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Ideas for classes


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#1
Abraham_uk

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What are your ideas for the 6 classes?

 

Adept

Engineer

Infiltrator

Sentinel

Soldier

Vanguard



#2
Abraham_uk

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This does make me curious.



#3
Obliviousmiss

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Well, it's Mass Effect, so I don't expect anything too different. 

 

Just add a jetpack. :) 



#4
Onewomanarmy

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Well, it's Mass Effect, so I don't expect anything too different. 

 

Just add a jetpack. :)


You mean like this:

 

Acme%2BJet%2BPack%2BTest.gif
 


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#5
straykat

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My ideas on classes is that they're all kind of boring and I still view the games are mostly shooters.

 

Instead of improvement to skills, I'd like see more situations where classes have content. Like an engineer..... doing engineer-y things.


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#6
Obliviousmiss

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You mean like this:

 

Acme%2BJet%2BPack%2BTest.gif
 

 

Omg I snorted out loud at work. 

 

 

My ideas on classes is that they're all kind of boring and I still view the games are mostly shooters.

 

Instead of improvement to skills, I'd like see more situations where classes have content. Like an engineer..... doing engineer-y things.

 

Eh, most people play the default, which is soldier. I think Infiltrator and Vanguard are the most "different" and "non-shootery." 


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#7
iM3GTR

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Engineers should be able to make things like turrets, shield generators, drones (like the ones on Luna and Freedom's Progress-none of this omni-light stuff) and ground to air missiles, among the de facto sabotage, overload, hacking, incinerate and cryo blast.
As StrayKat put it, engineer-y things.

Each should be obtained with branching skill trees so you don't have all of these things at once and be ridiculously overpowered. Plus you could have different builds and playstyles for this class.

I think Engineers were woefully underutilized in the trilogy, mostly because there were too few unique powers that made them especially interesting.
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#8
straykat

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Omg I snorted out loud at work. 

 

 

 

Eh, most people play the default, which is soldier. I think Infiltrator and Vanguard are the most "different" and "non-shootery." 

 

I liked Infiltrator in multiplayer a little more. I don't know why.. maybe because I survived well with it? I didn't find it that necessary in Single Player, over a Soldier.



#9
Han Shot First

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You mean like this:

 

Acme%2BJet%2BPack%2BTest.gif
 

 

Conrad Verner in Andromeda confirmed!


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#10
iM3GTR

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I liked Infiltrator in multiplayer a little more. I don't know why.. maybe because I survived well with it? I didn't find it that necessary in Single Player, over a Soldier.


In single player, you could only really use cloak to get higher damage per sniper shot. In multiplayer you used it more to flank enemies and revive other players and more tactical stuffs.
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#11
Killroy

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I would like much greater customization of power sets and power evolutions to allow each class to fill several different roles.
An Adept should be able to be a crowd control character, a support character or an aggro/caster character.
Etc.
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#12
Fallen_silver

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In term of the base line of classes I find the one in ME:3 were the best we could have gotten but then you comepare them to the one in the multiplayer mode which each had their own design , style and origin. I hope that the ME:A classes option are that of the oen from the multi player of ME:3 and not the single player with more of the whole upgrade system. (http://masseffect.wi...r_Customization)

#13
NKnight7

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Others have mentioned in the past maybe having some type of medic class to use. That way there's a class that offers healing for the squad and maybe some support as well. I feel like a medic class could be interesting to play as.


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#14
Xerxes52

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I've got a couple ideas.

 

Soldier:

 

Smart Air Burst Grenade. Locks up to four targets and shoots flechettes at targets upon detonation. Flechettes are concentrated if there are fewer targets (i.e. instead of four targets getting hit with 100 flechettes each, one target gets hit with 400 flechettes).

 

Infiltrator:

 

Marker Light. Target is tagged with a beacon that doubles damage against said target. Does not break stealth when used.

 

Engineer:

 

Deployable UGV. Starts with a heavy machine gun, but can upgrade with either a flamethrower (medium-long range liquid flamethrower), multi-missile launcher, or laser CIWS (shoots down enemy rockets, grenades, drones, etc.).


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#15
SKAR

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Vanguard's shockwave should be as strong as biotic slash. It could have been better.

#16
DaemionMoadrin

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Easy: No more classes. Allow us to freely pick any skill that exists in the game and develop it in the way we want. That way we aren't stuck with some lame, unnecessary skill again.

 

If I want to be a biotic engineer with TacCloak, then let me be one.


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#17
Draining Dragon

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I want the original 6 classes, with the same power distinctions (tech/biotics/combat) from Mass Effect 1.

