Okay then, let's see (though it's been a while since I finished the game and I'm letting it fallow before undertaking my second playthrough (to keep the game nice and fresh!), so this will be mostly based on memory. I'm still posting, though since I feel kinda obligated to, BioWare fanboy that I am!* And anything that will help is good.) So this will be based on my observations on running through the game, which most of the time consisted of me (mage), Alister, Lelliana and Morrigan.
How easy or difficult do you feel the tactical interface is to use?
I found it pretty easy. I did modify the default setting quite a bit, though.
What would you improve in the tactical interface?
A few more options and tweaks (see next and final question) would make it even better.
Do your party members react as you would expect them to under different tactical settings?Generally, yes. There were one of two minor niggles, however.
1) I found myself having to make sure Lelliana stayed with her bow. She had a noted tendancy not to switch back to ranged as soon as got herself out of melee combat, whch was kind of annoying.
2) Melee fighters - Alister most commonly - did have a nasty tendancy to run into area-effect spells like Inferno (which I used quite frequently. I didn't find a way to stop them doing that. Adding an option or modding the AI so they that didn't run into the area of effect of damaging spells would be extremly useful, as the best option I could find was to switch the party to Hold, effectively negating Alister unless I manually controlled him.
How responsive are your followers to different tactical conditions?Uusually pretty good, aside from the noted problems above. I sometimes found in situations more demanding than the usual, I'd naturally take a higher level of control than the tactical settings anyway.
Have you seen them behave unusually in any circumstances?Aside from the occasional headlong rushes into active long-duration AoR spells - nothing I can recall.
What kind of different ways would you want to control your party?Generally, I let the melee fighters on automatic, only having to tend to them when stopping them charging into Inferno, and controlled myself and occasionally any other mages.
One thing I think would be very useful is to be able to que actions up like KotR. I think that would be a very useful option, giving the player a bit more control in some situations without having to constantly switch characters (because sometimes, during the time you swapped, one character would start something you didn't want them to.) Allowing you to que two or three (and that would probably be all you'd want) actions would be useful for the times you didn't want to leave the characters on automatic, without breaking your flow as much as constantly switching characters.
Aside from that, I found the interface pretty good.
I would like, I think, a little bit more scrollability in isometeric mode. There were occasions when I was close to the walls where it was very difficult to be able to get the camera in a position to be able to see where you were putting your AoE attacks. Again, nothing terrible, but it would be an improvement.
The patch decreasing the cooldowns on passives is a good thing, since that did kinda get annoying if you did a bit of rapid party swapping and had to sit and wait for a bit to bring everyone back up. (Notably with things like flaming weapons, which I had to redo when every the party line-up changed.)
To re-iterate, a command that would allow you to effectivily place your melee fighters on overwatch in front of an active AoE would be nice. I.e. mage chucks an Inferno down, and tank runs up and stops in front of it, and only engages enemies that run past the AoE without getting inside it themselves.
Overall, I found the system was pretty good and fit for purpose (though I was playing at default difficulty level), but with a few additions it could be brought to towards being the best on in an RPG yet (and it's pretty darn good already.)
*I'm only currently replaying the ENTIRE of Mass Effect simply on the off-chance the effects of Bring Down the Sky have some bearing in Mass Effect 2...Yes, I know it probably doesn't, but still...
Modifié par AotrsCommander, 15 janvier 2010 - 12:26 .