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


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#201
Dave666

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shinobi602 wrote...

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.


What kind of stats?  How about does the Mattock to 100 damage per shot or 3?  Getting a 25% boost to damage is meaningless if we don't know what we're getting 25% of to begin with.

#202
Pepper4

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Finally, all the "I-am-so-intelligent-I-can't-watch-anything-shooter-related-where-are-the-dice-rolls" folks are gonna shut up.

I love it!
Gun costumization looks AWESOME.
Powers Tree is looking great! Loads of stats. ME LIKE IT!!!

In additon, they showed plently of new places. I bet we got see the Admiralty Board/Conclave (I don't remember the difference) & the Salarian homeworld + tones of other locations. It looks fantastic.

And unlike the previous run of the Earth demo, the guy who played this one actually showed us how awesome the reaper invasion looks like. I literally melted down when the reaper tore up that sky-craper (is that how they are called? sky-crapers?).

Modifié par Pepper4, 08 juin 2011 - 07:04 .


#203
InfiniteCuts

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Phaedon wrote...

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."

Being able to remove/add components to your weapon is a huge factor in the mod system... regardless of how much you want to downplay it.  Not only are you able to add/remove them at will, but there are different types of said mods available to you... again forcing you to choose and perhaps compromise how you approach combat.  This was an afterthought in ME2 since you just picked things up or bought them and never had to consider it again.

Phaedon wrote...

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.

ME1 was not perfect, and no one here is making that claim.  I think you're being overly critical with this "broken" thing, but you have your agenda.  I quite like my rose-tinted glasses, thank you very much.

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?

Provoke you to do what?  A response is provocation?  Insult?  You speak for Messina?  Come on man... I have no time for this so "you win", alright? lol

#204
Estelindis

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This is amazing. Yes! :-D

#205
Nab20

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I need a video !!!!!

#206
Pepper4

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THis is shaping up to be the greatest game of all times. I am certain of it.

#207
Iohanna

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Ghost Warrior wrote...

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?


It's too soon to ask those sorts of questions, I think. The values they have now will more than likely change when the game designers balance the game more carefuly in the coming months. The ones in place now are probably rough estimates.

#208
Admoniter

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Phaedon wrote...
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?

Why because ammo powers are a terrible idea. Something that all classes could use suddenly became combat class only; and the hybrid classes get the short end of the stick here with either one or two  ammo powers. I mean I realize combat classes kind of get it easy but that is no excuse for giving them lame powers and locking out caster classes from ammo mods until they complete some loyalty missions. Furthermore there is an easy solution to only being able to mod weapons at a bench... don't make ammo types weapon mods, make them ammo mods; there problem solved. Just throw aditional menu in the weapon select screen that allows you to change out ammo mods whenever you like. So now you are only stuck with an ammo power as long as you wany it and can change it as needed and best of all now caster classes can use these item as well; does that not sound like a bette solution to the current one of combat classes getting to hording the majority of the ammo types.

#209
Siven80

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Lvl20DM wrote...

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.


I'm hoping they go the WoW route with each ability having its own cooldown and a global cooldown of 1-2 secs after an ability is used to you cant spam abilities.

And wasnt Fortitude Grunts armor ability?

Modifié par Siven80, 08 juin 2011 - 07:09 .


#210
Bolboreta

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I don't see the bars as a influence/loyalty system. I think they could show the morality of the character (they all had one since ME1, but it wasn't showed) and maybe it could be affected by Shepard's choices along the games (that's what I wish, of course).

We know we can make Kaidan more renegade and Garrus more paragon/renegade in ME1 and maybe we could do that to the rest of characters with our choices in ME2 too. Then, people who had played ME1 and 2 would start with points in that bar depending on those choices. It would be great, specially if this affects the way those characters are going to react in ME3!

