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Post by spacebeetle on Jan 23, 2017 22:14:35 GMT
Don't know about the moot. I mean, we have demonstrated multiple times in this thread why a 3 powers limits (if really confirmed) is bad for single player (in the sense that is an unnecessary limitation for players, and absurd) and many ways to circumvent it even on console. It is something and I think it will matter. I agree, I just meant that it won't change anything for MEA. The control scheme will be finalised by now. Yeah, but some confirmation about combat system and ability, in one way or the other, would be nice at this point, so close to launch date. I mean, it could be that our preoccupations are only motivated by jaded scepticisms and I would be fucking ecstatic should it be the case. Or it could be worse. But if EA decided to do to ME:A the same thing they did to Dead Space 3, I would like to know it at this point: I would weep, I would rage, but I would go on.
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Post by colfoley on Jan 23, 2017 23:11:35 GMT
Just to add my voice to this... 3 seems almost enough. But not quite. Obviously Soldier will be fine. Vanguard, Infiltrator will probably be fine. (Especially if we go by ME3, where by far the fastest SP character was a Vanguard spamming two powers. And Infiltrators are primarily about cloaking.) Adepts might be fine. Some loss of diversity here, though, but Singularity/Pull + Warp + Throw seems OK. Engineer and Sentinel lose their identity. The whole point of these classes was that they're power reliant, and since their individual powers are typically weaker than Adept's, they need a diverse toolkit. It's funny, but I think 4 powers would be perfectly fine. Too bad about controllers limiting design space, I guess. I played my Sentinel in ME 2 relying on guns. Granted ME 3 was a bit harder to pull off but for Sentinel, like pretty much every class I played, I tended to stick to three powers only. Ocasionally I switched to a fourth but this was rare. So for Sentinel it was usually Warp + Overload + Tech Armor. Tech Armor was really all you needed though.
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Post by Cypher on Jan 23, 2017 23:40:14 GMT
If you couldn't direct them, there'd be no point in bringing them along and there'd be no point in having a party in the first place. Then pause with the weapon wheel and utilize your precision there. Lol if you go back and look at the weapon wheel in the Dec 1 trailer you'll see that it isn't going to be particularly useful for anything but selecting weapons and ammo. It's basically opaque. Plus you obviously won't be able to use it to direct your squadmates' powers. I'm all for keeping an open mind but it's clear that we won't have the same level of control as before, even if they've still put together a solid system. Open weapon wheel, move analog stick to target, hit left or right on the dpad to have them attack a specific target. Nothing so far says that something of that sort is impossible, so I'm not going to get pissed about it until they confirm otherwise.
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Post by ProbeAway on Jan 24, 2017 0:21:45 GMT
Lol if you go back and look at the weapon wheel in the Dec 1 trailer you'll see that it isn't going to be particularly useful for anything but selecting weapons and ammo. It's basically opaque. Plus you obviously won't be able to use it to direct your squadmates' powers. I'm all for keeping an open mind but it's clear that we won't have the same level of control as before, even if they've still put together a solid system. Open weapon wheel, move analog stick to target, hit left or right on the dpad to have them attack a specific target. Nothing so far says that something of that sort is impossible, so I'm not going to get pissed about it until they confirm otherwise. You mean this weapon wheel? Like I said, basically opaque. It's highly unlikely to be an option (and, once again, it certainly won't let you select and use specific squad powers). I'm not going to outright judge the system without more info, but I'm also not going to put my head in the sand and ignore what the available evidence points to either. Without the power wheel or any other kind of tactical pause option, I just can't see how they could possibly give us a degree of control over squad commands and power aiming which is comparable to that in the trilogy.
