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Adept powers vs Shields and barriers?


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#101
littlezack

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tonnactus wrote...

unfringed wrote...


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


Deus Ex Human Revolution did it right.  


I beg to differ. I still don't understand how throwing a simple punch causes a complete battery drain.

#102
tonnactus

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littlezack wrote...

I beg to differ. I still don't understand how throwing a simple punch causes a complete battery drain.


That "simple punch" was powerfull enough to even take out other heavily armored enemies like those with the heavy machine guns.It took out all organic enemies out in one hit except bosses. Understandable also for gameplay balancing to limit the use of that.

Modifié par tonnactus, 06 octobre 2011 - 06:16 .


#103
Shepard the Leper

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111987 wrote...

While I understand your point, you really can do everything just with Pull. It can set-up combos, arc around cover, and you can easily angle your pull to drag Abominations away from you.

Throw can't set up combos, but it can arc around cover and you can just spam it to knock enemies off a cliff.

Shockwave can't set up combos, but it goes through cover anyways, and pushes enemies away from you.

So my point is, while it makes the game more fun to use varying powers, they are somewhat redundant.


You can also say everything except one weapon is redundant coz you don't really need it to complete the game. The point of all those different abilities (and weapons) is to give the player plenty of options to chose from but, depending on the situation, some things are more effective than others.

Shockwave and Throw can be excellent finishers. Pull isn't, it's pure CC and improves the effect of other (biotic) abilities. Pull-SW/Throw combos are deadly. You can send enemies into the stratosphere which is impossible with Pull. Try Pulling an enemy off a ledge when both are in front of you. It can be done, but it's difficult and unreliable. Casting powers when the enemy is out of cover and, before the projectile hits, the enemy ducks behind cover is a waste of cooldown. Only Shockwave will always hit since it ignores cover completely. There are dozens of examples in which using the "right" power can make a lot of difference.

In my experience, the key, to get the most (fun) out of the Adept in ME2, is to use all powers at the right time. Battles are dynamic and opportunities present themselves all the time. Do I need Singularity to CC that elite? Or would a Pull-Warp combo be more effective? Do I detonate the enemy who's floating around in a Singularity to damage nearby foes, or is Shockwave the better option so it can knockdown/stagger those guys at the other side of the room (and keep the Singularity active)? That pyro is gonna blow; are there enemies nearby to use Throw to toss the pyro towards em so it will blow up in their faces? Having all those options is what makes the Adept great. I feel sorry for those people who only use Sing-Warp on their Adepts - they are missing most of the fun!

#104
Wulfram

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Shepard the Leper wrote...

Are you saying Pull, Throw and Shockwave are identical powers making the others redundant once you can use one of em?

That's complete nonsense. All three have specific uses and the situation determines which one has the "best" effect.

Pull can be used to setup combos (SW and Throw cannot); you don't want to Pull a suicide-bomber Husk towards you - Throw is what you need here; Enemies hiding behind cover? Send a Shockwave. Etc.


Just arc the pull if you don't want the Suicide bomber Husk coming at you.  It barely relevant considering how rare they are.

Pull makes the other two pretty redundant.  Throw is sort of fun for comboing with Pull and is worth the 1 point, Shockwave is never worth the double length cooldown.

#105
littlezack

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I will agree that Shockwave could use some improve, though it can be useful in the right situations - namely, knocking around larger group of enemies on lower difficulties, exposing multiple enemies from cover. Hopefully the evolutions in ME3 will give it more utility.

#106
karthikc

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There appear to be two reasons why biotics not affecting protections grates on some players.

1. Lore vs Gameplay: There's no reason in the setting of Mass Effect for biotics to fail against protections. In fact, it makes sense that heavier enemies are not hit as hard, so Bioware could have made it so armored enemies are flung/pulled only a bit, for shorter periods and without taking as much damage; say between 1/3rd and 1/4th of the stated force/duration.
Negating the damage boost on pulled enemies would also help balance the game while keeping it in line with canon. As someone who enjoys cohesion between various aspects of the setting and gameplay, this annoys me more than anything else. (You can add the forced introduction of thermal clips to the list of annoyances.)

2. It makes the adept a harder class to play on insanity--if you want to play the adept as the marketed and expected class, someone who "controls the battlefield and decimates opponents without firing a shot". It's not hard, of course, if you use your guns in tandem with biotics. This is only an issue if you play on Insanity, and for reasons I can't fathom, apparently no one on BSN ever plays on veteran. I think ME2 provided a fair, fun experience with all classes on Veteran.

