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Post by extremegamer on Jan 30, 2017 17:15:45 GMT
*´¨)¸ .•´¸.•*´¨) ¸.•*¨)(¸.•´ (¸.•` ¤ Mass Effect Andromeda
Weight restriction is back! The Dec 1 gameplay video clearly shows that weight will negatively effect recharge time. I believe that the studio took much from the MP3MP DPS philosophy. So, what advantages does a classless system give the Ryders, if DPS is still King? No matter which combo of Powers and Skill Sets you personally generate, all your Fire Output goes through the DPS funnel. What's the point of this system (other than to bow down to fanservice)? Weight restriction pic below. i.imgur.com/71jWmGJ.png?1 Oh please thats all Bioware can do is fan service only game they can not do that in is the Star Wars games cause LucasFilm told them what rules to make KOTOR under. the Witcher 3 on the other hand well thats how you sell 10 million
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Post by garrusfan1 on Jan 30, 2017 20:42:57 GMT
I actually dont mind it, it gives another aspect to combat you need to be wary of depending on how you play. What I'm more bummed about is only having access to 3 powers at a given time. I remember something being said about Ryder being able to "respec" at a console on the Tempest. I don't want to have to continually change my powers every time I get on and off my ship and I don't want to be limited to just 3 powers. this. Plus just when you get used to which buttons do what it has to be switched
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Post by Lunatic on Jan 31, 2017 2:19:14 GMT
Good thing I'm not going to play as a soldier this time. Hated this mechanic in ME3. It really drags you down(pun intended) when you're running missions armed to the teeth.
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Post by dropzofcrimzon on Jan 31, 2017 2:22:37 GMT
SIGH
Fine...back to minmaxing my vanguard build for maximum dps and minimum reload time it is
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by setecastronomy on Jan 31, 2017 3:10:41 GMT
Immediately modding this out. Word. I've already headcanon'ed modding this as S.A.M. helping a sister out.
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Post by CrutchCricket on Jan 31, 2017 4:13:09 GMT
Yeah it makes no goddamn sense. I strapped another gun to myself therefore my omnitool flamerthower takes longer to recharge? If it affected moving speed or sprint time I could see it but this is just dumb. And it'll probably be made worse by ME1 era cooldowns since they're individual. -200% recharge on a 15 sec cooldown? Have fun never using that power again.
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Post by Abramsrunner on Jan 31, 2017 4:34:19 GMT
From what I can tell, looks like it'll cap out at -100%, which makes powers that have a 8 second base cooldown in ME3, (Incinerate, Warp, Overload) have 16 seconds CD, but with rank 2 that'll bring it down to 14 seconds.
I'm sure there will be other ways to bring down cooldown timers, like Armor/Weapon modifications/upgrades to provide more carry weight, make the weapon lighter, Passives, & maybe even bringing along squadmates that have faster team power recharge bonuses.
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clonemenace
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Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by clonemenace on Jan 31, 2017 4:47:24 GMT
Was not a fan of the weight limit in 3. I understood why they did that challenge wise, but would go back to the old walking tank days in an instant.
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Post by Deleted on Jan 31, 2017 5:11:34 GMT
Probably in the minority, but I would like things to go back to the way they were in ME2. Engineer/Adepts specialize in Tech/Biotics respectively so having only pistols and sub machine gun balances them out as they are technically supposed to have the best tech/biotic powers. If you chose a hybrid class you unlocked one of the main categories. And of course soldier would be made more relevant as they would be able to carry more guns than any class be far more centered around guns than the other classes. This can be incorporated into the hybrid class system: You start out with a pistol and at the beginning can allocate your points in the categories you want. Make it so that when you get to a certain point in one of the categories you unlock a gun type. No weight no power recharge reduction, rather just make the two branches of each power be dedicated to either faster but weakened power use (for stagger, cc, or share with squad) or strengthened but more timely power use (for single target, self only).
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Post by CrutchCricket on Jan 31, 2017 5:24:45 GMT
Probably in the minority, but I would like things to go back to the way they were in ME2. Engineer/Adepts specialize in Tech/Biotics respectively so having only pistols and sub machine gun balances them out as they are technically supposed to have the best tech/biotic powers. If you chose a hybrid class you unlocked one of the main categories. And of course soldier would be made more relevant as they would be able to carry more guns than any class. This can be incorporated into the hybrid class system: You start out with a pistol and at the beginning can allocate your points in the categories you want. Make it so that when you get to a certain point in one of the categories you unlock a gun type. No weight no power recharge reduction, rather just make the two branches of each power be dedicated to either faster but weakened power use (for stagger, cc, or share with squad) or strengthened but more timely power use (for single target, self only). I think the cat's out of the bag on that one. Everyone's too used to using any/all weapons. I believe in another thread like this (possibly on the old BSN) I suggested a tiered system for weapons. I can't remember the details but it included how many weapons you could bring and which combinations of weapons as well. So casters could only have one weapon of any kind, hybrid casters could have two, hybrid soldiers could have three and pure soldiers could have all of them. Or maybe: Adept/Engineer: 1 Pistol Or Shotgun or AR or Sniper Sentinel: 1 Pistol and choice of AR, Shotgun or Sniper Infiltrator/Vanguard: 1 Pistol and choose two of AR, Sniper or Shotgun OR Two weapons any combo (So you could do AR + Shotgun or Shogun/Sniper) Soldier: All Of course with ME-A we can double up on weapon types so this should add more versatility but you could still stick to the same principle: Adept/Engineer: 2 Light Weapons or one medium weapon (Shotgun/AR/Sniper) or less Sentinel: One light, one medium or less. Infiltrator/Vanguard: Two mediums or less Soldier: All Maybe store-able heavy weapons could also make a comeback as a soldier exclusive. Subject to upgrades/ bonus powers and of course modding I just realized one could argue that the weight mechanics kind of apply these as soft caps, but screw it. I'd prefer hard caps attributed to "training" because it'd make more sense. You know, if we had to have caps at all.
