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Post by goishen on Jan 9, 2017 22:58:26 GMT
Also what I'm thinking is that we'll have the passive abilities in whichever tree that we have.
In other words. Overload, we saw that it had +Tech damage, etc. That we know about. But also the passive pluses also go along with that. So, therefore, if we can also get Flame Thrower (or Incinerate) we'd also get the passive pluses that go along with that.
It'd help, but not nearly enough. And definitely not somebody who's not well versed in ME.
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Post by spacebeetle on Jan 9, 2017 23:15:14 GMT
So once you pick ability #4 you're...what, stuck? You wasted a perk, either before or now? After three powers are we just supposed to pick passives? So because "Infiltrator" is poorly named (at least for a corridor shooter game), class distinctions are meaningless? wat You have a bunch of powers. You level them as you get perks or whatever and then you choose any three of them in combat. You probably won't be able to max everything on one playthrough (hopefully NG+ keeps your unlocked shit already as in previous games) so that first time you probably will have to prioritize some stuff over others. Seems acceptable to me. Would I like more slots to use more powers in active combat? Sure. Can I deal with it? Sure? Can I mod it on PC to do that? Probably, eventually. But that's another matter.Not sure what you're talking about with class distinctions. The profile system seems decent. I was worried it'd be dynamic based on powers chosen and how that was going to work with a 3 power restriction. A dynamic system with 6 or 8 powers would've been my first pick (I posted a break down of how that might work a few pages back) but since that's off the table, this will have to do. Come on now: justifying (poor) game mechanics with the reason “We can mod them later”, it’s something you do with paradox games. XD
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Post by Deleted on Jan 10, 2017 0:59:29 GMT
I'm wondering whether combos are going to continue to be much of a thing. They weren't in ME1, and 12-15s individual cooldowns is in ME1-ville.
If you can't fire follower powers, but rely entirely on their AI, setting off combos becomes even more difficult.
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Post by laudable11 on Jan 10, 2017 2:55:58 GMT
The thing that gets me is why take away the ability to order our squadmates to use certain powers? Why? Who does that benefit?
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Post by laudable11 on Jan 10, 2017 3:12:26 GMT
(Puts on tinfoil hat) I knew they were going to do some shady shit when they decided to nuke the official BSN.
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Post by Iakus on Jan 10, 2017 3:26:20 GMT
So once you pick ability #4 you're...what, stuck? You wasted a perk, either before or now? After three powers are we just supposed to pick passives? So because "Infiltrator" is poorly named (at least for a corridor shooter game), class distinctions are meaningless? wat You have a bunch of powers. You level them as you get perks or whatever and then you choose any three of them in combat. You probably won't be able to max everything on one playthrough (hopefully NG+ keeps your unlocked shit already as in previous games) so that first time you probably will have to prioritize some stuff over others. Seems acceptable to me. Would I like more slots to use more powers in active combat? Sure. Can I deal with it? Sure? Can I mod it on PC to do that? Probably, eventually. But that's another matter. Not sure what you're talking about with class distinctions. The profile system seems decent. I was worried it'd be dynamic based on powers chosen and how that was going to work with a 3 power restriction. A dynamic system with 6 or 8 powers would've been my first pick (I posted a break down of how that might work a few pages back) but since that's off the table, this will have to do. Yeah, chhose any three of them. Like Homer chooses what he learns?
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Post by Iakus on Jan 10, 2017 3:28:51 GMT
Come on now: justifying (poor) game mechanics with the reason “We can mod them later”, it’s something you do with paradox games. XD I was thinking Bethesda myself. Hey Bioware says they were studying Skyrim, right?
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Post by Thrombin on Jan 10, 2017 14:41:25 GMT
Earlier in the thread there were some speculations that perhaps the 3 ability limit is only on low level players or that the PC will have access to a different set of 3 abilities with the push of a button. Well. This picture all but confirms that at any one time the player only has access to a "loadout" (what a dumb term, these are supposed to be skills and abilities, not weapons, you don't "load" your skills in your brain) of three abilities only. How very disappointing Bioware, I find it very hard to get excited about practically anything connected to ME:A knowing that combat is going to be extremely hampered by this idiotic restriction. BIB. Actually you do! What people seem to often be forgetting when they talk about these 'skills' is that they are not skills they are powers faciliated by tech. Sure you need to be skillful in using them effectively but you can't use them at all without the right tech. That tech can either be built into your suit, your omni-tool or your implants. All of the tech, however, even when faciliated by your suit, is invoked via your implants and different implants can invoke different things. For example, Vanguards can do biotic charge specifically because they have L5n implants and Adepts can do singularity because they have L5x implants. If a Vanguard had a way to dynamically reconfigure an L5n to be an L5x he would no longer be able to do a Biotic Charge no matter how skilled he was in it. He would, however, assuming he'd practiced enough, be able to do a Singularity now. If the implant was reconfigured to control a Combat Drone, however, he would no longer be able to use either of those biotic abilities but he would be able to spawn and control a Combat Drone. Tech facilitates these powers and tech can be reconfigured. That's the principle here. Edit: Just realised this thread is way beyond the post I was responding to. This may have already been addressed!
