what would make the game better
#1
Posté 11 juillet 2012 - 02:15
#2
Posté 11 juillet 2012 - 02:41
More hair options for Femshep
Give Ash her old look back
More EDI
Modifié par known_hero, 11 juillet 2012 - 02:43 .
#3
Posté 11 juillet 2012 - 05:20
#4
Posté 11 juillet 2012 - 07:00
#5
Posté 11 juillet 2012 - 07:30
#6
Posté 12 juillet 2012 - 12:27
- Everyone enemy gets a protection.
- Powers do not work on protections unless they are designed to strip the protection (Warp will not set up a biotic explosion if it hits shields; Overload will remove shields)
- Weapons gain damage bonuses against certain defenses
Okay, I really liked Mass Effect 2 and think Mass Effect 3 dropped some good features in favor of some mediocre features. Mind you, some of those features make for a fun multiplayer so it is not all bad.
#7
Posté 12 juillet 2012 - 12:41
#8
Posté 12 juillet 2012 - 12:53
Single Player: A large expansion that brings atleast one more mission with each of the old ME2 squad, A mission that actually shows the reapers harvesting a population and putting them into camps, seeing indoctrination first hand, etc cause from what vigil told us, I expected the invasion to be much darker. Vehicle dlc. A dlc that lets us go back to feros, maybe find out the thorian's connection to the reapers, since it really always seemed to be an organic parallel to them and ofcourse to meet up with Shiala again. Maybe have Gianna there cause she's investigating possible indoctrination with the suits in exogeni. Just my suggestions
#9
Posté 12 juillet 2012 - 01:29
Bring back neutral dialogue options to provide variations to Shepard's characterization. But keep the ability to not skip over the choices by accident.
Also, ME2 had unique missions like the one where Shepard explores a crashed ship that's about to fall off a cliff or the car chase in LotSB. Again, they provide variations that makes the game overall more fun. Maybe even having a few unique enemies here and there would even do it (eg. geth hoppers from ME1).
Oh, having a sort of training missions like the Pinnacle Station + weapon bench would be useful to test out guns, strategies, and combos in SP without the risk of dying. But, MP kind of does that I suppose. Still, it'd be good for the people that don't play MP too much.
#10
Posté 12 juillet 2012 - 01:59
#11
Posté 12 juillet 2012 - 02:14
#12
Posté 12 juillet 2012 - 05:29
#13
Posté 12 juillet 2012 - 07:36
RedCaesar97 wrote...
Make it more like Mass Effect 2:
- Everyone enemy gets a protection.
- Powers do not work on protections unless they are designed to strip the protection (Warp will not set up a biotic explosion if it hits shields; Overload will remove shields)
- Weapons gain damage bonuses against certain defenses
This, so much this. I so want to try the aggressive AI of ME3 with ME2 protection scheme, that actually sounds like it will be hard.
Also, I'd like to see the weight system altered:
-Static power timers like ME2 (though gear, intel and skill trees can alter the timer)
-Each class is given a certain weight limit and each weapon has a specific weight value (Soldier has a limit of 12, Adept 7, etc. Avenger is a 2, Claymore is a 5. Something like this)
Also:
-Less auto dialogue and more dialogue wheel
-Turn some of the fetch quests into actual side missions, esp those that are on planets from ME1
-Add the new MP guns and powers into SP
I could go on but this would be a great start.
#14
Posté 12 juillet 2012 - 08:10
varteral6162 wrote...
the return of Harbinger and the Collectors.
This.. From Ashes was a wasted opportunity to fight some collectors
Harbinger is severely underrepresented in the game... And needs to be featured in all sp dlc.
And the mako or hammerhead needs to return. Vehicle exploration is a must!
#15
Posté 12 juillet 2012 - 08:13
yfullman wrote...
Multiplayer: Larger maps that allow for higher enemy numbers, harvestor drops, turrets, vehicles, and even Reaper Destroyers. Bonuses for kill numbers like ship bombardments and Heavy Weapons like those that were present in ME2. That same missle thing gets tired fast. Multiplayer missions that allow players to assist former npc's like Jack and Samara in missions that add to the lore and story(this additions they can really justify charging for). Maybe adding the collectors and their constructs as another enemy type. Larger 'boss' enemies like the geth colossus, maybe reaper adjutant, and dome cerberus mech or whatever.
Single Player: A large expansion that brings atleast one more mission with each of the old ME2 squad, A mission that actually shows the reapers harvesting a population and putting them into camps, seeing indoctrination first hand, etc cause from what vigil told us, I expected the invasion to be much darker. Vehicle dlc. A dlc that lets us go back to feros, maybe find out the thorian's connection to the reapers, since it really always seemed to be an organic parallel to them and ofcourse to meet up with Shiala again. Maybe have Gianna there cause she's investigating possible indoctrination with the suits in exogeni. Just my suggestions
^This, and more of this^
#16
Posté 12 juillet 2012 - 10:52
#17
Posté 12 juillet 2012 - 11:01
- All enemies except Husks have a layer of protection on Insanity. Husks can still get armor from Marauders.
