thoughts?
i hope we dont just fight bloody cerberus agents all game
#1
Posté 19 juin 2011 - 03:41
thoughts?
#2
Posté 19 juin 2011 - 07:42
Modifié par Brenon Holmes, 19 juin 2011 - 07:42 .
#3
Posté 19 juin 2011 - 08:02
#4
Posté 19 juin 2011 - 08:55
Vertigo_1 wrote...
Can you tell us how many of types (number) of Cerberus enemies we will be fighting in ME3, Brenon?
I've seen:
Atlas
Elite (female)
Shocktrooper
Assault trooper
Guardian
Centaurian
Anymore than that?
Trooper
Centurion
Guardian
Combat Engineer
Atlas
Nemesis
Phantom
are the current working names for the faction.
#5
Posté 23 juin 2011 - 08:02
I suspect that most "discontent" stems from incorrect assumptions about game enemy composition.
#6
Posté 23 juin 2011 - 08:17
Shepard Lives wrote...
I think a lot of people are assuming that Reaper soldiers will all have Husk-level tactics (as in no tactics whatsoever).
That said, I still think 40% is a lot. I trust you guys will have a valid explanation for the abundance of Cerberus goons (not to mention why they're after Shepard in the first place).
40ish % is a lot depending on what you think the remaining 60ish % is. :happy:
Modifié par Brenon Holmes, 23 juin 2011 - 08:18 .
#7
Posté 23 juin 2011 - 08:31
laecraft wrote...
My discontent stems from having to fight my only ally and from being forced to kill humans. 40% is a depressingly big number. Theoretically, with such a number, it is entirely possible to face Cerberus in every single mission throughout the entire game until the very end.
No, that is incorrect.
These are assumptions, of course. But with this number, the only way to turn Cerberus to our side before the story hits the apex would be to fight no one but Cerberus for almost half of the game. Which isn't going to happen, since we need variety.
Oh, I definitely want to see how it's been explained why Cerberus has turned against Shepard. I want to see how it's been pulled off. It's going to be my prime reason for playing the game. Story first!
Well, I know I'm enjoying my playthroughs so far... hopefully you will too! :happy:
#8
Posté 23 juin 2011 - 08:38
Praetor Shepard wrote...
That would depend on how Thermal Clips work after an engagement
You would of course be referring to the universally loved system that was introduced in ME2 that we mentioned (somewhat frequently) will be making a return in ME3... yes? :happy:
Modifié par Brenon Holmes, 23 juin 2011 - 08:39 .
#9
Posté 23 juin 2011 - 08:43
Mister Mida wrote...
Universally loved...
Riiight.
Sarcasm. Perhaps I should have used a different emoticon? Was supposed to be funny... maybe my humor button is broken...
(I do read the forums a fair bit and am aware of the... topics... regarding "overheat")
Modifié par Brenon Holmes, 23 juin 2011 - 08:44 .
#10
Posté 23 juin 2011 - 08:45
Dave of Canada wrote...
As somebody who liked Cerberus, does this mean I'll be frowning for 40% of the enemies?
Depends... can you admire someone while shooting them in the face? :happy:
No worries, let's just pretend that it's super late at night and we're not all at peak capacity. :happy: If it helps... I typed that with a sarcastic flair. Even put a bit of spin on the enter key... didn't come through the text even a little?Mister Mida wrote...
Sorry, mister Holmes. It's kinda hard to read sarcasm in text.
Modifié par Brenon Holmes, 23 juin 2011 - 08:48 .
#11
Posté 23 juin 2011 - 08:49
Dave of Canada wrote...
I could try but it would lead to a half-frowny and half-admiration look that would scare people who'd look on as I played.
hahaha
#12
Posté 23 juin 2011 - 09:14
Praetor Shepard wrote...
For the record, I like Thermal Clips, and ME2 Combat in general.
But there have been many threads about the clips, and as a result I've probably spent way too much time thinking about improvements and/or compromises with my fellow gamers that don't like them.
I simply wonder if anything has been tossed about with Thermal Clips; like being able to refill the weapons like shields, after taking out a room full of baddies without being required to find Thermal Clips, a Power Cell, or a Weapon Locker immediately after before facing the next roomful.
I'm just curious if there would be some minor tweak like that.![]()
I guess it depends on the problem you're trying to solve. If the issue is that you don't like running around after a fight to fill up on clips... there are probably a bunch of ways to address that.
Hopefully that's the problem... because that's what I'll be responding to... if it isn't... uh, ignore everything after this sentence.
So personally I like the fact that if you do extremly well in a given fight, you have an advantage versus someone who did extremely poorly in a given fight. It means there is incentive for getting better at the game, using powers better, using your weapons better, employing better tactics. I think the amount of ammunition you have coming out of a given fight is a small reflection of that.
Refilling all of your ammunition would feel a bit like we'd be taking away some of that persistence, I think.
Alternatively, while we could just "give you" all the clips that are on the ground, that's also something that personally I kind of dislike. I dislike it when games try to help me by doing a lot of stuff for me, but that's more of a personal preference.
All that said... I'll bring it up tomorrow and see what everyone else on the gameplay team thinks. :happy:
Modifié par Brenon Holmes, 23 juin 2011 - 09:15 .
#13
Posté 23 juin 2011 - 09:27
Mister Mida wrote...
But... you are already doing this with the regenerating health. Is that different?
It depends on how many different resources you want the player to manage... So no it's not really different in kind... It is another lever that we could use to reward or incentivize skillful play and persistence as you move through a level...
However... health is a bit different in that it has a much larger impact than ammunition. Ammunition is dropped by every enemy in the game... medi gel is not.
Going into a fight with low health drastically increases your chances of hearing that lovely DUN DUN DUN DUN death music... whereas I would suggest that going into a fight with low ammunition simply provides an interesting strategic constraint... since you're not bound by having to find a medi gel dispenser (and hoping desperately that the level designer wasn't a ****** and didn't put any in until the end of the level). :happy:
Modifié par Brenon Holmes, 23 juin 2011 - 09:41 .





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