First of all, I don't know if this topic is in the wrong section. I do not see any Multiplayer tab under Mass Effect: Andromeda, please move it if it is.
In about a year (?) the new Mass Effect will hit the shelves, so let us discuss about the precious balance the game needs and how it should be in order to feel great from day one. If Andromeda will have the same weapons, skills and trees as Mass Effect 3, of course.
Warning: long post, I'll try to sort it out. When available, I'll provide numbers. Let's begin:
General thoughts:
1) I strongly believe that the most successful RPGs give the players choices that are equally balanced, leaving them happily scratching their head. In Mass Effect 3 we can find good ones and bad ones. Example:
Good ones: Frag grenades: 6A & 6B. BOTH good.
Devastator: 5A & 5B. Have Black Widow shoot faster or have a sweet 4th shot?
Shockwave: 5A & 5B. Beat close range disadvantage or more powerful Biotic explosions, etc, etc.
Bad ones: Lift grenades: useless 6A.
Multi Frag 6B. 6A when fired up close is way more damaging.
Biotic Charge: Area vs Heavy charge. etc, etc.
2) Also, I have the feeling that almost all Duration evolutions (with the exception of Sabotage) are meaningless. Example:
Cryo Blast freezes for 5.6 sec at lv3. 4A increases freeze duration to 8sec. Area Freeze is just better, period. But I might give it a second thought if Cryo Blast lasted as long as 1.5~2 seconds. Same can be said for Lift, Tactical Scan, Dark Channel, Adrenaline, Tactical Cloak, etc. So, halving all initial Effect Durations makes latter Duration evolutions more appealing.
3) Boring Copy/Paste code is boring. Example: Arc grenades should not be modeled after Frags (6A & 6B), and the 30% damage/range routine does not apply everywhere. When I sacrifice all the damage of my Stickies, I want them to have more than 15 pixels radius.
4) Barriers & Shields should not be the same thing with different colors.
5) I want to pick my own consumables. If I'm playing a Novaguard I'll favor Ops packs and Medigels over Thermal clips.
6) Ops pack/Thermal Clips should be used during any frame, not just "standing" still. When I'm rolling, I want to be able to use a Tclip.
7) I want the most graphically gore possible, something like Brutal Doom if that's possible.
8) Ping test in lobbies.
9) Fix bugs. Shockwave radius, TScan Headshot evo, Snap Freeze's 6B, Biotic "Charge and die" thing, Reload canceling Medigels. Crusader has already been fixed, and it's great.
10) Last but not least, netcode.
Powers:
Grenades: ALL grenades should have the BlockedbyObjects actor, True. They should NOT be able to damage through walls.
Adrenaline Rush: The best overhauled power since ME2 and my very personal favorite. AR has everything you need for a fast paced weapon combat, close-quarters or not. But the problem is that it lasts too long. Try shooting Claymore in Single Player. With 50% Time dilation, it takes forever to reload and you feel stacked in the same animation. Keep in mind that 99% of players do not reload-cancel.
Adrenaline without the Duration evolve needs to last 3.25 seconds. That's enough for Double tap +1 Claymore shot (RC).
With Duration evolve you gain +1 Claymore shot above that. Works great with Javelin, Wraith and other weapons I have tested.
Also, 5b (Melee) needs to go, it's totally useless. A 7.5~10% faster run/walk evo would be really useful in field situations (say you need to close up a target or run to defend an ally) and complete the Adrenaline theme.
So Adrenaline Rush comes down to something like this:
Lv1: Effect Duration=2.5f. No time dilation. No changes in Cooldown. Free Reload.
Lv2: 25% Recharge speed (as it is).
Lv3: power duration 30% (3.25 sec)
Lv4: 40% DR (survivability) --- 20% Weapon Damage + 50% Time Dilation (so I'll choose TD if I want to).
Lv5: 100% power duration (5.75 sec) --- 7.5% faster run/walk under Rush.
Lv6: As they are.
That concludes Adrenaline Rush. It's more sophisticated and it has more applications than it has now.
Concussive shot: As it is, although i would like to see the Amplified evo in some form.
Frag Grenades: Buff 25% 6A and 6B (the one that was never given).
Carnage: Obviously a pun. It has my vote as the worst power in Me3. It was buffed 35 points of damage at some point. It needs about 70~80% more damage. Also, Carnage should have an extra multiplier when used with Shotguns.
Hunter mode: Nerf Vision range to 5~10m, buff 6A to 250%~200%.
Marksman: Instead of 6B (Recharge time), I'd like to see an evo about less heat production on old heat weapons, like Lancer, Csmg etc.
All Krogans: More Melee damage. Especially vs Armor.
Arc Grenades: Emp grenades should not damage armor at all. 6A should get you the chance to stagger enemies, much like Disruptor in SP.
Sticky Grenade: 4B to 50%, 6B to 60%. Time before detonation to 30 seconds.
Biotic Charge: 1 sec shorter cooldown.
Tactical Cloak: Yeah. Worst overall designed power, second only to Carnage. Too much duration (5.2 sec), too much damage, one free power, Insanly low cooldown. I really miss ME2 Cloak, which always gave me the tactical advantage over an enemy. ME3 TC should be split in 2 seperate powers, Tactical Cloak and, let's say, Assassination. I'd love to see some Infiltrators with that power. In order to balance TC i think it should be something like this:
bonusremovaldelay=0.3
damagebonus=0.2, 4b adds another 30%. Max 50%.
Damage applies ONLY to weapon damage, unless of course TC is specified otherwise (Asari)
Effect Duration = 3 sec, lv3 adds 30% to that. Lv3 cloak is 4 sec. 4a is 200% (cloak over 10 sec)
minimumcloakcooldown = 8f. It's absurd that Infiltrators do not care about the weight and are the fastest casters, too.
Targets loose you after 1 second under Cloak.
Overload: Jump time to 0.1 sec. Visually a lot better.
Snap Freeze: Remove ignoring walls.
Flamer: Mostly loved by Pugs. If this isn't annoying, I don't know what is. Fix accordingly.