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Post by ProbeAway on Jan 24, 2017 0:28:22 GMT
Just to add my voice to this... 3 seems almost enough. But not quite. Obviously Soldier will be fine. Vanguard, Infiltrator will probably be fine. (Especially if we go by ME3, where by far the fastest SP character was a Vanguard spamming two powers. And Infiltrators are primarily about cloaking.) Adepts might be fine. Some loss of diversity here, though, but Singularity/Pull + Warp + Throw seems OK. Engineer and Sentinel lose their identity. The whole point of these classes was that they're power reliant, and since their individual powers are typically weaker than Adept's, they need a diverse toolkit. It's funny, but I think 4 powers would be perfectly fine. Too bad about controllers limiting design space, I guess. I played my Sentinel in ME 2 relying on guns. Granted ME 3 was a bit harder to pull off but for Sentinel, like pretty much every class I played, I tended to stick to three powers only. Ocasionally I switched to a fourth but this was rare. So for Sentinel it was usually Warp + Overload + Tech Armor. Tech Armor was really all you needed though. I had overload, warp and throw as my hotkeyed powers (throw as a detonator) with tech armour always on in the background. If tech armour is the profile skill for the sentinel profile in MEA then I'll be content. Having access to cryo blast/beam would also be nice but I can always use that on an engi profile.
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Post by sjsharp2010 on Jan 24, 2017 1:09:59 GMT
I played my Sentinel in ME 2 relying on guns. Granted ME 3 was a bit harder to pull off but for Sentinel, like pretty much every class I played, I tended to stick to three powers only. Ocasionally I switched to a fourth but this was rare. So for Sentinel it was usually Warp + Overload + Tech Armor. Tech Armor was really all you needed though. I had overload, warp and throw as my hotkeyed powers (throw as a detonator) with tech armour always on in the background. If tech armour is the profile skill for the sentinel profile in MEA then I'll be content. Having access to cryo blast/beam would also be nice but I can always use that on an engi profile. I'd imagine it will be much like the Combat drone for engineer. it makes sense at least with those 2 abilties anyway. Because genreally once I've activated it I leave it on I don't usually use the explosive/stun part of it anyway.
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Post by lastpawn on Jan 24, 2017 6:50:24 GMT
It's true that Sentinels were straight-up tanks with a sprinkling of powers in ME2, but if you look at ME1 and ME3, and read the class description across all 3 games, the apparent point of the class was that it offered versatility via tech + biotics. If there are only 3 powers and techarmor is one of them, I don't see how this idea could possibly hold. Techarmor + Overload + Warp? I guess that might do it, it just seems impoverished. Adding to this is that we can't control what party members do, so if we want power combos, we will likely have to have both the primer and detonator.
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Post by colfoley on Jan 24, 2017 6:53:21 GMT
It's true that Sentinels were straight-up tanks with a sprinkling of powers in ME2, but if you look at ME1 and ME3, and read the class description across all 3 games, the apparent point of the class was that it offered versatility via tech + biotics. If there are only 3 powers and techarmor is one of them, I don't see how this idea could possibly hold. Techarmor + Overload + Warp? I guess that might do it, it just seems impoverished. Adding to this is that we can't control what party members do, so if we want power combos, we will likely have to have both the primer and detonator. I'd be shocked if we did not have about the same amount of control of companions as we did in the trilogy IE 'attack that move here'. We just may not be able to do it with pausing from one of the wheels.
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Post by lgp22 on Jan 24, 2017 8:05:38 GMT
The drone is a slotted power. At 3:52 you can see the player pressing R2 to summon the drone & the power turns green. At 4:19 the same drone looking icon is now in the middle (L2+R2) & is again green. R2 at 3:52 is for an Assault Turret and not the Combat Drone. If you watch carefully it pops up at 3:54 and states 'Assault Turret". Screenshot attached to illustrate: Equally at 4:19 that same icon is now in the middle and is green, but once again it shows Assault Turret (the icon correlates too). At 4:20 you see the Combat Drone along with 3 icons, one of which are Cryo Blast, Unknown (although it shows a toxic sign so that is clearly not a Combat Drone) and Incinerate. That Combat Drone could easily be a squad mates power, but the description of the Engineer Profile on the latest video clearly states that the Engineer get's a Combat Drone, whether that's active or passive we do not know (it could be always up after all). Yeah you right. My bad, i had them both mixed up!
