Nope.
Does anyone else miss the skill tree of Mass Effect 1?
#51
Posté 20 janvier 2016 - 09:24
#52
Posté 21 janvier 2016 - 03:36
Does anyone know if there's a skill calculator available for ME1 somewhere still?
I remember using one when I fist started out with ME1 to plan my skills as I went along.
Pretty sure it was at www.mass-relay.com/me1/talents/calculator but that site's down now. I'm trying to get a friend of mine to get into the series and having such a site at hand would probably help some.
I don't have a skill calculator but I have some excel spreadsheet "Character Sheets/Templates" that I made up for point progression back in the day.
Here are some examples
https://flic.kr/p/CNiXeD
I know it's not exactly what you're looking for but probably better than nothing so let me know if you're interested.
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#53
Posté 21 janvier 2016 - 06:40
I don't have a skill calculator but I have some excel spreadsheet "Character Sheets/Templates" that I made up for point progression back in the day.
Here are some examples
https://flic.kr/p/CNiXeD
I know it's not exactly what you're looking for but probably better than nothing so let me know if you're interested.
Hey, that's pretty neat. ![]()
I've been toying a bit in Excel as well while at work to see if I could make something useful.
Still not done but it's at least getting there. Slowly.

#54
Posté 22 janvier 2016 - 11:54
And from an RP perspective it made sense for me not to have it in ME:2, given that Shepard had already learned how to be proficient with various weapons and abilities in the first game - it would have made little sense to have to 're-learn' all his weapon skills - thus the skills learned in ME:2 were more specialist in nature. ME:1 was about learning the basics, ME:2 was about filling in the remaining gaps in his knowledge. It also made sense to start ME:3 already in possession of a generous range of skills.
In some cases though you did need to relearn skills.
The first Shepard I imported into ME2 was an Adept who had the Assault Rifle bonus talent. Yet in ME2 she instantly knew what a thermal clip was but had forgotten how to fire an assault rifle. I had to wait until the Collector ship before she remembered.
Fair play to the third game for letting us give any class any weapon. Shame about the weight limits though.
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#55
Posté 26 janvier 2016 - 08:05
The only time I ever missed the Mass Effect skill tree was when I clicked "inventory" instead. Which is another ME1 thing I won't miss in the slightest.
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#56
Posté 26 janvier 2016 - 09:30
The only time I ever missed the Mass Effect skill tree was when I clicked "inventory" instead. Which is another ME1 thing I won't miss in the slightest.
I miss the inventory a lot. I miss being able to change my weapons and armour at any time.
ME3 drives me mad because it takes an age before you can get to an armour locker.
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#57
Posté 28 janvier 2016 - 04:38
I miss the inventory a lot. I miss being able to change my weapons and armour at any time.
ME3 drives me mad because it takes an age before you can get to an armour locker.
Funny, I feel the exact opposite. I found little reason to change the weapons during a mission in Mass Effect 3 unless finding a new kind of weapon, which in case a weapon loadout panel came up, and dressing up while in combat was an immersion breaker. I also liked the weapon bench interface better with the visual representation of each mod's effect on the weapon. And you didn't need to do ammo type change through inventory; not that Ammo Power didn't have problems of it's own, but at least it was much more handy than going through inventory.
#58
Posté 28 janvier 2016 - 04:59
Funny, I feel the exact opposite. I found little reason to change the weapons during a mission in Mass Effect 3 unless finding a new kind of weapon, which in case a weapon loadout panel came up, and dressing up while in combat was an immersion breaker. I also liked the weapon bench interface better with the visual representation of each mod's effect on the weapon. And you didn't need to do ammo type change through inventory; not that Ammo Power didn't have problems of it's own, but at least it was much more handy than going through inventory.
I just miss the option of being able to change things up on the fly. One man's immersion breaker is another man's missed feature I suppose.
You'll never hear me say that 2 and 3 weren't visually more distinct but it seems to have come at the price of removing options. Why shouldn't I be able to swap armour mods in and out in the field. Why was my Adept Shepard who used cryo-ammo all the way through the first game suddenly unable to use it any longer?
The inventory gave me the option for any character to use any type of ammo mod. I didn't have to restrict myself to a character class or squad make-up as in the two follow ups. It may have made ammo mods quicker in the next two games but it was more restrictive.
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#59
Posté 29 janvier 2016 - 03:58
In ME1 we have so many kinds of ammo. In ME2 and on you have only a few ammo types and they are part of a skill tree. Why did they do that?
