GameInformer ME3 info "Yay or nay" list
#126
Posté 09 avril 2011 - 02:48
#127
Posté 09 avril 2011 - 03:14
#128
Posté 09 avril 2011 - 03:19
#129
Posté 09 avril 2011 - 03:23
Nigawatts wrote...
My guess is that even though every class can use every weapon. Each class still has skills that give bonus damage to certain weapons. So even though your Engineer can use the Sniper Rifle, he doesn't have any of the damage modifiers that the Infiltrator has with it.
Agreed, I'm more or less expecting this to be honest, with the Soldier claiming the lions share.
#130
Posté 09 avril 2011 - 03:33
Yay- Everything else
#131
Posté 09 avril 2011 - 03:47
- Adept, Engineer, and Sentinal will likely be limited to two weapons, three for Vanguard and Infiltrator
Why is this "nay"? Why do think castrating the Soldier classes (and Vanguard and Infiltrators to a lesser extent) is a good idea?
Remember the ME1 class systems that clearly identified "combat/biotics/tech" specializations? Remember that Vanguard, Soldier, and Infiltrator were all either pure or hybrid Combat spec? Notice how these are now the ones that have more than 2 weapon slots?
More Dakka is the purview of the combat classes. Gravity mastery is the purview of the biotics classes. Tech attachs are the purview of the tech classes.
Modifié par MadCat221, 09 avril 2011 - 03:48 .
#132
Posté 09 avril 2011 - 03:53
Funny... because so far they've been defined by both to a degree, just in different ways. In ME1 you could technically use every weapon type, but only train in those suited to your class. In ME2 you were simply restricted to only the weapons that suited your class. Now in ME3 there's absolutely no restriction on the weapon types at all.[/quote]
So? classes have had little to no unique weapons so far, unlike powers.
[quote]As I said, not all aspects of this are negative. If this means I'm not saddled with weapons I have no interest in taking, that's a good aspect of it. Secondly, no offense, but these are the same gameplay designers who made some really bad decisions in ME2 when it came to gameplay... some retardedly bad, IMO[/quote]
Indeed.
[quote](such as Ammo Powers instead of mods[/quote]
Wrong. ME2 has global mods that can be researched as soon as you recruit Mordin. Linear?
Yeah, I guess that upgrading from Frictionless Materials IX to X was much more fascinating.
[quote], thermal clips,[/quote]
So? 'Thermal clips' is a traditional mechanism. And everything was better than ME1's mechanism...
In fact, try the mod that implements the thermal clip/heatsink hybrid that is pretty popular as a suggestion. It's pointless.
[quote]the God-modding linear research/upgrade system,[/quote]
That's not what God-modding means.
[quote]the removal of mods entirely,[/quote]
You are repeating yourself.
[quote]removal of passive tech-skills in favour of "anybody can hack/decrypt/unlock now!"[/quote]
How is that a negative change?
[quote], The Hammerhead, etc.)[/quote]
Not in vanilla ME2, but I guess that you had a problem with it's combat-oriented approach?
[quote]. And they also designed the system that was responsible for more players going for Soldier than all the other classes put together.[/quote]
And this is a positive change.
If someone prefers to invest in shooter elements, instead of using powers, they should pick the soldier. And that's what happenned.
[quote]Actually, no... I meant the ability for you to unlock the use of a weapon your class previously couldn't use before, in ME1 by getting the appropriate achievement and in ME2 by choosing it from the "dormant" Collector ship.[/quote]
How is that good? After all, the limited slots allow you to choose your build before each mission.
[quote]Of course I want to be restricted.[/quote]
By restricting yourself, you are restricting your role-playing.
Not a very good RPG element.
[quote]classes in an RPG are defined by the skills/abilities/traits they can and can't take and the equipment they can and can't use.[/quote]
It is the opposite. Each class has unique features, they are not restricted from others. Each class has it's own powers which will evolve, so what's the problem?
[quote]
Even in those without classes, the good ones at least limit you so you can't take/use everything and have to specialise in certain areas to be good, meaning a Jack of All Trades is a master of none. [/quote]
You mean skill areas of other classes?
[quote]A pure warrior shouldn't be able to weild magical spells for instance, just like a non-biotic shouldn't be able to use biotic attacks.[/quote]
These both sound like powers.
Not weapons.
[quote]That's a restriction, and rightfully so. classes and builds are determined just as much by what you can't and don't have as they are by what you can and do. Restriction is necessary for the thing to be defined. Otherwise instead of having classes we may as well just give Shepard every single ability on the list and let them choose them all without restriction. This should apply to equipment as much as it does skills, IMO.
