A significant change going from ME1 to ME2 is the combat.
More choices in squadmates, powers amalgamated , removing the Micro management of weapons , armors & upgrades. A rework of cooldowns & classes in general brought some noticeable alterations even though the core concept of each class stayed relatively the same. Perhaps its only in my head, but the AI seems a bit more solid as well.
What would you like to see in ME3 , combat wise?
What work well from 1 & 2 that should be kept in 3. What work in ME1 but didn't translate well to ME2. What is missing from 1 & 2 that ought to be integrated in 3?
Combat in ME3
Débuté par
Saaziel
, mars 27 2011 04:09
#1
Posté 27 mars 2011 - 04:09
#2
Posté 27 mars 2011 - 04:13
I'd like ME2 combat with more powers.
#3
Posté 27 mars 2011 - 06:03
Honestly? I'd be perfectly happy with a few more powers thrown in, and everything left the same.
Maybe fix buggy things like Charge glitches (I have had enough of enemies getting stuck to my head, and not getting a lock, thank you very much) and fix hit detection (I can't count the amount of times I've been too close to an enemy or SOMETHING, and shoot right through them).
This aside, I absolutely love ME2 combat, and hope that instead of reinventing, they just improve for 3.
Maybe fix buggy things like Charge glitches (I have had enough of enemies getting stuck to my head, and not getting a lock, thank you very much) and fix hit detection (I can't count the amount of times I've been too close to an enemy or SOMETHING, and shoot right through them).
This aside, I absolutely love ME2 combat, and hope that instead of reinventing, they just improve for 3.
#4
Posté 27 mars 2011 - 06:08
Would that be, more Bonus powers or class specific powers ?
I'd like more powers only under a specific condition. Mainly , to diversify game play. The way things are set up in ME2 ,a lot of powers are shared between classes. If you add more powers they would over crowd certain area. On the flip side having the same powers across the board lessen the replay value.
I think a preferable option ,to simply adding powers ,would be to emphasize the evolved version. Perhaps even adding distinct versions to each class. Perhaps an Adept's evolved throw would have more damage or a shield stripping component , while the Sentinel's would have a knockdown Cc or an AoE component.
An other way to diversify combat would be to add more "combo" options between powers. For example if an enemy is affected by periodic fire damage from Incinerate or Ammo it can be Slammed to cause an explosion that will spread the damage to nearby opponents.
Anyways that's just my take on it.
I'd like more powers only under a specific condition. Mainly , to diversify game play. The way things are set up in ME2 ,a lot of powers are shared between classes. If you add more powers they would over crowd certain area. On the flip side having the same powers across the board lessen the replay value.
I think a preferable option ,to simply adding powers ,would be to emphasize the evolved version. Perhaps even adding distinct versions to each class. Perhaps an Adept's evolved throw would have more damage or a shield stripping component , while the Sentinel's would have a knockdown Cc or an AoE component.
An other way to diversify combat would be to add more "combo" options between powers. For example if an enemy is affected by periodic fire damage from Incinerate or Ammo it can be Slammed to cause an explosion that will spread the damage to nearby opponents.
Anyways that's just my take on it.
Modifié par Saaziel, 27 mars 2011 - 06:29 .
#5
Posté 27 mars 2011 - 07:20
As for the combat itself (there are enough topics already
More teamwork, a more complex squad-command system, tactically challenging situations, where you need to plan ahead.
More teamwork, a more complex squad-command system, tactically challenging situations, where you need to plan ahead.
#6
Posté 27 mars 2011 - 09:04
I really liked the way BioWare changed the combat in ME2, it felt a lot more tactical than ME1 where you could just spam immunity or barrier, activate overkill or marksman and fire away until everything was dead. Throw in a few tech or biotic powers and, there you go. Although I'll admit for the avarage shooter fan *which I'm not btw* ME2 seemed a bit too easy, even on higher difficulties. I wouldn't change anything to the combat system for ME3.
Looking at DA2 it's obvious Bioware likes this way as well as the combat change from DAO to DA2 also involved the
'heal instantly after combat' that was introduced in ME2, so I think we can expect roughly the same combat system in ME3, which wouldn't bother me at all
Looking at DA2 it's obvious Bioware likes this way as well as the combat change from DAO to DA2 also involved the
'heal instantly after combat' that was introduced in ME2, so I think we can expect roughly the same combat system in ME3, which wouldn't bother me at all
#7
Posté 27 mars 2011 - 09:16
Kronner wrote...
