mattahraw wrote...
aww that's a shame. Thanks for letting us know Brenon. Do you think there's a specific reason they've been removed since ME1?
At the start of ME2, we went through and updated/upgraded a lot of our combat systems... including navigation.
For navigation, Hoppers had some of the most complex systems. The hopping nodes broke a lot and were difficult for level designers to layout in such a way that you could make a consistently decent fight.
Additionally, they were only really troublesome for the player... AIs tended to not have issues with them (since they are able to aim much faster and more accurately than the player, similar to fighting the little explodey rachni in ME1 it was always easier to let your henchmen kill them).
We did a few prototypes involving full on wall running with "variable gravity" with the ability to leap across various surfaces, in an attempt to make a "better hopping system" which turned out pretty good... but since they were the only enemies in the game that could really utilize the system (and it would have been a lot of work to make good) they were cut.
Unfortunate, since I rather liked them... but sadly that sort of stuff happens relatively frequently in any kind of large scale project. Hope that helps explain where they went and why. :happy: