What Vehicles do want for ME3
#51
Posté 26 décembre 2010 - 06:46
#52
Posté 05 janvier 2011 - 01:27
#53
Posté 06 janvier 2011 - 12:43
(Basically at 100% upgraded)
Mobility - The Hammerheads hovering mobility and strafing capabilities that can be upgraded with port and starboard boosters for quick flanking.
Attack - The M-080's mass accelerator cannon with possible lock on ability. Add a machine gun like the mako's that can be upgraded to be more efficient so it overheats less.
Defence - (besides the strafing boosters?) Armor regen from HH that can be upgraded with a stronger version of the mako's shield.
#54
Posté 07 janvier 2011 - 04:37
The Hammerhead had the magical effect of making me leave the house and take up jogging because I had no idea that Project: Overlord couldn't be completed unless you had to use it. Unfortunately, by the time I figured this out, I was stuck in the stupid mission with no way out. I know Bioware wanted to make it fun, but it ended up effectively breaking my addiction to Mass Effect for a week or so. (Consequently, I've met some decent people while jogging, so the Hammerhead has had a positive effect on my life, much like getting away from explosions.)
The third time will not be a charm; instead of making a thread speculating on what kind of vehicle Bioware will make next, I would rather spend the time begging them to just stop trying.
Modifié par AK404, 07 janvier 2011 - 04:42 .
#55
Posté 07 janvier 2011 - 05:52
I still can't for the life of me understand why they couldn't give the brittle as sin thing a GUI/HUD telling you how much health or shields the dang thing had left. It's not like it's hard winning fights with the hammerhead but you have to finesse how much damage it's taken, unless you're right at the point of death where the smoldering flames and incessant alarm kinda gives it away. At that point though it's often too late and you're a heartbeat away from a reload. It just made things drag on while on the hammerhead missions, at least planet scanning had no stress.
If they really do feel the need for vehicle segments, at least keep it like the Shadow Broker chase segment. It was quick, entertaining thanks to the dialogue, integrated into the narrative and at least the taxi could take quite a beating. Completely unlike the paper shielded hammerhead which just felt tacked onto the Overlord missions.
#56
Posté 07 janvier 2011 - 06:01
#57
Posté 07 janvier 2011 - 06:08
WarMech13 wrote...
M-53 Megalodon
(Basically at 100% upgraded)
Mobility - The Hammerheads hovering mobility and strafing capabilities that can be upgraded with port and starboard boosters for quick flanking.
Attack - The M-080's mass accelerator cannon with possible lock on ability. Add a machine gun like the mako's that can be upgraded to be more efficient so it overheats less.
Defence - (besides the strafing boosters?) Armor regen from HH that can be upgraded with a stronger version of the mako's shield.
Right on. Even provided a great name, the shark to trump all sharks. The hammerhead was too weak, the mako too hard to control. Some sort of combination of mako weapons and armor/shielding and maneuverability of the hammerhead would be perfect.
#58
Posté 07 janvier 2011 - 10:05
Most people think that the HH could be fixed, btw.
Modifié par Phaedon, 07 janvier 2011 - 10:06 .
#59
Posté 08 janvier 2011 - 04:28
Mako with all of its faults was fun. Travelling slow made the levels feel large. Combat with Mako was more tactical as you relied on "hull down" positions and slow maneuvering. In combat situations environment posed a challenge with Mako. Hammerhead was a stupid pogo stick.
#60
Posté 09 janvier 2011 - 03:32
Ill Logic wrote...
Mako with all of its faults was fun. Travelling slow made the levels feel large. Combat with Mako was more tactical as you relied on "hull down" positions and slow maneuvering. In combat situations environment posed a challenge with Mako. Hammerhead was a stupid pogo stick.
I disagree with this. Generally speaking I thought the Mako was boring to use and only really became truly fun and interesting in the storyline missions such as Feros, Virmire, Noveria and Ilos. When you're driving over nothing but hills and valleys with no real scenery, then the entire Mako portion just becomes boring.
There is no more 'tactical' usage of the Mako (over say the Hammerhead) other than when fighting Thresher Maws, but everyone knows that you get more xp from those fights anyway if you get out of the Mako. In fact, there is probably something very wrong if you sniper rifle can eventually out damage the main weapon of a tank.
What made the Hammerhead unfun? Primarily it's because of how repetitious the fights were, frequently you could engage the enemy's beyond their own range and those fights where you had to fight up close (the two turrets on that little ledge near the Overlord geothermal plant) could cut you up so quickly you felt like you were in a patrol car more than a supposed tank, forcing you to duck for cover frequently.
#61
Posté 09 janvier 2011 - 03:42
I don't want that hammerhead crap.
#62
Posté 09 janvier 2011 - 06:27
If the Hammerhead MUST be utilized, I'd require a better implementation of it. I hated the timed "jumping" games way more than any Mako annoyances.
#63
Posté 09 janvier 2011 - 07:22
I wouldn't mind the Hammerhead back if they give us some shields and also show us how much "health" it has left (instead of just that silly alarm + smoke/fire).
Whatever it is, I want it incorporated in the main missions. I grew to sort of like the Mako because I actually got some practice using it. I never liked the Hammerhead because I hardly ever used it, and so on the rare occasion that I did the controls felt weird and foreign.
Modifié par Marta Rio, 09 janvier 2011 - 07:22 .