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Post by catalina on Jan 24, 2017 10:28:08 GMT
Open weapon wheel, move analog stick to target, hit left or right on the dpad to have them attack a specific target. Nothing so far says that something of that sort is impossible, so I'm not going to get pissed about it until they confirm otherwise. You mean this weapon wheel? Like I said, basically opaque. It's highly unlikely to be an option (and, once again, it certainly won't let you select and use specific squad powers). I'm not going to outright judge the system without more info, but I'm also not going to put my head in the sand and ignore what the available evidence points to either. Without the power wheel or any other kind of tactical pause option, I just can't see how they could possibly give us a degree of control over squad commands and power aiming which is comparable to that in the trilogy.This is what I'm worried about. Just doing another trilogy play through of ME. I realise I use the pause a lot to command my squad mates, also to see where enemies are on the mini map. With no pause wheel to direct squad mates, this is going to be a totally different game to play for me, if you cannot direct squad mates powers.
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Post by Iakus on Jan 24, 2017 17:20:23 GMT
Just to add my voice to this... 3 seems almost enough. But not quite. Obviously Soldier will be fine. Vanguard, Infiltrator will probably be fine. (Especially if we go by ME3, where by far the fastest SP character was a Vanguard spamming two powers. And Infiltrators are primarily about cloaking.) Adepts might be fine. Some loss of diversity here, though, but Singularity/Pull + Warp + Throw seems OK. Engineer and Sentinel lose their identity. The whole point of these classes was that they're power reliant, and since their individual powers are typically weaker than Adept's, they need a diverse toolkit. It's funny, but I think 4 powers would be perfectly fine. Too bad about controllers limiting design space, I guess. I played my Sentinel in ME 2 relying on guns. Granted ME 3 was a bit harder to pull off but for Sentinel, like pretty much every class I played, I tended to stick to three powers only. Ocasionally I switched to a fourth but this was rare. So for Sentinel it was usually Warp + Overload + Tech Armor. Tech Armor was really all you needed though. All you need =/= what's fun. Combat can get monotonous if we're just pushing the same buttons and doing the same combos over and over. In fact I'd say that adds to the MMO feeling of some games
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Post by catalina on Jan 26, 2017 10:21:44 GMT
This is what I'm worried about. Just doing another trilogy play through of ME. I realise I use the pause a lot to command my squad mates, also to see where enemies are on the mini map. With no pause wheel to direct squad mates, this is going to be a totally different game to play for me, if you cannot direct squad mates powers. They don't particularly care about that. They want gameplay to be similar in SP and MP, for... reasons. (which I speculate are related to their desire to push more people into playing MP, therefore exposing them to micro transactions) It's shame Bioware seem to be going down that route with this game. I don't like MP or MMO's, so for me this tactical game play change is going to be a real bummer. Let's see with the new trailer if there are any game play details.
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Post by sjsharp2010 on Jan 26, 2017 16:45:17 GMT
They don't particularly care about that. They want gameplay to be similar in SP and MP, for... reasons. (which I speculate are related to their desire to push more people into playing MP, therefore exposing them to micro transactions) It's shame Bioware seem to be going down that route with this game. I don't like MP or MMO's, so for me this tactical game play change is going to be a real bummer. Let's see with the new trailer if there are any game play details. It is I agree when I first played the trilogy though I did play it in a more action way so it looks like I may have to adjust back to doing this but in later playthroughs I switched to the pause to aim and used it because I found it easier to direct stuff where I wanted it. So I could probably adjust back if I had to with practice but I'd rather not if I can get away with it. But it's looking like we're going to have to if we want to play MEA
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Post by kaind on Jan 27, 2017 0:40:15 GMT
3 powers seems like a bit too little but if we factor in passives I guess it kinda isn't. Passives are very important and when they showed the tech tree I've seen at least 2 passive skills for tech powers, which probably means that there are 2 for biotic and combat powers as well, I think any single build would probably have atleast 3 passive abilities that they would want to max out even if they focus on a single discipline so that would be 7 powers all together. Not to mention bonus powers which were very useful and fun. Have you ever played ME3 with that mode that adds a bunch of MP powers to the selection of SP bonus powers? THAT was when 3 powers was all I needed - Annihilation field ( bonus power ) / Biotic charge / Nova. Annihilation field made everything your charge or Nova hits perma-primed. Charge in => Biotic explosion straight off the bat => Nova => Second biotic explosion, room cleared, it was hilarious.
