Shepard I feel has 3 really awesome classes and 3 really frustrating classes and I think alot of this has to do with not starting with good weapons, and then being left with less interesting choices for weapon expansion on the collector ship. What this does is allow you an even power in the start and a more diverse split in the last half of the game.
- Adept: Starts with Assault Rifle (Good for lifted enemies, Adept is pretty poor in non biotic situations, needs a good weapon)
- Sentinel: Starts with Shotgun (Plays off of Tech Armor Explosion protection and throw)
- Engineer: Starts with Sniper Rifle (Works well when paired with Geth Shield Boost and the Engineer's Turret Ability, lack of time dilation creates a "distraction approach")
- Soldier: Fortification - Really good for a Soldier, allows for better weapon use. Fortification visually resembles adrenaline boost's effect.
- Adept: Barrier - Exactly the same as Fortification, just for biotics, combos well with Assault Rifle, which plays off of Singularity, more well rounded
- Engineer: Geth Shield Boost - Paired with the Sniper Rifle, this creates an interesting dynamic for engineer, the shield matches the class. A good strategy loop between dropping a decoy, popping a shield for the attack boost, then using a sniper rifle that doesnt have time dilation in any form, mixed with distance management tech abilities and smg. Middle of the game engineer has a really interesting 3 way choice.
- Sentinel: Shredder Ammo - Sentinel can take out any enemy's defenses quickly, shredder ammo seems a perfect fit for "killing blows" Sentinel doesnt natively have any other ammo type, so using spells to knock someone's armor off, then you can use freeze or shredder ammo or both to quickly finish them off (Works really well with the shotgun, turns sentinel into a decent "in the fray" tanking class)
- Infinltrator: Armor-Piercing Ammo - Needs this. Infiltrator should be all about switching ammo types behind cover. The dynamic would be switching between Armor-Piercing and Distruptor Ammo types, and then Cryo ammo for area control. No way to handle biotics, but that balances out since everything else is covered and infiltrator has enough distance to manage a barrier (they're not common defenses)
- Vanguard: Warp Ammo - Vanguards are already strong, so giving them an ammo that ups damage to armor and barriers just seems like a good mix with the charge. They already have ice and fire, this is a more dedicated ammo that allows them to still function when fighting collectors. Honestly this ended up just happening because I wanted to give the 3 shields and 3 ammo types each to a character based on what they already had, to create a balanced set.
Tried to bring up useless characters and focus really powerful characters. I discovered some interesting things in giving squadmates heavy weapons. Grunt can't use any of them because he lacks a heavy weapon firing animation, and only about half of the weapons work properly, two of them without glitches. The thing to keep in mind is that heavy weapons (Grenade Launcher and Missile Launcher) will splash damage themselves, so you have to place them effectively and use them like TF2 turrets, I've found these changes really balance out the entire squad and make them a ton of fun to use together (instead of everyone just sticking to the same 5 characters)
- Miranda: Submachine Gun Only. She's already got great spells and a squad boost, toning down her weapon to just the only one she uses is more just to balance out her design and create a reason to use anyone else ever.
- Jacob: Assault Rifle and Heavy Weapon (Missile Launcher). Jacob sucks, no one ever uses him, let's admit it. His shotgun makes no sense for him, and his pistol is a bad mix. His powers are bad for support, unless you use him for squad fire ammo. What I did was give him a better regular weapon that matches his role, as well as giving him the missile launcher. It actually looks REALLY GOOD on his back because he's got that weird circle slot thing on his back. Missile launcher is actually not as powerful as you'd think when used by a squadmate, all it does is allow him to hold down a line, but you have to be careful to switch his weapon inbetween battles so he doesnt end up hurting himself or you on accident. Its a nice risk-reward scenario and makes him worth using. Missile Launcher combos well with his pull field ability as well.
- Mordin: Heavy Pistol Only. Same reason as Miranda. Carniflex is his trademark weapon, his spells are the reason you bring him.
- Jack: Shotgun and Heavy Weapon (Grenade Launcher). Jack rules, but no one brings her, ever. Despite having warp ammo and shockwave, she just doesnt justify bringing her for anything but colorful commentary. Grenade Launcher fits Jack like a glove and she fires more frequently the closer to her target she is, which makes her more dangerous, but also makes her more vulnerable to blowback, which is perfect for her character. These two heavy weapons make jack and jacob a ton of fun to use, since the heavy weapons on a squadmate do about as much damage over a period of time as miranda's level 4 warp or mordin's incinerate. Its like having an entirely new squad role based on a dps loop. Even bringing both of them is dependant on the mission, and doesnt always work well. it just makes these two most useless characters a little more useful.
- Grunt: Assault Rifle and Shotgun. Left him as he was. He's a tank and not super useful, but has his krogan charge blood rage abilities.
- Garrus: Assault Rifle and Sniper Rifle. Left him as he was. Garrus has always been a solid squadmate.
- Tali: Shotgun Only. Took off her pistol, any time tali isn't using her shotgun is time you have to spend telling her to use her shotgun, so just make it so she always has her shotgun out. Her pistol is useless and she doesnt need two weapons.
- Thane: Heavy Pistol and Submachine Gun. Thane's sniper rifle always made no sense for his character, and with the DLC we ended up with a perfect pistol for his style, the Phalanx. It does so much damage that, when paired with his Shredder Ammo, gives him a really devastating damage with "enemy cleanup"
- Samara: Assault Rifle Only. Again, like Tali, she doesnt need two weapons, especially since smg and assault rifle are similar, with assault rifle just being the better weapon. You dont need to worry about her using the wrong weapon, and again, I've set up a theme here of limiting the major spell users to a single weapon for the most part. (Plus, some characters dont look good having a gun on their hip ALL the time)
- Legion: Assault Rifle and Sniper Rifle. Left him as he was. Legion's fine, great squadmate.
- Zaeed: Assault Rifle and Sniper Rifle. Couldn't edit him. He's okay but I would have liked to swap out his sniper rifle for the Firestorm. Its not a huge loss, he still has a decent ammo power, damage output, and has concussive blast and fire grenades. he's kind of solid already.
- Kasumi: Heavy Pistol and Submachine Gun. Couldn't edit her either. Its fine she's already one of the best in the game.
Whats interesting about this is it splits the characters up into 6 groups of 2, creating a nice balanced choice spread for squadmates. With these changes I find I use everyone more equally.[list] - Miranda, Mordin - Great Spells, Single Light Weapon
- Tali, Samara - Good Spells, Single Assault Weapon
- Thane, Kasumi - Good Spells, Two Light Weapons
- Garrus, Zaeed - Decent Spells, Two Assault Weapons
- Legion, Grunt - Okay Spells, Two Assault Weapons and an exclusive Super Weapon
- Jacob, Jack - Poor Spells, Single Assault Weapon and a Heavy Weapon
Modifié par Doctor_Jackstraw, 07 décembre 2012 - 03:05 .





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