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#26
Athenau

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What shooting mechanics are better exactly? Or what mechanics even exist outside of armor damage reduction (which is essentially a simplification of damage multipliers), and cover penetration (which could have been added)?

Reload canceling is less awkward in ME3 (and in fact Bioware should have gone further and made it an official mechanic). And cover penetration as you mentioned. And the (re)introduction of grenades. I've already said my piece on damage multipliers in other threads, so suffice it so say that flat damage reduction for armor makes a lot more sense than arbitrary damage multipliers. Dodges also make the game feel far more fluid than ME2.

Saying that new systems could "be added" to ME2 is pointless. Anything could be added to either game. But the baseline mechanics for ME3 are fine and better than ME2. The problem with the game is a numbers problem. If basic insanity enemies had protections and the weight system didn't affect power cooldowns (or at least did so to a much less pronounced degree) would we even be having this discussion today?

#27
RedCaesar97

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Athenau wrote...
Reload canceling is less awkward in ME3 (and in fact Bioware should have gone further and made it an official mechanic).

Reload cancelling is harder in ME3, at least on consoles, since you can no longer use melee to cancel. That means using a power that is on cooldown (not always possible) or using the "do-everything button" which could lead to you doing anything but reload cancelling.

And cover penetration as you mentioned. And the (re)introduction of grenades.

Personal preference. Grenades are fine, although I personally dislike that they are limited instead of on the global cooldown. For me at least, it means that I am always out of grenades or I end up hoarding them/forgetting to use them. Part of the reason why the N7 Demolisher is my personal most-hated character in multiplayer. 

I've already said my piece on damage multipliers in other threads, so suffice it so say that flat damage reduction for armor makes a lot more sense than arbitrary damage multipliers.

It does make more sense, but it effectively hampers more weapons than it helps compared to the damage multipliers mechanic in ME2.

Dodges also make the game feel far more fluid than ME2.

Agreed, although not strictly needed either.

Saying that new systems could "be added" to ME2 is pointless. Anything could be added to either game. But the baseline mechanics for ME3 are fine and better than ME2. The problem with the game is a numbers problem. If basic insanity enemies had protections and the weight system didn't affect power cooldowns (or at least did so to a much less pronounced degree) would we even be having this discussion today?

I will agree that saying new systems could be added to ME2 would be pointless. I will disagree with you when you say that the baseline mechanics for ME3 are fine and better than ME2.

It is a personal preference, but I think the baseline mechanics in ME2 were better. There were certainly flaws in Mass Effect 2 to be sure, but I think the baseline mechanics were better in ME2 than ME3. Sure, if basic enemies had protections and the weight system was refined, then no, we probably would not be having this discussion today. However I still think there were a number of changes made to the game mechanics that--while they certainly help the multiplayer portion--they severely hamper the single portion.

#28
capn233

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Damage multipliers for protections makes sense, could essentially replace shield gate and armor damage reduction while at the same time making it easier to differentiate weapons.

They gave us the shield gate to prevent the sniper rifles from getting one shot kills, and that turned out to largely be a flop as a mechanic. Which is why it essentially doesn't exist in MP anymore with the change in multiplier to Disruptor Ammo, the introduction of Phasic Rounds, not to mention the outright nerf to enemy shield gate on Gold and Platinum down to Silver level.

Distance modifier was another good idea that they dropped, which was there precisely to limit shotgun effectiveness at range so they didn't encroach on the domain of something like the SR's, and in fact to give you a bonus when using shotguns up close.

Cover penetration is a nice new feature, basically the only weapon related mechanic that is new for ME3 and that is in fact a step forward.

The mobility system is better in ME3. Is it a combat mechanic? That and melee are improved, I grant you that.

Combos seem like a good idea at first glance, and in some way they are, but the issue is that they have nearly replaced the utility function of powers and also serve to trend the play of most classes towards combos such that you get complaints about "redundant" classes. See Adept vs Sentinel. Or even Infiltrator vs Engineer.

#29
known_hero

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Yeah, my precious Adept is literally a pointless class now. The ability to combo powers was this class one niche. Now, every class in the game has this ability; even the Soldier!

I've grown to like tech bursting but ultimately I think it was a mistake because it created a crossover of play styles between classes. ME2 did a masterful job in differentiating the play styles of the classes.....

Adept was the combo machine
Engineer was the saboteur
Soldier was the weapons master
Vanguard was the RAWWWRRR class
Sentinel was the Tank
Infiltrator was the ghost of the battlefield


Granted, a sniper focused soldier and traditional Infiltrator felt similar but with 6 classes, one or two minor overlaps ain't bad.

