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ME2: Some feedback that's hopefully helpful.


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#1
AdmiralCheez

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Brace yourselves, forumers and developers alike, for one helluva TL;DR.

Okay, ME2's been out for over a year now, so a lot of the things I'm going to cover in this have already been said.  However, on some crazed hope that my words reach a developer's ears, I've decided to type out my personal thoughts and opinions.  Keep in mind that I'm no hardcore gamer and have zero experience in actually making a videogame, but hey, it doesn't hurt to try, right?

Here we go.  Dear Bioware Edmonton,

The Mass Effect series is amazing, no doubt, and following its evolution as a trilogy is a fascinating look into the minds of the developers, but there were a few places that made me wonder just what you guys were thinking.  Here are some things I, and a whole lot of other people, have been chewing on lately:

-The Galaxy Map.  ME1's was virtually perfect (apart from the fact that it didn't tell you which systems you'd already visited, which could get pretty frustrating).  Oh man, did this get the little astronomy nerd in me going.  It was a beautiful, easy-to-use interface that made me feel like I was actually plotting a course for a starship and checking out alien planets from orbit.  Wow.  I don't understand why you guys went and changed it in ME2 (props for trying something new, at least), but turning navigation into hokey little mingames that cost me time and money took the fun out of it for me.  My ability to zoom around the galaxy at will was suddenly castrated by my Cerberus paycheck.  Not only that, but I had to spend time and money buying fuel and mining if I wanted to finish the game without losing half my team.  Now, I'm all for realism and careful resource management, but not at the cost of player enjoyment.  It wasn't a big deal, no, but bringing back the ME1 galaxy interface will make me squee joyously.

-Squadmate Armor.  I have no problem with Jack running around shirtless, but doing so in a blizzard while being shot at is insane, even for her.  While I despised ME1's inventory and was glad to see it go, I sort of miss being able to put everyone in Phoenix armor for the lulz.  At the very least, give everyone the option of wearing armor in appropriate places.  At best, give us the option to customize it (and some folks wouldn't mind the return of light armor for spellcaster-type Shepards as well).  Of course, if you don't, I'm not gonna fuss about it.  After all, I love your character designs.  Best regards to Matt Rhodes, for that man is a BAMF.

-Exploration.  The first time I played ME1 and landed on an uncharted world, I was beyond wowed.  I remember hopping out of the Mako and walking up a hill, where I was greeted by a blazing sun peeking through a distant cloudbank, with a giant moon looming high above it.  It was like I really was the first person to step on that planet, and suddenly I remembered why I dreamed of being an astronaut as a kid.  However, the thrill wore off when I realized that pretty much every world looked like that, except with different colors and a merc base in the other corner of the map.  Maybe if these landing zones weren't so copy-paste, it wouldn't have recieved as much criticism as it did.  However, I think cutting out wide, open spaces like this was a mistake.  Improve, Bioware, don't remove!

-Vehicles.  I know the Mako recieved a lot of hate, but I think that's not really its fault: the rough and repetitive terrain was to blame.  Sure, the Hammerhead was a lot faster and easier to control, but it had crap weapons and zero armor/shields.  Maybe the best solution is to combine the two somehow, or perhaps have them both?  Other games include multiple vehicles with no problem, so really the only issue here is whether or not we can fit another tank in the cargo hold.  We can use the Mako for heavy combat, and switch to the Hammerhead for recon and quick snatch-and-grabs.  I dunno, just throwing out my goofy ideas.  Really, whether a vehicle's included or not isn't going to be a gamebreaker for me, but like I said with exploration, sometimes it's worth trying to improve something as opposed to cutting it entirely.  You've got one more shot at this, Bioware, so do it right!

-Experience.  It felt slightly more rewarding when I got XP for everything I did instead of in one lump at the end of a mission.  Then again, the new level-up system is a lot more efficient, so it's not a big deal.  Just one of those things I'd like to see back.  It gave me an excuse to explore more and take all the bad guys out instead of rushing through fights.

-Paragon/Renegade system.  Okay, I don't mind the morality system for the most part, and the addition of interrupts was awesome, but I don't see why charm/intimidate was done away with as a skill.  This got a bit restrictive as to which decisions I could make.  Rescuing a kitten out of a tree doesn't make you more persuasive, and choosing to cooperate with terrorists doesn't necessarily make you more intimidating.  Also, the scarring thing was kind of... weird.  It's not really a bad thing, but I can't see why it was included, especially since Shepard's implants weren't used as a plot device until Overlord.  Perhaps the whole man/machine, Ship-of-Theseus bit will be a bigger deal in ME3.

