME2-era AR, but not if its already been toned down.
Personally, I modded the weight mechanic out altogether. I thought the actual concept was good but I never felt it was properly implemented, so I removed it altogether, and I've enjoyed the game an orde rof magnitude more.
Modifié par JaegerBane, 10 août 2012 - 10:29 .
#17
Posté 10 août 2012 - 07:04
If nerfing adrenaline rush was for "balance" why make biotic explosions and tech bursts insanely good? Soldier has no cool powers like cloak or nova. He's suppose rely on his boring weapons. Therefore he needs extremly good damage powers to make him appealing. It seems like everybody forgot that. The soldier is ME3's bastard child. Unwanted and unloved.
Modifié par Binary_Helix 1, 10 août 2012 - 07:21 .
#18
Posté 10 août 2012 - 08:21
#19
Posté 11 août 2012 - 02:52
There is a vast array of weapons that could use more damage, and some that could actually do with a weight increase. I think this has been discussed a multitude of times, and there was a long running thread where a couple of us were just bouncing off ideas for the while despite the thread being about SR's
In any event, I think the weight capacity system was one of the biggest flaws in the game, even though when I first heard about it I thought it might actually be a semi-decent idea, at least in the new regime where weapons were not restricted.
Another "simple" idea would be for soldier in SP to get a bit of stability and accuracy bonus out of cover relative to other classes. That would make some of the AR's a whole lot better on the class. Or they could have left a nice accuracy bonus in ARush...
No it wasn't. It was a very good power but it wasn't "broken" considering a few other trademark powers and keeping in mind that there were balance problems with certain DLC weapons. The ammo powers were fairly tame, so ARush and guns were the only thing the soldier had. You might not like that it was a "one trick pony" sort of deal, but the class was not really imbalanced, and really wasn't even the most powerful class in that game. Good all around class, my favorite class, but not the best.JaegerBane wrote...
Adrenaline Rush was completely broken in ME2 - It boosted every single aspect of the Soldier character to stupid levels and could be spammed to the point where the soldier could do everything better than every other class, so I'm not surprised it was nerfed.
You could not kill basics as well as a Vanguard, you couldn't tank as well as Sentinel, nor did ARush allow you to kill boses any faster than an Infiltrator. And even with CC ammo powers you didn't really CC as well as a good Adept or Engineer.
#20
Posté 11 août 2012 - 01:13
capn233 wrote...
No it wasn't.
I think we'll have to agree to diagree there. If you can think of another class-specific power in the game that had the shortest cooldown, improved everything, was useful in every single scenario from beginning to end and was totally unaffected by difficulty level, then I'd love to hear what it was. Because AR walked over most of the Bonus powers in the game, let alone the class powers.
The ammo powers were fairly tame, so ARush and guns were the only thing the soldier had.
Tame? Squad Cryo and Inferno Ammo, tame? On the same class? Tame?
Powers that freeze the entire battlefield and crowd control through defences without even affecting your cooldown are clearly not 'tame'.
You could not kill basics as well as a Vanguard, you couldn't tank as well as Sentinel, nor did ARush allow you to kill boses any faster than an Infiltrator. And even with CC ammo powers you didn't really CC as well as a good Adept or Engineer.
I'll perhaps accept you couldn't take as much actual damage as the Sentinel, but when everthing is moving in slow motion, I've no idea why you'd need to. The difference in killing speed on basics compared to Vanguards would, at best, been similarly academic - its not like the soldier had any issue with them and was still miles ahead of everything else, regardless of difficulty level.
Besides, the best Crowd Control powers in the game were bonus powers and Squad Cryo came second, so again, if you were having issues CC'ing as a soldier, I'd question whether you were playing it properly.
Modifié par JaegerBane, 11 août 2012 - 01:13 .
