Mass Effect 3 Multiplayer Demo feedback. What did you think?
#176
Posté 15 février 2012 - 03:46
#177
Posté 15 février 2012 - 03:48
#178
Posté 15 février 2012 - 03:50
On 360, B can't be used for cover as it's melee (though possible as it's less likely to glitch like using A for cover too). Y is a power so that's out and X is reload if you hold it (possible too).
I agree that A can be bad if you're near an edge as half the time you go for cover instead of reviving your team mate. I'd either implement a 'you are near them and that automatically starts the revive' system or map it to B or X.
#179
Posté 15 février 2012 - 03:51
#180
Posté 15 février 2012 - 03:55
Also, I don't know if it's just me, but every match I've been in, I've been experience significant lag - to the point where the game will take about 30 seconds to acknowledge I used "charge". Enemies easily evade my melee attacks, but I don't know if that's intended. I remember hearing the melee attacks were supposed to lock on. Sometimes they do, but sometimes my character will swing, and be a foot away, even though the enemy is standing right next to me, and would've easily been hit, had the attack locked onto him.
I actually couldn't stand the lag, so I started playing the multiplayer missions solo (I don't know if this was meant to be a feature, but I kind of like it)
More customization would be nice. It'd be nice to be able to choose which powers are available to our class, too (within reason, of course). I'm a little disappointed that my female vanguard can't use "pull", when I'm not a huge fan of "shockwave", and "nova" doesn't sound like my thing.
I really hope there'll be more gametypes, because though a survival game like this is fun when you have the right players, it ends waaay too quickly if you don't. Maybe a versus? Where one team can play as Cerberus, or whatever other enemies we might face, and there's like a capture the flag, or conquest objective? And rather than dying completely, you just go into spectator mode until someone revives you, without risk of actually "dying"? Just a thought.
#181
Posté 15 février 2012 - 03:57
Mike Aus wrote...
Probably because every other key is taken by something else.
On 360, B can't be used for cover as it's melee (though possible as it's less likely to glitch like using A for cover too). Y is a power so that's out and X is reload if you hold it (possible too).
I agree that A can be bad if you're near an edge as half the time you go for cover instead of reviving your team mate. I'd either implement a 'you are near them and that automatically starts the revive' system or map it to B or X.
What I'd wish is for them to go back to how they did cover in the first Mass Effect - you walk up to a wall, and push on the thumbstick. That would free up the A button a little, and make things a WHOLE lot less confusing.
#182
Posté 15 février 2012 - 04:02
Mike Aus wrote...
Probably because every other key is taken by something else.
On 360, B can't be used for cover as it's melee (though possible as it's less likely to glitch like using A for cover too). Y is a power so that's out and X is reload if you hold it (possible too).
I agree that A can be bad if you're near an edge as half the time you go for cover instead of reviving your team mate. I'd either implement a 'you are near them and that automatically starts the revive' system or map it to B or X.
Oh, my bad. I'm playing on PC and posted in the wrong forum.
#183
Posté 15 février 2012 - 04:14
slimgrin wrote...
Mike Aus wrote...
Probably because every other key is taken by something else.
On 360, B can't be used for cover as it's melee (though possible as it's less likely to glitch like using A for cover too). Y is a power so that's out and X is reload if you hold it (possible too).
I agree that A can be bad if you're near an edge as half the time you go for cover instead of reviving your team mate. I'd either implement a 'you are near them and that automatically starts the revive' system or map it to B or X.
Oh, my bad. I'm playing on PC and posted in the wrong forum.
All good buddy! I think this is for all platforms. I guess on PC there are extra keys to use which would be useful - however on a console all the other buttons are taken by something, so the options are limited.
#184
Posté 15 février 2012 - 04:23
#185
Posté 15 février 2012 - 04:26
It took some getting used to. The shotguns an almost entirely different beast.
Now let's get down to my main (possibly nasty) complaints. Moving from combat to cover is impossible. The clunky system want me to do flips as opposed to getting up against the wall. Which, as you could imagine, doesn't help me. Something needs to be looked into. It may already have been even. But it needs to be simpler to get into and out of cover and better distinction between entering cover and flipping/rolling. It's truly impossible.
#186
Posté 15 février 2012 - 04:31
- Map Layouts
I feel like the spawn locations for enemies is too spread out, I didn't feel like there are many locations for a team of people to hold out, theres always a spot your teams getting flanked from. This one is obviously personal opinion but I feel like with a team of 4 people you should be able to lock down a choke point.