-Powers.  Biotics were overpowered in ME1, to the point where you could beat the game easily enough on any difficulty so long as you had the most expensive gun and someone with Lift.  However, nerfing them entirely seemed a bit extreme.  I can see physics-based attacks doing less damage on armored enemies or something, but putting on sheilds does not make you immune to a warped gravitational field.  Perhaps gradiating biotics' effectiveness based on the amount of protection instead of arbitrarily cutting them off would be a better solution.  Or maybe I just haven't adjusted to the steep learning curve that comes with being a spellcaster-type class.  Eh, not a big deal, as the power system in ME2 was much better for the most part (global cooldowns were a blessing, thank you very much for including them), but it's worth looking over.

-Shepard's animations.  They look so much smoother in ME1, especially facial expressions and the run/walk animations.  I really don't know why you guys decided to use the same animation for both male and female Shepards, but it really shows.  No, I don't want FemShep to run like a girly-girl, but she looks a touch herp-derp with her arms way out to the side and neck cranked sideways.  People will spend most of the game looking at their Shep, so they notice little things like this.  Sometimes as simple as adjusting the way FemShep sits, like in Shadow Broker, is all it takes.  Don't cut corners.

-DLC armor.  I'd like to be able to take the helmets off, please.

-Heat sinks.  A shooter that departed from the ammo system was fresh and unique, so while going back to it may have made for balanced and more difficult gameplay, I don't see why you guys went and reversed a mechanic that had the potential to be really interesting.  A lot of people have suggested combining the two, where a weapon is prone to overheating without a thermal clip, but it can still be fired.  To compensate for this, heat sinks would have to be less abundant. (Of course, if you'd rather not risk it, heat sinks do work.)

-Loyalty missions.  I really, really enjoyed them, but I don't want to do the same thing again in ME3.  Perhaps something more like the approval system from DA: O would be more appropriate, but simplified into plot-specific checkpoints.  For example, say you have to save a colony from being overrun by husks.  One of your squadmates happens to be from that colony, so she has a vested interest in protecting it.  If the colony falls, you will fail to gain her loyalty, but in talking with her afterwards may be able to convince her that there are things still worth fighting for.  This will make her loyal, but she will not be open for romance.  Certain missions may require you choose between squadmates, and others may only result in a character feeling so betrayed that they leave (if you handle the situation improperly).  This will keep the story plot-focused, but will still allow for very deep character development.

-Weapons.  I like the direction ME2 went in, as each gun (apart from DLC) was unique and had a specific niche that it filled.  However, just a little more choice would be nice, as two types of SMGs (without DLC) isn't much to choose from, especially if one is obviously superior.  I like it better when all guns have their uses, and I hate it when I'm just holding on to the default until I get something "better."

-Skills and squadmates.  Again, I like the direction ME2 went in--it was nicely streamlined and forced the player to think more carefully about where to spend squad points.  I also liked how each squadmate had a unique set of powers and weapons so that there was minimal overlap and no obviously superior combination.  The one thing I could suggest is more opportunities for powers to branch off, instead of just one final evolution for each.  As it is, though, it works great.

-Boss fights.  I was worried about these (Saren and the HR were a bit lackluster) until Lair of the Shadow Broker came out.  You guys nailed it.  Keep it up.

-Interaction.  The thing I love most about Mass Effect (2) is its wonderful cast of characters.  At times I was duped into thinking of them as real people, and thus I made an effort to look after them.  However, I was a little disappointed that they didn't really act as a team.  They hardly ever talked to one another.  Now, it's hell to program unique conversations between all members of the squad when you have so many of them, but the elevator convos (which used an overlapping question-response-reaction formula that allowed for more dialogue with less lines) and loyalty conflicts proved that you can do it.  Just a little more of that, enough to make it seem like the team is a team, would be great.  Also, more conversations with the team in general would be nice; it really sucked when characters would arbitrarily cut me off because I didn't romance them.  Shepard shouldn't have to resort to prostitution for the sake of a friendly chat.

