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Adept powers vs Shields and barriers?


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#26
Someone With Mass

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The Spamming Troll wrote...
ive offered more suggestions then you can wrap arpund your little brain. numerouse people have suggested numerous different approaches. its really not difficult to do. again, do you think enemy protections are the ONLY WAY to make a game challenging?

plain and simple its a mechanic that makes you use your abilities less. thats not what i want, im not sure why anyone would actually WANT that.


Believe it or not, but that was actually BioWare's goal with the protections. To prevent the player from spamming powers like Lift/Pull that immobilized the target over and over while the player could just stand there and shoot the guy with little to no resistance.

If you don't like it, that's too bad.

#27
Darkstar Aurora

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Thanks Lazuli, SynheKatze, Curunen, C-Dawg, Captain Crash, and others.  I honestly didn't think my post would receive much agreement. 

I would like to note that Mass Effect is the first shooting game I have ever seriously played and was always a powers-focused player rather than someone who was weapon/aim-focused.  When I first came to ME2 I was frustrated with the resistance system on higher difficulties, but eventually my firing, aim, and timing with weapons improved over time. So while I originally disliked the resistance system regarding biotics, I eventually came to the conclusion that this was not as much of an issue as I originally had thought.

RyuujinZERO wrote...

*cough* Guys, I hate to break the worry-fest...

But ME3 biotic powers *don't* work like ME2 biotic powers (and tech powers). It's already been confirmed that control effects in ME3 have a reduced form when hitting protected foes.

For example cryo blast will snap freeze unprotected foes and increase their vulnerability like it did in ME2 however if you hit a protected foe, that foe will have their movement speed reduced for a short period whereas in ME2, the cryo blast would've piddled on their protection but otherwise been entirely ineffectual.

If this was the same general method for how Throw, Pull, Shockwave etc worked with resistances I think it would be great. Perhaps the enemy with shields is knocked down but would not take double damage from weapons/kinetics/warp (as with Pull) nor is thrown through the air (Throw, Shockwave, Slam) for additional damage. I mainly just feel that the temporary stagger needs to be a bit longer and they should inflict more resistance damage.

Aumata wrote...

Why can't anyone ever understand it is a gameplay mechanic. There are mods that are active with out the kinetic barrier off. The armor goes out the window when you have animals that are resist powers without the explanations of the armor upgrades. Just a gameplay mechanic can we move on now.

In terms of armor suits, the shields, armor repair systems, and kinetic dampeners all use the same power source, and thus can still be damaged in the same manner. Overwhelming shields or damaging the armor will cause these power systems to fail. In terms of large creatures or animals with natural armor, It is simple: Heavier enemies are more difficult to biotically lift or throw because they have more mass. They have LESS MASS after you shoot pieces of them off (represented by armor bar damage), and therefore are easier to lift with biotics.

Captain Crash wrote...

Curunen wrote...

Darkstar Aurora wrote...

In terms of "why" biotics do not effortlessly bypass resistances:

*snip*

I like this. Very succinct explanation.

Edit: oops, same thing quoted 2 posts in a row, sorry! (but it's worth it)


I like it too, however the problem often is when you get any enemy into just its health meter (which is when Biotics become effective) then the fight is almost over anyway. Depleting the health bar is very fast and its often just as quick to shoot the enemy as it is to use a power.

I was disappointed I was using my adept virtually as a soldier for much of ME2. It is very easy to do. Im not asking that the adept suddenly become overpowered, but I think a greater effect needs to be felt of armour and shields sometimes.

The thing is health is actually more difficult to deplete than armor/barriers/shields. Your standard weapons as an Adept deal +50% more damage to protections, or +100% with the shield piercing/armor piercing upgrades. By contrast your weapons only deal normal damage to health. The same applies to Warp damage (x2 to armor/barriers/biotically lifted enemies, or standard damage versus health).

From my experience, as an example Collector Drone on Insanity (30th level) seems to have about 500 points of health and 500 points of barrier (I reverse calculated/estimated these values using Warp’s listed damage, upgrades, and multipliers vs. barriers, etc). It will take twice as long to deplete its health with weapons than it did to deplete barriers unless you follow up with a debilitating biotic power.

