durasteel wrote...
The "Alternate Appearance Pack" DLC was a definite step in the right direction. There should be "Cycle Appearance" options that are unlocked within the game for multiple squaddies. I would be happy to see the same armor and casual sliders that Shepard enjoyed apply to each team member.
I think that Normandy/hub area outfits vs actual combat armor is a distinction that needs to be made for every squadmate, yes, but I don't consider that a visual issue alone - in fact despite the perpetual wrath of both my inner scientist and my inner feminist against Samara's costuming, the visual aspect is maybe even not the most important.
I will not argue for a second that the
weapon system we have now is not an improvement over the "untrained or Spectre X" "choice" that existed in ME1. I think specialized ammo as powers instead of mods is inane and wrongheaded, but that's fairly minor against the genuine gameplay difference between Viper and Widow or Vindicator and Revenant.
But what about everything else
besides weapons? Where are the
gameplay distinctions, not just the visual distinctions, between different armor types? Why do Zaeed and Garrus die just as quick as Tali and Miranda, and why is my engineer just as tanky and brutal in melee as my vanguard or soldier? Why don't I
feel an actual difference between strapping on the massive bulk of Kestrel armor and running around in the slimmer, more balanced default N7? Why can't I install flame-resistant seals on my armor before fighting Blood Pack mercs, and then swap them out for mass field stabilizers that reduce Warp damage from Eclipse vanguards?
In ME1, if I knew there were rachni or threshers ahead, everybody got Colossus and toxin resistance mods. If I knew there were geth, we went Predator instead. When I went to rescue Chairman Burns or clear out Sirta, I actually swapped Ashley down to medium armor for better biotic protection. On level 2+ hazard worlds I'd toss someone some Devlon or do an additem x_armor_pressseals to save the out-of-Mako hassle. Even on lower difficulties like Veteran, the difference in team survivability and the amount of and baby-sitting and medigel required due to smart armor and mod management was
dramatic.
In ME2, I just slap whatever combo on Shep I think looks best and run that for the whole game, because any given class's "ideal" setup is equally effective in every conceivable situation* and even "OP" armors like Kestrel genuinely make no noticable difference, and nothing you can equip to yourself or your squad has any kind of tactical influence on your raw survivability or defense. This is a major step down in gameplay.
(I mean, obviously the ME1 system was pretty broken by the time you hit level 50 and you're picking up Medical Exos and have no reason to ever want anything else, but that was a balance and scaling problem, not a conceptual or design error. Huge difference.)
* Not true for the well-designed weapon system, you'll notice; Claymore for Collectors, GPS for geth.
Modifié par Quething, 14 septembre 2010 - 07:59 .