Bioware needs to patch Fortification and barrier.
#1
Posté 06 février 2010 - 08:04
Barrier and Fortification are exactly the same, it really annoys me.
#2
Posté 06 février 2010 - 09:42
Modifié par The Shelf, 06 février 2010 - 09:43 .
#3
Posté 06 février 2010 - 09:50
#4
Posté 06 février 2010 - 10:20
#5
Posté 06 février 2010 - 10:26
They're vulnerable to different things. Although Warp will affect both, so watch out for vanguards
#6
Posté 06 février 2010 - 10:36
Barrier is effected by biotic cooldown reduction, as well as biotic duration increase.
Geth shield is effect by tech cooldown reduction, as well as tech duration increase.
Fortification is effect by neither.
#7
Posté 07 février 2010 - 12:24
#8
Posté 07 février 2010 - 01:20
Thus a Charge will recharge your Shields for 25/50/75/100 %
#9
Posté 07 février 2010 - 03:11
#10
Posté 07 février 2010 - 11:22
SmilingMirror wrote...
but wouldn't it be nice if fortification played mechanically different like geth shield boost does at least?
Yes. It would even be nicer to hae like the Enemys a Health + Armor + Shield/Barrier Defense.
This would mean, that Grunt and Shepard with Fortitude could get a higher Armor Rating
>>> Lets say the normal Armor-Rating would be determined by your Armor ...(thats sounds obvious and sounds also a LOT like ME 1:whistle: ; dunno why Bioware hasnt included this.)
And when you activate Fortitude this will be only wasted, when Enemys have shot down your Shields.
BUT the Enemys should also suffer from Weapon-Weaknesses, like yourself!
So Geth with their Geth-Pulse-Rifle would chop away your Shields, but would have a dificult time against your Armor.
#11
Posté 20 mai 2010 - 01:59
Fortification should dramatically increase your HEALTH, and give you a constant regeneration effect like Krogan/Vorcha get, but do nothing for your shields.
They should also add in a few more bonus powers that you can learn, that aren't related to as squad member, like defeating a certain number of Blood Pack enemies earns you Carnage, which is a lot like Concussive shot, but good against shields instead of barriers, and instead of the 'throw' effect, it explodes and 'staggers' enemies, pushing them out of cover. options would be Explosive Carnage, for a greater blast radius and longer stagger effect, and Rapid Carnage, which cuts the cooldown to 3 seconds, since most combat powers have such long cooldowns.
I'd also like to see Overkill and Marksmanship make a sort of comeback in a single ability called "Overkill" that increased the amount of rounds inside your weapon, and increased its accuracy dramatically for the remaining thermal clip, so it would be sort of like Tech Armor, a permanent duration until expended. Max rank and let's say Expanded Overkill would be 100% extra capacity, while the other max rank is Improved Overkill, which increases fire rate, along with the 75% extra capcity. The Claymore could fire two consecutive shots with extra accuracy, the Revenant 120, Carnifex 12, and so on, but as soon as you reloaded, this effect would end, while alternatively you could have a faster-firing weapon that still has some extra capacity.
I'd also like to see Tech Mines come back, Sabotage's DoT component and overheat component exist in Incinerate and Overload respectively, Damping is sort of present in Neural Shock/Flashbang/Cryo, and Overload was carried over almost directly. I'd like to see this ability just fire a proximity mine that included a weapon overheat component, accuracy penalty, and small DoT, but does double damage to health, maybe an effect like spraying green crap everywhere ala ME1's Damping or Chemical Grenades.
Mostly, I'm just annoyed when we 'lose' technology from one game to a sequel, they explained thermal clips, and most abilities translated over in some form, but not others, why not make them bonus powers?
#12
Posté 20 mai 2010 - 02:50
KadeMisae wrote...
If I was going to fix it, I'd make Geth Shield Boost a 4.5 second cooldown, full recharge with damage boost option, or 50% shielding boost with heavy option, so it's more of a quick "Recharge" ability, while Barrier is a monstrous, shields-increasing option with a long duration.
Fortification should dramatically increase your HEALTH, and give you a constant regeneration effect like Krogan/Vorcha get, but do nothing for your shields.
They should also add in a few more bonus powers that you can learn, that aren't related to as squad member, like defeating a certain number of Blood Pack enemies earns you Carnage, which is a lot like Concussive shot, but good against shields instead of barriers, and instead of the 'throw' effect, it explodes and 'staggers' enemies, pushing them out of cover. options would be Explosive Carnage, for a greater blast radius and longer stagger effect, and Rapid Carnage, which cuts the cooldown to 3 seconds, since most combat powers have such long cooldowns.
