should this system return
Weapon Weight Affecting Cooldowns
#1
Posté 22 juin 2016 - 10:58
- Dalakaar aime ceci
#2
Posté 22 juin 2016 - 11:04
I'm not familiar with the system, but why would weight affect cooldowns?
#3
Posté 22 juin 2016 - 11:06
I don't think I'll really mind either way. It was annoying sometimes, but I also thought it was interesting, I guess.
- sjsharp2011 aime ceci
#4
Posté 22 juin 2016 - 11:08
I'm not familiar with the system, but why would weight affect cooldowns?
A lot of games go the route of item weights effecting your character's overall stamina. ME doesn't really have a separate resource for "stamina" so they express it by effecting cooldowns on abilities. The idea being, the more you're weighted down, the more taxing every action is on you, and therefore it's harder for you to muster the energy for rapid ability use.
- DeathScepter, Jorji Costava, Shechinah et 1 autre aiment ceci
#5
Posté 22 juin 2016 - 11:10
I liked being able to carry however large and varied a loadout I wanted, so if that's the trade off, then yes!
- DeathScepter aime ceci
#6
Posté 22 juin 2016 - 11:13
My suggestion would be for class skills that give you more weight capacity to instead give a flat reduction in weight per weapon. With Soldiers getting the best of course, so they can carry a nice arsenal with them.
- Malanek, Chealec et Shechinah aiment ceci
#7
Posté 22 juin 2016 - 11:22
Yes, weapons and armor should effect cooldowns as it opens up a huge amount of design space. But I think it should also have an effect on things like movement speed once it reaches a certain level so you don't get weird non-power build exploits.
They also have to be careful about not removing the penalties too much by leveling up a weapon to reach the minimum cap too easily. A large number of weapons became completely obsolete by superior weapons reaching the minimum weight. Things like the Hurricane and Talon still needed to have at least a slight penalty compared to things like the Tempest.
- Chealec aime ceci
#8
Posté 22 juin 2016 - 11:24
Yes, but they should try to tweak it so that carrying multiple weapons isn't hit so badly. The balance was pretty good for individual weapons, but it really encouraged just carrying one.
My suggestion would be for class skills that give you more weight capacity to instead give a flat reduction in weight per weapon. With Soldiers getting the best of course, so they can carry a nice arsenal with them.
Yeah, I agree with this. I think you should be discouraged less to carrying two weapons than you were in ME3.
#9
Posté 23 juin 2016 - 12:41
Of course, restricted weapons based on class type was pretty idiotic and I'm glad BioWare is moving away from that.
#10
Posté 23 juin 2016 - 01:06
I'm not familiar with the system, but why would weight affect cooldowns?
tell me you did play ME3 and just not installed it on your system
A lot of games go the route of item weights effecting your character's overall stamina. ME doesn't really have a separate resource for "stamina" so they express it by effecting cooldowns on abilities. The idea being, the more you're weighted down, the more taxing every action is on you, and therefore it's harder for you to muster the energy for rapid ability use.
Yeah I found it interesting in ME3trying to manage what to carry with what abilities I had. It's always been an interesting challenge.
I don't think I'll really mind either way. It was annoying sometimes, but I also thought it was interesting, I guess.
Yeah I donj't think I'd miss it if it weren't in MEA but it is an interesting challenge to master in ME3
#11
Posté 23 juin 2016 - 01:48
I'm not familiar with the system, but why would weight affect cooldowns?
:Looks at your list of games owned with some measure of confusion:
I don't think this system worked as they intended. While I thoroughly loved being able to game the system into super rapid cooldowns, the system didn't impose any worthwhile restrictions. I always had the weapons I needed.
All it really did was keep me from trying out some of the cool weapons they put a lot of work into designing, because they decided to slap arbitrarily high "weights" on them. I had no real incentive to give up what I was already using for heavier stuff, thus penalizing my character; so a lot of (likely cool) stuff went unused.
I'm all in favor of super fast cooldowns. Using powers frequently, along with detonations, was what distinguished ME3 from ME2. It made combat a blast. It needs some balancing, but that should stay. Weapon weights, though, proved useless and can be scrapped.
- DarthLaxian, capn233 et Sekrev aiment ceci
#12
Posté 23 juin 2016 - 02:12
:Looks at your list of games owned with some measure of confusion:
I don't think this system worked as they intended. While I thoroughly loved being able to game the system into super rapid cooldowns, the system didn't impose any worthwhile restrictions. I always had the weapons I needed.
All it really did was keep me from trying out some of the cool weapons they put a lot of work into designing, because they decided to slap arbitrarily high "weights" on them. I had no real incentive to give up what I was already using for heavier stuff, thus penalizing my character; so a lot of (likely cool) stuff went unused.
I'm all in favor of super fast cooldowns. Using powers frequently, along with detonations, was what distinguished ME3 from ME2. It made combat a blast. It needs some balancing, but that should stay. Weapon weights, though, proved useless and can be scrapped.
Do you have some examples of the weapons you wouldn't use? I don't think there was a single case of a weapons weight being too high except for some of the weakest weapons that got depreciated by lightweight super weapons. But things like the Claymore, Venom, Typhoon, PPR etc all held their own well.
#13
Posté 23 juin 2016 - 02:14
No, because every special forces soldier should have the best weapons available and if carrying AMMO is no concern (note: remove the thermo-clips, too they make no sense, particularly in a new galaxy where aliens will not leave any lying around - hell, their weapons might not even use any and even they do: they would be incompatible!), they'd carry more guns (especially if they fold and attach to your back without getting in the way!)
