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New Class Powers?


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#51
N7Jamaican

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Yeah not my favourite class abut I have to say I do enjoy using the biotic charge when playing Vanguard. I enjoy playing all 6 classes even if Vanguard is my least favourite.

 

My least favorite is soldier, so bland and too OP. 



#52
Linkenski

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OP will be happy to know that Chris Wynn just mentioned Biotic Charge being in ME:A.

 

Honestly, Vanguard became less enjoyable in ME3 to me, mostly because it was ear-rape. After a while I got really sick of constant charge-nova-charge-melee-shotgun-charge-nova over and over, cuz Shepard screams so much in ME3.

 

"UUUURRGH!" *BOOMWUBWUB* "AAAARGGH!!!" *BOOOMWUBWUB*, *POW* "UUUUURGH!"

 

Too much.

 

my favorites are:

 

ME1: Soldier

ME2: Vanguard

ME3: Adept

 

Mainly it's because Shockwave sucks in ME3 IMO, and nova made Vanguard too reliant on sole power usage as opposed to charge and shotgun. Adept is pure power but you're still aiming and shooting and it's fun, because biotic combos feel super satisfying.


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#53
N7Jamaican

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OP will be happy to know that Chris Wynn just mentioned Biotic Charge being in ME:A.

 

Honestly, Vanguard became less enjoyable in ME3 to me, mostly because it was ear-rape. After a while I got really sick of constant charge-nova-charge-melee-shotgun-charge-nova over and over, cuz Shepard screams so much in ME3.

 

"UUUURRGH!" *BOOMWUBWUB* "AAAARGGH!!!" *BOOOMWUBWUB*, *POW* "UUUUURGH!"

 

Too much.

 

my favorites are:

 

ME1: Soldier

ME2: Vanguard

ME3: Adept

 

Mainly it's because Shockwave sucks in ME3 IMO, and nova made Vanguard too reliant on sole power usage as opposed to charge and shotgun. Adept is pure power but you're still aiming and shooting and it's fun, because biotic combos feel super satisfying.

 

I am happy, not that I care for Vanguard.  I mostly play as Infiltrator or Engineer.  I love the tech abilities, and I love combat abilities. So an Infil is definitely the sweet spot, and same with Engineer.

 

But I am glad Chris Wynn confirmed Biotic Charge being back. 



#54
PlatonicWaffles

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Honestly I kinda wanna see a mixture of new classes and old ones. That, and I want the Engineer, should the class return, to have... if I'm being honest, a better main power. Combat Drone is kinda just underwhelming to me when compared to MAKING A BLACKHOLE/ GRAVITY WELL WITH YOUR MIND and whatnot.



#55
SpaceLobster

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If they are going to change it any major way, remove the Soldier class. In ME1 I chose soldier because I wanted to be durable, turns out, by the time of ME3 there's a class that is even tankier, capable of destroying armor, barriers, shields and, ofcourse, health. It is the Sentinel, the class that should be known as the polar oppiste of tanky-ness. I am happy that it is not untanky at all, since I do not appreciate being squishy. The fact that a Sentinel (with tech-armor) is more durable than a Soldier kind of makes the Soldier a waste of resources.



#56
KaiserShep

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If they are going to change it any major way, remove the Soldier class. In ME1 I chose soldier because I wanted to be durable, turns out, by the time of ME3 there's a class that is even tankier, capable of destroying armor, barriers, shields and, ofcourse, health. It is the Sentinel, the class that should be known as the polar oppiste of tanky-ness. I am happy that it is not untanky at all, since I do not appreciate being squishy. The fact that a Sentinel (with tech-armor) is more durable than a Soldier kind of makes the Soldier a waste of resources.

 

I'll never play a soldier again, but I don't think that they should get rid of the "ordinary" type of character who doesn't have special powers. 



#57
StealthGamer92

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The only real issue with this is that the cooldown on tactical cloak triggers on when it is deactivated rather than when it activated and the duration influenced by how long you were cloaked, thus encouraging you to activate it just before shooting. I don't agree that the Infiltrator in ME1 felt more like an infiltrator without cloak though. It was a perfect example of a boring soldier with some tech powers.

