Aller au contenu

Photo

Classes and weapon restrictions


  • Veuillez vous connecter pour répondre
200 réponses à ce sujet

#1
10K

10K
  • Members
  • 3 234 messages
So many of you whom have played ME1 and ME2 knows that each class was trained in different weapons, causing restrictions for each class besides soldier naturally. Personally I loved this, it helped even further diversify classes from one another. Coming into ME3 these restrictions were lifted and each class had access to every weapon. Making it so the player could run with each type of weapon like the soldier class, but at the price of ability recharge speed. I found two things wrong with this. Firstly, how is it possible for weight to dictate recharge speeds? Shouldn't amps or Omni-tools effect recharge speeds for biotic and tech classes? Secondly, I felt as though this decision made the soldier class feel irreverent. They were the only class able to carry and utilize every weapon; this was the biggest perk for the soldier class. Now that every class can do this, the soldier seemed less special to me.
 
I saw each class as a specialized warrior, using specific weapons to maximize the effectiveness of their skill. Examples: Vanguards specialization in shotguns and Infiltrator specialization in sniper rifles. So what I'm asking is for weapon restrictions to make a return, not only that but have special weapons that only can be acquired by certain classes also like in ME2. Claymore: Vanguard and soldiers, Window: Infiltrators and soldiers, and Revenant: soldier only, I thought this was awesome.
 
So as I see it.
 
Soldiers: should be the only class able to use any and all weapons, because that's their specialty.
 
Vanguard: should only be trained in sub-machine and shotguns
 
Sentinel: should only be trained in sub-machine, pistols, and shotguns. Though sentinels weren't trained in shotguns in ME2 I feel as though because they are the jack of all trades class, their arsenal should reflect that and be much more well rounded.
 
Infiltrators: should be trained in pistols, and sniper rifles, naturally.
 
Engineer: should only be trained in pistols only. But because they are more ability based, their ability recharge and damage output should be greater than any other tech utilizing class.
 
Adept: should be trained in pistols only. But as with the engineer, their ability recharge and damage output should be greater than any other biotic utilizing class.
 
I think this would make each class feel more specialized, and unique; causing the player to actually adapt to each class fighting style in Andromeda, so they all won't feel like the soldier class.
 
Those are my thoughts any way. I feel gameplay for Andromeda should definitely take a page from ME2 book. So what do you guys think?


  • Lady Artifice aime ceci

#2
pkypereira

pkypereira
  • Members
  • 407 messages

I think ME3's weight/cooldown ratio is good, it allows for any player to use any weapon regardless of the class they choose. It should be up to the player to choose what weapon they use, not be restricted by preset weapons set for each class.


  • Evamitchelle, Monster A-Go Go, Elhanan et 25 autres aiment ceci

#3
Eleonora

Eleonora
  • Members
  • 308 messages

Though it's nice that ME3's system allows for more custom class builds, I have to agree. The difference in weapon training (a la ME2 and ME1) made the difference between classes more significant to me.

 

Maybe give non-soldiers the option to specialize in a different weapon at one point in the game like on ME2's collector ship.


  • 10K et mat_mark aiment ceci

#4
10K

10K
  • Members
  • 3 234 messages

I think ME3's weight/cooldown ratio is good, it allows for any player to use any weapon regardless of the class they choose. It should be up to the player to choose what weapon they use, not be restricted by preset weapons set for each class.


I agree that the weight/cooldown ratio did work mechanically, but I just don't think it makes sense lore wise. Biotic amps and Omni-tools are what ultimately dictates the abilities of biotics and techs. How does weight incorporate within that?



#5
10K

10K
  • Members
  • 3 234 messages

Maybe give non-soldiers the option to specialize in a different weapon at one point in the game like on ME2's collector ship.


This would be a good idea also.



#6
pkypereira

pkypereira
  • Members
  • 407 messages

I agree that the weight/cooldown ratio did work mechanically, but I just don't think it makes sense lore wise. Biotic amps and Omni-tools are what ultimately dictates the abilities of biotics and techs. How does weight incorporate within that?

 

But you can't use biotics for long periods of time before your body has to rest a bit. And if you are carrying a pistol only compared to a pistol, shotgun, assault rifle and sniper rifle your body will be able to rest more quickly than carrying all those weapons. But I will agree that with tech moves it doesn't make sense. 