Yes, I dream a lot :D

#211
Crackseed

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I think the dislike of ammo powers just stems from the fact that instead of getting something genuinely neat or flashy, it's basically "My ammo color changes and has different effects on my targets" - which isn't inherently bad, but when you compare it to the fun of an Adept or Eng chucking Incinerates, drones, biotics, yada yada it doesn't seem quite as equal. I don't mind them, I just hope they have very unique evolutions per ammo power now :)

#212
shadowreflexion

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The menus are great. Looks very interactive. The only two things that I really hope for is...
#1 If doing a new game +, I don't have to upgrade my weapons and armor again.
#2 The squad points and level only cap out when completely upgraded.

After 3 games, my male/female Shep should be the ultimate in whatever class.

#213
Someone With Mass

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Dave666 wrote...

What kind of stats?  How about does the Mattock to 100 damage per shot or 3?  Getting a 25% boost to damage is meaningless if we don't know what we're getting 25% of to begin with.


And that's what the bars are for. Duh...

#214
Waltzingbear

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Nab20 wrote...

I need a video !!!!!

I can upload it but you can just watch it in here while it's still playing: http://e3.gamespot.c...ive-show-day-2/
Just rewind to about 17 minutes from start.

#215
theelementslayer

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Admoniter wrote...

Phaedon wrote...
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?


Why because ammo powers are a terrible idea. Something that all classes could use suddenly became combat class only; and the hybrid classes get the short end of the stick here with either one or two  ammo powers. I mean I realize combat classes kind of get it easy but that is no excuse for giving them lame powers and locking out caster classes from ammo mods until they complete some loyalty missions. Furthermore there is an easy solution to only being able to mod weapons at a bench... don't make ammo types weapon mods, make them ammo mods; there problem solved. Just throw aditional menu in the weapon select screen that allows you to change out ammo mods whenever you like. So now you are only stuck with an ammo power as long as you wany it and can change it as needed and best of all now caster classes can use these item as well; does that not sound like a bette solution to the current one of combat classes getting to hording the majority of the ammo types.


Opinion, I like them being powers its quick access, i can change them depending on which enemies I face and it makes it much easier to keep track of them instead of sifting through 300 different ammo mods

#216
Crackseed

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Admoniter wrote...

Phaedon wrote...
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?

Why because ammo powers are a terrible idea. Something that all classes could use suddenly became combat class only; and the hybrid classes get the short end of the stick here with either one or two  ammo powers. I mean I realize combat classes kind of get it easy but that is no excuse for giving them lame powers and locking out caster classes from ammo mods until they complete some loyalty missions. Furthermore there is an easy solution to only being able to mod weapons at a bench... don't make ammo types weapon mods, make them ammo mods; there problem solved. Just throw aditional menu in the weapon select screen that allows you to change out ammo mods whenever you like. So now you are only stuck with an ammo power as long as you wany it and can change it as needed and best of all now caster classes can use these item as well; does that not sound like a bette solution to the current one of combat classes getting to hording the majority of the ammo types.


I don't think this is quite as strong an argument as you'd like to think it is. Why would an Adept or Engineer NEED ammo powers? They can warp, overload and incinerate things for more damage up front then a soldier who has the ammo powers. It made the classes flavorful and by the time any of the more "castery" classes needed to use their weapons, the enemy in question was probably so banged up ammo powers would be sort of secondary to finishing the job.

Again, I wouldn't mind seeing them as hot-swappable mods in combat, but I don't think the current power incarnation is a bad thing - just so long as it gets the same love as everything else.

#217
Iohanna

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crackseed wrote...

I think the dislike of ammo powers just stems from the fact that instead of getting something genuinely neat or flashy, it's basically "My ammo color changes and has different effects on my targets" - which isn't inherently bad, but when you compare it to the fun of an Adept or Eng chucking Incinerates, drones, biotics, yada yada it doesn't seem quite as equal. I don't mind them, I just hope they have very unique evolutions per ammo power now :)


I agree. After playing with all classes but the sentinel, soldier wasn't as fun as my adept or my engineer. And yet according to the statistics, people play the soldier the most out of all classes, what's with that, eh? :lol:

#218
Dave666

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Someone With Mass wrote...