 

I don't really like tying any class to a specific weapon too much. Infiltrators (most of them) already got a massive multiplicative damage bonus to sniper rifles under tactical cloak along with weapon weight being close to irrelevant, that is more than enough SR encouragement. I would probably actually remove that and change it to something a bit more subtle like the cooldown duration would be cut with each head shot kill.

 

The game is not going to be ultra sneaky though. You can be sneaky with cloak, but in doing so you are never going to kill as quickly as a player who is constantly attacking the enemies.

He only seem's less like a sniper in ME1 because of the RPG style SR skill, he was always sold as a sniper but only allowed to really snipe in ME1. In every game since because the were going for an action movie feel to combat he became more a Soldier 2.0. In ME2 you find the Viper and boom he's got a DMR that finally doesn't have crap ROF, in ME3 they gave the Viper on the second mission because they knew people hated the ROF of Mantis and the Viper was a great all around sniper for power, ROF, and clip size but still just played like a DMR. ME has always labled Infiltrator as a sniper but obviously only had place's he was allowed to do that in ME1.



#58
SpaceLobster

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I'll never play a soldier again, but I don't think that they should get rid of the "ordinary" type of character who doesn't have special powers. 

In ME1 and, to some degree ME2, the Soldier-class had one major benefit (beside tanky-ness), being able to properly use all weapons (except SMGs). This benefit was mostly removed in ME3, they added a higher possible weapon capacity instead. 

In short, every class can use every gun.

What benefit does the soldier have over a Sentinel(or an Engineer, an Adept)?

Well, familiarity to CoD and BF players, but beyond that... I can't see it.



#59
Malanek

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In ME1 and, to some degree ME2, the Soldier-class had one major benefit (beside tanky-ness), being able to properly use all weapons (except SMGs). This benefit was mostly removed in ME3, they added a higher possible weapon capacity instead. 

In short, every class can use every gun.

What benefit does the soldier have over a Sentinel(or an Engineer, an Adept)?

Well, familiarity to CoD and BF players, but beyond that... I can't see it.

Soldiers benefit is highest weapon dps. It's pretty simple and highly important, how can anyone disagree with that?

 

Only issue is that tactical cloak was a bit overpowered but largely the various soldiers in ME were good and well balanced.


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#60
Broganisity

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Meanwhile at Vanguard School:

"What's this letter, class?" *Teacher points to an A*

"AAAAAAAAAAAH!" *BOOM! Classroom blows up*

-----------------------------

1) I hope they remove the excess slow-motion from the Single-Player, the gameplay shines without it. . .well, maybe not Adrenaline Rush, which really should have increased speed. . .

2)- I hope Vanguard becomes more risky. As much as I love Nova-Canceling, it's too cheesy. And the the sight of a armored man flailing on the ground screaming reminds me of a child in a Grocery Store that doesn't get a chocolate bar. I mean- if we want to make the Reapers awkwardly look away from the scene it might work but. . .yeah.

3)- I hope the Soldier is made more into a Grenadier. Moves like Adrenaline Rush and Marksman would remain, but I think only the soldier should have the most grenade powers, thus being able to churn out more damage and effects without worrying about cooldowns the way the other classes do. It would be similar to the ME2 soldier and their ammo powers, only applied through grenades: You have a problem? Well, the Grenadier has a grenade for that.

"Oh, you have armor? Incendiary Grenade."

"Oh, you have heavy shielding? Arc Grenades."


"Oh, you're weak to biotics? Warp Grenade, go get em biotics!" ( Yes, I think the Soldier should get some eezo-based grenades. The soldier becomes an explosive-based tactician who uses raw firepower and equipment to do damage, not Space Magic or Techno-wizardry. The soldier gains increased synergy with other teammates by being able to weaken and prime targets for detonations.)

"I see you have a nice group of melee enemies running at me. Multi-Frag Grenade."

"What's this, my team needs protection? Barrier Grenade."

"Think you can run? Homing Grenade."


"Out of Grenades? Supply Pylon." (Yes, I think this should be a Soldier Ability, as the soldier is now the primary user of both firearms and explosives.)

"Stocked up on Ammo and grenades now? Good, pop Marksman and toss a few arc grenades to strip shields while mowing them down!"

