Powers against weapons...I think it need's balancing.
#26
Posté 10 février 2010 - 12:24
Although I've got to agree, that biotics still have more use than tech-powers, since they are a bit more usefull.
Warp kills barriers and armor pretty good. Both protections are pretty often encountered and therefore it's pretty usefull. Since you can curve it arround obstacles, it pretty much kicks a**.
Push...well, the curving is well done and with the head-shot-damage you can sometimes take out Lokis with one hit in rooms that allow you to curve the throw so that it hits from above.
Tactical throwing of enemies against walls or into an abyss can prove effective.
But it could have a power-boost to onehit unprotected enemies as Heavy-throw.
Shockwave is a pretty nice line-aoe for unprotected enemies(and the version of the larger husks kills my sentinel-shields pretty good).
But singularity...although I used it just once...it's...well...a little whirl with some stunning.
When Samara and her daughter fight, it absolutely looks like they'd shatter the whole room in some seconds. The sound reminds me of a tornado.
And what do we get when we use most biotics? A little humming "bwomm", a small purple light-effect and some smaller effects on enemies.
In ME1 biotics appeared to be powerfull abilities that could shatter bones or throw arround a whole room with the whirling objects impacting on enemies.
Now they are pretty much a Concussion-Shot with purple Color.
The only impressive biotic ability that makes me think of it as a POWER is the Charge of the Vanguard: You glow in purple, throw your whole body back and the next moment you tackle an Enemy that might even fly away.
Tech-Powers are nearly no difference. Although AoE-Overload looks like something powerfull, it's just a little effect to turn down shields...like a SMG without the need to aim properly.
Incinerate and Cryos fly arround as little strings and give a little to medium "detonation" on Impact.
I already stated my thoughts on their use in combat(some use, but nothing that would make them appear powerfull).
Too basic in this scissor/rock/paper-system.
They differ mostly between aoe and more damage, some have a bit of stunning.
Not to mention their audio-visual effects, compared to weapons:
The weapons sound powerfull. The stacato of the rapid-firing weapons and the heavy "boom" of the slow firing weapons just make you think you could kill the reapers in a firefight with them.
Only the Missile-Launcher turns out to be too quiet.
And no one can tell me he/she didn't have a loose hanging jaw when first firing the Cain.
Same for headshotting YMIR's: The whole body glows, a powerfull hissing and shrieking sound, then an explosion that lets you keep afar from them even when defeated.
BioWare is pretty skilled in making something look, sound and feel epic and then these tech-powers and biotics are displayed...I think Jack would say they are ******.
Simple scissor/paper/rock-mechanics with reloading-times and effects that would make enemies laugh and not scream.
I feel like a powerhouse when playing my soldier-femshep.
Shields and Synthetics? One button, shepard grabs the weapon, presses some buttons and the holo changes and I throw blue glowing projectiles against my enemies that tear them down.
Same with Incendary-Ammo that makes me feel like I'm spewing hell itself onto them as they try to stop burning.
...and then there's my sentinel...
OK, when I turn on my glowing tech-armor it just feels and looks epic.
A Loki? Throw...reload...throw...reload...throw...Somehow just trying to smash my enemy against a solid object.
If the Loki is crawling towards me, a punch of several hundred Newtons is barely harming it?!
No armored enemy arround?
Hey, I can use a Warp for some unprotected guy and finally have a onehit. At least if it's not a synthetic.
Overload strips my enemies shields pretty good, but there's rarely an enemy that is stripped completely with heavy overload...aoe-overload is pretty useless, since the enemies take a good distance to each other.
The heavy pistol is the only interesting damage-dealer but turns out to have a pretty short time with amunition.
I feared the situation on Horizon, where you first encounter the Husks with the Cannons as an arm.
My sentinel was only able to survive with it's larger shields, my squad-m8's died pretty fast.
Waiting for Warp to reload and firing my Carnax heavy pistol until it runs out of ammo was pathetic.
With the long reload after re-casting the tech-armor, I ran from one cover to the next to keep the husk and the harbinger at distance.
Then I played my Soldier at the same position: although I had less shielding and didn't have the starter-bonus of importing a level60-char, I cleared the whole situation in a short moment.
The sniper-rifle turned down the heavy husk with several incendary hits.
The AR ripped the Collectors down, wether they where possessed by the harbinger or not.
The weapons pack a lot of punch...the powers just feel like a pity.
I'm actually more concerned about a vanguard's shotgun than it's warp.
If the powers don't make more damage, OK.