Also: The Adept is a lot more usefull with more guns IMHO (maybe the class was/is too weak?)...I can mow enemies down in seconds with the right weapon, but most biotic attacks aren't kills - hell the damage is lackluster compared to a widow (or black-widow!) headshot, even on an enemie with tech-armor or barrier!)
In addition: In a single-player game there's no such thing as OP (yes, even the MP doesn't count as it's not PVP but PVM (Player versus monsters/npcs)), so dump it!
#14
Posté 23 juin 2016 - 04:13
#15
Posté 23 juin 2016 - 04:30
I think the idea was interesting but I hated the execution. As someone who mained a soldier in each game, I always found it a bit absurd that the soldier's defining characteristic of being able to hold every weapon type was suddenly a huge liability in ME3. Go ahead and try filling every slot if you want a good laugh.
I'd rather see a hard limit to how many weapons you can carry that change depending on your class, with cooldown bonuses and penalties being influenced by something else entirely. Note that I said a limit to number of weapons, not type.
Would this really be better? Maybe it would, maybe it wouldn't. All I can say for sure is that I don't like the current weight system.
#16
Posté 23 juin 2016 - 04:56
I'd be happy with a simple weight system that reflected the level of combat skill; i.e. soldiers could carry the heaviest load out, followed by infilrators and vanguards, and then sentinels, adepts and engineers.
There could be certain heavier weapons that only the three combat classes could wield, possibly with a couple that were restricted to the soldier. That way there would actually be some incentive to play as a soldier - as opposed to ME3, where there was none.
Note that I'm not advocating for a return of restrictions based on weapon class, a la ME2.
- sharkboy421 aime ceci
#17
Posté 23 juin 2016 - 05:17
I hope not. The only way this made any logical sense was with biotics, which are a drain on a person's stamina. It does nothing to support why weight should affect a tech power like Incinerate, or a combat/weapon power like Concussive Shot. They have nothing to do with stamina or a person's fitness in any way.
The weapon weight system was ill-conceived and poorly-implemented. Not to mention tacked on, as ME1 and ME2 got by just fine without it.
Call it a failed experiment and move on to something better.
#18
Posté 23 juin 2016 - 05:32
- Monster A-Go Go aime ceci
#19
Posté 23 juin 2016 - 05:50
Yes, weapons and armor should effect cooldowns as it opens up a huge amount of design space. But I think it should also have an effect on things like movement speed once it reaches a certain level so you don't get weird non-power build exploits.
They also have to be careful about not removing the penalties too much by leveling up a weapon to reach the minimum cap too easily. A large number of weapons became completely obsolete by superior weapons reaching the minimum weight. Things like the Hurricane and Talon still needed to have at least a slight penalty compared to things like the Tempest.
There were Multiplayer classes that could ignore the weightpenalty entierly and just loadup on as much heavy stuff as possible.
In general it was the biotics and Tech users that suffered, with the exception of the Talon Mercenary which was listed as an engineer and didn't have to care about reusetimers at all.
#20
Posté 23 juin 2016 - 05:59
And really, just one weapon could weighdown a poweruser to no end, just a little pistol, then try to strap on mods and it immediately goes crazy.
Maybe they should relax the weight system somewhat. I did find it somewhat itneresting to balance, but I also think it was far too punishing to powerusers and did very little to soem classes and setup, especialy those with a perma ativated ability and grenades. They pretty much got a greencard on carrying as much as they wanted.
#21
Posté 23 juin 2016 - 06:31
Don't softball it in thar Epicnewd.
#22
Posté 23 juin 2016 - 07:24
I don't see the connection between weight, biotic amps, and omnti-tool effectiveness. This system makes no sense whatsoever. It was just there to get rid of weapon restrictions and "balance" the use of Tech, and biotics if the player decided to use more weapons. It was crap, and I personally don't want it back unless there's actual reasoning behind why weight would render biotc amps and omni-tools less efficient in cooling down. Otherwise give us back weapon restrictions, or have weight not effect cooldowns.
#23
Posté 23 juin 2016 - 07:45
Honestly, at least with tech powers I wish we would just have equipable omni tools like in ME1 with cooldown and duration. That way you could also customize what gadget it could become (cover shield, or melee weapon type)
- Zatche aime ceci
#24
Posté 23 juin 2016 - 08:54
That was gamey as hell, but I guess I liked it in terms of balance.
#25
Posté 23 juin 2016 - 09:23
:Looks at your list of games owned with some measure of confusion:
I don't think this system worked as they intended. While I thoroughly loved being able to game the system into super rapid cooldowns, the system didn't impose any worthwhile restrictions. I always had the weapons I needed.
All it really did was keep me from trying out some of the cool weapons they put a lot of work into designing, because they decided to slap arbitrarily high "weights" on them. I had no real incentive to give up what I was already using for heavier stuff, thus penalizing my character; so a lot of (likely cool) stuff went unused.
I'm all in favor of super fast cooldowns. Using powers frequently, along with detonations, was what distinguished ME3 from ME2. It made combat a blast. It needs some balancing, but that should stay. Weapon weights, though, proved useless and can be scrapped.
Sorry about that my brain was stuck in loop and I realize I was taking it too literal thinking how it might affect weapons themselves.
As far as whether it should or shouldn't, I'd just say I prefer it...or ME3's way of handling it because it encouraged power-based classes to outfit themselves minimally. I'd argue it didn't go far enough however and should extend to armor (which I suspect will be the case in MEA). I found soldier-based classes at a distinct disadvantage when compared to biotics and techs because the penalty wasn't severe enough for the latter resulting in class imbalance. Or maybe I just suck at shooting things;)





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