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#26
HolyAvenger

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I definitely agree that biotic explosions in SP are overpowered ...caster Shepards have access to all the most powerful guns too, so the argument that powers need to be equal to guns is silly because the two can be used in conjunction with each other. 

I would welcome a rebalancing in ME4 along the lines of ME2, where each had its place against certain enemies and protections. Factions were designed so that both biotic and tech teammates could contribute against all of them, but shone against some and were weaker against others. 

I don't think the removal of the ability to save would add difficulty, but merely add frustration. If in the above video, I had died to a stray grenade at the end, and been forced to replay from the start of the mission, all it does is force me to camp more, play defensive more and take less risks. It doesn't make the fights inherently more difficult.

#27
capn233

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Biglose wrote...

 What capn223 suggests is just forcing casters to relay on guns.

It is a shooter afterall.

For example warp to stop regeneration pull singularity to prevent ground contact etc.

Yes that mechanic would be fine.  Only trouble is you don't really fight any enemies that regenerate in ME3.  That is another problem in many ways related to plot, but arguably enemy design as well.

And I don't get what the problem with pure casters is... beyond me. But cutting biotic explosions will just lead to adepts beeing a silly choice.

Mass Effect has always been a TPS with various special abilities added on.  It isn't unreasonable to require some minimum proficiency with weapons on the higher difficulties.

And as I alluded to before, even in ME2 where guns were designed as an integral part of any classes combat (see Adept protection stripping), it was possible to get through the game without firing a shot with any class.  The same would be true with the changes I suggested.  Even with the combo changes.  A leveled up physics combo would likely kill an unprotected target, just as it did in ME2.  But the changes to protections I proposed was to prevent spamming the same thing over and over again regardless of protection or enemy type.  It would at the minimum force you to consider using your squad or even weapons effectively.

#28
Soja57

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HolyAvenger wrote...

I would welcome a rebalancing in ME4 along the lines of ME2, where each had its place against certain enemies and protections. Factions were designed so that both biotic and tech teammates could contribute against all of them, but shone against some and were weaker against others. 

I don't think the removal of the ability to save would add difficulty, but merely add frustration. If in the above video, I had died to a stray grenade at the end, and been forced to replay from the start of the mission, all it does is force me to camp more, play defensive more and take less risks. It doesn't make the fights inherently more difficult.


ME2 had the best power and weapon balance. It also had the right balance between requiring squadmates and Shepard's own abilities.

I wouldn't push it so far as to restarting the whole mission after a death, but at least reduce the amount of checkpoints so that the game isn't holding your hand the whole time. Also, it does suck dying a cheap death like stray grenades or accidentally getting sucked into cover. But these can be remedied with separate buttons for cover, rolling/running, and interact.

Stray enemy grenades should be easier to detect, whether it be through increased alarm sound radius, or increased grenade visual indicator radius. Sometimes I roll to the side to enter cover in the heat of battle, only to find myself ontop of a grenade and it explodes.

#29
HolyAvenger

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Soja57 wrote...

ME2 had the best power and weapon balance. It also had the right balance between requiring squadmates and Shepard's own abilities.

I wouldn't push it so far as to restarting the whole mission after a death, but at least reduce the amount of checkpoints so that the game isn't holding your hand the whole time. Also, it does suck dying a cheap death like stray grenades or accidentally getting sucked into cover. But these can be remedied with separate buttons for cover, rolling/running, and interact.

Stray enemy grenades should be easier to detect, whether it be through increased alarm sound radius, or increased grenade visual indicator radius. Sometimes I roll to the side to enter cover in the heat of battle, only to find myself ontop of a grenade and it explodes.



Agree that ME2 struck the best balance, though perhaps it could still have been tweaked at insanity, where it still punished certain teammates (Jack is one that immediately comes to mind). I really liked how Shepard needed his squad for most missions, whereas for ME3 in most fights they feel superfluous.