I'm fine with them.
The weapon-arsenal kills a whole bunch of enemies with the given ammo in barely any time and is reloaded by running over some termal-clips, after the fight. Reload and pack the next group.
The brief reload-time in combat is barely noticeable.
If I play with my Sentinel I duck in cover and hope for my powers to reload fast enough as that the enemies won't come close enough to shred my shields away.
While the Overload and SMG tear down the shields almost fast, I have to wait until the Overload reloads and the YMIR is close enough for the SMG to be effective...and then I can try to beat it down with heavy pistol and hope my warp reloads fast enough to tear the armor down.
With my soldier I got the YMIR down to 10% of health until it reaches the targeting range of the abilities.
I'd like it if every class feels powerfull, be it by being tactical with lots of differing tech-powers and biotics or the weaponry.
At the moment, the weapons kick a** and feel mighty, the basic powers (not the class-powers) feel like underpowered scissor/rock/paper-stuff with simple and weak effects.
I wouldn't mind the small ammount of damage, if they'd reload a bit faster or have additional effects that are usefull in the fight.
#27
Posté 10 février 2010 - 07:40
TekFanX wrote...
I'd like it if every class feels powerfull, be it by being tactical with lots of differing tech-powers and biotics or the weaponry.
At the moment, the weapons kick a** and feel mighty, the basic powers (not the class-powers) feel like underpowered scissor/rock/paper-stuff with simple and weak effects.
I wouldn't mind the small ammount of damage, if they'd reload a bit faster or have additional effects that are usefull in the fight.
This is why I feel that ME2 plays like a shooter. In the original Mass Effect, the soldier was my least favorite class by far. I only played a soldier long enough to get the assault rifle kills achievement, just so that I could unlock assault rifles for use by my engineer and adept.
Now, I feel like the soldier is the easiest class. The soldier has all of the special ammo types he needs to deal with whatever protections the enemy might have. Combined with all the weapons available to him, there is really no need to use other tech or biotic powers. It is completely feasible to ignore the powers, run a gun heavy squad (Soldier & some combo of Grunt, Zaeed or Garrus), and just steam roll thru.
#28
Posté 10 février 2010 - 07:41
I find shockwave to be really useful as crowd control - shaking up the scumbags, and letting me reposition myself and my team under significantly reduced fire.
I don't think the powers are meant to replace the weapons - it isn't an either/or situation. They are meant to augment each other. I like being able to overload 2 shielded opponents and reave/warp a third while we all concentrate weapons fire of a fourth. If used correctly you can stun or incapacitate entire waves of enemies with one pause on the power wheel, and repeat again every 8-12 seconds.
I'm to the point with my adept that I only have to rely heavily on my
weapons with bosses and large swarms.
The great thing about mass effect is that you play it how you choose - if you're the kind of person who isn't very tactical and would rather play it like a TPS then whamo - there it is. A non threatening, easily picked up class for everyone.
If you want a bigger challenge try some of the squishier classes on higher difficulties. Even on insanity in ME1 I rarely found much of a combat challenge (the final rachni swarm or benezia on Noveria being notable exceptions). Where as in ME2 I'm constantly trying different combinations and tactics to survive each new mission and dying just enough to challenge (and not frustrate) me.
You can rely on Tech, Biotics, Weaponry, and Squad-mates as much or as little as you want, each has pluses and minuses but IMHO that makes the game better, not worse.
Modifié par flatlander five, 10 février 2010 - 07:56 .
#29
Posté 11 février 2010 - 12:21
I won't mind if the weapons would be weakened or the powers strenghtened.
It's just such a pitifull thing, if you need many heavy warps to turn one of this canon-husks down(was at the reaper with Miranda and Thane, needed arround three or four reloads from the full squad to take one down with maxed biotic-upgrades).
Pitifull, because a soldier with level2 incendary ammo and a Sniper-rifle needs five shots while his squadmates can care about the smaller enemies.
If you hit the thing right, it even is stopped for a sec by the Sniper-rifle.
After starting a Soldier and having a Sentinel before, I'm pretty annoyed.
My soldier-shep shredded the first preatorian down in less than a minute...my sentinel needed five minutes with heavy warp, while Garrus and Grunt kept down the barriers too.
Sure, my sentinel doesn't need to fear the heavy weapons as much, but what's the use, if most enemies shred shields down with AR's or SMG's?
The Shields of the Sentinel feel powerfull though, so I'm fine with them.