It is FAR more effective to shoot of their barrier with an upgraded Submachine Gun and follow with Pull to finish them off. The SMG upgrades give you +100% extra damage versus barrier and the Pull effect gives you +100% extra weapon/biotic damage against health

By contrast if you use your cooldown on barrier damage via Warp then try to finish off their health with weapons you will take twice as long for you powers to recharge, twice as long to bring down their health, and you will be subject to return fire the entire time their health is exposed.

Zakatak757 wrote...

What is the difference between shields and barriers? Canon-wise.

Do barriers only stop kinetic energy, while shields stop radiation energy aswell (lasers/phasic rounds)?

I am going to go for a longer and more elaborate explanation than is probably needed, but I wanted to reinforce general understanding overall.

Barriers and Shields are both mass-effect fields that raise mass in a given area. They create a localized and temporary dark energy effect where mass is increased, which essentially functions as a high gravity area. By “gravity” I mean in the sense of slowing down and holding matter in a single point in space, not in the things-falling-downward planetary perspective. Any moving object that moves into that field is halted assuming its mass is not too great, and thus it’s momentum and kinetic force is lost. Technically ANYTHING moving and that has mass can be halted by a mass-raising field, provided that there is enough power generating the field to stop it. That can be a bullet coming at a soldier caught by a temporary shield projected in front of her, or the soldier herself can be caught by a temporary shield projected behind her if she is subject to forced movement (biotics). It can also be used to halt anything else with mass, such as tech power mines, plasma (incinerate), wireless radio signals (AI hacking), or radiation because all of the above have mass, and individually these particles have have mass than a bullet (for those of you about to scream about how the Codex says “kinetic barriers do not protect against temperature, radiation, etc” please scroll read the to the last paragraph first then please rejoin the discussion here)

Dark energy mass-raising fields are created by electricity flowing through element zero. Biotic barriers and tech shields differ only in HOW they are created, and that difference also governs how they are actually “damaged” and why certain powers are more effective.

It is worth nothing that you are never actually attacking an enemies shields or barrier itself. Physical matter and baryonic energy cannot directly “harm” dark energy or affect mass-effect field. What you ARE doing is either:
* Overwhelming or sabotaging it’s physical power source/ability to sustain itself (with multiple weapon shots, overload’s EMP hitting power cells, concussive shots affecting biotic concentration, etc)
* projecting more mass than it can contain or “deflect”, i.e. heavy weapons.
* creating an opposing, mass-lowering dark energy effect. In the case of throw and pull versus shields this is not effective in lowering the shield bar significantly because the actual shields are temporarily created, and the bar only represents the power source creating them. Thus the temporary mass-lowering field of Throw is only counteracting/counteracted by a single temporary mass-raising shield.

Typically, a standard soldier’s combat suit has an array of shield emitters controlled by a combat VI program. This program creates temporary mass-raising fields and projects these fields away from the wearer when incoming projectiles are detected. The incoming projectiles are halted and their momentum is sapped by the high gravity field. They are then flung away as the field itself is projected away from the soldier before it dissipates.

Their hard suit has a power cell that is represented by a shield bar in the game HUD. That bar represents how much energy they have to generate temporary shields, NOT the integrity of some single constant barrier. Each impact drains the power cell since each impact requires a separate temporary field to be created in order to deflect it. Rapid-fire weapons deal more “damage” to the shield bar only because they are quickly overwhelming the emitter’s power reserves, requiring multiple fields to be generated at once. Overload and Disruptor Ammo deal more “damage” to shields, even if the tech mine (overload) or bullets (disruptor ammo) are deflected because they release an electrical current (or EMP) on impact which short-circuits the emitter system and thus damages the system’s ability to create shields.

When it comes to biotics who have barriers, the field is either sustained with minor concentration, or through a VI program in the biotic amp that assists in sustaining a kinetic barrier (or reflexively generating one due to incoming sensor data from your combat gear). Because barriers are generated by neuro-chemical electricity they are not subject to extra damage from Overload/Disruptor Ammo that shields are. However, powers like Concussive Shot are more devastating (x3.5 damage) because biotic barriers are sustained at least partially through concentration, and a concussive impact is hazardous to concentration. Meanwhile, Warp is a rapidly shifting asymmetrical mass-effect field that places molecular stress and damage on matter, and will be extremely painful for an organic and thus their nervous system will be too overwhelmed to be able to sustain biotic effects. By contrast, while Warp will still damage the hardware that generates shields as well, the generator itself does not “feel pain” and therefore is it overwhelmed by it and therefore it takes less damage.

