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[mod] removing shared cooldown to help biotics and tech on insanity


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#1
Flash_in_the_flesh

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First of all this isn't a rant post. IMO all classes are good and fun to play but, its just some classes are better than other which isn't a bad thing either. The problem is that on insanity difficulty there's only one optimal way to play most classes. There are so many cool abilities we'd like to use but we can't, because with shared cooldown, we are forced to use only the most efficient one. This way engineer is all about removing shields, adept is mostly limited to warp/singularity spam.

There's a post from other thread that sums it up

NineInchNall wrote...

Gr00grams, you yourself mention the
primary issue: your adept is railroaded into using Warp &
Singularity all the time.  All the time.  ALL THE TIME.  To use the
meme, "Warp & Singularity - FINAL DESTINATION."

This is due to the interaction of four things:

  • Global cooldown - your choices are always the same.
  • Power
    function overlap - why have two abilities that perform the same
    function (Singularity and Lift) and affect the same set of enemies?
  • Enemy protections - certain powers are most effective against given protections.
  • Cost to unlock powers - you have to invest points in one skill in order to put points in another.
The
first and third combine to mean you'll always make the same choices. 
If Rock, Paper, and Scissors are always simultaneously available to
you, then you'll always choose Rock when the enemy has Scissors, and so
on.

Add in the second and you'll never want to invest in the redundant skill.

Add
in the fourth and your set of viable skill advancement schemes is
limited to those that use the optimal skills those that require no
previous investment.

Thus every Adept will max Warp, Singularity, Biotic Mastery, and a bonus talent.  The rest is just flavor.


Now what to do to add more variety to the game?
How about we remove global cooldown? I can do it. It's easy to mod it.

It won't overpower soldier because, cooldown or not, he will always do the same - shoot.
Everything that infiltrator needs is a good weapon and cloak. Tech skills are just icing on the cake but not necessary.
Sentinel's strenght isn't killing speed but survivability, so the core ability will stay the same but debuffs could be cast more freely.

Weapon dependent classes should only feel minor difference if any.
Skill dependent classes should finally be able to do what they are supposed to - use their vast arsenal of powers. With this change, classes which are forced to spam same skills over and over again on insanity, will be more on par with soldiers and infiltrators, without the worry of being overpowered.

To keep the game challenging it also might be a good idea to increase skills cooldown by 20% or so. No need for cooldowns to be so low without shared cooldown.

Since all Coalesced.ini differ depending on number of DLCs installed, there's no sense to post modified file, so here's a little guide how to do it yourself.
How to remove global cooldown:
[*]check for info about needed tools: http://social.biowar.../index/889432/1
[*]search for UseSharedPowerCooldown=TRUE under [SFXGame.SFXGameConfig] section and change it to false
[*]increase SquadPowerCooldownMultiplier=1.0 under [SFXGame.SFXDifficulty_Level5] to 1.2 to compensate

Modifié par Flash_in_the_flesh, 03 février 2010 - 07:43 .


#2
Flash_in_the_flesh

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bump

#3
pedal2metal

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I agree that a per-power cooldown would be nice but it's true that doing so would also imply requiring longer cooldown periods to keep the game balanced. As it stands, it was a design decision. I like the ME1 system per-power cooldown better but given the streamlining & shooter-centricity of ME2, seems like the ME2 design is more cohesive with it's current global cooldown form.

#4
spock06

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agreed. Lengthen the individual cool-down, remove the global.



example of why the current system detracts from the game: my vanguard uses barrier. by the time I can charge or use any other ability, by barrier is gone. playing on hardcore he dies very quickly, and barrier is my only defensive ability. so i end up just using barrier over and over while slowly kill enemies. I really don't understand the global cool down. One of the few high points of ME1 combat was the ability to string together powerful combos of powers and abilities. For example in ME1 one of my favorite combos was Barrier->Rush enemies->Throw->Carnage on whatever remained. ME2 sort of forces to play defensively, which is fine except some of the classes are not designed to play in that manner. Add to that the limited ammo and each fight seems to take forever and not feel very "bad****"



Removing the GCD would not overpower anything and make the game much faster and more engaging.

#5
Blue_dodo

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the cooldown is very insignificant if you get your class line maxed even more so if you get the tech/biotic cooldown reduction, I prefer global cool down makes tactics and team work a nesscity.



plus insanity was meant to be well insane, don't take the difficulty if it is to hard for you,yeah gotta know what works beest against an opponent.



with that try a bonus defense skill such as barrier or geth shield, is it perfect hell no especially on insanity but it will at least draw some fire.