Sure this leads to a few problems, such as "It doesn't take a genius to use grenades. Everyone should have them!" and "A Grenadier is too specific for a class branch!" but I like to think that the Soldier needs something accents their primarily role of shooting things a lot which is more rivaled now than ever with the freedom to select whatever weapons you choose on any class you want. Focusing more on cooldowns should be primarily a tech/biotic thing and not something that weighs down the Soldier, who uses their gun and their gear. . .Besides, 'why isn't the Soldier class outfitted with combat drones and overload modules? It's not like it takes a genius to press a button that zaps people'. :huh:

This also all relies on the theory that grenades are still a power and not an equip-able like they were in ME1. And perhaps there might be a few non-soldiers with grenades but, at least in the single-player, I think that the role of 'shooty-shooty bang-bang guy' should remain with the soldier.


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#61
SpaceLobster

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Soldiers benefit is highest weapon dps.

You mean when using Adrenaline Rush?

Ah heck, seeing the post about the Grenadier-thingie makes me believe Soldiers can stay, but with more grenades. Or something.


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#62
Broganisity

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You mean when using Adrenaline Rush?

Ah heck, seeing the post about the Grenadier-thingie makes me believe Soldiers can stay, but with more grenades. Or something.

The problem, I think, is that the Soldier has less and less uniqueness with each game:

Adept is all about Biotic effects and Biotic Control.
Engineer is similar but with Tech.
Soldier is about guns. . .and guns. . .
Sentinel uses a mix of Biotics, tech, (and guns), and is considered the 'versatile tank' class despite other classes being better at this job.
Infiltrator is all about ruining someone's day with a high surge of damage. . .which largely comes from guns and is accented by tech.
Vanguard don't give a nug. Vanguard just takes what it wants. terrorizes enemies up close with melee strikes, biotic power. . .and guns.

 

And then:

- All classes have guns.
- All classes can now use any gun type efficiently.
- All classes have either Tech abilities, Biotic Powers, or 'Combat' related abilities. . .of which combat abilities aren't really iterated on. (Carnage, Adrenaline Rush, Concussive Shot, Marksman. Done.)
- Classes merged heavily in ME3, and especially in ME:MP (EX. Krogan Adept with Barrier and Shockwave, considered 'vanguard' powers prior.). This resulted in hybridization which tended to shaft the Soldier class.

Which is all why I think Soldiers should be the 'gear/grenadier/heavy weapons' characters, who's gear is much more important than their powers. I think only Soldiers should be able to equip certain gear, and that gear has powers attached to it. For example, only a Soldier Protagonist could purchase and equip the Destroyer Power Armor, and would then have access to Devastator Mode, Hawk Missile Launcher, and Multi-Frag Grenade while it is worn. This, coupled with their other grenades and their other 'combat' powers makes them a walking artillery and a terror to face on their own or in a squad. . . Devastator Mode alongside Marksman?

WHY HELLO THERE GETH SPITFIRE HOW ARE YOU DOING TODAY I AM GOOD LETS SHOOT BADDIES BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRAHAHAHAHAHAHHAHAHAHAHAHAHAHHAHA!

. . .and then toss a few grenades and maybe strangle-choke some foolish Vanguard who thought charging you was a good idea: you're the goddamn Destroyer, Vanguards got nothing on you while you're in a suit that makes you as tough as a Krogan! Also maybe only Soldiers have access to the Heavy Weapons class, which would include things like the Spitfire, Cobra Missile Launcher, and THE CAIN MOTHERFUCKER Flamer. The Heavy Weapons would require a separate ammo source (not to mention be burdening on the weight scale thus punishing power classes for trying to carry all that gear) still, but only the Soldiers can carry all that gear and use it effectively.
 


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#63
SpaceLobster

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 'Combat' related abilities. . .of which combat abilities aren't really iterated on. (Carnage, Adrenaline Rush, Concussive Shot, Marksman. Done.)

Don't forget the ammo-powers (not true combat, but more combat than biotic/tech) who you could use all at once(not), thus were extremely helpfull(not).

 

Also maybe only Soldiers have access to the Heavy Weapons class, which would include things like the Spitfire

It wouls make the Soldier to OP if only he/she was capable of using heavy weapons, it might be cool if only the soldier class had access to the heaviest regular weapons, such as the N7 Typhoon, the Geth Spitfire, the M-300 Claymore and the N7 Crusader.

