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Ways to improve the shooter aspect of ME


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#51
Kavadas

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Optimystic_X wrote...

Amfortas wrote...
- No adrenaline rush, it's the prefect example of "press Y to win"
- No submachine guns, if I wanted to use something like that I'd play I soldier with an assault rifle.


These I don't agree with at all. If you don't like something that's optional, the solution is not to use it yourself, not to deny its use to people that do like it.


Yeah, I don't really understand why anyone would want to remove an entire weapon category because they don't like them... seems like the answer is to just not use them.

Besides, if it's that a big deal for whatever class you're playing modding the weapon loadout through the C.ini is actually really easy.

As for Adrenaline Rush, my only complaint is that it really OPs the Mattock because apparently being in the midst of an Adrenaline Rush doesn't slow down your trigger finger much.  I barely notice a dip in the Mattock's RoF between hardnened Adrenaline Rush and regular real time.

#52
Vendetta11

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I'm not asking for Dues Ex style freedom, but a bit of variety would be nice. 

Ahhh.... but Deus Ex style of freedom would be the bomb....

One of the greatest games ever created. Image IPB

#53
Glory71

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 The story-telling is already exciting. Bioware is trying to set a standard and is trying to break the wall that divides the shooter - rpg experience. They have their sister companies that they can lean on at EA...by this I mean the makers of Crysis and Medal of Honor...which I already pre-ordered...damn EA really know how to get my money...;)

#54
Ville L

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I love these ideas especially blindfire and I want grenades back too. To frag and flash I would like to add nerve gas grenade which takes biotic barriers down for 10-5 seconds and EMP grenade which takes shields off for same period. Also hackable turrets which engineers can hack and if you aren't one, example tali could: They would be used as FPS view, while controlled you would be vulnerable or let Example tali control it. Better stage design of course, now they feel too much a tube.

#55
Vena_86

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xlI ReFLeX lIx wrote...

FuturePasTimeCE wrote...

FPS aiming mode, then back to 3rd person?


Switching while aiming would be annoying.. although, I wouldn't mind being able to switch from 1st person to 3rd person like Fallout.


In Rainbow Six Vegas you play in first person and switch to 3rd person whenever you take cover and use a rope etc. The game always gives you the best view for the right situation and the switch is very natural and fluent. However as ME is no tactic shooter and hopefull won't become such a first person view wouldn't really fit much, specially since you always want to see your armor/customization.

What is needed is better controls. Better button distribution (not one button doing 10 actions and killing you). Furthermore, the game needs to break up the repetative patterns and get rid of the overobvious cover that is always place where enemies will attack you. The game needs more than the same kind of combat all the time. Other shooters like GoW show how this is done.

Oh yeah and ofcourse grenades. Not only do they make combat more dynamic and add a little more risk/reward, they also help to break up the cover-shoot-cover-shoot pattern.

Modifié par Vena_86, 13 septembre 2010 - 08:16 .


#56
PsyrenY

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Ville L wrote...

Also hackable turrets which engineers can hack and if you aren't one, example tali could: They would be used as FPS view, while controlled you would be vulnerable or let Example tali control it.


Well, thanks to EDI, you can reasonably hack just about anything without knowing one end of your omnitool from the other. :P
It's a handwave but it works.

I'll update the first post with a summary of proposed changes in a little while.

#57
kalle90

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For the record, I enjoy ME1's combat and gameplay more as it is something more original while ME2 is just in the weaker half of all those cover-based shooters. All my ME1 characters are different in combat while with ME2 they're all the same.



1. Bring back crouch, the lack of it makes combat way too restricted. I don't stand a chance against anything if I'm not glued to cover, especially when Immunities, healing medi-gels and the like are gone

2. Bring back more variables. Every Shepard shouldn't have exactly the same accuracy or weapon/armor damage/effects

3. Make allies even better. In ME1 they're awful but they still stand in wrong spots way too much in ME2 and occassionally get stuck

4. Combine thermal clips and infinite bullets. Fresh thermal clips have more power, accuracy and no cooldown but you can also wait for your weapons to cool down

#58
Amfortas

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Kavadas wrote...

