unfringed wrote...
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.
Which is vastly superior to the health-only system of ME1 (shields are blue health, without any purpose).
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.
Have you ever tried to Lift a drone in ME1? Used Singularity on a Colossus? In ME1 you cannot know which power works (and which evolution you need). In ME2 the protection system makes is perfectly clear which powers are best used AND you can use ALL powers against ALL enemies (you can Pull a YMIR as soon as you've removed its shield and armor). That's a better system.
Mana WTF. Go play a fantasy RPG with Mages and Warriors if that's your thing. Which game that uses a mana-system has restrictions anyway? In most such games you'll have an unlimited supply of potions, making your mana pool nothing more than a boring / tedious micro-managing sytem. That's not what I'm looking for.
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.
Recharging health sucks, but recharging mana is great? That doesn't make sense.
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.
Huh? First you're saying it sucks that you cannot use all powers on all enemies. And now you're proposing a random system in which some powers do work against some enemies whilst others do not. You're starting to smell like a troll.
It's not hard to balance it, and it's certainly less gamey than nonsensical global cooldowns and absolute resistances.
Global cooldown is crucial for the ME combat system and there are no absolute resistances in ME2 (there are in ME1 btw).
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.
ME2 is a massive upgrade. You may not like what they did to the combat system, but ME2 is an actual shooter-rpg hybrid (ME1 isn't). In ME1 you activate one or two abilities and you've won the day, all you need to do is shoot down harmless enemies. In ME2 you have to use powers and weapons combined and mix them up to be effective. In ME1 you have to make only one "tactical" decision before the fight starts; in ME2 you have to make tactical decisions every couple seconds.
ME is game that tries to combine shooter and rpg-ish special abilities. If you don't like the shooting part - ME isn't a game for you. Adepts are soldiers who fight with guns. They have their biotic powers to back them up in battle. They are not staff-wielding mages who kill everything with magic. It's beyond me why people consider powers that are not really useful straight away to be crap. They only seem to understand the gameplay mechanic "use power to beat the enemy and then shoot to kill". The option to "shoot the enemy first and then use abilities to take them out quickly" is obviously too complicated.