*Imagines using Shockwave in a corridor of pillars*:happy:PoliteAssasin wrote...
Lol, now you're making me crave that in the game.A shame it won't work out. I'm guessing this is due to the size of the environments, or the density of static meshes? I've seen environments in UT3, if I'm not mistaken, with fracture capabilities. Performance didn't look too bad, but I'm guessing they must have ran it on a high end pc?
I guess for the time being I'll have to just dream of using biotics in a destructible environment.
-Polite
ask me stuff about the Demo I DID NOT USE GRENADES
#201
Posté 24 juillet 2011 - 06:48
#202
Posté 24 juillet 2011 - 06:48
#203
Posté 24 juillet 2011 - 06:49
No one ever crosses TIM as Paul Grayson would say.
#204
Posté 24 juillet 2011 - 06:50
Fixed. I agree, you have an eye for quality good sir.Brand New wrote...
Either way they would be after you. They are either indocted or they are pissed you blew the base up.. So how about that demo, pretty awesome right?
No one ever crosses TIM as Paul Grayson would say
#205
Posté 24 juillet 2011 - 06:51
javierabegazo wrote...
*Imagines using Shockwave in a corridor of pillars*:happy:PoliteAssasin wrote...
Lol, now you're making me crave that in the game.A shame it won't work out. I'm guessing this is due to the size of the environments, or the density of static meshes? I've seen environments in UT3, if I'm not mistaken, with fracture capabilities. Performance didn't look too bad, but I'm guessing they must have ran it on a high end pc?
I guess for the time being I'll have to just dream of using biotics in a destructible environment.
-Polite
Aw crap... Now I'm never going to be satisfied with the Adept in ME3.
#206
Posté 24 juillet 2011 - 06:52
Or a shockwave thrown in a glass art museum.Savber100 wrote...
javierabegazo wrote...
*Imagines using Shockwave in a corridor of pillars*:happy:PoliteAssasin wrote...
Lol, now you're making me crave that in the game.A shame it won't work out. I'm guessing this is due to the size of the environments, or the density of static meshes? I've seen environments in UT3, if I'm not mistaken, with fracture capabilities. Performance didn't look too bad, but I'm guessing they must have ran it on a high end pc?
I guess for the time being I'll have to just dream of using biotics in a destructible environment.
-Polite
Aw crap... Now I'm never going to be satisfied with the Adept in ME3.
#207
Posté 24 juillet 2011 - 06:56
#208
Posté 24 juillet 2011 - 06:57
Soahfreako wrote...
Or a shockwave thrown in a glass art museum.Savber100 wrote...
javierabegazo wrote...
*Imagines using Shockwave in a corridor of pillars*:happy:
Aw crap... Now I'm never going to be satisfied with the Adept in ME3.
Better than a Bull in a China Shop though :innocent:
#209
Posté 24 juillet 2011 - 07:00
Also, how about the squad member AI? How well does it work out?
Modifié par Terumitsu, 24 juillet 2011 - 07:35 .
#210
Posté 24 juillet 2011 - 07:02
#211
Posté 24 juillet 2011 - 07:07
#212
Posté 24 juillet 2011 - 07:09
Also, imagine using Charge and knocking someone straight through a wall or two. Make it happen Biowarejavierabegazo wrote...
*Imagines using Shockwave in a corridor of pillars*:happy:PoliteAssasin wrote...
Lol, now you're making me crave that in the game.A shame it won't work out. I'm guessing this is due to the size of the environments, or the density of static meshes? I've seen environments in UT3, if I'm not mistaken, with fracture capabilities. Performance didn't look too bad, but I'm guessing they must have ran it on a high end pc?
I guess for the time being I'll have to just dream of using biotics in a destructible environment.
-Polite
-Polite
#213
Posté 24 juillet 2011 - 07:38
#214
Posté 24 juillet 2011 - 08:20
Brenon Holmes wrote...
javierabegazo wrote...
@Brenon
Are you guys working to make more of the Environment affected by guns/abilities?
We did some tests earlier on with destruction pieces, but couldn't really get the performance within spec... so not really (sadly).
I will say though, that it was pretty cool to be able to throw a guy into a pillar and see him leave a crack in the wall... and see the pieces collapse and fall on top of his body. Or to be able to use a singularity under a scaffolding that guys were running across and see it get torn apart along with the enemies... lots of fun... but too costly.
