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Thoughts on the current Mass effect 2 combat layer system. Constructive criticism on improvement's and ways to make it possibly more enjoyable.


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#26
rokeeb

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Ahglock wrote...

Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.

Anyway on the RP side of things I did find it odd/lame that special forces super funded soldier has shields that absorb like 200 points of damage, random street thug has shields that absorb 1,000 points of damage.


That's the point of difficulty levels! If you don't think it makes sense, then lower the difficulty.

#27
Bamboozalist

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Ahglock wrote...

Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.

Anyway on the RP side of things I did find it odd/lame that special forces super funded soldier has shields that absorb like 200 points of damage, random street thug has shields that absorb 1,000 points of damage.


No it's not considering that in ME2 my insanity playthrough consisted of me doing basically nothing for a good portion of it and spamming warp occasionally.

Modifié par Bamboozalist, 18 décembre 2010 - 02:05 .


#28
revengeance

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Ahglock wrote...

Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.

Anyway on the RP side of things I did find it odd/lame that special forces super funded soldier has shields that absorb like 200 points of damage, random street thug has shields that absorb 1,000 points of damage.


It should be more like ok i take 3-4 shots they take 6-7 not i take 4 they take 60.

#29
revengeance

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rokeeb wrote...

Wouldn't it be pointless for Bioware to create super good enemy A.I for only the harder difficulty levels? Also, what about the people who like harder difficulty levels to just be scaled against them?

I think that they should just increase the A.I skill in general, for all difficulties, and then keep the harder difficulties the same.


It would not be pointless, for one they would have to make good A.I lol there are not words to describe how dumb your allies are in this game. TWO they would just increase it from like, normal - aggressiveness, Teamwork strategy, teamwork cohesiveness at 50% TO all those at 75% for hard or 100% for insane.

You understand what i am saying? stop defending them and give some community constructive criticism to make this game funner for everyone.

Obviously i like it harder otherwise i would not have made this thread i just think it did not make it scaled against me I thought it made it boring. The whole system stinks.

Modifié par revengeance, 18 décembre 2010 - 03:05 .


#30
Googlesaurus

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rokeeb wrote...

I think that they should just increase the A.I skill in general, for all difficulties, and then keep the harder difficulties the same.


How about adding a greater variety of enemies for the higher difficulties? 

#31
wrexfan32hanalei

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I just want them to give the squadmates more than 2 powers each for ME3

#32
padaE

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The AI in ME2 is very good so is the way Bioware worked the combat overall, it's brilliant.

.

Just put more enemys and enemy types on the screen , add improvements to the combat and it's almost done for ME3.

#33
Ahglock

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Bamboozalist wrote...

Ahglock wrote...

Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.

Anyway on the RP side of things I did find it odd/lame that special forces super funded soldier has shields that absorb like 200 points of damage, random street thug has shields that absorb 1,000 points of damage.


No it's not considering that in ME2 my insanity playthrough consisted of me doing basically nothing for a good portion of it and spamming warp occasionally.


I don't want to be a jerk about it, but insanity is not that hard.  Use squad powers to drop defenses, then use your powers to neutralize them.  You should not be hiding behind cover all the time, use the squadies it is a squad based game.  Like I said my issue is more on the role play side of things where it doesn't make setting sense for goons to have better gear than the 2 billion dollar man. 

#34
alickar

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i kinda wish some of they enemys would use their powers more often n also use all the classes the we use

#35
Zulu_DFA

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revengeance wrote...

I think the whole layer system sucks


Amen.

#36
AlanC9

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I agree with Ahglock. A lot of things start to make no sense at the higher difficulty levels. The problam with playing at the lower levels is that the game is too damn easy.

#37
Ahglock

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alickar wrote...

i kinda wish some of they enemys would use their powers more often n also use all the classes the we use


Sometimes I think that and it could work with the not vs defenses thing they have set up.  But being pulled/thrown would suck it is a big penatly for one second of screwing up.  And if going against classes with neutralizing powers like this, cryo, pull, singualrity etc you basically could not be out of cover at all while your shields were down.  Now you can risk it to some degree.  But hey it is usually 10 blue sons goons to every blue son engineer, so if full class types were rare enough it could work IMO. 

#38
Ahglock

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AlanC9 wrote...

I agree with Ahglock. A lot of things start to make no sense at the higher difficulty levels. The problam with playing at the lower levels is that the game is too damn easy.


Oh god yes, I started my first game on hard core, and have played insanity since then.  I once tried to play a normal game, it was so pathetic I couldn't play past the first mission before I had to switch back to insanity.  I don't even consider myself good at these games, I'm more of a turn based strategery type. 

#39
revengeance

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AlanC9 wrote...

I agree with Ahglock. A lot of things start to make no sense at the higher difficulty levels. The problam with playing at the lower levels is that the game is too damn easy.


Yeah for sure, i just wish they made it more interesting because the story and relationships are so well done.

#40
revengeance

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alickar wrote...

i kinda wish some of they enemys would use their powers more often n also use all the classes the we use


Yeah same here. i feel like the only other thing i ever see other than bullets coming at me are the occasional warp's

#41
revengeance

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padaE wrote...

The AI in ME2 is very good so is the way Bioware worked the combat overall, it's brilliant.
.
Just put more enemys and enemy types on the screen , add improvements to the combat and it's almost done for ME3.


I disagree, i expect more from a company as good as bioware they can do much better.

#42
revengeance

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wrexfan32hanalei wrote...

I just want them to give the squadmates more than 2 powers each for ME3



same.

#43
blocks

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I agree, rock paper scissors and layering in general is bull****, and it's not even skillfully covered up, we can kill people one shot a piece in cutscenes and then start a mission and unload two clips of the same gun you were shooting with in the cutscene into an apparently unarmored enemy before they die.

