smudboy wrote...
I'd be happy with choices that impact anything at this point, including my ass.Zulu_DFA wrote...
smudboy wrote...
We want choices, not problem solving.
But we also want the choices to bite us in the аss from time to time!
Right.
smudboy wrote...
I'd be happy with choices that impact anything at this point, including my ass.Zulu_DFA wrote...
smudboy wrote...
We want choices, not problem solving.
But we also want the choices to bite us in the аss from time to time!
Darth Drago wrote...
-Wasn’t this sort of the way it was in Mass Effect 1? If I recall you could effectively run at a low barrier and effortlessly jump over it. Funny how what we got now is considered “progress”.ybfelix wrote...
Darth Drago wrote...
-No argument on the lame duck and under cover before jumping over a low wall. There have been many deaths caused by this bad button/action combination. Again all in the name of better game mechanics to make a average at best shooter game.ybfelix wrote...
I don't particularly mind lack of crouching. But I find that you have to first against you back to a cover then be able to vault over it quite absurd. It looks very unnatural in Gears of War, and unnatural here too. I think Splinter Cell Conviction did crouch/cover/vault right. Map jumping over and enter cover on seperate keys would be better.
Or, say, enter cover and then push stick foward and press A to jump over it takes 1.5 seconds as of now? Then make it so that if you are standing right next to a cover and push stick toward it continuously for 1.5 seconds, you jumps over it without having to enter cover (of course you can still enter and jump if you wish.)-The nice thing about ME1 was that you did encounter enemies that could kill you in a single shot (or 2) or hit regardless of difficulty. Look at the rockets, thresher maw, snipers, Geth Armatures, Geth Colossus just to name a few things that could ruin your day if you moved in the wrong direction when they shot.ybfelix wrote...
Personally I think weapons in ME does too much damage, both to enemies and the player, making both tougher would result in better gunplay on normal difficulty. Didn't think this throughly though.
Now in ME2 is there anything at all that can kill you in a single shot at all difficulties? Even the thresher maw is insulting with its waving tentacles all but saying “I’ll pop up here in a second, get ready to shoot me!” and total lack of movement. Its all about cheap shots to stun you and turn your screen to crap with the lame bloody veins to hinder your vision.
Turin_4 wrote...
You mean that if "on clips" is says armor piercing ammos, character isn't skilled enough to put clip in his weapon?
How ever, if "on clips" it says normal ammos, character now knows how to put clip in his weapons?
This is a discussion that's been had before, but: do you actually think that just because all that is shown is a couple of buttons being pushed that that's all that's going on, anymore than when an AI is being hacked, all that is being done is an omni tool menu is being pulled down? It is easy and plausible to imagine there is more to it than just pushing a button.
As for clips, that's not how ammunition in the ME universe works.Especially when you could with any class in ME1, and when it was established that weapon mods are pretty much plug-and-play.
Yes, I know. Sometimes there are hiccups between games for gameplay balance issues. I'm perfectly aware it's not perfect continuity. I know it's a pothole in the road. Here's my response to that: Big Deal. It was decided that your non-weapon specialists can no longer instantly and effortlessly trick their weapons and ammunition out in any way they see fit at any time in any situation at no character-building cost. You're right, that's just completely out there and absurd.It takes Shepard less than a few seconds to activate an ammo
power, which appears to be him just pushing a button. What special
training is needed for that?
See above. Just because something appears to be pushing a button does not necessarily mean it is only pushing a button. That's a pretty standard sci-fi and fantasy convention for ease of storytelling. Complicated magic and technological accomplishments are done very simply.I just cant wait to see if BioWare decides to screw up the already
messed up ammo “powers” and thermal clips with something even worse.
If by 'screw up' you mean 'change to something that meets with even more nigh-universal acclaim', then I'll just say, "Me, too!"
Terror_K wrote...