The reason why the Codex states that kinetic barriers “only” work against incoming projectiles is because the specific VI program in your suit that governs shields is normally (ME1) only programmed to create temporary mass-raising fields that specific purpose. The reason it is only programmed for that specific purposed is because there was a separate statistic in ME1 armor (biotic/tech resistance) that also used mass effect fields and other tech to prevent you from being affected by powers. The fundamental physics principals and tech hardware that enabled ME1 armor to create shields are identical to the physics principals and tech hardware that prevented you from being moved by throw due to biotic resistance. The ONLY difference here is that
A) In ME2 they combined the onscreen representation of shields and biotic resistance together, with a single bar representing your suits power reserves for creating mass effect fields, both for shield generation and for counteracting biotics physics forces.
B) The ME1 codex was only referring to the shield system in its kinetic barriers/armor entries, there was separate lore text in individual armor upgrades (Shock Absorbers, Hardened Weave, etc) that explained how they could use element zero and mass raising fields to block biotics. Likewise, the reason why it states “kinetic barriers cannot block temperature extremes, gases, or radiation” is NOT because mass-effect fields cannot block them, it is because the codex entry was specifically referring to shields. Anything with mass and motion can be halted by a mass-raising field, and the less mass it has the more easily it’s movement can be halted.

In short, anything that has mass and is moving can have its movement blocked by a sufficiently powerful barrier or shield, the only limitation is the mass of the object and the available element zero/electrical energy of the system or individual that creates the field itself.  The only difference between a tech created shield and a biotic barriers is the power source that creates them and the unique vulnerabilities and energy limitations each source has.

Modifié par Darkstar Aurora, 05 octobre 2011 - 12:29 .


#28
Aumata

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Yet I can lift up a Ymir Mech to which I can safely say is a lot heavier than a Varren, and the Klixen. Not only that but it seem to be a downgrade to what they already had when you can use armor upgrades with out needing to use the kinetic barrier battery.

#29
The Spamming Troll

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Darkstar Aurora wrote...
The thing is health is actually more difficult to deplete than armor/barriers/shields. Your standard weapons as an Adept deal +50% more damage to protections, or +100% with the shield piercing/armor piercing upgrades. By contrast your weapons only deal normal damage to health. The same applies to Warp damage (x2 to armor/barriers/biotically lifted enemies, or standard damage versus health).

From my experience, as an example Collector Drone on Insanity (30th level) seems to have about 500 points of health and 500 points of barrier (I reverse calculated/estimated these values using Warp’s listed damage, upgrades, and multipliers vs. barriers, etc). It will take twice as long to deplete its health with weapons than it did to deplete barriers unless you follow up with a debilitating biotic power.

It is FAR more effective to shoot of their barrier with an upgraded Submachine Gun and follow with Pull to finish them off. The SMG upgrades give you +100% extra damage versus barrier and the Pull effect gives you +100% extra weapon/biotic damage against health


its weird. if health is harder to deplete then armor, barrier, and shielding, then why am i worried about more enemy defenses, rather then more health? enemy protections are more health, distributed in rock paper scissors format. im not worried about seeing barier, shields, and armor, so much as whenever i dont see the color red, i know im only playing half of the character i should be.

bioware made a game called dragon age, im not sure if anyone here has played it. it features "enemy protections" in the forms of rock, ice or fire, or whatever. if dragon age can handle a defensive mechanic like that, they why not make it function in the same way in the ME video games? something like barrier absorbs biotics, but biotics work on shields and armor. tech dont work on armor. maybe offer mods that further enhance protections. or make certain enemies notorious for being immune to attacks, like krogan being somewhat immune to biotics.

id rather have biotics be a featured attack, rather then a secondary maneuver, and enemy protectiosn dont allow for that.

