SalsaDMA wrote...
Yes, I was sarcastic because you refused to aknowledge the ecistence of other systems than an inherently flawed one, and took up that specific system as if it was the only alternative. The only thing you have 'repeatedly stated' is that you refuse to admit that the GCD system is inherently flawed too. And your' something else' is not something else. It's just other aspects of the game that has nothing to do with the mechanic of power usage by itself. During gameplay it intreacts with how you play the game, but it has no impact on the mechanic itself, and it falls entirely on its face as an argument when you hold it up against the fact that you have missions in ME2 where you cannot rely on this 'something else'.
I want the current GCD system gone because it's inherently flawed. It limits creativity and diversity in gameplay and puts people on a track of using only whatever ability is optimal at a given time. In other words, it's a 'one solution to a given problem' scheme.
What the hell.
To summarize our last conversation:
You: why do you like GCD
Me: it promotes a balance play of guns and powers, and makes squadmates relevant
You: GCD sucks because I'm just waiting behind cover after I've used a power
Me: Use squadmates
You: Squadmates are useless
Me: Only if you don't use them
You: GCD is uncreative and promotes one button spamming.
Me: You are restricting yourself
You: (craps on GCD)
Me: Why do you care so much about using multiple powers? (explains how GCD works, explains what happens with ICD in gameplay)
You: You lack imagination (craps on GCD, squadmates)
I don’t care about GCD, or ICD, what I care about is a balanced squad-based tactical combat with RPG elements. If ICD helps with making that happen, that’s great. If GCD does it, that’s great too. But if something isn’t working toward building a better squad-based tactical combat with RPG elements, and you've used all options to fix it, then you ditch it.
So let's make this clear again on why powers have everything to do with 'the other stuff' that doesn't matter to you:
On side A:
- Cloak/ARush/TA do nothing to enemies.
- Drone/Singularity/Charge do minimal damage to the target.
- Incinerate, Warp, Overload, ED, Reave, they don’t have enough damage to kill.
- CC powers NS, Throw, Pull, Slam, CB, AI Hack, Dominate deals no damage.
On side B:
- Except for point-blank range and sniper rifles, all guns cannot one-shot enemies.
- Pistols and SRs deal bonus dmg to armor
- SMGs and Shotguns deal bonus dmg shields/barriers
- ARs deal balanced bonuses to all defenses
- No gun deal bonus damage to health
These are the puzzle pieces given to you. Use your imagination on how to use them. To quote someone:
Terror_K wrote...
If you don't use your imagination you can't truly interact and picture the universe, locates, objects and other players and NPCs in the campaign. And imagination comes too in the form of the players using their own imagination and ideas to try and solve problems, which is more restricted in a cRPG where you only have options A, B and C.
Quick quiz: Let's combine something from side A and side B
A: Ok, how about Cloak and... Sniper Rifle? Ding! Winner.
A: ARush and... shotgun? Ding! Winner.
A: Singularity and... AR? Ding! Winner.
A: Overload and... pistol? Ding! Winner.
A: SMG and... Slam? Ding! Winner.
Do you get it now? Powers are designed to be used with guns, and vice versa. If you're changing how powers work by being able to cast more than one, then these adjustments have to be made to preserve gameplay balance:
- Longer cooldowns, which interrupts the synergy with guns. Or:
- Make powers less effective, which makes powers less meaningful and less different from each other.
And as to why GCD works:
GCD:
Squad power1 > Shep power > Shep gun > dead >
Shep power > Shep gun > Shep power 2 > dead >
Squad power 1 > Shep gun > dead >
Shep power > squad power 2 > Shep gun > dead >
In this fight, was there power/gun balance?
Check. Was there squadmate/Shepard balance?
Check. Was there team vs. enemy balance?
Check.
In a system which lets you use 2 powers at once, you have the following options:
a) use all two powers against one target or group and take them all out without even drawing your gun.
This upsets power/gun balance.
use 2 weapon-power combos at once without using squadmates.
This upsets squadmate/shepard balance.c) use 2 squad-power combos at once and use guns to nuke the entire area.