In Mass Effect the concept makes little to no sense, and the explanation behind it is completely trite. It's just another one of many examples where in ME2 BioWare seemed to just not care about the overall realism and integrity of the ME world any more and just did all these things "becoz they b kewl!!1"
BioWare really need to pull the series back down to Earth with ME3, because as it stands with ME2 I simply can't take the universe seriously any more, and that's breaks immersion more than anything else.
Frybread76 wrote...
Pushing a button to create an ammo power is still pushing a button, which needs no special training. It's the same as me pushing a button to turn on my crappy, 16 MB laptop I had in 1999 as pushing the button to turn on my 8 GB gaming PC today.
Modifié par JaegerBane, 09 octobre 2010 - 06:34 .
JaegerBane wrote...
Terror_K wrote...
In Mass Effect the concept makes little to no sense, and the explanation behind it is completely trite. It's just another one of many examples where in ME2 BioWare seemed to just not care about the overall realism and integrity of the ME world any more and just did all these things "becoz they b kewl!!1"
BioWare really need to pull the series back down to Earth with ME3, because as it stands with ME2 I simply can't take the universe seriously any more, and that's breaks immersion more than anything else.
I don't think it' necessarily just a case of things being justified, no matter how nonsensical, "becoz they b kewl!!1". I agree that there were things entered into the game that were there for no real reason, but this by and large didn't actually interfere with the gameplay and the storytelling.
I do think the whole idea about omni-tools shooting fireballs and characters learning 'squad ammo powers' was utterly absurd, and I suspect the reasoning behind this was due to Bioware trying to even out gameplay between the classes. In that regard I think the only real problem was that the developers just didn't bother trying to think out a plausible in-game reason for the changes, which is bad, and something that they really need to look at in ME3, but not something that ruins the game.
I do think Bioware need to re-think what they're doing with the way stuff is depicted in-game - as you say, it starts getting to the point where it becomes difficult to take seriously. However, they're still a long way from this being a problem so large that it ruins the game. I just hope that in ME3, they don't veer any further towards it.
Frybread76 wrote...
But then the (gameplay) issue of one class having certain ammo powers while another doesn't would still exist. It just makes no sense to me.
Modifié par JaegerBane, 09 octobre 2010 - 06:44 .
Modifié par Lumikki, 09 octobre 2010 - 07:18 .
Pushing a button to create an ammo power is still pushing a button, which needs no special training. It's the same as me pushing a button to turn on my crappy, 16 MB laptop I had in 1999 as pushing the button to turn on my 8 GB gaming PC today.
Turin_4 wrote...
Pushing a button to create an ammo power is still pushing a button, which needs no special training. It's the same as me pushing a button to turn on my crappy, 16 MB laptop I had in 1999 as pushing the button to turn on my 8 GB gaming PC today.
What about what is done to that 8GB gaming PC you've got today? Did you build it yourself, or modify it, or install any of the parts? Did that require any special training? There's a pretty sizable portion of the Normandy called the Armory. What do you suppose goes on there? Should ME2 have explained things better? Sure. Is it a big deal? Not in the least.
Modifié par JaegerBane, 09 octobre 2010 - 08:24 .
Turin_4 wrote...
Pushing a button to create an ammo power is still pushing a button, which needs no special training. It's the same as me pushing a button to turn on my crappy, 16 MB laptop I had in 1999 as pushing the button to turn on my 8 GB gaming PC today.
What about what is done to that 8GB gaming PC you've got today? Did you build it yourself, or modify it, or install any of the parts? Did that require any special training? There's a pretty sizable portion of the Normandy called the Armory. What do you suppose goes on there? Should ME2 have explained things better? Sure. Is it a big deal? Not in the least.
Yes, Shepard can give his squad mates a LESSER version of his own ammo super powers, but not the strongest version, by pressing a button on his gun that magically changes the ammo properties of his squad mates' weapons.
But if Shepard can modify his own guns to give him ammo super powers, then why can't he modify his entire squad's guns in the armory to give them the most powerful version of ammo power, not the lesser squad versions?
Modifié par Turin_4, 09 octobre 2010 - 09:10 .
