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Redesign the 6 classes + Squadmate designs


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#201
Soja57

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I may potentially rework the ammo proc formula later on.

 

I know that the real point of ARush Shield Boost is the shield regen, but the current way of how it works in ME3 is somewhat vague. For example, ARush Shield Boost says "Increase shield strength by 50%". This goes off of base shields, and no one would know that it actually restores shields until tested in-game. Also the shields restored is somewhat an unexpected amount due to going off of base shields.

 

I think I may change the description of ARush Shield Boost. Multiply shield strength by 1.5x and restores 30% of shields. This is essentially an easier-understanding description of what I was going for (though it should restore 33.333% of shields, but again that is somewhat an unfriendly number).

 

Honestly at this point, Carnage and Concussive Shot are interchangeable. I just like calling it CS because that has been part of the Soldier's power arsenal since ME2. I don't plan on creating Carnage, since it has essentially been fused with CS.



#202
RedCaesar97

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 For example, ARush Shield Boost says "Increase shield strength by 50%". This goes off of base shields, and no one would know that it actually restores shields until tested in-game. Also the shields restored is somewhat an unexpected amount due to going off of base shields.

 

You could just change the description to say something like:

1) Adds shields by +50% of base shields.

2) Increases shield strength by +50% of base shields.

3) Adds shields. Adds +50% of base shields.

4) Increases shield strength. Adds +50% of base shields.



#203
capn233

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Briefly about ammo proc, it makes sense for low ROF guns to have a better chance per shot than the higher ROF guns... that is unless you want to switch it to be based on damage per shot (which most of the time works out the same).



#204
capn233

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I looked over Soja's soldier.  You can get pretty good weapon damage... temporary 115% if I added it up right at a glance.  Not counting IA, and without seeing a passive yet. :)



#205
Soja57

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I've been testing ammo proc in-game. ME3 uses ammo proc formula based on ammo rating and rate of fire.

 

Ammo Proc Chance = Ammo Rating / [1 / (Rate of Fire / 60) ]

 

With Viper and Cryo Ammo, Viper could proc on every shot (of course the enemy has to be completely thawed after being recently frozen for the proc to apply); Viper has a rate of fire of 60. The Avenger AR (600 RPM) of course doesn't proc on every shot, but it is still a reliable method of "proccing" ammo effects.

 

Weapons are well balanced in terms of ammo proc with this system, but ammo proc itself is somewhat unbalanced due to easily "shutting down" enemies with health. The Soldier class shouldn't have such easy access to crowd control (through Incendiary Ammo), because the ammo effects boost weapon damage and can shut down enemies regardless of cooldowns, whereas caster classes have to use cooldowns for CC (though casted powers do have a guaranteed chance of cc when used correctly).

 

This was also the reason why I switched out Cryo Ammo, since it was a pure crowd control ammo power in comparison to other ammo powers.

 

- - - - - - - - - - -

 

One thing I tested was lowering the Ammo Rating for Cryo ammo from 1.0 to 0.5 (effectively making all weapons more difficult to proc ammo effects, Viper now only has a 50% for ammo proc, and a weapon needs a rate of fire of 30 to proc on every shot). This made ammo proc more balanced in giving enemies a fair chance (thus increasing difficulty). However, higher rate of fire weapons became very inconsistent; sometimes it took a full Avenger clip just to proc, other times it took only one or two shots.

 

Basically, I am searching for the optimal system where ammo effects proc on average around 2-3 seconds at base, and being consistent and reliable enough (i.e. less gambling on whether or not the next shot will proc). 2-3 seconds is a good number because too long makes ammo proc unreliable (example: enemies may die before ammo can proc on enemies), but too short makes lower tier enemies a minimal threat.

 

- - - - - - - - - - - -

 

Continuing research on ammo proc...particularly how ammo proc worked in ME2. People say Mattock can proc in a single shot in ME2, yet it has a pretty high ROF? And GPS doesn't reliably proc?



#206
RedCaesar97

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Not sure how ammo procced in ME2... it may have been the same as in ME3 but it is really hard to say as I do not think anyone really looked into all that much. 

 

As for proc chance in ME3, I think it should be the same flat rate for all weapons, making it so most shotguns, assault rifles, and SMGs have a better chance at proccing, while most pistols and sniper rifles do not. You can then choose between a better "chance to freeze/set on fire/stun/whatever" and more damage based on the guns you generally use in the game.

