After taking a serious look at the abilities for each class, I have a serious issue with the way that soldiers are designed. Not to say that they aren't fun or cool, but there abilities don't really make sense (at least some of them). I'm speaking specifically towards the ammo abilities.
Let's look at what soldier and engineer actually mean (I'm looking at the 'pure' classes at this point):
Soldier:
-a person of military skill or experience
Engineer
-a person trained and skilled in the design, construction, and use of engines or machines
(courtesy of dictionary.com)
Now, why does it make sense that the soldier would design his ammunition to be more effective? I get that the soldier is a more shooty class from a gameplay perspective, and that it makes sense for this, but it goes against the idea of the class. The idea of an engineer is that they manipulate their equipment and environment to work more efficiently for them. They would be the class to engineer their ammo to make it more effective. Now, I'm not necessarily a proponent of removing the engineers current powers, but why not provide them with a couple of ammos in addition to their current skills?
So where does this leave the soldier? They are trained in military skill. To me, this means the physical acts of combat. This is why I think moves like Adrenaline Rush and Concussive Shot are great for the soldier class; they emphasize the soldier's physical skill without encroaching on anything another class would do. However, that's only 2 abilities (not nearly enough for an entire class). I would like to propose a couple others that could fit well both in functionality and flavor:
1) Sprint - Basically, a cooldown that, while active, would increase the characters movement (both general running and storm speed) by a set amount. It's simple, yet effective. It's also an amazing bit of utility for the soldier, who's choice of damage dealer (weapon) is determined by the range at which you are fighting the target. Sprint would allow you to easily move into a position where you could get the optimal use out of a weapon. You could charge the opponent to use your shotgun, or use it to retreat to pull out the sniper and restore your defenses. As an added bonus, this ability also leaves a lot up to the player in how it can be used. Defensive players will use it to gain space and shields; offensive players can use it to approach. It's an ability that fits how the player likes to use it, and isn't sort of stuck into a predefined role.
2) Focus - Resets your cooldown(s). This abillity would be contingent upon some change in the current cooldown system (perhaps to a set universal cooldown with longer individual cooldowns, like was suggested in Gatsby's thread), or at least the ability to use focus at any time, regardless of whether or not the character is on cooldown. A simple refresher, but it fits the soldiers trained skills. When he needs that little bit of push to get something done, he can. What I also like about this ability is how it allows the soldier to perform ability combos, which is one of the most enjoyable parts of playing a biotic. However, instead of comboing 'spells', the soldier would be able to combo weapons.
3) Discharge - Instantly reloads your weapon(s?). Another trick that emphasizes the soldiers skill in using their tools. The usefulness of this ability should be fairly apparent here, since the main limiter on the soldier outputting damage / defending himself is the time required to reload their tool. Allows a quick burst to save the soldier when he needs it.
Of course, these are just personal ideas, so what I'm really wondering is what you guys think the 'flavor' of each class is really about (no need to limit to pure classes like I did) and what abilities you would like to see added in ME3. Bioware has been awesome enough to not only allow but encourage feedback on what we liked/want, so why not take advantage?
Have at it!
Defining classes
Débuté par
ZeroEffect
, mars 18 2010 12:01
#1
Posté 18 mars 2010 - 12:01
#2
Posté 18 mars 2010 - 12:06
So if I was using armor piercing rounds in my MP7 in real life, does that make me an engineer? How about if I decide to switch to hallow tips? Do you see where I am going with this?
Not saying your ideas aren't valid of course.
Not saying your ideas aren't valid of course.
#3
Posté 18 mars 2010 - 12:25
Atmosfear3 wrote...
So if I was using armor piercing rounds in my MP7 in real life, does that make me an engineer? How about if I decide to switch to hallow tips? Do you see where I am going with this?
Not saying your ideas aren't valid of course.
Ah yes, good point. I think that some ammo abilities should be left to the soldier (armor piercing is certainly a great example), but incendiary and cryo definitely feel very engineering based to me. They go above and beyond 'purchasable ammunition' so to speak.
#4
Posté 18 mars 2010 - 12:29
You have some very good suggestions...
Mine is that the Sentinel should have 'Focus' as well. This would help them combo powers.
EDIT: Its not because I am a fan of Sentinels, its just I played one once, and the cooldowns killed it for me. Adept/Soldier FTW!
Mine is that the Sentinel should have 'Focus' as well. This would help them combo powers.
EDIT: Its not because I am a fan of Sentinels, its just I played one once, and the cooldowns killed it for me. Adept/Soldier FTW!
Modifié par Aus_Da_Boss, 18 mars 2010 - 12:33 .
#5
Posté 18 mars 2010 - 12:41
The idea behind soldier in this game is that it is a class based on passives not on active power use. He does have one ability that improves him, so it's kind of like a sustained ability from DA:O, and one rarely used cc. The engineer is based off of its active powers, so it has many and they each serve different purposes.
So, it's shooter vs caster, warrior vs mage. While warriors have always had an ability or two up their sleeve, its always something involving their weapon, and that's hard to do when said weapon is a gun.
Nothing wrong with wanting to make the class more power based, but that does remove the class closest this game gets to a true TPS playthrough.
Onto your ideas:
1) Err, he's got that, adrenaline rush does not decrease your movement speed, not even storming, so you can zip around battles already.
2) Honestly I see little use for this in the current soldiers hands, if he was made more power base then yeah, but an adept or engi would do something morally dubious for you in order to get this right now.
3) I like this, fits the soldier perfectly, maybe it could take the form of a passive, with increasing ranks getting faster reloads. Its usefulness though, the only time reloading causes you trouble is when something has got into melee range, otherwise you're behind cover and safe as houses (if houses were made of indestructible cover stuff).
So, it's shooter vs caster, warrior vs mage. While warriors have always had an ability or two up their sleeve, its always something involving their weapon, and that's hard to do when said weapon is a gun.
Nothing wrong with wanting to make the class more power based, but that does remove the class closest this game gets to a true TPS playthrough.
Onto your ideas:
1) Err, he's got that, adrenaline rush does not decrease your movement speed, not even storming, so you can zip around battles already.
2) Honestly I see little use for this in the current soldiers hands, if he was made more power base then yeah, but an adept or engi would do something morally dubious for you in order to get this right now.
3) I like this, fits the soldier perfectly, maybe it could take the form of a passive, with increasing ranks getting faster reloads. Its usefulness though, the only time reloading causes you trouble is when something has got into melee range, otherwise you're behind cover and safe as houses (if houses were made of indestructible cover stuff).




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