Weapon Weight
It goes without saying power abuse is the most worthwhile means of combat. This bodes a bit of a conundrum to excessively heavy weapons that result in a mass hindrance to cooldown bonuses. When a player can spam Overload, Warp and fire off shots with comparably decent to high damage, there is an issue. Yes, this referenced the Sentinel, although any class applies. There is simply no direct benefit to using much beyond the Phalanx, Avenger, and Carifex. You can get away with alternatives like the Katana or Mattock however you still suffer a drawback and ironically, both deal less damage overall than the Phalanx. The Widow may be the sole exception, if only because it can hit multiple targets and is essentially overkill at range, thus you are protected while reloading. Regardless, this needs to be addressed, lest we see a plethora of Phalanx/Carifex/Avenger only builds because this is the most beneficial.
My recommendation is to reduce the weight on weapons like the Claymore and Revenant by approximately half, weaken the pistol damage and drop the scope attachment, while in turn increasing SMG damage and lessen the recoil curve on some but keep the damage lower as a compromise; ease of use verse damage output. Furthermore, ammo should not be replenished so easily but at randomly determined waves, with enemies having the occasional drop. Ammunition consumption then becomes apart of one's strategy and must be taken into consideration.
Matchmaking
Far too often people are forced to linger in matchmaking because someone is away or for whatever reason, not acknowledging they are ready. This can become increasingly frustrating as minutes go by with no change, with the only alternative to leave and try again. I propose once you choose the Quick Match option, a timer is set of ten to twenty seconds before the game automatically starts. After a game, the host can choose to begin another game and the process starts again. This is more than adequate enough time for players to setup their equipment before the game.
In addition, should a player opt to quit, they endure a minor experience drop or perhaps a delay to playing Quick Match again. While some may disapprove, I feel there should be something to discourage leaving, as it can ruin a match for others. Even doing nothing at least offers a warm body to divert attention. An alternative is the game offers a temporary bot to replace the person. If the host quits, then the server should migrate to the next best provider.
Store
The ever frequent aspect of multiplayer complaints; how could I leave it? Randomization is a feigned sense of imposing difficulty on players, when in reality it is little more than an exercise in frustration, evident by the innumerable threads and posts reprimanding it. A common response is to cite patience as a compromise however this term is incorrect, as no amount of patience will have an influence on your package. Nothing does excluding pure dumb luck, which is anything but fun.
Therefore, I recommend an alternative where you can purchase any weapon or class at a predetermined price that may be quite inflated, perhaps then it’s only upgrades on those weapons (like a Claymore IX) that are randomized. If we use Pokemon trading cards as an example, even those could be purchased individually, just at exceptional cost. Not allowing this in some method is only going to drive people away, not encourage dedication.
class Builds
The majority are fairly balanced, a solid positive however we have the few who apparently fell on one side of the fence. Perhaps the most noticeable would be the Drell Vanguard. No amount of customization makes this an optimal class to use. As a Vanguard, he is extremely fragile with no noteworthy benefits to compensate and forgoing Charge as the bread and butter power is essentially playing a gimped Adept. Reduced defenses is a viable option but not to the current extent. In lieu of Charge, I recommend a unique power that allows the Drell to seemingly “teleport” behind an enemy, sort of like the Krogan Soldier does not have Adrenaline Rush. Seeing this may not be feasible to implement now, then a boost in shields will suffice.
Regarding the gender identical builds. I am hopeful those are merely a demo exclusive for players who have “broken” the original and different builds are offered. If not, this is a waste that has absolutely no use. The obvious recommendation is to swap powers so each is unique.
Adrenaline Rush and Tech Armor
These two respective powers deserve to be addressed specifically, as both suffer from a similar issue; they are relatively weak. Not necessarily to an egregious degree however I have noticed they feel inferior to other class’ comparable powers, especially when both had such worthwhile effects in ME2. The solution for Tech Armor is simple; restore it to what it was in ME2, a suit of armor with an automatic detonation. For Adrenaline Rush, I mulled over a power boost however, this felt underwhelming. Thus, I came to the idea of perhaps temporarily having rapid fire with no reloading required. If the lack of constant ammunition was adopted this would give the Soldier a real perk.
Some are biggest issues than others, although none necessarily breaks the game so to speak. Just personal observations I had and wished to comment. Who knows, the full release could have numerous changes that render the aforementioned a moot.
Well, that’s all folks. Happy multiplaying~!
Modifié par Bourne Endeavor, 27 février 2012 - 12:14 .





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