Upsettingshorts wrote...
Sylvius the Mad wrote...
Come to think of it, I'm hard-pressed to see many changes to combat gameplay between the two.
They were both pause-and-play. They both reduced player input to target selection. The only real difference was that in ME2 Shepard couldn't miss (the loss of stat-driven aiming is perhaps ME2's greatest failing compared to ME).
Inventory changed rather dramatically. Weapon performance between firearms of the same type - aside from non-Viper sniper rifles as we've discussed - changed. Customization of squad equipment was removed. The number of skills were streamlined rather significantly. Paragon/Renegade dialogue checks were completed based on percentage of available points and not Charm/Intimidate. Reload mechanics were introduced. Heavy Weapons were introduced.
And I think the loss of stat-driven aiming was probably ME2's greatest triumph compared to ME. The fact my awesome, decorated space marine worthy of the Spectres from the very start of the game yet couldn't shoot was incredibly immersion killing to me.
It goes back to my theory that once Mass Effect was designed to be a twitch game, shooter mechanics were always going to be preferable to RPG mechanics in all cases where they conflict. And skill based aiming was one of them. Does that I mean I want Mass Effect to be more of a shooter with a story than it is? Sure does. But if they had made it a Fallout 2 turn-based combat RPG I woulda been fine with that too. Twitch changes things.
Just out of curiosity AngryPants, if you hate CPRG's with classic stat driven gameplay so much, why would you be on Bioware forums of all places?





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