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Class armor and weapons or free equip?


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69 réponses à ce sujet

#26
Sanunes

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Definitely free equip. Gear should be stat-limited, not class-limited.

And if there are no relevant stats, then no restrictions.

Class divisions are hard enough to justify as it is without having them prevent me from firing a specific kind of gun.

 

The problem I have with a attribute based system is how BioWare has handled attributes in the past. They seem to be afraid of giving us accurate numbers in Mass Effect 2 and 3, in Dragon Age 2 they really didn't mean anything for the numbers changed so little, and with Dragon Age: Inquisition they never explained them enough and the overall impact was never fully shown to us either.

 

If BioWare drastically improves how attributes are handled I wouldn't mind them in Mass Effect because it would add another layer of customization, but I have little faith that it would be implemented in a way that I would enjoy.



#27
Ahglock

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Free equip but with different classes being more suited to different armour/weapon types.


Only if it's very indirect. For example shotguns do more damage at short range that's the same for every class but vanguards have a teleport I to your face power so it had synergy. That's great.

What I wouldn't want is pistols give you 20% boost to tech powers. That just pigeon holes people. While you technically could take the shotgun it just becomes a dumb choice.

Armor should have a defense to maneuverability ratio. And that's it. Deeming on how you play your soldier or adept is what should determine if you take light vs heavy not your class in itself. Mods can be a bit more class specific though.

Weapons weight/damage/rate of fire/effective range etc are what should make them different. And again how you play your class should determine your choice. And I'm on the fence with weight as that might pigeon hole people too much as well. Depends on how it's done.

#28
SolNebula

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I hope this time they go for a ME1 style approach so each class can really feel different. This force players when playing a different class to actually try different weapons and armors thus making us adopt a different playstyle with each class. Heavy armors should provide greater protection but you can only equip it if you invest and commit ability points towards it like in ME1.

I do believe ME3 dumbed down the entire armor functions in a sense that you can basically equip what you want, this shouldn't be the case. I want to start with a weak armor and then loot/find and upgrade my armor while playing my game. I hope ME1 restrictions come back so that we can really appreaciate better each class. I never liked this free for all approach.



#29
Sylvius the Mad

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I could get behind this provided they designed a system were it was actually viable to build into more stats for each class.

Most RPGs just take the route of "heavy armour requires strength, which is a completely pointless stat for casters to have so if you go this route you'll be both a terrible fighter and a terrible caster because you weren't spamming intellect".

Or the Mass Effect 1 style of "We'll give you the Sniper Rifle even without training for it, but the targeting circle will be the size of the screen and wont be able to use the scope". That thing was pointless if you didn't have the training skill for it.

I don't need them all to be viable. In fact, I want non-viable builds to be possible. The Pillars of Eternity design, where all stats work for all characters, is to be avoided

As for the sniper rifle in ME, it was really effective at point-blank range. Killed Saren pretty quickly.

#30
Sylvius the Mad

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The problem I have with a attribute based system is how BioWare has handled attributes in the past. They seem to be afraid of giving us accurate numbers in Mass Effect 2 and 3, in Dragon Age 2 they really didn't mean anything for the numbers changed so little, and with Dragon Age: Inquisition they never explained them enough and the overall impact was never fully shown to us either.

DAO and NWN are the models they should follow. Or Daggerfall. Or Fallout 1&2. Wizardry 8.

#31
AlanC9

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I do believe ME3 dumbed down the entire armor functions in a sense that you can basically equip what you want, this shouldn't be the case. I want to start with a weak armor and then loot/find and upgrade my armor while playing my game. I hope ME1 restrictions come back so that we can really appreaciate better each class. I never liked this free for all approach.


I thought upgrading was a serious problem with ME1. Why does Shepard start with crap armor, and conveniently find stuff just a little better every day he goes out and shoots some people? And has the Alliance somehow lost the technology for expense accounts?

I don't have a problem with the rest of your point. I find myself drawn to similar weapon and shield loadouts every time I play ME3 unless I'm playing a Soldier.

#32
PhroXenGold

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Only if it's very indirect. For example shotguns do more damage at short range that's the same for every class but vanguards have a teleport I to your face power so it had synergy. That's great.