Optimystic_X wrote...

These I don't agree with at all. If you don't like something that's optional, the solution is not to use it yourself, not to deny its use to people that do like it.


Yeah, I don't really understand why anyone would want to remove an entire weapon category because they don't like them... seems like the answer is to just not use them.

I don't think it's optional, I've just looked it up in the wiki, for example, the M6 Carnifex pistol (the other one doesn't do any damage):
Default  ammo: 6 / 18
Am I supposed to deal with an entire horde of enemies with 18 shots? Maybe you guys can, but I'm afraid I'm not that good. The only viable choice is to use the SMG

#59
Guest_kajtarp_*

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Kavadas wrote...

Optimystic_X wrote...

Amfortas wrote...
- No adrenaline rush, it's the prefect example of "press Y to win"
- No submachine guns, if I wanted to use something like that I'd play I soldier with an assault rifle.


These I don't agree with at all. If you don't like something that's optional, the solution is not to use it yourself, not to deny its use to people that do like it.


Yeah, I don't really understand why anyone would want to remove an entire weapon category because they don't like them... seems like the answer is to just not use them.

Besides, if it's that a big deal for whatever class you're playing modding the weapon loadout through the C.ini is actually really easy.

As for Adrenaline Rush, my only complaint is that it really OPs the Mattock because apparently being in the midst of an Adrenaline Rush doesn't slow down your trigger finger much.  I barely notice a dip in the Mattock's RoF between hardnened Adrenaline Rush and regular real time.


adrenaline rush is fine, but it should not give damage bonus. i also would remove any kind of time dilation on higher difficulty levels...

#60
SomeBug

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I would like a few more squad commands other than 'Go here' and 'Regroup'.



Mapping them to a clean control scheme would be a challenge but I think it would be a benefit. Certainly adding commands like 'stances', meaning they will fall back if wounded, or stay close to Shepard. I'm not asking for anything like the complexity of Dragon Age gambits here, just another level of control on top of what we have.

#61
CC-Tron

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SomeBug wrote...

I would like a few more squad commands other than 'Go here' and 'Regroup'.

Mapping them to a clean control scheme would be a challenge but I think it would be a benefit. Certainly adding commands like 'stances', meaning they will fall back if wounded, or stay close to Shepard. I'm not asking for anything like the complexity of Dragon Age gambits here, just another level of control on top of what we have.


I want a command to stay behind cover and don't shoot. That's a command that would keep squad mates alive.

#62
PsyrenY

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Amfortas wrote...

I don't think it's optional, I've just looked it up in the wiki, for example, the M6 Carnifex pistol (the other one doesn't do any damage):
Default  ammo: 6 / 18
Am I supposed to deal with an entire horde of enemies with 18 shots? Maybe you guys can, but I'm afraid I'm not that good. The only viable choice is to use the SMG


Try one or more of the following:

1) Get the Phalanx - comparable damage, and far more accuracy and ammo.
2) Use the Shuriken if you prefer using a "pistol." It has plenty of ammo and does decent damage as long as you're not too far away and fire in short bursts.
3) The fact that you only have a pistol and SMG means you're playing a class with powers; use those when your pistol runs dry.

#63
ShadoX_LV

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I can't really think of anything that would improve it.. I was actually shocked how much the first game played like a shooter (played as a soldier) after hearing so many people complain about it.. Sure the second game was even more close to a shooter, but it also was a downgrade form the first game.. :/



The only thing I could think of would be grenades.. where were they? I just barely got used to the

m in the first game only for them to disappear in the second game.. :/

#64
SomeBug

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Cover system can be refined a lot.



Make it easier to mantle cover and to shift between different locations of cover.

#65
Ruud333

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Amfortas wrote...

- No submachine guns, if I wanted to use something like that I'd play I soldier with an assault rifle.