This upsets team vs enemy balanceYou may be tactical options in your first strike, but after a few turns, you won’t care about using the right powers, instead you’ll be using
whatever powers that will be available. ie, if all you have available is Pull at the moment, you might as well use it to stagger an enemy until your other powers are finished with CD.
If you think ICD can be 'tweaked' or if you want to propose another system, I'm open to to hear it. But if all you're doing is crying about not being able to use two powers because it's no fun, then you don't know how to play the game in the first place, and whatever ideas you have are nothing but half-baked short-sighted wishes potentially breaking the game.
Do you not agree? Am I being close minded? Is there another scenario I'm missing? If so, then post it up instead of saying "Well you're wrong because the game designers should be able to tweak it to make it work" because that's about as valid as "The Cain should have infinite ammo, the designers should be able to tweak it to make it work"
Envision Powers A, B, C and D. They each have an effect in various areas, but also overlap in some areas, like damage.Dependin on circumstance, either of the powers would be deemed as most preferable. (snip)
I'm trying to make you understand why fixed cooldown rates are better than fluctuating ones.
Powers worked in ME1 and 2 because they have constant CD rates. Likewise, ME2 guns have constant firing times before they reload (a constant 1.5 CD). Constant rates produce a rhythm that you can predict, you can use it to combine weapons and powers, you can plan ahead attacks. When CD is constantly changing, you have no rhythm, and you need to rely on visual aides to tell you when it's ready.
Case in point: ME1 weapons had fluctuating shooting/cooldown times. If it takes 5 secs to shoot your AR before it overheats, and you stop at 3.1 secs, you don’t know your remaining firing time because the moment you've stopped shooting it begins to cool down. So you have to to look at the meter while you're shooting. That's bad, you’re not fully paying attention on the battlefield and you can't really plan ahead. Early demos of ME2 with overheating weapons had the meter right in the middle of the screen to try to minimize that distraction.
If power CDs fluctuate, then they will have the same problem as overheating weapons did: you'll be looking at CD meters more than the environment, and if you're looking at meters instead of the enviroment, then you're playing the interface and not the game that took thousands of hours to render. It's just bad design.
Appearantly, the above is unthinkable of to you since you keep using weird notions tied to something you limit yourself to in your imagination. What can I say? Tough cookie? Imagination runs different with different people? Whatever?
Those "weird notions" are the very ideas of what Mass Effect is about. If you don't agree, then tell me your idea of what Mass Effect is, because all I see is a frustrated gamer who can't perform well on the hardest difficulty, so he concludes that it must be because the system is flawed when it's been shown again and again that it's not the game's limitations, but the player's limitations.
You want to use multiple powers at once, I get it. But before you cry foul, why don't you first try using squadmates and combine powers with guns first, and see how it does?
And for your comments about teammates, I will flat out state that the ME2 interface for controlling teammates is way way way below par. It's minimalistic and lacks serious options for there to be any real usage out of tactics with teammates, not to mention the AI needs to be beefed compared to ME2 for them to be proper usable. ME seems intent to have teammates along, while not really using them proper. They are more along for the ride to deliver comments here and there, than to be actual tactical assets and a deep part of the gameplay. The fact that their damage is HEAVILY nerfed compared to the player is all the indication you need to see that ME series is about the player killing stuff, and not about commanding a team of specialists that perform as a team.
Funny, because squadmates in games like GoW don't do anything except advance the plot, and they are beefed up; the complete opposite of your assessment.
True that there are times the squad AI is funky, but most of the time they are doing exactly what they're supposed to do: assist you and choose the appropriate position relative to yours. My squadmates hardly die because I'm constantly on the move and the moment they have a power to use, I use it to interrupt enemies, and therefore I can move to begin with. My squadmates deal damage and kill just as much as I do, if not more so. Your squadmates die for reasons I can only speculate: not using them when you had the chance, not moving or attack when you could have. I can only say this: If my team is fighting your team, and I see you hiding in the back because you're afraid to pop up without a power to use, I'll tell them to pressure the closest target while I go around and flank your ass. And my team is called the Blue Suns.
And by the way, squadmate's weapons are nerfed, not their powers.
Modifié par Tony Gunslinger, 06 juillet 2011 - 12:25 .