Dave666 wrote...

What kind of stats?  How about does the Mattock to 100 damage per shot or 3?  Getting a 25% boost to damage is meaningless if we don't know what we're getting 25% of to begin with.


And that's what the bars are for. Duh...


You're missing my point.

Could you tell me the difference between a Pistol with half a Blue Bar and a Sniper Rifle with half a Blue Bar?  Do you think that they would do exactly the same damage?

#219
theelementslayer

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Dave666 wrote...

Someone With Mass wrote...

Dave666 wrote...

What kind of stats?  How about does the Mattock to 100 damage per shot or 3?  Getting a 25% boost to damage is meaningless if we don't know what we're getting 25% of to begin with.


And that's what the bars are for. Duh...


You're missing my point.

Could you tell me the difference between a Pistol with half a Blue Bar and a Sniper Rifle with half a Blue Bar?  Do you think that they would do exactly the same damage?


Im sure they will make sure they have this figured out. Itll probably be a full bar for a sniper and a little itty bitty bar for a pistol so you can tell the difference

#220
Phaedon

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[quote]InfiniteCuts wrote...
Being able to remove/add components to your weapon is a huge factor in the mod system... regardless of how much you want to downplay it.  Not only are you able to add/remove them at will, but there are different types of said mods available to you... again forcing you to choose and perhaps compromise how you approach combat.  This was an afterthought in ME2 since you just picked things up or bought them and never had to consider it again.[/quote]
Except that what you are thinking of is this:
Unlike traditional RPG systems, you can reset your build, in ME2, what you choose is final, other than the ammo powers of course, which you can change at all times.

This is a property of the concept of the system, but it is not a step backwards as you claim, neither to ME1's system or ME2's, it's a step forwards to a completely new system.

You have yet to prove how being able to add or remove two icons from a screen is in any way similar to selecting a part of the weapon and changing it.  Just because it shares the property of addition/removal, that doesn't mean that it's inspired or even a progression (which it is nothing alike, believe me) of any previous upgrade system. 

[quote][quote]Phaedon wrote...

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.[/quote]
ME1 was not perfect, and no one here is making that claim.  I think you're being overly critical with this "broken" thing, but you have your agenda.  I quite like my rose-tinted glasses, thank you very much.[/quote]
I am requoting my point so that your attempt to bypass it won't happen, sorry. Try again.

[quote]Provoke you to do what?  A response is provocation?  Insult?  You speak for Messina?  Come on man... I have no time for this so "you win", alright? lol[/quote]
I don't want to win, I want to have an intelligent conversation with someone who doesn't comment on others with phrases as "your precious Bioware" or "your **** doesn't fly here". And yes, I consider Mesina2 a friend, or at least what you can call someone on the internet, so your provocative remarks don't go unnoticed, sorry.[/quote]

#221
Someone With Mass

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Other classes tends to make up for the lack of ammo powers with their own kind of power. Which are usually more effective than ammo powers, because they are for the most part damaging multiple enemies at once. And they're unlimited, when the ammo powers are limited to your guns.

#222
Phaedon

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Dave666 wrote...
You're missing my point.

Could you tell me the difference between a Pistol with half a Blue Bar and a Sniper Rifle with half a Blue Bar?  Do you think that they would do exactly the same damage?

Just wondering, why would that matter in a weapon-specific upgrade system? ;)

Modifié par Phaedon, 08 juin 2011 - 07:16 .


#223
NYG1991

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Looks like fortitude is a regular power for soldiers.

#224
Sylvianus

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A-W-E-S-O-M-E ! My god *___*

#225
MarchWaltz

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Looks like you can use grenades as a separate power, the soldier used AR then threw nades.