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Class armor and weapons or free equip?


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#51
Chealec

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I'm guessing that I'm the only person that thought the weight/cooldown trade-off was actually a really good mechanic then?

 

I like having the option to give the Quarian Engineer a Claymore for the Cryosplosions and take the CD hit. Or a Krogan Vanguard with a Raider and an Omni-Blade? Hell yes! Asari Stasis Sniper? Yup - bring on the hate, works well with the Vanguard and a Saber (Warfighter gear for extra nades and AR damage).

 

... I even much preferred the mix-and-match armour in the SP game. I don't think I've ever used any of the all-in-one sets, I like being able to tweak the armour perks to compliment my build by mixing bits together. I think going back to ME1s straight upgrade path, where a new suit of armour just basically obsoletes an old one, would be a retrograde step.

 

Personally I think Mass Effect 3's weapons/armour system is better than ME1's in every single way.



#52
Giantdeathrobot

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For weapons, use the ME3 weigth system. It gave you loads of choices as to how you could play your character. Everything but the ME1 system where non-soldier classes carted around 2-3 useless weapons, or the ME2 system where half the classes were stuck with only pistols and SMG for half the game.

 

For armor, I don't think there should be classes,  but different suits with various bonuses, with more depth than the ME/ME3 system, along with maybe armor-exclusive abilities. For instance, equipping a battle suit like the Terminator in ME3 multiplayer allows you to activate a similar ''Move slowly but gain massive accuracy and damage'' mode regardless of class. 



#53
SolNebula

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

 

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.

 

Man totally EA...games being too hard...seriously?!? Actually it's quite the opposite. I can only imagine how much consideration EA has for its clients....we can all guess according to this material...two hours required to learn a game is too much? No wonder even finishing ME3 on Insanity was way too easy. I just hope BW try at least to avoid making the next ME any easier because it would be frankly ridiculous.

 

I don't know, I like to be challenged, I like that if I play as an Adept I cannot take a beating but have to rely on biotic barriers and light weapons while if you are a soldier you can fashion an heavy armor and assault rifle at the cost of mobility. It challenges you to think outside the box and force you to do things differently than you are used to....if we get the ME3 weapon system then I know that at mission "xyz" there will be that OP assault rifle that I will be using no matter what simply because is rational to do so while if the same OP rifle is restricted to soldiers I'll have to try new weapons.

 

Also people supporting free-choice of armors (with different stats attached to them) seems to ignore that if they plan on playing rationally, they still end up using the same armors that boost the stats relevant to the class they are playing.

So if you play as an Adept you will be still using the same armors that boost biotic powers. You can see then the contradiction...what is the point of having a free armor selection? Unless you want to eliminate classes altogether having specific stats put on the armor have the same effects of class locked equipment albeit to a much lesser restrictive degree. In conclusion you will still end up using armors designed for a biotic caster because you want the relevant power boost they provide. Result: Voilà you class restricted yourself!

 

@Killroy there will be human armors because I do believe many humans will become the inevitable pirates, mercs and thugs we will be gunning down while exploring the galaxy.



#54
CYRAX470

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I want free equipping back, ME3 did weapon selection right.

#55
KaiserShep

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So if you play as an Adept you will be still using the same armors that boost biotic powers. You can see then the contradiction...what is the point of having a free armor selection? Unless you want to eliminate classes altogether having specific stats put on the armor have the same effects of class locked equipment albeit to a much lesser restrictive degree. In conclusion you will still end up using armors designed for a biotic caster because you want the relevant power boost they provide. Result: Voilà you class restricted yourself!

 

If it's anything like ME3, then it wouldn't matter that much, because the effects of the armor bonuses felt negligible. Armor stats overall just seemed like a bit of an afterthought anyway. I just chose what I thought looked the nicest and Shepard was no less of an efficient killing machine. 


  • Chardonney et PCThug aiment ceci

#56
JoltDealer

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I think class-restrictive weapons are a tad outdated.  Not everyone plays the same, but I do think that shotguns in an exploration-based game will be highly impractical 80% of the time.

 

Mass Effect 3 had the gameplay right.  Say what you will about its story, but ME3 gameplay was polished as hell.  Let us pick whatever weapons we want.  Only thing I would change is removing armor stat bonuses.  Armor should be cosmetic with mods determining stat boosts.