Shame you cant separate development for PC from development for consoles, I'm sure PC could handle it. Imagine what could today's games accomplish if they hadn't been developed for obsolete hardware.
Might just be me, but i find static, bulletproof environments boring, just like spending whole game shooting enemies in the head; maybe thats why I dont play shooters anymore.
#215
Posté 24 juillet 2011 - 08:40
#216
Posté 24 juillet 2011 - 08:45
#217
Posté 24 juillet 2011 - 10:08
If you think its just a console thing I recommend you play some Red Faction or any of the Bad Company games. If they did it in ME3, it would end up being little stuff like pillars or parts of basic walls instead of full destruction. Doing that 'right' in the kind of spaces you get with Mass Effect would just be absurd from a development perspective.
Last Red Faction game really shows that, they had to heavily split up what could be blown up and what couldn't just for gameplay reasons. Then let you rebuild what 'could' be destroyed. Bad Company (and any DICE thing really) has that whole 'skeletal wall' thing when you blow up stuff. Same thing, certain things blow up, others don't. Gets a bit awkward after awhile if you ask me.
As awesome as it sounds... having stuff 'not' crumble is less weird for me then only 'some stuff' like pillars.
#218
Guest_makalathbonagin_*
Posté 24 juillet 2011 - 10:27
Guest_makalathbonagin_*
#219
Posté 24 juillet 2011 - 10:39
E-Type XR wrote...
When he said they didn't do it, he also said it was too expensive, not just because consoles can't handle it.
He didn't mean "costly" as in "money". He meant "costly" as in "it ate too many computing resources". I.e., with all the other numbers they were crunching and stuff they were putting onscreen and the way the engine is....the consoles couldn't handle it.
Modifié par didymos1120, 24 juillet 2011 - 10:41 .
#220
Posté 24 juillet 2011 - 02:26
In other words it seems kind of the same as Overpower when it comes to gameplay except that you have to alternate between Tech and Biotic powers to take true advantage of the cooldown reduction. And even though the two new powers seem awfully similar I am NOT complaining because they both seem like they'll do wonders for their respective classes' fun factors.
Can you shed any more light on Amplification for us, please? And thanks again as others have said for answering all these questions for us. I'm so jelly you got to play the demo!
#221
Posté 24 juillet 2011 - 03:18
Didn't have the chance to do the former and I already answered the latter.Terumitsu wrote...
Did you have a chance to use the biotic abilities on shielded enemies? If so, how did they react?
Also, how about the squad member AI? How well does it work out?
#222
Posté 24 juillet 2011 - 03:19
Wasn't playable, read the other pages since this question has been asked already multiple times.makalathbonagin wrote...
I'd like to know if they nerfed the vanguard? :S
#223
Posté 24 juillet 2011 - 03:21
Amplification? I saw no such thing. It must be a power from the vangaurd, infiltrator, or engineer class which has been said multiple times to not be in the demo.No Snakes Alive wrote...
I second the question about Amplification. I want to know everything you can tell me about it, and how it differs from the Adept's new power (Overpower?) when it comes to actual gameplay. It seems to me like it lets you put Tech and Biotics on separate cooldown (and drastically reduces their cooldowns) so that you can fling a Warp and then a Cryo Blast without having to wait and by the time that's out your Biotics cooldown will be over so you can hurl a Throw at the frozen enemy almost immediately after and so on.
In other words it seems kind of the same as Overpower when it comes to gameplay except that you have to alternate between Tech and Biotic powers to take true advantage of the cooldown reduction. And even though the two new powers seem awfully similar I am NOT complaining because they both seem like they'll do wonders for their respective classes' fun factors.
Can you shed any more light on Amplification for us, please? And thanks again as others have said for answering all these questions for us. I'm so jelly you got to play the demo!
#224
Posté 24 juillet 2011 - 03:22
Answered in a previous question. Is page 9 the page that makes people not want to look to see if their questions were answered already?Jiso wrote...
anyone know if shockwave looks the same as it did in ME2 or did they change it in some way
#225
Posté 24 juillet 2011 - 03:23
I'm not sure what that is, I don't remember seeing that ability. I don't think it was a class ability because that was the tech armor.A Great Biotic Wind wrote...
Hey Soah, what does the Sentinel's Amplitude do?





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