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Post by Iakus on Jan 10, 2017 15:07:44 GMT
Earlier in the thread there were some speculations that perhaps the 3 ability limit is only on low level players or that the PC will have access to a different set of 3 abilities with the push of a button. Well. This picture all but confirms that at any one time the player only has access to a "loadout" (what a dumb term, these are supposed to be skills and abilities, not weapons, you don't "load" your skills in your brain) of three abilities only. How very disappointing Bioware, I find it very hard to get excited about practically anything connected to ME:A knowing that combat is going to be extremely hampered by this idiotic restriction. BIB. Actually you do! What people seem to often be forgetting when they talk about these 'skills' is that they are not skills they are powers faciliated by tech. Sure you need to be skillful in using them effectively but you can't use them at all without the right tech. That tech can either be built into your suit, your omni-tool or your implants. All of the tech, however, even when faciliated by your suit, is invoked via your implants and different implants can invoke different things. For example, Vanguards can do biotic charge specifically because they have L5n implants and Adepts can do singularity because they have L5x implants. If a Vanguard had a way to dynamically reconfigure an L5n to be an L5x he would no longer be able to do a Biotic Charge no matter how skilled he was in it. He would, however, assuming he'd practiced enough, be able to do a Singularity now. If the implant was reconfigured to control a Combat Drone, however, he would no longer be able to use either of those biotic abilities but he would be able to spawn and control a Combat Drone. Tech facilitates these powers and tech can be reconfigured. That's the principle here. Edit: Just realised this thread is way beyond the post I was responding to. This may have already been addressed! A biotic implant=/=a specialized omnitool, though. You do not need an implant to turn your omnitool into a hand-held flame thrower. Nor do you need an omnitool to throw up a singularity. We are talking about completely different kinds of tech.
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Post by CrutchCricket on Jan 10, 2017 15:18:32 GMT
I support Andromedans going full techno-mage. I even encourage it.
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Post by Iakus on Jan 10, 2017 15:22:51 GMT
I support Andromedans going full techno-mage. I even encourage it. "As I look at you, Ambasador Mollari, I see a great hand reaching out of the stars. The hand is your hand. And I hear sound; the sounds of billions of people calling your name. " "My followers? " "Your victims."
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Post by Thrombin on Jan 10, 2017 15:47:18 GMT
BIB. Actually you do! What people seem to often be forgetting when they talk about these 'skills' is that they are not skills they are powers faciliated by tech. Sure you need to be skillful in using them effectively but you can't use them at all without the right tech. That tech can either be built into your suit, your omni-tool or your implants. All of the tech, however, even when faciliated by your suit, is invoked via your implants and different implants can invoke different things. For example, Vanguards can do biotic charge specifically because they have L5n implants and Adepts can do singularity because they have L5x implants. If a Vanguard had a way to dynamically reconfigure an L5n to be an L5x he would no longer be able to do a Biotic Charge no matter how skilled he was in it. He would, however, assuming he'd practiced enough, be able to do a Singularity now. If the implant was reconfigured to control a Combat Drone, however, he would no longer be able to use either of those biotic abilities but he would be able to spawn and control a Combat Drone. Tech facilitates these powers and tech can be reconfigured. That's the principle here. Edit: Just realised this thread is way beyond the post I was responding to. This may have already been addressed! This is more a discussion about Lore, and the problem I have with this mechanic goes into the realm of fun gameplay design as well, but I disagree anyway. (and I also have to wonder how you will explain the same limitation in DA:I, a shield bash is certainly not depended on tech) The indication I got from the lore is that different biotic implants are simply better optimized for Vanguards / Adepts, not that they are inherently different and incapable of assisting a vanguard to use "Throw" for example.The difference is more likely in training and focus, rather than a hard limit that relates to tech. Except that the attached screen shots from the ME3 class selection screen prove otherwise. The L5n implant is required to do Biotic Charge and the L5x is required to do Singularity. No amount of training or focus will allow you to use the other if you have the wrong implant and no amount of Biotic training will allow you to use any biotics if you don't have any biotic implant. Notice also how even Engineers have a whole network of implanted tech inside their bodies. Those implants must be doing something! The Engineer profile in the CES trailer specifically says that it reconfigures Ryder's implant to be able to control a Combat Drone. The Omnitool may be what creates the drone but it's clearly not what does the controlling. As far as the limit is concerned that wasn't what I was responding to. We don't know the full story on the control system. However, if there was a limit it's easily explained given that all these abilities need to be invoked by implants converting Ryder's brain or nerve impulses into the appropriate effect. If there is a limit to the number of implants then there's a limit to the number of effects. The fact that there are less abilities available to Ryder than Shepard may be a limitation imposed by the tech that allows the implants to be reconfigurable.
