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New DLC - "OVERLORD" 5/13


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#301
RiouHotaru

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Not to mention during the interview Casey had regarding Overlord, he stated that the Firewalker Pack was Bioware basically playtesting the Hammerhead to see how the fans reacted.

#302
Mouton_Alpha

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RiouHotaru wrote...

I'm surprised people actually prefer the Mako.

I love Mako. On a flat terrain.

RiouHotaru wrote...

Not to mention during the interview
Casey had regarding Overlord, he stated that the Firewalker Pack was
Bioware basically playtesting the Hammerhead to see how the fans
reacted.

Hopefully. Seeing as how they tweaked Mako combat in BDtS, I say they are not immune to evolution. On the other hand Hammerhead combat is just as lackluster as Mako combat, so we will see.

#303
Sidney

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Mouton_Alpha wrote...
Hopefully. Seeing as how they tweaked Mako combat in BDtS, I say they are not immune to evolution. On the other hand Hammerhead combat is just as lackluster as Mako combat, so we will see.


This isn't a vehicle combat game and the resources they've burned trying to make a good vehicle have been a waste. Say what you will about ME2's shootish-ness but at least RPG classes and skills affect combat. They have done neither in the Mako or HH and so they feel wildly out of place in addition to just being lousy.


I'd rather not see any more vehicle combat bits for ME3.

#304
Mouton_Alpha

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Sidney wrote...
This isn't a vehicle combat game and the resources they've burned trying to make a good vehicle have been a waste. Say what you will about ME2's shootish-ness but at least RPG classes and skills affect combat. They have done neither in the Mako or HH and so they feel wildly out of place in addition to just being lousy.


I'd rather not see any more vehicle combat bits for ME3.

I fully agree. They could make vehicle combat cool but that would require a lot of work/ingenuity that could be better used for, say, coming up with a reason for the shuttle to leave Normandy just before Collector attack.

So, vehicle travel - yes. Vehicle combat - no.

#305
The Spamming Troll

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yeah, theres no crouching or jumping and not enough 3 boobed aliens like in total recall but atleast we have a hover craft!!!

#306
GnusmasTHX

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Looks to be alright.

Though I can't see what they can do with the Hammerhead. Combat in general, and especially vehicle combat is so simple that if they manage to make any challenge out of it I'd be surprised. That's not to say it won't be enjoyable in another sense, though.

Frankly I'm still wanting more "hordes of zombies" maps like that one side quest in ME2. Shooting endless waves of Husks is, unsurprisingly, quite entertaining.

Modifié par GnusmasTHX, 03 juin 2010 - 12:02 .


#307
Guest_gmartin40_*

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Where the hell does it say the 13th is the release date?

#308
nikki191

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i read a preview on one game site that said it was slated for a 30th of june release

#309
Ross42899

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nikki191 wrote...

i read a preview on one game site that said it was slated for a 30th of june release


If it's really the 30th it would have been better to announce the new DLC for July so that we don't have our hopes up so early. I hate waiting...Image IPB

Modifié par Ross42899, 04 juin 2010 - 01:06 .


#310
implodinggoat

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Sidney wrote...

Mouton_Alpha wrote...
Hopefully. Seeing as how they tweaked Mako combat in BDtS, I say they are not immune to evolution. On the other hand Hammerhead combat is just as lackluster as Mako combat, so we will see.


This isn't a vehicle combat game and the resources they've burned trying to make a good vehicle have been a waste. Say what you will about ME2's shootish-ness but at least RPG classes and skills affect combat. They have done neither in the Mako or HH and so they feel wildly out of place in addition to just being lousy.


I'd rather not see any more vehicle combat bits for ME3.


RE:
  The MAKO

The MAKO made for a fun change of pace in ME1.  Granted its suspension was too bouncy and it would have been more fun to drive if it had a bit of powerslide in its handling; but its guns were great and when you got it up to speed rolling over Geth in it was quite satisfying.

The biggest issue with the MAKO was the terrain the game asked you to navigate in it.  On the main story missions falling into some random instant death lava pit or what not was annoying since the game didn't have enough autosave checkpoints and on the undiscovered worlds there was rarely anywhere flat enough for you to get up to speed with it and you spent most of your time trying to climb up ridiculously steep cliffs because the game didn't really give you any clue as to how to get across the map without spending an hour scaling over annoying terrain.

If the terrain had been designed to give the MAKO some clearly navigable paths to follow then it would have been a lot more fun.