Modifié par The Spamming Troll, 05 octobre 2011 - 01:27 .


#30
unfringed

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What's amusing is how some people will devote 2000 word posts to trying to pseudoscientifically explain what was a ham-handed stab at increasing game difficulty.

The protection system is sloppy and gamey. While ME1 combat was lethargic, at least you were fighting with more or less the same tools your enemy was using, and you and your companions were more or less on the same level as your enemies. ME2 tosses that out the window by giving Shepard and his squad magic healing and shield recharging powers while your enemies get three differently colored types of HP with a paper-scissors-rock gimmick on how to deplete them.

BW couldn't figure out how to balance biotics, so they ditched the entire system and replaced it with a cheesy GOW cover system and a list of "thou shalt nots" about how to use your powers. That's the entire story. Everything else was just trying to fit that into the setting somehow.

Modifié par unfringed, 05 octobre 2011 - 02:10 .


#31
The Spamming Troll

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^AGREED!

Someone With Mass wrote...

The Spamming Troll wrote...
ive offered more suggestions then you can wrap arpund your little brain. numerouse people have suggested numerous different approaches. its really not difficult to do. again, do you think enemy protections are the ONLY WAY to make a game challenging?

plain and simple its a mechanic that makes you use your abilities less. thats not what i want, im not sure why anyone would actually WANT that.


Believe it or not, but that was actually BioWare's goal with the protections. To prevent the player from spamming powers like Lift/Pull that immobilized the target over and over while the player could just stand there and shoot the guy with little to no resistance.

If you don't like it, that's too bad.


i think thats too bad for ALL of us! theres no doubt in my mind ME3 would be better with an improved enemy protections mechanic. but if its impossible for biwoare to make a game challenging while still being able to use abilities, then so be it.

Modifié par The Spamming Troll, 05 octobre 2011 - 03:19 .


#32
littlezack

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unfringed wrote...

What's amusing is how some people will devote 2000 word posts to trying to pseudoscientifically explain what was a ham-handed stab at increasing game difficulty.

The protection system is sloppy and gamey. While ME1 combat was lethargic, at least you were fighting with more or less the same tools your enemy was using, and you and your companions were more or less on the same level as your enemies.


I think we must have been playing a different game. In ME1, your biotics were FAR more effective and useful against enemies than theirs were against you. In fact, if memory serves, all enemies had was a pathetically weak version of warp and throw, an every once in a blue moon they might have stasis. You were nowhere near being on the same level.

Modifié par littlezack, 05 octobre 2011 - 03:45 .


#33
unfringed

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littlezack wrote...

unfringed wrote...

What's amusing is how some people will devote 2000 word posts to trying to pseudoscientifically explain what was a ham-handed stab at increasing game difficulty.

The protection system is sloppy and gamey. While ME1 combat was lethargic, at least you were fighting with more or less the same tools your enemy was using, and you and your companions were more or less on the same level as your enemies.


I think we must have been playing a different game. In ME1, your biotics were FAR more effective and useful against enemies than theirs were against you. In fact, if memory serves, all enemies had was a pathetically weak version of warp and throw, an every once in a blue moon they might have stasis. You were nowhere near being on the same level.


A number of powers weren't seen often by your enemies. They still had the same health system you did, the same armor system you did, the same shield system you did -- sure, they didn't use singularity or marksman, but there's a world of difference between that and Shep's super healing in ME2. Your biggest advantage was being able to use medigel.

It was a huge mistake abandoning ME1's combat system. They could have fixed it and sped it up some, instead, they ditched it and threw immersion out of the window.

Modifié par unfringed, 05 octobre 2011 - 04:24 .


#34
Someone With Mass

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littlezack wrote...

I think we must have been playing a different game. In ME1, your biotics were FAR more effective and useful against enemies than theirs were against you. In fact, if memory serves, all enemies had was a pathetically weak version of warp and throw, an every once in a blue moon they might have stasis. You were nowhere near being on the same level.


The worst their biotics could do was to knock you over, while your biotics launched them out into space.

#35
Someone With Mass

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unfringed wrote...

