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Class Design Hopes for ME:N


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#76
Mcfly616

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What exactly was so clunky about it?

 pretty much everything involving combat and movement. Cover mechanics: clunky. Melee: clunky. Barrel rolls: clunky. Etc etc.

 

 

In terms of cover-based shooter gameplay, it's still third rate compared to the likes of Gears, and especially Ghost Recon:FS



#77
ZipZap2000

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I like the idea of niche squadmates, that they're on the team because they specialise in a certain combat style and while you can take whoever you want you'll get more out of it if you take your stealthy teammates on a infiltration mission or your tanks and dpsers on kill'em all one. 

 

The MEMP classes were a lot of fun to play so I wouldn't mind if some of their class powers made it into the main game. 

 

Half the fun of the MP was unlocking characters and trying out new classes/using abilities that weren't in the main game. Omni-bow and Flamer for example, so I'm really hoping for more classes and abilities in the campaign this time round. 



#78
Steppenwolf

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Using powers can actually make it more fluid.


No they can't. They're an added mechanic that you use separately from shooting and moving.

How many shooters have things like Biotic Charge, Poison strike, teleport dodge etc? The better players use cover infrequently. Do a platinum (or even gold) solo and you will find you won't be using cover very much at all. You can play ME SP in a very fluid manner as well if you want.


SP and MP are designed in specific ways. What works in one doesn't always work in the other.
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#79
spinachdiaper

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I feel that the all classes shouldn't have overlapping abilities and similar abilities like concussive shot and carnage should be dumped in general. Make picking a class mean picking a distinct play style. 


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#80
Steppenwolf

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I feel that the all classes shouldn't have overlapping abilities and similar abilities like concussive shot and carnage should be dumped in general. Make picking a class mean picking a distinct play style.


There are only so many playstyles though. Having 6 distinct playstyles in a game like Mass Effect isn't plausible.

#81
CrazyCatDude

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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.

I'm mixing it up with Carnage.  I totally was thinking carnage in my head, and typed concussive shot.

 

One of the reasons I hate Ammo Powers as a class power is I forget to activate them.  Every freaking time, I'm halfway through a level and wondering why no enemies are turning to ice, and it's like "DARN IT!"


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#82
CrazyCatDude

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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.


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.

 

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.

First, I meant Carnage, not concussive shot.  I wasn't thinking while I was typing.  Carnage was kind of a signature power in ME1 for the vanguard.  I LOVED blowing stuff apart with it.

Second, bioamps require a person to have biotics to begin with.  Stick a bioamp in a nonbiotic, and you get a nonbiotic with a hole in their head.  Omni-tools are gear, yes, but saying "these abilities require further training" when it's something like how to control a drone, or how to use some sort of sophisticated tech gizmo is a whole lot more believable that "You need to take an extension course at the academy to plug in an inferno ammo block instead of a tungsten ammo block".  Especially when ammo blocks are good for thousands of shots, so your ship's armory officer could do it for you before you leave on a mission.

 

As for class homogenization, allowing *any* customization of the classes leads to a degree of that.  But we've already seen from multiplayer, where Ammo *IS* a mod, that it's still entirely possible to make classes that play completely differently without relying on Ammo Powers.  Heck.  You can build two classes around the same signature ability, and *still* have them play completely differently.  Or six classes.

 

The Hot Bar is limited to 8 slots, due to the limits of console game pads.  One of those slots will always be unity.  By moving grenades and ammo off the hot bar, that allows for a total of six player selected powers.  I *know* you'll get a lot more variety in builds and play styles that way than you get out of the current six default, plus one bonus system you have now.

 

Much as I love Charge Nova spam, I'd love to build a caster Vanguard for certain run throughs.  I did a couple of casterguard runs back in ME3 (I've beat the game about 40 times) and it was hella fun.



#83
CrazyCatDude

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

The only one that seemed silly to me was the "omni-bow"  The rest all fit in with the lore perfectly well.



#84
CrazyCatDude

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No they can't. They're an added mechanic that you use separately from shooting and moving.


SP and MP are designed in specific ways. What works in one doesn't always work in the other.

Actually, yes they can.  At one point, I had ME2 down to the point where I could do entire NGP runs where I never paused the game once I got past Freedom's Progress and could customize my weapons load out.

 

I think in my ME3 runs, the only time I really paused was on Ranok.  There's one spot where a Geth Prime gets to be a pain in the butt, and I paused for a second to find a cover spot when he was about to blow up in my face.

 

Both ME2 and ME3 flow beautifully.