Shadow Strike: Faster animation.
Stim packs/Defence Matrix: F.U.B.A.R.
Biotic Explosions: Buff the maximum force of a BE to 2500N. Sending enemies flying never gets old.
Also, only Tech powers should prime and detonate Tech explosions. You know you're ruined when you're playing with 3 Adepts and a Paladin shows up.
Weapons & Ammo:
With a few exceptions, weapons are fairly balanced. I never liked the Rare-Ultra Rare thing, but it can't be helped either.
Incisor: +25% vs shields, remove all that recoil.
Krysae: Rof to 40, magazine to 4 rounds.
Striker: Reduce recoil.
Revenant: I loved this thing. The barrel sign "Caution HOT" gets me every time. The Revay desperately needs a Rof of about 800~850, and tremendous reductions in recoil and accuracy spread (0.8~1.6). Lv10 weight to 1.80.
Reegar, Acolyte, Arc pistol: Recycle bin. Then, right click on the bin and select "Empty Recycle Bin".
Widow - Javelin: I always believed that Sp had a better balance between these two sniper rifles. Widow was a hair stronger, while Javelin had all the crazy tech.
Typhoon: Shorten ramp up time. Fix 10% DR.
Harricane: Boring weapon. Better balanced in SP.
Punisher: AP Recoil to 0. Then maybe Harricane gets some competition.
Spitfire: A kit with that gun can't carry it's own weight. Literally. Rof to 800.
Harrier: It's an ok weapon for Platinum. Needs more weight. LV10 weight to 1.50~1.60.
Suppressor: More spare ammo.
Cryo Ammo: Small damage to armor. I'd like to hear more ideas about Cryo Ammo.
Warp: I'd nerf Warp ammo to 35%~40% because 60% is too damn high. Keep Biotic damage as it is.
Drill Ammo: Has no purpose along Polonium. We already have AP and Incendiary.
Explosive Ammo: Delay to 0.1 sec. More needles per target and globally. Great with rapid fire weapons.
Phasic: I'd like to see a new mechanic like the ones in ME1, not another Disruptor clone.
I've nothing to say about weapon attachments, If you have an idea, I'd like to hear it.
Gear: Delete Armor Compartments and Geth Scanner. Buff Thermal Clip Storage to 50%.
Enemies:
1) Bashees are boring.
2) Primes are way more boring.
3) Geth in general can cause a severe case of depression.
4) Goons should have Eviscerators. And better animations.
5) I miss ME2 Scions. At least they staggered me once.
6) The Atlas should walk 3 times faster. And have Phantoms drive the unit, not the idiot Trooper who's enjoying the view while I unload my Claymore on his @ss.
7) Phantoms are the best. You see, a fight with a Phantom is never predictable: either you'll kiss the floor or she'll die in a spectacular way. Fix on-host DR, of course.
8) We should have Armax mirror as a faction.
9) Platinum should have more enemies per wave.
10) I'd like for ME:A to have a more realistic approach for enemy health. Armored enemies should be something like Brute, covered in armor pieces. Mechs and Synthetics should get armor as a health, whereas Scions, Banshees should have the Red "Organic" bar behind the usual Barriers. A Pretorian use have Yellow/Red, an Atlas Blue/Yellow (as it is) and so on and so forth. We could have Anti-Organics or Shredder rounds again.
Armor:
I hope you can collect armor pieces from the store and have your character more personalized. Needless to say, more colors, stripes and patterns are a must. I really want my old classy ME1 armor.

Gameplay:
1) Fitness or Melee damage should never in the same skill tree.
2) Weapons should "bob" like ME1. A passive weapon skill could provide more handling, less recoil and more accuracy.
3) I'd like to see a class variant playstyle. E.g., Soldiers are the best to kill enemies but they suck in op waves (gain more time to complete a device or a hack zone where Engineers do it faster).
4) A lot more maps. And mods support.
Score & N7HQ:
1) No "finishing" a target bonus.
2) 50-50 points between primer and detonator.
3) Half the mooks points. Killing bosses depletes wave budget faster, not the other way around.
4) Cobra missiles (IF there are any) do not dent the wave budget at all, giving the user no points.
5) Every class/kit/power should have it's own banner.
6) N7HQ should provide specific info about the player's abilities/skills. Like statistics about the most used kit, how many times a weapon has been used, etc.
7) Medals should have no default cap. Like 5-10-20 headshots, etc.
Controls:
Map every key I want in my keyboard. Including "T" key.
No omni button.
No weapon auto reload. I repeat: NO weapon auto reload.
EDIT: Things I forgot to mention:
- Viper rifle: ME2 Viper was much more enjoyable.
- Talon Merc: I halved the Cain Mine's damage and they still were op. No grenade regeneration. Make Arrows a cooldown power, not a grenade.
- I'd like to see enemies fly/move to the ceilings like Geth Hoppers. I'm tired of that two-dimensional fighting. Imagine Phantoms would be as agile as Trinity from the Matrix. Just use some ME1 mechanics an ideas.
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That's all. It took me hours to type the thing, but it was worth it. Sorry for my English. And I know it's BSN and all, but:

[x] Stay Classy, BSN.
Modifié par Mission_Scrubbed, 22 mars 2016 - 10:42 .





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