I review all 6 classes. (ME3 single player)
#51
Geschrieben 21 Mai 2013 - 05:10
2. Infiltrator
3.Adept
4.Vanguard
5. Sentinel
6.Solider
#52
Geschrieben 21 Mai 2013 - 08:26
#53
Geschrieben 27 Mai 2013 - 06:26
Bearbeitet von SaturnRing, 28 Mai 2013 - 03:33 .
#54
Geschrieben 28 Mai 2013 - 01:21
Eng. 8/10
Sent. 7/10
Inf. 6.5/10
Van. 6/10
Adapt 5/10
Soldier fav since ME1 - ME3, even if the weight system sorry of works against him I am able to work around it and mostly only use two weapons any way , I like how CS was improved so much, never liked Eng. in ME1 , but in ME2 I had a change of heart and in ME3 really like it more
#55
Geschrieben 28 Mai 2013 - 03:38
#56
Geschrieben 28 Mai 2013 - 05:31
SaturnRing wrote...
I think it is the key to a better gear loadout management: smart weapon selection. Rarely there is a need for more than 2/3 fire arms on a single mission.
I agree with this totally. There are plenty of versatile weapons in this game that you can get by with using just one 90-100% of the time. My casters all carry only one weapon, with preference for the Mattock, the Phaeston or the Wraith. I used to always carry a pistol as a back-up, but after a while realized I was never using it.
My Infiltrators, primarily my one and only sniping class, carries a back up for close quarters. I like the Tempest for this.
My Soldiers are all about the Explosive Incendiary, so RoF is more important than hitting power. My personal favorite is the Revenant and, since it's weak at long range, I carry a pistol for when accuracy matters. Most times I don't need it. If I use the GPR, I have no need of a second weapon at all.
This has always been my playstyle, even in ME1 & 2 I never really made much use of the Soldier's full aresenal. Probably why the weight issue in 3 never bothered me as much as some players.
#57
Geschrieben 29 Mai 2013 - 03:18
The N7 light machine gun should be a nice complement to your soldier's loadout. Although accuracy remains an issue at mid/long range engagements, it pretty much feels the gaps left by the Revenant. Another issue is weight.brad2240 wrote...
My personal favorite is the Revenant and, since it's weak at long range, I carry a pistol for when accuracy matters. Most times I don't need it. If I use the GPR, I have no need of a second weapon at all.
This has always been my playstyle, even in ME1 & 2 I never really made much use of the Soldier's full aresenal. Probably why the weight issue in 3 never bothered me as much as some players.
Bearbeitet von SaturnRing, 29 Mai 2013 - 03:19 .
#58
Geschrieben 28 September 2013 - 07:26
That established, the Vanguard is my favorite class. Not just because it's a destructive powerhouse, but because it's probably the most coherently designed class. The abilities complement each other well and more than that give the Vanguard a very specific, flavorful playstyle. Not everyone likes that playstyle, though, and I get that. Charge+Nova can wipe a map very quickly, but not in a particularly tough fight and I rather like being able to "skip" the short, easy fights.
The Infiltrator is similar. There's a particular flavor here that stands out. It's not as much my thing as the risk/reward of the vanguard but I dig the design even if I wouldn't play as an infiltrator for a full campaign.
The soldier is sort of a relic in ME3. There's no real coherence to it, even if it's still fun to play. That's the trick here ... all of these classes are fun to play, for me. The QA period was evidently effective. But underneath the polish, some of the classes don't have much going on other than a collection of well designed individual powers.
The engineer can be very effective and fun, but there's again not much going on underneath. The drone is great, but the "elemental" powers don't really feel especially coherent. What is the engineer's role, here? It's a bit of a mechanical grab-bag.
The sentinel I haven't played as since ME1. I can't really judge it in action. My gut feeling is that it's a little too versatile kind of like the Engineer. That's not a bad thing from a play standpoint, but if classes get versatile enough the question becomes: why have the darn distinctions in the first place? Maybe sentinel doesn't cross this line.
