Modifié par hawat333, 16 janvier 2011 - 10:49 .
My Idea of the Perfect ME3
#326
Posté 16 janvier 2011 - 10:44
#327
Posté 16 janvier 2011 - 03:59
Kronner wrote...
Both parts. Separate CD for tech, combat and biotic is just not very good gameplay decision. Adept, Engineer and Soldier would have only 1 CD available, Vanguard and Infiltrator 2 and Sentinel all three. Just bad idea.
Medigel is ridiculous (using it in mid-combat to instantly restore health AND shields is just laughable) in ME2, they should make it less powerful and then separate CD could make sense.
Longer CDs would make the game boring and slow. I do not want to wait 12s before I can Charge again or cast Singualrity.
why is sepereate cooldowns a bad idea tho? using pull shouldnt stop me from using cryo blast. there not linked together in any way whatsoever. the hybrids should have sepereate cooldowns because thats exactly what they are, hybrids. medigel near middle of the game is handy, but isnt barrier, GSB, fortification, and power armor essentially the same type of thing? personally, i dont think there should be medigel at all. we already have regenerative health. medigel just makes the game easier, and most people already think ME2 is easy enough.
longer cooldowns would suck. for the same reason enemy protections suck. i want to use my abilities like there going out of fashion. i suppose if i wanted enemy protections removed maybe id remove cooldowns alltogether as well.
Modifié par The Spamming Troll, 16 janvier 2011 - 04:00 .
#328
Posté 21 février 2011 - 11:15
Terror_K wrote...
* I'd like to be able to take my love interest someplace nice. Out to dinner at a fancy resturant or something.
This invalidated your whole list. Seriously. Just no. I hate you.
Also,
* Keep universal cooldowns
You now have all my hate.
Modifié par madman0311, 21 février 2011 - 11:18 .
#329
Posté 21 février 2011 - 11:48
madman0311 wrote...
Terror_K wrote...
* I'd like to be able to take my love interest someplace nice. Out to dinner at a fancy resturant or something.
This invalidated your whole list. Seriously. Just no. I hate you.
Also,* Keep universal cooldowns
You now have all my hate.
I chortled at your post. Especially the part about taking the LI to some place nice, as if there will be any place nice while the reapers are touching down all over the planet/galaxy, or even after they are vanquished.
+1
#330
Guest_thurmanator692_*
Posté 13 mars 2011 - 08:27
Guest_thurmanator692_*
<-- this guy. (Me, not Mordin. [though i'm pretty sure he does too, do it for him])
#331
Posté 13 mars 2011 - 10:06
#332
Posté 14 mars 2011 - 04:58
#333
Posté 14 mars 2011 - 04:21
Terror_K wrote...
I can kind of forgive the over-the-top characters to a degree, simply because we really were supposed to be getting the best of the best for ME2. Though that makes me wonder what ME3 new companions will be like. Hopefully a little more real and down-to-earth like the ME1 ones for the most part, IMO. I know some people said they found the ME1 crew boring in comparison to ME2's ones, but I personally found them more real and likeable, rather than coming across as a little gimmicky and over-the-top badass like most of ME2's lot. Again though... given the premise, I can forgive it. But if ME3 comes along and I'm expected to believe that the average person is as badass as them, I'll definitely be more than rolling my eyes.
I'd definitely take Jack, Thane and Legion over Liara, Kaidan and Ashley any day. There's far more backstory, the characters seem much more lifelike (Even Legion, with the lack of... well, life). Although Thane may seem a little dry sometimes, it's certainly hard to get dryer than Kaidan.
Give me back Jenkins! For the five minutes he was around, he showed so much more personality than his replacement did in the entire game.
#334
Posté 15 mars 2011 - 10:03
It's just very cliched feel and it doesn't appeal to most people much.
#335
Posté 15 mars 2011 - 11:27
#336
Posté 16 mars 2011 - 03:29
Good list. However, i would disagree with bringing back the ammo upgrades in ME 1... i think we can all agree that the ammo upgrades in ME 1 required a lot of micro managing, this is not a strategy game, it's an RPG... ME 2's ammo power system is more smoother, and much less micro managing, and with that, much less annoying.<br />
I see what you're saying here, but I think most people are looking for a hybrid of ME:1's and ME:2's Inventory system. Switching Ammo Mods was only cumbersome because there were different levels of them, I-X etc, if there were only X versions then there's what? 6 or 7 of them? That's a quick change that you can do between fights or on the fly. It also makes more sense than ME:2's 'I think things and they happen' route.
Just my 2 cents on it.
As for the OP, I like most ideas here, a few that I disagree with, but overall, if ALL of them were introduced, I could live with the few I didn't like, as opposed to the way it was in ME:2 where I felt they just went way too far with cutting things out rather than improving on them.