Bioware basically abandoned their adherence to the setting in favor of introducing more gunplay and faster combat. A grave injustice to the elaborate world-building they did for the ME games, if you ask me.

#107
RedCaesar97

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Pretty much the only players who complain about the protection system are biotic users, many the Adept players. I think I have seen only one Engineer player complain about the protection system, and Engineers face the same difficulty challenge as Adepts.

I will agree that yes, the Adept gets hit hardest by protections the most, but only--ONLY--because none of the Adept's native abilities are instant-cast. And I find that is generally a non-issue.

#108
The Spamming Troll

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karthikc wrote...

 It makes the adept a harder class to play on insanity--if you want to play the adept as the marketed and expected class, someone who "controls the battlefield and decimates opponents without firing a shot". It's not hard, of course, if you use your guns in tandem with biotics.  


just wanted to point out you said "adpets can play without firing a shot, as long as they use their weapons." which obviosuly doesnt make sense.

but the big complaint isnt about how hard the game is. ME2 is extremely easy. its about the exact challegne the adept faces on insanity becasue of enemy protections. the game is so easy, most players arent satisfied with cake walk that is veteran. putting the game on lower difficulties makes it too easy. theres way around making the game harder by playing veteran and not upgrading your character, but this RPG is already stripped of alot of RPG elements, if i take out leveling and upgrading, im just playing another dull shooter.

#109
111987

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RedCaesar97 wrote...

Pretty much the only players who complain about the protection system are biotic users, many the Adept players. I think I have seen only one Engineer player complain about the protection system, and Engineers face the same difficulty challenge as Adepts.

I will agree that yes, the Adept gets hit hardest by protections the most, but only--ONLY--because none of the Adept's native abilities are instant-cast. And I find that is generally a non-issue.


The thing with engineers though is that their Combat Drone can be upgraded to affect any enemy, while Singularity isn't all that useful against shielded enemies. Engineers also have Overload and Incinerate, while Adepts really only have Warp for stripping away defenses.

#110
The Spamming Troll

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Shepard the Leper wrote...

The Spamming Troll wrote...

i love how people who think ME2 is great, can only compare it to ME1s obviouse flaws. enemy defenses in ME2 protect shepard WORSE then health does. if health is so much tougher to take down, whats the point of adding enemy protections, other then rock-paper-scissors powers, and eliminationg the majorty of abilities in the game?


It does not eliminate powers at all. They cannot be used (effectively) all the time - which is something entirely different.

when i played ME1, i didnt need an explanation why basic lift couldnt lift a collosi. if was a frickin collossi, and i had basic lift as a level 8 character. it definately could do for some more explaing, like why i needed atleast advanced throw to effect the krogan on therum. but ive seen numerouse posts about proposing an ability system that can be "evolved" into abilities that work on "everything." i surely havent seen anyone requesting to use abilities less, which is basically the sole reason enemy protections exist.


Can you explain why Master Lift can lift a Colossus, but does nothing to a tiny Drone? That doesn't make much sense to me.

im not exactly sure what you mean by absolute resistances, but when im playing an adept on insanity, i feel nothing but impotent. im not satisfied with a half second stagger when i use an ability called heavy throw, andi really wont be impressed in a game that featuers evolutions, in which i can only cause a half second stagger as well. playing ME2 i wonder why im leveling my other abilities("my other abilities" its that pathetic, i only consider warp, singularity, and stasis as actually abilities. do i have backup abilities, to my back up abilities. great. anyways.), when basic throw does the same then master through does on a protected enemy.


Your own incompetence to make good use out of the available abilities is your problem, not the game's. You're one of those guys who judge powers only by what they can do to enemies with full health and protection. Powers like Pull and Throw are very powerful - much more powerful than Warp BTW. Is it really that hard to understand you have to shoot first and then use a power to kill an enemy?

i dont think biotics, or any ability hampered by protections, should be considered "backup" options. thats like saying the force is only used for childs play. the game isnt complicated. its the EASIEST SHOOTER i have ever played. the AI is laughable, the game features the most basic concepts of a so called shooter in any game ever made........ah, what im trying to say is the complaints arent becasue "we suck at playing videogames." its about the enjoyment of such videogames. unless, you actually think rock paper scissors is hard? ....man its too easy to crap on ME2s "great(compared to ME1, right?)" combat.


