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Class Design Hopes for ME:N


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#26
ZoliCs

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I'd like to see heavy weapons return.

 

Maybe they should be a soldier exclusive. That class needs something to make it worth choosing over some of the others.

 

Only if they don't force us to have a big ass ugly weapon on our back.



#27
Enigmatick

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I'd like the classes to be classes and not just combat roles.



#28
Torgette

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Only if they don't force us to have a big ass ugly weapon on our back.

 

Speaking of weapons, thermal clips yay or nay? To me doesn't make much sense for thermal clips in a limited resource situation like going to Andromeda would be.



#29
Han Shot First

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Only if they don't force us to have a big ass ugly weapon on our back.

 

This also.

 

Heavy weapons don't necessarily have to look like a monstrosity. This would be classed a heavy weapon if in Mass Effect, for example:

 

73hx7c.jpg

 

(grenade launcher)



#30
Steppenwolf

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I went ahead and fleshed out my idea for class designs. Each class has 3 default powers that are unique to them. Then each class has a pool of 9 additional powers from which to choose 4. Then every class has access to a universal pool of powers from which to choose 1 more, giving a total of 8 activated powers. Each class would also have a fitness tree and a class-specific skill tree(Biotic Mastery, Combat Mastery, etc).

 

Xm4PB4W.png


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#31
StealthGamer92

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My idea would be to revamp the system entirely. Instead of making the classes slightly different flavors of killing dudes each class would fill an entirely unique roll in a squad. For example, 'tech' abilities would remove shooting the elements out of omnitools and focus more on things like hacking, repairing technology, sabotaging electronics, bypassing security systems, etc. The game design would also experience a massive overhaul going for more of a DE/TF2 vibe with squadmates versus a conventional cover based TPS. Levels would be massively different and involve multiple approaches to approach different goals.

 

Infiltrators would still be the tech/combat hybrid. But instead of focusing their abilities as a mix of the two with an invisibility cloak their abilities would focus mostly on doing things solo without the benefit of a squad, actual infiltrating. Tech abilities would focus more on the stealthy, sabotaging aspects while their combat traits would focus on discretion.

 

This, and give Infiltrator a sound dampening ability or just a suppresor mod any class could use would help out not just Infiltrator but also the presumably less combat effective Engineer & Adept. Also let me launch solo ops without squadmates for any character because sometimes I just feel like being totaly alone.

 

It'd be nice if Infiltrators had a real ability to tackle combat without alerting anybody.

Agreed, cloak is good idea but it was just a damage booster so it is nothing more than a fancy 1 shot ammo power to a large degree.


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#32
ZoliCs

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Speaking of weapons, thermal clips yay or nay? To me doesn't make much sense for thermal clips in a limited resource situation like going to Andromeda would be.

Both. I didn' really like the thermal clips in ME2, but I grew fond of it in the multiplayer. Great weapon diversity is one thing I like about ME3.



#33
CrazyCatDude

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I went ahead and fleshed out my idea for class designs. Each class has 3 default powers that are unique to them. Then each class has a pool of 9 additional powers from which to choose 4. Then every class has access to a universal pool of powers from which to choose 1 more, giving a total of 8 activated powers. Each class would also have a fitness tree and a class-specific skill tree(Biotic Mastery, Combat Mastery, etc).

 

Xm4PB4W.png

Main issue I have with this is, I think grenades and ammo, should be a mod.  Everyone starts out with the ability to carry 3 grenades (maybe soldiers get extra).  When your at the weapons bench, you can swap out your grenade load out, and chose which time you want.  Frag, sticky, cluster, lift, concussion, inferno, flash bang, etc, etc, etc.  Just like in ME1.  And you can purchase additional grenade capacity the same way you can purchase gun mods.  Ammo is just a third mod slot in the gun, and can only be used for Ammo.  Ammo can be swapped out at a weapons bench, just like grenade types.



