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Adept powers vs Shields and barriers?


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#51
Shepard the Leper

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unfringed wrote...

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.


If you think playing in God-Mode is fun, sure. ME1 gameplay is completely broken, you activate Immunity and you've won. You cast one Singularity and you've won. What's the fun in that? Killing enemies who don't fight back isn't a challenge. 

ME2's protection system (which you apparently don't like) is actually a rather clever way to increase the challenge without insane enemy HP. Someone who knows the game and has some skill can play ME2 on Insanity at the same pace as a less-skilled player on Normal - that's how difficulty levels should work. If you expect the devs to design completely different AI systems and use the poorest version for the lower or default difficulty settings, then you're insane. That will never happen.

#52
unfringed

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"Immunity was broken, thus the ME1 design was irreparably broken!"

I can think of a dozen ways ME1 could have been salvaged by improving enemy damage (without raising their HP) and by spreading the maps out to where a single lift and singularity wouldn't be enough to control every enemy in the area.

Insanity on ME2 is a cakewalk, by the way. Occasionally you'll run into a frustrating part of a mission, but for the most part if you've picked a shield power as your one point bonus power for easy recharges it's a breeze. Even adept is easy, and that class is broke as **** on insanity.

#53
Someone With Mass

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Then don't use those shield boosters.

Obvious solution is obvious. Do I use ammo powers if I'm sick of them? No.

#54
unfringed

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Point
-------
Your head.

ME2's protection system is actually a rather clever way to increase the challenge without insane enemy HP.


I'm curious as to what you actually think the protection system is but an extended three part HP system that has various resistances to various powers and weapons.

#55
Epic777

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unfringed wrote...

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.


The issue was not enemy HP. The problem was the various defensive abilites the AI got on harder difficulties. Suddenly near everyone had immunity, many of the geth had shield boost. They all had HP regen as well.

#56
unfringed

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Epic777 wrote...

unfringed wrote...

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.


The issue was not enemy HP. The problem was the various defensive abilites the AI got on harder difficulties. Suddenly near everyone had immunity, many of the geth had shield boost. They all had HP regen as well.


Which basically amounts to HP, since all they do is allow the NPC to absorb more damage. They did get a sizable HP boost as well, though. The battlemaster you fight to rescue Liara is a major pain to drop on Insanity and the Thorian Creepers became almost bulletproof.

#57
Someone With Mass

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unfringed wrote...

Point
-------
Your head.


Yeah, I apparently missed it, since I think there's no abundant problem with the protection system, since it was implemented to prevent things like Throw or Pull to immediately launch people into space or constantly jam their guns with Disruptor Ammo/Overload or freeze them with Cryo Ammo/Blast until they die.

It may not be the perfect system, but it sure as hell beats ME1's.

#58
unfringed

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So you think mindlessly saying "you can't use this power on this guy because we said so" is a better option than designing the levels around the fact that Shep can freeze, throw, and burn them?

Hell, even a mana-type system would have done a lot to balance biotics, to keep the player from spamming singularities everywhere.

#59
littlezack

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I really don't see how 'you can't use this power on this guy because we said so' is any worse than 'you can't use this power because you've ran out of eezo orbs, go search around the level or buy some at the store'.

You want to talk about lore-breaking and immersion...

#60
Someone With Mass

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Okay, designing a level like that is almost impossible with all the different powers each class can have and how differently each individual player plays through the game.

Not to mention that it would probably look more like some Quake arena than a Mass Effect level.

Oh, and they have a restriction for Singularity. It's called a cooldown.

Limiting the biotics to a certain number of uses would scare most people off, since the classes are mostly described as biotic powerhouses.

It's also a lot more fun to use biotics at will when the cooldown is done than to be depent on limited supplies.

Modifié par Someone With Mass, 05 octobre 2011 - 06:09 .


#61
Murova

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i want to play with biotics because i want to throw my enemies around, but having barriers, shields and armor block biotics just makes it boring and practically useless, because the damage is pretty low too, and by the time its down to the point where biotics can do serious damage and throw enemies around, it only takes a very short time to kill them with guns, so biotics is practically useless.

Modifié par Murova, 05 octobre 2011 - 06:16 .


#62
unfringed

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littlezack wrote...

I really don't see how 'you can't use this power on this guy because we said so' is any worse than 'you can't use this power because you've ran out of eezo orbs, go search around the level or buy some at the store'.

You want to talk about lore-breaking and immersion...


The 'mana' could be simple fatigue or energy, recharging over time or after eating some rations or snack bars. That's hardly lore breaking, seeing as alliance biotics have to consume 4500 calories a day to cover the energy expenditure of using their powers. Same deal as sprinting.

Okay, designing a level like that is almost impossible with all the different powers each class can have and how differently each individual player plays through the game.


Not really. It doesn't have to be perfectly tuned to every character. Just designed to where someone with a cyro field or singularity couldn't tie up every NPC.

And the game's already become about as linear as it gets. Locking doors after I move into the next skirmish in the mission so I can't retreat to that convenient cover? Give me a break, that's sloppy level design at its best/worst.

Modifié par unfringed, 05 octobre 2011 - 06:16 .


#63
littlezack

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unfringed wrote...

littlezack wrote...

I really don't see how 'you can't use this power on this guy because we said so' is any worse than 'you can't use this power because you've ran out of eezo orbs, go search around the level or buy some at the store'.

You want to talk about lore-breaking and immersion...


The 'mana' could be simple fatigue or energy, recharging over time or after eating some rations or snack bars. That's hardly lore breaking,


No, but having the squad take a lunch break in mid-mission is extremely lame.

