Aller au contenu

Photo

Class Design Hopes for ME:N


  • Veuillez vous connecter pour répondre
191 réponses à ce sujet

#126
Pasquale1234

Pasquale1234
  • Members
  • 3 076 messages

I will admit, I liked Soldier in ME1, when Immunity tanking was a thing,


Me, too. I was not a happy camper upon learning that my soldier would be very cover dependent in ME2.
 

Playing as a soldier is like "Let's play the entire game in slow motion."  I hated the time dilation effect of Adrenaline rush.  I'd like to see all the time dilation removed for the next mass effect.


Even though AR is presented as the soldier's signature power, I rarely used it. If the enemies move too fast to target them reliably, then perhaps they ought to throttle down the enemy movement a bit.

I'd love to be able to snipe again. I mean, actually use a sniper rifle when the enemy is not aware of your presence. One of my fondest memories from Fallout 3 was perching on a hill overlooking a raider outpost and picking them off one by one. They seemed to realize they were under attack, but never did figure out where I was hiding. Another time, I snuck around a corner in the subway tunnels and blasted a couple of raiders in their beds. Good times.

With the promise of exploration in MENext, I'm hoping to break out of the shooting galleries of the last couple of titles, and have more opportunities for different strategies and approaches.
  • The Elder King et NCR Deathsquad aiment ceci

#127
The Elder King

The Elder King
  • Members
  • 19 630 messages

Me, too. I was not a happy camper upon learning that my soldier would be very cover dependent in ME2. Even though AR is presented as the soldier's signature power, I rarely used it. If the enemies move too fast to target them reliably, then perhaps they ought to throttle down the enemy movement a bit.I'd love to be able to snipe again. I mean, actually use a sniper rifle when the enemy is not aware of your presence. One of my fondest memories from Fallout 3 was perching on a hill overlooking a raider outpost and picking them off one by one. They seemed to realize they were under attack, but never did figure out where I was hiding. Another time, I snuck around a corner in the subway tunnels and blasted a couple of raiders in their beds. Good times.With the promise of exploration in MENext, I'm hoping to break out of the shooting galleries of the last couple of titles, and have more opportunities for different strategies and approaches.


Agreed. I played several Playthrough in ME as either Soldier or Infiltrator by basically smiling every enemy. I'd like to be Able to do this again.
  • Pasquale1234 aime ceci

#128
BabyPuncher

BabyPuncher
  • Members
  • 1 939 messages

Very limited class interrupts and other class dependent story content.



#129
Torgette

Torgette
  • Members
  • 1 422 messages

Very limited class interrupts and other class dependent story content.

 

Heh, maybe for Infiltrator you can cloak during a conversation to mess with people, or vangaurd can levitate people to get them to talk.



#130
Silver Souls

Silver Souls
  • Members
  • 466 messages

As far as both the soldier and infiltrator has adrenaline rush I would be happy cause I love the sniper but I suck with it thats is why I love the soldier class so much =) hope the infiltrator gets it (And I really hope thet the ifiltrator gets it in ME trilogy remaster)



#131
Golden_Persona

Golden_Persona
  • Members
  • 301 messages

With the promise of exploration in MENext, I'm hoping to break out of the shooting galleries of the last couple of titles, and have more opportunities for different strategies and approaches.

 

ME1 is just as much of a shooting gallery as ME2 and ME3, just the levels aren't as pretty and the enemies are way more generic. Also ME2 and ME3 also had different ways to approach the combat and classes actually felt distinct from one another. On NG+ Infiltrator made Engineer pointless, Vanguard with singularity made Adepts pointless. Heck all classes made Soldier pointless on any playthrough since pistols are amazing in ME1. Just give your class of choice training in one's weapon of choice and you're set. Difference is ME1 had broken abilities like Immunity which obliterated any kind of challenge the game offered. The higher the difficulty the worse it got since enemies started using immunity too.

 

I do agree that in regards to Infiltrator ME1 actually felt like you could infiltrate. My favorite mission as an Infiltrator is finding the nuclear bomb from the First Contact War and once I make it outside I snipe all the mercs down below from the mountain. Good stuff.


  • RedCaesar97 aime ceci

#132
StealthGamer92

StealthGamer92
  • Members
  • 548 messages

As far as both the soldier and infiltrator has adrenaline rush I would be happy cause I love the sniper but I suck with it thats is why I love the soldier class so much =) hope the infiltrator gets it (And I really hope thet the ifiltrator gets it in ME trilogy remaster)

ME2&3 had the Focused Zoom passive abillity though, wouldn't that make Adrenaline Rush redundan't on him for the sniping?


  • RedCaesar97 et Vazgen aiment ceci

#133
N7Jamaican

N7Jamaican
  • Members
  • 1 778 messages

I think we should do away with classes, and go with skill/power selections.



#134
Malanek

Malanek
  • Members
  • 7 838 messages

I think we should do away with classes, and go with skill/power selections.

I like the restrictions. I actually feel it encourages more diversity and different playstyles and healthy gameplay. Somethings just are not meant to be combined, Nova and Annihilation field for instance, yet the game is richer that both were available in MP.