Turin_4 wrote...
Yes, Shepard can give his squad mates a LESSER version of his own ammo super powers, but not the strongest version, by pressing a button on his gun that magically changes the ammo properties of his squad mates' weapons.
But if Shepard can modify his own guns to give him ammo super powers, then why can't he modify his entire squad's guns in the armory to give them the most powerful version of ammo power, not the lesser squad versions?
OK, so what you really want is to have an incredibly powerful ammunition mod that is very damaging to enemies that can be changed in and out of weapons instantly in any situation that all characters can use at effectively zero cost, at no expense in credits or character points, just like in ME1? Just to be clear.
As for plausibility reasons, perhaps having a weapon that fires, say, warp ammo makes it fire slightly differently than normal ammo, meaning that Joe Adept can't just use it as easily as Arnold Schwarzensoldier. Is it perfectly consistent with ME1? No. Use a little imagination!
No. I'd rather have weapon/ammo mods (like we had in ME1) that you can change or install by visiting Jacob in the armory. Shep could either purchase these mods or build them (kinda like how in KOTOR 2 you could make mods if your skill was high enough).
Modifié par Turin_4, 09 octobre 2010 - 09:58 .
Zulu_DFA wrote...
smudboy wrote...
I'd be happy with choices that impact anything at this point, including my ass.Zulu_DFA wrote...
smudboy wrote...
We want choices, not problem solving.
But we also want the choices to bite us in the аss from time to time!
Right.
JaegerBane wrote...
Terror_K wrote...
In Mass Effect the concept makes little to no sense, and the explanation behind it is completely trite. It's just another one of many examples where in ME2 BioWare seemed to just not care about the overall realism and integrity of the ME world any more and just did all these things "becoz they b kewl!!1"
BioWare really need to pull the series back down to Earth with ME3, because as it stands with ME2 I simply can't take the universe seriously any more, and that's breaks immersion more than anything else.
I don't think it' necessarily just a case of things being justified, no matter how nonsensical, "becoz they b kewl!!1". I agree that there were things entered into the game that were there for no real reason, but this by and large didn't actually interfere with the gameplay and the storytelling.
I do think the whole idea about omni-tools shooting fireballs and characters learning 'squad ammo powers' was utterly absurd, and I suspect the reasoning behind this was due to Bioware trying to even out gameplay between the classes. In that regard I think the only real problem was that the developers just didn't bother trying to think out a plausible in-game reason for the changes, which is bad, and something that they really need to look at in ME3, but not something that ruins the game.
I do think Bioware need to re-think what they're doing with the way stuff is depicted in-game - as you say, it starts getting to the point where it becomes difficult to take seriously. However, they're still a long way from this being a problem so large that it ruins the game. I just hope that in ME3, they don't veer any further towards it.
Turin_4 wrote...
I'm not really sure what your point is here, Turin. He doesn't need to have built the laptop himself to be able to switch it on, and the same goes for the ammo in game. At the end of the day, a specialised ammo amount is a tangible item - it isn't the manifested worth of being able to demonstrate telekinesis or hack a person's hardsuit computer. You load it.
Why do you think there's no specific combat power damage upgrades, hmmm?
It's not the manifested worth? If it's trivial, why are people upset about the change? If it isn't trivial, then it would seem you're mistaken. Furthermore, obviously it's not trivial. Switching from heavy disruptor to heavy warp or inferno can be enormously effective.
Terror_K wrote...
I dunno... having squaddies run around in pajamas with only a breather-mask on for protection not only in combat but in hadardous environments takes me right out of the game, and the only way it doesn't ruin the game for me is if I make sure I'm only taking Tali, Garrus or Grunt to those locations, because they're the only ones with proper protection. Not to mention the fact that kinetic shields and the new medi-gel dispensing technology is supposed to be a part of armour, and yet your squaddies can run around in standard clothing (or in Jack's case, not so standard...) and still reap the benefits.