-Level design.  Both ME1 and ME2 suffer from the rooms-with-boxes curse.  ME1 was a little too bland, while ME2 was too boxed in.  This resulted in things getting repetitive after a while.  I'd love to see ME1's opennes combined with ME2's intricacy, if possible.  Also, multiple paths or ways of solving a problem are good, such as with Noveria and Tali/Zaeed's loyalty missions.  Just a touch more of that would be marvelous.  No matter what you decide to do, though, variation is key.  Make each fight feel fresh, each location feel unique.  I know you can do it because I've seen you do it: Mass Effect 1's main quests, ME2's Suicide Mission and DLC, etc.  Just stick to it, because when you're at your best, you're awesome.  When you're at your wost, though, you're repetitive.  Repetition is kind of boring.

-Endgame.  Okay, I had to include this section for the sole purpose of letting you guys know how unbelieveably awesome the end levels of ME1 and ME2 were.  Everything from Virmire/The Reaper IFF on had my heart pounding, and I (among others) really want to see you guys top this.  The Battle of the Citadel was intense, sure, but the stuff you implimented in the Suicide Mission--the idea that everything you had done in the game up to that point could affect the final outcome--was brilliant.  I am really hoping to see everything from all three games come together in ME3's final battle, with all important decisions that you made up to that point either helping or hindering your final effort.  It will be a serious challenge to top the awesomeness that took place beyond the Omega 4 Relay, but if you do, expect me to send you cookies and love letters.

-One more thing.  Just a bit of personal imput here, but whatever you do, don't reduce ME2's entire squad to emails and two-minute cameos.  I understand that squadmates are the most labor and resource-intensive thing in a game like this, but putting in the extra effort here would really make a lot of fans happy.  I'm not a believer in wussing out on a whole character just because he or she happens to be dead in a small amount of saves.  Yeah, they can't have a plot-essential role (since you can't exactly advance the story if you're dead), and I'm perfectly happy with them being non-recruitable so long as their new roles are done well, but you guys have a reputation for going above and beyond people's expectations, especially with content not all players will see.

Mass Effect 1 and 2 are some of the best games I've ever played.  The sheer amount of depth and content in each one is mind-numbing, and the love you guys have for what you do really shines through.  While I don't expect my opinions to be taken too incredibly seriously, the fact that I have the opportunity to share them is incredible.  Seriously, it's not like any Hollywood directors are shouting out to the fans for ways to make their movies better.

Ick, I am such a fanboy.

Anyway, it is going to be a challenge to make ME3 better than the first two, but with the right amount of effort, you guys can do it.  There's still a lot of room for you to improve, and I hope I've given you some helpful feedback above.

And, yeah, be proud of yourselves for making me take a video game seriously enough to type up this crap.

-Cheez.

EDIT: Added Joram and Awesomename's input.  Additionally, Glorious_Leader has some opinions that should also be checked out below, but this Wall-O-Text is already massive as it is.

EDIT AGAIN: Adding some links and throwing in a few other comments.

OKAY LAST EDIT: A lot of different and well-thought-out opinions are being posted in this thread - specifically, there is a lot of support for heat sinks and a desire for even less power overlap between squadmates (and a whole lot of other nuggets of wisdom worthy of looking into).  To get a full picture of what could possibly done about each issue, as well as some things I forgot to mention, take the time to look over other chunks of TL;DR below.

Modifié par AdmiralCheez, 31 janvier 2011 - 04:03 .


#2
xXSnak3Eat3rXx

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A very well thought out post. I pretty much agree with everything on there.

Edit: ...everything except the Heat sinks part. I don't know why people hated the new ammo system in ME2 so much. Players got off way too easy in ME1 if you ask me.

Modifié par xXSnak3Eat3rXx, 31 janvier 2011 - 12:13 .


#3
lazuli

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I agree with much of what you have to say. When it comes to scaling the effects of Biotics against protected foes, I have to disagree. Even if shields were to reduce the force of the Biotic effect, the enemy would still be completely out of the fight, just for a slightly shorter time. And then there's the problem of clearly conveying to the players via HUD or some other means exactly why their powers are ineffective but not completely null.

It's a subject that's been discussed to death all over these boards, often on threads that were never created with that in mind. I am curious to see what Bioware does with Biotics in ME3. It's hard to strike a balance.

Modifié par lazuli, 30 janvier 2011 - 11:48 .


#4
Joram Talid

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if me1's galaxy map told you where you had traveled to before, it would have been perfect. when i beat every assignment i had, i still had to get some metals and prothean artifacts(one left). there was no way that i was going to search all over the map, and land on planets, searching for the one that i didn't yet land on. it was infuriating.

#5
AdmiralCheez

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@lazuli: Like I said, I'm no game developer. It's definitely gonna be interesting to see what they do with biotics in ME3.



