I hope they bring back Light/Medium/Heavy Armor appearances in ME3
#51
Posté 14 janvier 2011 - 07:49
#52
Posté 14 janvier 2011 - 07:52
ME 2 resolved that problem by not having armor actually provide the player with much in terms of defenses. In ME 2 armor's primary purpose is to provide general purpose buffs like increased sprint speed and +25% melee damage.Ulzeraj wrote..
Its more about a "balance" concept of many rpg games: certain classes should be considered too overpowered if they could have all their advantages _plus_ the better protection of the game.
I dont know how to explain better than this: in most games warriors and paladins are the melee combatants wearing full plate armor with mild damage. Mages are always displayed as the best damage dealers with their spells but with their cloth robes they are glass cannons.
If mages could wear plate armor they would be overpowered and there would be no reason to play as a warrior. I know ME2 blur this distiction but ME1 has more roots in common rpg ground so you would have no gain chosing a soldier (warrior) over a biotic (mage).
Modifié par sinosleep, 14 janvier 2011 - 07:54 .
#53
Posté 14 janvier 2011 - 07:53
RolandX9 wrote...
As someone who prefers ME 1 to ME 2 for the most part, no effin' way. Certainly more appearance customization and options on the pieces would be nice, but it should all be pretty clear what the advantages are and be a choice of play-style rather than "you're an Adept, you don't get real armor." Unless the Alliance deliberately gimps biotics because mutants scare the crap out of the top brass...
Ding ding ding. This man gets it.
#54
Posté 14 janvier 2011 - 07:53
Lunatic LK47 wrote...
Ulzeraj wrote...
sinosleep wrote...
JG The Gamer wrote...
I personally don't mind Light/Medium/Heavy or fixed Armour
I suggest a merger of the two. Engineers, Adepts, and Sentinels get fixed Light Armour, and able to customize it as such in ME2. They're not combat specialists, so they're not expected to be in the line of fire. Infiltrators and Vanguards get fixed customizable Medium Armour. They're more so in the line of fire, and should expect to take some hits while specializing in specific points of combat. And Soldiers get customizable Heavy Armour. They're going to take hits and deliver it back, being able to use any gun (save for submachine guns).
When I was in the army I was a techy, I still wore the same flak vest, with the same armor plates in it when I deployed and qualified in the same way with the same m4 as my infantry friends. Trying to shoehorn traditional RPG armor rankings isn't the way to go in what's supposed to be more of a contemporary military setting IMO.
ALL classes should be able to wear whatever armor they want to considering it's all supposed to be made using space age fabrics and ceramics. There are certain requirements that must be met regardless of gender or trade in the modern military, I don't see why it should be any different in Mass Effect.
Its more about a "balance" concept of many rpg games: certain classes should be considered too overpowered if they could have all their advantages _plus_ the better protection of the game.
I dont know how to explain better than this: in most games warriors and paladins are the melee combatants wearing full plate armor with mild damage. Mages are always displayed as the best damage dealers with their spells but with their cloth robes they are glass cannons.
If mages could wear plate armor they would be overpowered and there would be no reason to play as a warrior. I know ME2 blur this distiction but ME1 has more roots in common rpg ground so you would have no gain chosing a soldier (warrior) over a biotic (mage).
Uh, this is the future. We shouldn't *HAVE* to be shoehorned into the traditional RPG elements. I found myself using Soldier every single time in Mass Effect just because it made the most amount of sense.
But a heavy armor is still... uh heavy. You cant expect that an engineer who spend most of his time doing mental work to use it just as easily as a physically well trained soldier without hindering his movements.
#55
Posté 14 janvier 2011 - 07:55
Ulzeraj wrote...
But a heavy armor is still... uh heavy. You cant expect that an engineer who spend most of his time doing mental work to use it just as easily as a physically well trained soldier without hindering his movements.
