A manable turret that drops down letting you mow down enemies for doing a good job on that last objective?
You know what this game is missing in the last wave?
Débuté par
spychi
, juil. 19 2012 08:47
#26
Posté 19 juillet 2012 - 09:31
#27
Posté 19 juillet 2012 - 09:33
C'mon guys maybe the Dev Team will do something about this and add some tension music, not just the OP one but the Shadow Broker one too.
#28
Posté 19 juillet 2012 - 09:34
formicae wrote...
Anyway I'd rather have streamers, confetti and noisemakers.
Ballons from the underside of the shuttle?
#29
Posté 19 juillet 2012 - 09:34
why so serious?
Modifié par visninc123, 19 juillet 2012 - 09:38 .
#30
Posté 19 juillet 2012 - 09:34
+1 for music and credits. Music would make it harder to hear enemies, though, so an option to turn it off would be nice as well.
Modifié par Yosuke, 19 juillet 2012 - 09:36 .
#31
Posté 19 juillet 2012 - 09:37
SO BE IT.
#32
Posté 19 juillet 2012 - 09:39
#33
Posté 19 juillet 2012 - 09:43
obie191970 wrote...
Ballons from the underside of the shuttle?
Now you're talkin'.
#34
Posté 19 juillet 2012 - 09:45
No what it is missing is a logical mission end. Should end after successfully completeing wave 10 objective and finishing off the enemies. We're their to protect the area and keep control. Why do we extract and run away?
#35
Posté 19 juillet 2012 - 09:48
I mostly do farming extraction for fun. I don't spend missiles, or medigel .. but I'm trying to survive. If I don't I don't. It's great refreshing feeling after round 10.
#36
Posté 19 juillet 2012 - 09:52
Should depend on the enemy.
#37
Posté 19 juillet 2012 - 09:54
We need more music in MP for sure.
#38
Posté 19 juillet 2012 - 09:58
The last wave can definitely use that theme.
You know, I thought they'd use it in one of the Earth maps, or somethig. Guess not.
You know, I thought they'd use it in one of the Earth maps, or somethig. Guess not.
#39
Posté 19 juillet 2012 - 10:00
#40
Posté 19 juillet 2012 - 10:07
Battle for Earth (or, perhaps, the Overlord DLC combat music ()) should kick in when two team members have died (that is, have bled to death or been hit with an insta-kill attack).
Suicide Mission should, most certainly, start playing during the last wave.
Suicide Mission should, most certainly, start playing during the last wave.
#41
Posté 19 juillet 2012 - 10:25
#42
Posté 19 juillet 2012 - 10:39
Zjarcal wrote...
Smugglers Luck wrote...
Project Overlord anyone?
F*** yes! One of my favorite ME combat themes.
Loved that theme. I think it makes a return in ME3 SP somewhere. I forget where. Arrival's was good too.
#43
Posté 19 juillet 2012 - 10:55
This is actually something I feel that should happen after each objective wave.mongosbongos wrote...
A manable turret that drops down letting you mow down enemies for doing a good job on that last objective?
Successfully completing an objective and getting credits? That's great and all, but it still doesn't add any depth to the missions.
If, say, on wave 7 we would have a message come across the comms with:
"Aerial support is on station. We'll follow your lead, ground team." and an A-61 Gunship comes on the map (when applicable of course--no Reactor, most notably, and a very small amount of Glacier/Goddess) and follows your team shredding large targets with its minigun while volleying a few missiles here and there?
That'd be pretty great.
If on wave 4, we had Loki mechs airdropped to us?
Again: pretty great. Give them a limited lifespan, expiring when their HP/Armor completely fails but with Engineers able to perform an "Interact" to perform rudimentary repairs while they still have HP/Armor and you get a unique new bit of gameplay.
And on wave 11?
We get a message flashed:
"<Insert Random Alliance/Turian/Asari/Salarian/Independent Mercenary Band Vessel Name Here> is on station for extraction. We are dispatching a shuttle to get you...now. We are on station and can provide limited orbital fire...make 'em count, team."
One random player, randomly chosen based upon race/class "priorities" is then given a small "tagger" device with three shots present.
When used, it begins to sync up a shot with the orbiting ship. Keeping the tagger on target will result in (relatively) pinpoint accuracy and massive devastation allowing for a relatively cleaner extract.
Basic ideas here, which would obviously need a lot of finessing to be viable but who doesn't want some more epic stuff added to our MP experience?
#44
Posté 20 juillet 2012 - 03:17
I seriously think we need more attention at this from BioWare
#45
Posté 20 juillet 2012 - 03:24
Only if during the run to the landing zone "Leaving Earth" plays with it fading out as we fly away to safety.
Modifié par Xerorei, 20 juillet 2012 - 03:24 .
#46
Posté 21 juillet 2012 - 03:54
Please don't let this idea die
#47
Posté 21 juillet 2012 - 04:01
Y'know what I would like?
If "Extraction" wasn't just extracting you from your landing zone.
Pull it like rescuing Admiral Korris on Rannoch. We get picked up, then have to go pick up a high value individual from a small facility being overrun.
Call it a "bonus wave" essentially, where everyone just gets to fire wildly out the side of the shuttle.
If "Extraction" wasn't just extracting you from your landing zone.
Pull it like rescuing Admiral Korris on Rannoch. We get picked up, then have to go pick up a high value individual from a small facility being overrun.
Call it a "bonus wave" essentially, where everyone just gets to fire wildly out the side of the shuttle.





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