Terror_K wrote...
I don't find them that different honestly, but then I haven't tried them all in ME2 yet (I actually find the game hard to get into and stick with, while with ME1 I could play it dozens of times). In a sense the classes are more defined and different from each other and don't crossover as much as they did in ME1. But at the same time they are all pretty much about the same thing, and as I said earlier non-combat skills are basically non-existent now. And while there may be more variation between classes, there's less within the classes themselves. BioWare needed to actually keep the amount of skills about the same when they halfed the level, rather than more-than halving the skills as well. They also needed the branching off of talents to occur part-way through the skill tree rather than only at the end, and to make it more differentiated than always being a case of "the same, but either more damage or wider damage" and "the same, but either more damage or quicker cooldown", etc.
Yeah, some of the support were mixed with offensive skill, like overheating weapon with overload, i find it not too bad made in ME2 so i don't complain about it, there is a good side and bad side (bad side is reducing number of skill, good side is, since your skill are on cd to forbide the player to chain everything, it give you the choice to use it as a defence or as a offence).
The problem "not enough variation" between class in ME2 depend of the way you are using them.
For exemple, with my first infiltrator playthrough, i used a lot the snipe and tactical cloak. In my second playthrough, i kept my widow for emergency need and my tactical cloak to find a good spot. In the end i beat the game nearly using gun / smg / skill, it was nearly the same as my sentinel, but it's my fault, i should have used more often the infiltrator attribute for offence and not keeping it for my defence.
Terror_K wrote...
I think you're misunderstanding me here. I won't want a shotgun to be able to take out a long-distance enemy. What I want is to be able to play a character who specialises in close-range combat in one playthrough, one that specialises in mid-to-long range combat in another and then maybe one that mixes it up in a third. By forcing me to use weapons I have no desire to, it limits me to only playing that third option. I don't expect the weapons to be able to handle every situation, but instead I want to be able to play differently in the same situations, rather than be forced to play it the same way with the same style in every playthrough. That's why in DAO I create one fighter who uses sword and shield, one who uses a big two-handed axe and one who has a long-bow. I don't just have one fighter who uses all these things.
The problem here is that ME2 don't offer enough short range weapon.
There is only one real short range weapon, the shotgun, after you can use the carnifex and the first smg since it work like the mattock, you can have a great burst at short range.
Middle-long range offer more diversity, but It would be nice to get back some customisation in ME3 to change some property of the weapon.
I like dridge of cerberus and the weapon customisation, you could build your own set of weapon for the way you play.
Modifié par Siegdrifa, 25 septembre 2010 - 12:31 .