 

I think the base chance should be somewhere from 15% (about 1 in 6) to 25% (1 in 4). Rank bonuses could then increase the % chance.



#207
Abraham_uk

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I won't be posting here for a while until my computer is clean.



#208
RedCaesar97

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I have been busy with some other stuff. I am working on re-designing my Engineer and Adept so it more closely matches Soja57's talent tree concepts as I think it works better than what i have been doing with some of my ideas.

 

I also have been kicking about some ideas for an Infiltrator, Soldier, and Vanguard. Sentinel is probably the toughest.



#209
capn233

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I thought it might have been base weapon damage based in ME2, but a lot of the nuts and bolts mechanical things were not investigated to the extent that they were in ME3 because nobody used memory tools to my knowledge, and nobody had reversed engineered a script reader to look at the code.



#210
Abraham_uk

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Okay.

I've changed my mind again.

I will alter my 6 classes when I have posted all the initial drafts.

 

That way I can compare the stats of each class before making balancing changes.

 

 

This evening I will post my last two classes.

The Soldier and Vanguard.

 

Next week I shall build and review out Soja 57's Soldier class along with making a start on editing my classes.



#211
Abraham_uk

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Soldier:

 

____________________________________________________________________________________________

 

 

Roles:

Destroy cover.

The best weapon based DPS (though cannot achieve the same level of headshot damage as the Infiltrator)

Buff squad's overall weapon based dps.

Can carry 6 guns in combat. (Infiltrators and Vanguards can carry any 3 to 4 guns, Adepts, Engineers and Sentinels can carry any  2 to 3 guns)

 

____________________________________________________________________________________________

 

 

Stats:

 

Health: 500

Shields: 500

Shield Regen: 10 per second.

Shield Regen Delay: 5 seconds

 

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Melee: (Stats to be reviewed and compared to other 5 classes)

 

Light Melee: Regular punch. 10 points of damage.

 

Heavy Melee: Omniblade Thrust. 100 points of damage.

Running Heavy Melee: Running Omniblade Thrust: 200 points of damage

 

 

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Adrenaline Rush: 

 

Slow down time for a brief period of time and gain buffs to weapon damage, melee damage and minor buffs to durability.

 

 

Rank 1: Unlock

 

Duration: 10 seconds

Cooldown: 6 Seconds (cooldown starts as soon as duration ends)

Damage Resistance: Increased by 0% (a later evolution covers this)

Weapon Damage Bonus: 10%

All foes and allies appear to slow down by: 20%

Soldier slows down by: 15%

Accuracy Boost: +10%

Headshot Damage Bonus: 10%

Usage of other powers: Disabled for Adrenaline Rush's duration. (There is a later evolution that covers this)

 

 

Rank 2a: Improved Duration

Increases duration by 25%

 

Rank 2b: Improved Focus

Increases accuracy by 10% (this increases range of all guns and reduces the spread and recoil of all guns).

 

 

Rank 3a: Enhanced Mobility

Reduces Soldiers movement speed penalty from 15% to 0%

 

Rank 3b: Bonus Power. Can now use 1 bonus power whilst Adrenaline Rush is active.

 

 

Rank 4a: Sharp Shooter: Increases headshot damage by 10% (this is not enough to compete with the infiltrator)

 

Rank 4b: Enhanced Durability

Damage resistance increased by 20% (this is not enough to compete with the Sentinel)

 

 

Rank 5a: Blitz

 

Increase weapon damage bonus from 10% to 30%

 
Rank 5b: Slow Motion:
Foes appear to slow down by 40% instead of 20%
 
 

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Utility Pack:

 

Resource Used: Utility (a utility is a resource that can be used to fix turrets, tanks, use grenades in battle or use utility powers. You can either find utilities on the bodies of certain enemies, on explorable planets or by purchasing them at a store. Only a handful of powers use utilities).

 

The Utility Pack is a special pack that uses 1 utility to restore ammo, health, shields and even medigel.

 

 

Rank 1: Unlock (Please note this power cannot be used during adrenaline rush, even with the bonus power evolution)

Restore: 30% of health and 30% of shields.

Restore: 30% of regular weapon ammo

 

Rank 2a: Restore 60% of your weapon ammo.

Rank 2b: Restore 60% of your shields (instead of 30%)

 

Rank 3a: Adrenaline Burst: Next time you use adrenaline rush you'll gain a 25% bonus to duration.