What I wouldn't want is pistols give you 20% boost to tech powers. That just pigeon holes people. While you technically could take the shotgun it just becomes a dumb choice.

Armor should have a defense to maneuverability ratio. And that's it. Deeming on how you play your soldier or adept is what should determine if you take light vs heavy not your class in itself. Mods can be a bit more class specific though.

Weapons weight/damage/rate of fire/effective range etc are what should make them different. And again how you play your class should determine your choice. And I'm on the fence with weight as that might pigeon hole people too much as well. Depends on how it's done.

 

I was more thinking of things like passive abilities that gave certain classes boosts with some weapons - say Vanguards can get a +20% damage with a shotgun that an Adept can't. But of course, it's optional, so a Vanguard focusing on aspects other than "shooting people with a shotgun" wont have that bonus.



#33
Ahglock

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I was more thinking of things like passive abilities that gave certain classes boosts with some weapons - say Vanguards can get a +20% damage with a shotgun that an Adept can't. But of course, it's optional, so a Vanguard focusing on aspects other than "shooting people with a shotgun" wont have that bonus.


Im not a huge fan of weapon specific bonuses. Yeah you can take the other evolution in ME3 but if you take the sniper rifle bonus as a infiltrator you kind of feel forced into only sniper rifles for your main. General weapon damage or head shot bonuses I get behind.

#34
Cyonan

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I don't need them all to be viable. In fact, I want non-viable builds to be possible. The Pillars of Eternity design, where all stats work for all characters, is to be avoided

As for the sniper rifle in ME, it was really effective at point-blank range. Killed Saren pretty quickly.

 

It mostly just seems pointless to go "here's some armour that you can only wear if you get stats that are worthless for your class". The only people who will really go for that is people who don't know better and the odd person wanting to do a gimmick build. I don't need every stat to be useful for every class, but if you're going to then restrict equipment based on those stats then I consider it pretty much the same as just class restricting it.

 

Mass Effect 1 had effective point-blank range weapons. They were called Shotguns, and they're generally better at close range than an untrained sniper rifle. Even if the shotgun is also untrained.


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#35
Quarian Master Race

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Mass Effect 1 had effective point-blank range weapons. They were called Shotguns, and they're generally better at close range than an untrained sniper rifle. Even if the shotgun is also untrained.

and why would you use either for that purpose when you have the glorious Elbow of Justice?



#36
Sylvius the Mad

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It mostly just seems pointless to go "here's some armour that you can only wear if you get stats that are worthless for your class".

It might be worthless for your build, but if you'd built your character differently perhaps it wouldn't be worthless.

I don't want classes to be that restrictive. Look at DAO's Rogues. A viable Rogue could be built by focusing on Dexterity, or Cunning, or Strength. Having enough Strength to wear heavy armour would break two of those builds, but not the third.

#37
Mdizzletr0n

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I just want a bonus for a matching set....

OK I lied. Free equip isn't bad. As long as you have to balance it depending on your class and play style. heavier armor should definitely slow you down and effect mobility (and "magics" and tech armor). Light speed you up but make you think twice about going in all Rambo as a soldier. Mixing and matching can both help and hurt you,

And I still want a bonus for a matching set. Lol

#38
Mdizzletr0n

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#39
Killroy

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Free equip. Putting class-based restrictions on weapons and armor is arbitrary(since every class is a soldier no matter what) and limits player choice. I should be able to play a sniper Adept in bulky armor with high shield and health boosts if I want to.

#40
KaiserShep

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Free equip with zero level/stat restrictions.

"Quick! Grab that gun!"

"Sh*t I can't! It's restricted to level 10!"

#41
Belial

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Definitely free equip. I support anything that adds more costumization options to each class. Not to mention weapon restrictions didn't make much sense. Why is a top class soldier with years of experience only trained in 1 type of weapon?

 

Also, like others said, if different armor types return they should all be freely equippable each offering its own perks/drawbacks.



#42
Sanunes

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I have been thinking about his and I don't understand what restricting what a player can choose to equip can add to the game. To me it would be BioWare telling people that non-conventional builds are something they don't want people to try.  The class bonus skills are where an artificial restriction would be best for you then specialize to do more damage with the weapons you are most familiar with. I think the mod system in Mass Effect 3 especially the later mods also could be a way to suggest what a person uses for a weapon such as pistols and sub-machine guns got a mod that improved power damage and shotguns and assault rifles gained a new melee damage mod.

