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Class Design Hopes for ME:N


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#176
goishen

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(It's always sort of blown me away that only about half of the people who buy a game actually finish it). 

 

 

 

If that.   Have you looked at the games on Steam?   You're lucky if a quarter of them finish it.



#177
themageguy

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I like the classes. I would add a few things
 
For engineer, instead of having a combat drone, why not have a mini-me turret like the Cerberus engineers in ME3. Can't have both. When spending points in one, it will lock out the other. 
 
For soldier, instead of having the omni blade, have an omni bow. Instead of grenades, be able to have claymores. Those are very nasty
 
For biotic, add a power that the player can create a barrier around a squadmate protecting them from whatever for a brief moment



Omni bow is cool. I personally think it would be a great addition to the infiltrator class. It could be a means of effectively taking out an enemy stealthily without alerting enemies nearby. For when things get ugly, grenades that stun or freeze a group to allow a getaway /cloak would be fun.
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#178
GalacticWolf5

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If Omni-Weapons come back, I hope the player can choose between a wide variety of them, and not have them restricted to specific classes.

The ones I absolutly want are: Omni-Shield, Omni-Claws, Omni-Bow and Omni-Blade(s).

Can you imagine a Vanguard charging into a group and slamming his burning Omni-Shield into them. Thats just awesome.

#179
themageguy

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If Omni-Weapons come back, I hope the player can choose between a wide variety of them, and not have them restricted to specific classes.

The ones I absolutly want are: Omni-Shield, Omni-Claws, Omni-Bow and Omni-Blade(s).

Can you imagine a Vanguard charging into a group and slamming his burning Omni-Shield into them. Thats just awesome.


Or biotically charging at an enemy, and then tearing them to shreds with ombni claws or poison blades :D
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#180
themageguy

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Actually what i really liked from the first game was the specialisations for each class.

For example, a nemesis played different to a bastion adept. I really liked that and its something i missed in the sequels.
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#181
BraveVesperia

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For biotic, add a power that the player can create a barrier around a squadmate protecting them from whatever for a brief moment 

I would love this so much! The amount of times I've wanted to stick a barrier on my companions DA-style when they're getting pummelled...

 

Even if it was just something like the biotic bubble Liara generates around herself and the party in LotSB (when she confronts Vasir), that would be good. I definitely like the idea of the protag using biotics for more defensive stuff.



#182
Nitrocuban

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Like Nyreen's Biotic Protector?


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#183
wargamesrawsum

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Geth Stalker

AB1: Pulse rifle burst

Ab2: Sniper Burst

Ab3: Cloak

Ab4: Jump hop skip dodge teleport thingy

Ab5: Stim pack shield regen thing



#184
Patchwork

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Actually what i really liked from the first game was the specialisations for each class.

For example, a nemesis played different to a bastion adept. I really liked that and its something i missed in the sequels.

 

I'd like this to return too but also take ME3 evolution choices one step further. For example while levelling an engineer chooses between Drone Army Sniper or Shotty Saboteur and an Infiltrator can go either Grenadier AS/Sniper Combo or Cloaked Stabbity Assassin and so on. Choosing a new sub class is essentially a boost to the playstyle you've already chosen.    


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#185
CrazyCatDude

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What would be interesting is if there were four evolutions for powers class specific powers, but which ones you had access to depended on your class specialization, and changed your play style.  Almost like advanced Classes in SWTOR.



#186
RedCaesar97

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Actually what i really liked from the first game was the specialisations for each class.

For example, a nemesis played different to a bastion adept. I really liked that and its something i missed in the sequels.

 

 

I'd like this to return too but also take ME3 evolution choices one step further. For example while levelling an engineer chooses between Drone Army Sniper or Shotty Saboteur and an Infiltrator can go either Grenadier AS/Sniper Combo or Cloaked Stabbity Assassin and so on. Choosing a new sub class is essentially a boost to the playstyle you've already chosen.    