Modifié par known_hero, 01 novembre 2012 - 02:01 .


#30
Athenau

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RedCaesar97:

 

Reload cancelling is harder in ME3, at least on consoles, since you can no longer use melee to cancel. That means using a power that is on cooldown (not always possible) or using the "do-everything button" which could lead to you doing anything but reload cancelling.

I'm looking at from a PC perspective, and in the two most common ways of reload canceling (medigel canceling and empty grenade canceling) are way more convenient then ME2's melee cancel.   Melee canceling meant that you had to be out in the open or behind full height cover, and in practice it was pretty much a claymore only trick.   Now you can use it with a much wider variety of weapons.

BTW, if you can cancel with powers on cooldown on consoles, that's actually an advantage because you can't do that on the PC.

Personal preference. Grenades are fine, although I personally dislike that they are limited instead of on the global cooldown. For me at least, it means that I am always out of grenades or I end up hoarding them/forgetting to use them. Part of the reason why the N7 Demolisher is my personal most-hated character in multiplayer. 

If you don't like grenades you don't have to use them.  But for those who do, it's a welcome addition.  Indirect fire was definitely something lacking from ME2's arsenal.  And I don't think everything should be shoehorned into a global cooldown.  Limited but powerful resources (ala ME2's heavy weapons) make the game more interesting.

It does make more sense, but it effectively hampers more weapons than it helps compared to the damage multipliers mechanic in ME2.

Damage multipliers basically replace one dps number with three.  That isn't very interesting from the player standpoint, since at best you took one anti-shield weapon and one anti-armor weapon (and every class had at least two weapon slots), and worst you took whatever weapon had the highest base dps since that would kill everything fast enough anyway.

Flat armor reduction is way more interesting.  Sure, it's a hard counter to low damage per shot weapons, but that forces the player to do something about it.  So you have the choice of a)  using some of your weight allowance to add a higher damage weapon, B) spec into an armor weakening power like warp or cryo blast, or c) use a mod slot or d) use an ammo power.   All of these have different tradeoffs that the player has to evaluate, and the ME2 way of using a different weapon is still available.  How is this not strictly superior?

If anything the real problem is that ME3 gives you so many skill points that you never have to choose what powers to spec into since you get them all anyway.  If you had fewer points, then picking an anti-armor power would be more meaningful.

Also, note that damage multipliers are still in the game, just used much more sparingly.  I think they're ok to give the devs more levers to tweak, but IMO it should never be the primary way of differentiating weapons.  The acolyte is a good example of this, where it has a huge multiplier against shields making it a true specialist weapon--obviously you can't do this for every weapon, but having the option available for niche cases is a good thing.


Capn233:

Distance modifier was another good idea that they dropped, which was there precisely to limit shotgun effectiveness at range so they didn't encroach on the domain of something like the SR's, and in fact to give you a bonus when using shotguns up close.


Oh god, distance modifiers were terrible.  The only purpose they served was to gimp shotguns outside of melee range even further than they already were (and btw shotguns got the same 100% modifer that non-snipers did, just with a closer threshold, so there wasn't really a "bonus" to getting close with shotguns relative to other weapons).  Sorry, shotguns being bad outside of punching distance is not what I call good design.

The reasons shotguns encroach on SR's in ME3 has nothing to do with range multipliers, and everything to do with the dumb way that accuracy modifiers stack.  Most shotguns with smart choke have a very reasonable spread--tight enough to be effective at short-mid range, but still worlds away from a real high accuracy weapon.  It's only when you add in other accuracy boosts that things get broken.  The most obviously broken combo is smartchoke + marksman (50% + 50% = 100% accuracy increase = 0 spread), but there are plenty of others in MP.  The obvious solution is not to add range multipliers back in, but to make accuracy boosts stack multiplicatively rather than additively.

They gave us the shield gate to prevent the sniper rifles from getting one shot kills, and that turned out to largely be a flop as a mechanic. Which is why it essentially doesn't exist in MP anymore with the change in multiplier to Disruptor Ammo, the introduction of Phasic Rounds, not to mention the outright nerf to enemy shield gate on Gold and Platinum down to Silver level.


Shield gate is another one of those things solvable by numbers tweaking, rather than a fundamentally bad mechanic.  100% shield gate was too much, but 75-80% shield gate puts it at the threshold where weapons based classes can brute force their way through protections with the one shot snipers (by stacking weapon damage) and power-based classes have to strip protections first.

Combos seem like a good idea at first glance, and in some way they are, but the issue is that they have nearly replaced the utility function of powers and also serve to trend the play of most classes towards combos such that you get complaints about "redundant" classes. See Adept vs Sentinel. Or even Infiltrator vs Engineer.