- Brute is unique and has layer of Health under Armor (ie "red health" under "yellow health).
- Throw and Charge no longer detonate biotic explosions, ie return of pure physics based biotic attacks. Slam, Pull, Reave and Dark Channel can set them up but not detonate. Warp is the only skill that can setup and detonate biotic explosions with the exception of Shockwave evolved for Lift.
- Enemies with protections immune to physics based attacks, but may be staggered by them. Protections protect against power damage that is not appropriate for the defense. Eg. Reave does zero damage to protected organics with the exception of the Brute (has armor layer as protection).
- Change combo damage mechanics to set damage (base dependent of ranks with damage multipliers from evolutions) rather than percentage of HP so that it does not scale as well with difficulty. Combos do not have shield gate bypass. Combos cannot be detonated on protected enemies unless the power setting it up does damage to the protection in question (ie Disruptor ammo or Overload into Tech Burst on shields).
- Overhaul weapon system so that weapon weight actually corresponds to weapon damage / usefulness. In addition, add multiplier for shields to automatic and burst fire weapons, as well as crank up the DPS on all automatic and burst weapons.
- Change Disruptor ammo Evolution 5 at Rank 6 from "Damage" to "Proton Rounds," which has 60% shield and barrier bypass at 20% reduced damage (this is unique ammo power call that applies 60% of total weapon damage after bonuses to base health layer, minus 20% penalty. The remaining 40% applied to shields or barriers if up).
- For insanity, change max and minimum weight recharge bonus from -100% to +100%. Add mild movement speed penalty of +20% to -20% depending on current encumbrance over weight capacity.
- Reduce the number of total "points" a player accumulates per level so that it is not possible to max every single power at level 60 (not including bonus power). Specifically 168 without bonus power, with 1 free point in bonus power when applied (total 169). Squad mate points reduced to 80 at level 60.
- Soldier gets Storm speed bonus.
- Adrenaline Rush has 25% base damage reduction, Hardening grants another 25%.
- Nova trips 1s base global cooldown if shields are depleted (either by a full blast or two half blasts, or one half blast from half shields).
- On Insanity, switch Nemesis sniping to ME1 style enemy sniper Assassination that bypasses shields. This will require slight increase in delay between laser sight and firing.
- Atlas cannon should have 50% shield bypass on Insanity (difference is that if you are below half health, you can be two shotted despite full shields).
- Revamp Prime Combat drones into offensive units with shock attack that will pop you out of cover (like ME2 combat drones).
Modifié par capn233, 12 juillet 2012 - 11:05 .
#18
Posté 12 juillet 2012 - 11:58
capn233 wrote...
[*]All enemies except Husks have a layer of protection on Insanity. Husks can still get armor from Marauders.
i hate your guts.
Modifié par The Spamming Troll, 12 juillet 2012 - 11:58 .
#19
Posté 13 juillet 2012 - 12:23
#20
Posté 13 juillet 2012 - 12:44
#21
Posté 13 juillet 2012 - 12:51
I blame you personally for ME3 mechanics!The Spamming Troll wrote...
capn233 wrote...
[*]All enemies except Husks have a layer of protection on Insanity. Husks can still get armor from Marauders.
i hate your guts.
#22
Posté 13 juillet 2012 - 01:35
capn233 wrote...
Basically what Red already said. But a little more comprehensive, off top of my head...
- All enemies except Husks have a layer of protection on Insanity. Husks can still get armor from Marauders.
- Brute is unique and has layer of Health under Armor (ie "red health" under "yellow health).
- Throw and Charge no longer detonate biotic explosions, ie return of pure physics based biotic attacks. Slam, Pull, Reave and Dark Channel can set them up but not detonate. Warp is the only skill that can setup and detonate biotic explosions with the exception of Shockwave evolved for Lift.
- Enemies with protections immune to physics based attacks, but may be staggered by them. Protections protect against power damage that is not appropriate for the defense. Eg. Reave does zero damage to protected organics with the exception of the Brute (has armor layer as protection).
- Change combo damage mechanics to set damage (base dependent of ranks with damage multipliers from evolutions) rather than percentage of HP so that it does not scale as well with difficulty. Combos do not have shield gate bypass. Combos cannot be detonated on protected enemies unless the power setting it up does damage to the protection in question (ie Disruptor ammo or Overload into Tech Burst on shields).
