Andromeda Character Class
#1
Posté 07 décembre 2015 - 03:13
- Guitar-Hero aime ceci
#2
Posté 07 décembre 2015 - 03:57
I want the diversity of class that ME3MP had in single player. Like, give us a class specific power to choose from. Then give us shared abilities that makes sense for our class (i.e., Overload, Sabotage, Incinerate, Shield Boost, etc) -- but an adept can't pick those abilities , but a sentinel/infiltrator can.
#4
Posté 07 décembre 2015 - 04:51
PUHlease make the slayer a class in Andromeda. Idgaf how unconventional a sword is when everyone else has guns its just so satisfying and bad ass. Plus he didnt use his sword all the time. When you added him in ME3 Multiplayer he was by far my favorite class along with the shadow, they were just so different and unique and stood out from all the others. Along with that, I hope you guys do add a few other classes as well just to diversify the playstyles and make each runthough feel different, new and fun.
But why though? That's what Vanguard is for. There's a reason the slayer was a MP exclusive.
#5
Posté 07 décembre 2015 - 05:02
Well the Slayer is a Vanguard so it shouldn't be a separate class. Instead they should add the MP powers into SP and let us choose which ones to use. The huge amount of different combos and builds would make each playthrough even with the same class feel different!
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#6
Posté 07 décembre 2015 - 05:25
Melee weapons in their day and age aren't terribly unrealistic.
Typically throughout warfare the rule is offensive capability will always have an edge over defensive capability. It's easier to destroy than create.
But that doesn't always have to be the rule. (And for brief periods in time it hasn't)
With barriers and shields the greatest advantage that guns provide, range, can be mitigated. With Biotic Charge and in ME:A Jetpacks, range can be nearly negated altogether. All of a sudden a heavy melee weapon looks a lot better.
I've said before, I'd love to have more melee options, particularly for the vanguards. And I'm sure my Krogan/Vorcha brothers from another mutha would love it too.
Insofar as having the Slayer in SP...
I want the diversity of class that ME3MP had in single player. Like, give us a class specific power to choose from. Then give us shared abilities that makes sense for our class (i.e., Overload, Sabotage, Incinerate, Shield Boost, etc) -- but an adept can't pick those abilities , but a sentinel/infiltrator can.
This.
I want a customizable class. I always want a customizable everything/all!teh things.
#7
Posté 07 décembre 2015 - 05:54
- sjsharp2011 aime ceci
#8
Posté 07 décembre 2015 - 06:04
I personally hate the idea of focussed melee in this setting. If they balance it and they lore it up to fit I can accept it. I doubt they will do either so it will suck for a huge contingent of fans while making a vocal minority happy.
The lore is already there so I'm not sure what you're getting at on that point.
Balancing, well, ofc. ![]()
That seems to take care of both your arguments. Melee for all!


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#9
Posté 07 décembre 2015 - 06:13
They really don't have a good lore explanation why anyone would use a sword when auto fire rail guns are on the table at least for the protagonist. The lore works for Krogans but yeah a humanoid rhino with a axe would eff you up.
And no it's not been balanced for a no resource quick firing weapon when you can instantly get into melee in this game. Unless you fight enough enemies that can sync kill like a gold/platnum match it was not balanced in the slightest.
#10
Posté 07 décembre 2015 - 06:36
The lore isn't there though. They May go back in tech so shields no longer activate for melee but currently shields do work. And they really should. Punches and sword slashes are not slow moving. If they were you could easily block or avoid them.
? Shields should work against melee. But melee weapons would be tech/biotic as well. And likely heavier hitting than a gun due to the in-house nature of whatever you could fit in a big hammer/axe/sword. Someone swinging a biotically enhanced two handed sword through you would do more damage than someone firing a single mattock round through you.
They really don't have a good lore explanation why anyone would use a sword when auto fire rail guns are on the table at least for the protagonist. The lore works for Krogans but yeah a humanoid rhino with a axe would eff you up.
Again, not sure what you mean by lore at this point. What lore does equipping a weapon require? And if it works for krogan in your mind why wouldn't it work for something else that's amped up on tech/biotics to be as strong/stronger than a Krogan? And melee is already in the game lorewise, so now I'm really unsure of why you're quoting lore. Krogan, Vorcha, Omnitool, Paladin Omni-Shield, Brutes, Banshees, Dragoons, Phantoms. I can go on.
And no it's not been balanced for a no resource quick firing weapon when you can instantly get into melee in this game. Unless you fight enough enemies that can sync kill like a gold/platnum match it was not balanced in the slightest.
Talking about balancing in ME:A. So yes, lets assume they'd balance it like the rest of the game will be balanced. (Which is hopefully great, but I'd settle for alright.)
#11
Posté 07 décembre 2015 - 08:56
I Dont know why I didnt think of that, you're right. Well as long as I get my sword ill be good.Well the Slayer is a Vanguard so it shouldn't be a separate class. Instead they should add the MP powers into SP and let us choose which ones to use. The huge amount of different combos and builds would make each playthrough even with the same class feel different!