#64
Posté 09 janvier 2011 - 08:17
Bennyjammin79 wrote...
Retooled Mako for heavy assault missions, retooled Hammerhead for fast strike missions and exploration, gunship would be pretty awesome and lastly, no Normandy space battle.
^^ This ^^
Personally I think both vehicles Hammerhead and Mako have their place within the game. Of course you should be able to exit them at any time just as was possible in the first game. Saving should also be an option.
If characters have the option to choose whatever weapons that they want to use per mission beforehand, why not have the same be true for the vehicle selection for exploration? (assuming that the choice of vehicle isn't made for us by necessity) You can choose to select to traverse the terrain either in the Mako or the Hammerhead. Each would come with its unique pros and cons.
The big problem with the vehicles implemented in game wasn't the vehicles in themselves; it was the level design around them. The levels should be designed to play upon the strength of each vehicle. The Mako is a veritable tank so it's levels should focus primarily on heavy combat and other such similar scenarios. Likewise the Hammerhead is fast, lithe, and very maneuverable. Its levels should be designed to focus on speed or traversing large expansive terrains in as timely a fashion as possible.
Also the vehicles should intrinsically have the ability to be upgraded. For instance, the Hammerhead is a lightweight vehicle that travels very swift and lithely. You should be able to purchase upgrades for it to improve either/or shields and armor. To do so would greatly decrease speed, but would make it more resilient in a fight, whereas focusing on boosters and things such as these would make it even faster but definitely not as robust. Maybe even incorporating stealth elements could be brought in. The Mako should be able to accommodate armor upgrades making it virtually invulnerable. You can upgrade the armor to the highest level possible, but it would be very heavy and thusly not be quite as fast or maneuverable. Focusing of mass effecting pods (generators) or boosters could increase the speed, but do so by sacrificing the necessary armor.
All in all, I think the levels for the vehicles should be designed and incorporated into the game in much the same way as they were implemented in Mass Effect 1 at each of the core-worlds. It was used to transport you to the next area and during transit you encountered enemy fire. In my opinion it was the perfect balance.
#65
Posté 09 janvier 2011 - 08:21
I love this post.AK404 wrote...
vehicles... [end up] raising the stock on controllers, keyboards, and aspirin.
The Hammerhead had the magical effect of making me leave the house and take up jogging because I had no idea that Project: Overlord couldn't be completed unless you had to use it. Unfortunately, by the time I figured this out, I was stuck in the stupid mission with no way out. I know Bioware wanted to make it fun, but it ended up effectively breaking my addiction to Mass Effect for a week or so. (Consequently, I've met some decent people while jogging, so the Hammerhead has had a positive effect on my life, much like getting away from explosions.)
The third time will not be a charm; instead of making a thread speculating on what kind of vehicle Bioware will make next, I would rather spend the time begging them to just stop trying.
Thank you for sharing.
I hope you can enjoy the game and real life for their positives and negatives.
Please share if you are able and willing. Thank you.
#66
Posté 18 mai 2011 - 11:10
http://social.biowar...46/polls/20187/
#67
Posté 18 mai 2011 - 02:38
Exploration with the Mako in ME1 was painful slow, not fun and its combat was even more so. So I think the development team made a good decision with the Hammerhead. I actually love this thing. Fast, agile and you can really make some good maneuvers.
The common complaint, that the shields are too low, is understandable, but it only annoys me versus gun-platforms like those in DLC: Overlord. Luckily you can skip almost all of them. Who cares, if you miss 1000 iridium or one of those data-spots?
Of course it takes ages to kill a colossus (DLC Firewalker: Artifact Recovery) if you simply outrange him and I agree it's really boring to do this mission this way. On the other hand, who says you must outrange your enemy? Noone. I personally find this the most fun mission in the whole Firewalker Pack. Go up close and personal. Dodge missiles, ram those geth-bastards into the ground. A Hammerhead-vid that I made a while ago. Not the best, because at that time I was still figuring out how to do it, but it explains the basics.
Geth Primes: Always first targets.
Geth Demolishers: priority as well.
Geth Colossus: can't do anything, if you ram them. Kill them by jumping on them, just like in Super Mario.
Geth Troopers: just kill them.
I see if I can upload a recent playthrough. session first try no cuts crap music though:unsure:.
The M-44 part in the final firewalker mission can be done in 60 seconds. And the other three missions are just what they are: exploration.
So if anything is wrong with the Hammerhead, it's stupid Gun-Turrets, make them Rocket-Turrets and all is fine.
So yeah, Hammerhead.
Modifié par NackterGolfer, 18 mai 2011 - 09:17 .
#68
Posté 18 mai 2011 - 02:53
#69
Posté 18 mai 2011 - 02:56
#70
Posté 18 mai 2011 - 03:06
Hammerhead for some missions
and a submersable to really discovery things about the Reapers
#71
Posté 18 mai 2011 - 03:10
Mako needs shocks - If it was better to drive, I'd probably have liked it.
Hammerhead - Needs shields, a shield/health gauge, and a smaller hit box or something - it's too hard to tell how much damage it's taking. The missiles are a nice midway b/w the Mako's MG and Cannon, but this thing could maybe use a MG too, imo.
#72
Posté 18 mai 2011 - 03:19
Also for a tuchanka mission I think it would be funny to drive a tomkah





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