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Gamespot's E3 Interview with Casey Hudson- Weapon customization confirmed and expanded powers + Screenshots


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#176
CroGamer002

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daqs wrote...

Dave666 wrote...

Did anyone see what those Weapon Mods actually did? I missed it.

Longer barrel gives a straight damage increase.  Didn't see the other ones.


Image IPB

#177
CroGamer002

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Domdeegrpgc wrote...

Tell me Legion still doesn't have that hole in ME3.


Image IPB


He still has.
Great news!

#178
Barhador

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25% damage needs to come with a drawback. Like lower rof or mag. Most mods in ME had drawbacks as well.

#179
Jedi warden

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Very nice very nice indeed i m just curious why they only show M-96 Mattock i know game is in early stage but always M-8 Avenger was iconic weapon

#180
Barhador

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Domdeegrpgc wrote...

Tell me Legion still doesn't have that hole in ME3.


ME3 is coming out many months from now, so nobody knows.

If you're asking if Legion have the hole in the demo ME3, then the answer is yes :P

#181
Phaedon

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InfiniteCuts wrote...
The concept of individual modifications that could be added or removed from a given weapon, impacting its performance (regardless of how much impact) was present in ME1.

And in ME1. The only difference is that you can't remove them. I sincerelly hope that you argument is not:
"In ME1 you could remove your modifications, so ME3's system is a progression to it."

This is similar (again conceptually) to what we see here in ME3's weapon mod.  I see this as a progression of what we had in ME1, and an abandoning of what was in ME2.  All that other stuff you listed is par for the course as far as game improvements go two sequels later.  What, you want to compare a 2005 game to this one using the same visual/audio standards?

What are you on about. Same...visual/audio standards?
You realize that every single element of ME1's customization, from quanity of upgrades, and progression to stat impact and lack of visual incentive is broken right? Some of ME1's mechanics were broken. I think it's time to get those rose tinted glasses off and accept it. ME2's were streamlined, but at least nothing about them is broken, other than again, the lack of visual incentive.

Progression? The very basic concept is not even the same. 
  • You can modify parts.
  • Each modification is unique.
This is not progression. The very basis of the concept and the execution is vastly different from anything we have seen so far from a Bioware game.



I have no problems with you arguments... just how you come across when you start them.

You do realize that you are 3 posts in in an argument and you have already managed to insult and provoke two fellow forumites at the same time, right?

#182
Dave666

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theelementslayer wrote...

Dave666 wrote...

Wizz wrote...

Dave666 wrote...
Lets wait until we see what they do with the other classes and how enemy protections effect said classes, shall we?

That's just his favorite phrase, don't take it too seriously.


Fair enough. While I'll be the first to admit that I was quite impressed with what I saw, I still remain cautious until I see what they've done with other classes. Adept in particular. (Yes, I know, I love the Adept a bit too much. Shush.)


All classes can hold all weapons so I would assume all weapon mods are availbe for all of them. As for the branching paths I would think adept has the most cause they are so cool :P


Oh, I'm fully expecting branching paths on the Adept, though I really, really hope thet the Adept doesn't have 'Lift Orb',(it sounds like something out of a Pokemon game). What I'm curious about really is the game balance, which I know we have no info on yet.  I'm hoping that in ME:3 the classes are much better balanced for dificulties than they were in ME:2 and that Adepts won't find the majority of their abilities negated by 'protections' again.

#183
Crackseed

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@ Dave666 - sorry, I actually need to reword that post you quoted a page or two back as it really didn't quite convey that while it was my own opinion, at least trying to highlight/explain and back those changes instead of "LOL Bioware fails and makes catsuit characters" as your only repeat argument is not even opinion as much as just pendantic trolling.

#184
Admoniter

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Alright I approve of just about everything I have seen on that stream. And weapon customization looks so awesome. Just a couple of nitpicks;
- Ammo powers... really? I though we were past that phase. To say the least it is disappointing to see their return I sincerely hope that this is some sort of cruel prank.
- As awesome as customization looks and it looks pretty damn cool. It is missing one thing i.e. stats so we know what is actually happen; what does +25% mean if we don't know the base trait? So hopefully we'll get some numbers next to those bars.
- I preferred ME1-2 style P/R bar; but this isn't too big of an issue. As long as the P/R system stays away from the system used in KOTOR because as others have mentioned it is terrible.

But other than that looking good.

#185
Phaedon

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Dave666 wrote...
Oh, I'm fully expecting branching paths on the Adept, though I really, really hope thet the Adept doesn't have 'Lift Orb',(it sounds like something out of a Pokemon game). What I'm curious about really is the game balance, which I know we have no info on yet.  I'm hoping that in ME:3 the classes are much better balanced for dificulties than they were in ME:2 and that Adepts won't find the majority of their abilities negated by 'protections' again.

It looks like Lift Orb is an evolution of Lift.

#186
Dave666

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Mesina2 wrote...

daqs wrote...

Dave666 wrote...

Did anyone see what those Weapon Mods actually did? I missed it.

Longer barrel gives a straight damage increase.  Didn't see the other ones.


Image IPB



Cheers Mesina.

Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have  meaningless bars that grow or shrink and gives us absolutely no usable information.  I do hope that is changed before release.