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#12
Posté 08 décembre 2015 - 07:53
Bioware should just give us fully customizable characters with a simple point buy system. Let us players play the kind of characters we want to play instead of forcing us into a handful of molds.
Oh, and no skill trees. Skill trees are evil, they only limit players' options. Let us pick the specific skill evolutions we want, instead of having to take A and B in order to get C.
#13
Posté 08 décembre 2015 - 07:55
I saw an omnibow on a multiplayer class. I want an omnibow. So bad.
- Deebo305 aime ceci
#14
Posté 08 décembre 2015 - 08:06

#15
Posté 08 décembre 2015 - 08:11
Wow. And they seriously want a cure for the Genophage. Seriously? Just look at those numbers. ![]()
On topic: They should implement a class hybrid system.
For example: A Vanguard with the ability to cloak.
#16
Posté 08 décembre 2015 - 09:50
That's a good idea, we should be able to customize our classes, but to a certain extent. Like for example, the new and improved vanguard should have a move set such as Biotic Charge, Nova, Biotic Slash (if you opted for a sword), Shockwave, Throw, Warp, Biotic Grenade, Etc and whatever else they decide to add. You get the idea. There would need to be a lot of balancing with this though otherwise you'll just see a sentinel running around as a one man army killing everything with ease with warp, overload, pulll, throw, etc.
Or maybe with every class, they add 3 sub classes or something where you get to take your character on a more designated role. Vanguard Slayer - Melee/Acrobatics focused, Vanguard Beserker - Shotgun focused, and then idk Vanguard Knight - Biotic Charge focused to get the instant regen on your barrier. With 6 main classes, that would mean 18 class trees, that might be a lot of work. But if I was on the design team I would think it would be fun as hell to come up with all these skills and class trees.
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#17
Posté 08 décembre 2015 - 12:45
Well the Slayer is a Vanguard so it shouldn't be a separate class. Instead they should add the MP powers into SP and let us choose which ones to use. The huge amount of different combos and builds would make each playthrough even with the same class feel different!
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I like the Vanguard but I feel the teleportation ability was incomplete. I mean, why teleport across the map and then you are stuck there? The Vanguard ought to be able to teleport back as well.
A slayer should be able to cloak> teleport > slay>teleport away>decloak.
#18
Posté 08 décembre 2015 - 01:39
The lore isn't there though. They May go back in tech so shields no longer activate for melee but currently shields do work. And they really should. Punches and sword slashes are not slow moving. If they were you could easily block or avoid them.
They really don't have a good lore explanation why anyone would use a sword when auto fire rail guns are on the table at least for the protagonist. The lore works for Krogans but yeah a humanoid rhino with a axe would eff you up.
And no it's not been balanced for a no resource quick firing weapon when you can instantly get into melee in this game. Unless you fight enough enemies that can sync kill like a gold/platnum match it was not balanced in the slightest.
Shields working on melee is a gameplay mechanic. They're still not supposed to do that in lore even in Mass Effect 3, because shields are designed to deflect high velocity projectiles(otherwise they would knock a chair away when you go to sit down). It's a lore breaking thing for the sake of gameplay, similar to how Medi-Gel doesn't actually revive people in lore but it does in game. It's just a bunch of medicines in gel form that you apply to wounds. It can't reconstruct organic tissue.
A powerful melee attack for a Vanguard kind of makes sense because Biotic Charge overcomes the natural weakness of a melee weapon and gets you within reach.
As for the topic of this thread, they should let us customize our melee weapons in ME:A rather than implement entirely new classes. ME3 MP introduced a bunch of interesting melee weapons.
#19
Posté 08 décembre 2015 - 01:45
Shields working on melee is a gameplay mechanic. They're still not supposed to do that in lore even in Mass Effect 3, because shields are designed to deflect high velocity projectiles(otherwise they would knock a chair away when you go to sit down).
Yes, but I can easily see a better VI for barrier generators capable of fine tuning to the point where a high velocity punch / slash will be stopped,
but breathing and other everyday actions will not be interrupted.
#20
Posté 08 décembre 2015 - 01:52
Yes, but I can easily see a better VI for barrier generators capable of fine tuning to the point where a high velocity punch / slash will be stopped,
but breathing and other everyday actions will not be interrupted.
It's possible, but if you wanted to make it so melee broke through shields again you'd just not have anybody invent that tech.
When it comes to stuff like this, the lore tends to line up with how BioWare wants the gameplay to play out or just conveniently ignore stuff(like melee with shields) rather than following a logical progression.
#21
Posté 08 décembre 2015 - 01:58
It's possible, but if you wanted to make it so melee broke through shields again you'd just not have anybody invent that tech.