#34
ImaginaryMatter

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Only if they don't force us to have a big ass ugly weapon on our back.

 

I did like having the Cain on Shepard's back. Silently bidding it's time.



#35
Steppenwolf

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Main issue I have with this is, I think grenades and ammo, should be a mod.  Everyone starts out with the ability to carry 3 grenades (maybe soldiers get extra).  When your at the weapons bench, you can swap out your grenade load out, and chose which time you want.  Frag, sticky, cluster, lift, concussion, inferno, flash bang, etc, etc, etc.  Just like in ME1.  And you can purchase additional grenade capacity the same way you can purchase gun mods.  Ammo is just a third mod slot in the gun, and can only be used for Ammo.  Ammo can be swapped out at a weapons bench, just like grenade types.


Making all the ammo and grenade types accessible to every class just serves to makes the classes more similar. Making them powers that are limited by class differentiates the classes and allows them to treat each class as an actual archetype.

#36
CrazyCatDude

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Making all the ammo and grenade types accessible to every class just serves to makes the classes more similar. Making them powers that are limited by class differentiates the classes and allows them to treat each class as an actual archetype.

I disagree.  I think restricting ammo types based on classes is silly.  Ammo is gear.  Grenades are gear.  We're not talking about specialized gear like a combat drone or tech armor which would require additional training to use.  We're talking about basic gear.  Soldiers don't need different training to go from green tip to black tip.  I don't see why they'd need additional training to load inferno ammo verses cryo ammo.

What moving grenade and ammo to gear instead of powers does, is open up further room for customization.

 

Also, leaving concussive shot off Vanguard's default list in favor of lift grenade is a crime against the class of epic proportions.  The fact that it wasn't included as a default power in ME3 has not been forgiven, considering how big a part of the Vanguard arsenal it was in ME1



#37
Malanek

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I went ahead and fleshed out my idea for class designs. Each class has 3 default powers that are unique to them. Then each class has a pool of 9 additional powers from which to choose 4. Then every class has access to a universal pool of powers from which to choose 1 more, giving a total of 8 activated powers. Each class would also have a fitness tree and a class-specific skill tree(Biotic Mastery, Combat Mastery, etc).

 

Leaving aside the specifics of which class gets what, I personally think that is too many powers. It is an interesting idea though.

 

Maybe give the player a default power when they choose the class, a class skill tree, a health skill tree, a melee skill tree (separated from health!!!) and one or two other skill trees from a pool as you suggest. When they reach certain other levels like say 7, 14 and 21 they get to select a new skill tree from their allowed pool. Meanwhile they get points at each level as before.



#38
Patchwork

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Making all the ammo and grenade types accessible to every class just serves to makes the classes more similar. Making them powers that are limited by class differentiates the classes and allows them to treat each class as an actual archetype.

 

Lore wise it doesn't make sense to limit the type of ammo and grenade a character can use. I agree with CrazyCatDude in that ammo and grenades should be a mods but I would make grenades an omni-tool ability that gets it's own ability slot and only be able to carry one type at a time too avoid making the character too OP plus there's only so many slots available in a ME game. 



#39
Malanek

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I disagree.  I think restricting ammo types based on classes is silly.  Ammo is gear.  Grenades are gear.  We're not talking about specialized gear like a combat drone or tech armor which would require additional training to use.  We're talking about basic gear.  Soldiers don't need different training to go from green tip to black tip.  I don't see why they'd need additional training to load inferno ammo verses cryo ammo.

What moving grenade and ammo to gear instead of powers does, is open up further room for customization.

 

Also, leaving concussive shot off Vanguard's default list in favor of lift grenade is a crime against the class of epic proportions.  The fact that it wasn't included as a default power in ME3 has not been forgiven, considering how big a part of the Vanguard arsenal it was in ME1

Was concussive shot even in ME1? You're not mixing it up with carnage are you?