#57
Xerxes52

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I'd go with modular armor and free equip weapons, possibly extended to the entire party this time.



#58
Chealec

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I like that if I play as an Adept I cannot take a beating but have to rely on biotic barriers and light weapons while if you are a soldier you can fashion an heavy armor and assault rifle at the cost of mobility. It challenges you to think outside the box and force you to do things differently than you are used to...

 
No it doesn't it pigeon-holes you into set builds and ultimately forces you play a type of character in a certain way, it's the total opposite of thinking outside the box. I'll take the Ultima Online type of character/skills builder over a D&D one every single time. In UO (back in the day) it was quite feasible to play as a Halberd-wielding Mage with a mix of swords and spells; massive spike damage from Flamestrike and the Halberd but very little stamina, if you failed to kill your target outright in the initial attack you could quite easily be screwed.

 

if we get the ME3 weapon system then I know that at mission "xyz" there will be that OP assault rifle that I will be using no matter what simply because is rational to do so while if the same OP rifle is restricted to soldiers I'll have to try new weapons.


That's a flaw with the balance of that weapon not with the system itself.

 

Also people supporting free-choice of armors (with different stats attached to them) seems to ignore that if they plan on playing rationally, they still end up using the same armors that boost the stats relevant to the class they are playing.
So if you play as an Adept you will be still using the same armors that boost biotic powers.


That's not actually true - quite often playing as a Biotic in ME3 it's a better idea to take armour parts that boost weapon damage, depending on which powers you're focusing on. You're often only better off boosting Biotic damage if you're focusing on DoT powers... otherwise you could go with a shotgun, focus on the debuff tree on Warp and spec armour for weapon damage or reducing shield recharge times. Again, it's a spike damage build, like the Halberd Mage in UO.

There's not a lot of point in taking Biotic damage boost if your build is focused around Biotic Explosions either - you're far better off taking a lighter weapon and armour parts that reduce your cooldowns.

A build with Flare or Reave though, then yeah, you might want to take biotic damage buffs.


... and that's just for Adepts ...



#59
Ahglock

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I'm guessing that I'm the only person that thought the weight/cooldown trade-off was actually a really good mechanic then?

I thought the mechanic conceptually worked but the specifics weren't great. Weapon to weight balance was screwy and I don't think additional weapons should be valued much.

If I'm welding a wraith the occasional switch to my tempest for ammo conservation while useful isn't nearly as useful as the sum of their individual weights and adding a third gun would have even larger diminishing returns. While not game mechanically effective having a variety of guns to switch to can be a fun style that gets overly punished. Also if going with a weight based mechanic don't also limit by class of gun if I want 2 shotguns good for me.

And finally while I don't think the concept of gun based classes and power classes should go away I do think the gun based classes should be power based enough that it actually feels like a hit.

#60
Mirrman70

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I think it would be cool if certain classes got a unique  armor later in the game that enhanced its abilities. Like maybe Soldiers or Vanguard can get some kind of Power Armor that enhance melee attacks, maybe infiltrators could get an armor that extends cloaking time or makes it so you get two cloaked attacks instead of one.



#61
CYRAX470

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I think class-restrictive weapons are a tad outdated. Not everyone plays the same, but I do think that shotguns in an exploration-based game will be highly impractical 80% of the time.

Mass Effect 3 had the gameplay right. Say what you will about its story, but ME3 gameplay was polished as hell. Let us pick whatever weapons we want. Only thing I would change is removing armor stat bonuses. Armor should be cosmetic with mods determining stat boosts.

Hm, I'd say rather than remove armor stats. Let us add our own, just like weapons. That way our favorite cosmetic pieces can have neat bonuses.

And maybe to keep class based specifics alive, each class could get different armor perks.

#62
Chealec

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I thought the mechanic conceptually worked but the specifics weren't great. Weapon to weight balance was screwy and I don't think additional weapons should be valued much.

 

Yeah - I'll agree with that... take the Hurricane or Talon for instance, both are incredibly light for the amount of punch they pack. Pretty much every Adept can just go Hurricane/Acolyte and be done with it. As you say though, that's just the weapon/weight balance being a bit screwy.

 

 

And finally while I don't think the concept of gun based classes and power classes should go away I do think the gun based classes should be power based enough that it actually feels like a hit.