[/quote]
That's a really pessimistic view. Each class is unique, yes, but surely that's not produced by the restrictions but the unique features of each class?
The thing is, in pure RPGs, all you do is right click and use powers, but in shooter hybrids, right click is replaced by well...shooting. Surely, since every class can right click as much as they want and without any other restrictions, everyone should be able to shoot as well?
'Shooting' is a shooter element, 'powers' is an RPG one.
#133
Posté 09 avril 2011 - 04:04
#134
Posté 09 avril 2011 - 04:04
Phaedon wrote...
So? 'Thermal clips' is a traditional mechanism. And everything was better than ME1's mechanism..., thermal clips,
In fact, try the mod that implements the thermal clip/heatsink hybrid that is pretty popular as a suggestion. It's pointless.
I have, and I do say I much enjoy it more. If it were better designed to begin with to actually make sense (like cooldowns, limited number of universal clips that fit in all guns instead of a "shot count"), I might have appreciated thermal clips. But it's a ham-handed way to implement "ammo" and I was glad to be rid of them once I discovered ModManager.
The most filling thermal clip pickups respawn anyway, so it's the thermal clips that are "pointless". If thermal clips were an actual limited resource that slowly regenerated over time, there'd actually be a point to them: Do I let the gun cool off, or do I pop the sink, put a new one in, and keep the volume of fire up?
Modifié par MadCat221, 09 avril 2011 - 04:05 .
#135
Posté 09 avril 2011 - 04:11
- Shepard is on trial in regard to the events of Arrival
- Prologue: Shepard’s escape to the Normandy, off to start finding allies, fighting Reaper troops
- Squadmates include Liara, Ashley/Kaiden, Garrus, James Sanders
- Confirmed appearances (may not be squadmates): Wrex, Mordin, Legion, and Anderson
- The Illusive Man plays a big role
- Cerberus is out to kill Shepard
- Enhanced RPG elements
- More freedom with character skills
- Larger skill trees
- Powers will evolve several times, not just once
- Mods returning, swap out different parts such as barrels, scopes (effect both the weapon’s combat performance and its appearance)
- There will be limited slots to carry these weapons
- Soldier can carry all weapons at once
- All classes can wield all weapons unhindered now
- Adept, Engineer, and Sentinel will likely be limited to two weapons, three for Vanguard and Infiltrator
- Numerous endings
- Who you have in your squad and which allies you recruit greatly impact the endings that are available
- No multiplayer
Indifferent
- Screenshot shown of Ashley with her hair down
- Game begins with Shepard on Earth
- Reapers invade while the trial is happening
- Game will show a “previously on Mass Effect” comic to make decisions if you’re starting from scratch
- Weapons are like the ones in Mass Effect 2, have a set list
NAY
- Liara is possibly perma-squadmate
- Legion and Mordin might not be squadmates
- No info on other squadmates that could have been love interest
Modifié par Mesina2, 09 avril 2011 - 04:12 .
#136
Posté 09 avril 2011 - 04:14
MadCat221 wrote...
If it were better designed to begin with to actually make sense (like cooldowns, limited number of universal clips that fit in all guns instead of a "shot count"),
Eh?
#137
Posté 09 avril 2011 - 06:15
Mesina2 wrote...
MadCat221 wrote...
If it were better designed to begin with to actually make sense (like cooldowns, limited number of universal clips that fit in all guns instead of a "shot count"),
Eh?
As-is, it makes no sense. You pick up a clip, you gain more ammo in the shot number equivilant of any given weapon. And you cannot use it in any other gun either.
If they counted not bullet count but thermal clip count, as soon as you shoot your gun to overheat, you can opt to let it cool down, or eject the overheating thermal clip and put a new one in to get back to shooting right away. Instead of taking a full magazine's worth of shots out of its own individual ammo pool, it reduces your universal thermal clip count by one. It'd work kinda like medigel where you find fresh ones interspersed in the level, and capacity could probably be upgraded too.
This would also help to make the "extra ammo" upgrades make sense too... why does it not make the actual in-gun magazine longer? Why the is extra ammo available in a manner where they're not in the gun yet? With the system that makes sense, the ammo upgrades actually make the in-gun magazines longer, since it creates less waste-heat or has a more efficient standard cooling system or whatever.
And lastly, it returns the sensibility that a gun would radiate off its waste heat on its own instead of just bottling it up inside.