Rank 3b: Restore 60% of your health (instead of 30%)

 

Rank 4a: Reset: Reset's the Soldier's cooldowns and grants a 20% damage bonus to all of the soldier's attacks for 15 seconds.

Rank 4b: Health Regeneration: The Soldier has 10 points of health restored every second for 5 seconds.

 

Rank 5a: Restore 30% of heavy weapon ammo. (Otherwise Heavy weapon ammo can be found on planets and in shops. Very expensive).

Rank 5b: Medigel: Every time the soldier uses the Utility Pack, they gain a medigel for use in battle. (Otherwise Medigel can only be found in shops and cannot be looted on planets or during missions.).

 

 

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Tactical Scan:

 

Mark a single target to be gunned down by your allies.

This power will improve your squadmates weapon performance against a single target.

 

When Tactical Scan isn't active:

 

Allies have 70% weapon based accuracy.

For every shot that hits the target allies have a 20% chance of landing a headshot.

 

 

Rank 1: Unlock

Ally weapon based accuracy: at 80%

Ally headshot chance for every successful hit: 30%

Cooldown: 6 seconds (cooldown starts as soon as power is cast, not after duration ends).

Duration: 10 seconds

 

Rank 2a: Ally Weapon Damage: +20%

Rank 2b: Ally Grenade and Heavy Weapon Area of Effect +20%

 

Rank 3a: Ally Headshot Damage: +20%

Rank 3b: Reduced Cooldown: Reduces cooldown by 25%

 

Rank 4a: Ally weapon based accuracy at 100%

Rank 4b: Increases Tactical Scan duration by 25%

 

Rank 5a: Sniper Squad

Ally headshot chance for every successful hit: 50%

 

Rank 5b: Rapid Squad

Increase ally rate of fire by 20%

 

 

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Ballistic Rounds: Mod your grenades, heavy weapons and regular guns with ballistic rounds.

 

 

This is similar to incendiary ammo but with a new feature. The ability to ravage cover quickly.

Ballistic Rounds is as sustained ability that will add weapon damage bonuses versus armour, health and cover. Ballistic Rounds also has the chance to set unprotected foes on fire.

 

Light Cover and Mobile Cover (less than 0.5 metres thick) have an average of 3000 hitpoints.

Thick Cover (0.5 or more metres thick) have an average of 6000 hitpoints.

 

Suffice to say, all the other classes are going to have trouble dealing damage to cover.

 

 

 

Rank 1: Unlock

Armour Damage Bonus: 10%

Health Damage Bonus: 10%

Cover Damage Bonus: 100%

Chance of setting foe on fire: Depends on weapon used.

Damage per second of being set of fire: 10 points per second. Duration of fiery effect depends on weapon used.

 

 

Rank 2a: Anti-Personnel Rounds: +20% damage versus health. Also increases rate of fire by 15%.

 

Rank 2b: Anti-Armour Rounds: +20% damage versus armour

 

 

Rank 3a: Armour Piercing Rounds: 50% of weapon damage will pass through light cover to deal the remaining 50% of damage directly to any foe behind the light cover. This evolution also adds a 15% headshot damage bonus

 

Rank 3b: Enduring Flames: Flames last twice as long and deal 50% extra damage over time. (This evolution doesn't affect splash damage).

 

Rank 4a: .Explosive Rounds: 2 seconds after a round is fired, there will be an explosion dealing 50 points of damage to health/armour/shields/barriers and 200 points of damage to cover.

 

Rank 4b: Inferno Rounds: Every round is guaranteed to set unprotected foes on fire. Also every round now has a small chance of setting protected foes on fire, dealing 10 points of damage per second to armour and 5 points of damage per second to shields/barriers.

 

 

Rank 5a: Squad Ammo: Squad will gain 50% of all of the damage bonuses from Ballistic Rounds (including the bonuses that affect cover)

 

Rank 5b: Improved Ballistic Rounds: Increases all damage bonuses from Ballistic rounds by 30%.

 

 

 

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Ballistic Blades: Fire a salvo of blades that deal heavy damage to cover, moderate damage to all protections and heavy damage to health.

 

 

Rank 1: Unlock

 

Cooldown: 6 seconds

Instant Damage: 50 points

Damage Bonus Versus Cover: x5

Damage Bonus versus armour: 25%

 

 

Rank 2a: Damage versus health + 20%

Rank 2b: Damage versus armour + 20%

 

Rank 3a: Reduces cooldown by 20%

Rank 3b: Knockdown: Unprotected enemies hit by Ballistic blades will be knocked down, and protected foes will stagger.

