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Dev Blog: 10 Things I Learned From Fighting as a Lone Wolf


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#251
Xetto

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IoeShepard wrote...

Mindfane wrote...

Siran wrote...
the "one-button does all" is sometimes pretty annoying and unnecessary on PC

.


true, true. We need seperate buttons for taking cover and sprinting


ouch - this could create a long blog, if too many read this but its true.

cover - over cover -no, cover - over cover  arrgh - im bleeding out



Put in when you want to revive somebody in a crisis situation:lol:

Try to res - cover - cover on the other side - back to the other cover again - sidestep. Guy bleed out or you die looking like a total retard. :lol:

#252
Lexa_D

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Siran wrote...

Lexa_D wrote...

Edit: e.g. you inculde the Overload for TI but don't subtract points from other powers for it. Alternative to warfighter would be nice too (grenade pack, shotty+nades gear) even if you don't have them. GI has extra 6 points unspent too.
Please make the proper fix, we don't need more flaming here.


He does, he doesn't spec the final evolution of Armiger Legion if you look closely although it states "fully evolved" (which is the real mistake here). His GI build is also fully spent, but again it states a wrong evolution in the sub-headline (rank 5 next to Tactical cloak, although he has it fully evolved)

So it ain't hard to fix then :) Also, kudos, Eagle-eye!

#253
TommyNg

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The designer of harrier still dont have harrier in his manifest ? are u kidding?:lol: They can press one button and have full manifest

Modifié par TommyNg, 29 novembre 2012 - 02:54 .


#254
DocDAM

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CGaspur wrote...

I did go with overload, the blog has been updated with the correct build and weapon information. I think fitness adds a noticeable difference especially on the Turian.


Corey,

Thanks for the posts, corrections, and insights.  Congrats on the Solo Mastery.  Even with my superior manifest, I'm still not ready (or too chicken) to try Gold.

But still a few quibbles you may want to address/correct:

"Warfighter Package: II: For Extra grenades"
- I understand, but for the hyper-critical/literal, you may want to add: "(Obviously, Shocktrooper Pkg or Grenade Pkg would be superior, but I have neither)"

"Armiger Legion: Fully evolved"
- remove "fully evolved"

GI:
"Tactical cloak: Rank 5"
- But you show it evolved to rank 6. (perhaps you were trying to correct the TGI, but put it here instead?)
Really don't spec fitness?

Geth:
"Strengths:  .... They rush in on you fast, so hunkering down is tough.
Weaknesses: The slowest-moving faction"
- I'm still scratching my head over this apparent contradiction (?)

As to those poo-poo'ing TC duration over damage, I'm no expert, but I'll just point out the Caineghis chose duration for his TGI spec ops elite solo run.

Modifié par DocDAM, 29 novembre 2012 - 03:02 .


#255
BalisticCarnage

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I love how bad you guys are at your own game.

#256
PreGy

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CGaspur wrote...

Hi everyone,

Firstly I would like to thank you all for the feedback; there were errors in the build section of the blog that will be corrected, sorry about that. By no means was this blog post meant to say that my builds or strategies are top tier or the best in anyway. This blog post was merely a mind share of what I learnt from trying to get the lone wolf banner. As developers on this game we are always amazed at the passion of our fans, and how much better at the game you are then us :}

I would also like to take this opportunity to introduce myself, as I am not very active on the forums. I started on ME2 working with a very small team. Our goal was revamping the combat and gameplay systems for ME2. This worked carried onto ME3. Myself, Eric Fagnan and our small team worked extensively on single player and multiplayer gameplay. All the kits, weapons, powers, mods etc. were all designed in house by our gameplay team. We have also worked on each multiplayer DLC to date, designing the new kits and weapons. Most recently I worked on the Turian Havoc and Ghost, hence my choice for Solo :} while Eric designed the Volus Engineer and Adept.

We are extremely passionate about the Multiplayer component of Mass Effect 3, and are so happy and proud at how passionate the community is as well.

Here is my gamer tag so you can see I actually play and love the game as much as you do :}
Solidus Wpg
- Corey Gaspur



After re-playing ME1 and ME2, I must say you did a great work in this area.

#257
upinya slayin

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CGaspur wrote...

Hi everyone,

Firstly I would like to thank you all for the feedback; there were errors in the build section of the blog that will be corrected, sorry about that. By no means was this blog post meant to say that my builds or strategies are top tier or the best in anyway. This blog post was merely a mind share of what I learnt from trying to get the lone wolf banner. As developers on this game we are always amazed at the passion of our fans, and how much better at the game you are then us :}

I would also like to take this opportunity to introduce myself, as I am not very active on the forums. I started on ME2 working with a very small team. Our goal was revamping the combat and gameplay systems for ME2. This worked carried onto ME3. Myself, Eric Fagnan and our small team worked extensively on single player and multiplayer gameplay. All the kits, weapons, powers, mods etc. were all designed in house by our gameplay team. We have also worked on each multiplayer DLC to date, designing the new kits and weapons. Most recently I worked on the Turian Havoc and Ghost, hence my choice for Solo :} while Eric designed the Volus Engineer and Adept.

We are extremely passionate about the Multiplayer component of Mass Effect 3, and are so happy and proud at how passionate the community is as well.

