[quote]JKoopman wrote...
I argue against thermal clips because they were a needless change that breaks lore, and the explanation that BW used to shoe-horn them into the game is about the most half-assed, nonsensical garbage I've ever heard. Not to mention that it's implementation is completely inconsistent. Cooldowns were also a unique feature that ME1 introduced that helped differentiate it from other shooters on the market, and it was removed explicitly to do the exact opposite; make ME2 more like traditional shooters with a familiar ammo mechanic.[/quote]
Unique doesn't necessarily mean it's good. If there were mass accelerated weapons in the real world, they would have a hard cap to eliminate overheat so the cooldown would be short enough to compete with conventional reload time. Managing an ever-changing variable is a distraction in battle. Guns need to work as simple and predictable as possible. ME1 guns overheat because it was a game mechanic designed to gimp you. Cooldowns made guns an abstract minigame, not guns.
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Cooldown worked. It may have needed a little balancing and tweaking, but removing it entirely was throwing the baby out with the bathwater.[/quote]
How would cooldown been tweaked to be better? Less cooldown time? More cooldown time? Tweak the heat buildup rate? By how much? To which guns? Propose something concrete instead of saying it worked but needed fixing.
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That it's somewhat annoying to play an Infiltrator (aka "sniper") and not be able to use the weapon that the class was built around for the majority of the game - instead relying on an SMG 90% of the time - is an argument that I've used in opposition to the thermal clip system, but it's an argument of playstyle and entertainment value, not difficulty. I've never "whined" that the game is too hard because I'm running out of ammo for my SR. I've complained that I'm not able to use the weapon that I want to use and instead find myself using an SMG for virtually every encounter. Yes, sniping IS a valid tactic and it should be made more feasible or else sniper rifles as a whole become pointless. The fact is, the thermal clip system is not set up well for sniping. You can use ARs, SMGs, Pistols and Shotguns without worrying much about ammo. Why should sniper rifles be the sole exception?[/quote]
90% of the time using SMGs? Ask any infiltrator players out there and they'll tell you that they use their sniper rifles conservatively 50-70& of the time.
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Nice try distorting my argument though.
You also didn't refute my point. In fact, you basically agreed with me that ammo is a non-issue.
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Nice try distorting my argument: You're saying health regen ruins tactics but ammo regen doesn't.
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Wrong. The Trauma Module upgrade in ME2 allows you to use Unity to restore health, meaning you CAN still "rush in, kill shoot a couple of guys and hit the 'heal' button and shoot some more."[/quote]
Global cooldown prevents you from using any other powers, and you can only use medigel 8 times max. Using immunity/barrier/shield boost in ME1 doesn't interfere with other powers.
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More to the point, ME1 had finite health and finite medi-gel and no one seemed to have much trouble advancing through areas in that.
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Again, because they have immunity/barrier/shield boost with ARush to reset Immunity/Shield boost and other powers, soldiers have health regen, and Medical Exo have health regen. You're not making a good case here, ME1 gave you enough redundant defensive powers and items that make you think less about your health so you rarely bothered to use any tactics, more so than ME2.
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Yes, creating an overpowered uber-God and blitzing through the story IS about the only point to playing ME1 NG+. BioWare were never shy about saying as much. Of course, to get that uber-God with all the best equipment, you're looking at probably your 3rd run through and at that point I would argue that anyone who's willfully subjecting themselves to it forfeits all rights to complain about it being too easy and pointless, but that's beside the point.[/quote]
You're right, that comment about people who plays 3 times is beside the point. The point is that you seem to not understand that ME1's combat cannot sustain itself without inventory and awful-to-awesome quality progression to gimp you at the start. It's designed to reward grinding, not thinking about tactics on the battlefield. And that's not even an RPG thing, that's a standard way of extending an otherwise ordinary gamplay system.
ME2's core gameplay can sustain itself even if the game only has only one gun and one power. Tactics are still being used, you still have to counter defenses, the game mechanics are sound. Inventory in ME2 augmented the core gameplay, not the other way around.
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Anywho, exactly what "new builds" does ME2's NG+ allow you to try out? I suppose you could use Retraining to respec and try out different outcomes but, again, at Lvl 30 you'll have enough points to max out every power you've got anyway and the only real variation available is "do I want a small AoE radius or do I want 20% more damage on the same powers I had before?" I don't exactly consider that to be a new "build" worthy of the name. I think you're grossly overstating ME2's complexity.
The only point of separation between ME1 and ME2 NG+ is, as you yourself apparently admit, that upgrades don't carry over in ME2 and that you have the option of respec'ing your abilities for whatever that's worth. It has nothing whatsoever to do with inventory, and I'd be interested to hear how you somehow connect them.
Adepts. Engineers. Infiltrators. I can use whatever class you want. Care to explain why my selection of Adepts somehow makes any difference there? ALL powers in ME2 follow the same "AoE or more damage" evolutionary paths, whether it be Warp, Overload or Concussive Shot. Confirmation bias indeed. All we've confirmed is your own bias.
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AI hacking and dominate are useless on low levels on insanity, they need to be maxed to be of any use. Cryo ammo and cryoblast were once considered the worst powers in the game until after NG+ playthroughs that they were proven to be very powerful. Shotgun infiltrators using Reave, vanguards using cryo ammo, Engineers using ai hacking and dominate, Claymore soldiers, Adepts using shockwave, Sentinels with sniper rifles, they all play differently. Go to the strategies section if you don't think there are meaningful varieties of builds in ME2.
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[quote]Tony Gunslinger wrote...
And asking questions in this condescending way makes you sound smart because...?
Ending a reply with snide comments like what I'm doing right now is cheap. Doesn't get you points.[/quote]
I asked a question. If you
read it in a condescending way, that's on you.
I find it especially ironic that I pointed out the fact that painting an argument with a snide label does nothing to refute it and your response was to post
another snide comment criticizing my intelect without actually responding to the question at hand (namely, how exactly is ME1's gameplay not able to "sustain itself" without inventory and precisely how is the inverse true for ME2?). You instead went off on some tangent about how the 3rd runthrough of ME1 with all the best weapons and equipment is pointless.[/quote]
I find it ironic that my comment seem snide to you when all I did was following your writing style, and you didn't get it.
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No more difficult than any of the other recruitment/loyalty missions available to the player after Freedom's Progress...?
You face 2 YMIR mechs in both Jack's and Grunt's recruitment missions too (both available right after Freedom's Progress) as well as a Gunship and potentially another YMIR during Garrus' recruitment mission (also available right after Freedom's Progress). Why should Kasumi's mission be some insurmountable hurdle to you? Doing Kasumi's mission first is actually advisable if for no other reason than because the Locust makes every other recruitment mission a cake walk whereas my Sentinel and Infiltrator would be stuck trying to complete them with nothing but a Shuriken otherwise, and good luck dropping anything with that weak POS.
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You face YMIRs with 2 two squadmates of your choice in large environments and a gunboat you can disable a chunk of its armor vs. stuck with one (Kasumi) with no choice on the matter in confined layouts, and the enemies spawn from random platforms while a gunboat with full shields and armor blasting you from above. So yes, Stolen Memory antes up the difficulty.
And yes,
I drop pretty much everything with my POS Shuriken.
Modifié par Tony Gunslinger, 16 juin 2011 - 08:12 .