 

Rank 4a: Damage: Increases Ballistic Blades damage by 40%

Rank 4b: Ballistic Vulnerability: Weapons will deal an additional 20% damage to affected target, provided the weapons are modded with ballistic rounds.  This vulnerability effect can also apply to cover.

 

Rank 5a: Bleed Effect: Adds a bleeding effect that deals 5 points of damage per second versus shields/barriers and armor and 10 points of damage per second versus health. This effect lasts 10 seconds.

 

Rank 5b: Explosive Blades: The blades explode on impact dealing

An additional 20% damage to health,

Additional 10% damage to armour

Additional 5% damage to shields/barriers

Increases Blades Damage bonus versus Armour from x5 to x10

 

 

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Combat Mastery: 

 

Rank 1: Weapons Training

All weapons (including heavy weapons) will have 20% extra ammo capacity.

 

Rank 2a: Rate of Fire: Increases rate of fire by 20%

Rank 2b: Cooldown Reduction: Reduces power cooldowns by 50%

 

Rank 3a: Power Durations: Increases power durations by 30% 

Rank 3b: Martial Artist: Increase Melee Damage by 30%

 

Rank 4a: Headshot Damage: Increase headshot damage by 20%

Rank 4b: Fitness: Increase health to 800 and increase shields to 800

 

Rank 5a: Weapon Specialist: Increase weapon damage by 50%

Rank 5b: Cover Specialist: Increase damage versus cover (for all attacks) by 80%



#212
Abraham_uk

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Vanguard:

 

Roles:

Pseudo teleportation,

Weapon damage,

Melee damage,

Crowd Control

 

__________________________________________________________________________

 

 

Stats:

 

Health: 500

Barrier: 500

Rate of Barrier Regeneration: 10 per second

Barrier Regeneration Delay: 5 seconds

 

 

__________________________________________________________________________

 

Melee:

 

Regular Melee: Punch: 10 points of damage.

Heavy Melee: Biotic Punch: 100 points of damage.

Running Heavy Melee: Running Biotic Punch. 200 points of damage

__________________________________________________________________________

 

 

Biotic Charge: Use biotics to propel yourself into an enemy, dealing damage to said enemy.

 

 

Rank 1:

 

Cooldown: 6 seconds

Damage: 200 points

Barrier Restoration: 200 points

Force: 300 Newtons

Maximum Range: 25 metres

 

Rank 2a: Weapon Damage Bonus:

For 5 seconds post biotic charge, you gain a 20% weapon damage bonus.

 

Rank 2b: Durability Bonus:

For 5 seconds post biotic charge, you take 20% less damage from all sources.

 

Rank 3a: Melee Damage Bonus

For 5 seconds post biotic charge, you gain a 20% melee damage bonus.

 

Rank 3b: Time Dilation

Foes and allies appear to slow down by 20% for 3 seconds post charging 

 

Rank 4a: Power Synergy

The next damage dealing power you use (with the exception of repel and biotic charge) will deal an additional 20% damage.

This evolution doesn't self stack.

 

Rank 4b: Cooldown Reduction

Reduce Biotic Charge cooldown by 40%

 

Rank 5a: Restore Barriers

Restore 50% of your barriers when you charge into a foe.

 

Rank 5b: Power Charge

 

Biotic Charge gains a 50% damage bonus and a 50% bonus to force.

 
 

 

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Repel: Send out a shockwave that sends unarmoured foes within 2 metres of the vanguard flying and propels the vanguard backwards by 25 metres. (Less effective when there is cover right behind you).

 

This ability doesn't deal any damage.

 

 

Rank 1: Unlock

 

Force: 400 Newtons (no damage from force effects)

Cooldown: 4 seconds

Radius for lifting targets into the air: 1.5 metres

Lift Duration: 5 seconds

 

Rank 2a: Radius: Increase radius by 20%

 

Rank 2b:  Weapon Vulnerability: Targets take 20% extra damage from weapon fire.

 

 

Rank 3a: Increase Duration: Increases Duration by 50%

 

Rank 3b: Damage over time: Lifted targets take 10 points of damage per second

 

 

Rank 4a: Decrease Cooldown by 30%

 

Rank 4b: Enhanced stagger. Will stagger protected foes. Foes staggered by this power will take 20% extra damage from all biotic powers.