Here is my gamer tag so you can see I actually play and love the game as much as you do :}
Solidus Wpg
- Corey Gaspur


If i was you, I woulda temp-banned 90% of the people in this thread lol

#258
CmnDwnWrkn

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CGaspur wrote...

Hi everyone,

Firstly I would like to thank you all for the feedback; there were errors in the build section of the blog that will be corrected, sorry about that. By no means was this blog post meant to say that my builds or strategies are top tier or the best in anyway. This blog post was merely a mind share of what I learnt from trying to get the lone wolf banner. As developers on this game we are always amazed at the passion of our fans, and how much better at the game you are then us :}

I would also like to take this opportunity to introduce myself, as I am not very active on the forums. I started on ME2 working with a very small team. Our goal was revamping the combat and gameplay systems for ME2. This worked carried onto ME3. Myself, Eric Fagnan and our small team worked extensively on single player and multiplayer gameplay. All the kits, weapons, powers, mods etc. were all designed in house by our gameplay team. We have also worked on each multiplayer DLC to date, designing the new kits and weapons. Most recently I worked on the Turian Havoc and Ghost, hence my choice for Solo :} while Eric designed the Volus Engineer and Adept.

We are extremely passionate about the Multiplayer component of Mass Effect 3, and are so happy and proud at how passionate the community is as well.

Here is my gamer tag so you can see I actually play and love the game as much as you do :}
Solidus Wpg
- Corey Gaspur


Thanks Corey.  You guys did an awesome job with the gameplay for ME2 and ME3.  The combat is the best part about ME3 and what makes multiplayer so great.  Hopefully you'll be involved with future Mass Effect games.

#259
Shampoohorn

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randomfoo wrote...

CGaspur wrote...
One day I will have the Harrier in my hands, I designed the gun and fully understand its raw awesomeness Posted Image 
If I had it at home I would be using it on the Ghost without a doubt!


First, awesome job on the Harrier! (still my fav AR by a longshot) and on the rest of the game mechanics - it's been a great ride.

Second, congrats on lone wolfing!

Third, as you've seen from the feedback, there are definitely lots of people that have spent lots of time in the forums hyperoptimizing.  I think some of the disappointment being voiced is that the blog post is presumably aimed at a more general audience but could easily have introduced/pointed more people towards the forums or other things that could really help players/deserve more attention.

Personally, I think it'd be great if future blog posts did a bit more of that.  For example, lots of us find Narida's class builder to be invaluable and this would have been a great opportunity to highlight that. Also, the and things that are posted in the forums that aren't commonly known like the damage multipliers  that Eric has posted, or what Brenon Holmes posted about how cloak works (or more accurately doesn't in solo games), or all the in-game numerical testing that peddro, corlist, and others do, etc etc.  Just a thought if you guys do more MP blog posts in the future.

There's an amazing amount of depth in the gameplay/game mechanics, but (at least based on ongoing PUG play), the majority of people just have no clue about most of it.


Quoted for truth and overall positive vibe.  Good suggestions.

#260
Reizo Ryuu

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DocDAM wrote...
Geth:
"Strengths:  .... They rush in on you fast, so hunkering down is tough.
Weaknesses: The slowest-moving faction"
- I'm still scratching my head over this apparent contradiction (?)


*sigh* It's not a contradiction; the geth have a constant pace, they will keep coming to rush you down almost never stopping, but their actual movement speed isn't really fast at all.
While cerberus likes to flank, camp, set up turrets etc., all of their units physically move faster than any of the geth, especially once phantoms/dragoons spawn.
Same goes for reapers and collectors ofcourse, the only slow units in those 2 factions are the cannibals and scions

#261
Xaijin

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Reizo Ryuu wrote...

Xaijin wrote...

Dead Space One and Two was definitely a step on the hard side, but if you had two fully evo'd weapons, you could make it.

I'd say a genuinely hard game would be Demon's and Dark Souls. There's more than one way to approach certain enemies, but in general if you just go in swiping you'll pretty much instantly have your ass handed to you, and most of the bosses can kill you in one or two hits even with maxed gear and levels.


Hilarious how you first go on to mention NGII having "artificial" difficulty and then mention 4 games which weren't hard in the slightest.
NGII had a real case of difficulty on harder settings, but it's a very twitch and spacial aware kind of difficulty, if that is your forte then ofcourse it doesn't get really hard, regardless of what weapon used.

And both soul games have -the- biggest case of artificial difficulty; enemies are only hard cause players are needlessly scared, or don't look out for obvious patterns due impatience, once you know what an enemy does, they become easier than stomping a goomba in mario, I solo'd ornstein and smough and it was just a case of patience, nothing hard about it.


Total bull****. Itagaki himself flatly stated all they did on the higher difficulties was reduce parry stun window to a fifth of second and increase the block rate to 92% on all non crushing and non shadowed attacks, and unlocked already present projectile AI for all ninja and normal enemies. That's about as artificial a bias as you can make.

The difficulty curve in dark souls doesn't apply to your second playthrough.

#262
Vlark

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i really think that this is actually a pretty nice troll. Maybe they had a Party at Edmonton and thought like "hey...let's troll BSN - its easy even if we are drunk"