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Classes and weapon restrictions


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#176
Ahglock

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Bring back the ME3 system. I don't see any problem with it and restricting gun classes to me is arbitrary.


I'm okay with the system in theory but it has problems.

Modifying your cooldown makes little sense.

In order to adjust to the 200% swing powers were given artificially long cooldowns.

Additional weapons have little mechanical bonus. As long as you have ammo one gun covers you for most things. The sniper rifle being the only exception as it was difficult to use at close range at least for me. Yet despite the fact that every additional gun past the first had a diminishing return in benefit it's cooldown reduction was a pure additive.

Due to the nature of % systems. Reductions had a rapidly decreasing benefit while penalties had a constant hindrance. Cooldown time of 6 200% reduction gets you to 2 seconds or a 4 second drop. 200% penalty and it becomes 18 seconds or a 12 point add. In itself not a huge flaw but with the 2nd point where they base cooldown on the assumption that certain people will have the 200% reduction and it becomes a big issue IMO.

Weapons were not close to balanced for their weight.

Little difference in weight capacity between classes.

Little documentation on how it worked in conjunction with other modifiers.


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#177
Mechler

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In what ways should the use of an assault rifle really differ between a tech and soldier? As for armor, that should only change depending on whether or not it applies certain bonuses for specific combatant types. Like, a soldier won't get any special benefits from any armor, because a soldier has no unique, innate abilities with which any armor would enhance that, say, an adept or engineer couldn't use, whereas armors that boost biotics only work for biotics. 

 

In ways like yes and no. You don't see many engineers running around with military weapons. Okay in that case let's allow nerds to have assault rifles but let's make heavy weapons exclusive to soldiers. Or just something to make soldiers a compelling class. If nothing like that comes to mind, drop it altogether. Or make it the starting class and have the player specialize between biotic, tech or sentinel at a later part of the game,



#178
KaiserShep

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You don't think training has any effect on reload speed. That someone who does it and is trained to a expert level won't have it down to a smoother motion than someone who is just competent. Pretty much every example he brought up is a logical extension of more training. It's not even that weird game mechanically as it's pretty much describing a more robust passive tree for the soldier when it comes to combat with guns.


Well that goes with the character stat I mentioned. I didn't say that it has to be something available to all characters, especially since biotic and tech characters in particular are going to have specialized abilities not available to the soldier class. Point is, i don't think that equipment that enhances basic physical abilities like running or jumping or whatever should work differently based on class.

#179
Ahglock

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Well that goes with the character stat I mentioned. I didn't say that it has to be something available to all characters, especially since biotic and tech characters in particular are going to have specialized abilities not available to the soldier class. Point is, i don't think that equipment that enhances basic physical abilities like running or jumping or whatever should work differently based on class.


Even that would make sense though. If soldiers train 1000 hours in jump jets and engineers 50 hours I'd think the soldier would get more out of it. If all the training time a engineer uses to learn how to freeze, burn, create drones etc is put into weapon and armor training they'd logically be better at it. Again I think it would be best handled with the powers but I can definitely see different base levels for various abilities. You'd just need to give some base abilities for other classes that they can be superior at.

You could have 3 stats beyond protection the armor provides with adept, engineer and soldier having the highest default bonus in one of those stats with the hybrids as having a spread of 2-3 stats at a lower level. Like I wouldn't mind if adepts got the most out of armor mods that boost biotic potential.

#180
goofyomnivore

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I think you should get a secondary of your choice (Pistol or SMG) and a primary of your choice (AR, Shotgun, Sniper, LMG). A final weapon slot for a heavy weapon of your choice; CAIN, Grenade Launcher, etc. Scrap the weight system.


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#181
Jedi Comedian

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A soldier might get more protection from armour, simulating his ability to move in such a way that the shots he takes are less damaging.

Also, soldiers could be get a faster reload. They could get more accuracy (either modeled through some sort of accuracy mechanic, or just bonus damage). Soldiers could get more shots out of a thermal clip, simulating their ability to manage heat better.



#182
Jedi Comedian

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I'd completely toss away the idea of going back to weapon restrictions if this happened.

#183
Sylvius the Mad

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I think you should get a secondary of your choice (Pistol or SMG) and a primary of your choice (AR, Shotgun, Sniper, LMG). A final weapon slot for a heavy weapon of your choice; CAIN, Grenade Launcher, etc. Scrap the weight system.

That severely limits the player's build options.

#184
Spectr61

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Capn233 posted;

-cut-



There doesn't need to be any consistency between Dragon Age and Mass Effect, they are separate franchises that are fairly different after all.

As far as Mass Effect is concerned, there isn't an exploit for reload canceling. At least not if you take the developer's word at face value. I don't find that they necessarily have a duty to present all of their reasoning behind balancing changes to the players, but it is likely that reload canceling times were taken into account when balancing, unless you want to assume they wanted single shot weapons to be poor.[/quote]

Cap, the games are different, obviously, but the point is there is no consistency from the developer covering what constitutes a glitch, what constitutes an exploit, or what constitutes a "clever use of game mechanics" across all these games.

Glitching, exploiting or outright cheating are not game specific. It's just that these terms have to be defined.

This matters more in areas like these two games and their co-op MP, especially with the leaderboards.

