Modifié par Binary_Helix 1, 04 décembre 2012 - 10:59 .
What needs improvement? How would you improve them?
Débuté par
Binary_Helix 1
, déc. 04 2012 10:55
#1
Posté 04 décembre 2012 - 10:55
Several things come to my mind but I'll focus on just one now for the sake of brevity. Remove the weight system or at the very least soldier should have no weight penalty. Most shooters force you into two weapons nowadays. ME was different but now it's like every other game on the market. Weight wasn't poorly implemented in my view instead it was just bad conceptually. With little room for error the weaker but context dependent weapons actually see less use now than before.
#2
Posté 04 décembre 2012 - 11:17
I remember making a very long post several months ago. I am sort of tired today and don't feel like typing out a treatise on overhauling ME3.
Suffice it to say there are many things to consider, at least for SP:
1. More base encumbrance for Soldier.
2. More base shields and health for combat classes. Why it is all the same is beyond me.
3. Combat Mastery grants accuracy and stability bonuses.
4. Cloak minimum cooldown increase.
5. Break Marksman under Tactical Cloak Bonus Power, a la Adrenaline Rush Bonus Power.
6. Increase base Tech Armor DR, slightly increase cooldown penalty, and increase base detonation force.
7. Drop defensive power stacking DR efficiency by 50% (Defensive Matrix, Barrier, Fortification).
8. Port over some MP Singularity changes relating to damage and charges.
9. Increase effectiveness of Combat Drone at distracting enemies.
10. More enemies per map.
11. Give every unit except for the Husk and perhaps Cannibal a layer of protection on Insanity. Like a couple hundred shields for a Cerberus Assault Trooper or Geth Trooper.
12. Revamp weapon lineup so that weapon weight scales with effectiveness. This is not a vague, esoteric concept. This is integral to weight-cooldown system working correctly.
13. Chilled targets get rate of fire penalty.
Suffice it to say there are many things to consider, at least for SP:
1. More base encumbrance for Soldier.
2. More base shields and health for combat classes. Why it is all the same is beyond me.
3. Combat Mastery grants accuracy and stability bonuses.
4. Cloak minimum cooldown increase.
5. Break Marksman under Tactical Cloak Bonus Power, a la Adrenaline Rush Bonus Power.
6. Increase base Tech Armor DR, slightly increase cooldown penalty, and increase base detonation force.
7. Drop defensive power stacking DR efficiency by 50% (Defensive Matrix, Barrier, Fortification).
8. Port over some MP Singularity changes relating to damage and charges.
9. Increase effectiveness of Combat Drone at distracting enemies.
10. More enemies per map.
11. Give every unit except for the Husk and perhaps Cannibal a layer of protection on Insanity. Like a couple hundred shields for a Cerberus Assault Trooper or Geth Trooper.
12. Revamp weapon lineup so that weapon weight scales with effectiveness. This is not a vague, esoteric concept. This is integral to weight-cooldown system working correctly.
13. Chilled targets get rate of fire penalty.
Modifié par capn233, 04 décembre 2012 - 11:18 .
#3
Posté 04 décembre 2012 - 11:42
1. A lot more encumbrance for soldier.
2. 100% (500 shields) shield boost rank on Adrenaline rush and 25% DR for just one point in the power.
3. Stability bonus for Combat Mastery
4. Increase Tech armor stats to the current MP ones, Detonation should increase force massively based on the amount of shields you have lost.
5. Shockwave should have 75% biotic explosion increase.
6. Barrier should give a huge amount of bonus power damage/force, just remove the detonation.
7. Fortification should have MP stats.
8. Allow Defense Drone to restore shields periodically.
9. Give Singularity better stun locking.
10. More enemy variety.
2. 100% (500 shields) shield boost rank on Adrenaline rush and 25% DR for just one point in the power.
3. Stability bonus for Combat Mastery
4. Increase Tech armor stats to the current MP ones, Detonation should increase force massively based on the amount of shields you have lost.