RE:  The Hammerhead

As for the Hammerhead, I really like the speed it can attain and the jumping jets on it are a lot of fun.  But; the Hammerhead is just too fragile and its guns are too weak to engage in entertaining combat so the only real way to use it is as an artillery piece where you set yourself up outside of your enemy's weapon range and chip away at them until they stop moving.

To fix the Hammerhead I think they need to...


A:  Give it more health, it dies too easily to risk getting in close and having fun with it.
B:  Give it the guns from the MAKO not that ****ty autolock missile launcher that takes forever to kill anything.
C:  Make enemies that are fun to fight in a vehicle.  In Firewalker they just sit there as you blast them.
D:  Powerslide physics.

Concept:  Hovertank Racing League.


Ideally, I think the Hammerhead would work great in a sort of Wipeout style Hovertank racing league like the Swoop Bike racing league in KOTOR.  Its fast and the jumping mechanics woulr  work great for navigating a course where you need to time your jumps at full speed to stay a head of the competition.  If the Hammerhead had some powerslide physics it would be even better in such a minigame.  As is some little speed boost pads on the track that would help guide the tank through curves would rectify the problem since it would still demand the player navigate their tank to the proper spot on the track; but it would take care of the turning in a way that the Hammerhead's current handling won't do properly.

#311
morehajr

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when are they going to release the DLC?!?

I thought it was today :-(

#312
Gs09GTR

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implodinggoat wrote...

Sidney wrote...

Mouton_Alpha wrote...
Hopefully. Seeing as how they tweaked Mako combat in BDtS, I say they are not immune to evolution. On the other hand Hammerhead combat is just as lackluster as Mako combat, so we will see.


This isn't a vehicle combat game and the resources they've burned trying to make a good vehicle have been a waste. Say what you will about ME2's shootish-ness but at least RPG classes and skills affect combat. They have done neither in the Mako or HH and so they feel wildly out of place in addition to just being lousy.


I'd rather not see any more vehicle combat bits for ME3.


RE:
  The MAKO

The MAKO made for a fun change of pace in ME1.  Granted its suspension was too bouncy and it would have been more fun to drive if it had a bit of powerslide in its handling; but its guns were great and when you got it up to speed rolling over Geth in it was quite satisfying.

The biggest issue with the MAKO was the terrain the game asked you to navigate in it.  On the main story missions falling into some random instant death lava pit or what not was annoying since the game didn't have enough autosave checkpoints and on the undiscovered worlds there was rarely anywhere flat enough for you to get up to speed with it and you spent most of your time trying to climb up ridiculously steep cliffs because the game didn't really give you any clue as to how to get across the map without spending an hour scaling over annoying terrain.

If the terrain had been designed to give the MAKO some clearly navigable paths to follow then it would have been a lot more fun.

RE:  The Hammerhead

As for the Hammerhead, I really like the speed it can attain and the jumping jets on it are a lot of fun.  But; the Hammerhead is just too fragile and its guns are too weak to engage in entertaining combat so the only real way to use it is as an artillery piece where you set yourself up outside of your enemy's weapon range and chip away at them until they stop moving.

To fix the Hammerhead I think they need to...


A:  Give it more health, it dies too easily to risk getting in close and having fun with it.
B:  Give it the guns from the MAKO not that ****ty autolock missile launcher that takes forever to kill anything.
C:  Make enemies that are fun to fight in a vehicle.  In Firewalker they just sit there as you blast them.
D:  Powerslide physics.

Concept:  Hovertank Racing League.


Ideally, I think the Hammerhead would work great in a sort of Wipeout style Hovertank racing league like the Swoop Bike racing league in KOTOR.  Its fast and the jumping mechanics woulr  work great for navigating a course where you need to time your jumps at full speed to stay a head of the competition.  If the Hammerhead had some powerslide physics it would be even better in such a minigame.  As is some little speed boost pads on the track that would help guide the tank through curves would rectify the problem since it would still demand the player navigate their tank to the proper spot on the track; but it would take care of the turning in a way that the Hammerhead's current handling won't do properly.


I agree with this completely. if you really paid attention to some of the N7 missions back in me1 you'll notice that there was always some sort of path that can get you to all your "anomalies" and "debris" locations but if your like me you just set the waypoint and went straight for it, climbing up rediculously steep cliffs somtimes to do so.

with the hammerhead levels, much like the rest of me2, the levels are all linear, or at least more-so than me1, so your not going to be having the same issues with it as you would the mako, but the fact that it's armored like a jellyfish presents a problem.

k, theres my rant about the vehicles, now to the DLC lolz

Im looking forward to the new missions, seems like it'll be an interesting side story, and who doesnt like shooting up geth?  