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Post by kaind on Jan 27, 2017 10:46:19 GMT
Have you ever played ME3 with that mode that adds a bunch of MP powers to the selection of SP bonus powers? THAT was when 3 powers was all I needed - Annihilation field ( bonus power ) / Biotic charge / Nova. Annihilation field made everything your charge or Nova hits perma-primed. Charge in => Biotic explosion straight off the bat => Nova => Second biotic explosion, room cleared, it was hilarious. Interesting, that sounds like something that might cause me to actually replay ME3. Do you have a link/name? www.nexusmods.com/masseffect3/mods/344/?
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Post by Cypher on Jan 28, 2017 9:09:27 GMT
Fair warning, I can only get one of the bonus packs to actually register and display in my game. And the power I attempted to use didn't even register as hitting anything.
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Post by Cypher on Jan 28, 2017 11:06:36 GMT
Fair warning, I can only get one of the bonus packs to actually register and display in my game. And the power I attempted to use didn't even register as hitting anything. Is the problem only with one power? Which one? Ballistic Blades didn't register a hit, but I just tried Biotic Smash and it worked just fine. Nothing from Bonus Pack 2 shows up at all, which means I gave my Engineer Adept Soldier Shepard Nova for no reason since I can't use Annihilation Field.
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Post by kaind on Jan 28, 2017 18:42:11 GMT
Is the problem only with one power? Which one? Ballistic Blades didn't register a hit, but I just tried Biotic Smash and it worked just fine. Nothing from Bonus Pack 2 shows up at all, which means I gave my Engineer Adept Soldier Shepard Nova for no reason since I can't use Annihilation Field. For me everything worked just fine. See if you messed up something in the accidentally installation process? Also try deleting the first pack and installing the other one, maybe they work only one at a time.
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Post by laxian on Jan 28, 2017 19:11:22 GMT
I don't know why you feel like you have to resort to an argument about semantics rather than a direct discussion about the topic. I don't think that the claim I made that Caster classes are objectively worse when they only have access to 3 powers is as outlandish as you are pretending. Or my criticism in regards to breakage of suspension of disbelief with mechanics that make no sense such as replacing powers. By all means, I'm open to a rational discussion here, I'm just not seeing anything that actually refutes the claims I made. I'm not dodging the discussion, I just look at the 6 previous pages and wonder if I'd be wasting my time. I'll use the Adept as an example, I guess, since I started with that class. Let's also revisit what I originally said. I said I could play an Adept with just Double Lift, Double Throw and Warp. I don't disagree that more powers are nice. I just disagree that they are objectively better, since a devastatingly effective and/or fun build (take your pick) can be achieved with just 3 powers. I'll list the ME3 Adept Class powers below. I'll give a brief opinion on each, as well, since this seems the most ordered and efficient way to handle the post. I'll exclude Fitness and Biotic Mastery, since they're passives. I'll also add "Bonus Power", since we all use one, and it would be unfair to exclude it. - Singularity: This used to be a fun, go-to power in ME and ME2. It's completely outclassed by both Double Pull and Liara's Singularity in ME3. Skip it until you have nothing else in which to invest.
- Pull: One of your go-to powers. It has a very fast cooldown and is very difficult for enemies to dodge if evolved to Double Pull. It also rips shields from enemies hands. Primes detonations.
- Shockwave: A very corner-case, marginally useful power. Generally, if you can reach it with shockwave, you can reach it with Warp + Throw or Pull + Throw. It does Detonate Combos, and can be evolved to Lift and Prime Combos.