#21
Posté 11 août 2012 - 02:06
I agree this would be nice, as it'd be universally beneficial to all Soldier builds and it'd be a buff that you can feel. Actually, if they'd make give SoldierShep the same shooting bonuses as the MP Turians, I'd take this over an encumberance buff, since there are now plenty of easy-to-use weapons that kill as fast, if not faster than powers, and "caster" Soldiers only really use one active power anyway.capn233 wrote...
Another "simple" idea would be for soldier in SP to get a bit of stability and accuracy bonus out of cover relative to other classes.
JaegerBane wrote...
I think we'll have to agree to diagree there.capn233 wrote...
No it wasn't. It was a very good power but it wasn't "broken" considering a few other trademark powers and keeping in mind that there were balance problems with certain DLC weapons. The ammo powers were fairly tame, so ARush and guns were the only thing the soldier had. You might not like that it was a "one trick pony" sort of deal, but the class was not really imbalanced, and really wasn't even the most powerful class in that game. Good all around class, my favorite class, but not the best.JaegerBane wrote...
Adrenaline Rush was completely broken in ME2...snip
You could not kill basics as well as a Vanguard, you couldn't tank as well as Sentinel, nor did ARush allow you to kill boses any faster than an Infiltrator. And even with CC ammo powers you didn't really CC as well as a good Adept or Engineer.
I'd have to disagree here as well. ARush was, in many ways, the most powerful class power in the game because it allowed Soldier to do everything - its massive DR made the Soldier the best conventional tank, its massive MS bonus gave Soldiers mobility on par with Vanguards, and its massive damage and accuracy boost gave Soldiers (IIRC) up to 70% better DPS than Infiltrators (that's w/o factoring in player tricks to maximize either class). I guess it could be argued that the 3 other classes could perform their respective specialties slightly better, but any Soldier could do all of these things at any time and do them exceptionally well.
A Claymore Vanguard could Charge and OSOK a single trash mob, but a Soldier could do practically the same with a Claymore (...or kill up to 3 with a perfect Mattock+ARush burst). Sentinels do have the cake with tanking, but Soldiers aren't slouches (they are faster and have better DPS though). Finally, the only way for an Infiltrator to get the kind of DPS of an ARushing Mattock Soldier in ME2 was to use the "Scope Trick" with the Viper AND Power Reload with Incinerate... which was much harder to do and meant you were forgoing survivability (Soldiers didn't have to give up anything).
The Cyro and Inferno Ammo were Da Bomb in ME2. No other ammo powers in the other games were this good with respect to gameplay, except maybe Hammer rounds from ME1 and Explosive Ammo in ME3. Everybody had access to the Mattock, GPS and Locust and they benefitted each class enormously, albeit differently. I don't consider these factors in the balance between ME2 classes.
Personally, I didn't mind the Soldier class being the Master of Offence in ME2. It really didn't make me enjoy any of the other classes any less, and capn233 is right in that the Assault Sentinel w. Stasis was widely regarded as the best class/build in that game (ie: Soldiers had more DPS, but that Sent. could instakill and was nigh indestructible). The ME2 Soldier had flair - more than the ME3 Soldier, I'd say - but I think the key to giving the ME3 Soldier more "magic" lies in optimizing its weapon abilities, rather than a weight capacity buff.
Modifié par Locutus_of_BORG, 11 août 2012 - 02:11 .
#22
Posté 11 août 2012 - 09:34
The bonus powers weren't supposed to be the best powers, and nearly all of them were behind class trademark powers with the exception of Singularity, the often maligned Adept exclusive. Sure, some of them did a niche extremely well, but they were not the end all and be all of powers (with maybe one glitched exception). I can't name any power that has your criteria, not even Adrenaline Rush, so I won't bother. Can discuss trademarks more in depth in a bit...JaegerBane wrote...
I think we'll have to agree to diagree there. If you can think of another class-specific power in the game that had the shortest cooldown, improved everything, was useful in every single scenario from beginning to end and was totally unaffected by difficulty level, then I'd love to hear what it was. Because AR walked over most of the Bonus powers in the game, let alone the class powers.