Idk why i see so many negative comments regarding this game's DLC, half of it was free, so who cares and the paid DLC got you a new sqadmate, gun, achivement, outfit, and a badass oceans 11 mission.

#313
Relix28

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Also, they need to change that ridiculous waypoint system. Those flashy blue waypoint towers look really out of place. Maybe incorporate the mini map and a simple waypoint HUD/radar?

#314
Jzadek72

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In that last interview, Casy Hudson mentioned cows. Could this mean the dramatic return of Shifty Looking Cow?

#315
Mouton_Alpha

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Gs09GTR wrote...
if you really paid attention to some of the N7 missions back in me1 you'll notice that there was always some sort of path that can get you to all your "anomalies" and "debris" locations but if your like me you just set the waypoint and went straight for it, climbing up rediculously steep cliffs somtimes to do so.

I am replaying me1 now and while they are, in fact, some accessible paths to some anomalies/debris/minerals, most are accessible only via steep inclines. It is so bad that at times when I reach the target, I recall to Normandy and deploy anew, jsut to avoid going back via the mountain ridge.

#316
Gs09GTR

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Mouton_Alpha wrote...

Gs09GTR wrote...
if you really paid attention to some of the N7 missions back in me1 you'll notice that there was always some sort of path that can get you to all your "anomalies" and "debris" locations but if your like me you just set the waypoint and went straight for it, climbing up rediculously steep cliffs somtimes to do so.

I am replaying me1 now and while they are, in fact, some accessible paths to some anomalies/debris/minerals, most are accessible only via steep inclines. It is so bad that at times when I reach the target, I recall to Normandy and deploy anew, jsut to avoid going back via the mountain ridge.


really? yeah I've never had to do that, perhaps i just got lucky...i noticed the path thing the most in one of the "geth incursion" missions (missions where you can give tali the geth data after you destroy all the outposts). one of the outposts was at the top of a mountain and i noticed a perfect little trail that takes you directly up to the front of the outpost.

#317
The Real Bowser

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My opinion on vehicle combat is that they don't go too wild with it, not every mission needs it, but having it on occasion is quite fun.

I enjoyed the firewalker missions but it would get old fast if we had to use it every single mission -- like the Mako. I've enjoyed not having to bother with it, but I did miss vehicle combat and I like having some back.

It could use some upgrades though, as someone mentioned earlier, having more guns would be nice (at least the machine gun), and having smarter enemy AI and a little more health would not hurt either.

Right now the optimal way to do the firewalker combat missions is to go far away, and snipe stuff with the auto lock on rockets, and it takes a while even then to get the shots lined up where they actually hit. Quite frankly, this is pretty boring. My favorite part about the mako was running things over and launching them off cliffs. It's very disappointing how little damage you do when you ram something with a boost. I can knock a geth trooper across the stage into a wall and he'll get back up like he had tripped on a twig or something.

So yeah, basically I want to see the firewalker in ME3, I just don't want them to include it in every single mission. Some missions should include the shuttle, some missions should include the firewalker, and some missions don't even use a vehicle. That means you'd be using the firewalker on 33% of the missions, give or take, which I like the sound of.

Modifié par The Real Bowser, 07 juin 2010 - 04:20 .


#318
Kid_SixXx

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implodinggoat wrote...

B:  Give it the guns from the MAKO not that ****ty autolock missile launcher that takes forever to kill anything.


Yeah, I also had issues with the Mako apparently being better armed than the Hammerhead while serving the function of an APC, while the Hammerhead which is supposed to be a tank only has one main gun.

I also hate the missile launcher.  I'd have preferred something along the lines of the Mako's main mass accelerator / rail cannon.

You would also think that there would be at least one coaxial mass accelertor anti-personnel weapon to compliment the anti-materiel missile launcher on the Hammerhead, but it is lacking in that department.

I was also annoyed that the Hammerhead profile mentions countermeasures but there isn't so much as a chaff launcher on the vehicle we got.

#319
DiatribeEQ

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implodinggoat wrote...

Sidney wrote...

Mouton_Alpha wrote...
Hopefully. Seeing as how they tweaked Mako combat in BDtS, I say they are not immune to evolution. On the other hand Hammerhead combat is just as lackluster as Mako combat, so we will see.