Why play ME if it sucks?

And can you list one game in which all powers can be used on all enemies, coz I don't know any. There are always enemies who are immune to certain effects, but somehow when it comes to ME2 (which only has temp-immunity) it sucks. (I'm not even mentioning we're talking Insanity difficulty here, on the default difficulty protection is rare and you can go berserk with all powers - why not play on those levels if that's your thing?)


are you trying to convince me using HEAVY THROW and causing a half second stagger is something effective, then we prolly shouldnt even have this discusion.

lift not working on a drone was a minor detail, that could have been rectified. now ME2 provides more crappy elemnts like varren with armor, and singularity doesnt even work on 4 leggers. you rarely even see drones in ME1 as is. its not like theres more then one luna mission in ME1.

im judgeing abilities on how usefull they are when i play the game. sure throw would be nice to use on an unprotected enemy, its just unfortunate i have to stop killing them with my gun, in order to finally use an ability. how come protections dont stop enemy fire, they stop abilities.....why?

im confused with your last post. what other game features enemy protections? dont confuss enemy protections with something like fire, ice, stone, becasue its nothing like that. theres no give or take with enemy protections. its a layer of BLAH that does nothihng but prevent me from using abilities. really, what other game features something like enemy protections? none. theres plenty of shooter/ability games that dont feature false challenges, like bioshock. i couldnt imagin playing bioshock and having to shoot off protections in order to use plasmids. or playing star wars and having to whittle down defenses with my blaster in order to use the fore powers.

im not here becasue of ME2, and i dont play it. im here becasue ME1 is the greatest game ive ever played, and my hopes for what im getting in ME3.

#111
Someone With Mass

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111987 wrote...

RedCaesar97 wrote...

Pretty much the only players who complain about the protection system are biotic users, many the Adept players. I think I have seen only one Engineer player complain about the protection system, and Engineers face the same difficulty challenge as Adepts.

I will agree that yes, the Adept gets hit hardest by protections the most, but only--ONLY--because none of the Adept's native abilities are instant-cast. And I find that is generally a non-issue.


The thing with engineers though is that their Combat Drone can be upgraded to affect any enemy, while Singularity isn't all that useful against shielded enemies. Engineers also have Overload and Incinerate, while Adepts really only have Warp for stripping away defenses.


Singularity can be evolved to explode in ME3, though. Then there's the AP Throw, the double Pull and the mysterious Nova. I think biotics will be a lot better in ME3 than ME2 on higher difficulties.

I will still use my guns instead of just trusting my cast powers, though.

#112
111987

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Someone With Mass wrote...

111987 wrote...

RedCaesar97 wrote...

Pretty much the only players who complain about the protection system are biotic users, many the Adept players. I think I have seen only one Engineer player complain about the protection system, and Engineers face the same difficulty challenge as Adepts.

I will agree that yes, the Adept gets hit hardest by protections the most, but only--ONLY--because none of the Adept's native abilities are instant-cast. And I find that is generally a non-issue.


The thing with engineers though is that their Combat Drone can be upgraded to affect any enemy, while Singularity isn't all that useful against shielded enemies. Engineers also have Overload and Incinerate, while Adepts really only have Warp for stripping away defenses.


Singularity can be evolved to explode in ME3, though. Then there's the AP Throw, the double Pull and the mysterious Nova. I think biotics will be a lot better in ME3 than ME2 on higher difficulties.

I will still use my guns instead of just trusting my cast powers, though.


Yeah, biotics in ME3 seem to be much more potent while not being completley overpowered.

#113
karthikc

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The Spamming Troll wrote...

karthikc wrote...

 It makes the adept a harder class to play on insanity--if you want to play the adept as the marketed and expected class, someone who "controls the battlefield and decimates opponents without firing a shot". It's not hard, of course, if you use your guns in tandem with biotics.  


just wanted to point out you said "adpets can play without firing a shot, as long as they use their weapons." which obviosuly doesnt make sense.

but the big complaint isnt about how hard the game is. ME2 is extremely easy. its about the exact challegne the adept faces on insanity becasue of enemy protections. the game is so easy, most players arent satisfied with cake walk that is veteran. putting the game on lower difficulties makes it too easy. theres way around making the game harder by playing veteran and not upgrading your character, but this RPG is already stripped of alot of RPG elements, if i take out leveling and upgrading, im just playing another dull shooter.