I'd like ME2 combat with more powers.
hawat333 wrote...
As for the combat itself (there are enough topics already
More teamwork, a more complex squad-command system, tactically challenging situations, where you need to plan ahead.
+1 to both. As far as we know right now, ME3's combat will be more or less along the same lines as ME2. But LotSB and Arrival both see the developers trying to up the depth / difficulty of the game's combat, so maybe ME3 will continue to take this a step further.
I'd also like more agressive / faster-acting enemies as well. Right now enemies just "kind of" attack, "kind of" use tactics, "kind of" react react to player maneuvers - I'd like them to be just a bit more deliberate across all difficulities. I think this would add more challenge and flavor without just simply tacking on more protections as it's being done right now.
Modifié par Locutus_of_BORG, 27 mars 2011 - 09:19 .
#8
Posté 27 mars 2011 - 09:29
-As for the combat itself (there are enough topics already- (quote Hawat333)
I was referring to elements leading to combat.
Whether its specific powers, weapons and how they work together, to the more nuanced aspect of combat, like ; Maps /stages & Ai.
For instance a lot of maps tend to have a lot cover (Too much in my opinion). It might be interesting to have Tech & Biotic powers that creates cover (Like ME1's Geth Pentagon Shield thing , or the Collector's similar "honeycomb" shield). A rework of Storm might give a more tactical use.
A simple refinement of Ai commands might also help combat in general. Instead of the simple "move there" , "shoot this" option , 3 other directive could be issued : Defensive , Assault and Offensive. A defensive Ai might forgo shooting if below a certain health level , or even prioritize an enemy that gets to close to Shepard . While an offensive Ai might actively rush forward and disregard health.
As it stand squadmates tend to behave according to weapon type equipped, only Grunt seem to have a more intricate behaviour ... At least its the only one i noticed. It would be a better if i could equip Tali with a Shotgun without worrying about her rushing a collector assassin.
Don't get me wrong, the basics are solid. But there is always room for improvement beyond the bug and glitch issues .
I was referring to elements leading to combat.
Whether its specific powers, weapons and how they work together, to the more nuanced aspect of combat, like ; Maps /stages & Ai.
For instance a lot of maps tend to have a lot cover (Too much in my opinion). It might be interesting to have Tech & Biotic powers that creates cover (Like ME1's Geth Pentagon Shield thing , or the Collector's similar "honeycomb" shield). A rework of Storm might give a more tactical use.
A simple refinement of Ai commands might also help combat in general. Instead of the simple "move there" , "shoot this" option , 3 other directive could be issued : Defensive , Assault and Offensive. A defensive Ai might forgo shooting if below a certain health level , or even prioritize an enemy that gets to close to Shepard . While an offensive Ai might actively rush forward and disregard health.
As it stand squadmates tend to behave according to weapon type equipped, only Grunt seem to have a more intricate behaviour ... At least its the only one i noticed. It would be a better if i could equip Tali with a Shotgun without worrying about her rushing a collector assassin.
Don't get me wrong, the basics are solid. But there is always room for improvement beyond the bug and glitch issues .
Modifié par Saaziel, 27 mars 2011 - 09:38 .
#9
Posté 27 mars 2011 - 09:35
-I'd also like more agressive / faster-acting enemies as well. Right now enemies just "kind of" attack, "kind of" use tactics, "kind of" react react to player maneuvers- (quote from Locutus)
I think this stems from the predictable enemy spawns and location of those spawns. A random enemy & spawn location generator (Like the L4D series) would , in my opinion , remove this aspect. Of course this would only work if the spawns are "incontext" , like Geth spawning in Geth missions.
The problem is that once you know the layout , you can "mechanistically" defeat the game. And this can be repeated at every level.
I think this stems from the predictable enemy spawns and location of those spawns. A random enemy & spawn location generator (Like the L4D series) would , in my opinion , remove this aspect. Of course this would only work if the spawns are "incontext" , like Geth spawning in Geth missions.
The problem is that once you know the layout , you can "mechanistically" defeat the game. And this can be repeated at every level.
Modifié par Saaziel, 27 mars 2011 - 09:56 .





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