 

 

Class specializations would be great, but hard to get right. I don't think even ME1 got them right.

 

I have seen it suggested before, where the last evolution in your class passive would unlock one of two other passive talent trees, which would be your specialization. For example, Soldier would choose between Commando or Shock Trooper, Adept would choose between Nemesis and Bastion, and so on.

 

The hard part is trying to figure out what those passives would do, or what bonuses they would give.

 

For example, @patchwork, you give examples of the Engineer choosing between Sniper Drone Army, or Shotgun Saboteur, but what if i want a shotgun drone army or a sniper saboteur? Or would drone army/saboteur be the choice, and the weapon irrelevant? Or would shotgun/sniper be a choice as well?


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#187
themageguy

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But...me1 made it so the specs did grant bonuses to characters.

Example Bastion. Their barrier strength and stasis duration were boosted, and the spec also granted the ability to shoot through the stasis field.

I suppose it does place restrictions on certain build choices, but as i tended to use those abilities often, the Bastion was a natural fit for that character.

Also, RedCaesar97, i look forward to your build and guides for the next mass effect game :)

#188
RedCaesar97

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But...me1 made it so the specs did grant bonuses to characters.

Example Bastion. Their barrier strength and stasis duration were boosted, and the spec also granted the ability to shoot through the stasis field.

I suppose it does place restrictions on certain build choices, but as i tended to use those abilities often, the Bastion was a natural fit for that character.

 

There were six class specializations, which where shared amongst the classes like powers were: 

Nemesis, Bastion, Commando, Shock Trooper, Operative, Medic

 

Nemesis: Increases biotic duration and damage, improves Warp radius (supposedly) and damage, and lift radius

Bastion: Decreases biotic cooldowns further, improves Barrier, and allows you to shoot through Stasis

Commando: Improves Immunity, weapon damage, Marksman and Assassination cooldowns.

Shock Trooper: Improves Immunity/Barrier, damage protection and health, and Adrenaline Burst cooldown.

Operative: Decreases tech cooldowns further, improves Overload and Sabotage

Medic: Decreases medic cooldowns further, improves First Aid and Neural Shock

 

 

I think the problem I had with class specializations is that they most of the time, only one specialization made sense for the class.

 

Soldier: Commando or Shock Trooper. 

 

I think my big issue was that for the Soldier, Commando never made much sense to take because of the Soldier's power layout. To get points into sniper rifles (Assassination), you needed to put points into Assault Rifles, and if you were using Assault Rifles, you were not using Pistols. But if you were focusing on pistols, then chances were you were not putting points into Assault Rifles, or not putting points into Sniper Rifles. So this left you with a specialization on a talent you never used (Marksman/Assassination).

 

If Commando provided cooldown bonuses to all weapon abilities, it would make it more of a choice.

 

Vanguard: Shock Trooper or Nemesis.

 

I took Nemesis once on the Vanguard. Never again. 

 

Engineer: Operative or Medic.

 

I think both of them suck, at least on higher difficulties. I find the extra damage is of Operative is not noticeable at all, so I only take it for the cooldown bonus. And as for Medic, the benefit to First Aid allows you to ignore Unity, but... unlike Unity, it takes medi-gel and squadmates do not gain shields. So you can revive squadmates to full health, but then they can be dropped again before they even get back up since they have no shields. And by the end of the game, how often are you using med-gel anyway? I took Medic on my first playthrough. It was good, but it seemed like a waste.

 

Adept: Nemesis or Bastion.

 

You can actually make a case for either specialization, but from now on I am taking Bastion every time. The Barrier improvement and Stasis buff is too good to pass up. The buff to Warp is not really needed, and the extra lift radius is not really needed either. Lift radius is kind of bugged in ME1 anyway, where if you target an enemy the radius is ignored (it will only lift the one enemy); you have to actually aim it at the floor to always get the radius, but sometimes the game will make you hit a single enemy with it regardless.