Modifié par MadCat221, 09 avril 2011 - 06:21 .
#138
Posté 09 avril 2011 - 06:17
Cant resist to read
I just want to enjoy an AWESOME ME3 game!
So YAY YAY YAY
Modifié par Johnsen1972, 09 avril 2011 - 06:18 .
#139
Posté 09 avril 2011 - 07:19
MadCat221 wrote...
As-is, it makes no sense. You pick up a clip, you gain more ammo in the shot number equivilant of any given weapon. And you cannot use it in any other gun either.
Each clip simultaneously provides ammo for every weapon you're carrying, as well.
But the issue is moot as hell, anyway. The "overheating" thing is unrealistic--no bloody way a gun's cooling down that fast--and the "thermal clip" thing simultaneously provides an extremely gamey explanation for what you actually do with an overheated gun while eliminating the point of the original ammo concept altogether.
So it mainly comes down to what you prefer from a gameplay standpoint. Myself, I lean ever-so-slightly toward thermal clips, although I couldn't really care much less than I do right now. The idea for the thermal-clip/overheating hybrid system sounds great, actually.
Modifié par Nathan Redgrave, 09 avril 2011 - 07:30 .
#140
Posté 09 avril 2011 - 09:07
YAY
- Game begins with Shepard on Earth (FINALLY. I'm stoked to see the ol' sod at last.)
- Reapers invade while the trial is happening (...Oh snap. And also, I TOLD YOU THE REAPERS WERE REAL.)
- Squadmates include Liara, Ashley/Kaiden, Garrus, James Sanders (I'm glad we get our old squaddies back. Also, who the hell is this James fellow?)
- Confirmed appearances (may not be squadmates): Wrex, Mordin, Legion, and Anderson (YAY)
- The Illusive Man plays a big role (Double YAY with cheese)
- Enhanced RPG elements (HUZZAH)
- More freedom with character skills (See above)
- Larger skill trees (...And again)
- Powers will evolve several times, not just once (Sensing a pattern here..)
- Numerous endings (Figured as much.)
- Who you have in your squad and which allies you recruit greatly impact the endings that are available (Now that's interesting.)
- No multiplayer (THANK THE CREATORS.)
NAY
- Game will show a “previously on Mass Effect” comic to make decisions if you’re starting from scartch (...oh, come on, seriously?)
- All classes can wield all weapons unhindered now (Hello, streamlining.)
- Adept, Engineer, and Sentinal will likely be limited to two weapons, three for Vanguard and Infiltrator (Meeeeh.)
- Cerberus is out to kill Shepard (DAAAAAAAAMMIIIIIIIIIT)
Indifferent
- Prologue: Shepard’s escape to the Normandy, off to start finding allies, fighting Reaper troops (We'll see how this turns out. Could be good or bad.)
- Screenshot shown of Ashley with her hair down (And I should care about this... why exactly?)
- Weapons are like the ones in Mass Effect 2, have a set list (We'll see how this turns out.)
-
Mods returning, swap out different parts such as barrels, scopes (effect
both the weapon’s combat performance and its appearance) (Ditto. Could be cool. Could be really tedious.)
#141
Posté 09 avril 2011 - 09:55
- pretty much everything, but especially being able to reunite with the old team (Liara + VS)
Meh
- Reapers showing up during the trial sounds a bit (see: incredibly) contrived, but will probably result in some awesome one-liners
#142
Posté 09 avril 2011 - 10:07
Olwydd wrote...
Yay
- pretty much everything, but especially being able to reunite with the old team (Liara + VS)
Meh
- Reapers showing up during the trial sounds a bit (see: incredibly) contrived, but will probably result in some awesome one-liners
Reapers plummets though the atsmophere at great speed.
Anderson :"Look who's coming for dinner".
Shep(in creepy child voice) :" There Here...".
#143
Posté 09 avril 2011 - 10:13
And why, Ashwraith, do you list the (unconfirmed) number of weapon slots for the non-Soldier classes as being "meh?" It's exactly the same as the number of weapons they used to have!
#144
Posté 09 avril 2011 - 10:45
Olwydd wrote...
Yay
- pretty much everything, but especially being able to reunite with the old team (Liara + VS)
Meh
- Reapers showing up during the trial sounds a bit (see: incredibly) contrived, but will probably result in some awesome one-liners
As long as they don´t arrive as the judges/jury (how do courtmatials work?) pronounce Shepard guilty, it won´t be that bad.