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Post by CrutchCricket on Jan 10, 2017 15:50:11 GMT
I support Andromedans going full techno-mage. I even encourage it. Magic is always good. Hell, I would have preferred if they just used "psionics" to explain all the weird shit instead of flailing around with unlikely scientific explanations. Rachni telepathy? Psionics. Asari mind-sex? Psionics. Ardat Yakshi? Psionics. Reaper / Leviathan Indoctrination? Psionics. Thorian? Psionics. Making Reaper from human-juice? Psionics. Techno-mages (specifically the Babylon 5 ones I alluded to) do not actually have extrasensory powers. They have implants that allow them to use tech to simulate magic. The whole point of them is to illustrate that ambiguity. The source of that tech is what allows it to be as undefined as it is yet still work. Of course, in B5 you also have actual extrasensory abilities (telepathy) and transcended aliens, so again, more of this stuff can be justified. But I agree, they should've gone the same way if they wanted to have things like the rachni and asari work. The thorian I thought was clever (at least with the thralls, not so much with the clones) and nanomachines (son) would've worked for the Reapers.
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Post by Thrombin on Jan 10, 2017 15:56:03 GMT
A biotic implant=/=a specialized omnitool, though. You do not need an implant to turn your omnitool into a hand-held flame thrower. Nor do you need an omnitool to throw up a singularity. We are talking about completely different kinds of tech. I believe that the implication is, yes, you do need an implant to turn an omni-tool into a flame thrower. Why can't everyone use an omni-tool as a flame-thrower otherwise? Why would it need to be restricted to particular classes? All your powers are invoked by willing them. That means something must be translating your desire for a flamethrower into a signal sent to the Omnitool to produce the flame. Implants are the interface between your brain and the tool.
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Post by Iakus on Jan 10, 2017 16:30:00 GMT
I believe that the implication is, yes, you do need an implant to turn an omni-tool into a flame thrower. Why can't everyone use an omni-tool as a flame-thrower otherwise? Why would it need to be restricted to particular classes? All your powers are invoked by willing them. That means something must be translating your desire for a flamethrower into a signal sent to the Omnitool to produce the flame. Implants are the interface between your brain and the tool. A. Everyone who has the specific software and manufacturing capability in their omni-tool can use tech abilities. Also you probably need some tech knowledge so you won't blow your hands up by accident. B. Powers are not invoked by "willing them", an omni-tool is an external device that you activate via external motions and commands. This is certainly a claim that you should at the very least support with a source. Precisely. An omnitool, a flamethrower, a sniper rifle, a biotic amp, all require training. And to be really good at it, specialized training. This is why we have doctors, soldiers, scientists, and engineers with different specialties: training. But take way the implant, and what is Ryder good at? I know people complained that Shepard was too special, but is Ryder really such a nobody that he/she is entirely dependent on a magical do-everything implant to be effective at their job?
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Post by Thrombin on Jan 10, 2017 16:34:13 GMT
This is mostly speculation, since the lore you are quoting is hardly as explicit as you are saying. From the lore known on biotics (books and codex) Biotics don't need a special implant to use a singularity (the regular implant is enough) it's more a matter of skill of the specific biotic, the lore on biotic charge is more vague or rather there isn't much. (since charge was added only in ME2 and is mostly used in gameplay and not in books, and also isn't expanded upon in the lore) It's not speculation at all. Did you look at the attached screenshots? I quote: "Vanguards...are fitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force..." "Adepts...are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air." This is directly quoted from the game. The abilities are directly a result of the type of implant. Without the right implant no amount of training will produce the effect.