A number of powers weren't seen often by your enemies. They still had the same health system you did, the same armor system you did, the same shield system you did -- sure, they didn't use singularity or marksman, but there's a world of difference between that and Shep's super healing in ME2. Your biggest advantage was being able to use medigel.

It was a huge mistake abandoning ME1's combat system. They could have fixed it and sped it up some, instead, they ditched it and threw immersion out of the window.


Yeah, because watching enemies regenerate the second you stop shooting at them and being able to absorb hundreds of rounds was so much fun and added so much to the immersion (damn, is that one overused word). It was probably also the reason why people came up with the combinations that made their guns fire forever.

Not to mention that you could make yourself "super heal" in ME1 too.

That advantage disappears on Insanity in ME2 as well.

#36
unfringed

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Someone With Mass wrote...

unfringed wrote...

A number of powers weren't seen often by your enemies. They still had the same health system you did, the same armor system you did, the same shield system you did -- sure, they didn't use singularity or marksman, but there's a world of difference between that and Shep's super healing in ME2. Your biggest advantage was being able to use medigel.

It was a huge mistake abandoning ME1's combat system. They could have fixed it and sped it up some, instead, they ditched it and threw immersion out of the window.


Yeah, because watching enemies regenerate the second you stop shooting at them and being able to absorb hundreds of rounds was so much fun and added so much to the immersion (damn, is that one overused word). It was probably also the reason why people came up with the combinations that made their guns fire forever.

Not to mention that you could make yourself "super heal" in ME1 too.

That advantage disappears on Insanity in ME2 as well.


Do I really have to spell out the difference between fixing its flaws and ditching it for its current cheesy build where the only advantage your enemies really have is that there are so many of them and that they have hyper-inflated HP pools?

Modifié par unfringed, 05 octobre 2011 - 04:35 .


#37
littlezack

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unfringed wrote...

littlezack wrote...

unfringed wrote...

What's amusing is how some people will devote 2000 word posts to trying to pseudoscientifically explain what was a ham-handed stab at increasing game difficulty.

The protection system is sloppy and gamey. While ME1 combat was lethargic, at least you were fighting with more or less the same tools your enemy was using, and you and your companions were more or less on the same level as your enemies.


I think we must have been playing a different game. In ME1, your biotics were FAR more effective and useful against enemies than theirs were against you. In fact, if memory serves, all enemies had was a pathetically weak version of warp and throw, an every once in a blue moon they might have stasis. You were nowhere near being on the same level.


A number of powers weren't seen often by your enemies. They still had the same health system you did, the same armor system you did, the same shield system you did -- sure, they didn't use singularity or marksman, but there's a world of difference between that and Shep's super healing in ME2. Your biggest advantage was being able to use medigel.


And Unity. In fact, I'd saying being able to infinitely ressurect your squadmates and heal them whenever they got in trouble was quite a big advantage, much moreso than having regeneration.

And even though they did have the same armor system, there's was FAR weaker than yours. Yeah, it worked the same in theory, but in practice you could slice through most enemies like chaff. 

Modifié par littlezack, 05 octobre 2011 - 04:34 .


#38
unfringed

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littlezack wrote...

unfringed wrote...

littlezack wrote...

unfringed wrote...

What's amusing is how some people will devote 2000 word posts to trying to pseudoscientifically explain what was a ham-handed stab at increasing game difficulty.

The protection system is sloppy and gamey. While ME1 combat was lethargic, at least you were fighting with more or less the same tools your enemy was using, and you and your companions were more or less on the same level as your enemies.


I think we must have been playing a different game. In ME1, your biotics were FAR more effective and useful against enemies than theirs were against you. In fact, if memory serves, all enemies had was a pathetically weak version of warp and throw, an every once in a blue moon they might have stasis. You were nowhere near being on the same level.


A number of powers weren't seen often by your enemies. They still had the same health system you did, the same armor system you did, the same shield system you did -- sure, they didn't use singularity or marksman, but there's a world of difference between that and Shep's super healing in ME2. Your biggest advantage was being able to use medigel.


And Unity. In fact, I'd saying being able to infinitely ressurect your squadmates and heal them whenever they got in trouble was quite a big advantage.

And even though they did have the same armor system, there's was FAR weaker than yours. Yeah, it worked the same in theory, but in practice you could slice through most enemies like chaff. 


