Mass Effect 3's level up screen spotted. Looks great.

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Steven He

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Mar 19, 2011
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To those people who think its a single karma slider, i actually think its 2, but they both go up (or down for renegade) at the same time from the middle
 

Frotality

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Oct 25, 2010
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gah...still has that stupid "multiple points to increase a level" thing of ME2, so that you have do the kind of math the developers want to convince us they hate to use up all your points.

still, at least they seem to be ADDING AND IMPROVING stuff instead of deleting and degrading like ME2. first positive thing ive heard of ME3 yet, and its a leak; that probably says something about their marketing, doesnt it?
 

MiracleOfSound

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Jan 3, 2009
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Elamdri said:
It's a flaw with the RPG mindset that Less Talents = Bad. The problem with ME1 was that almost all the talents were passive boosts to silly thinks like accuracy and damage.

Why in the hell can't Commander Shepard, a decorated war hero, shoot straight without pumping 10 talent points in a skill? For EACH GUN?

The fact was that in ME2 the talents were MUCH better in terms of what they did. The improvements for each point were much more noticeable and they felt meaningful. I'm putting a point into a talent to increase my cooldown or my damage on an ability, rather than to make sure that I can hit what I am aiming at.
Such a rare opinion, but one I agree with 100%.

Most of the stats in ME1 felt like they were simply there for the sake of having something to adjust. You never felt much difference apart from the gun skills.

More armour and weapon types would be nice in ME3 though.
 

Elamdri

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MiracleOfSound said:
Elamdri said:
It's a flaw with the RPG mindset that Less Talents = Bad. The problem with ME1 was that almost all the talents were passive boosts to silly thinks like accuracy and damage.

Why in the hell can't Commander Shepard, a decorated war hero, shoot straight without pumping 10 talent points in a skill? For EACH GUN?

The fact was that in ME2 the talents were MUCH better in terms of what they did. The improvements for each point were much more noticeable and they felt meaningful. I'm putting a point into a talent to increase my cooldown or my damage on an ability, rather than to make sure that I can hit what I am aiming at.
Such a rare opinion, but one I agree with 100%.

Most of the stats in ME1 felt like they were simply there for the sake of having something to adjust. You never felt much difference apart from the gun skills.

More armour and weapon types would be nice in ME3 though.
The way I look at it, Mass Effect 3 could benefit from 2 things.

1st: The addition of an LMG class of weapons. I know in ME2 we had the Renevant, but it was an assault rifle, not it's own class of weapon. I think what I would do is take away either the sniper rifle or the heavy pistol from the soldier class and replace it with an LMG class of weapon. I also think that perhaps a class like the Sentinel would benefit from an LMG.

I also think that Shepard should have the option of classifying his armor as Light, Medium, or Heavy. I think that the higher the level of your armor, the more shields and health you should have, but I think in turn you should suffer from reduced speed and longer cooldowns.
 

Fappy

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Jan 4, 2010
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Don't know if its been mentioned yet, but Casey Hudson commented on the squadmate Paragon/Renegade bars. Apparently those screens aren't finished yet and they haven't turned off Shepards meter on the squadmate screens yet, so no, squadmates don't get their own meters.
 

Shock and Awe

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Sep 6, 2008
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So basically its Mass Effect 2 with more options for leveling that is steadier but shorter, a mix of the original and the second. I like it, its more logical than the first but gives more options than the second, I approve.

READ BELOW
READ BELOW

It has both bars put into one visually and you will rack up points in the same way, just that two lines will ascend/descend from the center independently. Look closely and you will see a little red line and a little blue line, its the same system, just presented different. Stop freaking out.

On a different note I can't wait to see what the stuff on the second Shepard screen is all about, I know what the effects are, but I wonder how you attain them.
 