That is not what I said. Perhaps I should break it down for you:

It makes the adept a harder class to play on insanity--if you want to play the adept as the marketed and expected class, someone who "controls the battlefield and decimates opponents without firing a shot".


Implying: If you want to play without firing a shot, the adept is much harder to play on Insanity.

It's not hard, of course, if you use your guns in tandem with biotics.  


Implying: If you play combining gunplay and biotics, it's not hard to play as the adept. 

Yes, the game is easy on Veteran. It's precisely because playing on Insanity is a sisyphean task (as most classes) that I play Veteran (or Hardcore). I'm saying I don't enjoy the way difficulty scaling makes game features obsolete any more than you do, so I don't even bother ramping up the difficulty, and the adept remains a lot of fun. It's different if you enjoy handicaps as a challenge, though.  

#114
cindercatz

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I only played the thing on Veteran, and that's all I ever wanted to. I never play the insanity level of any game, mainly because imo it's nothing but tedium, larger life bars and more rock paper scissor restrictions. It's not like you ever get a game where insanity is the exact same game, only smarter and more fun.

My primary class, first class really, since I played one run with both of my Sheps, was infiltrator, and the second is adept, carrying both over from ME1. I played Mass Effect as a sniper and hardly ever used a power. I picked Adept basically to experience the exact opposite style of play, except that my adept is still a sniper, just because hey, I love sniping. :-) So all this easy power stuff people complain about in ME1 is the reason I enjoyed playing an adept. I liked the variety and frequency of power use, and it's not like you used singularity every fight, because it had a minute plus cooldown. Also, in ME, I had exactly one shot per cooling period with my rifle, two if I changed my ammo, so when I was in close quarters, power use was a natural part of the flow of combat. I enjoyed the heck out of it.

Mass Effect 2 comes along, and infilitrator is just as fun as before, more so in a firefight, because I could lock and pop, over and over, though I missed the long range sniping available to me in ME1. Adept, on the other hand, became basically a weaker version of my sniper, with heavy warp ammo and throw instead of my fire attack.

Shockwave turned into the only power I really used, not because it was just too easy, but because a shot or two knocking armor away left me with the option of taking one more clean shot for the kill, or having to pause, select and use a single biotic power, call for a squaddie's power, which was usually on cooldown already with free use and which I also found restrictive, or else sit there and wait for the useless universal cooldown to get out of the way of my pull/throw I used to love so much. Shockwave on a face button let me just knock a target out of cover and continue sniping. So I couldn't use my powers like I wanted to, because with all the hindrances, it just wasn't practical or comparitively fun.

Universal cooldown and the limitation system didn't make my adept useless or unfun by any means, but they did disallow my preferred play style. They did not enhance my gameplay experience one iota.

Just another, non-insanity mode tinged point of view.

#115
Kakita Tatsumaru

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The Spamming Troll wrote...
im not here becasue of ME2, and i dont play it. im here becasue ME1 is the greatest game ive ever played, and my hopes for what im getting in ME3.

Then you will be able to play Mass Effect 3 if as me, you choose the energy drain bonus power as with it you now have ways to attack effectively any kind on enemy, the only drawback being you miss one cool bonus biotic power.
My real rant in ME2 is that you have to way until two third of the game to begin playing with some efficiency as a full caster. They should just have worked more on weight and cooldown to make control powers balanced instead of giving immunity.

#116
Shepard the Leper

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111987 wrote...

The thing with engineers though is that their Combat Drone can be upgraded to affect any enemy, while Singularity isn't all that useful against shielded enemies. Engineers also have Overload and Incinerate, while Adepts really only have Warp for stripping away defenses.


Combat Drones do NOT affect all enemies. They are occasionally ignored by all enemies; it doesn't work during the Fight for your Life battle (Arrival); Geth Hunters ignore Drones completely; so do Preatorians and the Oculus. YMIRs will fire missiles at Shep regardless.

Engineers can strip two defense types, so do Adepts.

Using Warp for defense-stripping is a waste of cooldown anyway.

Singularity affects all defenses; it does the exact same damage (and CC) to shields, barriers and armor. In fact, one Heavy Singularity will drain the shield of a BS Trooper in one go and get him into the air.

Have you actually played the ME2 Adept on Insanity?

#117
Shepard the Leper

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Kakita Tatsumaru wrote...

