E-Peen aside, after playing the hell out of the multiplayer, this is my feedback :
Positive:
- class abilities are pretty well balanced, and no race/class combo seems to be obviously better than others.
- Unlock system perpetuates mindless addictive grinding (Read: Lots of fun with friends)
- All enemies have a clear strength/weakness and even if class is not optimal, all enemies can still be killed by any class with varied difficulty.
- Enemy spawn locations/ AI Coordination present a challenge to even the best of teammates
- Different operations each time keep the experience somewhat dynamic and unpredictable.
- Game just looks plain cool, controls are fairly intuitive and simple
- All the guns we loved from ME:2 seem to re-appear in all their deliciousness, plus mods!
- Equipment system is an excellent addition and allows for much more customization.
Negative:
- Krogan and Turian lack mobility actions. While they are 'bigger' than the other races, it does make them feel kind of awkward and clunky to control. Even a basic sidestep would be nice. It can make breaking from cover a pain sometimes, and pressing the dodge button to have nothing happen can probably ruin someone's day.
- The unlock system : I realize everyone seems to be complaining about this, but I actually like this concept a lot. I'm only putting it in the negative section because all my classes are level 20 and N7 is 120 and I'm still missing 4 racial options and a couple guns. Getting male human adept a few dozen times is kind of a drag.
- Lack of DNF support. Nothing tears at my heart more than having an amazing round only to get Disconnected or suffer the occasional freeze, to lose all 'progress' during the round. More importantly, it can be a total pain to get back in a game. An option to rejoin last game or at least keep the experience/credits earned (if the manual quit button wasn't pressed) would work wonders.
- Salarian Engineer ability selection: While they are pretty okay as-is, I think overload in place of Energy drain would be more appropriate and balanced overall, keeping them in line with the other engineer classes.
- Default characters : We start with humans of all races, why not both genders? It would give people a chance to build their characters differently for different uses, right off the bat. It seems sort of silly to start off with a human every time, but not be able to choose gender without unlocking it.
- Online voice-acting : I'm not sure if the audio package was limited to keep the demo size small, but the Turian and Krogan voices sound nothing like they did in ME:2, they sound more like disgruntled puny humans! There doesn't seem to be any disguishing between the two and that kind of makes me sad.
- Online Matchmaking: It may be poor luck of the draw, but I've been consistently put into games that are close to being finished (round 8 or so) and while this is not a problem directly, it doesn't give me a chance to futz with my character to suit the group better, beforehand. If the lobby screen was kept available for a game in progress, allowing the new player to see what the group has before joining and adjust prior to joining mid-round, that would be amazing.
- Weapons : The Viper sniper rifle seems entirely underpowered. The Mattock assault rifle does nearly the same damage, with a larger clip and a faster rate of fire. Stick a scope on it, and it trumps the Viper in nearly every situation, barring cloaked infiltrators with the bonus.
- Weapons: The Widow sniper rifle does too much damage when penetrating cover. It doesn't really matter where you hit them on bronze or silver, if you shoot them through cover they will die as if it was a normal shot, no matter where you hit them. This seems wrong to me!
- Abilities: Krogran Carnage seems incredibly underpowered when compared to the usefulness of other similar abilities, like concussive shot. The force is fine but the overall damage and recharge time leave much to be desired.
- Abilities: Engineer combat drones and sentry turrets are kind of inadequate. I realize they are not supposed to be a massive source of damage, and are more for diverting attention/supplementing your group, but they die much too fast on higher difficulties for the enemies to even bat an eye at them. having them scale up with difficulty level, or just plain giving them more HP would make them much more viable and helpful on silver and gold.
- Abilities : Krogran inferno grenades don't really live up to expectations. Like carnage, they lack features that similar abilities possess. Their range is utterly terrible 2m base (if memory serves) as opposed to like a 5m base for frag grenades. Damage over time is fine in amount but not in time. The damage progresses too slowly to make a difference in a tight spot where you'd normally be using the grenades. If the damage was kept but progressed over a shorter time these would be fine.
- Abilities: Human Vanguard's Nova is extremely nifty but could maybe use some kind of cooldown. It is supposed to be separate I gather from the biotic charge/shockwave's cooldowns, but being able to use this ability literally any time you have any barrier, can make it slightly overpowered and can result in some really unfair and nasty chains of biotic charge + nova + nova + biotic charge, etc.
Bugs:
- Nearly any sort of ability that applies a force (Concussive shot, push, shockwave, carnage, nova, etc.) when used on an enemy in a stasis field (bubble or otherwise) sometimes seems to 'lag freeze' them, making them unable to take damage, leaving them completely immobile and invulnerable until a minute or so later when they appear somewhere else nearby , vulnerable again to damage. (Reproduced many times)
- Phantom animations when instant-killing a player trying to melee them seem to sometimes stagger their location in the game, and bullets fired directly at the phantom will miss, yet 'lock-on' abilities will fire a bit off to their side and cause damage, bullets aimed where the abilities track to will still do damage. (Reproduced only twice)
- When the character tries to shoot or use an ability as they drop down past a ladder, sometimes the player will be unable to climb any ladder for the rest of the match. (Unable to reproduce as of yet)
- Krogan rage expiring at the end/beginning of a round seems to cause system freezes on the PS3. This seems the most logical explanation as to why I only seem to freeze when playing krogan as I am constantly in rage. (Krogan don't use bullets, don't be silly!) Reproduced a saddening large amount of times. Woe is my XP!
- Combat Engineers will put down their turrets in many cases despite any attempt to stop them. Sometimes the turret explodes, but usually it does not and will continue it's 'setup phase' long after the engineer is killed, put in stasis, thrown, pulled, put in a singularity, etc. Though maybe the turrets are sentient and actually driving the engineers like big badass RC Cars with guns. Then it would make sense! (reproduced nearly every time an engineer spawns!)
- Phantoms are invulnerable to grab attacks. Unsure if this is intended or not, but it is possible to sneak up to them in cover and it makes me sadface on the rare attempt you manage to do so but get no option to explode their head with fist!
If this is intentional, consider it a suggestion to change! - Fallen teammates occassionally fall into slumps unreachable by their compatriots, getting stuck in floors or walls, or somtimes even on top of the cover they were hiding behind. While humorous, the inability to coax them back into eating more bullets for you by using your omni-tool of life can kind of be a drag. (Rarely reproduced)
- Unlock store purchases somtimes seem to fail, giving a message saying such. When examining inventory, they seem to in fact be redeemed correctly and the error message is popping up inapprpriately! (Reproduced three times)
That's most of what I can think of for now, being like 2:35 AM and all Sorry for the long post! Hope this helps, Bioware dudes!




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