5. Shockwave should have 75% biotic explosion increase.
6. Barrier should give a huge amount of bonus power damage/force, just remove the detonation.
7. Fortification should have MP stats.
8. Allow Defense Drone to restore shields periodically.
9. Give Singularity better stun locking.
10. More enemy variety.
#4
Posté 05 décembre 2012 - 12:13
Is Barrier still bugged?
Last time I used it, the purge amination didn't have a sound effect.
Last time I used it, the purge amination didn't have a sound effect.
#5
Posté 05 décembre 2012 - 01:08
Some of these ideas have already been presented by capn233 and Drayce333, but I'll echo some of them and provide some ideas of my own. Personally I would just take ME2 and tweak it but instead I will try to work within the confines of ME3.
1. Instant-cast Singularity. And like Drayce333 wrote, it needs better stun-locking abilities too. Ideally it could also have an ME2-style damage over time to defenses, at least shields and barriers.
2. Give the Soldier weapon stability bonuses to Combat Mastery; either as a base stat, evolution, or both.
3. Better weapon damage to weight ratios.
4. On Insanity at least, give all enemies some form of protection. Reduce shield gate to compensate or give Widow and Javelin some shieldgate bonuses to compensate.
5. All weapons should get ME2-style bonuses to different defenses. Some guns like the Acolyte and Talon already have bonuses to shields and barriers, so why not all guns?
6. Reduce the Power Damage bonus of Tactical Cloak rank 4 evolution. Seriously, that power damage bonus makes the Infiltrator a more powerful tech user than the Engineer.
7. Combat Drone needs to be better at distracting enemies, or given a better rate-of-fire bonus.
8. Not sure about this one, but I am thinking for Combat Drone, switch evolutions Stun and Chain Lightning.
9. Shockwave could use an increase in base distance like it got in multiplayer.
10. Weapons do not suffer a reload penalty when under Adrenaline Rush.
11. If you are firing a weapon when you activate Marksman, make Marksman work immediately. Right now, when you activate Marksman while you are firing a rapid-fire weapon, you do not get the bonuses of Marksman.
12. Reduce weapon weight mechanic from +200%/-200% to either +100%/-100% or even +50%/-50%. This would provide a more even balance to weapons and powers.
13. Need fewer talent points for Shepard, say 132; 126 points to fully evolve 4 powers, the class passive, and Fitness, plus 6 points for any other power (enough for rank 3).
14. Adrenaline Rush evolution rank 6 Power Use--or whatever it is called--only applies to offensive powers; for example you cannot purge Fortification to get a melee damage increase with that evolution. Change it so it applies to all powers.
Some other ideas I have floating around in my head that are probably really stupid:
1. Remove Energy Drain as a bonus power. Make Energy Drain an evolution of Overload.
2. Remove Reave. Make Warp instant-cast like Reave and replace evolution 4 damage with Radius.
3. Replace Shockwave with Stasis. Make Shockwave a bonus power instead.
4. Tech Armor: (a) When active, prevent other shield powers from being activated; this will prevent damage reduction stacking. (
Maybe instead of melee damage bonus, change that evolution to auto-detonate when shields reach 0%, and add 50% shields plus shieldgate refresh; would need to change cooldown so that it starts when you first activate Tech Armor instead of deactivating it. Would also need to increase Power Damage evolution to increase power damage to compensate. © Increase damage of armor detonation.
5. Remove Marksman. I think it is dumb.
6. With the exception of Nova and perhaps Sentry Turret--which I think is very underwhelming--none of the new class-exclusive powers really adds anything since they are just grenade powers. I think (a) All new class-exclusive powers should be removed. (
Sentry Turret should be made a bonus power. © Replace Inferno Grenade on Ashley with a new bonus power called Frag Grenade. Frag Grenade should be on the global cooldown, and provides+50% bonus damage to armor, shields, and barriers. I am thinking the following:
Rank 1: Frag Grenade (base damage, radius, cooldown).
Rank 2: Recharge Speed
Rank 3: Radius
Rank 4a: Recharge Speed
Rank 4b: Radius Increase
Rank 5a: Sticky Grenade
Rank 5b: Damage Increase
Rank 6a: Shield and Barrier damage +50%
Rank 6b: Inferno Grenade (+50% damage to armor + damage over time for 5 seconds).