#7
Evamitchelle

Evamitchelle
  • Members
  • 1 134 messages

I agree that the weight/cooldown ratio did work mechanically, but I just don't think it makes sense lore wise. Biotic amps and Omni-tools are what ultimately dictates the abilities of biotics and techs. How does weight incorporate within that?

 

I don't think weapon restrictions make much sense from a story perspective either. Assault rifles are the standard weapon in the military, but somehow the Soldier is the only one who's trained to use it? Vanguards not being trained in using pistols? The N7 are supposed to be the best of the Alliance, it makes more sense for them to have trained with a variety of weapons. 


  • DarthLaxian, Hanako Ikezawa, Sarayne et 15 autres aiment ceci

#8
KrrKs

KrrKs
  • Members
  • 863 messages

I like the improved customization of ME3.

If you want restrictions, restrict yourself -- That's what I usually do. E.g., I've never used nova in ME3sp after the prologue or used a Revenant on a non soldier.

But I sure as hell want to be able to play as an AR Engineer or a SR Vanguard sometimes.


  • Ralfufigus aime ceci

#9
10K

10K
  • Members
  • 3 234 messages

But you can't use biotics for long periods of time before your body has to rest a bit. And if you are carrying a pistol only compared to a pistol, shotgun, assault rifle and sniper rifle your body will be able to rest more quickly than carrying all those weapons. But I will agree that with tech moves it doesn't make sense. 

Sure most biotics can't but adepts should be able to, given their description on ME wiki. They are the most durable biotic users, also the wiki describes them as lacking advance combat training, but are able to defeat enemies without firing a shot. Personally I'd like them to live up to that and be mostly biotic users. 


  • Mdizzletr0n aime ceci

#10
Gileadan

Gileadan
  • Members
  • 1 394 messages

If we're playing a character with a military background, there shouldn't be that many weapon restrictions in place. My own army basic training included pistols, submachine guns, assault/battle rifles, light machine guns and rocket launchers.

 

I would be fine with weapon weight affecting your stamina and run speed, and would be in favor of a skill system that improved handling characteristics of certain weapon types - like less scope sway for sniper rifles, better recoil control for automatic weapons, faster reload and the like. That would let you choose as many or as few weapon types as your favorites as you like, and improve them with skill points (which you would have to balance against spending skill points on your primary class skills) as you level up.


  • Laughing_Man, laudable11 et Ralfufigus aiment ceci

#11
SardaukarElite

SardaukarElite
  • Members
  • 3 764 messages

I hate class based weapon restrictions, passionately. They create a difference between classes, if there isn't much distinguishing classes to begin with - in which case you should consider cutting your class system. If there are sufficient differences then weapon choice will augment that, a shotgun or sniper infiltrator creates interesting variations on the use of tactical cloak without interfering with shotgun vanguard because cloak and charge are tangibly different abilities. Beyond that weapon choice is something that is easily changed mid-game which is a nice option to have if a play style is getting dull or isn't working well. 


  • Laughing_Man, In Exile, Hanako Ikezawa et 6 autres aiment ceci

#12
TheBunz

TheBunz
  • Members
  • 2 442 messages
Are you seriously whining that soldiers are under powered? Adrenaline rush or marksman not do enough for you?
  • Monster A-Go Go et laudable11 aiment ceci

#13
Vortex13

Vortex13
  • Members
  • 4 186 messages

I can see both sides to the topic.

 

On one hand, restricting weapons and armor types is a great way to make classes feel more unique, but it also limits a person's play style. And on the other hand, an open system allows for more customization, but also had the effect of homogenizing the classes somewhat, and making weapon-only ones (like the Soldier) feel irrelevant.

 

I know that it's not a direct example, but I was always annoyed at fantasy RPGs wherein the Warrior could only equip heavy armor and use a sword and shield, or the mage could only use staffs and wear cloth armor. I feel that the player should be able to make their own decisions and play styles when it comes to playing a class. Want to go in as a sniper adept, using your biotics in a more supportive role? Go ahead. Want' to play a hit and run, close quarter focused infiltrator? Make it happen. Etc. The trade off needs to be that the abilities offered by the various classes help distinguish them from the others.

 

I feel that the Soldier class needs to get better and more interesting abilities to make it worthwhile, instead of just being a gun bunny. Concussive blast and adrenaline rush just doesn't cut it when the others can cloak, create singularities, and hack into drones. What those abilities would be though is a good question.