Agree that less-cheap mechanics (one button to rule them all) would make fewer saves less frustrating. Arguably at higher difficulties, instead of simply bullet sponges and enemies hitting harder, it would be more interesting to have different compositions for different fights. I imagine that Sur'kesh fight would be more interesting on Insanity with 2 or 3 Atlases to deal with it, instead of 1.

#30
Soja57

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I think one way to make Insanity mode harder is to clearly and thoroughly define each enemy's niche. For example, Guardians feel too similar to normal Assault Troopers, as simply slap on cover-penetrating mods or use a weapon with inherit cover penetration and their riot shields become worthless.

One thing to buff Guardians without a direct health upgrade is to make their riot shields cut the effectiveness of cover penetrating bullets by half. They should also be able to pick up their shields again if they are close enough. Or even plant down their shields to potentially troll the player by preventing them from proceeding to the next area. Okay, maybe not the last one, but you get my point. Enemies should be smarter, coordinate with each other, and should counter some of the player's tactics without using cheap tactics against the player (like sync-kills countering melee attacks, or the Phantom and Banshee's bubble of denial).

#31
capn233

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I think the Rampart Mechs are almost a better implementation of the Guardian, and if they replaced them throughout the game it might be more interesting.

Also, Cerberus's most danagerous unit is only encountered on a total of 3 missions in the main game, and 1 DLC mission.  If Phantoms proliferated a bit, it would also make Cerberus a bit tougher.

Modifié par capn233, 15 janvier 2013 - 01:50 .


#32
HolyAvenger

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capn233 wrote...

Also, Cerberus's most danagerous unit is only encountered on a total of 3 missions in the main game, and 1 DLC mission.  If Phantoms proliferated a bit, it would also make Cerberus a bit tougher.



The first time I played SP, I thought the boss and sub-boss units were fine and appeared in the right amounts.

Nowadays I want more.

#33
sentinel_87

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Adding more phantoms is a good idea. Perhaps simply replacing some assault troopers with centurions also, if only to give more units a second layer of defense, would be noticeable.

I'm not sure how something similar could be done with reaper forces. Brutes are fairly large and the first banshee encounter is meant to be unique.

Fighting the geth in the game received such a small amount of time, which I found disappointing. I think pyro units are only encountered on Rannoch: Admiral Koris. Adding in some more on the final Rannoch mission could be an option.

#34
Soja57

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sentinel_87 wrote...

Adding more phantoms is a good idea. Perhaps simply replacing some assault troopers with centurions also, if only to give more units a second layer of defense, would be noticeable.

I'm not sure how something similar could be done with reaper forces. Brutes are fairly large and the first banshee encounter is meant to be unique.

Fighting the geth in the game received such a small amount of time, which I found disappointing. I think pyro units are only encountered on Rannoch: Admiral Koris. Adding in some more on the final Rannoch mission could be an option.


Or you know, they could increase the length of the Rannoch story arc for more combat against the geth. Or just increase the length of the game overall. Also, how about instead of replacing mooks with high-tier enemies, why not buff the mooks? Not a direct health or damage buff, but make them capable of doing more things.

For example, bring back enemy flashbang grenades from ME2. Maybe when cannibals consume their dead allies, they actually gain a weak layer of armor, preventing the use of crowd-controlling biotics until this armor is shot off. Or husks come in a large swarm like the Reaper IFF mission in ME2; that mission is always fun.

Simply put, I'd prefer a good balance between the number of mook enemies and high-tier ones, while still providing a challenge. This is the reason why I like playing on Silver difficulty for MP the best, even though I mainly play Gold. It strikes the right balance for the number of each enemy.

#35
sentinel_87

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I'm all for making the Rannoch story arc longer; that will never happen though.

More husks sounds good. I think that simply making them move faster would help. They do move kind of slow. For that matter I think most enemies move a little on the slow side.

Adding flashbang grenades sounds like an interesting idea. I believe the reason Bioware went with smoke grenades instead of flahshbangs is because of multiplayer. Having multiple flashbangs detonating next to the player would be very frustrating on the higher difficulty levels.