- Throw: This will be the power you use the most. It has a nearly non-existent cooldown and is your Detonator power. Double Throw nearly guarantees a hit, and can detonate multiple combos.
- Warp: Your third go-to power. Even protected enemies will whither under the Warp + Throw assault. The cooldown can be brought very low with passives, loadout weights and equipment.
- Cluster Grenade: These are my favorite grenades. Throw 3-5 of these at a big enemy and take a huge bite out of its health. These are detonators, so you can setup some serious chain explosions if you're crafty.
- Bonus Power: I generally take a "passive power" like Fortification. (Yep, I use it passively--turn it on and ignore it. I suspect these "powers" might be very different in MEA). Some like to select Reave to "replace" Warp. Others like Stasis, which is nice, but not really all that useful, in my opinion. Just kill the enemies quickly, and you won't need a Stasis Bubble.
[/ul] So, in my estimation, the Adept would be no worse for wear if we immediately dropped two powers from the list. Either Singularity or Pull can go. Singularity is supposed to be iconic, but it sucked in ME3. It needs a restorative facelift if it's going to be relevant, again. Shockwave has been obsolete from the start. It's one of those powers people use because they want to use it, not because it's the best tool for the job. Cluster Grenades are cool, but grenades shouldn't even be a power. Who knows how that will play out, though I believe someone said they are still looking to be powers? Either way, I'd never take limited grenades over an unlimited use biotic power. Bonus Powers are just that, a bonus. Generally, if it is essential to your character, you're speccing accordingly. Mine is usually very important, or not important at all. Ultimately, bonus powers are OT relics, since MEA is a classless game. So, there you go. This is my Adept. Three core powers that are mapped; grenades I remember to use a couple of times in the entire game, since I never played MP and got used to using them; and a passive bonus power. This is why I can say with absolute certainty that my Adept experience is not objectively better with more powers. The other powers that I am given go unused.[/quote] Well, maybe I am doing it WRONG, but: I used WARP way more than either THROW or PULL and I loved the damned SHOCKWAVE ("Who ordered a freight train to run something over?" - "I did, there's your target, GO!"...nothing better to deal with fucking husks!), I thought the grenades crappy (can't really target them well! I only used them as close quarter options against mechs!), I did use singularity, but not all that often, hell I usually used REAVE do start biotic combos (use REAVE and then either use a companion (like Liara) to detonate or do it myself with a Warp!) ...then again: I HATED the LOAD-OUT-DETERMINES-COOLDOWN-MECHANIC...worst idea ever IMHO (Soldier was strong enough without needing this crap to hamstring the "caster" classes, especially since they were the best with weapons and their adrenaline rush boosted that even further, to to mention ammo-powers!) And yes: Less abilities hamstring a caster much much much more than a soldier (because most of the damage comes from abilities in this case, not from guns!) ps: Never played a soldier for long (always played adepts in all my runs that I finished, didn't finish a run with any other class ) so it's killing my most beloved class if this is true! Especially since I wanted to play another kind of adept this time (I wanted tactical cloak and charge from the other classes - at the very least, not to mention that nice shield from one of the trailers!)
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Post by Cypher on Jan 28, 2017 20:49:42 GMT
Ballistic Blades didn't register a hit, but I just tried Biotic Smash and it worked just fine. Nothing from Bonus Pack 2 shows up at all, which means I gave my Engineer Adept Soldier Shepard Nova for no reason since I can't use Annihilation Field. For me everything worked just fine. See if you messed up something in the accidentally installation process? Also try deleting the first pack and installing the other one, maybe they work only one at a time. lol, it didn't even dawn on me that maybe they only worked one at a time.