But it's just ridiculous if a Soldier shreds down the last fight of the Miranda-Loyalty-Mission alone with all mates dead in less time, than a Sentinel with all mates.
Tanking with a Sentinel isn't possible too, since the enemies focus on the highest damage.
It's sure nice to take care of enemies with Pull and throw,
Letting them fly is a nice view.
But this means two squad-members need to reload powers and rely on less damage with the weapons they wield(mostly smg or heavy pistol).
If you use the maxed powers as aoe's, they lack punch and if you turn heavy versions on, they lack the damage of a weapon and are less fast.
Not good for higher numbers.
It doesn't matter if weapons need sinks.
After one fight you can run arround and have full Ammo again.
I've never ran out of ammo with the soldier.
Just my Sentinel lost ammunition on the heavy pistol some times.
I think you need to be pretty unskilled in targeting to miss enough shots to run out of ammo with the AR.
Shockwave is pretty usefull for several unprotected enemies, I won't argue in that.
But that's for the adept or vanguard.
Sentinels lack it and the only really punch an engineer has is the incendary if he strips down the shields first.
The drone is, once again, too small in dps to distress enemies long.
Hacking is just usefull against synthetics which are less often in ME2.
And the powerfull ones need to be stripped of shields and armor first, which makes them less powerfull, even if they have shields.
And taking well armed mates in your squad will never be as effective as a good shooter-player at the gun.
And if they have free shooting-range, they jump stupidly out of their covers if you change your cover.
The only thing that's easier with Biotics are normal husks and abominations.
One throw and they are mostly gone.
But the AR with inferno-ammo turns the tide again.
Don't get me wrong, both classes are fun to play:
The Soldier for being a powerhouse and the sentinel for playing arround with the biotic-physics.
But it lacks the fun, if I have nothing to fear with my Soldier and then with my Sentinel...sitting in cover and waiting for my powers to reload, since SMG or heavy pistol are pretty useless against enemies like an YMIR on mid-range.
Only the AR lightens the Sentinel a bit up(can't say for the other biotic/tech-classes) if I have grunt or Jacob with me for the squad-incendary-ammo.
But then again it's just a weapon and tweaking the Sentinel up was never my concern.
Sorry for wandering a bit too much into the sentinel, but it's the class I know best from ME1 and ME2.
My concern is:
The weapons turn out to be pretty usefull: their projectiles are fast and hit nearly on instant close to the targeting-point.
Their damage with incendary ammo is great, especially with rapid-firing weapons who then also shred shields.
Ammo is not really a concern on most weapons since sinks lay arround everywhere.
The powers are no real powers: Simple rock/paper/scissor-thingies that mostly fly slowly and therefore are nearly impossible to aim on longer ranges.
Too basic in my oppinion.
In ME1 the soldier was, in my oppinion, a immunity-tank with unlimited ammo what made him unique but not that fun to play.
Although the shotgun had it's funny uses.
The Sentinel/adept/engineer had more power there and felt like powerhouses too.
It felt like it was a fully new kind of military and fighting we just had to explore and could explore in ME2 too...now it turns out, that the one with the biggest gun is still the hardest guy.
No powerfull biotics crushing his enemies with mass-effect-fields, no tech-specialists waging the turnout of a war with their intelligence and powerfull kinetic barriers or old-school-physical effects.
Just pull a gun and maybe you can play with the tiny abilities to do a bit more.
I think the gameplay with the weapons is great, they pack a punch and are fell balanced to each other. I see no way it should be changed there.
For a pretty unexperienced studio in shooter-programming BioWare has made a great tactical shooter.
But sorry...that's it.
If you can't wield one of this famous weapons, you'll just stand behind a crate, wall or rock, waiting for your powers to reload and hope an enemy doesn't come close up.
I like to play classes like casters in Sci-Fi-Games. Masters of Science or mysterious abilities like biotics, the force, whatever.
I like to play shooters too.
But I don't like if a shooter comes up, claiming himself to have "powerfull" adepts, sentinels and engineers and they turn out to be extremely weak because their powers turn out to be less effective than a nice set of weapons.
My suggestion for powers would be: Strengthen their effects or give them additional ones.
In addition add something like a "cooldown-bar" for the powers.
Besaid bar could fill to a certain percentage for different powers and powers can be used, as long as their "heating" doesn't fill up the rest of the bar.
So we could combine pull and throw for adepts(with the cooldown of the bar set so, that it's aviable in the same time a normal throw would be), sentinels could maybe use overload-throw-combos until their bar is full.