I hope to be able to look at a camera, shout "dismiss this, turian", and then run to the SRn.
Modifié par Nerevar-as, 09 avril 2011 - 10:46 .
#145
Posté 09 avril 2011 - 10:55
Olwydd wrote...
Meh
- Reapers showing up during the trial sounds a bit (see: incredibly) contrived, but will probably result in some awesome one-liners
Harbinger enters courtroom: "WE VOUCH FOR SHEPARD NOT BEING CRAZY AND ARE PREPARED TO GIVE A STATEMENT"
#146
Posté 09 avril 2011 - 11:05
Mr. Gogeta34 wrote...
Olwydd wrote...
Meh
- Reapers showing up during the trial sounds a bit (see: incredibly) contrived, but will probably result in some awesome one-liners
Harbinger enters courtroom: "WE VOUCH FOR SHEPARD NOT BEING CRAZY AND ARE PREPARED TO GIVE A STATEMENT"
Actually they didn't want to invade Earth at all..they just came to get the best seats at the trial.
#147
Posté 09 avril 2011 - 11:17
Concerning the Trial on Earth: One can only hope there´s a good reason for that! If not... well, it won´t diminish my gaming experience
On Ashley´s hair: It could be on the Normandy or something, don´t get so fired up xD
#148
Posté 09 avril 2011 - 11:24
Nay: Cerberus. The Alliance commandeering the Normandy for unknown time.
Modifié par Someone With Mass, 09 avril 2011 - 11:26 .
#149
Posté 09 avril 2011 - 11:50
- Confirmed appearances (may not be squadmates): Wrex, Mordin, Legion, and Anderson
- Enhanced RPG elements
- More freedom with character skills
- Larger skill trees
- Powers will evolve several times, not just once
- Mods returning, swap out different parts such as barrels, scopes
(effect both the weapon’s combat performance and its appearance)
- No multiplayer
- Game will show a “previously on Mass Effect” comic to make decisions if you’re starting from scartch
- Who you have in your squad and which allies you recruit greatly impact the endings that are available
- Numerous endings
- Adept, Engineer, and Sentinal will likely be limited to two weapons, three for Vanguard and Infiltrator (Hopefully this means movement/accuracy penalties will make a return.)
- Squadmates include Liara*, Ashley/Kaiden, Garrus, James Sanders
- There will be limited slots to carry these weapons
*Don't get me wrong I'm ecstatic that Liara is back... but doesn't she have somewhere else to be.
Meh...
- Game begins with Shepard on Earth
- Shepard is on trial in regard to the events of Arrival
- Prologue: Shepard’s escape to the Normandy, off to start finding allies, fighting Reaper troops
- Soldier can carry all weapons at once (The only reason this goes here is because it is to be expected, infact it has been the hallmark of the soldier since ME1)
Depends how it's handled
- Screenshot shown of Ashley with her hair down (Well she looks great, but I sincerely hope that the blue uniform is a casual outfit and not something she borrowed from Miranda for use in combat. Basically no leatherstraps in a warzone and no breathermasks and I'll be happy.)
- All classes can wield all weapons unhindered now (The only problem I have with this is that to me classes are not only defined by what powers they have but what weapons they can carry, it just would seem a tad ridiculous if there is a sentinel running around with a shotty and a sniper, but it all depends on how it is handled.)
- The Illusive Man plays a big role
- Reapers invade while the trial is happening
Nay
- Cerberus is out to kill Shepard (Cerberus wants to stop the Reapers and now they want to kill me. Spending however many credits bringing me back, getting me a new ship and paying mercenaries to aid in my mission. Nevermind the fact that I'm still potentially loyal to them. I understand there is a lot of Cerberus hate on these forums, and if that is the reason for this plot point existing, I'll just say this. My main Shep is not a fond of Cerberus, but in ME2 they served a purpose, and for the most part they were still useful; which helped in that my homicidal fantasies about them were kept in check and I did not spite them at every turn. But the fact is I don't need them to be all "RAWR we're bad now, so you can kill us." I already had my reasons for wanting them gone, I don't need to be pandered to because I already have my reasons for want Cerberus dismantled, throwing me a bone in this case is unnecessary.)
- Weapons are like the ones in Mass Effect 2, have a set list (Didn't much like how weapons were handled in ME2, sure they were a great deal more diverse but that was about all. They we're always found in the same place and there was no real progression, except for the terribad upgrade system; on the plus side mods are back so perhaps it won't be so bad.)
#150
Posté 10 avril 2011 - 12:32





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