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ME:A Class Ideas


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32 réponses à ce sujet

#26
Da_Noobinator

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Please just make Combat Drone actually useful this time :) And the Quarian Turret too, whilst we're at it...



#27
Kroitz

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A vanguard variation with more melee skills. Because close range is where it´s at.


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#28
DeathScepter

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A vanguard variation with more melee skills. Because close range is where it´s at.

 

 

one of the reasons I love N7 Slayer a great deal. Good Melee Kit.



#29
Broganisity

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I didn't play much multiplayer. I burnt myself out on it during the beta, so I don't know much about the multiplayer classes. 

 

But from a SP perspective I'd want

 

Soldier scrapped or completely redone.

New class power for Sentinel. Tech Armor is a boring skill.

A "tech dash" for Infiltrator and Engineer. Not as powerful or quick as biotic charge, but maybe some power boots to quickly evade/cover a short distance.

Wow, you did miss a lot.

- We had Turians with jetpacks for dodging over long distances (one of them could use it to do a tech/fire-type charge like the biotic variety.). Also had characters who did ninja-flips like the phantom and warp through walls in the case of a certain few biotics.

 

- We had a Sentinel who's melee was an omni-shield. Blocking attacks and smacking people around with it. Could hide behind it to block movement and attacks until it broke. . .FLAME SHIELD ACTIVATE YOU COULD HAVE IT BE ON FIRE.

 

- Soldiers with heavy armor, stomping around shooting people. Quarian Tactician Soldiers revealing enemy locations and exploiting weaknesses for himself and the team. The above mentioned Turian Soldier charging into battle as a jetpack melee-gunplay master. GETH 'Muthatrucking' JUGGERNAUT.

 

Those attributes could be added for humans in singleplayer and distributed again amongst races in Co-Op. We gotcha covered, don't worry. ME:MP Master Gameplay! :lol:



#30
Wissenschaft 2.0

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This will be unpopular, but I like the very limited abilities available in mass effect 2. The classes had defined strengths and weakness and the solider was able to be the master of all weapons without worrying about its power cooldowns. The level design allowed both a vanguard and infiltrator to shine with both long range and short range engagement possible in a lot of missions. Warp Explostions could only happen after you strip enemies of their defenses and they were much more limited in effectiveness. ME3 combat devolved into how fast you could set up power combos for endless chain explosions.

 

ME2 got bashed when it came out for dumbing down the RPG elements but in hindsight these changes enhanced the combat of the game. It is my favorite mass effect game because the combat is so enjoyable and each class plays quite differently. In ME3, every class basically came down to power combos, even the solider. ME 2 might have simplified the combat ability trees for each class (making the game much more a 3rd person shooter than RPG in gameplay) but that had no impact on the roleplaying aspect and story telling of the game.

 

In short, I think that Bioware should look to ME 2 as an example of how to mix 3rd person shooting with Bioware's storytelling and roleplaying elements (such as paragon/renegade interrupts which are so much fun).


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#31
Guest_Puddi III_*

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DIO class.



Time stop works with biotic space magic mumbo jumbo. Knives and road rollers are semi-optional.
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#32
KainD

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Being able to choose Explosive Ammo + Overload + Incinerate + Tactical Cloak with Weapon Damage +50% from armor pieces, just makes for a completely broken class. My goal is to offer player freedom, while mitigating how overpowered combos can be abused.

 

It's not broken, it's just good and able to deal with things thrown at you. Also you can choose different interesting power sets.

 

Also don't forget that you have a limited amount of points to invest. 



#33
Fade9wayz

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Wow, you did miss a lot.

- We had Turians with jetpacks for dodging over long distances (one of them could use it to do a tech/fire-type charge like the biotic variety.). Also had characters who did ninja-flips like the phantom and warp through walls in the case of a certain few biotics.

 

- We had a Sentinel who's melee was an omni-shield. Blocking attacks and smacking people around with it. Could hide behind it to block movement and attacks until it broke. . .FLAME SHIELD ACTIVATE YOU COULD HAVE IT BE ON FIRE.

 

- Soldiers with heavy armor, stomping around shooting people. Quarian Tactician Soldiers revealing enemy locations and exploiting weaknesses for himself and the team. The above mentioned Turian Soldier charging into battle as a jetpack melee-gunplay master. GETH 'Muthatrucking' JUGGERNAUT.

 

Those attributes could be added for humans in singleplayer and distributed again amongst races in Co-Op. We gotcha covered, don't worry. ME:MP Master Gameplay! :lol:

This, honestly, with all that was experimented on in ME3MP, there's quite enough material to make each class more versatile just by giving access to more powers. Not that I would be against new powers, but there already is a really solid foundation. Dark channel, dark sphere, lash, smash, anhilitation field, biotic focus, phase disruptor, snap freeze, ballistic blade, stim pack, tact scan and so on. All awesome powers. Being in one class doesn't mean we have to be limited to the same old powers, having to 'steal' some other class power to make it more interesting. Except for Volus, it makes sense they all get default cloak for their melee whatever their class. They probably paid Salarians quite a bit to have it integrated in their suit. Invisible biotic charge and falcon punch in the nuts ftw   :)