Also the powers could have the specialisation more power or less cooldown-bar-use, their AoE-effect additionally in effect by targeting multiple enemies with the power and it's damage is seperated between the multiple enemies.
Target one enemy and it get's the full load, target two, and each get a half of it(and so on).
This would deepen the tactical layout again.
Soldiers could maybe also switch weapons and ammo in one streak without pressing shift twice with the cooldown-bar.
#30
Posté 11 février 2010 - 12:31
#31
Posté 11 février 2010 - 03:07
Multiple stacked protections on enemies feels more like the enemy is a rolled up paper cannon shooting the scissors and rocks at you.
Over half of the powers are useless until protections are stripped, which severely limits the fun factor versus classes that don't rely as heavily on powers, or have some counter power built in.
It really makes no sense to split barrier/shield since either way it's a 'kinetic barrier' just generated either by a machine or the biotic's nervous system. Sure doesn't make sense to overload a nervous system the same way, but there would still be an effect from getting your forcefield zapped.
And armor seems a bit weird, since it would be a damage reduction and possible extra mass/weight. Which is why I agree with another post I saw that said push/pull since they specify how many newtons could determine how much extra armor you can affect rather than ignore most biotics.
#32
Posté 11 février 2010 - 08:15
I mean it seriously: You can try to aim on the head of an enemy with warp or anything else. No power will hit properly since the powers move slow and the enemy fast.
Many times you get a back-shot into the enemy.
For example(refers to Normal difficulty):
If a Soldier enters a room with a Scion(finally remember their name), it picks the Mantis, aims the head with maxed incendary-ammo, shoots twice and takes the last shot with the heavy pistol or, if the Scion even enters the radius of the power-use, he takes a concussion-shot.
Even players with bad aiming can do this with the heavy adrenaline-rush.
Then the Soldier takes out small enemies with rapid-firing weapons containing maxed incendary-ammo.
It doesn't matter if they are shielded or barriered: The gun fires fast, so it shreds these protections and it fires with incendary ammo, so it kills armor too.
Light machine gun has a proper aming with pulsed fire and the Assault-rifles tend to be very exact for a rapid-fire-weapon.
Now let's see for a sentinel:
Example is the reaper-level.
I took Miranda and Thane with me.
Thane proved usefull with the Sniper-Rifle like I expected it. Husks where shred to pieces in throws, slams and Sniper-shots.
Then the first Scion shows up.
As always getting into cover on a higher position to let the Scions Shockwave run out of it.
Since I had to throw warps onto the Scion like hell and tried to kill him with heavy weaponry and the heavy Pistol, Husks approached.
They killed Thane, which meant unity-use.
Shortly said: The husks beat me down two times, the third game-load was successful, but I wouldn't have made it, if the Scion wouldn't have closed up enough that the just casted Tech-Armor blasted his last HP away when shutting down.
I feel like a sissy in an Armor with my Sentinel if something big approaches.
And it doesn't turn out to be a tactical decision to take enemies with weapons with you.
Since it doesn't matter on the tactical use of weapons, just on the use of weapons.
If you play a soldier, mates with powers can cast a little instant-hit on enemies...but it still is less effective.
If I run arround as a soldier with my team, it's even less productive to have mates with powers with me, rather than mates with weapons.
Overload and Warp are neat to run down shields, but what's the matter if two Mantis-Sniper-shots kill every organic with shields and you need three to four powers to do the same.
If you play a Sentinel and take armed mates with you, the sometimes kill the enemy before your second warp is loaded to hit another enemy with it again.
I'm pretty happy with the soldier as it is.
I'm not really using adrenaline-rush, exept to run in cover when my shields should be teared down and I'm low on HP.
My aiming is good enough to kill enemies without a bit extra-time from the rush.
Incendary-Ammo is pretty much the only ammo to use, except against YMIR's and Geth.
BUT: If you play a soldier, you enter a room and just clear it. nearly never you die.
If you play something that relies purely on powers(adepts, engineers or sentinels), you feel like you can barely defend yourself from anything that is protected.
You can't rely on the powers, but you can rely on the weapons alone.
Sniper-Rifles hit anything a power can't even reach properly.
With a Sniper-Rifle an enemy is dead before you can tell your squad to attack it.
If you're capable of aiming a bit, weapons will make enormous amounds of damage.
You can aim powers a bit, give the directions from which they would hit the enemy if it doesn't move.
But you can't hit the damage-zones like a weapon, even if you're skilled in aiming.
Shooting powers on spezific dmg-zones is like trying to snipe with the tempest smg.