1. Instant-cast Singularity. And like Drayce333 wrote, it needs better stun-locking abilities too. Ideally it could also have an ME2-style damage over time to defenses, at least shields and barriers.
2. Give the Soldier weapon stability bonuses to Combat Mastery; either as a base stat, evolution, or both.
3. Better weapon damage to weight ratios.
4. On Insanity at least, give all enemies some form of protection. Reduce shield gate to compensate or give Widow and Javelin some shieldgate bonuses to compensate.
5. All weapons should get ME2-style bonuses to different defenses. Some guns like the Acolyte and Talon already have bonuses to shields and barriers, so why not all guns?
6. Reduce the Power Damage bonus of Tactical Cloak rank 4 evolution. Seriously, that power damage bonus makes the Infiltrator a more powerful tech user than the Engineer.
7. Combat Drone needs to be better at distracting enemies, or given a better rate-of-fire bonus.
8. Not sure about this one, but I am thinking for Combat Drone, switch evolutions Stun and Chain Lightning.
9. Shockwave could use an increase in base distance like it got in multiplayer.
10. Weapons do not suffer a reload penalty when under Adrenaline Rush.
11. If you are firing a weapon when you activate Marksman, make Marksman work immediately. Right now, when you activate Marksman while you are firing a rapid-fire weapon, you do not get the bonuses of Marksman.
12. Reduce weapon weight mechanic from +200%/-200% to either +100%/-100% or even +50%/-50%. This would provide a more even balance to weapons and powers.
13. Need fewer talent points for Shepard, say 132; 126 points to fully evolve 4 powers, the class passive, and Fitness, plus 6 points for any other power (enough for rank 3).
14. Adrenaline Rush evolution rank 6 Power Use--or whatever it is called--only applies to offensive powers; for example you cannot purge Fortification to get a melee damage increase with that evolution. Change it so it applies to all powers.
Some other ideas I have floating around in my head that are probably really stupid:
1. Remove Energy Drain as a bonus power. Make Energy Drain an evolution of Overload.
2. Remove Reave. Make Warp instant-cast like Reave and replace evolution 4 damage with Radius.
3. Replace Shockwave with Stasis. Make Shockwave a bonus power instead.
4. Tech Armor: (a) When active, prevent other shield powers from being activated; this will prevent damage reduction stacking. (
5. Remove Marksman. I think it is dumb.
6. With the exception of Nova and perhaps Sentry Turret--which I think is very underwhelming--none of the new class-exclusive powers really adds anything since they are just grenade powers. I think (a) All new class-exclusive powers should be removed. (
Rank 1: Frag Grenade (base damage, radius, cooldown).
Rank 2: Recharge Speed
Rank 3: Radius
Rank 4a: Recharge Speed
Rank 4b: Radius Increase
Rank 5a: Sticky Grenade
Rank 5b: Damage Increase
Rank 6a: Shield and Barrier damage +50%
Rank 6b: Inferno Grenade (+50% damage to armor + damage over time for 5 seconds).
Modifié par RedCaesar97, 05 décembre 2012 - 01:35 .
#6
Posté 05 décembre 2012 - 01:56
1) Move the Soldier's +50 encumberance bonus to rank 5, replacing Headshot bonus. Make headshot bonus part of the Weapon Master evolution. Make the other rank 6 evo a flat 25% weight reduction on all guns, similar to Alliance Training in MP.
2) Give all guns modifiers vs. protection types like ME2. Reduce the ridiculous amount of ammunition lying all over every map. Now each gun type has its niche and there are actually reasons to carry more than one gun.
3) Update Singularity to its MP stats.
4) Make only Warp detonate biotic explosions. Give us back physics-based biotic attacks like Pull + Throw. I love my Adept but having everything result in the same blue explosion gets old very quickly.
2) Give all guns modifiers vs. protection types like ME2. Reduce the ridiculous amount of ammunition lying all over every map. Now each gun type has its niche and there are actually reasons to carry more than one gun.