 

I think having grenades and ammo as class powers is good for gameplay. I can definitely see your argument from an immersion point of view though. Personally I prefer them as powers, particularly grenades.



#40
Steppenwolf

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I disagree.  I think restricting ammo types based on classes is silly.  Ammo is gear.  Grenades are gear.  We're not talking about specialized gear like a combat drone or tech armor which would require additional training to use.  We're talking about basic gear.  Soldiers don't need different training to go from green tip to black tip.  I don't see why they'd need additional training to load inferno ammo verses cryo ammo.


Biotic amps and Omnitools are just gear so why can't every character have access to skills from every class? Of course there's some silliness to it. You have to accept silliness in video games to accommodate gameplay mechanics. It's not unique to Mass Effect 2/3.

What moving grenade and ammo to gear instead of powers does, is open up further room for customization.


But it also removes an element of customization. What you gain in gear customization to lose in class customization. And again, making all ammo and grenade types mods/gear makes the classes more similar. You didn't counter that argument.
 

Also, leaving concussive shot off Vanguard's default list in favor of lift grenade is a crime against the class of epic proportions.  The fact that it wasn't included as a default power in ME3 has not been forgiven, considering how big a part of the Vanguard arsenal it was in ME1


The Vanguard of ME1 is basically nothing like the Vanguard of the sequels. Concussive Shot is just win-more for Vanguards. And I gave Vanguards access to it. There's no good reason to make it exclusive to the Vanguard.

#41
Steppenwolf

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Lore wise it doesn't make sense to limit the type of ammo and grenade a character can use.


Lore-wise all kinds of gameplay mechanics in ME don't make sense. Heat sinks(ammo) don't make sense. Biotic Charge doesn't make any sense. Tech armor having so many gaps, including over the face, doesn't make any sense. Etc.

Leaving aside the specifics of which class gets what, I personally think that is too many powers. It is an interesting idea though.
 
Maybe give the player a default power when they choose the class, a class skill tree, a health skill tree, a melee skill tree (separated from health!!!) and one or two other skill trees from a pool as you suggest. When they reach certain other levels like say 7, 14 and 21 they get to select a new skill tree from their allowed pool. Meanwhile they get points at each level as before.


Only 5 or 6 powers? That's too few. We got 7 in ME3.

#42
Malanek

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Only 5 or 6 powers? That's too few. We got 7 in ME3.

And that was too many for me, especially when you are also managing squadmates. ME3 multiplayer played better than the SPer and you only had 3.



#43
Steppenwolf

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And that was too many for me, especially when you are also managing squadmates. ME3 multiplayer played better than the SPer and you only had 3.


You can't pause combat in MP. In SP you manage your party and use the Power Wheel, both things that are not suited for MP. It's twitch, not methodical. But in SP you can map powers to specific buttons so you can play SP like MP, only focusing on 3 or 4 powers. You have that option so limiting the total number of powers is arbitrary.

#44
Malanek

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You can't pause combat in MP. In SP you manage your party and use the Power Wheel, both things that are not suited for MP. It's twitch, not methodical. But in SP you can map powers to specific buttons so you can play SP like MP, only focusing on 3 or 4 powers. You have that option so limiting the total number of powers is arbitrary.

Ahhh I see, I never paused. Never felt like a pause game to me, it feels like an exploit.



#45
Sanunes

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I'd like to see heavy weapons return.

 

Maybe they should be a soldier exclusive. That class needs something to make it worth choosing over some of the others.

 

The last infographic BioWare posted showed enough people already choose the soldier class, so it doesn't really need something to have even more people use it.



#46
Golden_Persona

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Was bored in college classes today so I thought about an Omni-warrior build using ME3's awesome leveling system.

