Thalamask wrote...
My problem comes in the last half of this paragraph. In my opinion, good MP games do not assume that you're always working with a team of your friends. They allow for PUGs which, as you've noted, tend to be far less coordinated. Although public lobbies and voicechat exist, coordination still remains pretty spotty. It's the nature of PUGs.
What you've said (at least the way I read it) is that essentially, long-range combat really needs teamwork to be effective. That's fine as far as it goes, given that this is a coop based game, but that's really the sort of inequality I've been trying to point out.
Ideal or optimal, yes, but effective no. Long range combat can be effective just fine without shorter range teammates to back you up, whether those are your friends or random people in public games. We don't assume you're always working with a group of friends. Having played plenty of public matches myself with people I don't know or communicate much with beyond "I'm down" or "phantom by the stairs" I've not seen that being a detriment to being effective as a long range class.
I feel that I can be effective at long range by myself. It requires mobility, to be sure, and because the longer the range the more restrictive a class is inherently (this is for any game) setting up new positions requires more legwork, but that's what that class is.
If you want to play "sniper", you have to have a buddy watch your back. If you want to run around with a shotgun and shoot stuff in the face, you're aces even on your own. Having a guardian angel might be nice, but it's nowhere nearnecessary.
I disagree. Being in scoped zoom for any duration will decrease immediate situational awareness for nearby, but that's why you allow yourself pause in sniping frequently to make sure you're not compromised. If you're going to be in sniper zoom continuously for extended periods of time, yes, enemies will flank you or surprise you up close, but that's more because you're not playing smartly than.
If a CQC dude runs off and mucks up the spawn positions, the defensive player (who, for this example, is not a sniper) will work to ensure the team doesn't get flanked. Unfortunately, very shortly, the aggressive, CQC player is going to be hitting the enemies you're fighting off (and slowly retreating from) from behind. Given the spawn system, that means the defensive dude (i.e. the one that stopped the CQC dude getting flanked and dying) is about to be flanked and killed by the dudes that are now spawning behind you. Net result : selfish lone-wolf - 1, teamplayer - 0.
It is a possibility, but the way spawns work deals in distance more than location. Enemies coming from different and new positions that you're not necessarily anticipating or expecting is not exactly a strike against long range play, or against teamplay. The spawn system setup isn't perfect, but it's not an advocate for lone players.
In PUG teams, the game design seems to support solo, lone-wolf play rather than any attempt at teamwork which is why I consider the design to be flawed. Although no game can (or should) force players to work together, well designed ones encourage players to work together by making them dependant on each other. No one person can do everything. For example, if there are 5 types of tasks, no player / class can do more than 3 of them. That's something I believe is missing from ME3 MP. My experience is that aggressive, CQC players can stand on their own, while less aggressive, or non-CQC players can't.
That brings me onto the second point. Even if we assume that everybody has friends to play with all the time (and I know that's a silly assumption), ME3 was published as an Origin exclusive. It means that, once my clanmates move off to another game, all the friends I've built up online outside the clan (on Steam, as it happens) won't help me either. Most of 'em won't use Origin (let's not go there, it's a stupid argument anyway). So if I want to do anything other than PUG, I now have to start setting up an entirely separate set of relationships. That doesn't even consider the issue that most of my playtime comes after my wife is asleep, so I can't use a mike much anyway. I'm reasonably sure that I'm not the only person in this sort of situation, nor am I even in a minority.
Good games encourage people to work together yes, but not necessarily by dependence. Because this is a game that people play in various degrees of cooperation, being able to stand on your own is not a flaw in my opinion. If you don't have friends to play with at any given moment but you want to play anyway, this should be possible. It will be more difficult just because you have nobody you can fall back on, but it is entirely possible because there is not some ultimate dependency you can't overcome. This works for short range and long range classes alike. I do not believe that the kind of dependency you describe is something that would benefit ME3's multiplayer. (honestly not entirely sure what your second point contributes more, the game doesn't depend on playing with friends)
I agree that sitting in once place all game isn't fun. Well... it probably is for some people, but not for me. Anyways, that's beside the point. I've got no problem with moving around during the battle. However, my experience indicates that you can't really fall back slowly, either.