#187
Phaedon

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Admoniter wrote...

Alright I approve of just about everything I have seen on that stream. And weapon customization looks so awesome. Just a couple of nitpicks;
- Ammo powers... really? I though we were past that phase. To say the least it is disappointing to see their return I sincerely hope that this is some sort of cruel prank.

Why? You can instantly change your ammo type to suit the enemy that you are facing. This actually improves tactical gameplay, imo. Would you rather be stuck with an ammo type for a whole mission and not change it even if an enemy who responds differently to it is around?

#188
Dave666

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crackseed wrote...

@ Dave666 - sorry, I actually need to reword that post you quoted a page or two back as it really didn't quite convey that while it was my own opinion, at least trying to highlight/explain and back those changes instead of "LOL Bioware fails and makes catsuit characters" as your only repeat argument is not even opinion as much as just pendantic trolling.


Oh, its no problem.  :)

#189
Commander_Adept

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Midnight Reyn wrote...

Image IPB

Image IPB

Not sure if they've been capped yet....



Squadmates have morality bars now too? It can't be Shepard's, we saw his and that Shepard had just a tiny bit of Renegade in his bar... This could be very interesting, like a more increased kind of Loyalty

#190
Tamahome560

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Dave666 wrote...

Mesina2 wrote...

daqs wrote...

Dave666 wrote...

Did anyone see what those Weapon Mods actually did? I missed it.

Longer barrel gives a straight damage increase.  Didn't see the other ones.


Image IPB



Cheers Mesina.

Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have  meaningless bars that grow or shrink and gives us absolutely no usable information.  I do hope that is changed before release.


Wrong.

Christina Norman said that they are making stats more relevant :wizard: and I hope they don't get rid of those little bars.

#191
Phaedon

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And these are definitely not meaningless stats.

#192
Someone With Mass

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Dave666 wrote...

Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have  meaningless bars that grow or shrink and gives us absolutely no usable information.  I do hope that is changed before release.


You're kidding, right?

What, is "You're dealing 542 damage" useful information?
Not to me.

I just need to know that some things boosts the damage/rate of fire/whatever on my weapon. That's it.

I'm so sick of whiners always complaining "Y I CANT SEE STATS IN MY RPG?!" 

#193
CroGamer002

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Dave666 wrote...

Mesina2 wrote...

daqs wrote...

Dave666 wrote...

Did anyone see what those Weapon Mods actually did? I missed it.

Longer barrel gives a straight damage increase.  Didn't see the other ones.


Image IPB



Cheers Mesina.

Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have  meaningless bars that grow or shrink and gives us absolutely no usable information.  I do hope that is changed before release.


How are this stats meaningless?

#194
Dave666

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Phaedon wrote...

And these are definitely not meaningless stats.


Agreed.  How your weapon performs, be it damage, accuracy or whatever is pretty damned important. lol

@Mesina, There aren't any stats, thats what I was getting at.  Blue Bars that raise or fall depending upon which mods you install really don't tell us much of anything without some sort of number system.

Modifié par Dave666, 08 juin 2011 - 07:00 .


#195
Phaedon

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Someone With Mass wrote...

Dave666 wrote...

Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have  meaningless bars that grow or shrink and gives us absolutely no usable information.  I do hope that is changed before release.


You're kidding, right?

What, is "You're dealing 542 damage" useful information?
Not to me.

I just need to know that some things boosts the damage/rate of fire/whatever on my weapon. That's it.

I'm so sick of whiners always complaining "Y I CANT SEE STATS IN MY RPG?!" 

I think that his misunderstanding is understandable, they did say that they want to remove meaningless stats, and that's kind of a vague statement.

#196
shinobi602

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Dave666 wrote...


Cheers Mesina.

Hmmm...Well, they said they were getting rid of 'meaningless stats', so now we have  meaningless bars that grow or shrink and gives us absolutely no usable information.  I do hope that is changed before release.


What kind of "usable information" are you thinking, exactly? Random numbers like in ME1? What's the difference between a number and a bar that increases? You still see increased damage/accuracy/rate of fire, etc etc translated into the gameplay.

#197
Ghost Warrior

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Two things I've heard and needed to comment:
- AR cooldown: I heard it takes 8 seconds now. I don't know if that's a good thing,I mean AR cooldown in ME2 was too short,but this seems too long.

- Frag grenade cooldown: I hear there is no.What's with that?

#198
Captain_Obvious

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Oh man, I need to lie down from all of the awesome.

#199
Lvl20DM

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It looks like cooldown is replaced with recharge speed - perhaps the universal cooldown is gone. Also, frag grenade doesn't even have a recharge, making me think it is limited by resourced (like in ME1). Perhaps each class gets a different grenade type, or you get to pick which kind of grenade you use.

The Fortitude skill is new, right? I'm wondering if that is a bonus talent, as well.

#200
Phaedon

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shinobi602 wrote...
What kind of "usable information" are you thinking, exactly? Random numbers like in ME1? What's the difference between a number and a bar that increases? You still see increased damage/accuracy/rate of fire, etc etc translated into the gameplay.

Either way, this type of information is not meaningless, but the bars actually help you understand the size of the change better than numbers too, imho.

Modifié par Phaedon, 08 juin 2011 - 07:01 .