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Customizable classes for MP


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#26
Guest_echo2zero_*

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Iezza wrote...

 GETH SENTINEL NAO


If it was a Geth Prime skin about the size of a Krogan...I would use him forever.

#27
Mash3d

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This. Yes. The best idea.

#28
blitzkkrieg

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I would really enjoy seeing custom classes, but I doubt they will do it soon for the reasons others have mentioned, although I think it could be feasible as the last DLC after other options have been exhausted.

#29
Volc19

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I support the idea of turning base shields and health into values you can put points into. This would allow for deeper customization and specialization. Also, this would make any of the "Over-powered" sets involving three awesome powers about as sturdy as wet tissue paper. The base for health and shields without any bonuses should be half of (or lower, perhaps even zero) than the base stats of the species.

Also, a Krogan Soldier with Bloodlust and two garbage powers (like, concussive shot and missle launcher), all remaining points put in health and shields, meleeing everything. Just think about it. It's... glorious...

EDIT: Also, there should be a sort of "species power" system that is available for all classes made with a certian species if applicable, just to widen variety and promote different species being used in different classes. The Salarian can always have access to decoy and ED, the Drell gets his cluster grenades, Asari get stasis, Geth get the turret and hunter mode, Quarians can use tac. scan, sabotage, and the sentry turret, Vorcha always can use flamer and bloodlust, ect...

Not to say that other species should be locked out of those powers, just that those species will always be able to use the moves regardless of chosen class.

As an addition to that, maybe species thrown out of their "confort zone", as in where their species is usually found class-wise, there could be a mild damage-output or health/shields reduction. That would also discourage something that could be somewhat overpowered, like a Krogan Infiltrator with cloak, hunter mode, and arc grenades. Sure, the class would still exist, yet it would be dialed back in a way that would stop it from being over-powered.

Modifié par Volc19, 23 août 2012 - 03:01 .


#30
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I like the idea. I'd love to make a human infi with the salarian powers and such.

#31
Pete Zahut

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A batarian with tactical cloak and proxy mine specced for melee. Pretty OP in my opinion.
1000 damage is the base melee value

130% damage and melee damage from cloak
20% damage from proxy mine
40% melee damage with Blade armor
95% melee damage from fitness (not including martial artist)
75% melee damage from martial artist.
100% melee damage from strength enhancer 3
15% melee damage from hydrolic joints 5
25% melee from melee stunner 5
= 500% total melee and damage bonuses
1000 + 5(1000) = 6000

So each heavy melee would be 6000 damage. No one would care about unlocking guns anymore.

Edit: It might even be much greater. I don't think i'm supposed to add cloak, proxy mine, blade armor, and martial artist to the base melee value. Can someone tell me if i need to change it?

Modifié par Pete Zahut, 23 août 2012 - 03:15 .


#32
Krozuhsky

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Destroyer with Hunter Mode, Tac. Cloak, and Devastator Mode?

#33
Volc19

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Pete Zahut wrote...

A batarian with tactical cloak and proxy mine specced for melee. Pretty OP in my opinion.
1000 damage is the base melee value

130% damage and melee damage from cloak
20% damage from proxy mine
40% melee damage with Blade armor
95% melee damage from fitness (not including martial artist)
75% melee damage from martial artist.
100% melee damage from strength enhancer 3
15% melee damage from hydrolic joints 5
25% melee from melee stunner 5
= 500% total melee and damage bonuses
1000 + 5(1000) = 6000

So each heavy melee would be 6000 damage. No one would care about unlocking guns anymore.

Edit: It might even be much greater. I don't think i'm supposed to add cloak, proxy mine, blade armor, and martial artist to the base melee value. Can someone tell me if i need to change it?


See, that would be dangerouly overpowered if it went unchecked in some manner. A point system assigned to certian powers could make it so that all of those powers would cost too much to be used at the same time, or using those powers would eat into the points that you would put into health and shields. The latter half would allow the set to exist, but it would be dangerously flimsy, which could spell death for the not-so-agile Batarian.

Also, giving a power-output reduction to species not being used in their common classes would nerf some aspects of the powers, further balancing this class. Lets say that out-of-comfort classes get 75% of the effectiveness that in-comfort classes would. The tac-cloak bonus goes down to 97.5%, the proxy debuff becomes 15%. This would bring the max damage bonus with all those add-ons to 462.5%+. Max melee damage becomes 5625, and the class would be as defensively adept as a Geth in Hunter Mode. Seems at least somewhat balanced. 

#34
Pete Zahut

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Volc19 wrote...

Pete Zahut wrote...

A batarian with tactical cloak and proxy mine specced for melee. Pretty OP in my opinion.
1000 damage is the base melee value

130% damage and melee damage from cloak
20% damage from proxy mine
40% melee damage with Blade armor
95% melee damage from fitness (not including martial artist)
75% melee damage from martial artist.
100% melee damage from strength enhancer 3
15% melee damage from hydrolic joints 5
25% melee from melee stunner 5
= 500% total melee and damage bonuses
1000 + 5(1000) = 6000

So each heavy melee would be 6000 damage. No one would care about unlocking guns anymore.