A mad dash for the next piece of cover usually buys you about 10 seconds before you're swarmed again. That gives you enough time for your shields to regen and take a couple of potshots. That's fine for CQC, but not for longer ranged combat.
If you dash 4-5 pieces of cover back you'll buy yourself more time, but you'll often have lost LOS, given up your sight lines and be into the CQC portions of the map. You're also probably about to run into the other spawn that was busy trying to flank your position, leaving you with the option of a panicked rush through their lines so that you can reestablish some range. Even with a cloak, that usually doesn't work so well since they seem to have an uncanny ability to shoot you anyway. Without a cloak, well...
Again, getting appropriate range for a long range character is a defining characteristic of playing that way, and ultimately more restrictive by itself. I don't dispute that there is a higher barrier to entry for you to play a long range character effectively, but that is an inherent problem to the class in any game. 10 seconds to get a few shots off to mitigate immediate risk sounds fine to me and usually puts me in a situation where I get a bit more time to see what's next.
Absolutely agreed, and this sort of design is exactly how the game should be. Unfortunately, that's where theory and practice start to diverge.
As far as I can see, ranged combat comes in primarily two forms. Spike damage (SR's, Crusader, Saber etc.) and sustained damage (AR's, SMG's and maybe Indra and Incisor).
*snip*
Suppression units - now here's where the problem comes, imho. On the face of it, suppression units seem to be to be the ranged units natural prey while being a threat to CQC units because they can't fight back. It looks good on paper, but my experience indicates that it actually works completely the other way around.
CQC units already use tight quarters and right-facing advantage to limit the incoming fire. Step out, BLAM! a dude with your shotty, step back and reload. By and large, this renders them mostly immune to suppression units. Instead, the suppression units usually end up keeping the ranged dudes in cover. The sustained damage guys can't stay out long enough to do significant damage and, without a cloak, the spike damage guys will have trouble lining up a shot (or will be spending most of their time regenning their shields after having done so). Let's not even start on all the screen shake the CQC guys are putting out.
The problem here is that you're side-stepping the actual situation. With suppression enemies. Yes, close range characters can choose to duck away from the suppression type enemies by going into close range areas, but when in the open, the long range player will have the advantage to the close range player when dealing with suppression enemies. It's not so much that close range guys get hit by suppression units, it's that they cannot just freely roam in the open with suppression units around. Characters staying in cover when suppression units are around is exactly the point, and usually this puts the long range character in an advantageous position to deal with them.
Even right face advantage is more effective for CQC, because MATH!
If you imagine a standard L shaped corridor, and the CQC dude is using that corner as cover. Without stepping into the open, he can see a 45^ angle. If he takes one step to the right, he'll open up another 15^, which might contain two enemies, and he's not exposed to too much return fire. If a ranged guy does uses right facing advantage, because of the greater distances involved, that single right step can potentially expose him to an entire spawn's worth of enemies, rendering it much less effective (it still works, just not as well).
That's where I think the imbalance is. CQC seems (as always, in my opinion) to work well against everything, even those things that they aren't supposed to, while ranged doesn't work as well, even where it's supposed to be better.
In the right facing advantage, both short range and long range classes expose themselves to enemy fire by leaning out of cover. Luckily, there aren't really any situations that fit the bill of description of a long range character opening themselves to an entire spawn's worth of enemies that makes the step that much less safe.
Again, I don't disagree that shorter range characters are a bit more flexible because they cover a wider range than long range characters do, but I don't agree that this somehow makes long range characters ineffective.
On a side note, these posts are getting pretty long. Takes quite a bit of time to think on and write these up.