that ME MP characters cannot jump?
We have communication via quantum entanglement, FTL travel, AI, envirosuits, etc but we have characters that cannot figure out how to jump? How about some vertical elements in the next ME game?
that ME MP characters cannot jump?
We have communication via quantum entanglement, FTL travel, AI, envirosuits, etc but we have characters that cannot figure out how to jump? How about some vertical elements in the next ME game?
Guest_The Outlaw Josey Wales_*
There's no basketball in space.
I'd like to have dodge for all characters first.
Jumping would be cool though.
I'd like to have dodge for all characters first.
Jumping would be cool though.
Then how would you balance krogans, butarians, etc. ?
Then how would you balance krogans, butarians, etc. ?
even slower/smaller acceleration ? with a poor slow dodge ? like a diving which cost health and take .5 sec to get up ?
Then how would you balance krogans, butarians, etc. ?
Can you tell me why they wouldn't be balanced with a dodge? After all, we have the GI, QMI, talon merc, DI (all high damaging characters) that can dodge - there is no way a dodge-able krogan or batarian (or a turian) can compete with that.
IMO, the ability to dodge doesn't make a character more durable by default. It just helps with sync kills, which are very poorly implemented in the present setting.
Then how would you balance krogans, butarians, etc. ?
more jetpacks!
edit - as a serious response, I don't think the above would gain a significant advantage over other characters. Perhaps if you wanted to differentiate them, then take away an ability to roll backwards while adding some sort of side hop move.
Then how would you balance krogans, butarians, etc. ?
just imagine a krogan doing combat rolls or cartwheels. The hilarity of that image would more than balance it.
Obviously Krogan should be able to go into a ball and roll into their enemy to deal damage as their dodge.
You go jump with all that equipment and guns.
Can you tell me why they wouldn't be balanced with a dodge? After all, we have the GI, QMI, talon merc, DI (all high damaging characters) that can dodge - there is no way a dodge-able krogan or batarian (or a turian) can compete with that.
IMO, the ability to dodge doesn't make a character more durable by default. It just helps with sync kills, which are very poorly implemented in the present setting.
Seriously ? So I could have a krodept with 1850 health / shields and 40% DR who could quickly jump into soft cover ? Amazing !
It would be totally OP IMO since I consider, contrary to you, that the ability to dodge impacts highly the durability. It would not make krogans or batarians as powerful as the characters you quoted but it would make them almost impossible to kill for an experienced player and, in that sense, they would be no longer balanced in my opinion.
Plus, avoiding sync-kills is quite a big deal when you play platinum. Can you tell me that you have never been sync-killed with a krogan or a butarian during a plat solo attempt (while perhaps on the way to get a 10 ws medal), and that this sync-kill could have been avoided with a dodge ?
If a phantom melee-s a batarian and say, a vanilla human, why is it fair for the human to execute a dodge and get out of sync range while the batarian can't do that leaving him open for a sync kill? Atleast the krogans are resistant to stagger from the front, which is why they are my favorite non-dodgeable race.
I don't want their dodge to be flamboyant or cover significant distance. As long as it lets them escape the sync kill radius, it's good enough. One way to balance the high health aspect is to set the dodge DR for krogans, batarians to zero (unlike other characters that get DR during dodge). Their dodge can be made to deplete shields/barriers like the asari. With those modifications, the only things that change are sync kill and the occasional banshee warp ball.
There are a lot of ways to offset it.
Jumping is a crutch.
If a phantom melee-s a batarian and say, a vanilla human, why is it fair for the human to execute a dodge and get out of sync range while the batarian can't do that leaving him open for a sync kill? Atleast the krogans are resistant to stagger from the front, which is why they are my favorite non-dodgeable race.
I don't want their dodge to be flamboyant or cover significant distance. As long as it lets them escape the sync kill radius, it's good enough. One way to balance the high health aspect is to set the dodge DR for krogans, batarians to zero (unlike other characters that get DR during dodge). Their dodge can be made to deplete shields/barriers like the asari. With those modifications, the only things that change are sync kill and the occasional banshee warp ball.
There are a lot of ways to offset it.
It's fair because, in an other situation, the human will be dropped because he has taken a certain amount of damage, while the batarian will still stand figthing because of higher health and shields.
I may agree with the idea that it's weird that batarians and fat turians can't even do a side-step but I find it an OK way to balance them. Plus, making all characters able to dodge would reduce the races idiosyncracies and consequently the variety, and I would not like that. Yeah, sync-kills can be frustrating, but they also promote awareness and skills so they're quite alright to me.
I'd like to see the Juggernaut jumping around the maps, would be quite a sight
Jumping wasn't included in basic training.
Only side hops and dives.
Even the mako has ups though. If they can make a land tank the handles like a "drunken rhinoceros" get off the ground why not get us some damn jet boots?
If a phantom melee-s a batarian and say, a vanilla human, why is it fair for the human to execute a dodge and get out of sync range while the batarian can't do that leaving him open for a sync kill? Atleast the krogans are resistant to stagger from the front, which is why they are my favorite non-dodgeable race.
I don't want their dodge to be flamboyant or cover significant distance. As long as it lets them escape the sync kill radius, it's good enough. One way to balance the high health aspect is to set the dodge DR for krogans, batarians to zero (unlike other characters that get DR during dodge). Their dodge can be made to deplete shields/barriers like the asari. With those modifications, the only things that change are sync kill and the occasional banshee warp ball.
There are a lot of ways to offset it.
I don't care what the game mechanics are a 90 lb phantom shouldn't be able to synckill a Krogan. Krogan and Batarian's should be able to pick up mook level enemies and beat other enemies to death with them if push comes to shove. An Atlas, Spacecrab or hell even a Banshee fine but a phantom should be about as threatening up close as a pyjak to a Krogan.
If krogan jumps on the Citadel.... hmmm
Because the characters are all white* and as Woody Harrelson will tell you, white men can't jump.
* this is patently not true, especially for Asari, but meh.
If krogan jumped they'd start damaging catwalks.
If krogan jumped they'd start damaging catwalks.
Krogans should damage catwalks and everything else in their path they're Krogan.