Edit: It might even be much greater. I don't think i'm supposed to add cloak, proxy mine, blade armor, and martial artist to the base melee value. Can someone tell me if i need to change it?


See, that would be dangerouly overpowered if it went unchecked in some manner. A point system assigned to certian powers could make it so that all of those powers would cost too much to be used at the same time, or using those powers would eat into the points that you would put into health and shields. The latter half would allow the set to exist, but it would be dangerously flimsy, which could spell death for the not-so-agile Batarian.

Also, giving a power-output reduction to species not being used in their common classes would nerf some aspects of the powers, further balancing this class. Lets say that out-of-comfort classes get 75% of the effectiveness that in-comfort classes would. The tac-cloak bonus goes down to 97.5%, the proxy debuff becomes 15%. This would bring the max damage bonus with all those add-ons to 462.5%+. Max melee damage becomes 5625, and the class would be as defensively adept as a Geth in Hunter Mode. Seems at least somewhat balanced. 


A point system would still work for this build. You only have to go 5/5/4/0/6 to get all these bonuses, and you'll have lots of points to spare. And if they made him as flimsy as a geth, then that would be really stupid, because batarians are tanks that lack of mobility. 

#35
Mac100

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Pete Zahut wrote...

A batarian with tactical cloak and proxy mine specced for melee. Pretty OP in my opinion.
1000 damage is the base melee value

130% damage and melee damage from cloak
20% damage from proxy mine
40% melee damage with Blade armor
95% melee damage from fitness (not including martial artist)
75% melee damage from martial artist.
100% melee damage from strength enhancer 3
15% melee damage from hydrolic joints 5
25% melee from melee stunner 5
= 500% total melee and damage bonuses
1000 + 5(1000) = 6000

So each heavy melee would be 6000 damage. No one would care about unlocking guns anymore.

Edit: It might even be much greater. I don't think I'm supposed to add cloak, proxy mine, blade armor, and martial artist to the base melee value. Can someone tell me if i need to change it?


Replacing blade armour for ballistic blades might be even more OP at 2000 plus damage with or without exploding blades and a cooldown of 2:42 secs allowing it to be used twice with TC evo 6, then add on consumables and the 20% proxy mine debuff which would then make it close to 5000 damage every 6-8 seconds if TC cooldown overrides BB.
I'd have to use it though :).

Modifié par Mac100, 23 août 2012 - 08:45 .


#36
Major_Kong

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If they ranked powers by tiers according to their efficiency and usefulness and allowed players to swap powers within tiers and same power type IE combat, tech, biotic, then that would be ok.

#37
Draining Dragon

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Adept/Quarian isn't an inconsistency. Quarian biotics exist.

Anyway, I don't like it. Sorry, but A. Making OP characters would be too easy and B. It would make premade classes pointless.

Though I would love this feature, it would require completely rebuilding MP.

#38
Volc19

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Pete Zahut wrote...

Volc19 wrote...

Pete Zahut wrote...

A batarian with tactical cloak and proxy mine specced for melee. Pretty OP in my opinion.
1000 damage is the base melee value

130% damage and melee damage from cloak
20% damage from proxy mine
40% melee damage with Blade armor
95% melee damage from fitness (not including martial artist)
75% melee damage from martial artist.
100% melee damage from strength enhancer 3
15% melee damage from hydrolic joints 5
25% melee from melee stunner 5
= 500% total melee and damage bonuses
1000 + 5(1000) = 6000

So each heavy melee would be 6000 damage. No one would care about unlocking guns anymore.

Edit: It might even be much greater. I don't think i'm supposed to add cloak, proxy mine, blade armor, and martial artist to the base melee value. Can someone tell me if i need to change it?


See, that would be dangerouly overpowered if it went unchecked in some manner. A point system assigned to certian powers could make it so that all of those powers would cost too much to be used at the same time, or using those powers would eat into the points that you would put into health and shields. The latter half would allow the set to exist, but it would be dangerously flimsy, which could spell death for the not-so-agile Batarian.

Also, giving a power-output reduction to species not being used in their common classes would nerf some aspects of the powers, further balancing this class. Lets say that out-of-comfort classes get 75% of the effectiveness that in-comfort classes would. The tac-cloak bonus goes down to 97.5%, the proxy debuff becomes 15%. This would bring the max damage bonus with all those add-ons to 462.5%+. Max melee damage becomes 5625, and the class would be as defensively adept as a Geth in Hunter Mode. Seems at least somewhat balanced. 


A point system would still work for this build. You only have to go 5/5/4/0/6 to get all these bonuses, and you'll have lots of points to spare. And if they made him as flimsy as a geth, then that would be really stupid, because batarians are tanks that lack of mobility. 


I'm not sure if you are picking up what I'm putting out. I am saying that, when choosing powers, you have a set number of "points" that dictate which powers you can use on a character. Better powers would have higher point values, and less useful powers would have lower point values. These points could also determine Health/Shield values. So, in the situation involving that Batarian, using three higher-value powers would mean that it has less points to use  for it's defenses. Granted, a Batarian with no points to spare would still have marginally high base shields and health as compared to a Drell with no points to spare, but it could be on-par with a standard Human or worse. Survivability is the incentive to not pile on three awesome powers.