Completely agree. You're supposed to be a supersoldier, after all, it would be unrealistic if the average pirate was as tough as Shep. I just absolutely detest the FPS healing used in ME2.

#39
Someone With Mass

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unfringed wrote...

Do I really have to spell out the difference between fixing its flaws and ditching it for its current cheesy build where the only advantage your enemies really have is that there are so many of them and that they have hyper-inflated HP pools?


Eh, most enemies have rechargable shields and weapon upgrades with improved accuracy on higher difficulties in ME2 that will mess you up if you're staying in the open for too long.

While all they did in ME1 to make the enemies more difficult to kill was to severely increase the regeneration of their shields and health and gave them a couple of more powers to use that broke the system even more, like Immunity.

In ME3, some enemies will even have instant kill moves if you get too close to them. Some of them can hatch dispersal pods with more enemies inside those pods. Some can cannbilize dead allies on the field to regain health. Some will engage in close combat while others are pinning Shepard down at the same time.

Most of the enemies have huge advantages over Shepard, both in numbers, weapons and abilities.

Giving one enemy the same amount of powers Shepard has would only achieve in making the enemies unbalanced if they have both fire, ice and electric attacks.

#40
unfringed

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Someone With Mass wrote...

unfringed wrote...

Do I really have to spell out the difference between fixing its flaws and ditching it for its current cheesy build where the only advantage your enemies really have is that there are so many of them and that they have hyper-inflated HP pools?


Eh, most enemies have rechargable shields and weapon upgrades with improved accuracy on higher difficulties in ME2 that will mess you up if you're staying in the open for too long.

While all they did in ME1 to make the enemies more difficult to kill was to severely increase the regeneration of their shields and health and gave them a couple of more powers to use that broke the system even more, like Immunity.

In ME3, some enemies will even have instant kill moves if you get too close to them. Some of them can hatch dispersal pods with more enemies inside those pods. Some can cannbilize dead allies on the field to regain health. Some will engage in close combat while others are pinning Shepard down at the same time.

Most of the enemies have huge advantages over Shepard, both in numbers, weapons and abilities.

Giving one enemy the same amount of powers Shepard has would only achieve in making the enemies unbalanced if they have both fire, ice and electric attacks.


But will a merc or an enemy Cerberus operative be able to duck behind cover for 5 seconds and instantly heal? If not, why should Shep?

A good rule of thumb for RPG design is "if the only way to make an enemy tougher is to add HP, the combat system needs work". Adding instant kill powers and allowing a handful of enemies to recharge their shields once in a fight isn't the same thing.

#41
littlezack

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unfringed wrote...

Someone With Mass wrote...

unfringed wrote...

Do I really have to spell out the difference between fixing its flaws and ditching it for its current cheesy build where the only advantage your enemies really have is that there are so many of them and that they have hyper-inflated HP pools?


Eh, most enemies have rechargable shields and weapon upgrades with improved accuracy on higher difficulties in ME2 that will mess you up if you're staying in the open for too long.

While all they did in ME1 to make the enemies more difficult to kill was to severely increase the regeneration of their shields and health and gave them a couple of more powers to use that broke the system even more, like Immunity.

In ME3, some enemies will even have instant kill moves if you get too close to them. Some of them can hatch dispersal pods with more enemies inside those pods. Some can cannbilize dead allies on the field to regain health. Some will engage in close combat while others are pinning Shepard down at the same time.

Most of the enemies have huge advantages over Shepard, both in numbers, weapons and abilities.

Giving one enemy the same amount of powers Shepard has would only achieve in making the enemies unbalanced if they have both fire, ice and electric attacks.


But will a merc or an enemy Cerberus operative be able to duck behind cover for 5 seconds and instantly heal? If not, why should Shep?


By that token, you shouldn't have had medigel or Unity in ME1. Enemies don't have that, either. The only real difference is that you can control when you heal in ME1.

#42
unfringed

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No, by that token some enemies should have had medigel (and krogan sorta did, they healed when they used immunity on higher difficulties). Unity is off to the side somewhere, it's more a symptom of having immortal squaddies than anything.