Then you will be able to play Mass Effect 3 if as me, you choose the energy drain bonus power as with it you now have ways to attack effectively any kind on enemy, the only drawback being you miss one cool bonus biotic power.
My real rant in ME2 is that you have to way until two third of the game to begin playing with some efficiency as a full caster. They should just have worked more on weight and cooldown to make control powers balanced instead of giving immunity.


Using Energy Drain to remove shields is very ineffective. The only interesting part about ED is the draining effect which boost your own shield. Against the Geth, ED makes all classes virtually invincible. Against organics with shields its a waste of time.

When you cast ED to strip a shield, you will be unable to use other powers for 6 seconds - during which the enemy will be shooting back. It's far more effective to fire one or two SMG burst to remove shields, then hit the enemy with Pull to disable enemy completely and to cut the number of shots required to kill in half. Using Pull will allow faster killing, it reduces the amount of damage Shep's taking, and you conserve ammo.

The only problem with the early parts of the game is the lack of decent weaponry. Try playing a Soldier or Infiltrator with only a pistol and a SMG and see how well you do. Weapons are the root of the issue, not powers.

#118
Kakita Tatsumaru

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Energy drain does double damage against shields, which means to me that fully upgraded I did more than 500 damages (even more actually), enough to strip about any shield in the game with about 4 seconds cooldowns waiting behind your cover.

Plus if your are using burst to kill things with have it's shield down you're the one wich actually are wasting ammo.

Besides, there's no point in playing an adept if it's for playing like a soldier...Almost all the adept player I know choosed that class for that reason.

#119
Shepard the Leper

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Kakita Tatsumaru wrote...

Energy drain does double damage against shields, which means to me that fully upgraded I did more than 500 damages (even more actually), enough to strip about any shield in the game with about 4 seconds cooldowns waiting behind your cover.


If you shoot first and follow up with Pull, or cast a Singularity to completely immobilize the target regardless protection and you don't have to hide behind cover at all.

Plus if your are using burst to kill things with have it's shield down you're the one wich actually are wasting ammo.


Weapons excel at defense stripping, SMGs receive a 50-100 (with piercing research upgrade) % damage bonus against shields and barriers. Shields go down twice as fast compared to health. When you put one and two together, the Adept should use weapons to remove protection and biotic powers to kill the lot who have lost their protection.

Besides, there's no point in playing an adept if it's for playing like a soldier...Almost all the adept player I know choosed that class for that reason.


If you think the Adept should not use weapons, you are playing the wrong game. ME is about using both. Adepts are soldiers with biotic powers, just like Soldiers have combat powers to make them more effective in combat.

#120
The Spamming Troll

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If shields go down twice as fast as health, then what the hell is the point of shields?

When im using my gun im most likely using squad ammo powers the do just as much if not more CC then i can accomPlish with pull. Id rather continue firing my weapon with inferno ammo then waste a cooldown on pull just because i can finally use pull.

#121
tonnactus

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The Spamming Troll wrote...


lift not working on a drone was a minor detail, that could have been rectified. now ME2 provides more crappy elemnts like varren with armor, and singularity doesnt even work on 4 leggers. you rarely even see drones in ME1 as is. its not like theres more then one luna mission in ME1.


And drones were still covered by bastion stasis...

#122
Kakita Tatsumaru

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Shepard the Leper wrote...
If you shoot first and follow up with Pull, or cast a Singularity to completely immobilize the target regardless protection and you don't have to hide behind cover at all.

Only if there is only one target (or you'll be shot during that time), when you just can cast singularity to begin with just to artificially buy you time for anything.

Weapons excel at defense stripping, SMGs receive a 50-100 (with piercing research upgrade) % damage bonus against shields and barriers. Shields go down twice as fast compared to health. When you put one and two together, the Adept should use weapons to remove protection and biotic powers to kill the lot who have lost their protection.

First, I was refering to you wanting to kill a (finally) pulled target with a weapon when that's especially the only time when the adept shines above almost all other classes: killing unprotected target.
And a fully upgraded SMG dps on shield is not that much over a fully upgraded energy drain to balance the problem of being a target when you are shooting when enegy drain is instant.

If you think the Adept should not use weapons, you are playing the wrong game. ME is about using both. Adepts are soldiers with biotic powers, just like Soldiers have combat powers to make them more effective in combat.

You missed the point several times here. Most adept players are playing a story driven game, not just a low grade TPS. In fact, many of them doesn't do anything in real time, using the HUD the whole game. Reason is that adept is what looks the most like old bioware games: pause, prepare actions, act.
And actually, even in-game description support that kind of gameplay (and that's probably why the class was created).