Uh, Sinosleep is already living proof of the fact that it's possible for Engineers to be on-par with soldiers, since he shares the same amount of equipment as his infantry counterparts. BTW, training is equally hard regardless of the career specialization, and I'm very doubtful that the U.S. Army would slack down on someone who can't do physical tests or shoot their guns accurately just because they want to do the more menial jobs.
Modifié par Lunatic LK47, 14 janvier 2011 - 07:57 .
#56
Posté 14 janvier 2011 - 07:57
Ulzeraj wrote...
But a heavy armor is still... uh heavy. You cant expect that an engineer who spend most of his time doing mental work to use it just as easily as a physically well trained soldier without hindering his movements.
I'm proof positive that that's exactly what you can expect. There are certain things that ALL soldiers should be able to do regardless of their classification. Sure infantrymen tend to qualify with more weapons than your average techy, but on the weapons that we all use we all have to meet the same standard. Same goes for ruck sacks, armor, minimum marching and running distance requirements, strength requirements (being able to carry your own weight should you ever have to med-evac someone) and a bevy of other things.
And besides that, as I mentioned earlier from a lore perspective armor is made from lighter weight materials than their fantasy counter parts and from a gameplay perspective ME 2 resolved the problem by making armor a relatively minor defensive boost and making it more about boosting offensive skills or secondary skills like sprint speed and ammo capacity.
Modifié par sinosleep, 14 janvier 2011 - 08:00 .
#57
Posté 14 janvier 2011 - 07:58
Likewise, "light" pieces of armor could have no mobility impairments, or could have mobility buffs, increasing your movement speed and storm duration, and the trade-off of character durability. Or you could get light armor that is specific geared for +biotic damage, +stealth duration, +tech duration/damage that is lighter in appearance than the clunky default armors.
Another way to work this system: make it so that each class has specific bonuses when using a class of armor. specific penalties. This way you're not *forced* to pick heavy/light armor. But, for instance, soldiers ignore negative mobility modifiers, meaning that they have every incentive to stick to heavy armor. Or adepts gain an additional +1 biotic duration per piece of light armor in addition to any stat that might already be on the armor. Or Sentinels gain +1 armor and shields whenever they equip medium armor. Etc, etc etc.
That way you could even gain some benefits, and mix and match armors without being totally penalized. So players trying to max their biotics might have a strong incentive to go all light armor and reap an amazing +5 duration to all abilities, this power would come at the trade-off of being much more squishy, and players who aren't interested in maxing/minning can still pick and choose as they go.
These create "armor classes," with positive feedback, as opposed to negative limitations, and they do not restrict player freedoms.
As far as making 3 versions of every piece of armor so that you have light, medium or heavier looking armor depending on your class... that seems like too much work for Bioware, and too restrictive fro players. With the system I suggested, your Adept can still look like a cool football player if you want him too, by simply not equipping armor pieces classified as "light" or "medium."
Modifié par Uszi, 14 janvier 2011 - 08:08 .
#58
Posté 14 janvier 2011 - 08:02
Uszi wrote...
Do people even read the damn OP before spouting off a meaningless reply?
OP states: I want me sneaky infiltrator to look sneaky.
Almost every reply has been off topic. The OP was not about squadmate armor, or a return to tiered armor.
That said, I agree. I wouldn't mind seeing "heavier" pieces of armor that increased damage absorption or shield strength but that made you physically slower, or shortened the duration of your storm ability. Or both.
Likewise, "light" pieces of armor could have no mobility impairments, or could have mobility buffs, increasing your movement speed and storm duration, and the trade-off of character durability. Or you could get light armor that is specific geared for +biotic damage, +stealth duration, +tech duration/damage that is lighter in appearance than the clunky default armors.
The note was NOT there originally, it was edited in when the OP realized there was some confusion due to the fact that he mentioned ME 1's armor classes. So a lot of those posts WERE on topic pre-edit.
#59
Posté 14 janvier 2011 - 08:04
sinosleep wrote...