Wtih all due respect I totally disagree with this Image IPB

For Engineers, Adepts and Sentinels it gave them a functional and plausible weapon to back up their main powers.  It always felt a bit weird to me in ME1 that, regardless of how powerful and Adept etc was, they would only ever go into battle wielding a pistol (I know they had the other weapons there and could use them very badly).

SMGs imo are realistic (not to menton compact and light weight )option to back up those classes without any other weapon specialisations, and I have to say it ranks quite highly in my favorite changes from ME1 to ME2.

#66
Hurrrr

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 Just here to shout out that I agree 100% with OP. I'm not really concerned about the whole RPG/FPS thing either as while BG2 is my fave game of all time...2nd place went to Deus Ex ;)

#67
Vendetta11

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Ruud333 wrote...

Amfortas wrote...

- No submachine guns, if I wanted to use something like that I'd play I soldier with an assault rifle.


Wtih all due respect I totally disagree with this Image IPB

For Engineers, Adepts and Sentinels it gave them a functional and plausible weapon to back up their main powers.  It always felt a bit weird to me in ME1 that, regardless of how powerful and Adept etc was, they would only ever go into battle wielding a pistol (I know they had the other weapons there and could use them very badly).

SMGs imo are realistic (not to menton compact and light weight )option to back up those classes without any other weapon specialisations, and I have to say it ranks quite highly in my favorite changes from ME1 to ME2.

Agreed. I felt the SMG's was a nice addition to the game. However, I still would like to see even more variety of each gun. I mean come on, since I missed out on some DLC way back when, I only have three different options at assault rifle???? Ugh......

#68
PsyrenY

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Vendetta11 wrote...

Agreed. I felt the SMG's was a nice addition to the game. However, I still would like to see even more variety of each gun. I mean come on, since I missed out on some DLC way back when, I only have three different options at assault rifle???? Ugh......


There are 4 without DLC (3 for non-Soldiers.) Firepower pack gives you a 5th one and is still for sale. The 6th is the only one you missed out on (CAR) and it's not all that great anyway.

The armor might be worth hunting down the Collector's Edition for but the gun sure ain't.

#69
lazuli

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Optimystic_X wrote...
-Mobile cover: Army of Two had car doors and Gears had plantable shields. I'm not sure what would work best for ME (any ideas?) but this could be very useful tactically.


The geth in ME1 spawned those hexagonal shields from time to time.  And Collector Guardians use a similar tactic.  Perhaps something similar could be given to [some] Shepard[s].  One enemy in the Lair of the Shadow Broker DLC also has a shield.  Maybe Tech Shepards should get something along those lines.  Balancing that might be difficult.  Enemy AI would have to be tweaked to teach them how to flank properly.

A lot of changes from ME1 to ME2 were great, in my opinion.  I'm glad they got rid of the 1 shot kills.  1 shot kills don't really have a place in a game like this anymore.  It's a dated difficulty mechanism.  I much prefer the rockets in ME2 that can lead to deadly staggers (on higher difficulty levels) if you make a mistake and leave cover at the wrong time.

And health regeneration needs to remain.  We had it in ME1 as an option.  This option was so far superior to the other suit mods that, with maybe one exception, the other mods never saw use.

What I'd really like in ME3 is a deeper melee combat system.  I've talked about this a lot, but I think staggering (or otherwise vulnerable) foes should open up a button press prompt (not a quicktime event, just one button) that would lead into a complicated melee move.  Examples of this exist in RE4 and RE5.  Here's a youtube link that contains examples of RE5 melee attacks.  Keep in mind that this game is significantly more violent than ME2.  I'm not proposing that Bioware copy this system exactly.  The style of the kills/moves would need to be adapted to fit a Mass Effect game.  I just like the philosophy behind the system.  And I'm not saying that the melee attack in ME1 or ME2 is weak.  It's just a little repetitive.

Additionally, I would like every power to be viable on every difficulty setting.  I don't mind stripping layers of defenses away before using a power that is strong enough to completely negate a foe, though.  And more power combos are always welcome.

Modifié par lazuli, 15 septembre 2010 - 02:51 .


