Mass Effect 3 Multiplayer Demo feedback. What did you think?
#1476
Posté 23 février 2012 - 02:33
Sometimes the game just won't let you do it. You'll press space to revive them, start reviving them for .5 seconds, then it'll cancel. I imagine that it's due to the physics/ragdolls. Their constant movement must be what cancels out your repeated attempts to revive them. Really gotta fix that too, in addition to invisible turrets and invincible Phantoms.
#1477
Posté 23 février 2012 - 03:01
#1478
Posté 23 février 2012 - 03:30
a balance for people who like random character unlocks and people who dont
its really quite simple:
- In the full version keep the random boxes that you have in the demo.
- Add a new box that lets you pick a character that you want to unlock (for 50,000 credits lets say)
this lets both sides of the argument get what they want.
this solution should have something to satisfy everyone
#1479
Posté 23 février 2012 - 03:50
And the late manix roll from bad dudes to avoid attack is getting a bit old.
Those aside, I'm loveing it, cant wait to fight more enemy types and try more maps.
#1480
Posté 23 février 2012 - 04:10
Daklanceff wrote...
- Add a new box that lets you pick a character that you want to unlock (for 50,000 credits lets say)
If they were going to put in something like that, I would hope it would cost a hell of a lot more than 50 000 credits. You can collect that completing a few rounds in bronze.
#1481
Posté 23 février 2012 - 04:26
Had-to-say wrote...
OMTING52601 wrote...
I'm going to tip toe in here, since my opinion is a minority - in this thread, at least.
*snip*
I think you need to max lvl out a infiltrator. You like to snipe, which is good and you can help the team stay alive with cloak and much needed revives, give it a try. What platform do you play on?
360. I do have an infiltrator, cause it is my fav build in-game, but I found hitting enemies with my powers to be hard, for me. I am being honest about my reasons for not liking the MP and I'm not trying to lay the blame off on the devs, either. It's me, as a player, that isn't so hot at shooters and thus a horde mode MP is(and trust this isn't the first shooter MP I've tried to play, tried to practice to get better, etc) just outta my realm, LOL! But like I said before, all the players I've paired up with have been absolutely awesome and encouraging, so either I've seriously lucked out or folks coming into this MP demo kind of figure that some of us aren't gonna be so good at it and so they've taken a chill about it.
Still, to iterate, the MP does bum me out because I have no question that it isn't going to be an option for me to opt into in the hopes of 'helping' me out in the SP game. If I can't complete the mission then it's not going to add to my war chest, so to speak. So for me, and maybe I'm an uber exception and minority, but the whole idea that I could choose to play MP and not have to stress about getting everything in-game exactly spot on in order to achieve the 'best' ending, should that be my goal, well it rings pretty false. I guess I was hoping the MP would be more like giving Shep some special guns or ships or armor or something, ROFL, and not actually have a real, and important, impact on the SP game. But hey, I'm still gonna play, since I spent hard cash on the CE, and have my fingers crossed that everything turns out all right.
But hey, LOLOL, Had-to-say, I would totally be cool with playing some MP with you, if only to give you a giggle at how bad I am. I don't mind
#1482
Posté 23 février 2012 - 05:13
1. Who complete the objectives
2. Who destroy turrents
3. Who revive others
Modifié par snfonseka, 23 février 2012 - 05:14 .
#1483
Posté 23 février 2012 - 05:17
#1484
Posté 23 février 2012 - 05:30
#1485
Posté 23 février 2012 - 06:28
-Skorpious- wrote...
Several weapons in particular need balancing in the final product or future patches in my opinion.
Buff:
Revenant - Far too weak, practically no mid-range game, horrendous weight and horribly inaccurate. The revenant's selling point seems to be its large thermal clip capacity, but ammo is a non-issue in MP since each map has at least 4 supply crates, effectively making the Revenant, well, kinda useless.