Cryo ammo really only shined on missions with many melee creatures, specifically husks since they would also be instantly killed. Inferno Ammo is a good ammo power, but it does not compare at all to the tech bursting Disruptor or Incendiary Exposive ammo of ME3. Its CC was ok, but the actual damage output was minute.Tame? Squad Cryo and Inferno Ammo, tame? On the same class? Tame?
Powers that freeze the entire battlefield and crowd control through defences without even affecting your cooldown are clearly not 'tame'.
Neither of these are even Soldier exclusives anyway. Vangaurd had both, Infiltrator had Cryo. And both of those classes also had good trademark powers as well as some other decent powers.
And if we are going to bring that one out, I guess I have to question whether you could play any class but soldier decently in ME2.I'll perhaps accept you couldn't take as much actual damage as the Sentinel, but when everthing is moving in slow motion, I've no idea why you'd need to. The difference in killing speed on basics compared to Vanguards would, at best, been similarly academic - its not like the soldier had any issue with them and was still miles ahead of everything else, regardless of difficulty level.
Besides, the best Crowd Control powers in the game were bonus powers and Squad Cryo came second, so again, if you were having issues CC'ing as a soldier, I'd question whether you were playing it properly.
Your premise was that Adrenaline Rush was so "boken" that it made the class enormously imbalanced. That is clearly false. The fact that you agree that any other class could even do one thing better than soldier is enough to disprove that assertion.
If we take out the hyperbole, sure Adrenaline Rush was useful on every level and against every enemy. Soldier only had 1 other power, which was Concussive Shot. What else are you going to use your cooldowns on? Turning ammo powers on and off constantly?
If anything there was a much better case to be made that Tech Armor was indeed the most imbalanced trademark power in ME2 and that Sentinel could even be the most powerful class as a result. This stemmed from the Assault evolution refilling shields and CC'ing enemies at the same time, and importantly the squad cooldown reset that could be abused. Adrenaline Rush could never hope to be quite that good. I just stood around on Object Rho on Insanity with the Sentinel. That's basically all you had to do.
Vanguard was immensely poweful late game, especially if you took Stasis and abused it. You didn't have to take the Claymore either, Viper Vanguard is good at all ranges and even shores up some of the problems with the class at range and against the biggest targets. And no the killing speed isn't academic, Vanguards can clear levels much faster than a Soldier because Charge greatly enhances mobility and easily lets you bypass spawn points. Maybe if you time how long it takes to shoot a target it isn't better, but killing all the basics up through YMIR/Scons is faster with Stasis Vanguard.
There's also the contingent that thinks that Infiltrator is the best class in ME2... Tactical Cloak gives you a fat damage bonus, you can use Cryo if you want, and you have Incinerate, which was an excellent tech power in that game. Who needs damage reduction if enemies can't see you?
#23
Posté 11 août 2012 - 09:40
I disagree that mobility was near Vangaurd, but sure it was good. Hardened Adrenaline Rush wasn't quite as good for tanking as Tech Armor or late game Vanguard chaining Charge, IMO. I won't argue about DPS with Infiltrators, but there are many that think they are better than Soldier (even if I am not one of them, which of course is no secret if anyone saw my thread on infiltrators in ME2...).Locutus_of_BORG wrote...
I'd have to disagree here as well. ARush was, in many ways, the most powerful class power in the game because it allowed Soldier to do everything - its massive DR made the Soldier the best conventional tank, its massive MS bonus gave Soldiers mobility on par with Vanguards, and its massive damage and accuracy boost gave Soldiers (IIRC) up to 70% better DPS than Infiltrators (that's w/o factoring in player tricks to maximize either class). I guess it could be argued that the 3 other classes could perform their respective specialties slightly better, but any Soldier could do all of these things at any time and do them exceptionally well...
And even if it was the best class power, which as far as versatility that was of course true, it was not so imbalanced that it broke class balance in ME2.