 

 

Rank 5a: Shatter Offense: All foes affected by this power will deal 30% less damage with any attack.

 

Rank 5b: Warp Synergy: If weapon is modded with warp ammo that weapon deals an additional 20% damage versus lifted targets.

 

 

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Lasso: With a biotic whip, yank a singe foe towards you, dealing moderate and uniform damage to barriers, shields, armour and health.

 

Rank 1: Unlock

 

Range: 1.5 metres

Damage: 200

Cooldown: 4 seconds

 

Rank 2a: Melee Synergy: Melee attacks deal 20% extra damage when preceded by Lasso

Rank 2b: Biotic Synergy: Lasso deals 20% extra damage to any foe affected by biotic.

 

Rank 3a: Smash Synergy: Smash deals an extra 20% damage when preceded by Lasso

Rank 3b: Charge Synergy: Charge deals an extra 20% damage when preceded by Lasso

 

Rank 4a: Range: Increase range by 50%

Rank 4b: Damage + 50%

 

Rank 5a: Damage versus armour and health + 30%

Rank 5b: Damage versus shields and barriers + 30%

 

 

__________________________________________________________________________

 

Smash:

 

Use 2 biotic whips to deal heavy area of effect damage.

 

 

Rank 1: Unlock

 

Range: 2.5 metres

Damage: 300

Force: 450 Newtons

Cooldown: 6 seconds

 

 

Rank 2a: Cooldown Reduction by 40%

Rank 2b: Damage over time: Foes affected by Smash will suffer a 10 points of damage per second for 10 seconds.

 

Rank 3a: Weapon Synergy: Guns deal +20% damage to foes affected by Smash

Rank 3b: Lasso Synergy: Smash deals +20% extra damage when preceded by Lasso.

 

Rank 4a: Health and Armour Damage + 20%

Rank 4b: Shield and Barrier Damage + 20%

 

Rank 5a: Force and Damage:

Force + 50%

Damage + 50%

 

Rank 5b: Range + 50%

 
 

__________________________________________________________________________

 

 

Warp Ammo:

 

Attach this ammo mod to your grenades, heavy weapons and regular weapons.

 

This power deals more damage to foes affected by biotic powers, adds a damage over time effect and slows down foes.

 

 

Rank 1: Unlock

 

Damage versus health: +10%

Damage versus barriers: + 10%

Damage versus biotically affected targets: +20%

Damage over time effect: 10 points of damage per second to health and barriers. 

Damage over time duration: depends on weapon used.

Chance of inflicting damage over time: depends on weapon used.

 

 

Rank 2a: Slow Foe:

Foes affected by warp ammo will be slowed down by 20%

 

Rank 2b: Damage over time:

Increase damage output and duration of damage over time effect by 50%

 

Rank 3a: Weaken foe:

Foes affected by warp ammo will deal 20% less damage

 

Rank 2a: Physics Synergy: Biotics will send foes flying further with this evolution

 

Rank 2b: Counter Personnel

Increase damage output versus barriers and health from 10% to 20%

Also increase odds of inflicting damage over time effect.

 

Rank 3a: Biotic Synergy:

Direct damage biotic powers will deal 20% extra damage to foes affected by warp ammo.

 

Rank 3b: Melee Synergy:

Melee attacks will deal 20% extra damage to foes affected by warp ammo.

 

Rank 4a: Counter Armour:

 

Increase damage output versus armour by 20%

 

Rank 4b: Sledge Hammer Rounds:

Warp ammo will stagger protected foes and send unprotected foes flying.

This slows down weapon rate of fire by 10% and increases recoil by 10%

Weapons with an area spread (like shotguns) will have an increased radius of 50%

 

Rank 5a: Squad Ammo: Squad will receive 50% of the bonuses from Warp Ammo

Rank 5b: Improved Warp Ammo: Increases uniform weapon damage bonus (versus health, armour, barriers and shields) by an additional 20%

 

 

 

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Offensive Mastery:

 

Rank 1: Master Combatant:

 

Increase weapon damage by 20%

 

Rank 2a: Martial Artist

Increase Melee Damage by 30%

 

Rank 2b: Weapons Training

Increase the number of weapons you can carry in battle from 3 to 4

Weapons deal 20% extra damage.

 

Rank 3a: Power Cooldowns

Reduce Power cooldowns by 20%

 

Rank 3b: Weapon rate of fire increased by 20%

 

Rank 4a: Fitness:

Increase health from 500 to 800 points.

