Aller au contenu

Photo

Tech and biotics. Thank you Bioware for listening to us!!


  • Veuillez vous connecter pour répondre
16 réponses à ce sujet

#1
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages
Dear Bioware.

I know I love to moan all the time but for a change I'd like to thank you for listening to us.

It was annoying on Insanity in Mass Effect 2 that every single enemy had protections. This made most of the tech and biotic abilities nerfed. In the Mass Effect 3 demo, only a hand full of enemies were protected. Instead of lots of protections we were given better AI.

Thank you.

Please do not interpret any of this post as sarcastic. This post is genuine and sincere.

#2
Khran1505

Khran1505
  • Members
  • 417 messages
I agree. What made ME2 difficult for me on another other than Soldier and Vanguard was the fact every single enemy had bolstered shields with spamming AI. This made it more annoying than challenging to fight them.

Though I can see how having stronger defence on a higher difficulty would make sense, having improved AI is SO much more entertaining to fight. Giving them shields and armour as well would probably just make us all rage.

#3
Jack Pistols

Jack Pistols
  • Members
  • 36 messages
that`s why i always play as a soldier in ME2

#4
Kakita Tatsumaru

Kakita Tatsumaru
  • Members
  • 958 messages

Abraham_uk wrote...
It was annoying on Insanity in Mass Effect 2 that every single enemy had protections. This made most of the tech and biotic abilities nerfed. In the Mass Effect 3 demo, only a hand full of enemies were protected. Instead of lots of protections we were given better AI.

For this part I agree with you and am thanksful for, still I feel bored about the game still doesn't give equal tools to "shooter" players and "RPG" ones (shooter players are now basically fully un-nerfed, when "RPG" ones still are nerfed by squadmates weapon damages being nerfed).

#5
jtg556

jtg556
  • Members
  • 57 messages

Kakita Tatsumaru wrote...

Abraham_uk wrote...
It was annoying on Insanity in Mass Effect 2 that every single enemy had protections. This made most of the tech and biotic abilities nerfed. In the Mass Effect 3 demo, only a hand full of enemies were protected. Instead of lots of protections we were given better AI.

For this part I agree with you and am thanksful for, still I feel bored about the game still doesn't give equal tools to "shooter" players and "RPG" ones (shooter players are now basically fully un-nerfed, when "RPG" ones still are nerfed by squadmates weapon damages being nerfed).


I'm sorry but I sincerely am not sure what you mean. What does fully un-nerfed mean and who are RPG players? RPG mode players? Lastly, are you saying RPG mode limits squadmate damage?

#6
Taleroth

Taleroth
  • Members
  • 9 136 messages
I liked the protections. It made me consider powers and weapons, switching them around as needed in combat.

Tech and biotics weren't nerfed. They were situational. You built your squad around that. Make sure you have warp and overload. A good ammo power.

Powers and weapons should have limits. The biggest flaw in ME1 was that they didn't.

Modifié par Taleroth, 18 février 2012 - 10:40 .


#7
Grekofrog

Grekofrog
  • Members
  • 66 messages

Taleroth wrote...

I liked the protections. It made me consider powers and weapons, switching them around as needed in combat.

Tech and biotics weren't nerfed. They were situational. You built your squad around that. Make sure you have warp and overload. A good ammo power.

Powers and weapons should have limits. The biggest flaw in ME1 was that they didn't.


I second this <3

#8
AFLoneWolf

AFLoneWolf
  • Members
  • 17 messages

Taleroth wrote...

I liked the protections. It made me consider powers and weapons, switching them around as needed in combat.

Tech and biotics weren't nerfed. They were situational. You built your squad around that. Make sure you have warp and overload. A good ammo power.

Powers and weapons should have limits. The biggest flaw in ME1 was that they didn't.


I agree.  My new favorite class was Sentinel.  I always kept Kaiden around for support whenever posible in ME1, and Miranda in ME2 with her squad leader ability really helped too.  The warp/overload combo made short work of any defenses you could encounter.  Combined with tech armor and you were unstoppable.  For someone who sucks as much as me It was the only thing that made an Insanity playthrough possible.

I'm getting my butt whupped in the single player demo because it doesn't work anymore.  WahPosted Image

#9
mechstone

mechstone
  • Members
  • 45 messages
I liked the multiple types of protection because it made me consider whowould be most useful in a situation and because of this I choose different characters.
I would prefer increased protection because without it singularity renders enemies helpless

#10
Kakita Tatsumaru

Kakita Tatsumaru
  • Members
  • 958 messages

jtg556 wrote...

Kakita Tatsumaru wrote...

Abraham_uk wrote...
It was annoying on Insanity in Mass Effect 2 that every single enemy had protections. This made most of the tech and biotic abilities nerfed. In the Mass Effect 3 demo, only a hand full of enemies were protected. Instead of lots of protections we were given better AI.

For this part I agree with you and am thanksful for, still I feel bored about the game still doesn't give equal tools to "shooter" players and "RPG" ones (shooter players are now basically fully un-nerfed, when "RPG" ones still are nerfed by squadmates weapon damages being nerfed).


I'm sorry but I sincerely am not sure what you mean. What does fully un-nerfed mean and who are RPG players? RPG mode players? Lastly, are you saying RPG mode limits squadmate damage?