I have mixed feelings about the weapon restrictions, though. I think the best approach in that regard is to have all weapon types be unlockable for all classes while giving the combat-oriented classes free training in certain types. Specifically:

Vanguards would start with Shotgun training.
Infiltrators would start with Sniper Rifle training.
Soldiers would start with Assault Rifle training (though not Shotgun and Sniper Rifle training as in ME1 and ME2).

All classes, meanwhile, would start with the ability to use Pistols, SMGs, and Heavy Weapons. ME2 had a system a bit like this, where you could unlock a new weapon type or an especially powerful weapon (Claymore, Widow, or Revenant) during one of the Collector missions.
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#18
SKAR

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Easy: No more classes. Allow us to freely pick any skill that exists in the game and develop it in the way we want. That way we aren't stuck with some lame, unnecessary skill again.

If I want to be a biotic engineer with TacCloak, then let me be one.

I want my vanguard to have push and pull. Genius!!!!!!

#19
SKAR

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I want the original 6 classes, with the same power distinctions (tech/biotics/combat) from Mass Effect 1.

I have mixed feelings about the weapon restrictions, though. I think the best approach in that regard is to have all weapon types be unlockable for all classes while giving the combat-oriented classes free training in certain types. Specifically:

Vanguards would start with Shotgun training.
Infiltrators would start with Sniper Rifle training.
Soldiers would start with Assault Rifle training (though not Shotgun and Sniper Rifle training as in ME1 and ME2).

All classes, meanwhile, would start with the ability to use Pistols, SMGs, and Heavy Weapons. ME2 had a system a bit like this, where you could unlock a new weapon type or an especially powerful weapon (Claymore, Widow, or Revenant) during one of the Collector missions.

God not the gun crap again. Leave that with ME1.

#20
straykat

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I want my vanguard to have push and pull. Genius!!!!!!

 

Kind of defeats the purpose of the word "vanguard" though :P

 

I mean, vanguard means the forefront... being in the enemy's face.


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#21
Ahriman

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Personally I'd be okay with old six names, but they could use a lot of tweaking since we are fighting in vast fields now.

Vanguard and Infiltrator would work fine as they are.

Soldier could work as mid range suppressor, but Bioware wants simplest mechanic possible so shooter fans won't get lost in abilities.

Adept could either be close range mass controller or anti-tank cannon, depending on specialization.

Engineers should be able to make things like turrets, shield generators, drones (like the ones on Luna and Freedom's Progress-none of this omni-light stuff) and ground to air missiles, among the de facto sabotage, overload, hacking, incinerate and cryo blast.
As StrayKat put it, engineer-y things.

I love the sound of it. Never was fan of elemental mage and his spherical familiar.


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#22
10K

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I would like them to re-balance Vanguard. Or make the game harder than what we have now.

#23
Catastrophy

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.... In multiplayer you used it more to flank enemies and revive other players and more tactical stuffs.

Lol, no.


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#24
Abraham_uk

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Class Ideas.

 

Let's bring back specialisations. However with a difference.

Rather than "lets have buffs for this and that" I'd like specialisations to do something different.

 

 

 

Adept Specialisations:

 

Spoiler

 

Engineer Specialisations:

 

Spoiler

 

Infiltrator Specialisations:

 

Spoiler

 

Sentinel Specialisations:

Spoiler

 

Soldier Specialisations:

Spoiler

 

Vanguard Specialisations:

Spoiler

 

 

So what do you think of these specialisations?


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#25
Sailears

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I would certainly like there to be a much greater role for Control and Support playstyles.

 

Unfortunately, me3mp gameplay was almost exclusively about damage, regardless of class. Powers like pull, stasis, lash, ai hacking (on geth/atlas) and so on were vastly inferior to simply unloading damage, especially on gold/platinum and when players wanted to be most efficient.

 

This problem is also due to enemy health/armour/shield design and the ability of certain enemies to totally ignore crowd control beyond basic stagger - I believe this system is extremely crude and instead should be modified to a continuous scale. An adept should be able to lift something like an atlas mech, perhaps with charging up the power and then with a greater cost to cooldown or energy resource. There should be no limitations, only penalties for over extending, whether biotic/tech or other powers.

 

Sure I don't want it to go back to the crazy overpowered ME1 where you could open a singularity in a room and instantly cc everything, however I don't want the nonsense of ME3 where for example armour totally negates crowd control.

 

We should be able to manipulate the environment as well.

 

I would also like for the option NOT to use a weapon - for example on biotics, and have suitable enhancements/benefits for doing so. Perhaps further reduced cooldowns, greater power output, charge up mechanics, and so on.


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