 

Which is all why I think Soldiers should be the 'gear/grenadier/heavy weapons' characters, who's gear is much more important than their powers. I think only Soldiers should be able to equip certain gear, and that gear has powers attached to it. For example, only a Soldier Protagonist could purchase and equip the Destroyer Power Armor, and would then have access to Devastator Mode, Hawk Missile Launcher, and Multi-Frag Grenade while it is worn. This, coupled with their other grenades and their other 'combat' powers makes them a walking artillery and a terror to face on their own or in a squad. . . Devastator Mode alongside Marksman?

Wouldn't that make the Soldier extremely overpowered? I mean, if you have all these powers there should be a terrible downside, like slower speed and no dodge when equipped with this armor. They should also call it the ''Destroyer Over-Powered Armor". With Devastator Mode activated they could go as for as removing either the run or take cover abilities.

 

This would defenitely make the Soldier unique and it could even remove the complaints of the Infiltrator being the "Soldier 2.0".


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#64
Malanek

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You mean when using Adrenaline Rush?

Ah heck, seeing the post about the Grenadier-thingie makes me believe Soldiers can stay, but with more grenades. Or something.

Yes, and things like Marksman and Devastator Mode. Soldiers main aspect is to enhance the weapon. I would be wary about giving them too many grenades as they are not supposed to be a power class.



#65
Broganisity

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1) Don't forget the ammo-powers (not true combat, but more combat than biotic/tech) who you could use all at once(not), thus were extremely helpfull(not).

 

2) It would make the Soldier too OP if only he/she was capable of using heavy weapons, it might be cool if only the soldier class had access to the heaviest regular weapons, such as the N7 Typhoon, the Geth Spitfire, the M-300 Claymore and the N7 Crusader.

 

3) Wouldn't that make the Soldier extremely overpowered? I mean, if you have all these powers there should be a terrible downside, like slower speed and no dodge when equipped with this armor. They should also call it the ''Destroyer Over-Powered Armor". With Devastator Mode activated they could go as for as removing either the run or take cover abilities.

1) Hue hue ammo powers.

2) Not really, heavy weapons would still have limited ammunition the way it was in ME2, so you would have to purchase the ammo for this, just as you would have to purchase other gear (armor, ship upgrades, ETC). As the Soldier is more gear-oriented, they should have to think about what gear to buy/carry in regards to their budget, whereas an Adept or Engineer may not have this severe of a problem. Heavy Weapons would be exclusive to the single-player if they couldn't be balanced for multi-player.

I see no reason to limit weapons like the crusader or claymore as soldier only, rather make the weight penalty reduce mobility AND power recharge. A character who is at 0% encumbrance  will be able to storm and roll, while a player at -100% or more will not be able to storm or dodge (dodge also affected by armor, mind). Meanwhile, a character with positive encumbrance would receive a speed boost which caps at 100% encumbrance. Power recharge is affected similarly to ME3.

3) In relation to the above, armor would also contribute to encumbrance and mobility. The Destroyer Armor is powerful, but heavy, inflexible, and not for the fighter on a strict budget. It should be modified to reflect this even more. Think of it as Heavy heavy armor. You can't dodge in it even when Devastator Mode is inactive. Combined with weight coming from a heavy weapon like the typhoon and you essentially become a walking (key word there) artillery piece, requiring support in order to move forward.

Only certain armors (Devastator for Soldier, Fury for Adept ETC) would be exclusive to certain classes, but all classes could wear any armor type (heavy, light, Medium ETC) each with a different encumbrance. Wear too much and carry too much and your movement will be penalized. You want to be a mobile infiltrator who strikes fast and disappears without being seen? Well, you can't do that if you want to wear heavy armor while carrying a geth spitfire and a claymore modded with a heavy barrel. A soldier, with their higher weight capacity and their limited need for power recharge, does not need to worry as much as other classes. They use raw firepower, they are not, necessarily, about mobility. Now, you could build your soldier as a lightweight grenadier or a heavyweight rifleman it's just your preference and style.

Thus you have to find the right balance of defense, offense, and mobility that suits your playstyle (and, in the single-player, your budget.). I have no idea how multiplayer will work in ME:A in relation to all this idea.



#66
N7Jamaican

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I think they need to make soldiers much more unique.  All classes have access to all weapons now right? I think giving them options for more 'nades are abilities could make them stand out.