I also think that the two maps we got to play need to be bigger, I always felt like I was trapped in some narrow hall and didn't have much breathing room.
-Random Loot
This is a cool idea I just think weapons should not be part of this, I feel that Weapons should be unlocked though experience, it's something that should be rewarded by playing not random chance.
#187
Posté 15 février 2012 - 04:33
#188
Posté 15 février 2012 - 04:34
You guys did such a fantastic with the multiplayer, in fact, that I didn't even have time to touch the single-player tonight! That's pretty wild, especially for me.
There is one big nitpick that I share with my fellow fans, namely the random rewards system. The randomness of the rewards makes getting what you actually want impossible without luck. Why not switch to a market style rewards system, as some others in the related thread have suggested? I'm not going to let the current system dissuade me from playing, but it does leave something to be desired.
The controls on PC are largely fine, since we can map them. I do still support the suggestions regarding controllers, however, as they are more or less screwed in this department, if they dislike them. I had trouble getting used to the dodging and storming and cover movement all being the same key at first, but I've gotten accustomed to it after a short while.
Lag is not exactly anything new for me in the world on online games, so that's not something I worry overmuch about. It's probably my lousy connection anyways...
Overall, great job. I had lots of fun kicking tail as a combat engie tonight, and I plan to continue my gleeful bloodbath tomorrow. You've earned some serious respect from me so far in terms of multiplayer. I don't doubt that extends to Shepard's part of the story as well.
#189
Posté 15 février 2012 - 04:35
All you have to so is send me a friends request via Facebook + engage in some App. Please PM me if you're interested, (I dont want to share my facebook profile in public thats all)
PS Yeah this sounds like spam I know, srry, I'm just trying to sound official about it lol
Modifié par NOD-INFORMER37, 15 février 2012 - 04:45 .
#190
Posté 15 février 2012 - 04:41
How do I get my email off the mulitiplayer name and put my gamer tag up?
My gamer tag is on everyhing I can see including my character. Buit it shows my email during gameplay. Something similar happened with BF3?
Modifié par TwoRavens100, 15 février 2012 - 04:43 .
#191
Posté 15 février 2012 - 04:46
#192
Posté 15 février 2012 - 04:54
CorkonianCowboy wrote...
Any chance of bots if players drop out or if I start a game with less then the maximum number of players?
I'm hoping bots are in the full game, or maybe in the future through a free DLC. Probably not though.
It's extremely rare to find a full room, and quitters/AFK'ers usually ensure we can't get past wave 4-5.
We need something to fill in the empty slots.
#193
Posté 15 février 2012 - 04:57
Run should be on Shift, that alone would help a lot. The standart Shift comand could go to Alt.
And very often i've got on cover positions i didn't want to, especially when running.
#194
Posté 15 février 2012 - 05:01
Other than that, it was brilliant ^^.
#195
Posté 15 février 2012 - 05:14
#196
Posté 15 février 2012 - 05:16
MercenaryNo wrote...
So far I've really enjoyed it. REALLY hate the randomized rewards though, save up 20000 credits so I can receive a new pistol? Oh hell no.
Indeed. I'd rather just have a traditional shop where we can buy supplies, guns, mods, etc a la carte.
I haven't gotten a single thing for my Infiltrator yet!
Modifié par Xerxes52, 15 février 2012 - 05:16 .
#197
Posté 15 février 2012 - 05:19
2. The random packs you buy are a bit odd to me, and while I love the bonus items you get, I don't think the classes should be linked to them. There should be a better way to actually earn them, rather than leaving it to chance. The same goes with stock weapons.
3. Glitches were rather similar to what I found in the demo, though there were some delayed reactions from the enemy being killed, or a grounded enemy would suddenly be a yard away on their feet without animation. I'm chalking it up to lag for those examples, but enemy arms going through walls and shooting, or using powers from cover causing the player to leave cover for no reason should be addressed.
#198
Posté 15 février 2012 - 05:22
#199
Posté 15 février 2012 - 05:22
Glitches and Bugs:
- Often (like 5 in 10) the game does not recognize someone getting ready, mostly the last person to go. It either shows him as not ready to you but ready to him (I got kicked for that twice when I was ready), the game in the upper left corner says "Waiting for Game to Start..." but nothing ever happens, or the game shows all people ready (green) but says "Waiting on 1 more" (but also in green).
#200
Posté 15 février 2012 - 05:25
In Wave 10, when your task is to "Eliminate the Enemy Targets", please stop having the first target be the Atlas. That's just plain annoying. Or at least make it so that the Mission doesn't end if someone is fighting it and it's almost dead.




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