#6
Flash_in_the_flesh

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I'm not convinced myself that this change will help so I'm asking.



As for game balance, I'm not worried about it. It won't make you use most powerful/useful ability more.

You wont use warp more often, the cooldown won't change on it. The only thing will change is ability to cast throw, singularity, pull in between warp casts. Nice and helpful. Won't make adept as powerful as infiltrator or soldier because of varius protections but it will increase fun factor.



Same goes for engineer drone and overload.




#7
Flash_in_the_flesh

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Blue_dodo wrote...
the cooldown is very insignificant if you get your class line maxed even more so if you get the tech/biotic cooldown reduction, I prefer global cool down makes tactics and team work a nesscity.

plus insanity was meant to be well insane, don't take the difficulty if it is to hard for you,yeah gotta know what works beest against an opponent.

with that try a bonus defense skill such as barrier or geth shield, is it perfect hell no especially on insanity but it will at least draw some fire.


It will be an optional mod for those who want variety. I'm only asking for the sake of keeping challange in game.

I fully agree about the need of teamwork and tactics but infiltrator and soldier also can use a team and still be fun.
And it's not that the game is too hard with global cooldown. The purpouse of this topic is to made the game more fun, add variety, make biotic and tech less boring, remove the need to spam same skill.

#8
vhatever

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No, the cooldown removal will only make the hybrid classes more powerful, one of which like the sentinel doesn't need to be any more powerful. Though I do think the inertial biotics should be removed from the global cooldown: singularity, throw, pull, it's really a minor detail.

#9
Tasker

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vhatever wrote...

No, the cooldown removal will only make the hybrid classes more powerful, one of which like the sentinel doesn't need to be any more powerful.


But why is that really a problem, it's a single player game it's not as if your Shepard's going up against another player in a deathmatch or something, and anyway that's why people have said extend the cooldown time, yes we could cast more powers but if their cooldowns were made twice as long then that would compensate.

#10
Flash_in_the_flesh

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True, it's only a detail.



It will help tech and biotic classes but still it won't make them better than soldiers, just about the same. All of us have our personal class ranking for insanity. What removing gcd do is just moving up adept, vanguard, engineer on the ladder but still leaving soldier and infiltrator on top of the list as "easiest" classes. Soldier won't be affected by this change and still remain easiest class.



It won't make adept overpowered because, like always, you need to take down barrier and shield first before you can CC. Warp spam is still needed but it won't be as boring because you can cast other powers during warp cooldown.



Same for engi. Same overload spam, just less boring because other skills come to play.

Sentinel will also benefit but to a lesser extent than biotics and engineer.



What we'll avoid is this situation

Hoffburger wrote...



Christina Norman wrote...



every ability has situational benefits that make it 'the best' for certain situations




This.



1. Does it have shields or is a synthetic? Spam Overload.

2. Does it have Barrier? Spam Warp.

3. Dose it have armor? Spam Incinerate or Warp.

4. None of the above? Doesn't matter, the thing is dead anyways. But you get to use 1 ability before your squadmates accidentally fart and the enemy dies.



On Hardcore/Insanity expect to be doing 1-3 for 90% of the fight. Nobody cares about normal because it might as well be a movie it is so easy.



#11
vhatever

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By the way, somebody already did a mod that removes the the need to tear away shields/barrier/etc. to use most abilities. As long as the player does not use them on the big nasties in the game, it's probably rhe best solution. The idea that being able to use your inertial biotics at any time being overpowered is completely unfounded, especially since you can only have one singularity going at a time.

#12
vhatever

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You'd also want to double the cooldown on throw and pull.

#13
Flash_in_the_flesh

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vhatever wrote...

By the way, somebody already did a mod that removes the the need to tear away shields/barrier/etc. to use most abilities.


Isn't this a challenge killer? Such mod just reintroduces ME1 adept overkill into ME2.
I like the idea of protections, I just don't want to be forced to spam the same skill 90% of the game.
Removing gbc won't make you cast whichever ability whenever you wan't. They still have their cooldown and protections are working so using pull, shockwave, throw and singularity is still limited.

Having that said I'm still comparing adept to a soldier. All I'm concerned of is not making tech and biotics more powerful than sheer weapon power of a soldier and I think with protections it's OK. This mod is not intended for casual, normal, veteran or even hardcore. It's for insanity difficulty to remedy the boredom.