Disagree. I hold a great love for the revenant, being the weapon I first beat ME;2 on insanity with. This gun when scoped and used with a stablity booster (being turian can ditch the stability in favor of clip size mod) can be pretty accurate and incredibly useful if applied with any of the special ammo types, with cryo being my favorite. Firing in short bursts is key with this gun. Well, any gun really! But with the revenant it can pack a ton of punch if you burst rather than spray fire, with the added bonus of being able to incapacitate a huge number of unshielded enemies at once if you decide to spray in their general direction. This gun seems perfectly fine to me as-is, and has a pretty apropriate damage, rof, accuracy and clip size according to the role it fills. It's more a gun for a support role to supress enemies, in my opinion. And it does a fantastic job at it.
Viper - Awkward RoF and low-damage for a sniper rifle. When a pistol out DPS's a sniper rifle and is more accurate, something is very wrong.
Totally agree here! Barring the infiltrator's cloaked damage boost, this gun is sub-par.The ROF is decent for a sniper, and the clip size is pretty normal for snipers in most games. But like this guy said, the damage just isn't up to snuff. Even fully upgraded it leaves much to be desired.
Nerf:
Carnifax - Very, very high damage, uncanny accuracy, low weight. The Carinfax, a mere sidearm, is second to only the widow in terms of damage and mid-long range combat. With a scope it can fire faster than the Mantis and Viper with no draw back in accuracy and pack a larger punch in most cases. Definitely an overpowered weapon in my opinion.
Sort of agree that the carnifax is far too badass for a pistol, but the point is kind of incorrect. You're forgetting about the mattock assault rifle, which when properlly decked out can shoot through light cover and is nearly pinpoint accurate. Also, scimitar shotguns with max upgraded chokes can be a force rivalling the carnifex as well, in skilled hands. So while it is not as good as stated above, it is definitely overpowered for a pistol, at least.
#1486
Posté 23 février 2012 - 07:25
#1487
Posté 23 février 2012 - 07:46
Every time I created a match, the lobby is quickly occupied and my friends have to wait until I quit and create once again. It's always like this.
#1488
Posté 23 février 2012 - 08:07
Can't play at all!
#1489
Posté 23 février 2012 - 08:07
#1490
Posté 23 février 2012 - 09:19
So far all gone well, except one time. friend found a similar issue to wicked_being once, PS3 too, but Firebase Ghost. That game became very odd... As in apart from an Atlas melee nothing could kill me. barrier instantly recharged, as did health... might be a connection bug.
It was interesting but only happened once. Was amusing watching the guys spectator camera(As i kinda discovered the Atlas Beats insta-recharge the hard way) just continually falling then teleporting up at the spawn, world around him visible in slow motion... Eventually the 2 Atlas wiped out the rest of us and went over. *CRUNCH* Don't mess with the matrix, it stops you shooting things.
Apart from that no issues, just the odd game deciding to be merciful and making a turret vanish.
Other than that I've had no problems that weren't player-generated. Created a nigh-infinite ammo, weightless gun with the ammo capacity/recharge SMG upgrades, balanced by accuracy being... well, the revenant is more accurate and same ammo level.
#1491
Posté 23 février 2012 - 09:40
Also, you made it to where classes who can throw grenades can only reload one grenade at a time, which completely defeats the purpose of choosing the 3rd grenade updgrade. You're telling me there's only one grenade in each ammo box? This was a very stupid change. I understand the reload cooldown time for grenades to prevent spamming, but for god's sake let them refill all the way.
Lastly, the turrets...oh those effing turrets. Change the AI of the combat engineer PLEASE! It is so dumb the way it works now. They will stand there getting blasted and drop turrets instead of moving to cover and using their weapon, like they have no regard for their own life they just have to get that turret down. All they have to do is get the turret on the ground and it sets itself up and starts shooting. Why? When you don't shoot the engineer he crouches down and sets up the turret. You need to make it to where if you kill him before he sets up the turret it doesn't deploy. The turret is so cheap the way it is now it isn't fun. It continues to hit you after you've run around cover, and literally the first bullet drains your shield. The waves where you have objectives are made artificially harder by the cheapness of the combat engineer. The game just keeps spawning them the whole wave and they just spam turrets the whole time. As soon as you blow up one turret the combat engineer plops down another, which is just lame. If it were up to me they could only drop one turret and that's it. It's a giant heavy turret and it disappears off his back after he plants the first one, so where do all the other one's come from? I'm just sick of having to destroy a turret to get to the combat engineer, and then as soon as it's gone he starts to plant another one, which I will have to destroy even if I kill him before he gets it set up.