Modifié par Kakita Tatsumaru, 07 octobre 2011 - 09:29 .


#123
Shepard the Leper

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Kakita Tatsumaru wrote...

You missed the point several times here. Most adept players are playing a story driven game, not just a low grade TPS. In fact, many of them doesn't do anything in real time, using the HUD the whole game. Reason is that adept is what looks the most like old bioware games: pause, prepare actions, act.
And actually, even in-game description support that kind of gameplay (and that's probably why the class was created).


ME tries to be a TPS. Again, if that's not your thing why play the damn game. Your argument is like complaining you have to play football in a FIFA game instead of tennis or whatever. You are supposed to shoot goons in ME regardless which class you play. I prefer to play without pausing whenever possible, it makes the action better and it removes the luxurity of thinking what to do next (you have to make decisions on the fly); I also like the balance between gunfights and special abilities.

Besides, you can play the way you want to as it is. I think it's ridiculous to blame Insanity when you're only interested in the story - go play on Casual if that's your thing. Oh, and you have to shoot a lot more in ME1 anyways, so if you liked that game better I don't see your point. In ME2 powers are deadly, in ME1 powers only make the shooting part irrelevant (no need to aim, watch ammo, reload, or worry about counter-fire).

And the Adept class has NOT been created to be Mage-like at all. They are elite soldiers who have specialized in biotics to aid them in combat. That's not my point of view, that's what's ME gameplay is all about.

#124
Shepard the Leper

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double post

Modifié par Shepard the Leper, 08 octobre 2011 - 12:05 .


#125
Kakita Tatsumaru

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Shepard the Leper wrote...
ME tries to be a TPS.


Your point, not Bioware's. First ME was described as an action RPG, second was defined as a story driven game with a lot more action that first ME. Actually there's also a whole debate on this forum, so unless you're some kind of god of wisdom your words on this are just not more worthy than anyone's.




Again, if that's not your thing why play the damn game. Your argument is like complaining you have to play football in a FIFA game instead of tennis or whatever.

Argument worthless if Mass Effect is not a TPS, which will refer to my previous answer.




You are supposed to shoot goons in ME regardless which class you play. I prefer to play without pausing whenever possible, it makes the action better and it removes the luxurity of thinking what to do next (you have to make decisions on the fly); I also like the balance between gunfights and special abilities.

You have all rights to like playing that way but the game was also meant to play full HUD (as seen in a gameplay video of the first ME and simply in the game's instructions). The reason was probably to enlarge target gamers without loosing old bioware's fans. And that possibilty was kept in ME2.
About the adept class even ingame description state:
"Adepts are biotic specialists, capable of disabling and killing enemies with raw biotic power. While they lack advanced combat training, they are the best at defeating enemies without firing a shot. They are outfitted with L5x implants that can spawn a micro-singularity, damaging enemies and pulling them into the air."
But perhaps they just forgot the "but should not do it on ennemies with anti-weapons barriers unless you are a PNJ during a cinematic, then you can even destroy 3 YMIR Mech with biotic punches" part after "defeating enemies without firing a shot"...




Besides, you can play the way you want to as it is. I think it's ridiculous to blame Insanity when you're only interested in the story - go play on Casual if that's your thing. Oh, and you have to shoot a lot more in ME1 anyways, so if you liked that game better I don't see your point. In ME2 powers are deadly, in ME1 powers only make the shooting part irrelevant (no need to aim, watch ammo, reload, or worry about counter-fire).

Actually I don't play insanity precisely because of those plain immunity (instead of reduced but still working as intended effect), which is a shame as it doesn't just strip ennemies of shields but also dampen or suppress some of their moves, and that too easy fights are as boring as shooter ones (which it turns when you can't use your powers).
And my points is mainly about powers not working which is frustrating to hell. Imagine yourself using a gun with a 1 meter range, you would find it stupid, don't you? That's the same (actually, I remember seeing some sniper players on this forum complaining about real sniping being removed from ME2 too).

And the Adept class has NOT been created to be Mage-like at all. They are elite soldiers who have specialized in biotics to aid them in combat. That's not my point of view, that's what's ME gameplay is all about.


Minus the game itself describes them as not have to rely on weapons.
And I think you should just go read your ME games instructions on the HUD part, then you'll see if your vision of gameplay is the only one they created.

Modifié par Kakita Tatsumaru, 08 octobre 2011 - 02:15 .