#44
adam_grif

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If they redesigned most of the firefight arenas to allow for more flanking, made it easier for you to dodge enemy fire while sprinting and made it more fluid to go in and out of cover, the game's combat could be redesigned to allow for lower-HP enemies with the defense system in its present incarnation essentially gone.

It's not difficult to make enemies flank you, but if the enemies flanked you in the current iteration of the ME2 combat engine, you would get fracking slaughtered because they have such a ludicrously high amount of HP, and there is no way for you to effectively crowd-control them except on low difficulties (armor, shields etc prevent you from using CC like pull).

Personally, I would like custom difficulty selector, where there are sliding scales that control A.I. tactics, A.I. aim (i.e. how accurate they are generally), A.I. health, Player health. Then people could customize it to however they want. Then they can take out the friggen insanity achievement.

The AI in ME2 is very good


Image IPB


Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.


Not in cover shooters, but if you extend your net to FPS games F.E.A.R. is the king, followed by Crysis and the recent iterations of the Halo elites. The essential problem with cover shooters is that the static nature of a cover system (encouraging you to stop in one place to do your killing) makes it difficult to program A.I. that appears "clever", since getting flanked in those games is almost always a death sentance, so the A.I. is generally not very agressive.

On higher difficulties they just usually crank the A.I. HP and lower your HP, because it's easier than getting the A.I. to behave smarter.

Modifié par adam_grif, 18 décembre 2010 - 06:43 .


#45
adam_grif

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Double post.

Modifié par adam_grif, 18 décembre 2010 - 06:44 .


#46
Googlesaurus

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adam_grif wrote...

Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.


The A.I. in F.E.A.R. is still unmatched in gaming. The A.I. in Crysis was also quite good, but not as awesome. There is a paper published by the FEAR lead A.I. programmer on how they used some pretty clever techniques to make the A* searching that the A.I. uses work as well as it does.

It's still not perfect and possible to run into some funny situations, but ME2 A.I. is pretty ****** poor by comparison.


FEAR A.I., boy those games were fun. I just wish they had more varied locales. 

Elite A.I. in Halo:CE was pretty brutal on Legendary. 

Modifié par Googlesaurus, 18 décembre 2010 - 06:44 .


#47
revengeance

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adam_grif wrote...

If they redesigned most of the firefight arenas to allow for more flanking, made it easier for you to dodge enemy fire while sprinting and made it more fluid to go in and out of cover, the game's combat could be redesigned to allow for lower-HP enemies with the defense system in its present incarnation essentially gone.

It's not difficult to make enemies flank you, but if the enemies flanked you in the current iteration of the ME2 combat engine, you would get fracking slaughtered because they have such a ludicrously high amount of HP, and there is no way for you to effectively crowd-control them except on low difficulties (armor, shields etc prevent you from using CC like pull).

Personally, I would like custom difficulty selector, where there are sliding scales that control A.I. tactics, A.I. aim (i.e. how accurate they are generally), A.I. health, Player health. Then people could customize it to however they want. Then they can take out the friggen insanity achievement.

The AI in ME2 is very good


Image IPB


Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.


Not in cover shooters, but if you extend your net to FPS games F.E.A.R. is the king, followed by Crysis and the recent iterations of the Halo elites. The essential problem with cover shooters is that the static nature of a cover system (encouraging you to stop in one place to do your killing) makes it difficult to program A.I. that appears "clever", since getting flanked in those games is almost always a death sentance, so the A.I. is generally not very agressive.

On higher difficulties they just usually crank the A.I. HP and lower your HP, because it's easier than getting the A.I. to behave smarter.


Exactly they do what is easy, it could be better and a lot more fun = more replayablilty for starters. I firmly believe bioware could make this happen in Mass effect 3. I believe bioware to be the best in the business and they have the financial backing that is for sure.

#48
lazuli

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I'm a fan of the defense system. No, it doesn't make any sense from a lore perspective for armor to block Biotics. But it makes for more interesting combat. The defense system isn't perfect, by any means, but it forces players to explore other options.



As you become more comfortable with higher difficulties, the defenses will seem like less and less of an issue. Even defended enemies can stagger, and talented players can take advantage of these momentary vulnerabilities. Know your enemies, know your class, and know your squadmates. Defenses are a challenge to overcome. Challenges can be fun.

#49
revengeance

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Googlesaurus wrote...

adam_grif wrote...

Can anyone point to a game that does this well. I mean crap tactic AIs seem to be the norm to me.


The A.I. in F.E.A.R. is still unmatched in gaming. The A.I. in Crysis was also quite good, but not as awesome. There is a paper published by the FEAR lead A.I. programmer on how they used some pretty clever techniques to make the A* searching that the A.I. uses work as well as it does.

It's still not perfect and possible to run into some funny situations, but ME2 A.I. is pretty ****** poor by comparison.


FEAR A.I., boy those games were fun. I just wish they had more varied locales. 

Elite A.I. in Halo:CE was pretty brutal on Legendary. 


I agree the A.I made it great i love that challenge i just feel that bioware could easily make it happen.

#50
revengeance

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blocks wrote...

I agree, rock paper scissors and layering in general is bull****, and it's not even skillfully covered up, we can kill people one shot a piece in cutscenes and then start a mission and unload two clips of the same gun you were shooting with in the cutscene into an apparently unarmored enemy before they die.


EXACTLY !! I mean the cutscenes reflect exactly what i am saying you are generally on equal footing with your enemies in arm's and tech but it's sheppards willpower, strategy, history, combat skills and fortitude that make's him a hero.

The current system is so mindless.