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Post by colfoley on Jan 31, 2017 5:34:09 GMT
Honestly the new 'class' system is just an extension of what we had from ME 3. Shepard (and by extension the player character) being able to use any weapon only made sense. It was weird that my Sentinel Shepard could not use Assault Rifes, and especially the Revenant, based on some purely artificial video gamey only restriction like 'class'. Now in the modern day for Mass Effect Andromeda this translates into removing classes, entirely, because it never made sense why my 'Soldier' Shepard could not have access to Biotic powers. Sure, there were 'bonus' powers but I found that to be an even sillier gamey restriction on the whole thing.
Now, especially consdering this game is apparently huge and gamers...the average gamer...might only get a chance to experience it once, they have wisely chosen to drop all these video gamey restrictions to where a character can do basically whatever they want.
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Post by CrutchCricket on Jan 31, 2017 5:39:36 GMT
Worse was ammo in ME2. My infiltrator could press a few buttons on his gun and get cryo ammo but there is no conceivable way he could press different buttons (or hell probably the same buttons in a different sequence) to get incendiary or AP ammo. Because "training".
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Post by Deleted on Jan 31, 2017 5:46:14 GMT
Probably in the minority, but I would like things to go back to the way they were in ME2. Engineer/Adepts specialize in Tech/Biotics respectively so having only pistols and sub machine gun balances them out as they are technically supposed to have the best tech/biotic powers. If you chose a hybrid class you unlocked one of the main categories. And of course soldier would be made more relevant as they would be able to carry more guns than any class. This can be incorporated into the hybrid class system: You start out with a pistol and at the beginning can allocate your points in the categories you want. Make it so that when you get to a certain point in one of the categories you unlock a gun type. No weight no power recharge reduction, rather just make the two branches of each power be dedicated to either faster but weakened power use (for stagger, cc, or share with squad) or strengthened but more timely power use (for single target, self only). I think the cat's out of the bag on that one. Everyone's too used to using any/all weapons. I believe in another thread like this (possibly on the old BSN) I suggested a tiered system for weapons. I can't remember the details but it included how many weapons you could bring and which combinations of weapons as well. So casters could only have one weapon of any kind, hybrid casters could have two, hybrid soldiers could have three and pure soldiers could have all of them. Or maybe: Adept/Engineer: 1 Pistol Or Shotgun or AR or Sniper Sentinel: 1 Pistol and choice of AR, Shotgun or Sniper Infiltrator/Vanguard: 1 Pistol and choose two of AR, Sniper or Shotgun OR Two weapons any combo (So you could do AR + Shotgun or Shogun/Sniper) Soldier: All Of course with ME-A we can double up on weapon types so this should add more versatility but you could still stick to the same principle: Adept/Engineer: 2 Light Weapons or one medium weapon (Shotgun/AR/Sniper) or less Sentinel: One light, one medium or less. Infiltrator/Vanguard: Two mediums or less Soldier: All Maybe store-able heavy weapons could also make a comeback as a soldier exclusive. Subject to upgrades/ bonus powers and of course modding I just realized one could argue that the weight mechanics kind of apply these as soft caps, but screw it. I'd prefer hard caps attributed to "training" because it'd make more sense. You know, if we had to have caps at all. This sounds like a pretty good system actually. It would give you a straightforward choice of : Which gun type do you want> which gun do you want> how do you want to mod it One can argue that this would make the game boring but they can just make it so you can switch your gun type while on the Tempest. Having to waste weapon slots with ultralight weight crap just brings down the fun of weapon modding. It seems to me like they took the overly complicated route bringing in unnecessary negatives when they could have just made it a choice between positives.
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Post by colfoley on Jan 31, 2017 5:50:57 GMT
Worse was ammo in ME2. My infiltrator could press a few buttons on his gun and get cryo ammo but there is no conceivable way he could press different buttons (or hell probably the same buttons in a different sequence) to get incendiary or AP ammo. Because "training". Unless of course the software of the gun was built into the gun. But I agree, ammo should have been kept seperate from the leveling system and 'installable'.
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