#60
Posté 29 janvier 2016 - 05:57
Sometimes (blame Dragon Age), but the choice between specialties in ME3 were good help.
#61
Posté 30 janvier 2016 - 02:41
In ME1 we have so many kinds of ammo. In ME2 and on you have only a few ammo types and they are part of a skill tree. Why did they do that?
Most of the ammo in ME1 sucked and were not worth using.
Anti-personnel/Shredder (anti-organic) and Armor-piercing/Tungsten (anti-synthetic) are really the only ammo mods most players use. High Explosive are only really used on Sniper rifles and shotguns. The rest are... meh. Cryo, Incendiary/Inferno, Chemical/Polonium (and occasionally Photon/Phasic) are only really useful to prevent Krogan regeneration, but there are other methods to prevent Krogan regeneration. Not sure if you could one-shot some enemies with Photon/Phasic rounds.
As for making Ammo types powers in ME2 and ME3, it is put more emphasis on improving weapons for weapons classes. Plus the Incendiary, Disruptor, and Cryo Ammo types provide actual crowd-control.
They also fill the role of 'combat powers'. In ME1, each weapon type had its own unique power associated with it (Marksman, Overkill, Assassination, and Carnage). Since weapon talents were removed, they needed to add some combat powers to the game to fill that void. I should also note that Immunity and Adrenaline Burst were the only other combat powers in ME1. With the switch to the global cooldown mechanic, Adrenaline Burst no longer fit the game. Immunity was removed outright. So it looks like they switched in ammo types as powers instead of separate mods.
Incidentally, I suppose you could consider Incendiary Ammo, Disruptor Ammo, and Cryo Ammo as "soft" versions of the Engineer's Overload, Incinerate, and Cryo Blast.
For the record, I prefer the ammo types as powers instead of mods.
Also consider, if you made ammo types as mods instead of powers in ME2, you would still need to design three more combat powers for the Soldier (assuming you keep Concussive Shot as a power) and then distribute them to the Vanguard and Infiltrator. How would that affect the Vanguard and Infiltrator, as well as Soldier? Soldier, Infiltrator, and Vanguard tend to rely heavily on their unique class powers, which do not leave a lot of room for other powers that take a cooldown. Having ammo types as powers instead of mods compliment their unique powers instead of detracting from them.
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#62
Posté 30 janvier 2016 - 08:15
For the record, I prefer the ammo types as powers instead of mods.
Also consider, if you made ammo types as mods instead of powers in ME2, you would still need to design three more combat powers for the Soldier (assuming you keep Concussive Shot as a power) and then distribute them to the Vanguard and Infiltrator. How would that affect the Vanguard and Infiltrator, as well as Soldier? Soldier, Infiltrator, and Vanguard tend to rely heavily on their unique class powers, which do not leave a lot of room for other powers that take a cooldown. Having ammo types as powers instead of mods compliment their unique powers instead of detracting from them.
And I would prefer that we move to an MP style system where you select an ammo type at the beginning of a mission and that is your ammo type for the rest of the mission.
That does leave the problem of what to do with the Soldier. My suggestion would be to have grenades be unique to the Soldier class with a limited number of grenades and no cool down. One could provide both and anti-armor grenade (inferno) and an anti-shield grenade (arc). This would provide the Soldier with AR and two grenade powers that would not interfere with AR's cool down.
#63
Posté 30 janvier 2016 - 04:34
In ME1 we have so many kinds of ammo. In ME2 and on you have only a few ammo types and they are part of a skill tree. Why did they do that?
In the original Mass Effect the tech and biotic attacks had such a slow recharge rate they really only supplemented the weapon damage. In Mass Effect 2 the skill attacks were made the principle attack method for tech and biotic users while ammo powers boosted the original specialty ammo significantly; they are more powerful and there are no more negative effects. Comparing the soldier and engineer skill trees there is a clear reciprocation: Incendiary ammo is matched by Incinerate, Cryo ammo by Freeze Blast and Disruptor ammo by Overload. Other classes use variable mix of skill and ammo powers. I would say it's a good way to make each class feel more distinct and give each their own style of play without making any class inherently superior (or inferior).
I just began a new playthrough on Mass Effect 2 and realized the tree isn't actually that different, just rationalized a bit. The skill tree in Mass effect was 12 skill points wide, in Mass Effect 2 it's ten. In Mass Effect skill tree there were key ability upgrades you needed to spend certain amount of points to reach; the intermediate steps were really gradual and didn't make much difference (except morality meters, perhaps). Now you just get the skills in one go after gaining enough points, and not crawling through the +2% improvements.