  • KrrKs aime ceci

#135
StealthGamer92

StealthGamer92
  • Members
  • 548 messages

I think we should do away with classes, and go with skill/power selections.

I think classes should stay but we chose the individual powers. Like you choose Infiltrator, you have that classes Tactical Cloak then 3 Tech skills and 2 combat skills. You would not be able to get Adrenaline Rush, Concussive Shot Combat Drone or the Engineers Turret.



#136
KrrKs

KrrKs
  • Members
  • 863 messages

Another Idea I had:

(well, basically it is not mine, but a slight redress of a 'power distribution slide'. It probably also got mentioned already somewhere)

Let the player have a total of 6 'proficiency points', which can be spend on the 3 elemental 'sets'. 0 up to six points per biotic, combat or tech -set.

Depending on how much of the points are spent on an proficiency set, a corresponding number of powers with an individual 'might' up to that level can be selected.

(Add maybe a 'class signature power' depending on the highest proficiency or point distribution. Also corresponding passives)

 

E.g., if you put all 6 points into the 'biotic proficiency', you can select all biotic abilities.

If instead the points are distributed between biotic (2 points) and tech (4 points) proficiency, you can chose biotic powers with a 'might' score up to 2 and tech abilities with a 'might' up to 4.

Say Pull[1] has a might of 1 (just as an example), Throw[2] and Barrier[2] have a might of 2 from the Biotics set. (So I write <Name>[Might from now])

Tech powers could be Cryoblast[1], DefenceDrone[1], Incinerate[2], Overload[2], Sabotage[3], Turret[4].

In this case the player could choose 2 out of the listed biotic powers, and 4 out of the tech powers. Warp[3] could not be selected.

 

This would also allow a [2,2,2] Jack of all trades character or a [3,2,1] Vanguard with tech abilities -without it ending completely overpowered.


  • RedCaesar97 aime ceci

#137
ZoliCs

ZoliCs
  • Members
  • 1 061 messages

I hope they come up with more combat powers so the Soldier is not a not-Engineer and the Infiltrator is not an Engineer with Tactical Cloak and the Vanguard is not just a CQC Biotic.


  • StealthGamer92 et NCR Deathsquad aiment ceci

#138
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages

I hope they come up with more combat powers so the Soldier is not a not-Engineer and the Infiltrator is not an Engineer with Tactical Cloak and the Vanguard is not just a CQC Biotic.


Charge, Nova and Incendiary Ammo weren't enough to set Vanguard apart from Adept?
  • StealthGamer92, RedCaesar97 et Cheviot aiment ceci

#139
Golden_Persona

Golden_Persona
  • Members
  • 301 messages

Infiltrator and Engineer are pretty distinct from each other in ME3 thanks to Engineer's awesome drone army, plus the ability to go full-on red mage. The whole point of hybrid classes is to get a taste of both worlds. The only thing really lacking was good Soldier exclusive abilities.



#140
ZoliCs

ZoliCs
  • Members
  • 1 061 messages

Charge, Nova and Incendiary Ammo weren't enough to set Vanguard apart from Adept?

Charge and Nova the last time I looked is biotic ability which makes Vanguard a CQC Biotic not a Biotic Soldier mix. And IA (and every other ammo power) is boring as ****.



#141
ZoliCs

ZoliCs
  • Members
  • 1 061 messages

Infiltrator and Engineer are pretty distinct from each other in ME3 thanks to Engineer's awesome drone army, plus the ability to go full-on red mage. The whole point of hybrid classes is to get a taste of both worlds. The only thing really lacking was good Soldier exclusive abilities.

In ME3 if you take away the stupid ammo powers and TC then Infiltrator shared 2 of it's 3 abilities with Engineers. Which makes it a pseudo-Engineer with Tactical Cloak.



#142
RedCaesar97

RedCaesar97
  • Members
  • 3 856 messages

Another Idea I had:

(well, basically it is not mine, but a slight redress of a 'power distribution slide'. It probably also got mentioned already somewhere)

Let the player have a total of 6 'proficiency points', which can be spend on the 3 elemental 'sets'. 0 up to six points per biotic, combat or tech -set.

Depending on how much of the points are spent on an proficiency set, a corresponding number of powers with an individual 'might' up to that level can be selected.

(Add maybe a 'class signature power' depending on the highest proficiency or point distribution. Also corresponding passives)

 

E.g., if you put all 6 points into the 'biotic proficiency', you can select all biotic abilities.

If instead the points are distributed between biotic (2 points) and tech (4 points) proficiency, you can chose biotic powers with a 'might' score up to 2 and tech abilities with a 'might' up to 4.

Say Pull[1] has a might of 1 (just as an example), Throw[2] and Barrier[2] have a might of 2 from the Biotics set. (So I write <Name>[Might from now])

Tech powers could be Cryoblast[1], DefenceDrone[1], Incinerate[2], Overload[2], Sabotage[3], Turret[4].

In this case the player could choose 2 out of the listed biotic powers, and 4 out of the tech powers. Warp[3] could not be selected.