The Adept is the second-most fun for me to play. As a design, though, it's just "all the biotic powers at once." Which is ... well, that's what squad members are for. Being good at all the weapons worked for Soldier in ME1/ME2 becasue the weapons handle rather differently when you use them compared to your squad mates (here meaning they *handle* at all). This is less true with biotics. Sure you can bend around corners and such, but it's not as big a deal as it could have been. The adept is really fun to play, but it's yet another grab-bag. There's no real play-style here.
So there we go. As a designer, I'm disappointed by everything except Infiltrator and Vanguard. As a player, I get that Vanguard got too much of a relative power boost from ME2 to ME3 and I enjoy playing as every class well enough even though Adept and Vanguard are the most enjoyable.
#59
Geschrieben 28 September 2013 - 08:54
So how would you design the other four classes to make them more unique and focused?
#60
Geschrieben 29 September 2013 - 12:12
#61
Geschrieben 29 September 2013 - 01:05
Firndeloth wrote...
I don't understand not liking a class because it's overpowered. Being overpowered is fun!
Its fun for a while but, at least to me, it gets old quickly. It also gives little incentive to try new builds or tactics, which hurts the replay value of the game.
Having a couple classes that are glaringly overpowered also can hurt the experience of playing other classes. Take for example the Infiltrator, which has a lot of overlap with the Engineer. You could even pick up Energy Drain as your bonus power and you become, for all intents and purposes, an Engineer with Tactical Cloak and native ammo powers. So why play the actual Engineer class when you could do the same thing with an Infiltrator that gives massive bonuses to both power and weapons?
I think that's bad design. ME1 suffered from it but it was mostly solved in ME2. Unfortunately it cropped up again here.
The soldier is sort of a relic in ME3. There's no real coherence to it, even if it's still fun to play.
I have to disagree here. The class is built around weapons and making them better through Adrenaline Rush and ammo powers. A personal ammo, a squad ammo and A. Rush gives you three powers active simultaneously. Taking the Bonus Power evo on rank 6 of A. Rush means you can fire off Concussive Shot or a bonus power while this is going on, and Frag Grenades can always be thrown. So effectively you have 5 powers in near-constant use while only worrying about a single cooldown time. To me, that's a very coherently designed class.
The engineer can be very effective and fun, but there's again not much going on underneath. The drone is great, but the "elemental" powers don't really feel especially coherent. What is the engineer's role, here? It's a bit of a mechanical grab-bag.
To me, the Engineer in ME2 & 3 fills the same role as a wizard in a traditional fantasy RPG. He has a mix of direct damage and crowd control powers which you can focus on for different, distinct styles of play. I prefer to go with direct damage through Overload and Incinerate, enhanced by Sabotage.
The sentinel I haven't played as since ME1. I can't really judge it in action. My gut feeling is that it's a little too versatile kind of like the Engineer. That's not a bad thing from a play standpoint, but if classes get versatile enough the question becomes: why have the darn distinctions in the first place? Maybe sentinel doesn't cross this line.
In ME2 it doesn't cross that line, IMO, but in 3 it does. Here there's too much overlap with the Adept and, in some people's opinion, it's a better class than the Adept is. This goes back to what I was saying about class design above and you ask a good question in why have separate classes at all.
ME2 has less class overlap and much better balance across the board.
The Adept is the second-most fun for me to play. As a design, though, it's just "all the biotic powers at once." Which is ... well, that's what squad members are for....There's no real play-style here.
Adept's playstyle has changed from one of pure crowd control in ME1 to almost pure damage output in ME3. The whole point is to make things explode biotically, to the detriment of the class itself. It suffers from extreme redundancy in its power set, almost anything you do results in the same thing: a big blue explosion. I agree with you that the class is loads of fun and I love playing it, but it is somewhat poorly designed.
As for squadmates, ideally you should pick a team that covers Shepard's weaknesses but that hasn't been stressed as much as it should have been since ME1. Especially when you consider the overwhelming power of Liara alongside a biotic Shep. However, an Adept is a biotic powerhouse all by his lonesome so its a good time to pick other squadmates you might not normally be using. They're all quite good in their own rights.
#62
Geschrieben 29 September 2013 - 03:49
Also regarding ME2, Sentinel w/ Stasis is a top tier class, and really only loses to Vanguard w/ Stasis if you are talking pure power. You can make a good argument that Sentinel w/ Assault Armor is the easiest to play though.
