Leviathan thoughts (spoilers)
#1
Posté 29 août 2012 - 03:19
It is worth the money.
The battles are difficult, but not frustrating. My insanity infiltrator had some difficult times during the repair on the asteroid due to good enemy positions and selection. I liked that kind of challenge.
The recovery mission, getting to the elevator wasn't too difficult for enemies, but if you were slow/cautious, the reaper artillery got real effective. I was being careful and got nailed by two going down a ladder, had no chance. almost full health at the top, dead halfway. I thought about this after... and I liked it. It was more like what you might see in an actual battle. Next time I got there quick and didn't get hit.
The mission on the ship, the first part was pretty easy since I scouted forward to get the gear, and my team came with me, so we picked them off as they came in, then fell back towards the shuttle as the brutes appeared. Nicely done, as it felt like we were getting overwhelmed, but managable.
The second half, or the relay race, was interesting. Since I played an infiltrator I picked up the cell, cloaked, and ran to the nearest point, then did it again and again. With a different class it may have been harder. I would have liked to have seen the multiplayer style package delivery (slows you, can't cloak, can't roll, can't run), which would have made it more difficult.
Getting the mech was actually the more difficult part as many brutes were still left, and the rockets and guns took a while to kill them. my squadmates were down and I couldn't heal them while in the mech, so I had to deal with the enemies myself. The position of the objects on the deck kept me from moving very well, but I almost liked the constrained feeling, it felt like a shipwreck.
Overall it is a good DLC, and provides even more clues as to the origins of the reapers. Nicely done bioware.
#2
Posté 29 août 2012 - 03:30
The end of that mission was awesome, though. I loved it. It was hectic, but if you used the environment (explosive barrels) the enemies died fairly quickly, but being an Infiltrator saved my life when I rushed forward to see what was in the container on the far side and got caught between quite a few enemies and a Harvester.
I love the new power, Dominate. Tactical Cloak with Bonus Power, Dominate/Sabotage everything, get through entire missions without firing a shot. It makes me actually feel like an Infiltrator, you know, invisible, manipulating enemies etc., so awesome.
#3
Posté 29 août 2012 - 03:31
I really liked the DLC from a gameplay and atmosphere point of view, the detective work was a nice change of pace and they were really enjoying the multi-level freedom afforded by ME3's platforming system in a few of the fights.
Oh, and dominate. Looking forward to trying that out with my bonus-power infiltrator. Havoc will be wreaked
#4
Posté 29 août 2012 - 03:48
Salzella wrote...
I'm an infiltrator as well and it was a bit of a mixed blessing. the 'power cell' mission would so much easier than it would have been with any other class I would guess, but the 'protect the drone' objective on the asteroid gave me a bit of trouble, though not nearly as much as it would have done if i had stayed as a sniper-infiltrator! Didn't help that I had sunlight shining on my face half the time thus obscuring my view, but that's not the DLC's fault
I was a sniper infiltrator. H-K armor with a Valiant V, Bloodpack III, and Harrier II. I had almost no ammo for the harrier at the beginning of that segment.
#5
Posté 29 août 2012 - 04:34
Tenkawa wrote...
The second half, or the relay race, was interesting. Since I played an infiltrator I picked up the cell, cloaked, and ran to the nearest point, then did it again and again. With a different class it may have been harder. I would have liked to have seen the multiplayer style package delivery (slows you, can't cloak, can't roll, can't run), which would have made it more difficult.
Getting the mech was actually the more difficult part as many brutes were still left, and the rockets and guns took a while to kill them. my squadmates were down and I couldn't heal them while in the mech, so I had to deal with the enemies myself. The position of the objects on the deck kept me from moving very well, but I almost liked the constrained feeling, it felt like a shipwreck.
Yeah the package delivery was so easy as Shep can sprint! It is so much harder in MP. As for getting the mech being hard, I guess I had an easier time as my squaddies were still up & about. I never bother with missiles in the mech though as they take too long to fire.
The fight set peices were really good, and much better than just having the usual small easy fights 10 times in a row like the main game.
#6
Posté 29 août 2012 - 05:02
I particularly enjoyed the story segments of the DLC. Great job, BW.
I wish I could keep the Brysons' apartment though. Neither use it after the DLC anyway.
#7
Posté 29 août 2012 - 08:28
I really got a sense that bioware was listening to some of our requests. If adding shields to trash enemies isn't a possibility, a more dynamic battlefield is the next best thing.