3) Update Singularity to its MP stats.
4) Make only Warp detonate biotic explosions. Give us back physics-based biotic attacks like Pull + Throw. I love my Adept but having everything result in the same blue explosion gets old very quickly.
#7
Posté 05 décembre 2012 - 02:14
I'd like the return of class exclusive weapons. This actually contributed to high replay value. It led to variety within a class and more variety between classes. When anyone can use anything there is overlap and less reasons to pick something else. Weapons can also be stronger with this set up when they're balanced around fewer classes instead of everyone like in ME3.
Modifié par Binary_Helix 1, 05 décembre 2012 - 11:40 .
#8
Posté 08 décembre 2012 - 12:20
Cooldown System
Change base power cooldowns to be similar to ME2. This would mean 0% encumbrance = 3 second cooldown for Throw, and 6 second cooldown for Adrenaline Rush. Change min/max encumbrance to 0% minumum, and 200% maximum. This way, cooldowns are straightforward and easier to calculate, and reduces the range between min and max (was originally 9x difference, but would now be 3x only). Cooldown bonuses also become relatively useful, but should be balanced with less bonuses.
Weapon weight should be proportional to weapon efficiency, and should be reduced to the point where an Engineer carrying all 5 common weapons (Avenger, Predator, Katana, Shuriken, and Mantis) will just barely touch the 200% encumbrance.
Squad Interaction
A Loyalty points system for each squadmate, similar to Shepard's Reputation Bar. Squadmates gain loyalty if the player interacts with them, and may lose loyalty depending on Shepard's actions. Think of it as ME2's loyalty system, where players can lose the loyalty of a squadmate by siding with another during arguments, but more advanced.
When squadmembers reach a certain loyalty, their powers unlock a 7th evolution, and their passives become more powerful. Shepard can unlock the 7th evolution of these powers via the Bonus Power screen if he/she has the respective power. Higher amounts of loyalty points also unlocks more interactions with squadmates, like inviting them aboard the Citadel, or up to your cabin, and maybe to the shooting range on the Citadel.
Whenever Shepard does an action that causes squadmembers to lose loyalty "points", this deduction is percentage based. This prevents a player from getting an extremely loyal squadmate, then treating them like trash and still having them loyal due to the deductions being so insignificant. These deductions aren't as prominent on squadmembers who have low loyalty, which also makes sense relationship-wise.
Change base power cooldowns to be similar to ME2. This would mean 0% encumbrance = 3 second cooldown for Throw, and 6 second cooldown for Adrenaline Rush. Change min/max encumbrance to 0% minumum, and 200% maximum. This way, cooldowns are straightforward and easier to calculate, and reduces the range between min and max (was originally 9x difference, but would now be 3x only). Cooldown bonuses also become relatively useful, but should be balanced with less bonuses.
Weapon weight should be proportional to weapon efficiency, and should be reduced to the point where an Engineer carrying all 5 common weapons (Avenger, Predator, Katana, Shuriken, and Mantis) will just barely touch the 200% encumbrance.
Squad Interaction
A Loyalty points system for each squadmate, similar to Shepard's Reputation Bar. Squadmates gain loyalty if the player interacts with them, and may lose loyalty depending on Shepard's actions. Think of it as ME2's loyalty system, where players can lose the loyalty of a squadmate by siding with another during arguments, but more advanced.
When squadmembers reach a certain loyalty, their powers unlock a 7th evolution, and their passives become more powerful. Shepard can unlock the 7th evolution of these powers via the Bonus Power screen if he/she has the respective power. Higher amounts of loyalty points also unlocks more interactions with squadmates, like inviting them aboard the Citadel, or up to your cabin, and maybe to the shooting range on the Citadel.
Whenever Shepard does an action that causes squadmembers to lose loyalty "points", this deduction is percentage based. This prevents a player from getting an extremely loyal squadmate, then treating them like trash and still having them loyal due to the deductions being so insignificant. These deductions aren't as prominent on squadmembers who have low loyalty, which also makes sense relationship-wise.





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