Is Mako back as a vehicle?! :O
#176
Posté 10 février 2012 - 10:56
#177
Posté 10 février 2012 - 11:17
#178
Posté 10 février 2012 - 12:50
AngelSpirit wrote...
I hope so! Loved the little fellaNever had any problem steering it either!
Steering? Not a problem with me unless I tried to reverse. I absolutely HATED the thing's suspension though. I learned to dread that godawful hiss because when scaling a tricky bit of terrain it almost always meant I was about to lose all traction and end bass akwards on the slope, completely invalidating all my progress.
But then I can only blame myself; I was the one trying to climb crazy cliffs when there were easier, if less thorough, paths around the map.
#179
Posté 10 février 2012 - 12:56
#180
Guest_Catch This Fade_*
Posté 10 février 2012 - 01:02
Guest_Catch This Fade_*
Unless your awesome like me.Terror_K wrote...
Also, to be honest, the controls of The Mako were only really an issue on the 360 version.
#181
Posté 10 février 2012 - 01:08
The thing stunk in every possible way - driving it was terrible, fighting in it was terrible, just getting in and out of it was lousy.
#182
Posté 10 février 2012 - 01:10
Sidney wrote...
The only way the MAKO should be back is if I can load it into a cannon and fire into a reaper.
The thing stunk in every possible way - driving it was terrible, fighting in it was terrible, just getting in and out of it was lousy.
This was another huge pet peeve of mine.
#183
Posté 10 février 2012 - 01:31
So, so. I'm not gonna talk specifics about the terrain on planet exploration because it's mostly considered to be terrible. Or the bugs.Terror_K wrote...
Also, to be honest, the controls of The Mako were only really an issue on the 360 version. They were fine in the PC conversion.
To be nitpicky on the controls, the physics and terrain used to get in the way too much like for example you're moving on a straight line, bump on terrain and point on a left or right direction and you could lose control of it. This shouldn't happen. That's a core problem with the the physics and responsiveness that I found playing on the PC, which could be improved if they worked harder on the controls. It didn't feel weighty enough for its size, and it almost didn't have acceleration. Sometimes it felt like kid's toy, a remote controlled vehicle, not a tank. You're either moving fast as hell for that tank, or still. They could make it fast, that's ok, that was the point of it, but more weight and impact on moving and shooting with it should be very good.
I want a vastly improved Mako if we should have it again, go from scratch like what they did with the combat from 1 to 2 and give me a better, more responsive, more immersive vehicle experience. Not only on the controls size, but level design, enemies, everything. Because, well, some levels, and the Mako part in general on ME1 were okish, but there's a big room for improvement. The same can be said for the Hammerhead levels on ME2.
Modifié par RyuGuitarFreak, 10 février 2012 - 01:32 .
#184
Posté 10 février 2012 - 01:43
#185
Posté 10 février 2012 - 02:18
What is it with you?. You can't seem to respond to someone without throwing in an insult.JoePilot wrote...
AlanC9 wrote...
By the time you find out that this UNC mission requires you to climb mountains you've already landed. Running back to the Normandy in such a case is even more annoying than climbing the mountain. It's nice to have two flavors of suck to choose from, but I'd rather have none.
You just said that pressing a single button and watching a ~10 second loading screen sucks. Also, there was almost always an easy path to any objective you had to get to, if you'd bother looking for it, but based on your previous statement I guess the effort and concentration needed to pull up the friggin map and actually do that must be just intollerable for you.
#186
Posté 10 février 2012 - 02:27
GnusmasTHX wrote...
slaything wrote...
What I never understood is why people tended to dislike Mako so much.
I miss it so dearly, I hope it will come back... also that we will get to ride it on rocky planets.
It was really fun it made dull flat planets where nothing was happening interesting. And trying to destroy it was fun too.
It had poor controls and handling. Tanks don't typically jump 345678 in the air after running over a rock.
Agreed, but every single problem with the MAKO could be fixed, in many cases, simply by changeing some values in the code. It is the concept of it and the gameplay diversity it offered that I personally miss.
#187
Posté 10 février 2012 - 02:28
RyuGuitarFreak wrote...
To be nitpicky on the controls, the physics and terrain used to get in the way too much like for example you're moving on a straight line, bump on terrain and point on a left or right direction and you could lose control of it. This shouldn't happen. That's a core problem with the the physics and responsiveness that I found playing on the PC, which could be improved if they worked harder on the controls. It didn't feel weighty enough for its size, and it almost didn't have acceleration. Sometimes it felt like kid's toy, a remote controlled vehicle, not a tank. You're either moving fast as hell for that tank, or still. They could make it fast, that's ok, that was the point of it, but more weight and impact on moving and shooting with it should be very good.