I haven't tried dominate yet but it was fun to use in me2. I only tried the two new weapons in the shooting range but they appear to be adequate. Definitely not trash weapons.
My only gripe is that I wish the underwater sequence was a bit longer. It would've been cool to see some alien wildlife swimming around. Not a big deal though.
I enjoyed this dlc.
#8
Posté 29 août 2012 - 08:36
#9
Posté 29 août 2012 - 09:09
Blame teh olde Xboxen, they just couldn't handle it, lol.godlike13 wrote...
I was a little disappointing with the action parts. A little too short, and just not much going on.
#10
Posté 29 août 2012 - 09:18
Also it was nice how the used the mp objectives in the SP gameplay.
#11
Posté 29 août 2012 - 10:16
#12
Posté 29 août 2012 - 10:56
#13
Posté 30 août 2012 - 12:12
But the good outweighs the bad. You get the Raider and Argus, as well as the last round of MP weapon mods (SMG stability, SMG HV barrel, Pistol ULM, AR omniblade), story is pretty good, missions were fun, and exploring the lab / apartment had some funny bits. Adds more War Assets, which aren't quite necessary at this point (I have ~10400 in my game right now...) but are nice I guess.
#14
Posté 30 août 2012 - 05:46
Combat is rather easy - Vanguards really have a pretty easy time except the annoying "running back to guide the slow poke repair drone after charging off" part..
#15
Posté 30 août 2012 - 05:54
#16
Posté 30 août 2012 - 06:58
Yeah that is a picture in game... one of the war assets is a vorcha tech squad.A-Slice-of-Pink wrote...
@B.Shep have you got a vorcha wearing sunglasses as your avatar?
#17
Posté 30 août 2012 - 08:19
THE first galactic civilisation? Creators of the reapers? They most likely developed their capacity for indoctrination (according to the codex) from thrall species on their homeworlds, and they created the reapers to keep "lesser civilisations" from making synthetics. It's easy to see that Leviathan and his buddies considered Shepard lesser, and they already mentioned how he was the best of our cycle.
I can see 5/-/|7 hitting the fan FAST once the reapers are gone. With no reapers to destroy them, the Leviathans could easily rise again, a race of living reapers themselves. They can indoctrinate, they control, they enthrall the 'lesser'.
Now we've found them, we won't be able to escape them. Palaven, Earth, Thessia in our cycle alone, and how many other cycles have there been, and that was just the reapers alone? Synthetics are only an extension of the original species - a civilisation's alcohol if you like; losing the inhibitions and reaching the full extent of what the species is capable of.
Also, consider this. Now we know who the Starchild is. We know what they've done, and we know what they're capable of. I've always been a destroy man, but my Shepard now knows there is no alternative than synthesis with the machines. There can be no other option to safeguard galactic civilisation.
Better to be enslaved, knowing your race will forever be born into bondage, or better to have your very nature changed, shifted to something hitherto unrecognisable in an uncontrollable warping of what it is to be you, to be human?
Or is it to deny the Starchild's choices, and condemn your race to death, in the hope that one day, a civilisation will defeat the reapers without unleashing an even worse hell?
Modifié par ArcTrooper1773, 30 août 2012 - 08:24 .
#18
Posté 30 août 2012 - 09:08
They don't have all the armor plating of a reaper either. just the organic control. EDI + Normady in slave mode = dead leviathans. No muss, no fuss.
#19
Posté 30 août 2012 - 11:10
" and they created the reapers to keep "lesser civilisations" from making synthetics."
That is not what happened. They created an AI to figure out how to protect organic life in the galaxy. It found a way to preserve life in the form of Reapers... and harvested nearly all the Leviathans to make Harbinger.
As for only having organic control, they can clearly damage mechanical or electronic units via that energy pulse. If you read the logs of the downed cargo vessel they were able to repair all the major systems but for some reason it would never function properly, suggesting that the Leviathans either were actively preventing the ship from lifting off, or their pulse had irreparably damaged the ship in some manner that was not comprehensible to the crew.
It's unclear to me what the Leviathans are actually trying to do currently. It was not as if they were simply using their operatives to prevent their discovery by the other races or Reapers as they were actively researching various things that may have a bearing on the Catalyst's lame solution. Mainly though they seemed to prefer isolation, so who knows if they would ever attempt to actually destroy the Reapers so that they could control various organic races once again.