The note was NOT there originally, it was edited in when the OP realized there was some confusion due to the fact that he mentioned ME 1's armor classes. So a lot of those posts WERE on topic pre-edit.
Heh, Like I edited my post while you were quoting me.
#60
Posté 14 janvier 2011 - 08:28
#61
Posté 14 janvier 2011 - 08:48
kmcd5722 wrote...
Honestly, I was supremely disappointed not being able to wear heavy armor in ME1 as an adept. ME2's system is
great, but it needs more parts for armor to really feel like we have choices. The Kestrel armor is just overpowered, so I ended up wearing essentially all of it besides the greaves and helmet. But if we had many different parts to swap with unique bonuses for various missions, that would be awesome.
We also need squad armor, so that I understand. Two swappable dress-ups doesn't cut it for "customizing" squad "armor."
Wow. There are seriously people out there who equip armor components in ME2 based upon the miniscule bonuses they provide? Does that extra 5% to damage or 10% to power duration really make such a difference that people feel forced to equip a specific piece?
I just go with whatever looks best with the character concept I'm using.
sinosleep wrote...
JG The Gamer wrote...
I personally
don't mind Light/Medium/Heavy or fixed Armour
I suggest a merger of the two. Engineers, Adepts, and Sentinels get fixed Light Armour, and able to customize it as such in ME2. They're not combat specialists, so they're not expected to be in the line of fire. Infiltrators and
Vanguards get fixed customizable Medium Armour. They're more so in the line of fire, and should expect to take some hits while specializing in specific points of combat. And Soldiers get customizable Heavy Armour. They're going to take hits and deliver it back, being able to use any gun (save for submachine guns).
When I was in the army I was a techy, I still wore the same flak vest, with the same armor plates in it when I deployed and qualified in the same way with the same m4 as my infantry friends. Trying to shoehorn traditional RPG armor rankings isn't the way to go in what's supposed to be more of a contemporary military setting IMO.
ALL classes should be able to wear whatever armor they want to considering it's all supposed to be made using space age fabrics and ceramics. There are certain requirements that must be met regardless of gender or trade in the modern military, I don't see why it should be any different in Mass Effect.
Not that I agree that armor types should be restricted to classes in ME3, but if that's the train of thought we're going to head down we might as well complain first that every class can't use Assault Rifles by default as every serviceman in the Alliance military should be qualified with a rifle.
Bennyjammin79 wrote...
ME2 armour system all the way. Colossus was fugly. Predator was ok. Did anybody really use anything else anyways?
Yes. People who didn't just equip whatever had the best stats but actually role-played in their role-playing game. Like me.
I used primarily Onyx, Scorpion, Titan and Guardian armor throughout the game. It's not like the extra +20 damage mitigation or whatever was necessary to complete the game...
Modifié par JKoopman, 14 janvier 2011 - 08:49 .
#62
Posté 14 janvier 2011 - 08:52
Soldier already have harder skin and shields, I think that's enough, I like to see all classes with heavy style armor, I kinda dislike the light armors on ME1, they looked more like cloth instead of armor.JKoopman wrote...
Don't get me wrong. There's something to be said for ME2's customizable armor pieces, but I do miss my FemShep's skin-tight Onyx X bodysuit from ME1. I hope BioWare brings back the different armor classes in ME3 or at least mimics them in appearance with a less bulky armor set, preferably with shoulder pads than can be removed.
I hate that my Infiltrator went from wearing basically a black latex catsuit in ME1 to looking like a professional football player in ME2.
NOTE: I'm not advocating a return to armor specializations. Simply the addition of slimmer and less bulky aethstetic options in accordance with ME1's Light and Medium armor sets.
#63
Posté 14 janvier 2011 - 08:54
JKoopman wrote...
Not that I agree that armor types should be restricted to classes in ME3, but if that's the train of thought we're going to head down we might as well complain first that every class can't use Assault Rifles by default as every serviceman in the Alliance military should be qualified with a rifle.