 

The armour restriction to me isn't the same level of something I rather not see, but I think just adding more bonuses or something like weapon mod boosts to the armour system they have now would work well too and wouldn't give players the feeling of "why can't I use this?".



#43
Chardonney

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Well, firstly I would just like to say that I always play as an infiltrator but I wouldn't touch an SMG even with a ten foot pole. I hate SMG's... at least the ones in ME3. I also hated the weapon weight system and hope to never see that one again. I really don't care for armor restriction or a weapons restriction, so yeah, free equip for me, thank you. 



#44
Cyonan

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It might be worthless for your build, but if you'd built your character differently perhaps it wouldn't be worthless.

I don't want classes to be that restrictive. Look at DAO's Rogues. A viable Rogue could be built by focusing on Dexterity, or Cunning, or Strength. Having enough Strength to wear heavy armour would break two of those builds, but not the third.

 

When I said worthless, I was talking Magic on a Rogue kind of worthless.



#45
Malanek

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Armor and weapons should all have individual weights which effect cooldowns and mobility. Although there should be no hard and fast rule, the various classes should get significantly different levels of weight allowance before suffering penalties.



#46
katamuro

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I think armour should be class limited but with ability to train to a higher standard(basically like ME1 but with the ability to train adept to use heavy armour and other adept abilities making him a melee tank) but have weapons on free equip but again with certain abilities or perks for classes so soldiers get extra damage or accuracy with rifles, engineers get extra ammo capacity or something like that. 

Branch out, give the player ability not just level up a few skills and just choose flavour within them but an actual skill tree that branches out. 



#47
Sartoz

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 Snip

I do believe ME3 dumbed down the entire armor functions in a sense that you can basically equip what you want, this shouldn't be the case. I want to start with a weak armor and then loot/find and upgrade my armor while playing my game. I hope ME1 restrictions come back so that we can really appreaciate better each class. I never liked this free for all approach.

                                                                                                       <<<<<<<<<<()>>>>>>>>>>

 

Aahh... you hit the mark. The reason?

Look here:  http://www.gameskinn...es-are-too-hard
 

Edit: 1. - Bold and italic text is me doing it.

         2 - It explains Bio's dumbed down games since 2010.



#48
The Night Haunter

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I prefer ME1's weapons are available to all, but each class gets bonuses for different weapons. It also makes it clear what the Soldier's benefit is (since in ME1 he had no offensive active abilities, instead he had the AR, the best gun class in the game).  

 

I also prefer ME1's armor classes (light, medium, heavy), with different classes being proficient in different grades (Vanguard and Soldier got heavy, etc...).



#49
LinksOcarina

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The problem I have with a attribute based system is how BioWare has handled attributes in the past. They seem to be afraid of giving us accurate numbers in Mass Effect 2 and 3, in Dragon Age 2 they really didn't mean anything for the numbers changed so little, and with Dragon Age: Inquisition they never explained them enough and the overall impact was never fully shown to us either.

 

If BioWare drastically improves how attributes are handled I wouldn't mind them in Mass Effect because it would add another layer of customization, but I have little faith that it would be implemented in a way that I would enjoy.

 

Actually, the way BioWare has been presenting attributes has been pretty good overall. It is no longer "concrete" mechanics fully, but rather an abstract/concrete hybrid.

 

Consider the following

 

The mechanics of combat in Inquisition is still stat-based, but the stats are made to be abstract so they are easier to track for the majority. For example:

 

Dragon-Age-Inquisition-Weapon-Stat-Desig

 

However, we still see concrete numbers based on those said abstract mechanics. See the DPS numbers (Damage Per Second) along with base level, how much AoE pure damage it has, and bonus to stats like Dexterity.

The percentages are hidden, and not necessary in that case, as your stats are changed based on the parameters of the equipment, not the character sheet or build. It allows for more customization through equipment versus stat-driven characterization.

 

The caveat is you lose character-based abilities in the process, but it does open up the doors for more flexibility in combat situations at least. 



#50
Killroy

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I want to start with a weak armor and then loot/find and upgrade my armor while playing my game.


Why would there be human armors littered/scattered around the Andromeda galaxy?