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Post by Element Zero on Jan 29, 2017 2:54:53 GMT
<snip> This is why I can say with absolute certainty that my Adept experience is not objectively better with more powers. The other powers that I am given go unused.Well, maybe I am doing it WRONG, but: I used WARP way more than either THROW or PULL and I loved the damned SHOCKWAVE ("Who ordered a freight train to run something over?" - "I did, there's your target, GO!"...nothing better to deal with fucking husks!), I thought the grenades crappy (can't really target them well! I only used them as close quarter options against mechs!), I did use singularity, but not all that often, hell I usually used REAVE do start biotic combos (use REAVE and then either use a companion (like Liara) to detonate or do it myself with a Warp!) ...then again: I HATED the LOAD-OUT-DETERMINES-COOLDOWN-MECHANIC...worst idea ever IMHO (Soldier was strong enough without needing this crap to hamstring the "caster" classes, especially since they were the best with weapons and their adrenaline rush boosted that even further, to to mention ammo-powers!) And yes: Less abilities hamstring a caster much much much more than a soldier (because most of the damage comes from abilities in this case, not from guns!) ps: Never played a soldier for long (always played adepts in all my runs that I finished, didn't finish a run with any other class ) so it's killing my most beloved class if this is true! Especially since I wanted to play another kind of adept this time (I wanted tactical cloak and charge from the other classes - at the very least, not to mention that nice shield from one of the trailers!) You pulled this one out of the way back machine. Enjoyably enough, this conversation ended pretty agreeably. Our differences were purely over semantics. Of course you're not "doing it wrong", you're just "doing it differently". I hope that the 3 power limit doesn't stifle creativity in MEA. It's one of the few issues still on my radar. It never really affected my OT builds, as I highlighted above. I can definitely understand how others might feel differently. I suspect that PC gamers will feel the difference more acutely. We console gamers only ever had 3 powers on our controller, so this isn't a huge change for us. I was never a huge fan of the power wheel, using it sparingly (to reactivate defensive powers or throw grenades) or not at all. I'm hopeful that it's absence won't affect me at all. I'm more displeased by its removal on behalf of the disabled who were only able to play the OT because of the pause-and-play mechanic. That, of course, is a different conversation for a different thread. Also, welcome to the community! I see this is your first post. Hopefully, there will be many more to come.
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vpisciot
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Post by vpisciot on Jan 29, 2017 3:56:53 GMT
The whole gameplay mechanic is based on MP EA(bioware) know that MP is an endless source of income for them so single player gameplay is just trying to train people so they become more proficient in multiplayer hopefully that way they pick up more multiplayer participants. That's the reason you can't aim while paused, it's the reason you can't direct your squadmates and it's also the reason you only get 3 mapped powers at a time. The devs don't care how broken the single player experience is; they probably only ever tested it in multiplayer and it seems that they believe that anything which brings gameplay closer to the multiplayer experience is somehow a good thing. Did you love playing Mass Effect for the single player RPG experience? bad luck!
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DayusMakhina
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Post by DayusMakhina on Jan 29, 2017 7:30:08 GMT
The whole gameplay mechanic is based on MP EA(bioware) know that MP is an endless source of income for them so single player gameplay is just trying to train people so they become more proficient in multiplayer hopefully that way they pick up more multiplayer participants. That's the reason you can't aim while paused, it's the reason you can't direct your squadmates and it's also the reason you only get 3 mapped powers at a time. The devs don't care how broken the single player experience is; they probably only ever tested it in multiplayer and it seems that they believe that anything which brings gameplay closer to the multiplayer experience is somehow a good thing. Did you love playing Mass Effect for the single player RPG experience? bad luck! As far as I'm aware they have not said that you cannot direct your squad mates. The rest of that is just vitriol towards a game you haven't even played yet and don't even know all of the details regarding its combat... which I just don't get. I do get that the idea of having limited powers isn't really a positive thing for a lot of people and you have every right to be concerned (and voice that concern) but sheesh, get some perspective. Your post comes across as if BioWare has personally wronged you...