 

This would also allow a [2,2,2] Jack of all trades character or a [3,2,1] Vanguard with tech abilities -without it ending completely overpowered.

 

An interesting proposal. The question I have would be how you would assign 'might' points to each power?

 

From the above example, you have:

 

1 point: Pull, Cryo Blast, Defense Drone

2 points: Throw, Barrier, Incinerate, Overload

3 points: Sabotage, Warp

4 points: Turret

 

Now obviously it was just an example to show how your proposed system would work. But thinking further, how would you actually assign 'might' points to the powers?

 

I was thinking you could do it based on cooldown, but grenades, ammo powers, and Nova do not have cooldowns. (Maybe assign them 1 point?)

 

Another way would be to use some sort of "power ability" scale, where the more abilities a power has, the more 'might' points it receives. For example:

  • Can disable an unprotected enemy: +1
  • Can disable a protected enemy: +1
  • Can prime an unprotected enemy for detonation: +1
  • Can prime a protected enemy for detonation: +1
  • Can detonate an explosion: +1
  • Can debuff an enemy: +1
  • Can remove shields: +1
  • Can remove armor: +1
  • Can remove barriers: +1
  • Can draw enemy fire: +1

 

And so on. 


  • KrrKs aime ceci

#143
KrrKs

KrrKs
  • Members
  • 863 messages

An interesting proposal. The question I have would be how you would assign 'might' points to each power?

[...]

I was thinking you could do it based on cooldown, but grenades, ammo powers, and Nova do not have cooldowns. (Maybe assign them 1 point?)

 

Another way would be to use some sort of "power ability" scale, where the more abilities a power has, the more 'might' points it receives.

 

Assigning a fitting might-level would really be a pretty big balancing problem.

I like the ability scale you used, but even then there are problems how to factor in single power evolutions that e.g., affect the target cap/radius or debuff enemies.


  • RedCaesar97 aime ceci

#144
Helios969

Helios969
  • Members
  • 2 752 messages
See lots of good ideas, but opposed to class based weapon restrictions. Anyone can become highly proficient with a given weapon. Therefore I'd like to see a system that tracks our chosen weapon and scales our proficiency based on use, successful kills, headshots, etc.

#145
Cheviot

Cheviot
  • Members
  • 1 485 messages

I'd like a class that's kind of like a DW rogue in DA, melee focussed and able to go into stealth.  Kind of like how Thane seemed he was going to be in the ME2 attract video.


  • StealthGamer92 aime ceci

#146
StealthGamer92

StealthGamer92
  • Members
  • 548 messages

I'd like a class that's kind of like a DW rogue in DA, melee focussed and able to go into stealth.  Kind of like how Thane seemed he was going to be in the ME2 attract video.

Infiltrator specialization maybe? I would try it if there were better stealth in MENext.



#147
Cheviot

Cheviot
  • Members
  • 1 485 messages

Infiltrator specialization maybe?

Close to the shotgun Inflitrator maybe, but more about melee fighting.  In DAI, I like how the passive that resets the cooldown on Stealth when you kill an enemy forces the player to take more risks, but also allows you to feel more like a ninja, making your kills then disappearing into the shadows.



#148
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages

Charge and Nova the last time I looked is biotic ability which makes Vanguard a CQC Biotic not a Biotic Soldier mix. And IA (and every other ammo power) is boring as ****.


By this logic no Vanguard could ever not be some variation of Adept. Adepts don't have access to Vanguards' two signature moves or two of their secondary moves and vice versa but you seem to think that doesn't matter one bit.
 

In ME3 if you take away the stupid ammo powers and TC then Infiltrator shared 2 of it's 3 abilities with Engineers. Which makes it a pseudo-Engineer with Tactical Cloak.


So if you take away everything that makes the classes different then they're all the same? Wow.  :rolleyes:


  • RedCaesar97 et CrutchCricket aiment ceci

#149
ZoliCs

ZoliCs
  • Members
  • 1 061 messages

By this logic no Vanguard could ever not be some variation of Adept. Adepts don't have access to Vanguards' two signature moves or two of their secondary moves and vice versa but you seem to think that doesn't matter one bit.
 


So if you take away everything that makes the classes different then they're all the same? Wow.  :rolleyes:

 

Are you this dense on purpose?

 

  • Ammo powers are boring because they didn't change the playstyle at all.
  • If we take those out of the question then all Vanguard has left is Biotic abilities. I didn't ****** mention Adepts once. Biotic =/= Adept. If every power that Vanguard has is Biotic then where does the Soldier component comes from?
  • Following the same logic if we remove the ammo powers from Infiltrator all is left is an Engineer with Tactical Cloak. Where's the Soldier again?

  • StealthGamer92 aime ceci

#150
Steppenwolf

Steppenwolf
  • Members
  • 2 866 messages

You don't like soldier powers so if you ignore them they don't count? Ammo powers are soldier powers, they put more emphasis in weapon use and every soldier-hybrid class has them. 


  • RedCaesar97 aime ceci