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fun ideas for updating classes general thread


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nighteenight

nighteenight
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inspired partially by this threadand also the tons of class speclation that fans of TF2 enjoy, i thought i'd make a topic all about collecting cool ideas for updating the classes of mass effect in the future. feel free to add whatever ridiculous powers and unreasonable buff ideas to your favourite class. it's a creative process! there are no wrong suggestions! (just ones that will make people laugh cruelly at you.)

THINGS TO TRY: 
  • add a new power to your favourite class! outline why it's amazing and why everyone who doesn't like it is wrong.
  • re-tool a class for a differnet and inventive play-style!
  • evaluate others' ideas and laugh cruelly!

for the next few paragraphs i'm going to waffle on about my own ideas, so also feel free to ignore this and add a post about how the engineer should be able to summon a pet thresher maw.

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with combat as enjoyable as it is in mass effect 2, i couldn't really say there are classes that are absolute chores to play, but obviously some classes could use a little tweaking to make them even more effective and fun to
play.

being an unqualified member of the public, my opinion is obviously correct and reliable, but i do think there are probably some general rules as to why some classes are better to play than others.

i'm going to be super-unbiased here and just say that i think the vanguard is a fantastically well-designed class, which is both simple to understand and to accomplish (hurr durr get up close shoot and punch) but really quite swearwording hard to do well, and all of this is embodied by the unique class power, charge.

with that said, i'm going to be using the vanguard as basically a yardstick to compare all other classes too. in my mind, they should all follow the basic characteristics of what the vanguard represents:

[*]the class defining power is situational. a time for everything, and everything has its time.
[*]whilst situational, you can use it often, and you're encouraged to do so. in other words, class powers should have pretty low cooldown times
[*]whilst you can use it often, it's often more effective when combined with other tactics- say, pulling and throwing, or singularity and warp. or, you know, shooting them after you use the power (cloak/charge/adrenaline burst for instance)

i'm not going to be as arrogant as to suggest this is all there is to it, and i'm sure ms. norman and her motley crew of psychopaths, savages, and games designers have sheets and sheets of documents on class design. but it's a start, right?

SO

with that in mind, here's my idea for re-tooling THE SENTINEL.

what i liked about the sentinel:

[*]it's pretty gosh-durned self-reliant. any defenses you got, shepard will strip away single-handed. go home, miranda.
[*]once the defenses are down, a sentinel can still play with you like a puppet. my favourite moment was literally taking on a krogan boss on my own, and once down to health only, i froze him and threw him onto a pointy looking rock, whereupon he broke like an expensive vase. combining tech and biotics on your own is fun.
[*]i can take a rocket in the face. after playing an adept, this was a welcome break.

what i didn't like:

[*]tech armour. it's hardly situational, and it takes ages to cool down when i could be freezing people solid and using them as fragile tennis balls instead.
[*]tech armour isn't really tied into a playstyle either. no real strengths (unless you count super-defenses), no real weaknesses (well, you could count an annoyingly long cooldown). unless you want to play as an assault sentinel, well demonstrated here by the lovely gatsby, tech armour is pretty passive and "hands off". in fact, even if you are using assault armour to cover your advance and using the tech explosion to stun people, the explosion isn't in your control, it's in the hands of whoever is firing at you! this can lead to some pretty annoying scenarios where you're trying to make people wear down your armour slowly so they can be stunned, or on the other side, facing off against a krogan who one-shots your tech armour and is unaffected by the blast because he's still got his barriers up.

IDEA:

tech armour is now a TECH SHIELD.

description: shepard combines a mass-and-velocity reducing mass effect barrier with a strong energy pulse from his shield generators to BOOST HIS/HER DEFENSES to NIGH-INVULNERABILITY and DEFLECT INCOMING FIRE for a limited time.(something something mass effect fields something something sci-fi makes no sense)

[*]for a few seconds, the front 180 degrees of shepard are covered with a barrier that deflects any incoming fire, powers, or other ordinance back at wherever shepard's crosshairs are pointing.
[*]deflected shots only do a percentage of the original damage, which can be reduced when you put points in it.level 1 tech shields, for example, might only do 25% damage, but level 3 shields might do 75%.
[*]whilst the shield can bounce a whole load of bullets back, things heavier than this (harbinger balls, missiles, geth collossus stuff) will get deflected but destroy the shield in the process.
[*]the cooldown is much shorter, but as i said, the power does not last for long at all, even if it isn't destroyed early. this means you're encouraged to use it often, but not always.
[*]as a bonus, instead of the blast when tech armour in ME2 gets taken down, shepard's melee attack does more damage and has more force while the shield is up. this also solves the problem i mentioned earlier about relying on enemies to activate the tech explosion for you.

all these changes are sort of along the lines of the stuff about the vanguard i outlined earlier- you can use it often and it's more rewarding and fun when you use it at the right place and time.

it fits the sentinel's current use as a self reliant jack of all trades- a sentinel can handle more or less anything. secondly, it moves the sentinel's very passive class specific power from a purely defensive boost to an ability that can be used both offensively and defensively. and finally, the limitations (as mordin suggested!) presented by the limited duration, the smaller angle of defense, etc. encourage tactical use of the tech shield to get the most use out of it, instead of just popping the tech armour when you feel like it.

i imagine as a power evolution you might choose between new tech armour and tech pulse.

new tech armour extends the shield around you to 360 degrees (like tech armour now) and it lasts longer, as well as giving you a small weapons damage boost while active. this promotes a more defensive playstyle, all about bringing up the tech shield while in cover to give you a little extra durability to pop off a few more shots on a target.

tech pulse has an even faster cooldown and a greater deflection damage (say, 100% or even more!) as well as a bonus to melee power. this promotes a more agressive playstyle, all about bringing up the shields just before a a rocket hits you to bounce it back, as well as turning you into a melee powerhouse for a few seconds.

so- what do you think? would you enjoy this kind of playstyle? are there any flaws i haven't thought of? are there any tactics i've missed?

(editied for atrocious bbcode)

Modifié par nighteenight, 22 mars 2010 - 11:14 .