#64
unfringed

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littlezack wrote...

unfringed wrote...

littlezack wrote...

I really don't see how 'you can't use this power on this guy because we said so' is any worse than 'you can't use this power because you've ran out of eezo orbs, go search around the level or buy some at the store'.

You want to talk about lore-breaking and immersion...


The 'mana' could be simple fatigue or energy, recharging over time or after eating some rations or snack bars. That's hardly lore breaking,


No, but having the squad take a lunch break in mid-mission is extremely lame.


Epinephrine shots. Caffeine. A bite out of a calorie-rich snack bar.

It's not hard to balance it, and it's certainly less gamey than nonsensical global cooldowns and absolute resistances.

#65
littlezack

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What's nonsensical about global cooldowns? It actually makes more sense than the system before. Why does using Lift in ME1 only exhaust the energy for that particular attack, but Shepard can follow it up with a Singularity or a more intense attack just fine? Do the attack draw from a different well or biotic energy or something?

#66
unfringed

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It doesn't make sense because using biotic powers creates a cooldown for physical and tech powers as well. An argument can be made for a long cooldown for biotics following a powerful biotic power, but that doesn't explain why a sentinel can't immediately follow his warp with an overload.

Modifié par unfringed, 05 octobre 2011 - 06:29 .


#67
littlezack

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True enough.

How about we just agree that, with any game, there are always going to be elements that don't match 100% with lore logic or whathaveyou, but are done because, otherwise, it would be a suck game?

#68
Someone With Mass

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Can't afford to wait six seconds or something?

#69
unfringed

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Someone With Mass wrote...

Can't afford to wait six seconds or something?


Down to snide non-answers now?


littlezack wrote...

True enough.

How about we just agree that, with any game, there are always going to be elements that don't match 100% with lore logic or whathaveyou, but are done because, otherwise, it would be a suck game?


Sure. At this point all I'm doing is defending my views on ME2, which is a fun enough of a game, but still a downgrade from what they could have had if they had fixed the issues with ME1.

#70
Tonymac

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The issue I have is that a biotic should be able to attack all enemies with biotics - especially on the more difficult levels of gameplay. Ok, so they were OP in ME1, but in ME1 the cooldowns were horribly long and trifling. I made an adept in ME1- never even got it to the Citadel. I think that its the worst class in all of ME1.

They have to balance classes. Each class should be about the same difficulty to play. It just so happens that an adept has to play MOSTLY as a soldier on harder difficulties, but I honestly like the class. Warp ammo and a good firearm can destroy enemies very quickly - or use the singularity 'knockback', strip shields/barriers/armor - and then they are toast. I think that they did a good job with the adept - its one of my favorite classes - if not my favorite class.

#71
Genshie

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For those complaining about difficulty and the whole health issue with Npc/enemy A.I. let me tell you from playing the ME3 demo the enemy A.I. have had vast improvements implemented on them. They have gernades, they all have some form of melee (example geth in one demo playthrough had an omniblade that tried to strike Shepard), most if not all can now do combat rolls just like Shepard, and the biggest improvement I believe is that they keep moving forward (example the new Shield weilding Cerberus soldiers/agents) to try to flank you. So now you have enemy units that have other forms of protections besides shields/barriers/armor. I imagine that on Insanity difficulty some of these normal grunt units are going to be nasty buggers. (I want to know if Shepard can pick up a shield though, he couldn't in the demo I was playing since it was destroyed but it would be cool if he could since from what interviews have said you can now pick weapons off dead targets)

#72
Someone With Mass

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unfringed wrote...

Someone With Mass wrote...

Can't afford to wait six seconds or something?


Down to snide non-answers now?



No, I'm just wondering.

There's really no big deal about that, since the cooldown is so low on powers like Warp or Incinerate.

#73
RyuujinZERO

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unfringed wrote...

It doesn't make sense because using biotic powers creates a cooldown for physical and tech powers as well. An argument can be made for a long cooldown for biotics following a powerful biotic power, but that doesn't explain why a sentinel can't immediately follow his warp with an overload.


I pondered the same thing; "why does my bioamp and my omnitool share the same cooldown?", I can understand why for a balance point of view, but, still canoniclly it's nonsense.

However, it seems the developers thoguht the same thing as Sentinel's new class skill in ME3 is "amplification", which reduces the cooldown/increases the potency of your next tech/biotic power used in succession if it is of the opposite school (ie. biotic -> follow with tech.  tech -> follow with biotic)

#74
The Spamming Troll

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Someone With Mass wrote...

Limiting the biotics to a certain number of uses would scare most people off, since the classes are mostly described as biotic powerhouses.


enemy protections limit the use of abilities, but that seems to turn people on, not off. id love to be a biotic powerhouse playing insanity, but alas, im just a singularity/warp bot. the other classes might be fine with seeing more HP in multi color format, but to the adept, its a horrible example of challenge. the adepts gameplay drastically shanges from vet to hardcore, like no other class in the game. i think if you dont understand that change, then youll never understand the reason why its bad for the adept.

#75
The Spamming Troll

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littlezack wrote...

I really don't see how 'you can't use this power on this guy because we said so' is any worse than 'you can't use this power because you've ran out of eezo orbs, go search around the level or buy some at the store'.

You want to talk about lore-breaking and immersion...


unfortunatly for gameplay in ME2, its ALWAYS "you cant use this power on this guy cuz we said so" theres no rhyme or reason for it. theres no option given to the player. its a layer of blah bioware put out there to do one thing, make you use your abilities less. the defenses dont even do much to hamper weapon fire, but they do somehow negate the majority of abilities in the game. i just dont apreciate a game that wants to do things like that.