Edit: meant to post this much earlier but the reply got hanging on the browser
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#64
Posté 30 janvier 2016 - 07:13
I still hate the idea of an ammo type being a skill tree. (granted, this is more ME2 related, and just a grump - I was merely (originally) wondering why they took said path). An example would be lets say I am using one ammo type on my soldier. A good part of my other ammo skill trees is rendered useless, whereas other classes got to use all of their trees. Still, the soldier did feel balanced, and was practically overpowered - especially with the mattock.
#65
Posté 31 janvier 2016 - 01:33
Most of the ammo in ME1 sucked and were not worth using.
Anti-personnel/Shredder (anti-organic) and Armor-piercing/Tungsten (anti-synthetic) are really the only ammo mods most players use. High Explosive are only really used on Sniper rifles and shotguns. The rest are... meh. Cryo, Incendiary/Inferno, Chemical/Polonium (and occasionally Photon/Phasic) are only really useful to prevent Krogan regeneration, but there are other methods to prevent Krogan regeneration. Not sure if you could one-shot some enemies with Photon/Phasic rounds.
As for making Ammo types powers in ME2 and ME3, it is put more emphasis on improving weapons for weapons classes. Plus the Incendiary, Disruptor, and Cryo Ammo types provide actual crowd-control.
They also fill the role of 'combat powers'. In ME1, each weapon type had its own unique power associated with it (Marksman, Overkill, Assassination, and Carnage). Since weapon talents were removed, they needed to add some combat powers to the game to fill that void. I should also note that Immunity and Adrenaline Burst were the only other combat powers in ME1. With the switch to the global cooldown mechanic, Adrenaline Burst no longer fit the game. Immunity was removed outright. So it looks like they switched in ammo types as powers instead of separate mods.
Incidentally, I suppose you could consider Incendiary Ammo, Disruptor Ammo, and Cryo Ammo as "soft" versions of the Engineer's Overload, Incinerate, and Cryo Blast.
For the record, I prefer the ammo types as powers instead of mods.
Also consider, if you made ammo types as mods instead of powers in ME2, you would still need to design three more combat powers for the Soldier (assuming you keep Concussive Shot as a power) and then distribute them to the Vanguard and Infiltrator. How would that affect the Vanguard and Infiltrator, as well as Soldier? Soldier, Infiltrator, and Vanguard tend to rely heavily on their unique class powers, which do not leave a lot of room for other powers that take a cooldown. Having ammo types as powers instead of mods compliment their unique powers instead of detracting from them.
I usually agree with what you post but this time I must firmly go the other way.
There was plenty of difference between the ammo types, even between the low level stuff and their upgrades. Take Cryo rounds and Snowblind rounds for example.
Cryo rounds do decent damage and have a portion of that bypass the shields of an enemy. Snowblind rounds however may do more damage but it slows the rate of fire of your weapon and has no shield bypass.
I once took on Saren with a team equipped with Cryo rounds and took him down before his shields had dropped in the second part of the fight.
In the original Mass Effect the tech and biotic attacks had such a slow recharge rate they really only supplemented the weapon damage. In Mass Effect 2 the skill attacks were made the principle attack method for tech and biotic users while ammo powers boosted the original specialty ammo significantly; they are more powerful and there are no more negative effects. Comparing the soldier and engineer skill trees there is a clear reciprocation: Incendiary ammo is matched by Incinerate, Cryo ammo by Freeze Blast and Disruptor ammo by Overload. Other classes use variable mix of skill and ammo powers. I would say it's a good way to make each class feel more distinct and give each their own style of play without making any class inherently superior (or inferior).
True the powers had a slower recharge rate but they weren't tied to the same cool-down. Fire a power in ME1 and you can use another straight away. In 2 and 3 because of the global cool-down (smartly removed from ammo powers in ME3) you can't use any other power until the cool-down is over.
So to me the ME1 system was better because it meant I always had an option available to use. I hated how nerfed a biotic based class felt in 2 and 3, having to fall back on using the same combos again and again while stuck to a chest high wall.
I know we don't agree on this sort of thing but again I really liked having to decide on stuff based on the stats. Do I go for the weaker Cryo rounds but have the character do damage to health and shields or go for Snowblind rounds which do more damage but I have to take down their shields first. Plus as I said elsewhere, I could give any ammo type to any character. If an Adept can't use Cryo ammo in ME2 and 3, why should a Soldier have the ability to have Warp ammo?
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