RedJohn wrote...
Okay, here we are.
Look what happen, let's put the example of a very inexperienced player, if one of those players start using the EDI bot, instead of being good for him/her will be actually the opposite, the character don't make them learn anything about being careful, don't make them learn about situational awareness, it will make them ignore pretty much everything because the character has taken out the risk with its massive perks.
I am not talking about leveling up difficulties no, i don't have any problem with that, but the thing is, characters like this makes players less skilled and make them ignore so much things about the game that is actually bad for the ones that learn how to play with it.
Imagine the case of someone who learn how to play with this character, let's say on Fire Base White, one of the most used maps, good for granades etc, even if the player doesn't have granades gear he doesn't have to worry about too much because White is purely a granade map and once he notice all the perks it gives the character it will stick to it very much, of course, it doesn't matter if he or her stick too much to the character, but what is not good is that the character itself won't make the player evolve in skills, when that player try then another character would be a dissaster.
With time then, can get very bored of the game because will see the EDIbot as an unique option to play decently, which is bad for the player base.
Again, I think the damage output is fine, I don't have nothing against Cloak or the shotgun damage, for me is fine.
I also don't care if people solo platinum with it, if someone outscore me ( lol those coments were actually so funny ), etc.
I wouldn't deal in absolutes.
"Will" make him/her worse? Not necessarily. If one were to:
go down, and get hammered back down before one can get RM back up
go down often enough to really abuse RM's auto-revive
miscue RM and it expires before you die, even if just by a second while you're stunned/staggered
Then odds are good one might wonder "why am I dying like this? Maybe I should adjust tactics?" coz gettingt downed is not fun.
RM -still- takes talent to use. Believe me. I've played and enjoyed the AIU, and understand it's mechanics up to the point of which sync kills one can survive with it as banshees seem final no matter what. A banshee sync-kill is what ended my silver solo.
I wandered into a -gold- match last night with 2 AIU, and I beat both their scores considerably. And I was even in second place. And I was using a Quarian Female Engineer.
The AIU players were dying constantly, at least once a wave. RM was not saving them at -all-. Honestly if it wasn't for someone playing the Juggernaut, I don't think the gold match would've been salvageable.
The next match the juggernaut player switched to the Talon, and we had a hell of a time trying to win.
I know score isn't a huge calculator for talent, but if you keep going down, your score will suffer for the time spent.
I recommend pugging a little on gold, and take note of some of the AIU players as opposed to relying on "They can use 40 medigels!!" which, if someone -does- use 40 of them, or I dare say 20, and maybe not even that much, I think it'd cause doubt, and have them re-evaluate the difficulty they're on. I know I'd come to the realization that "Crap, I shouldn't be here!"
Dying 4 times a wave round abouts will likely send a clear message. this message will be stronger if they have weapons that are largely ineffective on the difficulty they're on, and aren't makign attempts to compensate.
Even if said player that died over a dozen times doesn't realize yet that they don't belong on the difficulty, odds are good someone will tip them off one way or another.
A decent amoount of gold pug players I ran across refuse to medigel, or missile. You really think they'll use a thermal pack to truely take advantage of the AIU? Personally, I feel they'd just waste the AIU's potential.
Then there's the finite amount of grenades in boxes every round. the AIU certainly isn't going to get all of them unless the AIU is the only grenade user on the team.
Even if there's a demolisher, with the glut of grenade users avaliable, and popular, one might be hard pressed to stay alive solely through the use of RM.
RM allows you to be far far more reckless, especially on the durability front (At least far more reckless than I ever could afford to be normally which is really refreshing!
Honestly, do you think that any sane group would keep a person that died 40 times in a match? or 20? Unless they have the patience of a mountain, they'd likely kick the person that died that often. Odds are they had the life span of a decoy, or a combat drone and about as much usefulness.
A talented player can take advantage of the AIU's potential to the point that they could use 40+ RM uses, but lets be real here. Who would want to?! What sane gamer would stay to the point that they make -that- much use of RM?
Further, wouldn't that same talented player, who's had to have been playing for a while (unless they were some savant), before the AIU's launch, be less likely to die, nevermind die to the point they need 40 medigels, and thus render the whole problem with the autorevive obsolete?
Auto-revive is a bit of a safety net for me, yes. I get careless, 'm not all that great, and I'm pretty wary of gold PuGs. At worst it's going to be something of a crutch for me to drag a floundering gold team to extraction.
Lets not forget that the auto-revive is instant, and ends RM. You get up. If you're in a bad spot, you're likely going straight back down, or even being sync-killed. If you're quick, or lucky, you might be able to reactivate it, and realize what the heck is going on, and any sane player would try to avoid that position again. And that's only if you have an RM use left!
On paper, yes, the possibility of having several dozen medigels exists. In practicality, who would use so many of them?
RM does -not- replace medigels entirely. It might make them less important, but they're no replacements. The average player will likely die as RM wears off at the worst time possible, or not have it on in time, if at all.
The problem with looking at potential to do badly is that few people can, or want to reach that potential.
More over, if they're no good on the difficulty, they'll likely be informed sooner or later if they don't understand it before then.
I can see RM as more of a learning tool, or a safety net more than something that helps a person stay bad yet be successful. If they're no good at using the class, then I can't really see it doing themselves, or anyone much good. They'd have to learn something, even slowly.
I don't see someone playing the AIU exclusively. They'll likely have more interest, and maybe even better successes in other characters.
If they're going to get bored, then they're going to get bored regardless, anyhow since they haven't the drive to play any other characters, which I find a bit hard to believe.
Modifié par Rebel_Raven, 01 mars 2013 - 12:07 .





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