It felt weightless most of the time. It felt less like a tank on rocks than a toddler in a bouncehouse. As you said, the steering became an issue because if you hit a bump it would toss you around like you were riding a bull in a rodeo and who knows what way you'd be facing.
What made the Mako even worse was the for 90% of the planets there was one "base" you could have dropped directly to instead of driving. The point of all that driving was running quests to find lost objects or rocks which didn't feel all that rewarding or seem like the sort of thing a galatic hero was doing.
#188
Posté 10 février 2012 - 02:29
#189
Posté 10 février 2012 - 02:30
DaJe wrote...
GnusmasTHX wrote...
slaything wrote...
What I never understood is why people tended to dislike Mako so much.
I miss it so dearly, I hope it will come back... also that we will get to ride it on rocky planets.
It was really fun it made dull flat planets where nothing was happening interesting. And trying to destroy it was fun too.
It had poor controls and handling. Tanks don't typically jump 345678 in the air after running over a rock.
Agreed, but every single problem with the MAKO could be fixed, in many cases, simply by changeing some values in the code. It is the concept of it and the gameplay diversity it offered that I personally miss.
The concept was a core problem. They are empty planets - and they really should be. There's nothing there but rocks and trinkets. Unless you invest in creating a real "open world" then the premise of the mako and the exploration is flawed.
#190
Posté 10 février 2012 - 02:58
#191
Posté 10 février 2012 - 03:06
elitecom wrote...
8 pages yet still no answer from Bioware. How many of these threads have been made without an answer? I've lost count myself. Bioware I do implore you, please tell us whether you've put vehicle exploration back in the game akin to ME1 or not.
That's the sort of thing in the hands of Marketing, not Bioware at this point.
#192
Posté 10 février 2012 - 05:11
I liked that feature. You had to adjust your driving to accommodate the terrain. When you saw a bump ahead, you could turn slightly so that the change of direction the bump caused would keep you on course.RyuGuitarFreak wrote...
To be nitpicky on the controls, the physics and terrain used to get in the way too much like for example you're moving on a straight line, bump on terrain and point on a left or right direction and you could lose control of it. This shouldn't happen.
Driving the Mako required planning and forethought.
Fighting in the Mako was easy. All you had to do was turn sideways and then it was childsplay to dodge incoming fire.
It accelerated like something powered by an electric motor, which is basically what it had. It didn't need to accelerate slowly like an internal combustion engine would require.It didn't feel weighty enough for its size, and it almost didn't have acceleration.
As for the weight, apparently the original ME design was for each planet to have its own gravity, so driving the Mako would be different everywhere. That would have been nice. When they abandoned that feature, they settled on one gravity setting for all planets, and they did probably choose one that was too low.
I didn't like the Hammerhead levels at all. They felt like they'd been designed specifically so that I could drive the Hammerhead through them. Everything was so perfectly placed as to make driving easy.I want a vastly improved Mako if we should have it again, go from scratch like what they did with the combat from 1 to 2 and give me a better, more responsive, more immersive vehicle experience. Not only on the controls size, but level design, enemies, everything. Because, well, some levels, and the Mako part in general on ME1 were okish, but there's a big room for improvement. The same can be said for the Hammerhead levels on ME2.
The Mako levels didn't feel like that at all. As such, the Mako levels were better.
#193
Posté 10 février 2012 - 05:17
#194
Posté 10 février 2012 - 05:17
Terror_K wrote...
Also, to be honest, the controls of The Mako were only really an issue on the 360 version. They were fine in the PC conversion.
I find that to be false, I find the controls on the 360 incredibly easy.
#195
Posté 10 février 2012 - 05:21
incinerator950 wrote...
Terror_K wrote...
Also, to be honest, the controls of The Mako were only really an issue on the 360 version. They were fine in the PC conversion.
I find that to be false, I find the controls on the 360 incredibly easy.
Yeah, all these years when people mentioned bad controls, I honestly thought it was on PC version until he just said that, as I found the 360 controls to be a breeze with just about no problems. Now I am not sure what to think... Is any version really that bad? Or are some people just bad drivers who have no common sense to navigate the terrain, which in my opinion was the only way a problem might arise.
Modifié par CannonLars, 10 février 2012 - 05:35 .
#196
Posté 10 février 2012 - 05:27
#197
Posté 10 février 2012 - 05:31
#198
Posté 10 février 2012 - 05:47
#199
Posté 10 février 2012 - 05:49
Tooneyman wrote...
I'm hoping the vehicle can be another option like the firewalker was in the DLC. This way its optional for everyone.
Casey Hudson already said many months ago that if they do put in vehicles, it will be optional via side missions or DLC rather than forced into the story like ME1.
#200
Posté 10 février 2012 - 05:57





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