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Why rockets, medigel, thermal clips, and ops packs should be removed from ME4 MP... If we get one.


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#26
Offender_Mullet

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OP,

I thought this thread was going to be filled with sarcasm about removing them because people are idiots and never use consumables during a match, but.......alas it was not meant to be. Disappointed I am in you.

#27
Operator m1

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Rockets are one thing. The I feel future MP won't need them (as long as we don't get another challenge weekend like Firestorm anyway...), or at least limit them to 2.

Removing ops packs, and medi-gel would really promote more camping, and less risk taking. Maybe a separate hardcore mode lacking any items for masochists, fine.

The real issue appears to be the number of consumables people are allowed, and not so much how powerful they are.

#28
DSxCallOfBooty-

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Thread = 1/5 stars.

I like the idea of incorporating more teamplay into ME4's MP (if it has it), but, simply put, this is far from the right way of doing it.

#29
Ryquist

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Seeing what consumables you get is fun. It's like Christmas.

#30
RGB

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Schneidend wrote...

The only consumable I want removed are ammo types. The SP's ammo powers should have been translated right into MP as optional powers selected from a list and set for each kit/build a la the bonus power list for Shepard.


Love this, have thought it myself and agree 100%.  There should be five powers assigned to each kit, with you having the option of picking the three that you want and assigning them to whatever button you choose. 

The problem with this idea and OP's idea is this - if ammo powers and consumables get yanked out of the packs, there's nothing to get in packs except weapon / kit unlocks.  Whatever you think of the consumables in this game (and I'm not 100% happy with them myself) you can agree that Bioware isn't going to ditch the packs for the next game.

If the packs return, they have to be full of things that limit the number of things you unlock, so that you need to buy more packs.  Appearance options separate from exp cards and kit unlocks?  I don't know what you use for the "filler" in the packs at that point.

This isn't stealth hate on packs, btw.  I've paid for packs and probably will again when the new DLC comes out.  I'm just saying that's the biggest problem I have with OP's suggestion.

#31
landylan

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ISHYGDDT wrote...

landylan wrote...

ISHYGDDT wrote...

Your entire argument is for rockets. Title says remove rockets, medigel, op packs and thermal clips.


Seems legit.

Read three again.

Fine 3/4 of your argument.  So you want a medic class and a walking ammo box...

"support class"

You're missing the point. It has a lot of potential in the next game.

#32
AlexMBrennan

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1) That's a problem with spawn points
2) That's a bug
3) Requiring a dedicated healer in 4 player coop without chat is just asking for trouble. Plus, medic could be considered a relatively boring class so moving away from a dedicated medic class may be a good idea.
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4) too vague

Modifié par AlexMBrennan, 06 février 2013 - 03:56 .


#33
dasfranken

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I see no harm in them. If consumables are trivializing things for someone I see two possible reasons...

1) They should make the jump up to the next difficulty.
or
2) They are a very seasoned players surrounded by very seasoned teammates (If talking about the platinum equivalent of the next game.)

Either way you need to remember those who are struggling with the lower difficulties. The extra supplies really help them out. I wouldn't be opposed to a mode, personally, with more limited resources, I like the challenge, but I want to watch out for the 'average Joe,' too.

I do like the idea of carrying a heavy weapon instead, and I see where you are coming from with 'support' builds. However, I think a player should still be able to carry some consumables on their person (could be more limited though).

However, I don't want to see classes become overly 'specialized' though. What I mean is I don't want to see certain characters/builds become nearly mandatory for higher difficulties (say a medic). This game does a good job with letting you play characters many different ways, and have nearly any team set-up you want. I like that. I'm not saying 'mandatory' classes would happen, just that the risk exists. Having classes with a more designated role would be fine, if carefully implemented though. This specialization may actually appeal to some, and it's a valid opinion, it's just not one I share.

However, I do agree the ideal 'support' role in this game is largely overshadowed by DPS characters, and steps should be made to achieve more viability for the less damage focused ones in future titles. Basically, I agree with the concepts behind what you are saying, but I'd be cautious about the implications and methods they are implemented.