 

Omni-Rampage: Drastically increases melee damage and damage received. For every melee strike on an enemy time dilates for a bit, stacking for each strike. Dilation occurs even after power ends. (Dilation does affect the counter for the power's duration)

Lv1: Access to power; Lv2: Increase time dilation to two seconds per strike; Lv3: Increase amount of times time dilation stacks to 5; Lv4: Increase melee damage or increase duration of power to 12 seconds (from 8); Lv5: Time dilates at 70% normal time (compared to 40) or allow power to detonate combos; Lv6: Receive a shield boost of 100% after power ends or unleash a burst of energy at the end of the power that's relative to amount of shields and health you don't have.

 

Omni-Coating: Summon a special coating around your body made from special omni-gel formula that protects from oncoming attacks and increases melee damage. Detonate around allies to spread it's affects at 40% shield effectiveness.

Lv1: Access to power; Lv2: Summon a coating at 70% shield effectiveness; Lv3: Increase melee damage; Lv4: Remove staggering effects from enemy attacks or summon coating at 100% shield effectiveness; Lv5: Increase effectiveness on allies when detonated to 70% or decrease power cool-down penalty by 80%; Lv6: When detonated around enemies they become weak to all attacks for 6 seconds or their shields, barriers, armor or health slowly decrease over time for 6 seconds.

 

Omni-Shield: Expend all of your shield's energy into a giant shield that prevents you from shooting or using melee, but blocks all incoming damage from the front. The more shield energy you expunge the more damage it can take before it breaks.

Lv1: Access to power; Lv2: Increase shield's effectiveness by an extra 30%; Lv3: Hit melee to shield bash enemies; Lv4: Shield bash detonates power combos or shield bash bypasses all enemy defenses by 70%; Lv5: Mobile speed penalty decreases by 50% or increase shield's effectiveness by another 35% percent; Lv6: Use after omni-coating will expend both shields and omni-coating protective energy into a near impervious shield or shield detonates when destroyed completely destroying enemy defenses and/ or weakening the enemies from all sources of damage by 70%

 

Omni-Lance: Never bring a knife to a gun fight. Instead bring your lance. Your omni-blade transforms into an omni-lance with increased damage and ranged. Hold down the button instead of hitting it to increase it's range and damage. Cooldown time is relative to how long the button is held down, 3 seconds per second held.

Lv1: Access to power; Lv2: Lance can charge up for an extra 3 seconds increasing its range and damage further; Lv3: Increase base range and damage when just hitting the button by 30%; Lv4: Increase damage or increase range; Lv5: Lance detonates power combos or use lance for up to a 3 hit combo by hitting button rapidly; Lv6: When used while omni-coating is active expend omni-coating energy for increased damage and range or increase damage and range by an extra 20%/ 1m per second held.

 

Obviously damage percentages and whatnot make it either too broken or not good enough, or I didn't include them at all. Without knowing how stuff is calculated in the actual game it's hard to make it accurate. I also had an idea for either omni-plasma or omni explosive gel which would be it's one ranged attack.



#47
Enigmatick

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People should abandon the idea of omni weapons, they were ****** stupid in ME3


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#48
Steppenwolf

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Ahhh I see, I never paused. Never felt like a pause game to me, it feels like an exploit.


...but you have to pause to have access to all of your powers and your squadmates' powers.

#49
Malanek

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...but you have to pause to have access to all of your powers and your squadmates' powers.

I play on PC so I guess it is a bit different. In short, only in ME3 (because there were so many), and even then if you were prepared to ignore a few (ie let the squadmate choose which power to use), no. The game is much more fluid and much faster if you don't pause. I really think Bioware should design the game so it doesn't need to be even on consoles.

 

Perhaps build some DA2 style tactics? (although that could make the game too easy).



#50
Golden_Persona

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People should abandon the idea of omni weapons, they were ****** stupid in ME3

 

Except the Shadowbroker had similar equipment to what I proposed, from ME2. If not omni-warrior, then whatever SB was. Also omni-gel was in ME1, whose to say it only ever had one formula just used for hacking?

 

Also lol "it was in ME3 that means it has to be ******* stupid".


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