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,

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 .