- Overhaul weapon system so that weapon weight actually corresponds to weapon damage / usefulness. In addition, add multiplier for shields to automatic and burst fire weapons, as well as crank up the DPS on all automatic and burst weapons.
- Change Disruptor ammo Evolution 5 at Rank 6 from "Damage" to "Proton Rounds," which has 60% shield and barrier bypass at 20% reduced damage (this is unique ammo power call that applies 60% of total weapon damage after bonuses to base health layer, minus 20% penalty. The remaining 40% applied to shields or barriers if up).
- For insanity, change max and minimum weight recharge bonus from -100% to +100%. Add mild movement speed penalty of +20% to -20% depending on current encumbrance over weight capacity.
- Reduce the number of total "points" a player accumulates per level so that it is not possible to max every single power at level 60 (not including bonus power). Specifically 168 without bonus power, with 1 free point in bonus power when applied (total 169). Squad mate points reduced to 80 at level 60.
- Soldier gets Storm speed bonus.
- Adrenaline Rush has 25% base damage reduction, Hardening grants another 25%.
- Nova trips 1s base global cooldown if shields are depleted (either by a full blast or two half blasts, or one half blast from half shields).
- On Insanity, switch Nemesis sniping to ME1 style enemy sniper Assassination that bypasses shields. This will require slight increase in delay between laser sight and firing.
- Atlas cannon should have 50% shield bypass on Insanity (difference is that if you are below half health, you can be two shotted despite full shields).
- Revamp Prime Combat drones into offensive units with shock attack that will pop you out of cover (like ME2 combat drones).
I agree with most of this. I don't know how I feel about removing biotic charge as a detenator: on one hand, it's fun to use against boss enemies but it does make things too easy. I agree with removing Throw as a detonator simply because it's cooldown is way too fast. I also like your cooldown changes to insanity.
I still don't understand why bioware decided to replace the Prime's combat drone with that useless blue orb.
I also want to add:
-Tech and Biotic powers don't combo into each other: Tech powers can only set off tech burst/biotic powers can only set off biotic explosions.
-Sabotage doesn't work on shielded enemies.
-More Phantoms! Phantoms don't show up until late in the game. They should've been apart of the regular group after the first mission.
Modifié par known_hero, 13 juillet 2012 - 01:37 .
#23
Posté 13 juillet 2012 - 02:16
yfullman wrote...
Single Player: A large expansion that brings atleast one more mission with each of the old ME2 squad, A mission that actually shows the reapers harvesting a population and putting them into camps, seeing indoctrination first hand, etc cause from what vigil told us, I expected the invasion to be much darker. Vehicle dlc. A dlc that lets us go back to feros, maybe find out the thorian's connection to the reapers, since it really always seemed to be an organic parallel to them and ofcourse to meet up with Shiala again. Maybe have Gianna there cause she's investigating possible indoctrination with the suits in exogeni. Just my suggestions
I really like this idea. Even if I was thinking more cowbell:O
#24
Posté 13 juillet 2012 - 04:10
capn233 wrote...
Basically what Red already said. But a little more comprehensive, off top of my head...
So much win...
Weapon camo customization that isn't dependent on weapon mods.
- You can select whatever mod you want, but it won't affect your weapon appearance
- Color of lights
- Primary color (Red for Revenant), secondary color (Gray for Revenant), etc.
- Textures (i.e. AT-12 Raider Camo, Mattock Rust, Arc Pistol Shiny finish, etc.)
- Patterns (Unique Logo like N7 logo, Weapon Name, model #, stripes, can be mix and matched with varying colors)
Return of Omni-Tools/Bio-Amps
- Different models that come with varying preset stats, and suited towards various playstyles
- Affects power stats and shield/barrier stats
- Higher level versions allows you to place "points" in varying stats, allowing you to customize your omni-tool model
- Engineers start with and unlock more points than Infiltrators and Sentinels, same for biotic classes
Return of specialization trees (i.e. Shock Trooper/Commando Soldier in ME1)
- Adds a 7th evolution to certain powers, depending on which specialization picked
- Grants unique passives
Squadmate alignment (Loyalty)
- High loyalty means high friendship level and opens romance options (so if you treat your squadmember badly, the romance option remains locked) and more squad interaction similar to Garrus' sniper contest
- High loyalty grants unique squad passives and 7th evolution to their bonus power
- Low loyalty grants squadmember high stats, but doesn't benefit the entire squad
Modifié par Soja57, 13 juillet 2012 - 04:12 .
#25
Posté 13 juillet 2012 - 06:02
Custom character class:
Allow the player to choose from the existing classes (including the new MP classes), giving them the option on what skills and powers they want to combine to create a new custom class for Shepard. Make available in SP & MP.
More options for choosing your appearance for both male & female Shep.
Modifié par gusdorf, 14 juillet 2012 - 01:41 .





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