Demo suggestions - unlocked everything - over 50 hours played
#1
Posté 25 février 2012 - 08:23
Let me start by saying that this demo is better than most full release titles I've played - kudos bioware. The care and attention to detail that went into this game is readily evident. That being said, here are a few observations and suggestions for minor adjustments to the co-op multiplayer:
1- Warp is a very weak skill that is only useful for biotic explosions. Incinerate does the same and more, and even skills like overload deal more damage to armor. Perhaps if warp also had a DoT or slow component it might serve a purpose.
2- The Revenant needs some love. Kick and accuracy penalties for the gun far outweigh the minor damage increase over the standard assault rifle, even when burst firing. Even fully spec'd for stability (stabilizer V, scope V, stability spec'd Turian Sentinel) it is hard to hit even close-range enemies, and ultimately the Avenger kills much faster in just about any situation. In ME2, the Revenant was a beast at close to mid range. Perhaps tone down the kick/inaccuracy, or even increase the RoF. Another idea is to give it a slight armor piercing like the widow.
3- Revive is a bit wonkey. The command does not always work and it can be tricky to get in the right position to get the prompt, to the point where some players opt to simply finish the wave themselves rather than risk getting killed while searching for the sweet spot. It can be very difficult to revive players even when they are out in the open, but if they are near a wall it can be maddeningly nearly impossible. This can often mean the difference between a "Great Moments In Gaming" comeback and a squad wipe. Revive should have command priority over cover and other nearby objectives.
4 - Burst fire weapons have too much kick. Like the Revenant, the Hornet and the Shuriken deal marginally better damage than their fully automatic counterparts, but have so much kick that at mid range only the first 1-2 bullets will even hit the target.
5- The Mattock is only good for modded controllers. Instead of making it a true semi-automatic, the damage and RoF should at least be on par with the Phalanx, i.e.; slower but harder hitting. Also, how about a burst assault rifle?
6- Drell Vanguard shields at 388 fully upgraded. I don't know if this was intentional, but that is fully 1/4 of the shields of an upgraded Krogan Soldier (1600) for a character that is (arguably) supposed to be a close range fighter. I'm not knocking the character - he's actually very powerful due to his grenades and agility - but 388 shields is just a little too low.
7- Quarian engineer turret is too fragile. On silver difficulty it takes a standard Guardian or Assault 2-3 shots to kill it. This would be fine if it was a powerhouse, but as is it is basically a grenade with less damage that is further marginalized as a DoT. As it stands, a fully upgraded turret is not even useful to guard a choke point and can only be used as a quick distraction when thrown behind enemies in the middle of an engagement. This may be as intended, but I think it would be a lot better if the turret worked as more of a sentry. Either buff the damage somewhat, or give it some much-needed survivability.
8- Human soldier adrenaline rush should have a greater damage reduction component. The krogan gets a persistent damage reduction buff (fortification), plus a superior grenade power (incendiary). The adrenaline rush only lasts 5-7 seconds anyway, making it effectively a lesser version of the infiltrator cloaking power. It seems to me that the soldier is intended to be a front-line tanky kind of fighter, so it would make more sense if adrenaline rush was primarily a temporary damage reduction or a shield/health buff.
9- The Viper. Why use it when you can do much better with a scoped Phalanx?
Im sure some will disagree with any or all of this, but I am confident the numbers will reflect a similar story. Either way, none of these problems are serious or game-breaking in nature, and I look forward to seeing you all in-game very soon!
- DM
#2
Posté 25 février 2012 - 08:54
1) power remapping I would love to be able to put my powers on different buttons as far as i can tell the 1st power you learn is on Y the second is on LB and the third is on RB.
the power wheel is not accessible in MP so you cant remap the powers currently
2) a is for EVERYTHING right now its cover, run, revive, vault, activate either its priority needs to be fixed or some of those commands need to be changed (this is just reiteration of your point 3)
3) character resets once you choose a power and accept it its locked in it would be great if we could choose to reset a character (keep his skill points just wipe the skills so we can re-spend them)
4) the multi-player lobby seems a bit clunky there's a loading screen log into the game then one to get into the MP game menu then one to get into a MP lobby and another one to actually get into the game I feel that this could be made more efficiently
5) level requirements. some people may disagree but i think there should be level requirements on quick play games i think if your character is 5 or below they should be limited to bronze challange games and 10 or below should be limitted to silver and below. however some people want a challange and so I think that these level requirements should not be applied on custom games
Modifié par androshalforc, 25 février 2012 - 09:06 .
#3
Posté 25 février 2012 - 09:37
#4
Posté 25 février 2012 - 09:43
#5
Posté 25 février 2012 - 10:04
#6
Posté 25 février 2012 - 10:15
#7
Posté 25 février 2012 - 10:26
#8
Posté 25 février 2012 - 11:05
#9
Posté 25 février 2012 - 11:10
And for:
9- The Viper. Why use it when you can do much better with a scoped Phalanx?
Because cloaking and firing aparently destroys a turret in no time. Even on Gold. Faster than an engineer with powers.
edit:
Maybe I had some error in my perception, but I saw three shots against a turret and it was down.
Modifié par zr0iq, 25 février 2012 - 11:13 .
