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Post by cheezyaj on Sept 9, 2017 0:09:31 GMT
This is a really interesting discussion. Initially I was leaning toward MEA's system due to the individual power cooldown system and customization of power combinations but after reading through the entire thread, I can say that I would advocate for a hybrid system.
Ideally the hybrid system would still allow for one to pursue an Explorer build that combines all 3 power types, but grants exclusive passives and powers for those who play true to their initial chosen Training at the beginning of the game.
However, several factors affect which system to adopt, such as global/individual power cooldowns, commanding squadmate abilities, and balancing power and weapon usage (too many power castings minimizes weapon combat, and too much weapon combat makes the game feel like another shooter, so to speak).
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Post by cheezyaj on Jun 3, 2017 23:44:54 GMT
Yes, Throw primes enemies when enemies are knocked off their feet with Rank 5 Duration evolution, but it won't work through armor or shields. I'm not sure how long the window of priming lasts for, but its definitely viable as a primer power.
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Post by cheezyaj on May 28, 2017 4:45:38 GMT
Can we just take a step back and appreciate how awesome this looks considering its a mod for a game that is only 2 months old with no dev tools? This is a well done mod and shows how the modding potential in MEA is really growing
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Post by cheezyaj on May 26, 2017 5:13:07 GMT
I'd have to go with ME3, though I may be biased because that one was with my favorite romance option, Tali!
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Post by cheezyaj on May 21, 2017 16:31:31 GMT
I may have to test this later, but I think this is how it works. You cast Invasion on an enemy, and then you drop their health to 15% while the enemy is still affected by Invasion to trigger the explosion.
For example, cast Invasion on an enemy at say 100% health. Then drop their health to 15% or lower, and see if the explosion occurs (assuming that the enemy is still affected by Invasion).
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Post by cheezyaj on May 21, 2017 0:51:07 GMT
As long as it doesn't turn into enemies being bullet sponges and the player having paper shields.
Enemies should use more tactical powers. Bring back flashbangs, smoke grenades, and enemy combat drones!
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Post by cheezyaj on May 21, 2017 0:42:06 GMT
If you are not a fan of the biotic evades visual effect, both the Sentinel and the Soldier profiles are good alternatives. Sentinel is good due to its damage reduction and combo damage. Soldier is good since you will be using weapons with biotics anyways, but requires heavy investment into the Combat tree which detracts from the Biotics tree. For your purposes, I recommend experimenting with these two.
If you are going for a pure biotic build, Singularity would probably be your best bet as a 3rd power against shielded and armored enemies. Cast Singularity on those enemies, and detonate with your Throw ability to cause a Biotic Combo that deals heavy damage. Since Singularity will have a longer cooldown, you can then use your Pull+Throw combo on enemies until Singularity is done recharging.
For armor, N7 armor works best for your build due to the biotic bonuses. Also, if you have it, equipping the Fusion Mod of Rapid Deployment or Biotic Mastery on your chest armor works well too.
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Post by cheezyaj on May 13, 2017 6:14:44 GMT
I really miss this gun, the mighty Geth Plasma Shotgun. It looks cool, sounds cool, and had an awesome charge-up function. Combined with the Geth Infiltrator in ME3MP, you could wreck havoc.
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Post by cheezyaj on Apr 27, 2017 16:35:06 GMT
ME1-style ammo is cool and all due to allowing for weapon customization, but I can see it being overpowered if weapons in general can passively prime for power combos. That could be potentially overpowered when combined with a full detonator build of Lance, Energy Drain, Concussive Shot, for example, which is why I can see why the devs decided to make incendiary ammo and the others a consumable.
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Post by cheezyaj on Apr 26, 2017 20:05:58 GMT
Consumables are great but because its so clunky to access and use them, I don't use them that much. I overall like the ideas thrown in this thread though. I'm thinking of a combination of the ideas here.
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Ammo Upgrades can come in two forms:
Ammo Mods can be equipped on weapons at forward stations or before a mission, similar to other weapon mods like scopes and barrels. They passively grant damage and debuff bonuses to the equipped weapon and can stun enemies, but can't prime enemies for power combos.
Ammo Powers have their own power tree under the Combat skills, take up a power slot, and use charges similar to other Combat skills. Ammo Powers can prime enemies for power combos and grant very high damage/debuff bonuses compared to Ammo Mods, but lasts for only 2 clips per charge before deactivating (can be upgraded through the Ammo Power Skill tree). This is to offset their combo synergy with other powers and their high damage output (These should be more powerful than ME3's Ammo Powers).
