First, how about making each class differentiate even more by giving them perks. For instance, the soldier is a master of weapons, and weapons only. He/she should have an advantage within the weapon department more than just being able to use them. How about making the soldier switch guns quicker? A soldier relies on switching between guns and ammo, so if that could happen a bit faster would be great. Then the Vanguard may perhaps move a bit faster or something, the infiltrator already sees things in slowmo when using sniper...every class being a bit distinct.
Also love the thought about more context-melee. Nothing too complicated but seeing your class perform up close in action would have been awesome. Vanguard Charge-karatekick ftw! Or something like that. Really, infiltrators neck snapping if unseen by enemy, vanguards punching the enemy so they fly away kind of like charge, just standing still. Engineers perhaps stunning the enemy, and so on. Whether these changes should be mainly aesthetic or functional I am not sure yet.
The Unity and Ammo powers should not be considered a power, thus should not have a cooldown period. I find it ridiculous having to wait 12 seconds after using a power to heal your squad, when that consists of sending something like a radio signal to your squadmates' suit. That can't possibly be so resource consuming. These "powers" could have a bit different color in the wheel, for example, to indicate that they are not normal powers r
Moding weapons with small "add ons" could excuse ME for not having so many weapons of each type. Not sure how to make that happen well, or if people will take any interest, but say you start with the basic weapon. Then you get 2-3 slots which you may fill up with whatever perk you want, steadier aim, bigger clip, etc, and then you may combine those a bit. Perhaps add the layer of tradeoff in inclusion to the fact you have to choose between the mods.
Modifié par IncognitoPanda, 26 mai 2010 - 06:07 .




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