It's too late to change any of this, of course, ME3 will be an extensive expansion pack for ME2 with slightly deeper character creation. The only reason I'm discussing this is because of how silly it is for people to try to attribute the radical gameplay changes between 1 and 2 to setting reasons; it was a design change, nothing more.

#43
littlezack

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I'm agree that it was primarily a design choice. I just feel it was a good one. In ME1, combat just felt like something I did to move the story along. In ME2, it actually feels fun.

#44
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I'm pretty sure the barrier/shield/armor levels of protection being resistant to biotic abilities is just a gameplay thing. In the canon Mass Effect books, biotic powers have always bypassed kinetic barriers entirely. For example, when facing Reaper Grayson, Anderson is blown back twenty meters by a biotic push, despite wearing an armored suit with active kinetic barriers.

#45
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littlezack wrote...

I'm agree that it was primarily a design choice. I just feel it was a good one. In ME1, combat just felt like something I did to move the story along. In ME2, it actually feels fun.



Combat in ME1 was fun on normal difficulty. The biggest problem with it was increasing the difficulty didn't make the AI smarter or give the AI more abilities, it just gave them more HP. And giving enemies more HP to make the game "harder" always hurts the game. Compare playing Oblivion on max difficulty to playing it with an actual difficulty increasing mod like Deadly Reflexes or even vanilla OOO.

Modifié par unfringed, 05 octobre 2011 - 05:15 .


#46
littlezack

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Just my personal opinion - of course - but I felt like combat in ME1 is stale. Really, nothing is a match for you, and I don't think even giving the enemies smarter AI on higher difficulties would really solve that. They'll never be smart enough to not get sucked up by singularity or thrown around like a ragdoll or avoid Nueral Shock or any of the other powers that are pretty much unavoidable for them. Hell, if they were human opponents, I think they'd still go down just about as easy, simply because you are so much more effective than them.

#47
Someone With Mass

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unfringed wrote...

But will a merc or an enemy Cerberus operative be able to duck behind cover for 5 seconds and instantly heal? If not, why should Shep?

A good rule of thumb for RPG design is "if the only way to make an enemy tougher is to add HP, the combat system needs work". Adding instant kill powers and allowing a handful of enemies to recharge their shields once in a fight isn't the same thing.


Because Shepard has medi-gel dispensers woven into his/her skin.

Not to mention that the only thing Unity would do for the enemies would be to prolong the battle, which would sooner or later feel tiring and dragged out.

Immunity is pretty much proof of this.

#48
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Maybe not, but if they can singularity you as well (for only a couple of seconds, because Shepard's a badass), it would make the game a lot more challenging.

And I'm pretty sure if a room full of pirates were controlled by actual humans they'd have no problem taking out Shep. Just a matter of waiting until he's used his primary CC powers and zerging the **** out of him.

#49
littlezack

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unfringed wrote...

Maybe not, but if they can singularity you as well (for only a couple of seconds, because Shepard's a badass), it would make the game a lot more challenging.

And I'm pretty sure if a room full of pirates were controlled by actual humans they'd have no problem taking out Shep. Just a matter of waiting until he's used his primary CC powers and zerging the **** out of him.


They'll probably be too busy being DEAD for zerg tactics.

#50
unfringed

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Someone With Mass wrote...

unfringed wrote...

But will a merc or an enemy Cerberus operative be able to duck behind cover for 5 seconds and instantly heal? If not, why should Shep?

A good rule of thumb for RPG design is "if the only way to make an enemy tougher is to add HP, the combat system needs work". Adding instant kill powers and allowing a handful of enemies to recharge their shields once in a fight isn't the same thing.


Because Shepard has medi-gel dispensers woven into his/her skin.

Not to mention that the only thing Unity would do for the enemies would be to prolong the battle, which would sooner or later feel tiring and dragged out.

Immunity is pretty much proof of this.


Does Miranda have medi-gel dispensers woven into her spandex? What about Thane's chest-baring waistcoat? Samara's boob outfit? Did all of the squad get cyborg improvements when they signed on?

Never said anything about unity. Only way to fix that would be to make squaddies killable in missions, which would be more frustrating than anything as players babysit the AI to keep them alive.