The utility functions of powers are overshadowed because cooldowns are so ridiculously low that you can just blast them out back to back.  Combos exacerbate this by further increasing power damage, but they aren't the root of the problem, the cooldowns are.  Fix the way weight interacts with cooldowns and you're already 90% of the way there.

TL;DR version:

I agree that ME2 combat was better in a lot of ways, but I think you two are fundamentally misattributing the source of ME3's problems.

Modifié par Athenau, 01 novembre 2012 - 04:40 .


#31
capn233

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Reload canceling is more likely a side effect rather than a real mechanic despite what various devs have claimed. Sure this exploit is better in ME3 than ME2, at least on PC.

Grenades are fine, and are not a mechanic. They are essentially a power.

I don't see how you can think that armor damage reduction is "more interesting" than weapon defense multipliers, unless you think the mathematical formula looks more interesting because it has more signs. I think it is an ok mechanic, although I still fail to see the point of having weird subtracted damage reduction, which is hard capped when you already had a system that adjusted weapons versus armor. And on top of that against shields and barriers. And despite the fact that we now have weapons that do include defense multipliers, how many were available at release and how many are DLC guns? Another trend back to ME2 mechanics...

Distance modifier was not horrible even if you didn't like it. And shotguns and snipers did not share the same modifier at close range, sniper rifle distance modifier was always 0, since distance mod was added in with other damage bonuses to be multiplied by the base damage.

You are right that accuracy bonuses from powers should not make shotguns more accurate.

And on to the weight mechanic... a new one for ME3. It can only work if weapons are actually balanced to their weight, which is not something that happened, and also if powers are given appropriate cooldowns to begin with. Even fixing the cooldowns will not help with combo spam though. Combos are the only damage dealers in the game that scale with difficulty. Everything else effectively gets weaker since enemy hp is higher as the difficulty is increased. This is another goofball idea that makes little sense to implement.

Do I think all of ME3's faults are do to things like shield gate or armor damage reduction? No. Do I think it would have been easier to make a better experience building on the ME2 model. Yes.

#32
N7Commando79

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If the Blood Pack engineers can make awesome guns like the Executioner and the Punisher SMG, how did they suck in ME2? The insanity!!!

#33
Athenau

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Reload canceling is more likely a side effect rather than a real mechanic despite what various devs have claimed. Sure this exploit is better in ME3 than ME2, at least on PC.

It's a de-facto mechanic by now.   It may not have been designed in, but the devs knew about it going back to ME2, and they made it easier in ME3. 

Grenades are fine, and are not a mechanic. They are essentially a power.

You can consider it a power, but in that case the addition of limited-use, replenishable powers is certainly a new mechanic.

[I don't see how you can think that armor damage reduction is "more interesting" than weapon defense multipliers, unless you think the mathematical formula looks more interesting because it has more signs. I think it is an ok mechanic, although I still fail to see the point of having weird subtracted damage reduction, which is hard capped when you already had a system that adjusted weapons versus armor. And on top of that against shields and barriers. And despite the fact that we now have weapons that do include defense multipliers, how many were available at release and how many are DLC guns? Another trend back to ME2 mechanics...

Sorry, I'm not going to repeat myself.  Read my response to RedCaesar above, that should explain my POV, if it doesn't...oh well.

Distance modifier was not horrible even if you didn't like it. And shotguns and snipers did not share the same modifier at close range, sniper rifle distance modifier was always 0, since distance mod was added in with other damage bonuses to be multiplied by the base damage.

Where did I say it did?  Read what I wrote more carefully:

"(and btw shotguns got the same 100% modifer that non-snipers did, just with a closer threshold, so there wasn't really a "bonus" to getting close with shotguns relative to other weapons)"

Shotguns, assault rifles, smgs, and pistols shared the same 100% multiplier at point blank.  The only difference was the shotgun lost that bonus at a closer range than the other classes.  Snipers did not get that bonus, but no one cares, because run-and-gunning with a SR is a dumb idea in any case (and ME3 accomplishes essentially the same thing by adding a hipfire penalty).

So I stand by my assertion.  The range multiplier system was bad and the only thing it accomplished was making shotguns relatively worse outside of melee range.  You can add "made snipers worse in melee" range to that if you like, but neither of those is particularly desirable (the former is bad, the latter is redundant).

And on to the weight mechanic... a new one for ME3. It can only work if weapons are actually balanced to their weight, which is not something that happened, and also if powers are given appropriate cooldowns to begin with. 