Only slight exception is the throw, the warp and incendary , but all have long reload-times.
If maxed out, they take down enemies onehit with hitting the head...otherwise not.
And as I stated: The aiming of the powers is like that of the tempest smg, AR's hit adequate and Sniper-Rifles precise.
There is tactical work with damage-zones, powers can't use.
Powers just work the way:
Shields: Overload
Barriers: Warp
Armor: Warp, Incendary
There's no more tactical work on that except to aim with the throw or shutting down pull with the warp if the enemy flies over an abyss.
But last sentence only refers, if you already shut down shields/barriers and/or armor.
Weapons use different ammunitions and are able to hit dmg-zones pretty precisely.
Also the range the enemy is located at is counting more into the weapons than just "there's no red frame arround it, I can't shoot it".
#33
Posté 11 février 2010 - 09:00
The Siff Lord wrote...
This is why I feel that ME2 plays like a shooter. In the original Mass Effect, the soldier was my least favorite class by far. I only played a soldier long enough to get the assault rifle kills achievement, just so that I could unlock assault rifles for use by my engineer and adept.
Now, I feel like the soldier is the easiest class. The soldier has all of the special ammo types he needs to deal with whatever protections the enemy might have. Combined with all the weapons available to him, there is really no need to use other tech or biotic powers. It is completely feasible to ignore the powers, run a gun heavy squad (Soldier & some combo of Grunt, Zaeed or Garrus), and just steam roll thru.
The soldier was the easiest class in ME1 as well. Once you got immunity, you never died. I agree they were boring, but they were the strongest class in ME1 and are probably the strongest class in ME2. Nevertheless, I find the class equally boring in both games.
#34
Posté 11 février 2010 - 09:14
TekFanX wrote...
I feared the situation on Horizon, where you first encounter the Husks with the Cannons as an arm.
My sentinel was only able to survive with it's larger shields, my squad-m8's died pretty fast.
Waiting for Warp to reload and firing my Carnax heavy pistol until it runs out of ammo was pathetic.
With the long reload after re-casting the tech-armor, I ran from one cover to the next to keep the husk and the harbinger at distance.
I just have to ask... How in the world were you having that much trouble with a sentinel on the horizon mission on normal difficulty. I don't consider myself a particularly skilled gamer and that mission was a piece of cake on that difficulty. Also, none of my squadmates died (I had Miranda and Garrus) on that mission, not even once.
#35
Posté 11 février 2010 - 09:45
Well, I cut your quote to fit everything I found true. The first statement is basically the backbone for the Vanguard's Charge-Shotgun combo. You've got a gun. Great. You've also got magical powers that a) do some crazy physics stuff, orflatlander five wrote...
I don't think the powers are meant to replace the weapons - it isn't an either/or situation. They are meant to augment each other. I like being able to overload 2 shielded opponents and reave/warp a third while we all concentrate weapons fire of a fourth. If used correctly you can stun or incapacitate entire waves of enemies with one pause on the power wheel, and repeat again every 8-12 seconds.
If you want a bigger challenge try some of the squishier classes on higher difficulties. Even on insanity in ME1 I rarely found much of a combat challenge (the final rachni swarm or benezia on Noveria being notable exceptions). Where as in ME2 I'm constantly trying different combinations and tactics to survive each new mission and dying just enough to challenge (and not frustrate) me.
You can rely on Tech, Biotics, Weaponry, and Squad-mates as much or as little as you want, each has pluses and minuses but IMHO that makes the game better, not worse.
#36
Posté 11 février 2010 - 10:00
nofanboy wrote...
TekFanX wrote...
I feared the situation on Horizon, where you first encounter the Husks with the Cannons as an arm.
My sentinel was only able to survive with it's larger shields, my squad-m8's died pretty fast.
Waiting for Warp to reload and firing my Carnax heavy pistol until it runs out of ammo was pathetic.
With the long reload after re-casting the tech-armor, I ran from one cover to the next to keep the husk and the harbinger at distance.
I just have to ask... How in the world were you having that much trouble with a sentinel on the horizon mission on normal difficulty. I don't consider myself a particularly skilled gamer and that mission was a piece of cake on that difficulty. Also, none of my squadmates died (I had Miranda and Garrus) on that mission, not even once.
I choosed not to take Miranda with me(thought pistol and SMG wouldn't be that suited for the mission and wanted not to have her with me when I encountered Ashley).
I mostly had problems because the Scion oneshotted my Tech-Armor.
