Thalamask wrote...
As per the title.
I do not think it is per se the hate for ranged combat, but a push toward a more aggressive style of gameplay, esp. with the way the enemy AI behaves. I think what you perceive as hate toward ranged combat is merely a byproduct of this. The reminder of my points below will try to focus on why I think the gameplay could have been better, keeping this in mind.
I've had this game pretty much since launch, and I've been watching the evolution of MP since about April when I decided to give it a go. Over that time, it's become increasingly clear that BW is pushing an in-your-face, run 'n gun combat style by actively penalising range and immobility.
I haven't played MP since the start (been playing it 3 months now), so I must confess I don't know how it has evolved since the beginning.
That's a pretty odd choice, given that Mass Effect is, ya know, a third-person, cover-based shooter and not an arcade-based UT-type shooter.
The cover system is one I have a very big gripe toward - by not allowing me to move when I want to move, the game thinking instead that I want to get into cover, it is not very well tuned. I don't know if it is just me, but even now I cannot end a match without having accidentally gotten into cover at least once.
On an unrelated note, I don't like the way the "stamina penalty" system has been removed entirely. In ME3 one can keep running as long as one wishes. Imo, they should have retained the stamina system; even if it did slow down the gameplay somewhat; it would have provided another dimension to it, and it would probably have led to different design decisions...
In support of my position:
It's generally agreed that sniper rifles are substantially less useful than other weapon classes, particularly shotguns.
I'd have to agree with you on this one. Shotguns (esp. with the smart choke) are very much capable of one-shot sniping across great distances, but SRs get a damage penalty when hip fired, for instance; the imbalance is in the fact that there is no such existing mod to alleviate this for SRs, to make them better at close range.
Once you start to climb the difficulty ladder, most AR's are drastically
underpowered. There are exceptions, but those are SO good at lower
difficulties that they're perpetually under the damoclean-sword of the
nerf-bat.
I'm not sure how this advances your point. With the ARs, what I think is, that it forces one to get into cover more often, even for tanky characters (like the Krogans or the Destroyer) since there are so many enemies that can quickly flank, hit across the map, and so on. One can get around that with some high damage ARs and specifically with some builds, though.
As difficulty rises, damage increases and the ability to be "out of
cover" drops. Which is fine. But that universally promotes high
spike-damage weapons (like shotguns and sniper rifles... oh wait... not
sniper rifles, 'cause they're not up to snuff, so just shotguns) and
mobility so that you can keep right-cornering the stuff charging towards
you.
Yes, high damage per shot weapons do tend to win out with me, too. Mostly because I think they are safer. SRs can be used this way by quick scoping and shooting, but it's not as easy as with a shotgun - the margin for error in close quarters is less with SRs.
All enemies have units designed to force you into mobility. Banshees,
Brutes, Pyro's (esp. post-buff!), Hunters, Phantoms, Dragoons, Scions
and Praetorians.
I don't think immobility is the issue. It is basically that one cannot camp with units such as these (on a side note, I'm seeing this moreso since the 1.04 patch, especially the hack objectives where now enemies tend to spawn and camp near the hacking zone (my observation anyway). Which is fine, by itself, I suppose. They are prioritizing for a mission failure at all costs.
Anyway, the issue to me is that these units have no "real" sense of self preservation, as far as I see it. There doesn't seem to be any learn-as-things-go, or adapt to circumstances in the AI. What this means basically is that they become very predictable.
All enemy units that are designed to keep you IN cover (Atlas, Nemesis,
Marauders, Ravagers, Rocket Troopers, Primes etc.) are usually better
solved by mobility (moving out of their line of fire and ignoring them
until you've got nothing better to do) than by actually using cover,
which completely defeats the purpose.
I agree.
The point I'm trying to make is that this game (more like the Dark Souls) suffers (imo) from the way the enemy AI is designed. Things tend to rush you, flank you all the time. I'd have very much liked a concept where the enemy would retreat and regroup once in a while. It'd have been better if they worked a little bit better among themselves; if they were a bit more attentive to the type of opponents they were facing. This would mean less aggressive gameplay, to be sure, but it'd also mean many more dimensions in the gameplay, than just put everything-we-have-at-you and see how you handle it kind of mode that I think we currently have.