 

Infiltrator: Commando or Operative.

 

Commando seems tailor-made to the Infiltrator's starting weapons. Operative is kind of a waste unless you are using AI Hacking as a bonus talent and are playing it like an Engineer with Immunity. Even then, Commando seems like the better choice regardless, although I have done the Operative specialization a few times since I was essentially turning it into an Engineer.

 

(And for the record, Commando Infiltrator with Shotguns is essentially a Soldier that can unlock stuff on its own, making it kind of better than the Soldier in my opinion.)

 

Sentinel: Bastion or Medic. I have never tried a medic Sentinel, although I suspect it is like the medic Engineer with more biotic abilities. But Bastion seems like it would be the better choice every single time.

 

 

 

 

I am not saying specializations cannot be done. I would be all for a return of specializations. I just think they need to be more thought out in the next Mass Effect game if they return. Power evolutions (including passive talent evolutions) did kind of the same thing as specializations, although they had their own inherent problems.

 

i think a lot of it will depend on how the developers design the classes and combat mechanics. We may see an evolution of the ME2/ME3 style system, or a return of the ME1 style system, or maybe some kind of hybrid, or maybe something completely different.


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#189
Malanek

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The specialisations were really moved into the evolution choices at level 4 for every power/tree in ME2 and then expanded to level 4,5 and 6 in ME3. I don't see what the big deal deal is to be honest, it happens gradually rather than flicking a switch at a certain point of time as it did in ME1.

 

They just need to try to make every evolution choice a tricky decision but not rob any class of essential bits by not being able to choose both.


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#190
SwobyJ

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Tech - I want Omni everything. And more ways to manipulate my environment, hack it to my benefit, than what any previous game offered.

Biotics - We've seen some cool stuff. Probably will see Biotic Bubble be a big deal. Biotics may also be even more interesting and impactful than before. I'm open to a more freeform system to let me throw enemies in a direction I want, instead of a more scripted direction.

Combat - Return of heavy weaponry and elaboration of close quarters combat. Guns can be even deeper than ME3's deal, and I'm open to seeing a genetic upgrade system to more innately improve my character regardless of armor or weapons.

 

I think many of the things experimented in ME3 DLC and ME3 MP and even DAI will be utilized to make a more developed, but familiar, NME combat.

 

Vehicle combat is possible too, to an extent.

 

A lot of class mechanics can be familiar while still more powerful and impressive due to relatively more open battlefields.


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#191
themageguy

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Tech - I want Omni everything. And more ways to manipulate my environment, hack it to my benefit, than what any previous game offered.
Biotics - We've seen some cool stuff. Probably will see Biotic Bubble be a big deal. Biotics may also be even more interesting and impactful than before. I'm open to a more freeform system to let me throw enemies in a direction I want, instead of a more scripted direction.
Combat - Return of heavy weaponry and elaboration of close quarters combat. Guns can be even deeper than ME3's deal, and I'm open to seeing a genetic upgrade system to more innately improve my character regardless of armor or weapons.

I think many of the things experimented in ME3 DLC and ME3 MP and even DAI will be utilized to make a more developed, but familiar, NME combat.

Vehicle combat is possible too, to an extent.

A lot of class mechanics can be familiar while still more powerful and impressive due to relatively more open battlefields.


You mentioned Dragon Age inquisition....and i totally agree.
The artificer specialisation for rogues, the alchemist and hunter all feel like they have elements from the n7 demolisher, talon merc and the drell assassin.

I hope they look to the mp characters in me3 for inspiration for mass effect next.
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#192
Ambivalent

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I'd like a "combat medic" specialisation/class.

 

With its poison clouds, heals, debuffs and buffs. Acid coating to allies' ammunation or even Acid bombs so he/she could be effective against synthetics aswell.

 

Something indirect, a support class instead of pew-pew then use power to make them fly, rinse and repeat.


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