The reason that's never been an issue for me is that infantrymen DO tend to qualify on more weapons than your techies do. Sure we all qualify on the basic rifle, but infantrymen get shotguns, sniper rifles, grenade launchers, pistols, etc, etc, etc.
Different specialties qualifying with different weapons but at least actually being qualified to use the weapons they carry around makes more sense than different specialties being unable to wear armor or unable to use the weapons they are carrying.
Modifié par sinosleep, 14 janvier 2011 - 08:56 .
#64
Posté 14 janvier 2011 - 08:56
#65
Posté 14 janvier 2011 - 10:03
#66
Posté 14 janvier 2011 - 10:14
1.A Thick Kevlar vest.
2.Black Military boots.
3.Black gloves.
4.Knee Pads.
5. Elbow guards.
6. A SpecOps Helmet with triple lense goggles.
Modifié par Fixers0, 14 janvier 2011 - 10:16 .
#67
Posté 14 janvier 2011 - 11:18
I think the modular N7 system is brilliant for looks and customisation, ( I do hate the way the bonuses are done though ), but it needs the inclusion of extra parts so that if we wish too, we can look like we're wearing light, medium or heavy armour or even a mix depending upon which parts we choose.
I also think it should be adapted for the squad mates.
Modifié par Orkboy, 14 janvier 2011 - 11:19 .
#68
Posté 15 janvier 2011 - 12:01
#69
Posté 15 janvier 2011 - 12:17
#70
Guest_NewMessageN00b_*
Posté 15 janvier 2011 - 12:52
Guest_NewMessageN00b_*
Ulzeraj wrote...
You guys keep asking for realism on every damn aspect of every game and you'll end up playin the most boring **** ever made. Just warning.
It's **** both ways.
That is all.
Modifié par NewMessageN00b, 15 janvier 2011 - 12:54 .
#71
Posté 15 janvier 2011 - 12:57
Cheap and cheerful, this would solve all of it nicely.Orkboy wrote...
As i've stated in a few previous threads...
I think the modular N7 system is brilliant for looks and customisation, ( I do hate the way the bonuses are done though ), but it needs the inclusion of extra parts so that if we wish too, we can look like we're wearing light, medium or heavy armour or even a mix depending upon which parts we choose.
I also think it should be adapted for the squad mates.
#72
Posté 15 janvier 2011 - 01:10
Pacifien wrote...
I hated being restricted to the light armor in ME1. But points for not being the only squadmate who had to wear armor.
i loved the light amror. the heavier armors all looked corny to me. after 50ish playthroughs i wore medium armor for about 1.5 hours, then restarted and never invested in armor ever again. light armor looked sleek, i didnt like the bubble shoulder pads of the heavier versions.
#73
Posté 15 janvier 2011 - 01:13
sinosleep wrote...
Ulzeraj wrote...
But a heavy armor is still... uh heavy. You cant expect that an engineer who spend most of his time doing mental work to use it just as easily as a physically well trained soldier without hindering his movements.
I'm proof positive that that's exactly what you can expect. There are certain things that ALL soldiers should be able to do regardless of their classification. Sure infantrymen tend to qualify with more weapons than your average techy, but on the weapons that we all use we all have to meet the same standard. Same goes for ruck sacks, armor, minimum marching and running distance requirements, strength requirements (being able to carry your own weight should you ever have to med-evac someone) and a bevy of other things.
And besides that, as I mentioned earlier from a lore perspective armor is made from lighter weight materials than their fantasy counter parts and from a gameplay perspective ME 2 resolved the problem by making armor a relatively minor defensive boost and making it more about boosting offensive skills or secondary skills like sprint speed and ammo capacity.
ok, then why do adepts, engineers, and sentinels only use pistols and SMGs instead of ARs and shotties?
#74
Posté 15 janvier 2011 - 01:23
#75
Posté 15 janvier 2011 - 02:30
And I don't give a crap about bonuses.





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