Then(as I stated earlier) my squad-mates left their covers when I switched mine.
Since it was my first playthrough, I didn't know how to compensate their cover-leave right.
I have to admit it turned out a bit easier on the second playthrough(controlled their cover-taking more often), but not as easy as it was with the soldier-class on the first soldier-game.
#37
Posté 11 février 2010 - 10:01
I still don't get what it is about kinetic barriers that somehow render a soldier immune to physics.
#38
Posté 11 février 2010 - 10:22
Overload has been mentioned a lot and I think it's safe to say I don't like it's new combined functionality, it has the uses of two ME1 tech powers, classic Overload which was a specifically a shield counter and Sabotoge which caused weapon overheating and some damage.
I really wish they had kept Sabotage as a separate power as it was, when combined with Overload and the new immunities presented by different protections this renders the new Overload unable to be used against non synthetic/shielded foes making the weapon disabling effect essentially useless, in addition the weapon disable has been considerably shortened (until reading this thread and checking in game I didn't even notice it disabled weapons even after having personally used it on two playthroughs).
In ME1 Sabotoge was, I felt, one of the most tactically useful powers in the tech "line". It could be cast on any enemy regardless of shield or synthetic status and was a useful way to shut down enemies with powerful weapons for a noticeable portion of the fight. This skill saved me from countless snipers and rocket wielding enemies in ME1 why didn't I have this tactical choice in ME2?
Overload should have stayed as Overload imo, if it was just a shield/synthetic counter it could do more damage/have a shorter recharge or something, it's a bit pathetic when overload does less damage to a YMIR mech's shields than a single burst from the BR with Disruptor rounds attached.
As for Biotics I feel the decision to make Armor immune to biotics to be a very poor move. Since all of the classic biotic moves, Pull, Throw, etc require an enemy to have neither shields nor armor this greatly limits a biotic user in options against protected enemies (i.e. Warp). Now I understand biotics becoming overpowered as they were in ME1 is a real concern but limiting the majority of powers to only unprotected enemies not only makes biotic classes frustrating to play but also goes against logic. Why is some armor plating preventing me from even attempting to telekineticly whip this s.o.b. against a wall?
Changing armor to not prevent the use of but simply limit the effect of biotic powers would go a LONG way towards making biotics fun and useful as a crowd-control set of powers instead of a rather gimmicky way to kill off a foe after you've whittled his defenses down with weapons and warp.
#39
Posté 11 février 2010 - 11:47
I have to agree with you on the use of powers being more tactical, especially with Sabotage and Overload.
I don't want all powers to kill on instant.
Only ones that should have more kick on all enemies should be Warp and throw.
It's just a pity if a throw of several hundred Newtons just makes all enemies fly arround and not kill them.
Especially on crawling Lokis who take nearly no damage at all.
Warp tears enemies apart on the molecular level and it just kills unprotected enemies.
One magazine AR-Inferno-Loads kills three enemies and the Mantis kills shielded enemies on instant with disruptor-ammo.
Overload should be crushing synthetics far more than just letting them survive for several shots to take them down.
Two Overloads for one Loki? That's a joke. Two shots with disruptor-ammo well aimed are doing the same thing in less time.
The powers in ME2 are just additions to the weapons, not powers for themselves.
What's the matter if a so called adept should outrole the battlefield without one shot, if he has to take two mates with heavy weaponry with him so they can kill what he can't,
One Squad with the AR and disruptor-ammo for the squad kills a YMIR-Shield in less than half the time a squad with AR and OverloadS could.
Three tech-powers do less damage than one magazine of a single AR on the shield.
And in the time those powers reload you could reload the AR thrice.
I don't want powers to outrule weapons, I just don't want the powers being nothing but an addition since there are three classes who rely on powers for the most.
There is nothing powerfull to these classes except their special power(except the adept with his sick-ularity). It feels like BioWare designed the soldier, stripped the weapons of and added just enough abilities with minimum effects that the class can be played without dieing in 5sec-intervalls.
It's a pity: Although the soldier was pretty boring(strong, but boring) in ME1, he shouldn't outrole all other classes because he is the class with most weapons in ME2.
It just feels like BioWare designed cool weapons and great mechanics for them, added the curving-mechanism to the powers and left the design of the powers to someone else who couldn't bring up the awesomeness BioWare displayed on the rest of the game.
Sure, a smaller, easier Skill-Tree is great...but smaller, easier powers aren't.
You max out throw, spend ten points in it and everything protected is nearly immune/takes slight damage at the protection.