Well thought out post all in all, I thought.
On the subject of Cooldowns, I've always been in favour of 2 seperate cooldowns. Global Cooldown and Individual Cooldown, In practice it would work something like this: (Numbers are given as examples only, they would probably need tweaking) An Adept sees an Enemy with a barrier and uses Warp, 2 Cooldowns kick in Global Cooldown of say 2 seconds, during this time you can't use ANY powers, and the Individual Cooldown (in this case Warp) of say 6 seconds, once the Global CD is up, you're free to use any abiility except Warp which at this point still has 4 seconds left on its CD. All it would take is a small icon at the bottom of the screen that fills up and vanishes so that the player has a visual cue. Doing it this way would mean that you could say cast Warp, wait 2 seconds and then pull etc. It would Actively encourage people to play the class effectively (using combo's) whilst discouraging spamming the same power over and over again.
Modifié par Dave666, 16 mars 2011 - 03:38 .
#337
Posté 16 mars 2011 - 04:06
I'd like to have a few missions where you drive the Mako or Hammerhead. The Mako seems to get a lot of hate, but I always enjoyed driving around shooting up the place in it.
The Talent system from ME1 should be used. In ME1, each talent had 12 levels with one point buying each level. This made the increase in a characters abilities smoother from level to level.
I liked the inventory system of ME1 better. Different armors, mods, ammo mods, etc.
Use the combat system and controls of ME2.
Rebalance some weapons. For one, pistols shouldn't be powerful penetrators of armor. That doesn't make sense. Handguns are last ditch defensive weapons that would not in any way be effective against something like a YMIR mech once it's shields were down. Handguns are handguns, they aren't anti-tank rifles. Speaking of which, very large, powerful rifles like the M98 Widow should have to be fired from a supported position due to weight and recoil issues. Assault rifles are well balanced, as are the sniper rifles.
Allow specialized ammunition for shotguns. One of the real world advantages of a shotgun is the wide selection of ammunition. Modern shotguns can use #8 shot for pests, #4 to #6 for bird hunting and turkey hunting, 00 buckshot for large game and combat, slugs for dangerous game and combat, small grenades, and bean bags. This isn't even an exhaustive list, either, just the ones I know of.
Go for a hybrid system with thermal clips / overheating.
Post-mission briefings were always fun. Annoying the Turian Councilor was a beautiful thing.
I'll add more later if I think of any.
#338
Posté 16 mars 2011 - 04:26
Length of the game.
This is the final game in the trilogy. It should be truly epic. I'm thinking that the main campaign, alone, should be at LEAST as long as the main campaigns of the two previous games combined.
#339
Posté 16 mars 2011 - 04:30
#340
Posté 16 mars 2011 - 07:36
jamesp81 wrote...
The Talent system from ME1 should be used. In ME1, each talent had 12 levels with one point buying each level. This made the increase in a characters abilities smoother from level to level.
Uh, problem is leveling up the talents just felt negligble up to the point you'll only see the benefits when they're completely maxed out, and that rang true for every single weapon skill. As for Biotic and Tech skills, the level of progression just felt like BioWare placed random numbers on what is considered "Basic/Intermediate/Advanced" versions of the skill in question.
Rebalance some weapons. For one, pistols shouldn't be powerful penetrators of armor. That doesn't make sense. Handguns are last ditch defensive weapons that would not in any way be effective against something like a YMIR mech once it's shields were down. Handguns are handguns, they aren't anti-tank rifles. Speaking of which, very large, powerful rifles like the M98 Widow should have to be fired from a supported position due to weight and recoil issues. Assault rifles are well balanced, as are the sniper rifles.
One little problem: None of the classes that are NOT combat specialists don't have the luxury of a shotgun or a sniper rifle (i.e. Engineers, Adepts, and Sentinels only have access to pistols and SMGS), so handguns having armor-piercing properties are needed. BTW, military personnel actually use handguns with .45 caliber ammunition for the stopping power. As for the Widow needing a bipod, it will open another whole can of worms with the combat system that is in place already, bogging down the fun factor. BTW, Shepard's a cyborg already, so something as trivial as recoil is already neglible.
Modifié par Lunatic LK47, 16 mars 2011 - 07:41 .
#341
Posté 16 mars 2011 - 07:47
Lunatic LK47 wrote...
jamesp81 wrote...
The Talent system from ME1 should be used. In ME1, each talent had 12 levels with one point buying each level. This made the increase in a characters abilities smoother from level to level.