@Joram Talid: Yeah, that's the only thing that really bugged me. Forgot about it until you mentioned it.

#6
Bogsnot1

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*applause*

#7
Jibbed34

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Thoroughly enjoyed reading that mate, you nailed pretty much everything here.

I think our fellow forum-goers can learn a lot from your criticism, THIS is how it's supposed to be done! Bravo.

#8
pmac_tk421

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i mostly agree with the OP. being able to customize squadie armor and getting terrain that is more diverse and more suited to the mako's capabilities would be better. If we had mor diverse enviornments the ME1 exploration could work. Also I would like your pent up minerals and upgrades from ME2 to mean something. If you keep the system let us carry over materials. If not give us x amount of cash for x amount of a specific material.

#9
Guest_AwesomeName_*

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I think the female animations were bang on perfect in LOTSB - she retains her masculinity for the most part (I think it's good that she shares male shep's animations) but sits with her legs closed when she's in that dress. Please, Bioware, just stick with that - that was the perfect balance - please don't change it further than that!

#10
Gleym

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Jibbed34 wrote...

Thoroughly enjoyed reading that mate, you nailed pretty much everything here.
I think our fellow forum-goers can learn a lot from your criticism, THIS is how it's supposed to be done! Bravo.


Not saying I'm one of them, but I've seen plenty of people make presentable cases like this before and they get snarked and mocked by people who are convinced that ME2 was a priceless jewel, just because the critique was something they disagreed with.

#11
Stupidus

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I read your whole post OP. Well-spoken.



If any BW devs read this thread, please take your time with ME3. I don't know how long it's been in production for, but do not rush this work of art. I'd rather you guys just release 1-2 more bridging DLCs all year and then sometime mid-2012 you released ME3, being absolutely flawless.



I honestly don't know how you'll be able to make the 2011 deadline but godspeed if you do.

#12
AdmiralCheez

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AwesomeName wrote...

I think the female animations were bang on perfect in LOTSB - she retains her masculinity for the most part (I think it's good that she shares male shep's animations) but sits with her legs closed when she's in that dress. Please, Bioware, just stick with that - that was the perfect balance - please don't change it further than that!

Edited it in, since you made a great point.  I think the facial animations improved in that as well.  Good to see they're working on it.

Thanks for the flattering comments, you guys.  I appreciate it.

Modifié par AdmiralCheez, 31 janvier 2011 - 01:29 .


#13
Glorious_Leader

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@ Squadmate's Armor: I want my "Toggle Squad Helmets" button back, dammit. And I don't get why Garrus never realized that a giant gaping hole in his armor might compromise its capacity to defend him. Really, if Shepherd's stuff can be customized, then the other characters should be able to customize their stuff as well. Personally, I'd like to see the return of a large arsenal of stat bearing gear as seen in ME1, which truly gave us the most customization possibilities between the two titles.



@ Exploration: I found that the planets in ME1 were definitely varied in their environments cosmetically, but it didn't translate well into gameplay, where its similar nature was revealed. I want the Mako back. But I also want varied environments with triggered scripted cutscenes. For example, if I'm on some scorched mining planet, I might like to drive my Mako into a hole that leads to a series of tunnels where I may find some bastion of society, inside of which a cutscene takes place setting the tone of the planet's side mission. I think it would do Bioware some good to go out into the field and observe various geographically peculiar regions to gain some inspiration for making new environments for the planets in ME3. The goal here should be to blur the line that makes it so obvious what's a storyline world, and what's a generic side mission world.



@ Vehicles: I love the Mako. I've played so many games with horribly implemented vehicles with atrocious handling and physics. The Mako "felt good" to drive. When it struck unlevel terrain, you could see its suspension responding to that. The axles visually adjusted to terrain. And it handled beautifully. If the environments, as the OP stated, could be fixed so that exploration actually has an appeal, this vehicle is the perfect instrument to explore the planets in.



@ Powers: They feel largely useless to me in ME2. The smaller emphasis on direct damage powers in Mass Effect was something I appreciated. I liked that I wasn't using some rebranded fireball spell to take off a chunk of my enemy's health. It's much cooler to send them floating into the air, then launch them into the sky with a shotgun blast, only for them to be killed by gravity a couple seconds later. ME2's powers move away from this, back into the direction of your standard fireball spells and what have you. The ammos were interesting, but really they were just filling a void that the removal of attachments and the old inventory left.