#39
Shadohz

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Draining Dragon wrote...

Adept/Quarian isn't an inconsistency. Quarian biotics exist.

Anyway, I don't like it. Sorry, but A. Making OP characters would be too easy and B. It would make premade classes pointless.

Though I would love this feature, it would require completely rebuilding MP.

I would have to respectfully disagree:
A. Making OP characters would be too easy
- OP characters already exist amongst pre-made classes. On bronze/silver, it doesn't matter what you play. On gold/platinum players use a select few characters. Picking one of the "noob characters" often results in a player being kicked from lobby. If the pre-mades were more balanced then you wouldn't see this occuring so much. With a customizable system everyone has access to same skill sets (per class). Several people including myself have already illustrated how it is possible to balance the custom characters through a variety of methods. You can attach a max damage cap or universal power reduction, etc. It's not difficult at all.

B. It would make premade classes pointless
- The pre-mades already are pointless. I'm not sure if you noticed, but ME3 was 'dumbed-down' to attract younger players and baseline FPS'ers. BW won't outright admit it, but it is prevalent in the game dynamics, options and advertisement. The pre-mades are 'don't think, just play' characters. Having customizable characters isn't going to stop people from using pre-mades. You only are allowed 3 Reset Skills at a time and noone in a lobby will wait as you try to build a customized character from scratch (unless on private or mutually agreed). Pre-mades will still have their place in the grand scheme of things. Also, if you look at the N7 character release with Earth DLC people began to play solely on these characters instead of the legacies. However after some nerfing and buffing of characters they went back to playing legacy characters. With the customizable characters, there would be no huge drifting since the characters would already have the existing nerfed/buffed skills.

Modifié par Shadohz, 24 août 2012 - 02:50 .


#40
bigkahuna077

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How it should be done is let's use this as an example.
Let's say you unlocked a turian sentinel, this class begins with warp and overload as its SECONDARY abilities and tech armor as it's PRIMARY ability now the way this works is that the ONLY abilities that can be switched out are the primary and secondary abilities but you can only have 2 secondary and 1 primary ability at a time which the race/class combination would still have it's fitness/weapon or power training passives which aren't able to be traded or anything and stay exactly how they are.

Now if you were to get another character card of the class you would gain the ability to trade the secondary abilities of that class like let's say the first one would allow you to trade your turian sentinel's warp for reave, and your tursent's overload for let's say incinerate and the level after that would allow you additional options of let's say lift grenade and cryo blast but it will always be abilities that class can use.

I feel it would fix the problem of people not wanting to get another of a certain character card due to them now only unlocking more colors/patterns which isn't even worth the rarity they normally are.

Modifié par bigkahuna077, 24 août 2012 - 02:51 .


#41
Blarg

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I like it. The only problem is people would use pretty much only their custom class. Another small issue would be people whining about being outscored and demanding nerf.

As a side note, my character would be a Drell Adept with Throw, Dark Channel, and Smash.

#42
Broganisity

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Save the concept for a more fleshed out ME:MP.

It won't happen this time around.

#43
Moby

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I don't think you should be able to choose skills and powers based on class alone, they could also be race-specific. C'mon, a Geth Soldier with Marksman and Hunter Mode? Yikes.

#44
Shadohz

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MofuggerX wrote...

I don't think you should be able to choose skills and powers based on class alone, they could also be race-specific. C'mon, a Geth Soldier with Marksman and Hunter Mode? Yikes.


Yes indeed, my friend. I shall call her 7 of 9.

Modifié par Shadohz, 24 août 2012 - 04:17 .


#45
DullahansXMark

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I approve this plan. Tactical Cloak + Marksman on a Turian Infiltrator would be bawss.

Also, the limits on class availability for races should be reasonable. Like, Turians and Quarians should fit under everything, Vorcha and Geth can't (no Engineer for the Vorcha, no Biotics for either), etc. This way the same system is in place without being limited too much.

Oh, and for the sake of things, it would probably be wise to make them URs... just saying.

#46
Matic1093

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I'm in. I can finally get my damn Turian Infiltrator and Engineer.

#47
Uchimura

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How would slash and smash work? Do all characters get whips and swords?

#48
DullahansXMark

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Uchimura wrote...

How would slash and smash work? Do all characters get whips and swords?


There would be race-specific limits. i.e. you'd have to be a sword user to get Slash.

As for Smash... Space Magic.

#49
kitty209

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while i wont really support the whole "choose the powers yourself" thing, i would however would love to be able to change armor and helmet, so we actually can have human heads in multiplayer insted a visor you cant see trough it at all (demolisher and human engineers/infitrators for example)

#50
Shadohz

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DullahansXMark wrote...

Uchimura wrote...

How would slash and smash work? Do all characters get whips and swords?


There would be race-specific limits. i.e. you'd have to be a sword user to get Slash.

As for Smash... Space Magic.

lol Smash is a power animation. It wouldn't require a character change, per se. Slash would require an animation tweak to add sword if the power was selected.