Uh, problem is leveling up the talents just felt negligble up to the point you'll only see the benefits when they're completely maxed out, and that rang true for every single weapon skill. As for Biotic and Tech skills, the level of progression just felt like BioWare placed random numbers on what is considered "Basic/Intermediate/Advanced" versions of the skill in question.Rebalance some weapons. For one, pistols shouldn't be powerful penetrators of armor. That doesn't make sense. Handguns are last ditch defensive weapons that would not in any way be effective against something like a YMIR mech once it's shields were down. Handguns are handguns, they aren't anti-tank rifles. Speaking of which, very large, powerful rifles like the M98 Widow should have to be fired from a supported position due to weight and recoil issues. Assault rifles are well balanced, as are the sniper rifles.
One little problem: None of the classes that are NOT combat specialists don't have the luxury of a shotgun or a sniper rifle (i.e. Engineers, Adepts, and Sentinels only have access to pistols and SMGS), so handguns having armor-piercing properties are needed. BTW, military personnel actually use handguns with .45 caliber ammunition for the stopping power. As for the Widow needing a bipod, it will open another whole can of worms with the combat system that is in place already, bogging down the fun factor. BTW, Shepard's a cyborg already, so something as trivial as recoil is already neglible.
That's kind of the point about non-combat specialists. They do their work with tech or biotic powers. Firearms are just a backup for them.
As for what the military does, yes, I'm aware of their use of 45 caliber handguns for situations where 9mm Luger is considered insufficient. I also handload all my own ammunition, and thus I could give you an entire week long course on internal, external, and terminal ballistics of modern handgun and rifle cartridges. Handguns simply do not generate the necessary kinetic energy to be effective against hardened barriers, like armor, that rifles do (point of fact, 45 caliber handguns actually get less penetration against armor than 9mm does, although it gets superior penetration against brittle barriers like glass).
In short, the tech and biotic specialists shouldn't have powerful anti-armor weapons. Weapons aren't their thing. A handgun or short barreled SMG is a weapon they carry for emergencies when, for some reason, they can't use biotics or tech powers.
#342
Posté 16 mars 2011 - 08:04
jamesp81 wrote...
That's kind of the point about non-combat specialists. They do their work with tech or biotic powers. Firearms are just a backup for them.
]In short, the tech and biotic specialists shouldn't have powerful anti-armor weapons. Weapons aren't their thing. A handgun or short barreled SMG is a weapon they carry for emergencies when, for some reason, they can't use biotics or tech powers.
Thing is the game revolves mostly around gunplay while the
abilities are little more than debuffs, not to mention ME2 Adepts did
not have much in the way of utility other than Warp for Armor and Barrier, but even then, those take a 10-second cooldown while we're waiting (estimation-wise),
and if the Adepts are fighting enemies with regular shields, they only
have their SMGS to do the job. The handguns need to have some useful
utility for close-quarters combat if their powers are in the middle of recharging, and armor-piercing is justified.
#343
Posté 18 mars 2011 - 12:13
Thing is the game revolves mostly around gunplay while the
abilities are little more than debuffs, not to mention ME2 Adepts did
not have much in the way of utility other than Warp for Armor and Barrier, but even then, those take a 10-second cooldown while we're waiting (estimation-wise),
and if the Adepts are fighting enemies with regular shields, they only
have their SMGS to do the job. The handguns need to have some useful
utility for close-quarters combat if their powers are in the middle of recharging, and armor-piercing is justified.
[/quote]
Thats the part that always bothered me a little. Its true, due to the Rock, Paper, Scissors nature of defences the game is based on shooting, however, non combat classes get no aid towards this. What I mean by this is, if you look at the combat classes, they all recieve bonuses to their weapon damage in their passives and some type of ability to assist in aiming. For example Soldiers have Adrenaline Rush which is has a slowdown effect, Infiltrators have scope slowdown, Vangards have a slowdown after charging (admittedly a very brief one), which all helps the player to aim and do more damage with guns.
The Caster classes however recieve none of these abilities. Granted the slowdown effects might not make much sense on these classes, but for a game that revolves around weapons they don't even receive any bonus to damage either. ME:2 rewards shooting and punishes caster classes. (Talking about hardcore and insanity here of course). The Rock, Paper, Scissors defenses only seem to affect the casters. Soldiers and Infiltrators can still 1 shot most enemies with a SR headshot regardless of defences and the Vangard isn't far behind them at all. However for the caster classes to kill an enemy they have to strip defences first.
I'm certainly not saying that the caster classes are 'broken' or anything like that, if anything I would say its the reverse. Adept for example I would say was very well balanced on Insanity, the combat classes...not so much.
Just my thoughts, I certainly don't expect everyone to agree with me. (The world would be a boring place then, wouldn't it?) <_<





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