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laxian
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Post by laxian on Jan 29, 2017 14:35:48 GMT
<SNIP> (not really needed and self quoting is kind of lame ) You pulled this one out of the way back machine. Enjoyably enough, this conversation ended pretty agreeably. Our differences were purely over semantics. Of course you're not "doing it wrong", you're just "doing it differently". I hope that the 3 power limit doesn't stifle creativity in MEA. It's one of the few issues still on my radar. It never really affected my OT builds, as I highlighted above. I can definitely understand how others might feel differently. I suspect that PC gamers will feel the difference more acutely. We console gamers only ever had 3 powers on our controller, so this isn't a huge change for us. I was never a huge fan of the power wheel, using it sparingly (to reactivate defensive powers or throw grenades) or not at all. I'm hopeful that it's absence won't affect me at all. I'm more displeased by its removal on behalf of the disabled who were only able to play the OT because of the pause-and-play mechanic. That, of course, is a different conversation for a different thread. Also, welcome to the community! I see this is your first post. Hopefully, there will be many more to come. Yeah, I did - and yeah it's my first posting here, but not my first in the Bioware-Community (the BSN was one my favourite hangouts - till they chose the nuclear option to trash it!) Yeah, I am a PC-Player (so I have loads of keys that I could use for powers, so this "we need to balance if for console" or "can't give PC-Guys an advantage" etc. really irks me! Especially since it doesn't make sense, why would a caster (mage/biotic) "forget" one ability just because it's not on the hot-bar? (also: I'd rather have another ability than that jump-pack and I love jump-packs generally, just below true jetpacks that allow longer flights!)) Yeah, I am late to the party (I kind of noticed - still I wanted to comment, so I had to do some threat necromancy (well: Posting necromancy, as the threat is still active (it was on the first page of the ME:A General Sub-Topic)) Also I hate the removal of the pause option (this isn't a fucking true bred shooter or hack and slay - it's supposed to offer tactical combat (even if it's only commanding your companions to use their abilities - without the option to take control of them!)), how can I truly take advantage of choke-points etc. if I can't command my companions? How can I advance tactically if I can't tell them where to go (so that they can cover me etc.)? So yeah, I did use the pause mode (it was a little immersion breaking at time, but then again: Can't command effectively in real time (at least not in games, in RL with people who are trained in combat this would be another matter entirely as they naturally know how and where to move and a simple "Use a grenade" or "toss a flashbang in there" is enough to make them do what you want! Games are way clunkier than that!), so I accepted that! Many more to come? Probably, hopefully without needing to be part of a shit-storm like after ME3...damned that game still pisses me off (!), Extended Cut did NOTHING for me (especially since it did NOT fix the linearity of that game (why would I get the Turians on board first? The Asari are the true powerhouse in the council, so if given the choice? I'd help them first!), the crappy scanning shit (how would the Reapers know that I am scanning a system? That never made sense, especially since there aren't that many of them that they can place a scout in every system!), the treatment of player choice (so you killed the Rachnii-Queen? Well, tought luck motherfucker, the Reapers cloned a new one!) etc. etc.)... I truly hope Bioware can will finally redeem themselves (because Dragon Age 2 and Inquisition while enjoyable weren't up their usual standard either IMHO!), but this 3 skills crap truly irks me (I really really really hope that we are WRONG about this, because this way you can't take any advantage of the classless system (can't play a true adept with tactical cloak and biotic charge for example, because if I select those two then I can't select the other powers I need to officially count as an adept!)) as it kind of diminishes my hope that this game will be another Mass Effect 1 (or 2) quality and story wise! Well, we'll see greetings LAX
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fade9wayz
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Origin: Aresis01
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Post by fade9wayz on Jan 29, 2017 15:15:39 GMT