Bioware, this game is awesome and WAS super super fun, but you need to make some serious changes to the game mechanics and roll back the AI. Start by changing the difficulty back to the way it was. Nerf weapons, make guys stronger, and add more enemies if you want to make it harder. That keeps it fun. Enemies with wallhacks/aimbot accuracy is not fun, and it isn't challenging. It's just cheap. No one likes getting hipshotted by a nemesis as she's turning to run away from you. Rant over.
#1492
Posté 23 février 2012 - 12:13
#1493
Posté 23 février 2012 - 12:45
I think dividing the interaction key for reviving and hacking would solve many problems. And why isn't it possible to hack from cover after all? Also a mini-map would help. I always get confused and don't know where the enemies are.
#1494
Posté 23 février 2012 - 01:04
Other than that, and the occasional xbox freezes in the mp lobby, the demo's great.
Modifié par Shin-Anubis, 23 février 2012 - 01:04 .
#1495
Posté 23 février 2012 - 01:45
Shin-Anubis wrote...
Hmm... what do I think about the Demo... let's see... oh yeah... 'The Mass Effect 3 Server is unavailable at this time. Please try again later.' <- that's what I think... I hope the full version won't have such connection hiccups that frequently
Other than that, and the occasional xbox freezes in the mp lobby, the demo's great.
It was pre-announced. There was a message in the network window in-game stating that "due to maintenance the servers will be unavailable on Feb 22 at 1200 GMT".
#1496
Posté 23 février 2012 - 01:58
#1497
Posté 23 février 2012 - 01:59
Brootality wrote...
I really wish people would stop complaining about the "Grab Bag" Item unlocks. It's fun for me. Heralds back to older games where you actually had to work hard to get cool things. Too many games on the market Cater to Very casual Players. I do think that it's not fair for one to go upwards of 7 bags from the start and not get an Alien card, but the solution should be to increase the % of the time that they occur, not revamp it into some kind of shop.
It's exciting to see a new weapon I haven't seen before. (Looking at you, Graal Spike Thrower) And makes it worth it to continue honing my skills in order to save points. I love entering a lobby and seeing a level 20-something Krogan soldier or Asari Adept and going "man. I'm jealous."
It gives me something to strive towards. And when I did get my quarian Engi and my Salarian Infiltrator, I cherished them. I hope Bioware takes into account the percentage of Players that feel as I do, Not just listening to the endless complaints of casuals who don't unlock every cool thing in the first 20 packs
I posted this in a standalone thread, but I'm reposting here, to voice my opinion directly.
This!
#1498
Posté 23 février 2012 - 02:10
ScrewYouBenny wrote...
I hate the recent changes they made to the demo. The new enemy AI is not challenging, it's just plain cheap. Every enemy seems like they have a wallhack/aimbot now and drain your shield with two bullets as soon as they have a clear line of sight. I don't mind the extra damage they take, but I do have a problem with every grunt trooper being able to down me in a split second if I don't react instantly. I seem to be getting shot by guys from across the map now through doorways and crazy angles that is completely unrealistic, and it's sucking the fun out of this game.
Also, you made it to where classes who can throw grenades can only reload one grenade at a time, which completely defeats the purpose of choosing the 3rd grenade updgrade. You're telling me there's only one grenade in each ammo box? This was a very stupid change. I understand the reload cooldown time for grenades to prevent spamming, but for god's sake let them refill all the way.
