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Mass Effect 3 Demo Impressions ( Microsoft Expertzone )


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#476
AVPen

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TMA LIVE wrote...

I also noticed the Dynamic Reaction dialogue from DA2 is now in ME3. Where cutscene dialogue you don't control is different depending on you picking renegade or paragon choices.

Examples?

#477
Spartan901

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Does anyone know how to do the omni-blade melee attack?

#478
Aurellia

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Spartan901 wrote...

Does anyone know how to do the omni-blade melee attack?


Hold down B to do your power melee attack.  This will one of various powers including omni-blade depending on your class

#479
Guest_Felidae_5_*

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I think the vanguard class is the one that the new health system will bite in the ass, in me2 I was 70% of the time down to at least half my health, charging **** to pieces, and now it doesn't regenerate and you lose exp for losing medpacks...

#480
Balmung31

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Felidae_5 wrote...

I think the vanguard class is the one that the new health system will bite in the ass, in me2 I was 70% of the time down to at least half my health, charging **** to pieces, and now it doesn't regenerate and you lose exp for losing medpacks...


Hopefully there'll be an EXP bonus after you've beat the game once, like the last two had.  It may be best to beat the game with a more suitable class the first time through, then try the vanguard. 

#481
katerinafm

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I loved the demo (played all classes and both female and male Shepard), but I couldn't help but be really disappointed by how long the cooldowns were. Around 15 seconds for a cooldown for a biotic power on an Adept that's supposed to be able to take down enemies using powers alone? Seemed really odd (that goes for the other classes as well). I'm also sad that the tech armor for the Sentinel is now more focused on hurting enemies and less about actually protecting you (I didn't notice any significant protection by it while my Sentinel was wearing it).

Are the cooldowns going to be that long or will they be like in ME2 after you level up a bit more?

#482
camcon2100

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katerinafm wrote...

I loved the demo (played all classes and both female and male Shepard), but I couldn't help but be really disappointed by how long the cooldowns were. Around 15 seconds for a cooldown for a biotic power on an Adept that's supposed to be able to take down enemies using powers alone? Seemed really odd (that goes for the other classes as well). I'm also sad that the tech armor for the Sentinel is now more focused on hurting enemies and less about actually protecting you (I didn't notice any significant protection by it while my Sentinel was wearing it).

Are the cooldowns going to be that long or will they be like in ME2 after you level up a bit more?

The cooldown times were long because we were forced to carry that load of weapons. The less weapons you carry the faster your cooldown times!
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#483
katerinafm

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^ Really? I guess I'll carry only my main gun and a spare when the game comes out then XD

#484
camcon2100

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katerinafm wrote...

^ Really? I guess I'll carry only my main gun and a spare when the game comes out then XD

Yupp here is the link to show off how it actually works!


#485
Jarrett Lee

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katerinafm wrote...

^ Really? I guess I'll carry only my main gun and a spare when the game comes out then XD


Yeah as a vanguard I just carry my shotgun (primary) and a submachinegun (backup). I keep them both modded and tricked out.

#486
AntiChri5

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I just ran through it again as an Adept and Engineer, and the start was so much more fun because of the difference in cooldowns once you get all the guns.

That forced loadout does a lot of harm to the demo, the only class you can properly test out is Soldier and (sort of) Vanguard.

#487
AntiChri5

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Jarrett Lee wrote...

katerinafm wrote...

^ Really? I guess I'll carry only my main gun and a spare when the game comes out then XD


Yeah as a vanguard I just carry my shotgun (primary) and a submachinegun (backup). I keep them both modded and tricked out.

In games with guns, i always tend to gravitate to an AR/Shotgun combo, since most only allow 2. IN ME2, Mattock/Eviscerator was my dream team.

How feasible will an AR/Shotgun combo be, ammo wise, for a Vanguard?

#488
Tonymac

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Jarrett Lee wrote...

katerinafm wrote...

^ Really? I guess I'll carry only my main gun and a spare when the game comes out then XD


Yeah as a vanguard I just carry my shotgun (primary) and a submachinegun (backup). I keep them both modded and tricked out.



As a biotic - why carry a gun?  *snickers evilly*

#489
Kulin

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Is there any exploration content in the demo?

#490
Mand0l1n

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AR/Shotgun on a vanguard....hmmmmm
They are both larger guns so you may find that interferes with your cooldowns too much. It's hard to say at this stage but you may find a shotgun/smg better. Good news for vanguards is that they can now detonate biotics via shockwave which is another reason to keep your cooldowns low.

#491
AntiChri5

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Wait wait wait.....Shcokwave actually is usefull now?

My god.......

I am willing to take a small hit on the cooldown to get an AR over an SMG, i kinda hate SMG's. My biggest concern is ammo. Will i need to add a pistol so i have something to fall back on when i run out?

#492
AntiChri5

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Kulin wrote...

Is there any exploration content in the demo?


There are a few items you can't use scattered about.

#493
Kronner

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AntiChri5 wrote...
My biggest concern is ammo. Will i need to add a pistol so i have something to fall back on when i run out?


This obviously depends on your playstyle and accuracy. To me, it looks like shotgun-only Vanguard is pretty viable with no ammo issues.

#494
Cloaking_Thane

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I thought the sound was way off for dialouge, and shooting still felt like alot of auto aim to me. I liked some of the combat rolls etc, but numerous times it was a burden when I just wanted to get up from cover and not roll around everywhere.

Only played once with infiltrator though, going to play much more tonight, see if these impressions change

#495
CROAT_56

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Hey Jarrett, question about the soldier class, well actually two. 1. how many weapons can we carry? Ex. Pistol, AR, SMG, Shotgun, Sniper, and HW all in one go if we wanted so basically is there a limit to the assortment of slots? and How is weight affected with the soldier class?

#496
Confused-Shepard

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Jarrett Lee wrote...

katerinafm wrote...

^ Really? I guess I'll carry only my main gun and a spare when the game comes out then XD


Yeah as a vanguard I just carry my shotgun (primary) and a submachinegun (backup). I keep them both modded and tricked out.


Since when do devs play their own games? I thoughtyou would be sick & tired of Mass Effect by now ;)

#497
NICKjnp

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I had problems with a shotgun only vanguard in the demo...but that was with those long cooldowns because I was carrying all those other weapons.
Another thing I noticed was about a 1.5 second lag in voice commands. It is bearable for squadmates but annoying for Shepard. Hopefully the lag time has been decreased in the final game.

#498
spirosz

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camcon2100 wrote...

The cooldown times were long because we were forced to carry that load of weapons. The less weapons you carry the faster your cooldown times!


That makes sense actually, I was wondering why Pull and such was so long after the Earth scene, where before they were 2.64 seconds or something.. I'm assuming because I only had a pistol and the assault rifle at the end. Thank the goddess, I can spam pull and throw again! LOL

#499
Siansonea

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I played it in Story Mode. I liked it, I played through it three times. :) I can't wait for the full game, I'm SO glad they gave me ridonkulously easy combat, it's SO not my thing.

#500
Mand0l1n

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I ran through the demo with adept today on insanity and a maxed out warp going for damage as recharge is screwed due to the loadout. I'm still not convinced that you need both warp and throw when throw can detonate. The one advantage I suppose warp has is against protections. I also noticed a warped target glows blue for a while after being hit presumably indicating it is still vulnerable to extra damage. I am tempted to ignore warp and run with a maxed throw, shockwave and singularity as my goto powers.