Then there's things like The Hammerhead: a vehicle so clearly made for platformy action sections in a game that it's mere presence takes me out of things.
The scarring I used is another example, it's just smacks of trying to be "badass" it's not funny. It's so modern Hollywood that it's pathetically sad... like something Michael Bay would put in one of his movies.
he fact that I'm supposed to believe Thermal Clips spread so far and fast and made old weapons extinct in less than two years is easier to ignore, but not by much, especially when you land on Aeia to find it riddled with them and have Zaeed telling old stories involving thermal clips from before their time, and when you consider places like Omega and The Migrant Fleet (are the poor and desperate really going to make sure they have the latest weapons in the case of the former, and I find it hard to believe a race that's struggling to keep their ships from falling apart and desperate for new ones and parts would make sure every weapon they have is top of the line).
Things are over-hologrammed too. I actually remember commenting on this back when the first images of the tech-armour and other holograms was shown when people weren't entirely sure what they were. I pointed out how completely counterproductive it is in a combat situation to have something that lights you up so spectacularly, even when you're behind something, especially in the dark places you generally fight in in ME2. You may as well have a giant flashing sign above your head pointing down to say "I'm Here! Shoot Me to Win Prize!" or something. One of the devs (I forget who) popped in and basically said "but they look cool!" as an excuse, and that's pretty much when I realised that many of my fears were realised before I even knew about them. I countered again how simply looking cool isn't cool at all when it becomes so unrealistic that it boggles the mind, and the dev just said that if they decide something is cool enough, they'll put it in anyway, whether it makes sense or not.
And I think this is the wrong attitude and exactly what's wrong with much of ME2 aesthetically. Things that seem cool on pen and paper cease to be when they become so incredibly stupid that they crack the very fabric of the universe they're set in. ME1 had a lot of issues, but not once did I come across something and go "that's completely farcical and mind-numbingly stupid" that ended up taking me out of the game and breaking my immersion. ME2 is riddled with this stuff, and while much of it is minor on the surface, it pops up repeatedly and constantly and is hard to ignore. And when the people making the game don't even seem to give a damn about the integrity of their own universe any more and make sure stupid decisions and amateur mistakes, then why the hell should I care about it any more either? ME1 started off being something I was really considering to be --for me-- the Star Wars, Star Trek and Babylon 5 of this century. Now it's just become like all the other lazy, over-the-top dreck out there that sacrifices integrity and cohesion for being "coolz!" and "badass!!1" instead.
Terror_K wrote...
It's not that the suits are skin-tight that's the main issue: it's that they're skin-exposed that's my main problem. A space-suit that's half a foot thick doesn't make much difference if you're not wearing a helmet. Beyond that my issues are that outfits that don't have the capacity to have kinetic shields and medi-gel dispensers shouldn't realistically be healing and protecting people.
But again, my main issue is that a breathing mask is apparently enough to protect against hazardous environments such as the vacuum of space, various toxins, high pressure, extreme temperatures, random planetary elements, etc. It's a simple, and stupid mistake that should never have been made, and they were definitely more careful about it in ME1 by making sure nobody had exposed outfits and that full-face helmets came on in hazardous places. In ME2 it's like they no longer care about the integrity and realism of the universe suddenly after setting up a generally believable setting in the first game (if one ignores the space magic that is eezo and biotics, but every sci-fi gets a couple of these). One moment we've got codex entries and characters speaking about the hazards of space, and then in the sequel they just don't give a damn and make lazy and bad choices like that. How am I supposed to trust a development company who makes such a juvenile, amateur mistake like this? It seriously boggles my mind that they could either be so dense, so careless or so blase about it. It's not like this is something that slipped through: it was a clearly intentional thing, considering they designed the so-called "protection" themselves. To me it's the equivalent of watching Star Trek DS9 or Babylon 5 and suddenly them having an episode where a character gets out onto the space station without even wearing a suit. I know it's science fiction, but there are some laws you have to obey. Hell... even Futurama obeys this one and it's a friggin cartoon!