Lastly, the turrets...oh those effing turrets. Change the AI of the combat engineer PLEASE! It is so dumb the way it works now. They will stand there getting blasted and drop turrets instead of moving to cover and using their weapon, like they have no regard for their own life they just have to get that turret down. All they have to do is get the turret on the ground and it sets itself up and starts shooting. Why? When you don't shoot the engineer he crouches down and sets up the turret. You need to make it to where if you kill him before he sets up the turret it doesn't deploy. The turret is so cheap the way it is now it isn't fun. It continues to hit you after you've run around cover, and literally the first bullet drains your shield. The waves where you have objectives are made artificially harder by the cheapness of the combat engineer. The game just keeps spawning them the whole wave and they just spam turrets the whole time. As soon as you blow up one turret the combat engineer plops down another, which is just lame. If it were up to me they could only drop one turret and that's it. It's a giant heavy turret and it disappears off his back after he plants the first one, so where do all the other one's come from? I'm just sick of having to destroy a turret to get to the combat engineer, and then as soon as it's gone he starts to plant another one, which I will have to destroy even if I kill him before he gets it set up.
Bioware, this game is awesome and WAS super super fun, but you need to make some serious changes to the game mechanics and roll back the AI. Start by changing the difficulty back to the way it was. Nerf weapons, make guys stronger, and add more enemies if you want to make it harder. That keeps it fun. Enemies with wallhacks/aimbot accuracy is not fun, and it isn't challenging. It's just cheap. No one likes getting hipshotted by a nemesis as she's turning to run away from you. Rant over.
No, you can re-fill all your grenades in any given round....easily. I too was frustrated until I figured it out. You must visit more than one ammo box though to refill all three slots. Some boxes only give one, others give two; if enough time has passed since last use, you will get three from any box. It's not a problem, soldiers like us are always on the move anyway. Just make it a habit to swing by any box you pass. I'm never without three in the slot now. When I first started playing, I couldn't figure out the respawn and really started to get pissed. I actually thought Soldiers were going to be limited to 2 or 3 frags per two rounds of play or something like that. I was pleased to find I could reload them on the run just visiting a box. Kills went through the roof! It's actually a good system in my view, forcing a cooldown, otherwise, and you know it would happen, you'd see a slew of campers sitting at ammo boxes doing little more than spamming frags, ruining it for everyone.
Modifié par Barbarossa2010, 23 février 2012 - 02:15 .
#1499
Posté 23 février 2012 - 02:19
Sique Foque wrote...
Brootality wrote...
I really wish people would stop complaining about the "Grab Bag" Item unlocks. It's fun for me. Heralds back to older games where you actually had to work hard to get cool things. Too many games on the market Cater to Very casual Players. I do think that it's not fair for one to go upwards of 7 bags from the start and not get an Alien card, but the solution should be to increase the % of the time that they occur, not revamp it into some kind of shop.
It's exciting to see a new weapon I haven't seen before. (Looking at you, Graal Spike Thrower) And makes it worth it to continue honing my skills in order to save points. I love entering a lobby and seeing a level 20-something Krogan soldier or Asari Adept and going "man. I'm jealous."
It gives me something to strive towards. And when I did get my quarian Engi and my Salarian Infiltrator, I cherished them. I hope Bioware takes into account the percentage of Players that feel as I do, Not just listening to the endless complaints of casuals who don't unlock every cool thing in the first 20 packs
I posted this in a standalone thread, but I'm reposting here, to voice my opinion directly.
This!
Yep! I didn't like it at first, but I do now. Of course, that opinion might be influenced by the fact that I unlocked my Krogan last night!!
#1500
Posté 23 février 2012 - 02:41
You really did a good job with it, sure it might be a simple "survive X waves". But the enemys are interesting, each in their own way. "OH CRAP AN ATLAS!", "Crap.. a damn engineer, now where is that turret?"
Overall i guess i'd give it a 9/10, but what i would like to see is something beyond the current multiplayer, maybe just a "Defend the ****", where you have to defend the thing for X minutes.
But yeah, overall i am very pleased!




Ce sujet est fermé
Retour en haut