With the weapons it's just fun to tear an enemy apart, with the powers it's like a burden to strip down the protections slowly and always with the same mechanisms to have one second of fun with unprotected enemies until the weapons of your squad-m8s tear it apart while you throw it arround.
Hell: The Melee-Attack does more damage than throw if you don't hit the enemy right.
Why should it be more effective to punch against a YMIR than throwing a biotic against it?!
Do I have to tank with my Sentinel to punch an YMIR down if I don't die?!
Good, Shepard much more cyborg now than ever, but if you play a biotic shepard, why should cerberus say "Scraps the biotics for the Adept, we need to make Shepard able to punch enemies with the fists!"
I miss the tactical powers of ME1. Just giving the powers a new curving-homing-system and some new graphics doesn't make the powers better.
Fusing them with weaker effects...that's like using a swiss army knife in a sword-fight.
Doing more but with less use.
What's the matter if I can barely strip shields with overload and block the weapons for three or so secs?
If I'm in cover and want to strap the shields from a YMIR to kill the armor, why should it be usefull for me to block the weapons if they can't hit me at all and the weapons are back online when the next power is not even loaded?!
And why should I like to take a long reload-time for overload to briefly jam the shotgun of a bluesuns if I can stop him with throw which reloads faster?
Or just shoot him with the SMG?
The powers lack the use of ME1-powers or ME2-Weapons.
Endless ammunition is no excuse for weak powers, if the weapons barely run out of ammo.
#40
Posté 12 février 2010 - 12:07
#41
Posté 12 février 2010 - 12:34
TheBestclass wrote...
Okay, so some people think biotic/tech powers are on par with ammo powers and other people don't. how about combat powers? How do they stack up? You can't really upgrade them like guns and tech/biotic powers, do they start to suck later on?
I assume you're talking about concussion shot and zaeed's flame grenade?
As for those, they are still affected by things that buff overall ability powers (several armor pieces do this), but specifically comparing these to other abilities.
Concussion Shot I have to say is as useful if not more so than Warp (and worlds more useful than overload), you can use Concussion Shot on anything regardless of if it has shields or barriers or is synthetic/organic it does considerable damage and has the added bonus of knocking over unprotected enemies.
Inferno Grenade is essentially an AoE based Incinerate, it's hit or miss at lower levels but once leveled up it greatly ouclasses the AoE evolution of Incinerate as the grenade can effect a much larger area, admittedly it does less damage than a single incinerate. All in all the power seems rather well balanced and it's delivery method rewards skilled use, allowing you to effectively hit foes hiding in cover.
I'm not aware of any other abilities not linked to tech, biotics or ammo, and I don't consider class abilities like Adrenaline Rush to fall under this category either.
#42
Posté 12 février 2010 - 12:55
Riot Inducer wrote...
TheBestclass wrote...
Okay, so some people think biotic/tech powers are on par with ammo powers and other people don't. how about combat powers? How do they stack up? You can't really upgrade them like guns and tech/biotic powers, do they start to suck later on?
I assume you're talking about concussion shot and zaeed's flame grenade?
As for those, they are still affected by things that buff overall ability powers (several armor pieces do this), but specifically comparing these to other abilities.
Concussion Shot I have to say is as useful if not more so than Warp (and worlds more useful than overload), you can use Concussion Shot on anything regardless of if it has shields or barriers or is synthetic/organic it does considerable damage and has the added bonus of knocking over unprotected enemies.
Inferno Grenade is essentially an AoE based Incinerate, it's hit or miss at lower levels but once leveled up it greatly ouclasses the AoE evolution of Incinerate as the grenade can effect a much larger area, admittedly it does less damage than a single incinerate. All in all the power seems rather well balanced and it's delivery method rewards skilled use, allowing you to effectively hit foes hiding in cover.
I'm not aware of any other abilities not linked to tech, biotics or ammo, and I don't consider class abilities like Adrenaline Rush to fall under this category either.
Thanks for the reply. I wasn't sure how these powers scaled later in the game and at higher difficulties. The main reason I asked was because there are tech and biotic upgrades that improve class specific skills like Singularity and Combat Drone but not for Adrenaline Rush, which many people say is the best ability in the game.
#43
Posté 12 février 2010 - 12:59
I'm playing on Insanity as a Vanguard, and just whooped Horizon at level 10. I have to wonder if people are playing the same game as me.