#85
Phoenix_Also_Rises

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I play Vanguard myself.  I LOVE myself some Vanguard.  I charge the Geth Colossus on Halestrom on insanity.  Why?  Because I can, that's why.

 

That being said, one thing I missed about ME 2 while playing ME3 is enemies that you couldn't charge.  In ME2, I ran with the Eviscerator, which was only slightly less devastating on a shot for shot basis than the Claymore, then I took Sniper Training on the Collector ship.  An Eviscerator, Locust, Viper, Phalanx load out made Vanguard insanely fun.  If I couldn't charge something, I still had amazing tactical flexibility.  Head shotting a Vorcha across a rocky chasm, stripping the shields and armor off a target with the Locust so I could kill them with a pull.  Disassembling mechs with the Phalanx.  All of those were terrible loads of fun.

 

I love Vanguard's charge/nova combo in ME3, but I did feel like the class lost a little variety compared to ME2, while I was an implacable god of death in many forms.

 

I'd love to bring back some of that variety.

 

That does sound like a TON of fun. Personally, I always had far too much fun going bare bones with the vanguard - playing around with biotics and shotgun and assault rifle, so I never thought that much was toned down after ME2 . To me, ME3 was INORDINATE amounts of fun. I chose Slam as my special power, so I would lift the enemy off the ground, made them chock full of incendiary ammo, any while they were still hanging in the air, I charged. 

 

BOOM.

 

Then the "slam" part of the Slam power kicked in.

 

BOOM.

 

It was times like these that made me wish ME had Mortal Kombat - level gore effects.

 

Also, referring to your charging the Geth Colossus - AWESOME. I must admit I never did try that (MUST DO ON NEXT REPLAY YESSSSS THANK YOU), but I always cackled when the ME3 Brutes went "Imma charging my charge attack!". And then I biotic charge and nova-d and punched and shotguned them so hard I sent them back to their space prawn gods.

 

Damn hanging around here is proving severely detrimental to my work performance. Gah I wish I wasn't stuck here and could go home and dish out some destruction instead. 



#86
SolNebula

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Juat give me an omnibow for silent kills and i'm a happy men. On a general line i agrer that classes should feel really different. Have some pure healing and support classes.

#87
Silcron

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For the soldier I think another thing they could do with them is to give them passives for weapons handling. Less recoil, more accuracy...I know they kind of had that but what I'm thinking of it really mattering, like maybe with a soldier I could use something like the Harrier with the same stability as if I had the mod.

Maybe have a loadout system for missions and most classes can only choose one ammo type, and the soldier more. Let it be a class that really focuses on weapons.

The idea of heavy weapons is also good, but let it be an option, as in a heavy weapon would cut my weapon capacity by two (heavy+2 normal or 4 normal)

Also, please fix the autoaim on consoles, my poor pc couldn't handle me3 so I switched to consoles and it ruined my widow. I've played shooters with autoaim before and it didn't bother but ME? Every time I try to land a headshot there is always that one guy that crosses my scope and I end up shooting between the two.
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#88
CrutchCricket

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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.

Hell no. Maybe ME1's overheat system wasn't the greatest but thermal clips were stupid. Is ammo scarcity really a mandatory game feature? I think there are plenty of other more creative ways you could make combat challenging than "oops out of ammo lol". Which rarely happened anyway.

 

Also yeah grenades and ammo powers should be universal. A case could be made for heavy weapons being soldier only.


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#89
Han Shot First

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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.

 

My canon Shep was a soldier as well.

 

But the class doesn't offer as much in terms of abilities. Abilities is where the other classes shine. And I think that's totally fine, as the soldier class is all about the pew pew. But that's why it should have some bonuses when it comes to weapons. Heavy weapons as a soldier class exclusive would make sense. Or if weight restrictions return, the soldier class shouldn't have them.

 

And I say that as someone who would probably play one of the biotic classes in ME: Next, since I didn't go that route in my canon run for the Shepard trilogy.


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#90
Pasquale1234

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My canon Shep was a soldier as well.
 
But the class doesn't offer as much in terms of abilities. Abilities is where the other classes shine. And I think that's totally fine, as the soldier class is all about the pew pew. But that's why it should have some bonuses when it comes to weapons. Heavy weapons as a soldier class exclusive would make sense. Or if weight restrictions return, the soldier class shouldn't have them.
 
And I say that as someone who would probably play one of the biotic classes in ME: Next, since I didn't go that route in my canon run for the Shepard trilogy.


I've also felt that heavier armors (or damage reduction powers), faster storm speed, and perhaps some better, unique melee abilities would also make the soldier class more interesting.
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#91
CrazyCatDude

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Hell no. Maybe ME1's overheat system wasn't the greatest but thermal clips were stupid. Is ammo scarcity really a mandatory game feature? I think there are plenty of other more creative ways you could make combat challenging than "oops out of ammo lol". Which rarely happened anyway.