Just capping the weight system's effect on cooldowns to -50%/+50% would do the trick in most cases.  And individual tweaking would take care of the rest.

As for weapon balance, there's a very rough correlation between power and weight, but a lot of weapons don't obey this, so yeah, they could have done this a lot better.  But again...numbers issue.  Bioware is clearly aware of the problem because they did (and are still doing) this work for MP. 

Combos are the only damage dealers in the game that scale with difficulty. Everything else effectively gets weaker since enemy hp is higher as the difficulty is increased. This is another goofball idea that makes little sense to implement.

Irrelevant since the only place balance really matters is on the highest difficulty.  In that case, the scaling combo damage becomes fixed damage that's modified by very small pool of modifiers (mostly +biotic explosion damage mods).

Modifié par Athenau, 02 novembre 2012 - 01:05 .


#34
Jadebaby

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for a modest $2.99.

#35
capn233

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Athenau wrote...

It's a de-facto mechanic by now.   It may not have been designed in, but the devs knew about it going back to ME2, and they made it easier in ME3.

You are assuming they made it easier, rather than it simply happening.  So they actively designed pressing empty grenade to reload cancel? Proof?

You can consider it a power, but in that case the addition of limited-use, replenishable powers is certainly a new mechanic.

They aren't new and they aren't a mechanic.  Calling them a new mechanic is doubly wrong..

Sorry, I'm not going to repeat myself.  Read my response to RedCaesar above, that should explain my POV, if it doesn't...oh well.

I unfortunately did read it.  Forgetting for a moment that the poor weapon balance makes it irrelevant, it doesn't accomplish anything that the multipliers didn't, except that it is limited to one defense type.

Where did I say it did?  Read what I wrote more carefully:

"(and btw shotguns got the same 100% modifer that non-snipers did, just with a closer threshold, so there wasn't really a "bonus" to getting close with shotguns relative to other weapons)"

Shotguns, assault rifles, smgs, and pistols shared the same 100% multiplier at point blank.  The only difference was the shotgun lost that bonus at a closer range than the other classes.  Snipers did not get that bonus, but no one cares, because run-and-gunning with a SR is a dumb idea in any case (and ME3 accomplishes essentially the same thing by adding a hipfire penalty).

It was an additive bonus, not a multiplier.  And the whole point of the discussion was differentiation between shotguns and snipers as opposed to shield gate, which is not a particularly well thought out mechanic, and why it was dropped.

There was no penalty for using sniper rifles at close range.  And this is all relative to the base damage, they likely set sniper base damage in ME2 knowing full well that there was no range bonus.  Hipfire penalty is another ill advised addition that makes no sense and also further reduces the usefulness of sniper rifles in ME3.  Hence the call from many to remove it from MP.

So I stand by my assertion.  The range multiplier system was bad and the only thing it accomplished was making shotguns relatively worse outside of melee range.  You can add "made snipers worse in melee" range to that if you like, but neither of those is particularly desirable (the former is bad, the latter is redundant).

Greater differentiation in effectve ranges was a good thing.  And again, snipers didn't get any sort of penalty.

Just capping the weight system's effect on cooldowns to -50%/+50% would do the trick in most cases.  And individual tweaking would take care of the rest.

As for weapon balance, there's a very rough correlation between power and weight, but a lot of weapons don't obey this, so yeah, they could have done this a lot better.  But again...numbers issue.  Bioware is clearly aware of the problem because they did (and are still doing) this work for MP.

We sort of agree here, but what we got in SP was still a half baked system relative to ME2.

Irrelevant since the only place balance really matters is on the highest difficulty.  In that case, the scaling combo damage becomes fixed damage that's modified by very small pool of modifiers (mostly +biotic explosion damage mods).

It is very relevant here, it directly effects the highest difficulties.  Because combo damage is the only thing that scales it was by and far the most efficient way to deal damage on higher difficulties.  With easy Fire Explosions (highest base combo damage, multiplier to armor) that doesn't change.  A few token overpowered DLC weapons aren't going to offset that though.

If you want to assert that the "mechanics" of ME3 are better conceptually then ME2, then maybe that has some merit.  But taking into account what was actually implemented, all the half baked systems in ME3 don't accomplish much of anything except trending towards power combos and certain weapon classes regardless of the player class or enemy type you are facing.

Modifié par capn233, 02 novembre 2012 - 02:13 .


#36
Athenau

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You are assuming they made it easier, rather than it simply happening. So they actively designed pressing empty grenade to reload cancel? Proof?

There's no functional difference between actively designing a mechanic and having it created by side effect, and knowing about it but leaving it in the game. Muta micro in starcraft wasn't designed in, would you call that an "exploit"?

