I actually really like the idea of the system, but it is hindered by it's implementation and screwed balance for higher difficulties.
The good about the system is that this actually gives you a reason to think about which squad member to choose for a mission. This is pretty much the only time in the game where you actually have to think about your "specialists" performance, since there is no more equipment customization. For example vs Geth it is overload + AI hack and disruptor ammo. Vs collectors warp and concussive shot. Vs Blood pack incinerate, inferno ammo, warp...
These considerations are important to make me feel like a commander, making strategical and tactical decisions.
It is also good that like this, team combos are encouraged and generally team play is important.
What is bad, is that different difficulties have different setups for these layers, which completely rapes the balance and makes weapons and certain powers overly usefull while other powers and with them the squad members become considerably less usefull (Jack for example).
Difficulity should change overall resistance/health but not what weapons and powers are usefull against enemies.
What is also bad, is that the base health is way too low, compared to the top layers. This makes most biotics and cool combos like pull + warp almost useless. A simple fix is making base health generally stronger, while reducing the strength of the defense layers accordingly.
Modifié par Vena_86, 20 décembre 2010 - 09:20 .