 

Also yeah grenades and ammo powers should be universal. A case could be made for heavy weapons being soldier only.

Have you played with the M7 Lancer Assault Rifle that came with Citadel?  It and the Prothean Beam Rifle both used a rework of the ME1 overheat system.  You had a set number of shots, like you did with a thermal.  If you shot dry, the weapon locked and vented heat.  If you shot less than the full magazine, you just had to stop firing for a few seconds, and the magazine refilled as the cooling kicked in.  I loved it.


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#92
CrazyCatDude

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That does sound like a TON of fun. Personally, I always had far too much fun going bare bones with the vanguard - playing around with biotics and shotgun and assault rifle, so I never thought that much was toned down after ME2 . To me, ME3 was INORDINATE amounts of fun. I chose Slam as my special power, so I would lift the enemy off the ground, made them chock full of incendiary ammo, any while they were still hanging in the air, I charged. 

 

BOOM.

 

Then the "slam" part of the Slam power kicked in.

 

BOOM.

 

It was times like these that made me wish ME had Mortal Kombat - level gore effects.

 

Also, referring to your charging the Geth Colossus - AWESOME. I must admit I never did try that (MUST DO ON NEXT REPLAY YESSSSS THANK YOU), but I always cackled when the ME3 Brutes went "Imma charging my charge attack!". And then I biotic charge and nova-d and punched and shotguned them so hard I sent them back to their space prawn gods.

 

Damn hanging around here is proving severely detrimental to my work performance. Gah I wish I wasn't stuck here and could go home and dish out some destruction instead. 

 

I will admit, on Hardcore or Insanity, I always soften the Colossus up with the Cain first.  A glancing hit will strip the Colossus' shields, so you can really cut into it with the shotgun.

Having a sniper rifle when you're breaking Jack out of prison makes the fight with the Warden so much easier.  Snipe the pylons, and then head shot the SOB.  Big fun.

Sniper training is why I love NGP.  a NGP Vanguard with sniper training plays completely differently than a standard starting Vanguard.  The tactical flexibility is amazing.

In ME3 I always take carnage.  I can hook a shot around cover to kick the enemies out so I can charge them.  Also, it's Carnage.  I have fond memories of it from ME1, even if it isn't nearly as OP in ME3.

I also did a few ME2 Pistol only runs as a vanguard.  Big fun.

I love me some Charge Nova spam, but I would love it if they designed the levels to force more variety in how you handle situations.



#93
Han Shot First

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I've also felt that heavier armors (or damage reduction powers), faster storm speed, and perhaps some better, unique melee abilities would also make the soldier class more interesting.

 

I think those are good ideas as well.

 

I think the argument that the soldier class shouldn't get any weapon or armor bonuses because most people already choose it doesn't really work. Most people didn't choose the class in the Shepard trilogy because it was more interesting than the others. They chose it because it was the default. 


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#94
CrutchCricket

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Have you played with the M7 Lancer Assault Rifle that came with Citadel?  It and the Prothean Beam Rifle both used a rework of the ME1 overheat system.  You had a set number of shots, like you did with a thermal.  If you shot dry, the weapon locked and vented heat.  If you shot less than the full magazine, you just had to stop firing for a few seconds, and the magazine refilled as the cooling kicked in.  I loved it.

Except both overheat effects felt overblown compared to the ME1 system, especially how it wouldn't cooldown unless you triggered the "reload" and then stood still and waited for it. This is particularly egregious in MP where standing still (or even walking) usually means death at higher levels. It feels like the devs are punishing you for daring to dislike the thermal clip system. And the Lancer made this even more annoying since it was specifically supposed to be closer to ME1, if not the exact mechanic.

 

But this annoyance aside, the PPR is definitely a favorite in both MP and SP for all your melting needs. Use with AP ammo and apply directly to the forehead. The Lancer I dislike because it's not as accurate.


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#95
Steppenwolf

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Except both overheat effects felt overblown compared to the ME1 system, especially how it wouldn't cooldown unless you triggered the "reload" and then stood still and waited for it. This is particularly egregious in MP where standing still (or even walking) usually means death at higher levels. It feels like the devs are punishing you for daring to dislike the thermal clip system. And the Lancer made this even more annoying since it was specifically supposed to be closer to ME1, if not the exact mechanic.


Yeah, that was annoying. You can't even take cover while it's venting heat or you reset the venting process and you have to do it again. And who the hell would design a gun to vent extreme heat into the face of it's user?
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#96
Sanunes

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My canon Shep was a soldier as well.