Increase barriers from 500 to 800 points.

 

Rank 4b: Headshots: 20% headshot damage bonus

 

Rank 5a: Power Damage increased by 30%

Rank 5b: Weapon Damage increased by 30%



#213
Abraham_uk

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So what do you think of my Soldier and Vanguard classes?



#214
capn233

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Time dilation evo in Charge seems to last for quite a while (5s).  Also for Repel when it says it doesn't do damage, are targets still taking damage from force effects?



#215
Abraham_uk

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Time dilation evo in Charge seems to last for quite a while (5s).  Also for Repel when it says it doesn't do damage, are targets still taking damage from force effects?

 

No damage taken from force effects.

I'll reduce time dilation to 3 seconds then.



#216
Abraham_uk

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Bump



#217
RedCaesar97

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@Abrahum_uk. I will make it a point to review your Soldier and Vanguard designs later this week. I apologize for taking so long. I have been procrastinating on a lot of things lately.



#218
capn233

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Yeah I might be able to talk about them some more later today.



#219
capn233

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I can share a few thoughts on Soldier right now.  I think TacScan as an ally accuracy buff is interesting.  Overall I think he has a decent mix of powers with ARush, an ammo, offensive, debuff, and a "grenade" power, even if it is a little derivative compared to traditional soldier.  One of the things that was a problem with ME3, IMO, is that evolutions like Bonus Power, or the standard workings of TacCloak power use make it harder to balance evolutions like "Recharge Speed" in some competing powers since it tends to make them irrelevant.

 

Adrenaline Rush: I think the main thing I would be concerned with here is the speed penalty since it is pretty different from what ARush has been mechanically in the past.  But ignoring that nitpick for a second I am not sure how valuable the evolution to negate most of it is.  Without it, soldier still is "resistant" to time dilation, if I read it right, to the tune of about 5%.  More importantly, it is opposed to a very powerful evolution, "Bonus Power."  I would imagine most would take the bonus power rather than speed so they would have the option of power use from Blades or whathaveyou.  Otherwise the evolutions seem pretty sensible.  I don't know how well 20%DR would work and whether or not there is an out of cover damage penalty in your system, so a little hard to comment on that detail.  Headshot damage in ARush is a good evolution.

 

Utility Pack:  My concern here would be largely related to the "Reset" evolution.  How common are the utility pickups?  If fairly common, you could be abusing Utility rest to regain ARush (with bonus power) and use basically all your powers in a short span repeatedly.  Also seems like in combination with the Medigel evolution, this might be a bit of an unbalanced power, unless utility is a very rare pickup.

 

Tactical Scan: I think it is a bit more interesting as a squad accuracy bonus, and with headshot bonuses.  If this none of the bonuses apply to the player though, then a lot of this powers usefulness will depend on how much damage the squad can actually do with their weapons.  In the latter two games, they have pretty dramatic weapon penalties.

 

Ballistic Rounds: Since these take the place of Incendiary Ammo, why not just leave the name the same? :)  Even if technically they sound like Armor Piercing Incendiary (API) rounds (which don't have an exact precedent in ME, even if they are a current staple of machinegun and cannon ammunition).  This ammo seems to have a whole bunch of effects.  How many other ammo powers will be in the game?

 

Ballistic Blades: Nitpicks I guess, but as above, the cooldown evo isn't too important with Bonus Power taken in ARush, and presumably that is how everyone would use this power.  Also I wonder if this power shouldn't be nearly purely an anti-mook / CC power.  I think when you start adding up all the bonuses you can get on the Soldier, you will be dealing a huge amount of damage, unless pure weapon damage isn't very good in the base game (sort of like how ME3 was at release).

 

Combat Mastery: I think the problem I might have critiquing passive might be related to how important breaking cover would end up being.  Since it isn't a mechanic in ME currently, I don't have any experience to base that on.  Anyway, something you might consider would be moving Martial Artist to oppose the Rate of Fire evolution, and then make Cooldown oppose Duration.



#220
Abraham_uk

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There are 4 guaranteed powers I have in mind.