The design of the Mattock did indeed break balance for any class that could get time compression (Soldier and to a less extent Vanguard). But that was a problem with the way the Mattock worked, not a damning indictment of Adrenaline Rush.
#24
Posté 11 août 2012 - 10:40
Binary_Helix 1 wrote...
Or will he always remain a shadow of his former self?
I have a solution.
Give one exclusive weapon class to the soldier. Heavy weapons.
The soldier being the only class that can use heavy weapons.
All other classes can only use heavy weapons at specific plot points (such as the Cain in Operation London, and flamethrower for the Rachni mission)
The Soldier would be so badass, that no one would complain about weight capacity.
Sure the other classes still have access to Pistols, SMG's, Shotguns, Assault Rifles and Sniper Rifles,
But only the Soldier will be able to have a heavy weapon equipped at all times.
#25
Posté 12 août 2012 - 02:32
Biotic Charge was a somewhat buggy teleport that required a legal target in order to activate; A.Rush charging wasn't a teleport, was not prone to failure and could be done whenever and let you go wherever you wanted. Really, they were apples & oranges, but this was the reason I considered them on par with one another as mobility powers.capn233 wrote...
I disagree that mobility was near Vangaurd, but sure it was good. Hardened Adrenaline Rush wasn't quite as good for tanking as Tech Armor or late game Vanguard chaining Charge, IMO. I won't argue about DPS with Infiltrators, but there are many that think they are better than Soldier (even if I am not one of them, which of course is no secret if anyone saw my thread on infiltrators in ME2...).Locutus_of_BORG wrote...
I'd have to disagree here as well. ARush was, in many ways, the most powerful class power in the game because it allowed Soldier to do everything - its massive DR made the Soldier the best conventional tank, its massive MS bonus gave Soldiers mobility on par with Vanguards, and its massive damage and accuracy boost gave Soldiers (IIRC) up to 70% better DPS than Infiltrators (that's w/o factoring in player tricks to maximize either class). I guess it could be argued that the 3 other classes could perform their respective specialties slightly better, but any Soldier could do all of these things at any time and do them exceptionally well...
And even if it was the best class power, which as far as versatility that was of course true, it was not so imbalanced that it broke class balance in ME2.
The design of the Mattock did indeed break balance for any class that could get time compression (Soldier and to a less extent Vanguard). But that was a problem with the way the Mattock worked, not a damning indictment of Adrenaline Rush.
I won't argue with Tech Armor tanking, except to say that A.Rush tanking was still very good. Really, an ME2 Assault Sentinel could, in theory, take out a Vanguard 1v1 b/c o auto detonate alone, so it really is the king of tanks.
I think the ME2 Infiltrator DPS vs Soldier DPS issue was resolved pretty defintively in the old days, so no argument needed there.
No, I don't believe that the Soldier was OP in ME2, even though I still feel ARush did, as a whole, stand a bit above the other class powers. Honestly, the Soldier had and still only has just 2 powers, so why shouldn't it's unique power stand out a little more than the rest?? For all it was, the Soldier was, and still is the most rudimentary class in the game; sure, you could tank, DPS and move like crazy, but you still had to work within the confines of the basic game mechanics to do it (as opposed to the Vanguard who could teleport, the Adept who could CC AND instakill whole waves on its own, manipulate aggro like the Infiltrator/Engineer, or be invincible like the Sent.). IMO the Soldier was great at a lot, but it was still a Jack-of-All-Trades-Master-of-None (...well, no, it was the Master of DPS, but really just that).
I'd say the Mattock broke the game in the sense that it was "too good" in general. Seriously, it was THE assault rifle in ME2. You needed time dilation to really abuse it, but OTOH, it staggered a lot (esp. with headshots), which is why I actually preferred it to the Locust on a lot of my ME2 caster builds. The Mattock easily benefitted Soldiers the most back then, but it was still so good on everyone else that it was never a problem to me.
Modifié par Locutus_of_BORG, 12 août 2012 - 02:41 .





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