Eacaraxe_v1legacy

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Joccaren said:
Well, I've never played Adept or Engineer, those classes never really appealed to me, but I did try the sentinel one round. [...] My personal favourite class is the vanguard, I'm hoping they haven't changed them too much in ME3.
One thing I think was one of ME2's major, understated successes was creating classes which catered to multiple psychologies and playstyles. That's pretty rare in FPS games, especially single-player ones where the class distinction typically becomes a matter of flavor more than actual function. To be quite frank, vanguards despite being powerful are not my favorite class in ME2 (that's the adept), because they're all-out assault, super close range; that frustrated me in the transition from 1 because I built my vanguard there as a close- to medium-range controller, and it worked fantastically.

Anyhow, sentinels. Sentinels are IMO frankly dependent upon their advanced weapon training selection, as that's the critical factor. Until you get it, you're better off adapting a middle road controller approach, then evolving powers to match weapon selection.

MiracleOfSound said:
Most of the stats in ME1 felt like they were simply there for the sake of having something to adjust. You never felt much difference apart from the gun skills.

More armour and weapon types would be nice in ME3 though.
Indeed, on both accounts. ME1 had a small number of high-impact talents, then a large array of minor-impact to outright useless talents. That's not to mention the weapon skills, which forced you to specialize into weapons, some of which didn't even become all that good until the mid-20s and had prerequisites of wasting points in other weapon skills. Don't get me started on the tech "synergies" wherein you had to dump dozens of points to get the most out of your tech mines, which necessarily came at the cost of the high-impact passives and had exorbitant cooldowns which dampened their usefulness until you could get your hands on a decent omni-tool which didn't even happen until the end of the damn game.

All in all, ME1's talent system while diverse was really a disorganized mess that sorely needed to be streamlined. That streamlining came in ME2, and I'm glad to see it's getting expanded in ME3 given that in ME2 it was almost a little too streamlined for most RPG players' tastes. I know I personally felt a little hogtied when it came to ME2's power distribution and squad point allotment.

Elamdri said:
I also think that Shepard should have the option of classifying his armor as Light, Medium, or Heavy. I think that the higher the level of your armor, the more shields and health you should have, but I think in turn you should suffer from reduced speed and longer cooldowns.
Honestly, I disagree here on one point: I don't think increasing cooldowns and reducing running speed is quite the solution. I like the idea of armor classification, but I think that should come at the cost of reducing storm speed or prohibiting the use of combat maneuvres, and possibly even slightly increasing Shepard's hitbox. Mucking with cooldowns I think would negatively impact the pace of combat, especially given the combat classes depend upon their class power and the non-combat classes are already highly cooldown-reliant. Reducing normal movement speed would just be bothersome when moving through a level.

Combat classes already get storm speed bonuses, so changing to a heavier armor class would at best bring them back to parity. Locking out combat maneuvres just makes sense; you can't expect a character wearing heavy armor to be able to dodge and roll as well as someone wearing light armor.
 

Elamdri

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Eacaraxe said:
Elamdri said:
I also think that Shepard should have the option of classifying his armor as Light, Medium, or Heavy. I think that the higher the level of your armor, the more shields and health you should have, but I think in turn you should suffer from reduced speed and longer cooldowns.
Honestly, I disagree here on one point: I don't think increasing cooldowns and reducing running speed is quite the solution. I like the idea of armor classification, but I think that should come at the cost of reducing storm speed or prohibiting the use of combat maneuvres, and possibly even slightly increasing Shepard's hitbox. Mucking with cooldowns I think would negatively impact the pace of combat, especially given the combat classes depend upon their class power and the non-combat classes are already highly cooldown-reliant. Reducing normal movement speed would just be bothersome when moving through a level.

Combat classes already get storm speed bonuses, so changing to a heavier armor class would at best bring them back to parity. Locking out combat maneuvres just makes sense; you can't expect a character wearing heavy armor to be able to dodge and roll as well as someone wearing light armor.
I meant storm speed, sorry.

Perhaps cooldowns aren't the way to go, but there has to be something that discourages you from wearing heavy armor all the time. The way I see it, structure it so that classes like Adepts and Engineers are encouraged to wear light armor, classes like Infiltrator and Sentinel are encouraged to wear medium armor, and classes like Solider and Vanguard are encouraged to wear heavy armor.