They aren't new and they aren't a mechanic. Calling them a new mechanic is doubly wrong..

I'm not going to get into a retarded semantic argument with you about what constitutes a "mechanic".

I unfortunately did read it. Forgetting for a moment that the poor weapon balance makes it irrelevant, it doesn't accomplish anything that the multipliers didn't, except that it is limited to one defense type.

Again, I'm not going to repeat myself. I already explained how it was different from damage multipliers. You clearly didn't understand what I wrote. Teaching remedial reading comprehension is a waste of my time.  The difference between a scaling (in the form of a low multiplier) penalty and a flat reduction which becomes less significant as you stack weapon damage boosts should be blindingly obvious.

It was an additive bonus, not a multiplier.

Irrelevant to the argument whether it was a standalone multiplier or got lumped in with other damage bonuses.

There was no penalty for using sniper rifles at close range. And this is all relative to the base damage, they likely set sniper base damage in ME2 knowing full well that there was no range bonus.

Do you not understand that there is no functional difference between _not getting a bonus_ (when everything else does) and getting a penalty? The relative effect is the same.  And you completely missed the point.  Regardless of the range multipliers, you don't want to use a sniper rifle at close range because they're terrible anyway.  So what, exactly, is the multiplier system accomplishing in this case?  That's right, nothing.

Hipfire penalty is another ill advised addition that makes no sense and also further reduces the usefulness of sniper rifles in ME3. Hence the call from many to remove it from MP.

Yes it doesn't make sense. Neither do the range multipliers (seriously, a pistol shot at close range does more damage but a sniper shot magically doesn't, wut?). But they accomplish the same thing which is to make a weapon class that's already terrible at close range worse. Pointless.

Greater differentiation in effectve ranges was a good thing

There's plenty of differentiation in effective ranges by shotguns being...you know...shotguns, with a pellet spread. There's no need to pigeonhole things further. Excessive use of hard counters/niche solutions is a sign of lazy game design.

It is very relevant here, it directly effects the highest difficulties. Because combo damage is the only thing that scales it was by and far the most efficient way to deal damage on higher difficulties. With easy Fire Explosions (highest base combo damage, multiplier to armor) that doesn't change. A few token overpowered DLC weapons aren't going to offset that though.

There is no "scaling" within a difficulty. It's just a fixed damage value. You keep talking about "scaling" but that has nothing to do with anything. If combos are broken is because cooldowns are too low, and base damage is too high. That's all.

Modifié par Athenau, 02 novembre 2012 - 05:44 .


#37
StarcloudSWG

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Tried this out. One-shotting Brutes with headshots, or Marauders through half a meter of stone wall... "Impressive!"

#38
Eurhetemec

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Binary_Helix 1 wrote...

ME2 had perfect gameplay. It had something for everybody. They needed to stick with that instead of revamping everything.

I'm looking forward to using the executioner pistol and punisher SMG. I always knew the bloodpack were the coolest mercs.


ME2's SP gameplay was better than ME3, but it was far from perfect. It was largely better because DESPITE crappy weapon progression and less interesting powers/combos, ME2's levels were generally better designed, and had more enemies in them approaching in more interesting ways, and generally better tactical situations, as opposed to ME3, where the only real attempt to be "tactical" is spawning some enemies behind your position in a few places. Also far too many ME3 levels are gigantic and empty - it's ridiculous to have a space the size of a football field, full of cover and so on, and all you fight in it is a handful of enemies.

What's sad is that ME3's MP gameplay has improved vastly, but the SP gameplay has stuck where it was. A re-vamp (with new enemy positions, more enemies in some cases, and so on) and a new difficulty mode would be awesome.

#39
squidney2k1

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The Executioner is a great pistol and a mini-sniper. Throw a Scope + ULM on it, and it's perfect for long-range engagements.

...But it also follows in the tradition of an awkward weapon balance: Pistols in-general are still way too god damn powerful. With their low weight and sniper rifle-like damage, they are easily the best weapons in the game.

It should be like this (in general):
Weight: Sniper Rifles > Assault Rifles > Shotguns > SMGs > Pistols
Damage: Sniper Rifles > Shotgunts > Assualt Rifles > SMGs > Pistols

#40
Nitrocuban

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One of the biggest problems in ME3 is the fact that you can actually snipe with Shotguns if you use smart choke. With the new HVB it even got worse, making SRs more and more useless.
A little more range nerfing could put Shotguns where they belong.

#41
StarcloudSWG

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Or longer distance maps with spawn points further apart.