When it comes to stuff like this, the lore tends to line up with how BioWare wants the gameplay to play out or just conveniently ignore stuff(like melee with shields) rather than following a logical progression.
Trust me, I hate when they disregard their own lore and generally act with it like a bull in china shop.
That said, some things more deeply contradict the lore than others.
#22
Posté 08 décembre 2015 - 02:00
That's a good idea, we should be able to customize our classes, but to a certain extent. Like for example, the new and improved vanguard should have a move set such as Biotic Charge, Nova, Biotic Slash (if you opted for a sword), Shockwave, Throw, Warp, Biotic Grenade, Etc and whatever else they decide to add. You get the idea. There would need to be a lot of balancing with this though otherwise you'll just see a sentinel running around as a one man army killing everything with ease with warp, overload, pulll, throw, etc.
Or maybe with every class, they add 3 sub classes or something where you get to take your character on a more designated role. Vanguard Slayer - Melee/Acrobatics focused, Vanguard Beserker - Shotgun focused, and then idk Vanguard Knight - Biotic Charge focused to get the instant regen on your barrier. With 6 main classes, that would mean 18 class trees, that might be a lot of work. But if I was on the design team I would think it would be fun as hell to come up with all these skills and class trees.
Sentinels already have those powers except Pull and they're not one man armies by a long shot. Sure they would have to balance some things out but I can't think of many OP combinations other than maybe Annihilation Field and Charge/Nova.
Overall I'd rather be able to choose my own set of powers. I think the system I've come up with would work well. Basically each class starts with their signature power and then can choose 4 powers of the same kind for pure classes or 2/2 for hybrid classes. So an Infiltrator would start out with Tactical Cloak and then would have to choose 2 tech and 2 combat powers.
But I'd be fine with sub-classes as well, it's better than nothing.
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I like the Vanguard but I feel the teleportation ability was incomplete. I mean, why teleport across the map and then you are stuck there? The Vanguard ought to be able to teleport back as well.
I think the problem here is that Charge restores barriers. Being able to do that without any risk involved would make Vanguards even more OP and without it Charge would basically be Poison Strike. But I think it'd be interesting if we were able to use Poison Strike instead of Charge in SP. The Cabal Vanguard is awesome.
A slayer should be able to cloak> teleport > slay>teleport away>decloak.
Wait are you confusing the N7 Slayer with the N7 Shadow? Vanguards shouldn't be able to cloak imo.
As for the topic of this thread, they should let us customize our melee weapons in ME:A rather than implement entirely new classes. ME3 MP introduced a bunch of interesting melee weapons.
I agree. Dodges as well or at least each class should have a unique dodge.
#23
Posté 08 décembre 2015 - 03:48
Yes, but I can easily see a better VI for barrier generators capable of fine tuning to the point where a high velocity punch / slash will be stopped,
but breathing and other everyday actions will not be interrupted.
The lore never actually specified that it only fast things and therefore does not work on melee. It just says slower fast moving sitting down Ina chair etc. Generiv ideas not specific outside the sit down On a chair one. if you sit down at the same speed that even a out of shape untrained cubical monkey like me punches then you probably are used to some bruising down there. The idea that they could not have radar guns as good as the ones today seems kind of bizarre.
ME1 apparently melee wasn't happening enough to bother to fine tune. ME2 it was, which makes a lot more sense.
#24
Posté 08 décembre 2015 - 03:57
A powerful melee attack for a Vanguard kind of makes sense because Biotic Charge overcomes the natural weakness of a melee weapon and gets you within reach.
.
Exactly why I don't want a powerful melee attack. If there was any challenge getting into melee people might have a balance argument to make it powerful. When you can either easily cloak or teleport there why should you get a cookie. If it's solidly weaker than a shotgun blast at point blank I'm okay with melee balance wise. If you want powerful melee it should actually be on classes that have to work to get into melee, though I still don't think it's setting appropriate.
Swords are still a lame idea for the setting but melee in general when in the right situation can work. If people are actually carrying melee weapons which I still think is lame blunt weapons at least seem more lore friendly for mass effect weapons hitting with absurd force.
#25
Posté 08 décembre 2015 - 04:08
Exactly why I don't want a powerful melee attack. If there was any challenge getting into melee people might have a balance argument to make it powerful. When you can either easily cloak or teleport there why should you get a cookie. If it's solidly weaker than a shotgun blast at point blank I'm okay with melee balance wise. If you want powerful melee it should actually be on classes that have to work to get into melee, though I still don't think it's setting appropriate.
Swords are still a lame idea for the setting but melee in general when in the right situation can work. If people are actually carrying melee weapons which I still think is lame blunt weapons at least seem more lore friendly for mass effect weapons hitting with absurd force.
You're regurgitating your arguments after I've poked them full of holes.
The lore supports it.
It can be balanced like any other aspect of the game.
If you think it's "a lame idea" and you "don't want it" that's your opinion, but I'm at the point where I believe you're the vocal minority now.
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