 

But the class doesn't offer as much in terms of abilities. Abilities is where the other classes shine. And I think that's totally fine, as the soldier class is all about the pew pew. But that's why it should have some bonuses when it comes to weapons. Heavy weapons as a soldier class exclusive would make sense. Or if weight restrictions return, the soldier class shouldn't have them.

 

And I say that as someone who would probably play one of the biotic classes in ME: Next, since I didn't go that route in my canon run for the Shepard trilogy.

 

Fair enough, I would hope there would be something else to make the class feel more dynamic for it just seems to be adding another gun to a class that specializes in using guns wouldn't make it feel much different.



#97
windsea

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You know i had this conversion awhile ago and had a good system worked out but now i have completely forgotten it.

 

 

Still personally i would like to see the class system move away from the three pure(s) and three mix(s) and instead focus on the unique part of each.

 

  • Vanguard-charge
  • Sentinel-tank.
  • engineer-Summons.
  • soldier-gunplay
  • Infiltrators- sneak.
  • Adept-crowd control.

 

Then categorize the powers into those groupings plus anti-defense, DPS, and supporting powers.

 

  • tank=tech armor, Barrier, so on.
  • Summons=drones and turrets
  • charge=biotic charge, so on
  • sneak=cloak, shadow strike, so on
  • gunplay=marksman, so on
  • crowd control=singularly and so on
  • anti-defense focus=warp, overload, so on.
  • DPS focus, mines, flare, so on
  • supporting=geth version and so on.

 

then when players go to pick a class they can chose powers from their class main role and from the non-class categories, they should most likely be a limit say only from one category but that is what play testing is for.



#98
Karlone123

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For a class power, I really want a omni-shield that the N7 Paladin had that also comes with its own melee attacks.



#99
CrutchCricket

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Omni weapons have been mentioned, and Electic/Biotic Slash were included in one poster's breakdown so how about adding melee weapons as a thing, whether as general gear or class specific gear?

 

Existing melee weapons:

Shield/Omni-shield

Omni-blades (single or double)

Swords

Krogan warhammer

Omni-bow (not technically melee but whatever)

Omni-bayonettes (not actually used but they increase melee damage)

 

Rough idea for class distribution:

Soldier: Omni-bayonette, combat knife (monomolecular or vibroblade or whatever makes it cut real good and not seem out of place in a future battlefield)- provides a significant boost in melee damage, can be used in effective CQC

Sentinel: Omni-shield. Self explanatory

Engineer: Omni-blades- can customize and add effects to a greater extent than any other class. Single or dual.

Infiltrator: Sword- used for Shadow Strike and other stealth-type kills.

Adept: Omni-bow. Can use bolts in conjuction with biotics to explode things.

Vanguard: Scaled down hammer- Charge and upswing, nova and downswing. You're welcome.

 

These wouldn't have to be locked down or even used. But using an off-class melee weapon might carry some penalty (similar to using an untrained gun in ME1 perhaps) with options to offset it somewhat.

 

Edit: Whoops forgot the Phoenix/Dragoon energy whip things. Those could be a bonus.



#100
StealthGamer92

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Omni weapons have been mentioned, and Electic/Biotic Slash were included in one poster's breakdown so how about adding melee weapons as a thing, whether as general gear or class specific gear?

 

Existing melee weapons:

Shield/Omni-shield

Omni-blades (single or double)

Swords

Krogan warhammer

Omni-bow (not technically melee but whatever)

Omni-bayonettes (not actually used but they increase melee damage)

 

Rough idea for class distribution:

Soldier: Omni-bayonette, combat knife (monomolecular or vibroblade or whatever makes it cut real good and not seem out of place in a future battlefield)- provides a significant boost in melee damage, can be used in effective CQC

Sentinel: Omni-shield. Self explanatory

Engineer: Omni-blades- can customize and add effects to a greater extent than any other class. Single or dual.

Infiltrator: Sword- used for Shadow Strike and other stealth-type kills.

Adept: Omni-bow. Can use bolts in conjuction with biotics to explode things.

Vanguard: Scaled down hammer- Charge and upswing, nova and downswing. You're welcome.

 

These wouldn't have to be locked down or even used. But using an off-class melee weapon might carry some penalty (similar to using an untrained gun in ME1 perhaps) with options to offset it somewhat.

 

Edit: Whoops forgot the Phoenix/Dragoon energy whip things. Those could be a bonus.

Infiltrator should get regular Omni-blade(single) to use like a knife/dager kill in my opinion.