#70
kalle90

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lazuli wrote...
And health regeneration needs to remain.  We had it in ME1 as an option.  This option was so far superior to the other suit mods that, with maybe one exception, the other mods never saw use.


It felt like a reward in ME1 and it didn't become overpowered until with the later mods that also gave toxin resistances along the huge health regenerations. If the mods were balanced better health mods wouldn't have been a must have, or they would have been very rare.

ME2 removed sense of progression and customization in many ways and this also contributed to it.

#71
CaiN 007

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A few simple improvements... How about having the option to turn off auto-aim. I mean, auto-aim can become a little frustrating, and at other times it can get down right retarded. I'm a split second away from unloading a burst of a micro-scaled mass accelerated slug into some dude's face... then outta nowhere some other guy runs through my line of sight and ruins my shot. That's not helpful, nor is it fun... it's annoying.



Another improvement would be to bring back the ability to crouch. Like kalle90 mentioned, by not having this option in ME2 it really limits things, especially in terms of spontaneity. I can't tell you how many times I could have survived incoming fire from enemies if I had been able to simply crouch down behind some cover, but instead I would have to rely on a faulty cover system. Don't get me wrong, the cover system (when it works) has it's value too. But it does need some refinement.



Now, AI and squad commands... This area has plenty of room for improvement. One thing that has got to go is the jarring and quite childish responses your allies give when you're issuing commands.I don't like giving commands all that often because I can only hear, "ON MY WAY!" and "GOING TO COVER!" so many times before I have a full blown headache. If I've issued someone to use overload I don't want to hear, "YES!" or "RIGHT!" from them. We don't need an audio cue (them screaming one liners) to inform us they're about to do what we commanded. JUST HAVE THEM PERFORM THE COMMAND!



I don't know, those are just a few minor things that have bugged me while playing through Mass Effect 2.




#72
PsyrenY

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Concerning Health Regen: I think there are some players that like it, and some that would want a return to the run-and-gun no need for cover style of fast-paced shooting. Vanguard is very close to what the latter group wants but I think a nice, non-class-specific way to reduce the reliance on cover would be to remove Unity from the GCD. That way, people that want to run around outside cover and mow down Collectors can pop medigel to do it (similar to the last game) while those who are fine with health regen can hang onto theirs and play as normal.

Concerning Crouching: What's ironic is that your squad will crouch if you position them too far from a wall to enter cover, but close enough to it to benefit from ducking. I guess Shepard's legs are just really stiff after being dead for 2 years.

Concerning Squad "Confirmations:" I actually like that verbal feedback. It isn't always easy to know when you've positioned your squad in cover properly or just near it - hearing Garrus say "Going to ground!" makes me think "thank God, I won't be scraping his remains up off the warehouse floor when he charges that YMIR for no reason." I say that if you're hearing it  so much that it becomes annoying that just means you're repositioning them too frequently. Pick a spot way back in the corner and park them there instead.

#73
nremies1

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Bring back crouching, definitely.



I would also be down with a SWAT-style shield...but I'd go so far as to say you can't use ANY weapon while cowering behind it. Most games with a shield will let you fire a pistol. Screw that...if you want to push through heavy fire with a riot shield, you get no weapon at all. Would be neat to have a script that will make your squaddies actually stack up behind you if you used it but that's getting too far into R6-style combat.



And weapons mods, definitely. Do it like the armor upgrades - pieces add tangible benefits like increased accuracy, scopes, etc. Again I know you run the risk of getting too bogged down in fussing with your weapon setup but it would be neat to take a step back towards ME1 mods without the horrendous inventory interface.

#74
Tazzmission

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LEAVE THE ME2 WEAPON SYSTEM IN ME3. if anything needs to be improved its the cover system and squad command.

#75
nremies1

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Tazzmission wrote...

LEAVE THE ME2 WEAPON SYSTEM IN ME3. if anything needs to be improved its the cover system and squad command.


No argument that cover and squad command need to be improved, but why leave the ME2 weapon system?  You didn't like the ME1 weapon mods to tweak them?