  • 10K, KrrKs et Eleonora aiment ceci

#14
10K

10K
  • Members
  • 3 234 messages

Are you seriously whining that soldiers are under powered? Adrenaline rush or marksman not do enough for you?

No I'm not whining thank you. I'm actually an avid Vanguard player. I just feel soldier should have something of their own to make them stand out more, like other classes. But thanks for your comment  ^_^



#15
TheBunz

TheBunz
  • Members
  • 2 442 messages

No I'm not whining thank you. I'm actually an avid Vanguard player. I just feel soldier should have something of their own to make them stand out more, like other classes.


They have grenades. Inferno grenades are OP

#16
10K

10K
  • Members
  • 3 234 messages

They have grenades. Inferno grenades are OP

soldiers in SP only have frag grenades. 



#17
Ahglock

Ahglock
  • Members
  • 3 660 messages
Almost every class has grenades.

If I were going to do this I wouldn't have a set weapon restriction. You can pick your weapons even double up on the same class but the number of guns you roll with is determined by class.
Engineer and adept can take 2 guns.
Hybrid classes 3 guns
Soldier 5 guns.

Still I think the big issue is soldier needs more activated powers and they need to work with adrenaline rush. I'd tone adrenaline rush down a small amount and make it a toggle.
  • laudable11, 10K et Hammerstorm aiment ceci

#18
pkypereira

pkypereira
  • Members
  • 407 messages

They have grenades. Inferno grenades are OP

 

I wish lift grenades would have more of a biotic effect, or maybe I always aimed badly and the grenade never hit anyone...



#19
Sanunes

Sanunes
  • Members
  • 4 377 messages

The problem I have with something like this is looking at the statistics BioWare provided the Soldier is the most popular class so trying to improve them by taking away from the other classes seems like a counter productive aspect.  If you want to improve the soldier maybe thing of something that can be added to the class without taking away from others.



#20
Mirrman70

Mirrman70
  • Members
  • 1 263 messages

I think that certain classes should have bonuses with one or more guns. Soldiers can get a mild bonus with all guns but a significant bonus with assault rifles, Vanguard can get a bonus with shotguns, Infiltrator gets sniper rifles, Sentinel can have SMGs and Heavy pistols, Adepts get SMGs and Engineers get Heavy pistols.


  • 10K, Hammerstorm, BraveVesperia et 3 autres aiment ceci

#21
10K

10K
  • Members
  • 3 234 messages

I think that certain classes should have bonuses with one or more guns. Soldiers can get a mild bonus with all guns but a significant bonus with assault rifles, Vanguard can get a bonus with shotguns, Infiltrator gets sniper rifles, Sentinel can have SMGs and Heavy pistols, Adepts get SMGs and Engineers get Heavy pistols.

This would be an awesome idea also!!


  • DarthCompetent aime ceci

#22
pkypereira

pkypereira
  • Members
  • 407 messages

I think that certain classes should have bonuses with one or more guns. Soldiers can get a mild bonus with all guns but a significant bonus with assault rifles, Vanguard can get a bonus with shotguns, Infiltrator gets sniper rifles, Sentinel can have SMGs and Heavy pistols, Adepts get SMGs and Engineers get Heavy pistols.

 

Do you mean regarding accuracy like in ME1 where classes using untrained weapons couldn't hold the weapon steady and were less accurate when using them?



#23
Remix-General Aetius

Remix-General Aetius
  • Members
  • 2 215 messages

They should just skip past all that specialization crap. Just let us go in there with all guns blazing and screw who can't equip what.



#24
xAmilli0n

xAmilli0n
  • Members
  • 2 858 messages

I think ME3's weight/cooldown ratio is good, it allows for any player to use any weapon regardless of the class they choose. It should be up to the player to choose what weapon they use, not be restricted by preset weapons set for each class.

 

Agreed.  I think this is an area ME3 definitely got right.


  • Danadenassis, MichaelN7, DarthCompetent et 1 autre aiment ceci

#25
Ahglock

Ahglock
  • Members
  • 3 660 messages
I never was a fan of specific benefits for guns. If you are +30% with sniper rifles it's still a weapon restriction by making all other guns ineffective for you. 30% bonus for one gun ends up just being a 30% penalty for every other gun.
  • Hanako Ikezawa, Vortex13, Sarayne et 4 autres aiment ceci