@ Heatsinks: Found the idea to be bull**** both in the game's canon context, and from a gameplay perspective. ME1 freed me from the boundaries that ammo capacity instills. Why ME2 felt the need to strip this liberty from me I do not understand. Without ammo count to be taken into consideration, I can have a bunch of guns that all accomplish quite different tasks, and I can use them in the situation they're best suited for without stressing about having enough ammo when those specific situations present themselves. Don't know what kind of compromise could be introduced into ME3. Seems like this system can only work one way or another while still lending weight to the game's in game explanation.



@ Weapons: I actually have an excellent idea for this category. The guns you're given in ME2 handle quite differently from each other, even if they're the same class. An example would be the Vindicator vs. the LMG. My idea would be to have several different guns of each class that handle noticably differently without having a clear hierarchy of quality, and each style of gun would be made by one of the manufacturers we heard so much about in ME1. If a return to the old inventory system is brought in, then the stats on these weapons would increase as you got more and more advanced models.



@ Skills & Squadmates: ME2's skills have a problem. It feels like the direction of every squadmate has already been decided, you're just assembling the parts through leveling them up. I liked having a larger input on the directions they developed in in Mass Effect 1. Skill trees allowed more versatility and made me look forward to each level up more.



@ Interaction: Needs moar dialogue. The fact that my squad had no input on the events following the installation of the Reaper IFF disgusted me.



And on one last note, there should be more repercussions for your actions in the previous titles, and less excuses to downplay your actions in previous titles. I felt that the choice between Alenko and Williams should've had a bigger impact on ME2 than deciding who makes a tiny cameo. And considering that deciding the fate of the council was the climax of the previous game, I was thinking there would actually be a bit of interaction with the council, maybe they'd still have a sizable impact on the storyline. Instead they were essentially removed, making little more than a cameo, in a similar strain to Alenko and Williams. I want less of an illusion of the weight of my choices, and more actual consequences.

#14
Elvis_Mazur

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About the Galaxy map. I think they wanted more than just something new, they wanted a more interactive interface, hence the need of buying fuel, probes, the ability to control the mini version of the Normandy.



I don't think it was perfect, but, I thought it was a good idea. If they want more interaction on that though, they will have to rethink some things.

#15
Guest_AwesomeName_*

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Cheers, AdmiralCheez :) And it's cool seeing constructive criticism like this.

#16
TheBlackBaron

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Pretty much bang on. I personally prefer the ME2 way of handling heat and experience, but if they revert to the old ways I'm not going to complain either.

#17
Praetor Knight

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I agree with a lot if what you bring up.

AdmiralCheez wrote...

-Experience.  It felt slightly more rewarding when I got XP for everything I did instead of in one lump at the end of a mission.  Then again, the new level-up system is a lot more efficient, so it's not a big deal.  Just one of those things I'd like to see back.  It gave me an excuse to explore more and take all the bad guys out instead of rushing through fights.


I prefer how ME2 has the experience set up. I never felt like I needed to rush.

-Paragon/Renegade system.  Okay, I don't mind the morality system for the most part, and the addition of interrupts was awesome, but I don't see why charm/intimidate was done away with as a skill.  This got a bit restrictive as to which decisions I could make.  Rescuing a kitten out of a tree doesn't make you more persuasive, and choosing to cooperate with terrorists doesn't necessarily make you more intimidating.  Also, the scarring thing was kind of... weird.  It's not really a bad thing, but I can't see why it was included, especially since Shepard's implants weren't used as a plot device until Overlord.  Perhaps the whole man/machine, Ship-of-Theseus bit will be a bigger deal in ME3.


What I'd like is to have one skill for this, since it represents your reputation anyway.

I'd guess to have it in the class passive replacing the % Paragon/Renegade boost, so to balance that I'd like to have the opportunity to fail, if your reputation is not high enough, not just have the choice grayed out.

-DLC armor.  I'd like to be able to take the helmets off, please.


By collapsing into the Armor, like good ole Ser Issac... :whistle:

-Heat sinks.  A shooter that departed from the ammo system was fresh and unique, so while going back to it may have made for balanced and more difficult gameplay, I don't see why you guys went and reversed a mechanic that had the potential to be really interesting.  A lot of people have suggested combining the two, where a weapon is prone to overheating without a thermal clip, but it can still be fired.  To compensate for this, heat sinks would have to be less abundant.


Well I liked how ME2 did combat, and since I've gotten better at playing, with help from guides here and youtube videos, the limited ammo for some loadouts no longer is a problem through most of the game.