 

I quite like the mix of gun-based classes in MP though, from the Destroyer who basically doesn't have to give a monkeys about CDs and can quite happily wield a Typhoon with a Crusader for backup to the TSol who gains so much from MM that you really want to keep the CDs low so you can spam MM ... same can be said with the HSol conc-shot build.

 

 

I don't have a problem with gun/power based classes in ME but I much prefer the flexibility in ME3 where you can have a gun-focussed power class or a power-focussed gun class ... if that makes sense?



#63
Ahglock

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Yeah - I'll agree with that... take the Hurricane or Talon for instance, both are incredibly light for the amount of punch they pack. Pretty much every Adept can just go Hurricane/Acolyte and be done with it. As you say though, that's just the weapon/weight balance being a bit screwy.



I quite like the mix of gun-based classes in MP though, from the Destroyer who basically doesn't have to give a monkeys about CDs and can quite happily wield a Typhoon with a Crusader for backup to the TSol who gains so much from MM that you really want to keep the CDs low so you can spam MM ... same can be said with the HSol conc-shot build.


I don't have a problem with gun/power based classes in ME but I much prefer the flexibility in ME3 where you can have a gun-focussed power class or a power-focussed gun class ... if that makes sense?


The destroyer is who I was thinking of. :)

I think it's pointless to have a weight system if certain classes can fully ignore it.

But I agree with the premise that being able to effectively play a gun based power class or power focussed gun class is awesome. I love using the claymore on my adept. Singularity to stagger close in claymore, reload cancel,claymore, reload cancel with a warp to detonate.

If i kept my full cool down instead of getting slowed by the weight it wouldn't feel like a fun choice. Just the obvious one. Now I think it's a fun and solid option to go with the katana for my shotgun because my powers fly quicker. Or go full caster and use just a tempest. And that's just with the adept. Without weight you'd just take the best gun. The decision would just be class of guns and not the specific gun. A lot more variety with weight.

#64
Catastrophy

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Large chest piece for heroine is a must!



#65
PhroXenGold

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Large chest piece for heroine is a must!

 

Only if the hero can get a large codpiece



#66
LinksOcarina

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

 

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.

 

What a terrible story.

 

For one...its taking that quote out of context I bet. I am looking for the interview now.

 

Two, analyzing the overall thing is simple; what do we mean by hard here? Hard to learn seems to be the issue...but he never implied hard to play or control.

 

So how does one make a game easier to learn? Tutorials right? Or perhaps visual examples of the controls? Maybe have characters explain things for your controls? 

 

Once again...it seems like people gravitate towards the pure negative and come up with anger, when they don't stop and think about what is said...



#67
KaiserShep

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 That's not actually true - quite often playing as a Biotic in ME3 it's a better idea to take armour parts that boost weapon damage, depending on which powers you're focusing on. You're often only better off boosting Biotic damage if you're focusing on DoT powers... otherwise you could go with a shotgun, focus on the debuff tree on Warp and spec armour for weapon damage or reducing shield recharge times. Again, it's a spike damage build, like the Halberd Mage in UO.

There's not a lot of point in taking Biotic damage boost if your build is focused around Biotic Explosions either - you're far better off taking a lighter weapon and armour parts that reduce your cooldowns.

A build with Flare or Reave though, then yeah, you might want to take biotic damage buffs.


... and that's just for Adepts ...

 

I find my Vanguard works best with the Hahne-Kedar gear, which basically boosts weapon damage, with a bit of Ariake tech shoulders for a mild melee bonus. 



#68
Wulfram

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I'm guessing that I'm the only person that thought the weight/cooldown trade-off was actually a really good mechanic then?


The weight system was mostly good, but overly punished carrying multiple weapons

I find my Vanguard works best with the Hahne-Kedar gear, which basically boosts weapon damage, with a bit of Ariake tech shoulders for a mild melee bonus.


My Vanguard basically didn't fire a weapon. Its all charge nova charge nova nova charge

#69
Killroy

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I find my Vanguard works best with the Hahne-Kedar gear, which basically boosts weapon damage, with a bit of Ariake tech shoulders for a mild melee bonus. 

 

>Playing a Vanguard with anything other than Blood Dragon or Inferno armor

 

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#70
NKnight7

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I'd like to mix and match my armor like the third game, it gave you a lot of customization and options in what bonuses you wanted. I'd also like for every weapon and weapon type to be open for every class, just more options for the player overall.