#10
Posté 25 février 2012 - 11:28
Dangermatty wrote...
5- The Mattock is only good for modded controllers. Instead of making it a true semi-automatic, the damage and RoF should at least be on par with the Phalanx, i.e.; slower but harder hitting. Also, how about a burst assault rifle?
The Mattock is really good on the PC, where you can mash the mouse button. That is a lot easier than pulling the trigger on a controller, though.
Also, isn't the Vindicator still in the game, just not unlockable in the demo?
#11
Posté 25 février 2012 - 11:47
Dangermatty wrote...
2- The Revenant needs some love. Kick and accuracy penalties for the gun far outweigh the minor damage increase over the standard assault rifle, even when burst firing. Even fully spec'd for stability (stabilizer V, scope V, stability spec'd Turian Sentinel) it is hard to hit even close-range enemies, and ultimately the Avenger kills much faster in just about any situation. In ME2, the Revenant was a beast at close to mid range. Perhaps tone down the kick/inaccuracy, or even increase the RoF. Another idea is to give it a slight armor piercing like the widow.
- DM
Can't agree with you about the Revenant. I use it with my Turian Sentinel and Krogan Soldier. Now I have not played gold yet, but on silver it rips through stuff, especially with spec ammo. Remember that your avenger might be a IX or X while your Revenant is probably a I or II. The levels increase clip size, weight and damage, so imagine what a X revenant will be like. Also i think it might have armor piercing because it rips through atlases. The spread does increase pretty dramatically at longer ranges but if you burst fire it can still be pretty accurate for a full on machine gun.
Modifié par cronshaw8, 25 février 2012 - 11:48 .
#12
Posté 25 février 2012 - 11:52
Although I must also mention (and I have elsewhere many times) that biotic powers have some pretty crappy hit rates. In a good game my powers hit (this is not counting the ones that are "dodged" which is even more bs) 80-90% of the time. Other games it may be 60-70%. This is when the power actually "hits" an enemy but there is no effect. wth?
#13
Posté 25 février 2012 - 11:54
2. No, it's not hard to hit even close ranged enemies with a Turian with max stability. Revenant is a beast at close and medium range. The Avenger kills faster at long range, but it's not even close to the same at medium or short range. I do agree that the Revenant should see some sort of improvement though, currently its stats do not justify its weight.
3. I agree with you there, although looking down at them while trying to revive has greatly reduced the amount of time it takes to successfully target them and start the revive.
4. There are burst assault rifles in the game, just not unlocked for the demo.
5. The Mattock is fine.
6. A krogan soldier can't fully recharge his shields every 2.5 seconds.
7. I've seen the turret do some pretty scary things with armor piercing and the flame thrower. Didn't seem underpowered to me on silver, but you may be right.
8. Uh... I don't think you know how tactical cloak works if you think adrenaline rush is a weaker version of that. Tactical cloak greatly increases the damage of the weapon shot that ends tactical cloak. Adrenaline Rush increases the damage of all weapons shots fired while it is active. AR also reduces shield and hp damage taken by 25% with the right specialization. AR is great, I just don't think most people know how to use it.
9. Why use a scoped phalanx when you can use a Widow or Carnifex?
#14
Posté 26 février 2012 - 01:52
#15
Posté 26 février 2012 - 02:19
Dangermatty wrote...
9- The Viper. Why use it when you can do much better with a scoped Phalanx?
- DM
hey i like my viper, its pretty good with its infiltrator cloak damage boosts.
#16
Posté 26 février 2012 - 02:24
Dangermatty wrote...
Like I said, not everyone will agree with me, but I'm sure the numbers will show that the revenant is an inferior weapon. Any weapon is good with spec ammo, even the Viper. Even at close range I can get 90-100 percent headshots with the Avenger while the Rev only gets 40-50 percent hits. Also, the range dropoff is not very long at all. I guess I'll just have to "learn" how to use the tactical cloak in the meantime ;P
I should thank you. Your uninformed criticism of the Revenent inspired me to look at the Viper again. I think I have a new goto weapon for public quick matches. On silver it kills assault troops and guardians in a single headshot, nemesis and centurians in two head shots. It's not as good against phantoms but the increased efficiency against all other enemy types more than makes up for that.
#17
Posté 29 février 2012 - 01:16
which causes singularity to explode (biotic explosion) doing extra damage
#18
Posté 29 février 2012 - 01:42
I mean, IT IS called "Adrenaline Rush", right? So why not do more than just make Soldiers tank better for 7 seconds? Why not add more damage to the point where Human Soldiers are actually accepted unconditionally in Gold modes. On top of that, thinking about ME1's Overkill ability, they could also make it so that fire and reload speeds are much faster; not sure how that would work for semi-autos (trigger finger dependent), but full-autos and burst-fires should see a significant boost in fire speed.
I'm just going off of the fact that AR is immensely underused and it gets used less as you go up in difficulty because CS will outweigh its uses. Something needs to support Soldiers other than pure gunplay, because other classes have their trusty abilities that make them unique, Human Soldiers are just *shoot compact linebacker - shoot head as many times as possible - repeat*
#19
Posté 29 février 2012 - 01:47
Edit: It also can knock them out of cover.
Modifié par Julie Shepard, 29 février 2012 - 01:48 .





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