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Post by Sanunes on Jan 10, 2017 17:12:02 GMT
This is mostly speculation, since the lore you are quoting is hardly as explicit as you are saying. From the lore known on biotics (books and codex) Biotics don't need a special implant to use a singularity (the regular implant is enough) it's more a matter of skill of the specific biotic, the lore on biotic charge is more vague or rather there isn't much. (since charge was added only in ME2 and is mostly used in gameplay and not in books, and also isn't expanded upon in the lore) It's not speculation at all. Did you look at the attached screenshots? I quote: "Vanguards...are fitted with L5n implants, enabling them to perform a biotic charge that strikes the opponent with incredible force..." "Adepts...are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air." This is directly quoted from the game. The abilities are directly a result of the type of implant. Without the right implant no amount of training will produce the effect. I give you that the T5 implants seem to be specialized, but who knows what happens with developing technology. The Ryder children might have a newer implant that doesn't need to be specialized, for if I remember correctly Kaiden had a lot of side effects with his T2 implant, but Shepard didn't since in Mass Effect 1 they were using a T3 implant.
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Post by Thrombin on Jan 10, 2017 17:29:07 GMT
I believe that the implication is, yes, you do need an implant to turn an omni-tool into a flame thrower. Why can't everyone use an omni-tool as a flame-thrower otherwise? Why would it need to be restricted to particular classes? All your powers are invoked by willing them. That means something must be translating your desire for a flamethrower into a signal sent to the Omnitool to produce the flame. Implants are the interface between your brain and the tool. A. Everyone who has the specific software and manufacturing capability in their omni-tool can use tech abilities. Also you probably need some tech knowledge so you won't blow your hands up by accident. B. Powers are not invoked by "willing them", an omni-tool is an external device that you activate via external motions and commands. This is certainly a claim that you should at the very least support with a source. Just watch the in-game animation. I tried Shockwave, Push, Pull and Singularity on my Adept and the gesture was identical. My Engineer's powers were also the same as each other. No touching of the omni-tool, just a quick punch forward with the hand. You'll notice on those screenshots that even the Engineer has tech implanted in his brain. Why attach an implant to your brain if not for such a purpose? I'd also point out that the same Omni-tool could be bought and passed around all the tech users of the party in ME1 and none of them inherited different powers as a result. If the powers were enabled by the tool rather than the implants that would not make sense. The CES video even shows direct proof that it's the implant not the omnitool which allows for the Combat Drone ability. The description of the Engineer profile specifically states that the profile reconfigures Ryder's implant to control the Drone. Precisely. An omnitool, a flamethrower, a sniper rifle, a biotic amp, all require training. And to be really good at it, specialized training. This is why we have doctors, soldiers, scientists, and engineers with different specialties: training. But take way the implant, and what is Ryder good at? I know people complained that Shepard was too special, but is Ryder really such a nobody that he/she is entirely dependent on a magical do-everything implant to be effective at their job? I'm saying that Shepard was just as dependent. I'm not saying that the classes don't need the appropriate training but the class selection screens have diagrams showing networks of implants throughout the different classes' bodies. I think that's a clear indication that these implants are designed to facilitiate, or at least enhance to suitable levels, the abilities of that class. You need training to fire a gun well but without the gun no amount of training will help you!
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Post by Thrombin on Jan 10, 2017 17:32:28 GMT
Yes I saw the screenshot. But the lore is wider than those screenshots. Biotics occur naturally even without implants at all. Like Jack's biotic Varren, or other types of biotic wildlife. Asari are born biotic according to the codex. The only choice for them is if they want to invest the time and effort required to actually master their abilities. Humans use implants in order to better control their biotics, but their abilities do not come FROM an implant. In one of the ME books there was a description of a human biotic child creating a singularity. The only things special about her were her autism and an innate skill with Biotics. I can only conclude that the type of implant is merely better optimized for the use of biotic charge or singularity, the ability is merely *enhanced* or optimized by the implant. There's no contradiction here. Biotics themselves don't come from tech but the ability to focus the biotic field into anything useful in combat does. As for the books, they don't have the best reputation when it comes to faithfully following ME lore but didn't the girl in question already have an implant? Maybe it was configured to allow for Singularity? All Adepts can do it, and I doubt she was studying to be a Sentinel!