#67
Drone223

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Soldiers benefit is highest weapon dps. It's pretty simple and highly important, how can anyone disagree with that?

 

Only issue is that tactical cloak was a bit overpowered but largely the various soldiers in ME were good and well balanced.

Yeah soldiers should also be able to carry the heaviest weapons with little hindrance since they aren't as dependent on powers as the other classes.



#68
Killroy

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Yes, and things like Marksman and Devastator Mode. Soldiers main aspect is to enhance the weapon. I would be wary about giving them too many grenades as they are not supposed to be a power class.


Man, I forgot about Devastator Mode. That should definitely be available to the Soldier in SP.

Yeah soldiers should also be able to carry the heaviest weapons with little hindrance since they aren't as dependent on powers as the other classes.


The Soldier really shouldn't have any cooldown penalty associated with weapon weight. Or not incur a cooldown penalty unless carrying more than 3 weapons or something.

#69
N7Jamaican

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Adrenaline rush WAS a fun power, especially when paired with the mattock or revenant.



#70
Drone223

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The Soldier really shouldn't have any cooldown penalty associated with weapon weight. Or not incur a cooldown penalty unless carrying more than 3 weapons or something.

For blanceing purposes I don't think Bioware will throw away the weight penalty for the solider class altogether so the later is more likely to happen than the former. 



#71
Malanek

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Adrenaline rush WAS a fun power, especially when paired with the mattock or revenant.

Yes, its worth pointing out ME2. In ME2 soldiers were clearly the number 1 dps class, way more so than infiltrators. Adrenaline rush and the mattock did get toned down for ME3 luckily.

 

I think to differentiate them more without radically changing them, the infiltrator should get a bit more focus on needing head shots or hitting other weak points to gain optimal damage. But they should both be the top weapon damage classes.



#72
Broganisity

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I think to differentiate them more without radically changing them, the infiltrator should get a bit more focus on needing head shots or hitting other weak points to gain optimal damage.

Not to mention make Tactical Cloak more Tactical and less 'Super Damage Happy Fun Time'.


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#73
Killroy

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For blanching purposes I don't think Bioware will throw away the weight penalty for the solider class altogether so the later is more likely to happen than the former.


Yeah, blanching is really important for video games. Keeps the nutrients without sacrificing flavor and texture.

#74
Malanek

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Not to mention make Tactical Cloak more Tactical and less 'Super Damage Happy Fun Time'.

I do believe it has to enhance damage. It went over the top but all classes need to be able to deal high damage some how. I wouldn't reduce it (relative to other classes) much below what it ended up in at the end of ME3 MPer. And change some other things around like increase melee damage from cloak, don't punish long use of it with higher cooldown etc.



#75
Broganisity

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I do believe it has to enhance damage. It went over the top but all classes need to be able to deal high damage some how. I wouldn't reduce it (relative to other classes) much below what it ended up in at the end of ME3 MPer. And change some other things around like increase melee damage from cloak, don't punish long use of it with higher cooldown etc.

I would replace it.

I would make Tactical Cloak more about proper positioning. It is now a toggle that lets you move unnoticed and deactivates once you fire or turn it off in which the cooldown period begins (perhaps the longer you are in stealth the longer the cooldown, similar to Flamer?). An evolution allows it to give an increase in weapon damage after a certain amount of time has passed allowing you to take your time on certain shots to make them more potent. A melee bonus would work well here, as you can slip out behind an enemy to deal heavy melee damage, then flee to slip back into 'stealth'.

The Damage part of Tactical Cloak is moved to the player-move 'Assassinate' which finally makes its return. Assassinate does increased damaged for the next shot(s), and even more damage if the enemy is not aware of your presence or your position. The power can be used with Tactical Cloak to good effect but does not need to be used if you can avoid enemy attention. Combine this with moves like Tactical Scan Recon Mine and, heck, even Shadow Strike, and this lets you have a class that is not entirely bound and gagged to Tactical Cloak but is still about 'moving about unseen and striking vulnerable areas when its least expected'. This also lets you make more 'support infiltrators' for multiplayer rather than them all having that 'need' to use the cloak for everything.

Something similar should be done with the vanguard: they don't need to use Biotic Charge, but let's face it: they need to use biotic charge.