 

Class Ammo Powers:

 

Ballistic Rounds for the Soldier (I'll probably change the name back to incendiary)

Disruptor Ammo for the Infiltrator

Warp Ammo for the Vanguard

 

 

Bonus Ammo Powers:

 

Cryo Ammo - Pure debuffs. No damage bonus from this ammo power. (for any class)

Shield Piercing Ammo - Deals additional damage to shields but cannot compete with disruptor ammo. (I wouldn't recommend an infiltrator picking this ammo power)

Armour Piercing Ammo - Deals additional damage to armour and cover but cannot compete with Ballistic Rounds

 

 

 

The idea is to enable other classes to have an anti-armour and anti-shield ammo power whilst keeping the soldier's anti armour/cover specialisation and infiltrator's anti shield specialisation.

 

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Utilities:

 

Utilities are hard to get hold of. They can be found on hard to unlock vaults on random planets and sold for very expensive prices in stores.

 

They can be used for:

 

Throwing grenades in battle (grenades deal a lot of damage and will take ammo powers into account)

Using specific powers that require utilities (such as the Soldier's Utility pack and the Adept's Biotic Focus)

Repairing your vehicle

Repairing turrets (in specific areas).

 

 

______________________________________________________________________________________

 

What to expect next:

 

I will be editing my 6 classes.

 

One every week.

I shall start with the most recent one. The Soldier.

 

Next week Vanguard

Week after Infiltrator

Week after that Sentinel

Week after that Engineer

Week after that Adept

 

Once all 6 classes have been edited, I shall start discussing the squadmates.

I haven't decided on squadmates or their powers yet. Lo and behold, I'm not ready to go into this.



#221
RedCaesar97

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@Abraham_uk: Here are my thoughts on your Soldier class.
 
1) I will ignore the base stats. I find it curious that the Soldier can carry 6 guns, but I assume you want to bring back heavy weapons? You may have commented on this in a previous post.
 
2) Adrenaline Rush:
 a. Why is the Soldier slowing down? This flies in the face of the previous incarnations of Adrenaline Rush, so I have to assume that this is a balancing mechanism? The difference between time dilation around the Soldier versus the Soldier speed penalty is only 5%. So this seems like a power-based version of an Infiltrator's sniper time that also provides some additional bonuses. Why not just go 20% on both?
 
 b. I think the base duration (10s) is too much. I think it needs to be at least half that (5s).
 
 c. Ranks 2b, 4a, and 5a focus on weapons. Ranks 3a and 5b focus on time and speed. I can see some build potential there. The other evolutions do not seem to provide the same focus and seem kind of out of place.
 
3) Utility Pack:
 
 a. Rank 4b will only restore 50 health over 5 seconds. Seems small time compared to the other +health evolutions (which can grant up to +60%, or 360 of base health).
 
 b. Rank 5b: So apparently, medigel is just there for show as it is extremely rare and so not worth using ever. Never taking this evolution. And rank 5a is not much better.
 
So basically, Utility Pack is only good to rank 4, and probably not worth speccing into at all.
 
4) Tactical Scan:
 
 a. So it is a power that improves only squadmates. An interesting decision, but I wonder if that is a bad decision, as it does not actually improve the player in any way.
 
 b. Rank 2: So allies can carry heavy weapons? Really? Do they really need the extra damage if you give them the Cain?
 
5) Ballistic Rounds:
 
 a. Why not just call it Incendiary Ammo or Incendiary Rounds? Obviously you call it "Ballistic" since it can "ravage" cover, whatever that means.
 
 b. So apparently cover damage is 100%. Whatever that means. Need clarification. Does that mean it can penetrate cover? Does (some) cover have "health" and will be destroyed over time? Can you tell which cover you can damage or cannot damage.
 
 c. Rank 2: Why does one evolution increase rate of fire, but the other evolution does not?
 
6) Ballistic Blades:
 
 a. Damage bonus to cover: again, I need this explained.
 
 b. Pretty poor base damage.
 
 c. Rank 5b: Are these bonuses based on base damage or total damage. If off base, both rank 5 bonuses seem pretty poor, although the bleed will end up dealing more damage over time, which is what I think you wanted, but the total damage of both just seems so lackluster.
 
7) Combat Mastery: Evolutions seem pretty balanced on the whole. I am still confused over the whole "cover damage" mechanic which has not been explained.

#222
RedCaesar97

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@Abraham_uk: These are my thoughts on your Vanguard.
 
1) Biotic Charge:
 a. Rank 3b Time Dilation seems like a no-brainer versus 3a Melee damage bonus.
 
 b. Rank 4b cooldown seems better than rank 4a power damage bonus at first glance. I have not seen the rest of the powers.
 
 c. Rank 5a Restore Barriers seems better than Power Charge. Power Charge seems like it has impressive bonus numbers at first glance, but on second glance it really does not.
 