#63
Geschrieben 29 September 2013 - 01:40
capn233 wrote...
You can make a good argument that Sentinel w/ Assault Armor is the easiest to play though.
It sure was for me. I suck at close quarters and I hate the shotguns in ME2 but Assault Sentinel with a Scimitar was still the easiest game ever. The class practically plays itself and that's a large part of why I'll never do it again.
#64
Geschrieben 30 September 2013 - 11:07
Rather than "how can I kill this guy as fast as possible so I can move onto the next one while my squadmates distract the enemy from advancing ?" which I tended to get from the engineer, infiltrator and the soldier.
Plus using a sniper rifle for the utility of increasing the range of my hitscan powers was pretty unique.
- Bayonet Hipshot gefällt das
#65
Geschrieben 30 September 2013 - 12:49
RA RA XD wrote...
ME2 caster sentinel with reave was really different for me.
I much prefer to play Sentinels as casters. Strip defenses with Warp & Overload, kill with guns. Bring a teammate with Pull for the occasional combo. I have a blast with it. I usually take an ammo power as a bonus, and I think this was the only class I ever took Shredder Ammo on.
Did you ever try the Cryo-Throw build? It plays fairly differently too.
#66
Geschrieben 30 September 2013 - 11:40
brad2240 wrote...
Did you ever try the Cryo-Throw build? It plays fairly differently too.
I respected my four points from throw into full cryo blast for horizon. I took Jack and used her shockwave to "detonate" it. It may not have countered as a "combo" at that stage, but it was incredibly destructive.
I often found myself taking Thane along for his squad shredder ammo. With all their defences stripped within seconds, +60% damage againt mooks was pretty useful.
Bearbeitet von RA RA XD, 30 September 2013 - 11:41 .
#67
Geschrieben 30 September 2013 - 11:54
Really? I never got Shockwave to shatter frozen enemies in ME2.RA RA XD wrote...
I respected my four points from throw into full cryo blast for horizon. I took Jack and used her shockwave to "detonate" it. It may not have countered as a "combo" at that stage, but it was incredibly destructive.
#68
Geschrieben 01 Oktober 2013 - 01:02
Bearbeitet von RA RA XD, 01 Oktober 2013 - 01:02 .
#69
Geschrieben 10 Oktober 2013 - 11:03
Next would be engineer, but other than that I have a hard time ranking the rest. Maybe infiltrator is my least favourite
Bearbeitet von Straken-SWE, 10 Oktober 2013 - 11:04 .
#70
Geschrieben 19 Oktober 2013 - 09:25
#71
Geschrieben 19 Oktober 2013 - 09:25
#72
Geschrieben 19 Oktober 2013 - 10:29
My overall favorite in ME3 is most likely infiltrator though. Just because most weapons become twice as saucy in their hands. I've toyed with many different loadouts and I still think the heavy one-shotter weapons (Javelin, Claymore) are the most fun for me to use. Especially the Javelin X amped up on piercing mods, my god. Killing Brutes in one headshot before they can even do so much as make a peep has never felt so satisfying. I forget I even have incinerate most of the time.
So if I were to rate them in order of personal preference:
ME2: Vanguard > Soldier > Sentinel > Infiltrator >>> Engineer = Adept
ME3: Infiltrator >= Vanguard > Sentinel > Soldier > Engineer >>>>>Adept
Bearbeitet von ViaNegativia, 24 Oktober 2013 - 09:13 .
#73
Geschrieben 19 Oktober 2013 - 11:43
1. Adept
2. Solider
3. Engineer
4. Sentinel
5. Infiltrator
6. Vanguard
At least that's how it is for single player. in multiplayer I tend to not play Sentinels or Infiltrators much but I love the other classes.
Bearbeitet von KevWestBeats.com, 19 Oktober 2013 - 11:43 .
#74
Geschrieben 24 Oktober 2013 - 07:25
Bearbeitet von draken-heart, 24 Oktober 2013 - 07:26 .
#75
Geschrieben 25 Oktober 2013 - 02:47
Soldier, though, is boring as crap. All you do is shoot the guns that make the mans fall down, at least with everything else you've got interesting and cool skills.





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