I'd also like to see Overkill and Marksmanship make a sort of comeback in a single ability called "Overkill" that increased the amount of rounds inside your weapon, and increased its accuracy dramatically for the remaining thermal clip, so it would be sort of like Tech Armor, a permanent duration until expended. Max rank and let's say Expanded Overkill would be 100% extra capacity, while the other max rank is Improved Overkill, which increases fire rate, along with the 75% extra capcity. The Claymore could fire two consecutive shots with extra accuracy, the Revenant 120, Carnifex 12, and so on, but as soon as you reloaded, this effect would end, while alternatively you could have a faster-firing weapon that still has some extra capacity.
I'd also like to see Tech Mines come back, Sabotage's DoT component and overheat component exist in Incinerate and Overload respectively, Damping is sort of present in Neural Shock/Flashbang/Cryo, and Overload was carried over almost directly. I'd like to see this ability just fire a proximity mine that included a weapon overheat component, accuracy penalty, and small DoT, but does double damage to health, maybe an effect like spraying green crap everywhere ala ME1's Damping or Chemical Grenades.
Mostly, I'm just annoyed when we 'lose' technology from one game to a sequel, they explained thermal clips, and most abilities translated over in some form, but not others, why not make them bonus powers?
I agree with all of this. Especially the goal based bonus powers. It'd make people really want to experiment with different abilities and weapons. The could make it so that completing a challenge would increase an power's effectiveness outside of it's skill level. Like you said with the Concussive Shot/Carnage thing except maybe make Carnage an evolution of Concussive Shot only available by killing a set number of enemies in a certain way. Good idea.
#13
Posté 20 mai 2010 - 03:19
TheBestclass wrote...
KadeMisae wrote...
If I was going to fix it, I'd make Geth Shield Boost a 4.5 second cooldown, full recharge with damage boost option, or 50% shielding boost with heavy option, so it's more of a quick "Recharge" ability, while Barrier is a monstrous, shields-increasing option with a long duration.
Fortification should dramatically increase your HEALTH, and give you a constant regeneration effect like Krogan/Vorcha get, but do nothing for your shields.
They should also add in a few more bonus powers that you can learn, that aren't related to as squad member, like defeating a certain number of Blood Pack enemies earns you Carnage, which is a lot like Concussive shot, but good against shields instead of barriers, and instead of the 'throw' effect, it explodes and 'staggers' enemies, pushing them out of cover. options would be Explosive Carnage, for a greater blast radius and longer stagger effect, and Rapid Carnage, which cuts the cooldown to 3 seconds, since most combat powers have such long cooldowns.
I'd also like to see Overkill and Marksmanship make a sort of comeback in a single ability called "Overkill" that increased the amount of rounds inside your weapon, and increased its accuracy dramatically for the remaining thermal clip, so it would be sort of like Tech Armor, a permanent duration until expended. Max rank and let's say Expanded Overkill would be 100% extra capacity, while the other max rank is Improved Overkill, which increases fire rate, along with the 75% extra capcity. The Claymore could fire two consecutive shots with extra accuracy, the Revenant 120, Carnifex 12, and so on, but as soon as you reloaded, this effect would end, while alternatively you could have a faster-firing weapon that still has some extra capacity.
I'd also like to see Tech Mines come back, Sabotage's DoT component and overheat component exist in Incinerate and Overload respectively, Damping is sort of present in Neural Shock/Flashbang/Cryo, and Overload was carried over almost directly. I'd like to see this ability just fire a proximity mine that included a weapon overheat component, accuracy penalty, and small DoT, but does double damage to health, maybe an effect like spraying green crap everywhere ala ME1's Damping or Chemical Grenades.
Mostly, I'm just annoyed when we 'lose' technology from one game to a sequel, they explained thermal clips, and most abilities translated over in some form, but not others, why not make them bonus powers?
I agree with all of this. Especially the goal based bonus powers. It'd make people really want to experiment with different abilities and weapons. The could make it so that completing a challenge would increase an power's effectiveness outside of it's skill level. Like you said with the Concussive Shot/Carnage thing except maybe make Carnage an evolution of Concussive Shot only available by killing a set number of enemies in a certain way. Good idea.
Whoops, forgot to add that killing Blue Suns earns Overkill and Eclipse earns Tech Mine.
There could be lots of other cool things in the game, I for one would love to see an "Urz" bonus power that summons Urz to fight for you JUST like a summonable combat drone, unlocking Urz and killing the Thresher Maw being pre-reqs, maybe a small qualifying mission.
#14
Posté 20 mai 2010 - 04:13
TudorWolf wrote...
Fortification is armour, Barrier is biotic...
They're vulnerable to different things.
Are you sure this is actually true for Shepard. It was my experience that they all just boost (and one button recover) shields. So few (any?) enemies use ammo powers, and Shepard only has the two layers of defence (shields and health) that ultimately the difference is mostly cosmetic. You just choose between them based on which of your passive class skills effects the cooldown/duration the most.




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