This isn't a vehicle combat game and the resources they've burned trying to make a good vehicle have been a waste. Say what you will about ME2's shootish-ness but at least RPG classes and skills affect combat. They have done neither in the Mako or HH and so they feel wildly out of place in addition to just being lousy.


I'd rather not see any more vehicle combat bits for ME3.


RE:
  The MAKO

The MAKO made for a fun change of pace in ME1.  Granted its suspension was too bouncy and it would have been more fun to drive if it had a bit of powerslide in its handling; but its guns were great and when you got it up to speed rolling over Geth in it was quite satisfying.

The biggest issue with the MAKO was the terrain the game asked you to navigate in it.  On the main story missions falling into some random instant death lava pit or what not was annoying since the game didn't have enough autosave checkpoints and on the undiscovered worlds there was rarely anywhere flat enough for you to get up to speed with it and you spent most of your time trying to climb up ridiculously steep cliffs because the game didn't really give you any clue as to how to get across the map without spending an hour scaling over annoying terrain.

If the terrain had been designed to give the MAKO some clearly navigable paths to follow then it would have been a lot more fun.

RE:  The Hammerhead

As for the Hammerhead, I really like the speed it can attain and the jumping jets on it are a lot of fun.  But; the Hammerhead is just too fragile and its guns are too weak to engage in entertaining combat so the only real way to use it is as an artillery piece where you set yourself up outside of your enemy's weapon range and chip away at them until they stop moving.

To fix the Hammerhead I think they need to...


A:  Give it more health, it dies too easily to risk getting in close and having fun with it.
B:  Give it the guns from the MAKO not that ****ty autolock missile launcher that takes forever to kill anything.
C:  Make enemies that are fun to fight in a vehicle.  In Firewalker they just sit there as you blast them.
D:  Powerslide physics.

Concept:  Hovertank Racing League.


Ideally, I think the Hammerhead would work great in a sort of Wipeout style Hovertank racing league like the Swoop Bike racing league in KOTOR.  Its fast and the jumping mechanics woulr  work great for navigating a course where you need to time your jumps at full speed to stay a head of the competition.  If the Hammerhead had some powerslide physics it would be even better in such a minigame.  As is some little speed boost pads on the track that would help guide the tank through curves would rectify the problem since it would still demand the player navigate their tank to the proper spot on the track; but it would take care of the turning in a way that the Hammerhead's current handling won't do properly.


How about.....BOTH the Mako and the Hammerhead?  But have them re-do the Mako's physics so it doesn't want to crash & burn on even the smallest of hills.

#320
tmk

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The biggest problem I had with the Mako was that it always tried to turn as sharp as it could, even if you so much as tapped the button. If they just made the wheels take like a second or two to turn all the way, it would have been a lot more controllable.

That and the terrain (Presrop anyone? I couldn't find *any* way to that base that didn't include ridiculously jagged terrain that would have everyone inside the Mako literally banging their heads against a wall the whole time).

Modifié par tmk, 08 juin 2010 - 04:30 .


#321
Raycer X

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Jzadek72 wrote...

In that last interview, Casy Hudson mentioned cows. Could this mean the dramatic return of Shifty Looking Cow?


We could get a secret level that has nothing but cows-- oh wait, wrong game Image IPB.

Seriously though, what do you mean by Shifty Looking Cow?

#322
Sigma Tauri

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Raycer X wrote...
We could get a secret level that has nothing but cows-- oh wait, wrong game Image IPB.

Seriously though, what do you mean by Shifty Looking Cow?




I never encountered it in person myself since I don't have time to explore Ontarom (I hate garden worlds) to search for it.

#323
Jzadek72

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Raycer X wrote...

Jzadek72 wrote...

In that last interview, Casy Hudson mentioned cows. Could this mean the dramatic return of Shifty Looking Cow?


We could get a secret level that has nothing but cows-- oh wait, wrong game Image IPB.

Seriously though, what do you mean by Shifty Looking Cow?


masseffect.wikia.com/wiki/Shifty_Looking_Cow

EDIT: Damn Ninjas! :ph34r:

Modifié par Jzadek72, 08 juin 2010 - 10:42 .


#324
Thargorichiban

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gmartin40 wrote...

Where the hell does it say the 13th is the release date?


Yeah, I think the OP has it wrong on that account. On the main thread for the DLC it even mentions they don't want to say when in June until they are "sure".

And I would think a week away they probably would have been sure... Hopefully it hits before July.

#325
TelexFerra

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5/13 was the date that the thread was created