2) Shockwave: 
 
 a. So basically a Nova that can lift and has a cooldown. And a somewhat poor base radius. And a nonsensical secondary radius for lifting enemies.
 
 b. So if there is cover behind you, it is less effective. Does that "less effective" also impact the space in front of you? If so, that is a terrible penalty. Kind of seems like a bad penalty anyway.
 
 c. Does the rank 2a increase both radius's or just the hit radius (not the lift radius)?
 
 d. Rank 3 evolutions seem kind of weak. Not sure which one would be better. I am leaning towards the damage over time unless that is a fixed damage (not affected by power damage bonuses) in which case the duration would be better.
 
3) Lasso
 
 a. Very poor radius. Only 1.5 meters?
 
 b. Evolutions seem pretty balanced, because most of them are moderate bonuses to a pretty poor base power.
 
4) Smash:
 
 a. Radius is better than Lasso's radius, but still not very good. Base damage is better too.
 
 b. Considering the radius, Cooldown is better at rank 2.
 
 
5) Warp Ammo:
 
 a. So far, the only other power besides Charge I would use.
 
 b. You have an extra rank 3a (Weaken foe) and two rank 2as and rank 3bs. I cannot tell which ones you wanted to use.
 
6) Offensive Mastery
 
 a. At first glance, Rank 2b weapon damage seems better than rank 2a melee damage. 
 
 b. Not sure if the headshot bonus at rank 4b is worth it over 4a Fitness. Headshot bonus seems weapon-dependent so who knows.
 
 c. Does rank 5a Power damage affect ammo powers? Probably does not matter considering how lackluster 3/5 of your Vanguard's powers are.
 
7) Charge and Warp Ammo look good. Shockwave and Smash look very mediocre to poor, and Lasso looks absolutely terrible. 
I apologize if this review is overtly harsh. Shockwave, Smash, and Lasso need some major base radius increases to become even remotely viable alternatives to your other powers.


#223
Abraham_uk

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Cover literally has health.

Lots and lots of health.

 

Any class can deal damage to cover.

Soldiers deal a lot more damage to cover with their ammo and ballistic blades.



#224
capn233

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My thoughts on the vanguard:

 

Charge - to echo what Red said, I don't know if switching around some evos might not be a bad idea.  For instance, probably the best ones are 5a, 2b, and maybe 2a and 3b as a wash.  The DR and Barrier evo are somewhat similar and probably wouldn't make sense in opposition, but maybe go 2a Weapon Damage, 2b Melee; 3a Power Synergy, 3b Power Charge; 4a Time Dilation, 4b Durability; 5 Barriers, 5b Cooldown.  As far as the actual numbers, too hard to figure out how well 20%DR works without knowing a lot more about the rest of the stats in the game, etc.

 

Repel - I think force effects should cause at least some damage.  Of course value of pure CC will depend a lot on level design and number of enemies on screen at once.  This one seems to do good CC, but it does seem to have a long duration.  Up to 7.5s seems like it is probably a little much.  Also I think any warp ammo synergies should just be left as evos or stats in Warp Ammo.

 

Lasso - what stands out to me is the range is really short.  I guess on a Vanguard that isn't horrible, but you will already be CC'ing enemies with Charge and possibly knocking them out of range.  I might be tempted to argue what Vanguard needs in supplement of Charge is ranged powers for when Charge isn't feasible.

 

Smash - probably fine.

 

Warp Ammo - not sure I like slow as an effect of Warp Ammo, especially when Cryo is a pure debuff.  Maybe consider moving that effect into Cryo Ammo.  I don't understand how the DOT works based on the weapon.  Related to base damage? Physics synergy is pretty interesting though.  Probably one of my favorite novel evolutions in your vanguard.  Sledgehammer rounds should be a rank 5 evolution if it doesn't get dropped.  Sounds like a lot of CC.

 

Offensive Mastery - Hmmm, not sure the 20% HS dmg balances the extra 300 / 300 HP.

 

Anyway some interesting things in there.

 

I don't know that I would add on my own set of classes at this point partly because that would add a 4th set of game rules and just overly complicate the thread.  Not because I am trying to avoid criticism myself or anything. :)



#225
RedCaesar97

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Not sure when or if I will contribute again to this thread. I am currently burnt out on Mass Effect and need a break from it. I am sure it will pull me back in sometime in the near future.