How can you say that things that only work on health are useless? Sure it's annoying firing 2 or 3 shots to bring down a shield first, but I can't be the only one thats noticed it takes A LOT more damage to get through most nonboss enemy health than it does to strip armor/shields. Even the "high powered" Geth shields are quickly stripped. CC powers like Cryo Blast and Pull are lifesavers. I couldn't imagine playing insanity and actually having to gun through health without them.
Pull is one of my favorite powers in the game for the combos it sets up. Pull/Warp is the best, but Pull/Throw (for a sentinel with Jacob) and Pull/Charge are really fun and effective too. Also, Pull has like a 3 second global cooldown when used by the player, compared to the long waits many others impose.
Playing where I'm at, my strategy goes like: Have Zaeed snipe and spam Inferno Grenades while I spam Reave and Shockwave, then start Pull/Warping with Miranda once shields start dropping, finishing off any outliers with biotic charge. Total AoE devastation, and I hardly even ever fire a shot! I am blowing Insanity away like it was Easy so far, so no, I don't think powers are weak. I think people underrate them
Modifié par Slygar, 12 février 2010 - 01:02 .
#44
Posté 12 février 2010 - 05:29
Slygar wrote...
Wow, you people make some really long posts. TL;DR it please.
I'm playing on Insanity as a Vanguard, and just whooped Horizon at level 10. I have to wonder if people are playing the same game as me.
How can you say that things that only work on health are useless? Sure it's annoying firing 2 or 3 shots to bring down a shield first, but I can't be the only one thats noticed it takes A LOT more damage to get through most nonboss enemy health than it does to strip armor/shields. Even the "high powered" Geth shields are quickly stripped. CC powers like Cryo Blast and Pull are lifesavers. I couldn't imagine playing insanity and actually having to gun through health without them.
Pull is one of my favorite powers in the game for the combos it sets up. Pull/Warp is the best, but Pull/Throw (for a sentinel with Jacob) and Pull/Charge are really fun and effective too. Also, Pull has like a 3 second global cooldown when used by the player, compared to the long waits many others impose.
Playing where I'm at, my strategy goes like: Have Zaeed snipe and spam Inferno Grenades while I spam Reave and Shockwave, then start Pull/Warping with Miranda once shields start dropping, finishing off any outliers with biotic charge. Total AoE devastation, and I hardly even ever fire a shot! I am blowing Insanity away like it was Easy so far, so no, I don't think powers are weak. I think people underrate them
First of all: The powers I meant where tech an biotics.
Protection- and Ammo-powers mostly do what they are meant to.
But: You're exactly stating what's bothering me, without getting to know what I mean:huh:.
The problem I have with powers is the following(as I stated some times): You can play a soldier, turn off the automatic power-use of your squad-mates and it's just no problem to solve the game with just the weapons.
It's full of action and plays fast.
If you play as adept, sentinel or engineer your dps-output is a joke.
You mostly wait for your powers to reload, they do less damage than a weapon ever would in that time and then you have to peel off the protections for the throw, pull, cryo, etc..
You can play without problems with the weapons alone, I've never lacked ammo for anything else than the heavy pistol.
But you will always need a weapon or squadmates with weapons to play as a caster.
One reason is the longer reload-time for powers than for weapons, the other is the small damage of the powers.
A team with disruptor-ammo peels down a YMIR-shield with the AR's in the time, a team with AR's and three Overloads needs until the first overload-wave is reloaded...with second option just tearing down a half of the shield and same sink-use.
If you tear down a YMIR-Shield just with heavy overloads, you need a lot of time and the YMIR is closing up without problems.
Third problem is: Weapon-Fire is a lot faster, allowing you to shoot enemies on distances you could never use powers on them.
Even if you aim and the Power flies directly to the position, the enemy is long gone or has switched cover before he's hit.
Last but not least: If an enemy has closed up enough, that his weapons are even more devastating, the powers get no damage-boost at all.
With the reload-time of the powers, their pretty short aiming-range and the sometimes more enemy-troops, the opponents get plenty of time to close up to you.
If you change cover to keep distance to the enemies while they close up with you just using the powers, you're open to enemy-fire.
Since you play vanguard, you have the charge to change cover fast, my Sentinel has a bit advantage because of his armor but adepts and engineers...well...they're screwed.
Powers are weak in use, compared to the weapons.
#45
Posté 12 février 2010 - 06:47
It also speeds up being able to AI hack a Hunter, YMRV, or Prime when time is of the essence. My second companion is usually Mordin so that my infiltrator has a second Incierate to burn through the heavy armor with.




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