I like playing on silver as well. It seems a more reasonable progression toward upper level enemy units; not just all at once. In singleplayer I feel those types of units appearances are too far between each other.

#36
Soja57

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sentinel_87 wrote...

I'm all for making the Rannoch story arc longer; that will never happen though.

More husks sounds good. I think that simply making them move faster would help. They do move kind of slow. For that matter I think most enemies move a little on the slow side.

Adding flashbang grenades sounds like an interesting idea. I believe the reason Bioware went with smoke grenades instead of flahshbangs is because of multiplayer. Having multiple flashbangs detonating next to the player would be very frustrating on the higher difficulty levels.

I like playing on silver as well. It seems a more reasonable progression toward upper level enemy units; not just all at once. In singleplayer I feel those types of units appearances are too far between each other.


Faster and more husks would be epic. Would actually be pretty scary facing the husks if so.

Regarding flashbangs: For balance reasons, enemy flashbang grenades should be more limited in use than smoke grenades. Maybe cerberus assault troopers get smoke nades, while centurions get flashbangs? Makes more sense to me that way. The thing I like about enemies using flashbangs is that players can avoid them without being forced to completely change their playstyle.

This is the problem with enemy insta-grabs. Sure, players can avoid them by staying at range, but then melee-centered characters are severely punished by doing so. Insta-grabs are also based on chance, which factors less on player skill and more on randomness. Melee is also pretty weak in SP and for many MP characters anyway. I'd prefer if melee was still a viable option for higher difficulties.

#37
TheBigLebowski

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The funny thing is that by playing endless hours of MP the SP just gets too easy. You literally get trained by MP. well that's my general feeling.

#38
Arisugawa

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Abraham_uk wrote...

Insanity isn't easy. If you're a new player it's very, very challenging.
But if you're a Mass Effect veteran who has played multiple playthroughs across ME 1 and 2, not to mention playing Gold and Platinium Matches (okay I'm only just about good enough for gold), insanity isn't that much of a challenge.

The reason for a higher difficulty is to accomodate for people  who have play higher difficulties in multiplayer.

Beating the highest difficulty should be something to really brag about. It should be something so challenging that very few gamers are capable of beating it.

If you're one of those people who beat Dark Souls and Daemon Souls, hats off to you. I could never do that. That is a genuine gaming achievement. You can brag about it as much as you like.


Just want to point out that the skill of the players on the BSN aren't necessarily indictative of the majority of players who have played the game.

For example, True Achievements lists that 9,944 out of 56,158 (18%) players have unlocked the Insanity achievement, which is just slighly less than 1 of every 5 Xbox 360 players who have the game on that site.

Against other Mass Effect games, True Achievements has ME2 lists 15,695 of 81,213 (19%) of players completing Insanity, and ME had 14,571 of 100,306 (15%) of players complete it (though the lower ratio there might also be a factor of having have to have 2 complete playthroughs just to unlock the Insanity difficulty).

As a comparison, True Achievements lists 15, 567 of 78,930 (20%) Xbox 360 players have the Lone Wolf Legend achievement for Halo 4; 13,342 of 71,005 (19%) players for the Epic Tier 3 Engineer achievement on Dead Space.

Your Gamer Cards lists that 9,570 out of 73,519 players have unlocked the Insanity trophy for ME3, which is just not even 15% of PS3 players who have the game on that site.

Against Mass Effect 2, 14,735 of 101,928 (14%) of PS3 players unlocked the Insanity trophy.

Comparatively, 38,666 of 176,208 (22%) of PS3 players completed the Epic Tier 3 Engineer trophy for Dead Space.

Although this a tiny sampling of the statistics, I wouldn't say that ME3's Insanity is pitifully easy to the average gamer nor it is out of synch with other contemporary games. The percentage of Insanity completion against players who play the game still tends to trend lower than the hardest difficulty achievements of other games.

The desires of the Gold/Platinum hardened veterans of ME3's MP shouldn't necessarily be used as a measuring stick to determine what the highest difficulty should be.

Modifié par Arisugawa, 22 janvier 2013 - 06:29 .