capn233 wrote...
Claiming that the damage multipliers added no complexity whatsoever does not follow, even if you think it is a small amount of depth. In ME3 you choose one weapon and that is it. It works on everything. Unless it is an SMG, then it is ****ty unless you have an overpowered ammo type on it.
False choice is not a choice. The multiplier system does not add depth, only the illusion of depth.
Scaling back on protections has to do with watered down combat mechanics. You fight more basic enemies than protected enemies. You are still hung up on the multiplier for some reason as if it was the only change that affected the complexity of the combat mechanics.
It is the only major omission from ME3's system, so why wouldn't I talk about it? You don't seem to understand what a "mechanic" is. Enemy composition is not a game mechanic.
These are your opinions. I don't even mind if you prefer a game where there are all versatile powers. That doesn't mean that changing it such that I can use Overload + Carnifex shots for every single mission and be wildly effective isn't less complex than ME2 was.
So what? You could take the carnifex and any powerful CC or direct damage power and say the same. That has more do to with bad weapon balance (specifically the carnifex being OP) and cooldowns that are too low rather than overload being able to stun.
And it isn't as if am claiming Overload should be your only damage dealer. But the fact of the matter is you could play Engineer with just Overload and be significantly more powerful in this game than one with that single power in ME2. not only due to increased CC, but increased damage output from setting off Tech Bursts.
Yes, you're more effective than ME2, but so what? As long as it's not an optimal (or close to optimal) strategy it's fine.
Maybe we are talking about different enemies. Were you one-shotting Eclipse Vanguards with the Widow without the all the SR damage upgrades? What stage of the game can you do that at on Insanity with Commando, Heightened AR with or without Warp Ammo?
Once you got level3 upgrades, the sniper headshot damage upgrade and warp/disruptor ammo you could one shot pretty every mid-level enemy (centurions, vanguards, guardians/assassins). More relevantly, at no point did you have to "sacrifice" anything to get that one-shot capability. You always want upgrades and warp ammo was one of (if not the best) bonus powers for weapon using characters anyway.
But even I can admit this wasn't a bad idea. However it is simple to work around, and in practice I do not agree that it really adds much complexity at all.
It doesn't have to add much complexity to be worthwhile. For example, consider using energy drain on a soldier. Energy drain + one headshot from a powerful weapon is enough to kill most mid-tier enemies. If there are multiple shielded enemies it may be worthwhile to forego adrenaline rush entirely and rely on e-drain + heasdhots in a fight (because e-drain cycles much faster outside of AR). On the other other hand if there's just one shielded enemy with a bunch of grunts, then sticking to adrenaline rush is the way to go since one e-drain cast per rush cycle is sufficient. Without shield gate preventing weapons from one shotting everything you'd never even have to think about what to use. It would just be perma AR (or cloak) all day.
]Which is partly the point. Pretty much any combinations of powers, weapons, squad members works on anything in this game more effectively than it did in ME2
Again, you're conflating two things that aren't the same. General game difficulty does not (and should not) say anything about the viability of different approaches to playing the game. You can have more difficulty without sacrificing diversity.
(where every combo could work, with relatively less efficacy).
You seem to be saying that having a wide gap between "optimal" and "viable" is somehow good? Why? Having multiple viable ways to attack a problem with no one option being clearly superior in all circumstances is just good game design.
It may be that if they rebalanced a significant portion of the powers and fixed the weapon system that ME3 would end up being more complex than ME2. But practically speaking on the whole it isn't as complex to play whatsoever.
As I said, every issue with ME3's gameplay is a numbers problem. Fixing the weapon balance and power spam is a matter of tweaking stats until it feels right. Ditto for enemy damage/health/armor/shields. The core mechanics are in every way better than ME2's. Even the much maligned weight system had the potential to be good if they hadn't made the numbers so retarded (seriously, +/-200% cooldown bonus from weight alone, what we they
thinking?).
Modifié par Athenau, 08 mai 2012 - 11:28 .