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Ex. Ammo Powers are great for Soldier/weapon-based builds, especially One-Shot, One-Kill enthusiasts (ME2 Charging Vanguard, Widow Infiltrator, or Widow Soldier comes to mind). Ammo Mods can be used for basically any build but lack the damage output of Ammo Powers (still good for specific targets though).
With this system, you can have even more diverse customization and builds than before. You can equip an Assault Rifle with Incendiary Mod and an SMG with Disruptor mod for different kinds of defenses and combine it with your 3 biotic powers. Or you can run with a Revenant with Disruptor Mod for basic shielded enemies, and when need be, throw an Incendiary Ammo Charge on the Revenant when you need to take out a single heavily armored enemy with both heavy fire and power combos.
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Post by cheezyaj on Apr 25, 2017 6:18:14 GMT
Been trying to mod weapons. I followed your method as highlighted above, and I managed to change the rate of fire for the Avenger I. However, I can't seem to change the rest of the stats of the Avenger I like the magazine size, spare ammo, etc. I was wondering if anyone else has had success modifying the other stats of weapons?
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Post by cheezyaj on Apr 20, 2017 7:11:14 GMT
Our good pal Warranty Voider working on something, that's for sure. So it's just a matter of time Yusss! Warranty Voider back at it again!
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Post by cheezyaj on Apr 20, 2017 5:45:05 GMT
I'd prefer more tech-style/omni-tool melee weapons. Nothing over the top nor flashy, just quick, useful, and looks like it makes sense lore-wise. N7 Demolisher's melee from ME3 Multiplayer was a pulse blast from the omni-tool which was pretty cool. Also, Batarian Gauntlet please!
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Post by cheezyaj on Apr 19, 2017 4:23:08 GMT
Trying to boost jump the Nomad over the large valleys on H-047c rather than using the bridges.
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Post by cheezyaj on Apr 19, 2017 4:17:32 GMT
After 80 hours of game time, I finally finished my first playthrough!
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Post by cheezyaj on Apr 18, 2017 21:35:48 GMT
Here is a power I've been kind of thinking of, and it would be classified as a Combat Power. It is somewhat similar to Hunter Mode that the Geth characters had in the ME3MP, but on a cooldown.
Scanner Vision Temporarily reveals and marks all enemies within a certain radius. Grants power damage bonus vs marked enemies. Weapon fire can pierce through an infinite number of walls to hit marked targets, but at reduced damage.
***Clearly visible enemies have a red outline + white shading. Enemies behind walls are only outlined red.
Duration = 8 seconds Scan Radius = 20 meters Power Damage Bonus = 15% Weapon Piercing Damage Penalty = 50% (Can stack with weapon receiver attachment to deal more damage) Recharge Speed = 20 seconds
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The idea was to have a power that synergizes with the Soldier playstyle focusing mainly on weapon combat. This power combined with Turbocharge, the player can shoot safely from cover or to hit those pesky enemies that like to hide behind cover. It can also synergize well with the other Combat powers such as Concussive Shot and Flak Cannon via the power damage bonus. Also, the utility of being able to know where enemies are is useful, especially against those invisible wraiths that can sneak up on you.
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Post by cheezyaj on Apr 18, 2017 20:53:53 GMT
I'd really like Dominate and AI Hacking/Sabotage to return. There's nothing like that in MEA so you can't play a proper puppetmaster/jedi mind trick style biotic/tech user. I remember thinks like Mind Trick in the Jedi knight series where you could even manually control an enemy once at a suitable level. I know Dominate made very little sense with the lore, but they can easily just adapt it to make it make sense. Yeah I would love for Dominate and AI Hacking/Sabotage to return in some form. Though maybe due to the 3-power limit system, it would probably be best to just merge it into one power, and would make more sense as a Tech Power. To be honest when I first saw the full list of powers, this is what I thought Invasion was since Sabotage and AI Hacking weren't on the list. Ideally, this power would work on both synthetics and organics in order to maximize its full utility. Lore-wise you could explain that it uses nanites which allows it to work on both enemy types, hacking synthetic systems or temporarily hijacking organic neurons or something along the lines. Allow it to work on ALL enemies, even armored enemies like fiends, but the effect weakens when used on the same enemy multiple times. These changes would make the power very fun and also very effective to use. A Fiend fighting on your side would be an awesome thing to see.
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Post by cheezyaj on Apr 17, 2017 20:38:37 GMT
Male Quarian Male New Species Male Batarian Female Salarian Female Drell Female Angara
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Post by cheezyaj on Apr 4, 2017 21:10:33 GMT
I know for sure that Incinerate will prime all enemies affected by radius, which means you can prime multiple fire combos. However, I am unsure if you will have multiple fire explosions if you Charge in with Biotic Charge specced for radius.