#34
.458

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Glitching is no excuse to remove something. Other points sure, but bad quality could be replaced with good quality. Missile glitching could be fixed along with many other issues by rearranging how data goes across the network.
http://social.biowar...1769/7#15745364

I can't believe how many people would accept less of a game to fix bugs instead of fixing the bugs.

#35
Schneidend

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BryceH wrote...
Love this, have thought it myself and agree 100%.  There should be five powers assigned to each kit, with you having the option of picking the three that you want and assigning them to whatever button you choose. 

The problem with this idea and OP's idea is this - if ammo powers and consumables get yanked out of the packs, there's nothing to get in packs except weapon / kit unlocks.  Whatever you think of the consumables in this game (and I'm not 100% happy with them myself) you can agree that Bioware isn't going to ditch the packs for the next game.

If the packs return, they have to be full of things that limit the number of things you unlock, so that you need to buy more packs.  Appearance options separate from exp cards and kit unlocks?  I don't know what you use for the "filler" in the packs at that point.

This isn't stealth hate on packs, btw.  I've paid for packs and probably will again when the new DLC comes out.  I'm just saying that's the biggest problem I have with OP's suggestion.


If we're talking ME4, there's a lot more room to get nuts with changes. I'd say drop the random drops entirely. We should unlock things we want, via tokens or points and time investment. Part of the reason that more than half of the weapons are garbage is due to random drop shenanigans and rarity. It was a bad model from the start, but it's pointless to complain about something the game was built around. The sequel, however, should correct it.

#36
Eelectrica

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Interesting idea.
Of course stomping, sync kills and being stunlocked to death would also have to go.
It's a pity we'd get banned if we tried such a game with ME3 to test if such a thing has legs.

#37
xtorma

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landylan wrote...

ISHYGDDT wrote...

landylan wrote...

ISHYGDDT wrote...

Your entire argument is for rockets. Title says remove rockets, medigel, op packs and thermal clips.


Seems legit.

Read three again.

Fine 3/4 of your argument.  So you want a medic class and a walking ammo box...

"support class"

You're missing the point. It has a lot of potential in the next game.


And like every other game known to exist, you will be waiting for hours for a support class to group because 90% of the people will play dps classes. No thanks.

#38
Leones Maneres

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Awww just shut up and play already.

#39
Kalas Magnus

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solidprice wrote...

Ryquist wrote...

kira28 wrote...

dumbest thread I ever read not sure if trolling Oo...
No medigels to revive means counting on randoms to pick you up....This whole thread supports a hold hands in firebase rio type of gameplay where everybody is right next to eachother in a box of shame to pick each other up.

Dont hate on players who rockets spawns and attack spawns instead of holding your hand OP.


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#40
Kushiel42

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landylan wrote...

 3. It would allow for the creation of more characters purely focused on support without removing a large part of the difficulty from the game.

4. Heavy weapons with a special ammo are a better idea than the easy mode rockets.


You need to provide specific examples of what you mean by these. For instance, "characters focused entirely on support" isn't a thing in video games other than RTS/TBS games, because that would be incredibly boring to play. But maybe you actually meant something else.

Modifié par Kushiel42, 06 février 2013 - 07:23 .


#41
billy7768

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What would be cool is if you play bronze you would get 5 of each, silver you get 4 of each, gold, 3 of each etc...

Or if you decide not to take any in with you, you would get a credit boost by say 10%.

#42
Faps to phantoms

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Tottaly agree and support.

In-game consumables are only vital on Gold/Plat, but that's because the gameplay isn't balanced
around those difficulties. So in a way the higher difficulties are balanced  by consumables, which is almost as poor a balancing concept as stunlock  is for "challenging".

This is why I love Bronze/Silver. You can successfully complete multiple matches without having to resort to an emergency button. Don't get me wrong, medi-gel has saved my ass countless times; but if they balanced enemy damage output better it wouldn't be needed. Rockets have helped me kill priority targets with milliseconds left to spare, but those games should have failed in all fairness.

Modifié par Faps to phantoms, 06 février 2013 - 07:34 .


#43
Silvair

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 I think they should buff shields to compensate for lack of Surv Ops packs.

Keep Medigel, but make it so you can only revive teammates with it, not yourself, to encourage more teamwork and trying to keep each other alive, rather than 4 people just running around trying to solo.