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Post by Thrombin on Jan 10, 2017 17:41:29 GMT
I give you that the T5 implants seem to be specialized, but who knows what happens with developing technology. The Ryder children might have a newer implant that doesn't need to be specialized, for if I remember correctly Kaiden had a lot of side effects with his T2 implant, but Shepard didn't since in Mass Effect 1 they were using a T3 implant. I agree. I was suggesting that as the reason for the ability to change powers using the profiles before the CES video came out and proved it to be the case. Ryder's implants can be reconfigured on the fly. That's what makes the pathfinders special.
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Post by Iakus on Jan 10, 2017 17:50:57 GMT
I'm saying that Shepard was just as dependent! I'm not saying that the classes don't need the appropriate training but it's quite clear to me that most, if not all, of Shepard's powers were facilitated by implanted tech in addition to the training to use it. I'm sure Shepard was at least somewhat dependent on having specialized weapons, implants, and equipment. But that's still part of the training. You don't get good at using weapons unless you train at them. A biotic SHepard needed to be trained to use biotic implants. A Shepard with engineering skill needed to be taught how to use specialized omnitool features, and so on. Ryder, who needs training? This magical implant will do it all for you! It can be any biotic implant you want! IT can access any omnitool feature you desire! But it's hard drive is limited, it can only access three skills at a time But again, what is Ryder without the implant?
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Post by traks on Jan 10, 2017 18:07:15 GMT
Only Shepard had tons of active powers. We will be more like the norm with our Ryders (while also being special with the profile swaps). So I don't see any lore problem with only three active powers at any one point, because we are not Shepard - the superhuman - anymore.
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Post by traks on Jan 10, 2017 18:19:40 GMT
Only Shepard had tons of active powers. We will be more like the norm with our Ryders (while also being special with the profile swaps). So I don't see any lore problem with only three active powers at any one point, because we are not Shepard - the superhuman - anymore. I bet that in actual suitability and combat effectiveness there won't be much difference between Shepard and Ryder, it's only that with Ryder you would have to spam the same abilities much more often. (the output of actual biotic/tech/combat abilities will likely remain at the same rate) It's also an incredibly dumb reason. You don't need to be a super-human to know how to use more than 3 combat abilities (under the ME technology and lore, and more importantly - common sense). Also, in ME1 squadmates had up to 8 abilities at any time. Not sure what is stupid about being more like the norm (and we are long past ME1). Why not simply try it first, before calling the new system shit?
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Post by spacebeetle on Jan 10, 2017 19:30:05 GMT
I was thinking Bethesda myself. Hey Bioware says they were studying Skyrim, right? At the very least with Bethesda games mods are more or less part of the package, with recent BW games modding is an uphill battle. To be as correct as possible, Paradox actively encourage modding: its own very games are structured in a way that, more often than not, allows for tweaks and changing to the users in a very simple and intuitive way. To the point often only Notepad ++ is needed to change gameplay values.
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Post by spacebeetle on Jan 10, 2017 19:45:27 GMT
Only Shepard had tons of active powers. We will be more like the norm with our Ryders (while also being special with the profile swaps). So I don't see any lore problem with only three active powers at any one point, because we are not Shepard - the superhuman - anymore. I bet that in actual survivability and combat effectiveness there won't be much difference between Shepard and Ryder, it's only that with Ryder you would have to spam the same abilities much more often. (the output of actual biotic/tech/combat abilities will likely remain at the same rate) It's also an incredibly dumb reason. You don't need to be a super-human to know how to use more than 3 combat abilities (under the ME technology and lore, and more importantly - common sense). Also, in ME1 squadmates had up to 8 abilities at any time. Come now traks: are we really deluding ourselves that Remnant implants make or should make for a vanilla, run of the mill human in ME:A? Of course Ryder will be a super human too (or to be precise a post human) : we're the hero of the story. We've training, abilities, knowledge and purpose (and let's not talk if we were already biotic before the beginning of ME:A). Also a badass crew to command to boot: not really normal, wouldn't you agree? Allowing to change abilities on the fly outside combat, but limiting the active ones to only 3 at a time is a fig leaf at most (should once again 3 be confirmed as the upper limit), and one that makes this kind of limitation all the more visible and frustrating to be subjected to. And btw, not receiving any more inputs from the devs on the matter makes me quite concerned... Even talking lorewise, are we really deluding ourselves that a tech able to reshape matter or to convert matter/energy on the fly, doesn’t allow for more than 3 abilities to be used together? And what about the Milky Way tech we’re bringing with us? Biotic implants and omnitools are in use during the Andromeda project: after all, it’s the highest-end tech initiative of the end of 2183, an era of technological progress for everyone… Should we really believe Ryder leave its biotic implant on the Tempest at the beginning of every mission?
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