Doesn't power/weapon balance change with DLC, or whatever it is that you MP guys do for weapons? Presumably balance in vanilla SP will be set for the weapons we actually have, rather than the weapons we're gonna get later.
Shared cooldowns in ME:A?
#51
Posté 05 septembre 2015 - 05:53
#52
Posté 05 septembre 2015 - 09:40
I'm not sure it was ever or will ever be balanced at launch even and it does get further from balanced as the game goes on as guns get better but powers remain relatively static. But outside of MP I'm not sure it matters that much as long as every class plays well enough for people to get through the game while having fun on whatever difficulty they are suited for. Who cares if vanguards have it easier adepts on insanity are a blast.
That being said I'm not sure shared cooldowns is where I'd change things, but it wouldn't hurt to look at balance.
As an example maybe on easier difficulties its different but with my adept powers I can pretty much guarantee I'll miss the first shot at almost every target as they roll and dodge so dam often.(cannibals seem to be the exception) There is no invulnerable to weapon fire for the first 5 seconds of shooting at a target problem for guns. Yeah dodge is a decent idea but it should be less common and not successful most of the time.
Or the time of cooldowns in general, put them closer to where they ended up after the 200% deduction as the base and have weapon weight swing it too a smaller degree.
Have armor and weapon mods that keep the damage on pace with guns when DLC comes out.
Have a bigger stagger effect when shielded targets are hit.
I'm not saying all of these or its even needed, just that I think the shared cooldown mechanic adds too gameplay and if a balance shift is needed I'd go other places first.
- AlanC9 aime ceci
#53
Posté 06 septembre 2015 - 11:02
M3's shared cooldowns with really short recharge times was the best imo. I wanna rely on my powers as much as possible instead of guns.
#54
Posté 06 septembre 2015 - 04:48
M3's shared cooldowns with really short recharge times was the best imo. I wanna rely on my powers as much as possible instead of guns.
My problem was the low cool downs were too reliant on not carrying much weight in guns. Have an effect sure, but get crippling long cooldowns because you carry a couple decent guns I don't think is needed. The weight mechanic never really took into account the huge diminishing return in additional guns. The balance on the ME3 guns especially with the bars that didn't actually give the correct information eludes me but in ME2 if I was plugging away with a good assault rifle, having a pistol, sniper rifle and shotgun for backup barely helped me at all. It was fun too switch to a different gun, but it didn't make it much easier than just using one of them. The system should be something lie weight of heaviest gun modifier hits, all additional weapons weights are reduced by 90%. That is literally how little additional guns help you outside of a couple specialized builds. And yet if I want to add a shotgun to my adept all of a sudden my cooldowns jump a second or 2 which is a freaking long time in a shooter.
#55
Posté 06 septembre 2015 - 05:14
Not even to mention newer powers such as Annihilation Field and Dark Sphere which give you a cooldown free next power usage when active and seeker swarms and biotic orbs can be used more than once on the same cooldown so you've got no end of interesting options derived from this limitation which provide the game with much more depth in gameplay which encourages further experimentation - non of which would have occurred without having a global cooldown mechanic to subvert. Being able to use any power on it's own cooldown would remove a lot of strategy involved and undermine the weapon weight system which is intrinsically tied to it - which is another aspect about me3 I enjoyed because it provided flexibility for weapon choices in a balanced and fair way perfectly compatible with the game lore.
#56
Posté 06 septembre 2015 - 05:40
My problem was the low cool downs were too reliant on not carrying much weight in guns. Have an effect sure, but get crippling long cooldowns because you carry a couple decent guns I don't think is needed. The weight mechanic never really took into account the huge diminishing return in additional guns. The balance on the ME3 guns especially with the bars that didn't actually give the correct information eludes me but in ME2 if I was plugging away with a good assault rifle, having a pistol, sniper rifle and shotgun for backup barely helped me at all. It was fun too switch to a different gun, but it didn't make it much easier than just using one of them. The system should be something lie weight of heaviest gun modifier hits, all additional weapons weights are reduced by 90%. That is literally how little additional guns help you outside of a couple specialized builds. And yet if I want to add a shotgun to my adept all of a sudden my cooldowns jump a second or 2 which is a freaking long time in a shooter.
Yeah. The system is pretty good for individual guns, but I do think it punishes multiple guns a bit too hard.





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