SP matters to me personally, as I want to enjoy the game as envisioned by the dev's, not rely on hacks, cheats, glitches or exploits.

Thus my desire for clear and consistent direction from the developer covering all their games.

#185
goofyomnivore

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That severely limits the player's build options.

I dunno I never found myself using more than two or three guns per mission. You could combo smg/sniper for a mission, and then switch to pistol/shotty for a more cqc mission or something.



#186
coldsteelblue

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Not read the full thread so don't know if this has been mentioned or not, but what about separate upgrade points?

 

What I mean by this is that you start able to use all guns, but aside from your standard skill points when you level up you also get 'upgrade points' to sink into weapons or powers allowing you to choose whether you improve your gun handling - ammo, accuracy, stability etc or you can sink these points into your amps for a faster cooldown more damage etc.

These would be a finite stock, and you can move them from amp to weapon and back as many times as you want, but it would be impossible to max out everything, also, you'd have to pick the type of gun (if you chose that) as that way you can choose your own specialty of firearm.

 

Just my thoughts



#187
Sylvius the Mad

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I dunno I never found myself using more than two or three guns per mission. You could combo smg/sniper for a mission, and then switch to pistol/shotty for a more cqc mission or something.

In ME3, though, an Engineer could make his powers significantly more useful by carrying only one weapon. A super-light SMG was good enough to mop up.

#188
goofyomnivore

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In ME3, though, an Engineer could make his powers significantly more useful by carrying only one weapon. A super-light SMG was good enough to mop up.

Well my suggestion assumed the weight system wasn't in place.  I think the weight system was poorly implemented. If they stick with the weight system I agree you should be able to customize your loadout from one weapon to five or whatever.



#189
Sylvius the Mad

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Well my suggestion assumed the weight system wasn't in place. I think the weight system was poorly implemented. If they stick with the weight system I agree you should be able to customize your loadout from one weapon to five or whatever.

If my build doesn't need 3 weapons, I'd like to derive some benefit from not carrying them.

I want maximum build freedom.

#190
Killroy

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If my build doesn't need 3 weapons, I'd like to derive some benefit from not carrying them.

I want maximum build freedom.


You want a pen & paper RPG of your own design.

#191
spinachdiaper

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If it was up to me Vanguards, Infiltrators, Shotguns, and Snipers would be removed to simplify combat while streamlining out gimmicky mechanics for a better balanced campaign and multiplayer.



#192
capn233

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If it was up to me Vanguards, Infiltrators, Shotguns, and Snipers would be removed to simplify combat while streamlining out gimmicky mechanics for a better balanced campaign and multiplayer.

 

That's a little extreme, Commander.


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#193
Sylvius the Mad

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You want a pen & paper RPG of your own design.

That would be the ideal, yes.

#194
Statichands

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There should only be two classes: Soldier and Adept. From there you can pick perks to suit your play style so from the soldier class, you could get perks for sniping and items cloaks or you could get tank perks and gain a speific heavy armor. A system like this would give us way more freedom instead of locking us down to classes

#195
Display Name Owner

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I dunno. Never had any objection to class-specific weapons as such, but it never made much sense for any version of Shepard not to know how to use certain weapons. Nah, I think I'd rather have the choice. I mean, what class I chose kind of dictated the playstyle and what weapons I used anyway. It's not like I ever used a sniper rifle as a Vanguard, for instance, but having the option hardly hurts. Let players do what they want, I say.



#196
Mirrman70

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That would be the ideal, yes.

 

then make it.



#197
DarthLaxian

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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. 

 

Indeed, that's why I am in favor of scrapping the entire class-system!

 

It's a single-player game and does not need something like this for supposed "balancing" -.- (it's not as if you are playing against others and therefore the system should be fair)

 

The only decision should really be whether your character is a biotic or not and whether your character had training with hacking etc. - weapons and skills apart from those two should be accessible to everybody (the military trains soldiers with all basic weapons and special forces guys are even trained on stuff they only seldom use, like say a .50 caliber sniper-rifle or a large cumbersome shotgun with a drum-magazine and even things like rocket-launchers etc. so it makes no sense that an N7 can't use those guns and weight restrictions are just artificial nonsense that makes no sense within the lore!)

 

greetings LAX



#198
Sylvius the Mad

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then make it.

I have actually created a tabletop ruleset before. It took months. I quite liked it.

But I'm not looking for a tabletop game. Tabletop games require other players. I think single-player CRPGs should try to emulate tabletop gameplay, but without the need for other players.

#199
ZipZap2000

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Didnt San Andreas have a system where if you used a weapon the character got better with it. While they took it to extremes in some ways maybe they were on the right track.

Class determines which weapons start out with extra 'points' or higher 'ratings' signifying more intense training with that weapon. Not to suddenly cry out for realism but even from a gaming pov, if you can fire an assault rifle you should be able to pick up the basics of using a pistol.

You could 'level' your own weapons automatically by using them keeping mods and ammo separate? Or using them to increase your weapon 'rating' when using that weapon.

Not saying start out with penalties just throwing it out there.

#200
Master Warder Z_

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I have actually created a tabletop ruleset before. It took months. I quite liked it.

But I'm not looking for a tabletop game. Tabletop games require other players. I think single-player CRPGs should try to emulate tabletop gameplay, but without the need for other players.


I love table top games!