Rockets, I think you should only get 1 per person, per mission.  Also, the option to simply NOT have the rocket on your back for all characters.

Thermal clips, keep em.  That's just carrying around ammo clips, which soldiers do.  Although kind of redundant with all the ammo boxes lying within 10 feet of you at all times.

#44
ASmoothCriminalx

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billy7768 wrote...

What would be cool is if you play bronze you would get 5 of each, silver you get 4 of each, gold, 3 of each etc...

Or if you decide not to take any in with you, you would get a credit boost by say 10%.



#45
billy7768

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Faps to phantoms wrote...

Tottaly agree and support.

In-game consumables are only vital on Gold/Plat, but that's because the gameplay isn't balanced
around those difficulties. So in a way the higher difficulties are balanced  by consumables, which is almost as poor a balancing concept as stunlock  is for "challenging".

This is why I love Bronze/Silver. You can successfully complete multiple matches without having to resort to an emergency button. Don't get me wrong, medi-gel has saved my ass countless times; but if they balanced enemy damage output better it wouldn't be needed. Rockets have helped me kill priority targets with milliseconds left to spare, but those games should have failed in all fairness.


Agreed.

#46
Samerandomscreennameidontcareabout

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landylan wrote...

 1. Rocketting spawns and stuffs is just stupid. 

2. No moar rocket glitching.

3. It would allow for the creation of more characters purely focused on support without removing a large part of the difficulty from the game.

4. Heavy weapons with a special ammo are a better idea than the easy mode rockets.

Thanks. Read reasons three and two.


1) indeed. But not the rockets are the problem, the problem is how the enemies are spawned into the map. Wrong cause and effect here.

2) Lol. To compensate for bad progamming you want to loose features of a game? Thank god don´t have to say anything. You are ridiculous.

3) Bollocks. Rockets are not the cause of this. The focus on high DPS is. Lower DPS, make more efficient support skills ( no, shield boost alone isn´t good enouhg ) and you will see support classes bloom.

4) I actually disagree on this one too at least partly. While the idea is decent and the mechnics of rockets are somewhat lacklust ( no freindly fire, for example ), when your position is overrun, rockets are the only way of clearing your position fast enough. With your idea, the team would never be allowed for a single fail, because they couldn´t recover.

#47
DAN1EL86

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orehlol wrote...

 Yes a lot of pugs don't missile or gel it's bs


This. Scrubs dont use medigel because they are saving for their next psp. 

Meanwhile, I have to carry the wave. I hope they make some changes to the communal credits based on performance. 

#48
HolyAvenger

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I sort of agree. No gels at least, and less rockets. Would be interesting to see if CC and teamplay became more mandatory for high-level gameplay.

#49
Beta Commando

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I was sad that there weren´t heavy weapons in MP, they should have been balanced well but why not.
Missile launcher is a cool idea but how it works is a bit lazy if you could put it that way.
Medi-gels are fine by me but if there could be other option for rockets.

Modifié par Beta Commando, 06 février 2013 - 12:16 .


#50
landylan

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Samerandomscreennameidontcareabout wrote...

landylan wrote...

 1. Rocketting spawns and stuffs is just stupid. 

2. No moar rocket glitching.

3. It would allow for the creation of more characters purely focused on support without removing a large part of the difficulty from the game.

4. Heavy weapons with a special ammo are a better idea than the easy mode rockets.

Thanks. Read reasons three and two.


1) indeed. But not the rockets are the problem, the problem is how the enemies are spawned into the map. Wrong cause and effect here.

2) Lol. To compensate for bad progamming you want to loose features of a game? Thank god don´t have to say anything. You are ridiculous.

3) Bollocks. Rockets are not the cause of this. The focus on high DPS is. Lower DPS, make more efficient support skills ( no, shield boost alone isn´t good enouhg ) and you will see support classes bloom.

4) I actually disagree on this one too at least partly. While the idea is decent and the mechnics of rockets are somewhat lacklust ( no freindly fire, for example ), when your position is overrun, rockets are the only way of clearing your position fast enough. With your idea, the team would never be allowed for a single fail, because they couldn´t recover.

Three doesn't talk about just rockets. It's all consumables.