So the only thing I'd like to see is have the Thermal Capacity of weapons restored after a fight instead of having to scavenge from the battlefield or use heavy weapon ammo crates.

************************************

Also, maybe have the HUD display the number of reloads instead of the number of spare rounds.

So for example, instead of displaying 400 for the spare capacity of the Avenger, display the red bar to represent the spare Thermal Capacity with 10 sections that each time there is a reload the red bar shrinks and after a fight that bar gets restored.

The same would work with the Claymore displaying a red bar that is either broken into 10 sections or 20 with the upgrade.

All that would need to be shown in game is the omnitool being used as the supply is replenished after a fight and the weapons stay unique and balanced.

#18
Preston Watamaniuk

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Well thought out constructive feedback. Thank you!

#19
AdmiralCheez

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Preston Watamaniuk wrote...

Well thought out constructive feedback. Thank you!

Thanks for reading!  I am incredibly flattered that you took the time.

(Lifetime goal = achieved. :police:)

Modifié par AdmiralCheez, 31 janvier 2011 - 02:41 .


#20
Yakko77

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xXSnak3Eat3rXx wrote...

A very well thought out post. I pretty much agree with everything on there.

Edit: ...everything except the Heat sinks part. I don't know why people hated the new ammo system in ME2 so much. Players got off way too easy in ME1 if you ask me.


This.

I too liked (and at times dreaded, especially with the Widow sniper rifle when you missed when playing an Infiltrator) the new ammo/heat sink system.  When you can blast through a whole game on insanity with just as pistol as an engineer without breaking a sweat then you know you made it too easy.  At least beating ME2 on insanity with an engineer made me work for it somewhat.  On ME1 I charged around and shot and beat peaple like I was a soldier but with overload and sabotage among other handy skills.

Modifié par Yakko77, 31 janvier 2011 - 03:11 .


#21
SithLordExarKun

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Gleym wrote...

Not saying I'm one of them, but I've seen plenty of people make presentable cases like this before and they get snarked and mocked by people who are convinced that ME2 was a priceless jewel, just because the critique was something they disagreed with.

Really? Most of those so called "presentable cases" were nothing but "Me2 sucks it ruined by life make ME3 exactly like ME1".  As for this one? I like it.

And don't act like ME1 fanatics aren't any different when they treat ME1 like a flawless diamond and the revolutionary holy grail of gaming.

#22
Colonist Sole Survivor

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I'd like to see light and/or medium armor back.

I'd like the option to chose my armor class, it's kinda weird to see my engineer or my vanguard wearing the bulky heavy armor.

Light and medium armor are still present in the game (at least I'm sure about the medium), let us use them.
Please.

#23
Whereto

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This is pretty much my thoughts summed up. Nice post admiral

#24
Gleym

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SithLordExarKun wrote...

Gleym wrote...

Not saying I'm one of them, but I've seen plenty of people make presentable cases like this before and they get snarked and mocked by people who are convinced that ME2 was a priceless jewel, just because the critique was something they disagreed with.

Really? Most of those so called "presentable cases" were nothing but "Me2 sucks it ruined by life make ME3 exactly like ME1".  As for this one? I like it.

And don't act like ME1 fanatics aren't any different when they treat ME1 like a flawless diamond and the revolutionary holy grail of gaming.


And yet here you are, a devout of ME2 follower, picking a fight.:?

#25
SithLordExarKun

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Gleym wrote...

SithLordExarKun wrote...

Gleym wrote...

Not saying I'm one of them, but I've seen plenty of people make presentable cases like this before and they get snarked and mocked by people who are convinced that ME2 was a priceless jewel, just because the critique was something they disagreed with.

Really? Most of those so called "presentable cases" were nothing but "Me2 sucks it ruined by life make ME3 exactly like ME1".  As for this one? I like it.

And don't act like ME1 fanatics aren't any different when they treat ME1 like a flawless diamond and the revolutionary holy grail of gaming.


And yet here you are, a devout of ME2 follower, picking a fight.:?

Pointing out a flaw in your claim is picking a fight? Saying i agree with the OP's criticism is picking a fight? Do you really have that copy of ME1 shoved up your ass so far that you can't tell when someones trying to pick a fight or not?

Please don't play innocent and act holier than thou goody two shoes, you attack anybody that prefers ME2 over ME1 or that comes up with rational arguments why they think 2 is better than 1.

Modifié par SithLordExarKun, 31 janvier 2011 - 04:25 .