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Post by cheezyaj on Apr 4, 2017 21:00:46 GMT
Allow us as the Pathfinder to use Avenger Strike, but instead we use our currently equipped melee weapon. Currently, it is only available to Jaal and the Angara Avenger character in MP.
Also, maybe an improved version of Decoy from the Trilogy:
Hologram Deploy a hologram of yourself that moves toward the target location or enemy, drawing enemy fire away. Detonates after destroyed or duration expires. Cooldown activates after hologram destruction.
Tap Again while Active: Manually detonate the hologram. Hold Button while Active: Teleport yourself to the hologram's location, detonating the hologram.
Duration = 12 seconds Hologram Health = 400 health Detonation Damage = 300 damage Detonation Radius = 4 meters Recharge Speed = 15 seconds
2 = Recharge Speed +10% 3 = Detonation Damage and Radius +25% 4a = Lasting Hologram: Hologram Health +50%, Duration +50% 4b = Detonation Radius +50% 5a = Hologram Feedback: Teleporting to your Hologram grants 50 Damage Resistance, +25% Power Damage, and +15% Weapon Damage for 5 seconds. 5b = Effective Hologram: Recharge Speed +20%, Detonation Damage +25% 6a = EMP Detonation*: Hologram detonation deals 50% bonus damage to shields, and detonates nearby combo primers. 6b = Shock Conduit^: While active, Hologram continuously shocks nearby enemies for 40 damage per second in a 5 meter radius, priming them for combo detonations.
*indicates power is a combo detonator ^indicates power is a combo primer
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Post by cheezyaj on Mar 28, 2017 21:15:04 GMT
Would like some input on this as well, so that I can test out respec options and which power combinations go well together.
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Post by cheezyaj on Mar 28, 2017 17:06:59 GMT
Can confirm that Overload does prime enemies, but the duration that enemies are primed is significantly shorter compared to other powers (probably like 1 or 2 seconds max). It works well if you can cooperate with your power cooldowns well, otherwise go with Energy Drain specced to prime, Incinerate, or Singularity.
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Post by cheezyaj on Mar 28, 2017 7:09:44 GMT
Wow....that needs to be patched. I'd assume that the same thing would happen when using the Explorer profile's Biotic Blink.
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Post by cheezyaj on Mar 28, 2017 7:03:57 GMT
PSA - 100% Power Cooldown on the Weapon loadout screen is equal to +/-0% power cooldown bonuses, which is equivalent to the base power cooldown. For example, Concussive Shot has a base cooldown of 12 seconds. You can't go lower than the base cooldown of 12 seconds using only weapon weight, the only way to get lower than that is to go for power cooldown bonuses via power tree upgrades, armor bonuses, etc.
It is best to carry as much weapons or as heavy as possible without going over the minimum 0%/100% power recharge. So yes, consider taking another weapon or heavier weapons to maximize your ammo and weapon DPS.
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Post by cheezyaj on Mar 28, 2017 0:11:24 GMT
I've come to the conclusion that the profile switching/ favorites thing is as much about preparation as it is about on the fly decision making. That is why you have to look at a likely tactical situation, pick the profile you feel matches, and then go with it. So if you have a profile you use for long range sniping you might use it out in the open or large areas. Then you might have one for Remnant, one for Kett, and one for CQB situations. The only time you really have to switch your favorites, ideally, is when you have to transition between one and the other. So like if you were long range and now you want to go in close. ... Which leaves my fourth profile but really have no idea at this point. May go Backlash. May go Singularity. May go even a power that I do not traditionally like...but I imagine I will have a long time building up the other three favorites anyways. Consider a profile that emphasizes crazy burst damage. Typically I just stuck with an Engineer build that uses Overload, Incinerate, and Energy Drain for combo damage, but then I figured out how devastating Combat Powers can be... Use a power loadout consisting of the following: -Omni-Grenade -Trip Mine -Concussive Shot specced for Repeat Concussion (allowing it to trade cooldown for 5 charges) -Flak Cannon Spec all of the powers for capacity and armor damage, and you can deal devastating damage in a short amount of time to those heavily armored targets such as the Fiend by spamming all of the powers all at once (due to no cooldowns but limited by charges). Usually what I do is use all of my Engineer powers for combos, then switch immediately to this profile. Since all of the powers are charge-based with no cooldowns, you can almost immediately use the powers after switching to the profile. This deals crazy burst damage, and then after running out of charges, just switch back to your normal profiles until you can replenish the charges again.
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