Feneckus wrote...
No, it's not a thread about infiltrators/balance, although it could have been.
It's supposed to be a co-op game, but the truth is, 4 lone wolves will almost always be more efficient than a 4-man team working together. Even worse, some kits are better off staying the **** away from others.
- Power classes can't stay close to Destroyers / Geth or Sentry Turrets / Combat Drones because those things will make phantoms/praetorians/banshees bubble up. Let's say you're a MQE with a Power Amp IV. You can kill phantoms with Arc grenade -> incinerate. It takes litteraly two seconds. But if you're close to a Destroyer with Hawk Missile Launchers, you won't be able to use your powers, so you have to use your weapon on those two phantoms, which even with the Destroyer's help will take significantly longer than 2s. Which of course means more time for dragoons to flank you or something like that.
- Weapon users can't stay near someone with a screen shaking power. It is so frustrating to be swarmed by phantoms during a hack because you missed 3 Javelin headshots thanks to that Batarian Sentinel spamming shockwave. Again, you would have been much more efficient on your own.
- My Claymore Batarian Adept can't play with other biotics. Warp + Claymore with Warp Ammo IV + Cluster Nades = Dead Brute. However, if someones uses reave or any other biotic power before my Claymore shot, I won't get warp ammo's damage bonus and the Brute will survive because the biotic explosion does pathetic damage compared to my Claymore.
- Try detonating a BE vs armor when someone is using disruptor ammo. Unless you have cluster grenades, it's impossible and you end up doing less damage because of it. Same thing if some genius decides to use energy drain or overload vs armor.
- Vorchas/Melee Krogans have to stay away from others because it's the only way they can reliably get kills to fuel their bloodlust/rage.
- You can't ever stay near a flamer spammer because yon won't be able to see a goddamn thing.
Teamwork is possible and can be effective. Shield boost + phase disruptor for example is quite nice. Or snap freeze + chain overload, although it's a cheap exploit. But the truth is, 95% of the time you're better off on your own, away from the rest of your team. That doesn't make sense in a co-op game.
Wouldn't it be nice if the best possible team was 4 guys working together, creating combos left and right, one guy's strengths being another's weakness or something like that ? Instead, it's 4 GIs who happen to be on the same map. Meh. 
While I recognize all these aspects of the game as a fail, as you do, I would say that your points fall under the category of clunky or awkward game mechanics and that is the game's biggest failure. ME3 MP is a clunky and awkward game. In addition to the points you raised, the the game also fails on account of:
1) Narrow, unadjustable FOV
2) Swervy movement controls
3) Character hogs up screen real estate
4) When enemies are in certain mundane animations, such as reload, they are immune to status effects because ME3 MP is a gentleman's sport and you must be sporting, gracious, and respectful towards your enemy and let the chap have a proper reload for ****s sakes.
5) Troll Store
6) Etc.
In SP this is all manageable because of the pause button but, in realtime, ME mechanics are pure clunk.
But, Bioware has a history of clunky game play, DA:O for instance. Although, ME3 MP is by far the worst of the lot in this regard.
Modifié par nicethugbert, 11 janvier 2013 - 01:07 .