You'll need ammo, eventually.alex90c wrote...
ME2 doesn't promote aggression at all, you can just sit behind some cover and shoot everything around you from the same spot.
I vastly prefer ME's ammoless system.
You'll need ammo, eventually.alex90c wrote...
ME2 doesn't promote aggression at all, you can just sit behind some cover and shoot everything around you from the same spot.
nelly21 wrote...
To some extent, they did do this. Weapons did become stronger and depending on which weapons you use, headshots can be instakills. They also made it much easier to kill Shep although this really boiled down to making enemies very accurate.
But making power cooldowns longer means you aren't using them as often. This isn't as fun for adepts, vanguards, engineers and sentinels. If you can only charge once every 60 seconds, then you are really just an adept with a shotgun. If you can only drop singularity every 60 seconds, you're just a man with a pistol. Bioware wants you to use your skills because the want to keep combat fast, with constant input from the player.
Modifié par D.Kain, 27 janvier 2012 - 07:36 .
nitefyre410 wrote...
I't to wait patiently for this thread to degenerate in to... Its an RPG, its not a RPG entitlement whining nonsense.
D.Kain wrote...
Making powers have longer cooldowns means making powers more useful. What I did with biotic throw in ME1 was insta-kill 3 enemies against a wall. What I did with biotic throw in ME2 was knock someone down with minus 1/10 HP, and then shoot them. Making longer cooldowns in ME3 would mean that you again insta-kill 3 people with single power or throw an Atlas mech against a wall knocking half of it's Hp down. All the same for engineer powers, which would have blasts that insta-kill enemies and drones and turrets that reap enemies to shreds.
Also again if you make weapons stronger, you are not JUST a man with a pistol, and the powers are just there for super awesome moments.
Sylvius the Mad wrote...
You'll need ammo, eventually.alex90c wrote...
ME2 doesn't promote aggression at all, you can just sit behind some cover and shoot everything around you from the same spot.
I vastly prefer ME's ammoless system.
nelly21 wrote...
Fair enough, but even if they are awesome, you wouldn't be using them as often. The pistol isn't what makes the adept, biotics are. You chose that class to use biotics. Same with the vanguard. No matter how great you make those abilities, you are spending the majority of you time shooting a weapon.
I don't subscribe to the criticism of biotics in the game. They were no longer god mode like in ME 1 and I can see how that would be frustrating to dedicated biotic users. But they were far from useless. I've run two adepts through insanity (1 new game, 1 new game +) and I found the adept to be satisfying. Adding longer cooldowns to my adepts would have annoyed me tremendously. It was fun because I could continuously use my abilities to fit the situation.
D.Kain wrote...
How is being a biotic mean using biotics every 4 sec in ME lore? Biotics are like heavy weapons, they are there for special situations, like limited soldier grenades or limited engeneer equipment. I don't see how using biotics a lot less is frustrating when they would be so much awesome. Instead of triping someone you would kill a group of enemies.
Modifié par Catt128, 27 janvier 2012 - 07:54 .
nelly21 wrote...
D.Kain wrote...
How is being a biotic mean using biotics every 4 sec in ME lore? Biotics are like heavy weapons, they are there for special situations, like limited soldier grenades or limited engeneer equipment. I don't see how using biotics a lot less is frustrating when they would be so much awesome. Instead of triping someone you would kill a group of enemies.
Lore and gameplay are two very different things. If biotics functioned gameplaywise the way they functioned in lore, after killing that group of enemies, Shep would have to sit down and drink some gatorade. Every. Single. Time.
The first rule of a successful game is to be fun. Lore is great and adds tremendous depth to the experience. But you can't sacrifice gameplay in favor of lore.
D.Kain wrote...
Basically rip out ME1 combat, paste it into new graphics and faster gameplay and you have what I am talking about.
Modifié par Upsettingshorts, 27 janvier 2012 - 08:02 .
Guest_Puddi III_*
Upsettingshorts wrote...
I like it when guns have different properties and there's a reward for player accuracy in games involving firearms. Eg, a gunshot to the head does more damage than one to the foot. But that's an oversimplification, let me elaborate:
I respect the RPG convention that the targeting circle of ME1 represents, no question, I just don't believe it makes for a fun game.
That isn't to say I don't enjoy games with firearms that employ RPG mechanics - VATS in modern Fallout, and the action point system that preceded it in FO1-2 were fine too - but a third person firearm based game plays better as more of a shooter to me.
However, that doesn't mean I'm against RPG mechanics in Mass Effect, nothing could be further from the truth, but the meat of the gameplay, pointing a targeting reticule at a hostile, depressing the trigger, having the "feel" of how the gun works, and having to manage ammunition - all conventions that work for me in a way I can appreciate. That Shepard couldn't hit the broadside of a barn early in Mass Effect 1 seriously hampered my immersion and enjoyment, not because I didn't understand what the system was doing, but because it felt so unnatural.
What do I mean? If I'm looking at say, shooting the Geth on Eden Prime in a top-down isometric turn-based game where the third person view and circle has been replaced by a "25%" over the top of the enemy Geth, that's something that feels right to me.
But if I'm looking down the barrel of a gun with the target in my sights and still miss then the perspective of the player towards the situation in the game creates certain expectations - at least for me - that the more detached perspective does not. When the game presents this dichotomy, between how I think the game ought to work versus how it does work, gameplay suffers because I feel like there's a struggle between my instincts and the mechanics.
In short: ME2 is simply more intuitive, therefore rewards for success and punishment for failure seem less arbitrary.
That isn't to say ME2 did everything better than ME1, that's not the point. I'm addressing the primary difference between the two games.
tetrisblock4x1 wrote...
The first Mass Effect didn't really feel like a cover based shooter, or at least it wasn't optimized for it. I think this can be attributed mainly to ME1s much weaker health and shield regeneration, tougher and more mobile enemies and the available cover been so scattered and spread out. Why people would rather have ME2 style of combat I don't know...
Modifié par Demonhoopa, 27 janvier 2012 - 09:39 .
Praetor Shepard wrote...
But, I wonder when was the last time many of us played ME1? And ME2?
Modifié par Rudy Lis, 27 janvier 2012 - 10:00 .
JeffZero wrote...
The beginning of ME1 wasn't 'tough'. It was just annoying. Look, I'm all for realism in certain applications -- I love Bushido Blade and I generally don't even like fighting games. But the 'you get hit once by the right kind of gun and you're dead' issues with early ME1 were just signs of improper balancing.
The game's curve is basically the top of a skyscraper and a fall from its roof. Endgame is absolutely pathetic -- even on Insanity there are enough ways to undermine the utterly-annoying Immunity spam of your foes and they stop hurting you a long time before that.
Compare this to ME2 where the curve actually feels appropriate and I've got all the reason I need to take a deep breath when Shepard gets to Lazarus Station.
I was constantly running out of ammo. I only used sniper rifles, and they didn't hold much.alex90c wrote...
I never found myself running out of ammo during combat, unless you did?
ME2 made it impossible to miss. You'd centre your reticle over the target, and you'd hit that target.AtreiyaN7 wrote...
Maybe it's because they poorly implemented TPS action in the first game and then improved it in the sequel so that it was less clunky, crappy and awkward? Oh, and because they also made it more challenging with ammo management.