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Shield Ranks = an answer to higher difficulties punishing power classes


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Fitzcarald

Fitzcarald
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IMO:  The shielding system was a great first step towards varying the gameplay experience for different classes.  Unfortunately, it punishes power users at higher difficulty levels and your tactics throughout the game tends to be pretty paint by numbers. (i.e. I'm an engineer.  I'm fighitng geth. I want to overload the shields of the biggest geth in the room and hack him then proceed to cryo or overload spam) 

My proposed solution is to add Shield ranks in addtion to types.  Shield levels would be like:

Rank 1: mook level shields.  
Rank 2: "specialist" mooks (i.e. the geth are known for their awesome kinetic barriers. Asari for their biotics etc.)  and squad leaders/sub-bosses/etc.
Rank 3: Squad leaders of "specialist" enemy types (geth/asari/etc) Mid-bosses
Rank 4: Bosses

You'll need to keep in mind the shielding type and levels of the enemy and the capabilities of your powers to be effective.  For example, Singularity would be THE mook killer, able to pull in all Level 1 Shields and Level 2 Shields of armor and barrier at max rank(biotics = somewhat innefective against shields).   Playing at higher difficulties in ME2 and having your class ability as a merely a husk killing tool is really disheartening.

Incinerate has the secondary function of panicing organics.  Have it do so to at max rank (depending on evolution I suppose) to Level 1 shielding Level 2 Armor but unable to panic barrier users until you've taken it down.

AI hacking (again at max rank) should be able to hack a geth mook (level 2 shielding) instantly but require taking down the shields of a sub-boss Geth like the stealthers first.   So now you have a couple of different options. You could

1. Get to work overloading the shields of the biggest geth in the room so you could hack him. or
2. Hack mook geth while shooting the big guy's shields and then switch to him or hack mook geth continously as they are destroyed by the big guy.

Basically a mook should feel like a mook and a boss should feel like a boss. As it is, they're all invulnerable to your powers at higher difficulties and defeats the purpose of some powers, especially crowd control powers. 

Plus, you can get really creative with your enemy types. Vorcha: high HP regen AND health (compared to high hp regen and low heath) but no or minimum shielding. This makes the vorcha more difficult for soldiers but easier for adepts/engineeers.  Then some other enemy type with anemic HP but a large amount of a high rank defense. Easier for a soldier, harder for an adept/engineer. Likewise, bring back the shielding bars from ME1 so people can instantly say "Hey! Four bars of armor! That's a lot!" or "Hey! One bar of HP? That's easy!"

Secondly, some powers should be on their own cooldowns while the vast majority of powers should continue using the global cooldown system.  Singularity (being able to now decimate groups of mooks under this new system non-stop would be OP) Adrenaline Rush (improve it's effects to make it an "OH ****" ability with a long personal cooldown) Who thinks being in bullet time half the time is fun anyways?  Likewise, add true crowd control to the power classes on cooldowns.  High enough to CC even mid-bosses (like Geth prime/Merc Leaders/etc.) but on lenghty cooldowns so you can't abuse it.  Plus, it adds the option of being creative and giving ,say, an Engineer a straight up damage power similar to incinerate on it's own lengthy cooldown so every once in a while you could just burn someone down with that power immediately followed by an incinerate.

That should make the power-based classes much more fun and effective while the soldier doesn't have to worry about shield ranks: just matching his ammo powers and guns to shield types and keeping track of one cooldown, which shouldn't be any harder than constantly keeping track of the global cooldown in order to keep Adrenaline Rush up as much as possible, espeically if you went with the damage reduction AR.