I tried to make this short, but it seems like it ended up being non-understandable.
By fully un-nerfed, I mean that in ME2 squadmates were heavily nerfed both for their weapon damages and their power cooldown, now squadmates powers can have short cooldown (but their weapon damage are still nerfed).
By "RPG players", I made a big shortcut to "players who leave most of the shooting to their squadmates and concentrate more on the use of their powers" as opposed to another big shortcut which I named "shooter players" which use their Shepard to shoot on ennemies and use their squadmates mostly for their powers.
To resume:

-Shooter players=
Shepard shooting on ennemies (works well)
+
Utility squadmates using their powers (works well)
=
Team using efficiently both firepower and powers.

-RPG players=
Shepard using his powers (works well)
+
Soldier squadmates using their weapons (still nerfed)
=
Shepard have to do everything, squadmates are just meatbags.

#11
Sevrun

Sevrun
  • Members
  • 1 328 messages
Didn't have that particular problem in ME2 personally. Watched my allies chew enemies apart with SMGs or hear that one loud Boom as they go boneless from a sniper rifle. Grunt and Jack do wonderfully with the shotguns (especially on the Derelict)

Grab the right meatbag for the right job?

#12
Kakita Tatsumaru

Kakita Tatsumaru
  • Members
  • 958 messages

Sevrun wrote...
Grab the right meatbag for the right job?

Isn't a Soldier fitting for the job? (That meant Grunt most of the time)

Modifié par Kakita Tatsumaru, 19 février 2012 - 12:03 .


#13
Spikko

Spikko
  • Members
  • 111 messages

Abraham_uk wrote...

Dear Bioware.

I know I love to moan all the time but for a change I'd like to thank you for listening to us.

It was annoying on Insanity in Mass Effect 2 that every single enemy had protections. This made most of the tech and biotic abilities nerfed. In the Mass Effect 3 demo, only a hand full of enemies were protected. Instead of lots of protections we were given better AI.

Thank you.

Please do not interpret any of this post as sarcastic. This post is genuine and sincere.


I can't agree more.
This is the reason I never played an adept in ME2 (since I only like to play on insanity).
Maybe this time I will be able to give that class a shot.
Also the new enemy AI is wonderful.
I'm really looking forward to this game. Posted Image

#14
Rasofe

Rasofe
  • Members
  • 1 065 messages
Hah, it was fun to play Adept on insanity. The only time the final Reaper fight was hard.
I had nothing to hurt the Reaper with except for my Pistol and Collector Beam (which dealt no damage). Occasionally I could get Mordin to throw of an incinerate, but... It was rare.

#15
Shahadem

Shahadem
  • Members
  • 1 389 messages
My Infiltrator was the easiest Insanity playthrough in ME2.

With the Widowmaker sniper rifle you could take down most enemies in one shot. With the slow time ability you could shoot, duck, shoot, duck, ad inifinitem without ever getting hit.

And the cloak ability meant you could move from cover to cover without getting shot. If I took a single bullet I knew I was playing poorly that day.

Modifié par Shahadem, 19 février 2012 - 08:08 .


#16
Shahadem

Shahadem
  • Members
  • 1 389 messages

Rasofe wrote...

Hah, it was fun to play Adept on insanity. The only time the final Reaper fight was hard.
I had nothing to hurt the Reaper with except for my Pistol and Collector Beam (which dealt no damage). Occasionally I could get Mordin to throw of an incinerate, but... It was rare.


You should have learned Reave. It was the most OP biotic ability in the game as it did double damage to armor, drained health and CCed.

I went through an entire Insanity playthrough using nothing but Reave, that's how amazing an ability it is.

#17
Abraham_uk

Abraham_uk
  • Members
  • 11 713 messages

Kakita Tatsumaru wrote...

jtg556 wrote...

Kakita Tatsumaru wrote...

Abraham_uk wrote...
It was annoying on Insanity in Mass Effect 2 that every single enemy had protections. This made most of the tech and biotic abilities nerfed. In the Mass Effect 3 demo, only a hand full of enemies were protected. Instead of lots of protections we were given better AI.

For this part I agree with you and am thanksful for, still I feel bored about the game still doesn't give equal tools to "shooter" players and "RPG" ones (shooter players are now basically fully un-nerfed, when "RPG" ones still are nerfed by squadmates weapon damages being nerfed).


I'm sorry but I sincerely am not sure what you mean. What does fully un-nerfed mean and who are RPG players? RPG mode players? Lastly, are you saying RPG mode limits squadmate damage?

I tried to make this short, but it seems like it ended up being non-understandable.
By fully un-nerfed, I mean that in ME2 squadmates were heavily nerfed both for their weapon damages and their power cooldown, now squadmates powers can have short cooldown (but their weapon damage are still nerfed).
By "RPG players", I made a big shortcut to "players who leave most of the shooting to their squadmates and concentrate more on the use of their powers" as opposed to another big shortcut which I named "shooter players" which use their Shepard to shoot on ennemies and use their squadmates mostly for their powers.
To resume:

-Shooter players=
Shepard shooting on ennemies (works well)
+
Utility squadmates using their powers (works well)
=
Team using efficiently both firepower and powers.

-RPG players=
Shepard using his powers (works well)
+
Soldier squadmates using their weapons (still nerfed)
=
Shepard have to do everything, squadmates are just meatbags.



I wholeheartedly agree with you. Having said that there is another improvement you fogot to mention.

Squadmates don't die as often. I died more often than Liara and Garrus did on Sur'Kesh. They had the intelligence to at least stay alive during combat situations. They didn't stand on top of cover, run infront of me and they didn't suddenly glitch and do the boogie in mid air. They knew what cover meant. They also didn't impersonate Leroy Jenkins.

So there is another thing I'd like to thank Bioware for. Smarter squadmate AI.