#20
Posté 31 août 2012 - 05:35
Game play wise I liked the fact that some MP elements were ported to the SP. Since I've been playing a lot of MP the actual combat seem 'easy'. I loved the exploring bits - this is really what the game/series was all about. The 'new' faces really was a welcome sight. Seeing the generic same faces over and over everywhere really becomes boring after a while. Movement of the Mech was a bit difficult at times and at time, under the water, it wasn't always obvious 'which way' to move next.
Just one question - what's the deal with the 'husk face' toy in the lab?? hehe
At the moment I can't really think of anything majorly negative about the DLC
Just my 2c
#21
Posté 31 août 2012 - 04:38
More likely they were using the orbs to create a continuous energy pulse to prevent the ship from departing, since Steve was able to repair the damage to the kodiak's engines before another pulse disable the ship again.capn233 wrote...
A couple of things...
" and they created the reapers to keep "lesser civilisations" from making synthetics."
That is not what happened. They created an AI to figure out how to protect organic life in the galaxy. It found a way to preserve life in the form of Reapers... and harvested nearly all the Leviathans to make Harbinger.
As for only having organic control, they can clearly damage mechanical or electronic units via that energy pulse. If you read the logs of the downed cargo vessel they were able to repair all the major systems but for some reason it would never function properly, suggesting that the Leviathans either were actively preventing the ship from lifting off, or their pulse had irreparably damaged the ship in some manner that was not comprehensible to the crew.
It's unclear to me what the Leviathans are actually trying to do currently. It was not as if they were simply using their operatives to prevent their discovery by the other races or Reapers as they were actively researching various things that may have a bearing on the Catalyst's lame solution. Mainly though they seemed to prefer isolation, so who knows if they would ever attempt to actually destroy the Reapers so that they could control various organic races once again.
Leviathan imples they were studying humans because the Reapers saw Shepard as a threat. And there is also that: they lived in hiding isolated from the rest but it looks like they stil liked to take a few peeks over the galaxy
When i saw that picture i knew i had to make a avatar:Dcapn233 wrote...
Yeah that is a picture in game... one of the war assets is a vorcha tech squad.A-Slice-of-Pink wrote...
@B.Shep have you got a vorcha wearing sunglasses as your avatar? [smilie]../../../images/forum/emoticons/andy.png[/smilie]
Modifié par B.Shep, 31 août 2012 - 04:40 .
#22
Posté 04 septembre 2012 - 04:34
Yeah, way fewer power cells needed on normal vs insanity (3 vs 6). But still easy due to running.
The repair drone fight was much easier with an adept as opposed to an infiltrator. I had more mid-range options and ammo was less of a concern. Since there are a bunch of husks, throws and BEs take care of groups easy. Infiltrator was having to take them out individually.
#23
Posté 04 septembre 2012 - 11:11
I agree that CC would make that easier. As Soldier I had Liara and Garrus with me, which is a pretty good all around squad IMO.
#24
Posté 05 septembre 2012 - 12:42
The DLC seemed a little short, but then each main Priority mission in the game is short really as well. The platform battle was fun, as was taking on Brutes in a mech. Would've liked a Chaingun though or a big Arc Projector on the mech not the default Atlas weapons. The mech recharge mission seemed very easy as an Infilitrator. Suspect my other builds will find it harder.
Anyone got any thoughts on the weapon mods? I don't do MP, so wondering if they are actually worth using.
#25
Posté 05 septembre 2012 - 02:17
Yeah the mech should have had something like a saw or drill and a welder instead of a machinegun and rocket launcher, since it is for undersea exploration.All-a-Mort wrote...
The DLC seemed a little short, but then each main Priority mission in the game is short really as well. The platform battle was fun, as was taking on Brutes in a mech. Would've liked a Chaingun though or a big Arc Projector on the mech not the default Atlas weapons. The mech recharge mission seemed very easy as an Infilitrator. Suspect my other builds will find it harder.
Anyone got any thoughts on the weapon mods? I don't do MP, so wondering if they are actually worth using.
SMG High Velocity Barrel is useful for more punch against armor and some cover piercing. Some people like SMG Stability so the Hurricane or Hornet are easier to use. Other than that, I don't get all that excited about melee mods. Pistol ULM is ok, but most of them don't weigh all that much anyway.





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