Well, maybe I am doing it WRONG, but: I used WARP way more than either THROW or PULL and I loved the damned SHOCKWAVE ("Who ordered a freight train to run something over?" - "I did, there's your target, GO!"...nothing better to deal with fucking husks!), I thought the grenades crappy (can't really target them well! I only used them as close quarter options against mechs!), I did use singularity, but not all that often, hell I usually used REAVE do start biotic combos (use REAVE and then either use a companion (like Liara) to detonate or do it myself with a Warp!) ...then again: I HATED the LOAD-OUT-DETERMINES-COOLDOWN-MECHANIC...worst idea ever IMHO (Soldier was strong enough without needing this crap to hamstring the "caster" classes, especially since they were the best with weapons and their adrenaline rush boosted that even further, to to mention ammo-powers!) And yes: Less abilities hamstring a caster much much much more than a soldier (because most of the damage comes from abilities in this case, not from guns!) ps: Never played a soldier for long (always played adepts in all my runs that I finished, didn't finish a run with any other class ) so it's killing my most beloved class if this is true! Especially since I wanted to play another kind of adept this time (I wanted tactical cloak and charge from the other classes - at the very least, not to mention that nice shield from one of the trailers!) Yeah, I did - and yeah it's my first posting here, but not my first in the Bioware-Community (the BSN was one my favourite hangouts - till they chose the nuclear option to trash it!) Yeah, I am a PC-Player (so I have loads of keys that I could use for powers, so this "we need to balance if for console" or "can't give PC-Guys an advantage" etc. really irks me! Especially since it doesn't make sense, why would a caster (mage/biotic) "forget" one ability just because it's not on the hot-bar? (also: I'd rather have another ability than that jump-pack and I love jump-packs generally, just below true jetpacks that allow longer flights!)) Yeah, I am late to the party (I kind of noticed - still I wanted to comment, so I had to do some threat necromancy (well: Posting necromancy, as the threat is still active (it was on the first page of the ME:A General Sub-Topic)) Also I hate the removal of the pause option (this isn't a fucking true bred shooter or hack and slay - it's supposed to offer tactical combat (even if it's only commanding your companions to use their abilities - without the option to take control of them!)), how can I truly take advantage of choke-points etc. if I can't command my companions? How can I advance tactically if I can't tell them where to go (so that they can cover me etc.)? So yeah, I did use the pause mode (it was a little immersion breaking at time, but then again: Can't command effectively in real time (at least not in games, in RL with people who are trained in combat this would be another matter entirely as they naturally know how and where to move and a simple "Use a grenade" or "toss a flashbang in there" is enough to make them do what you want! Games are way clunkier than that!), so I accepted that! Many more to come? Probably, hopefully without needing to be part of a shit-storm like after ME3...damned that game still pisses me off (!), Extended Cut did NOTHING for me (especially since it did NOT fix the linearity of that game (why would I get the Turians on board first? The Asari are the true powerhouse in the council, so if given the choice? I'd help them first!), the crappy scanning shit (how would the Reapers know that I am scanning a system? That never made sense, especially since there aren't that many of them that they can place a scout in every system!), the treatment of player choice (so you killed the Rachnii-Queen? Well, tought luck motherfucker, the Reapers cloned a new one!) etc. etc.)... I truly hope Bioware can will finally redeem themselves (because Dragon Age 2 and Inquisition while enjoyable weren't up their usual standard either IMHO!), but this 3 skills crap truly irks me (I really really really hope that we are WRONG about this, because this way you can't take any advantage of the classless system (can't play a true adept with tactical cloak and biotic charge for example, because if I select those two then I can't select the other powers I need to officially count as an adept!)) as it kind of diminishes my hope that this game will be another Mass Effect 1 (or 2) quality and story wise! Well, we'll see greetings LAX In just two posts you proved how important it is to limit abilities in some way. If you get tact cloak, you get the huge weapon bonus shooty classes get. With Biotic charge, you get the mobility and survability vanguards get, then you want to add, what, 4/5 other biotic powers so that you can claim you're running an adept? In truth you just want your protagonist to be a god of mass destruction. Balance would be shot to hell. You don't want weapons to restrict your use of powers either. You want all the advantages without any of the drawbacks. To keep any semblance of balance, with so many powers available, they would need to nerf them into oblivion, and that would make being a caster moot. Or BW can just give their middle finger to all the people who actually want their game to be more than an interactive space sim movie with a few scenes where you just mash a few buttons in the correct order, and have a room cleared in seconds. Edit: typo
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