Yeah a lot of people will probably say that doing all the loyalty missions and whatnot is a lot of work, but it's easy work, just time consuming.
Getting through the obstacles and needing the ship upgrades is fine, but what should have been more challenging is keeping the team you leave behind to hold the line while you fight the Human-Reaper.
The only thing it checks are loyalty and the strength of units. So you can get everyone out of that alive by having them loyal and taking the weak/frail members with you and sending another one(like Mordin) to escort the crew back to the ship.
They should have added more factors to the surivial odds.
- Level(though you're likely to at least be level 18 even if you sped through, it should still count)
- Build(how you built your character's abilities affects how they fight)
- Equipment(More powerful weapons, like the Mattock instead of the Avenger = They can deal more damage)
- Upgrades(weapon upgrades, damage protection+shield upgrades, etc),
- How you resolved the conflicts between Jack/Miranda and Tali/Legion(Example: For Jack and Miranda, the Intimidate solution just makes them stay away from each other, not make them cooperate. That should arguably affect their performance if they're both left to hold the line),
Survivial in the suicide mission should test everything you've done in the game. Since the point of the bulk of the game is outfitting a team for a suicide mission.
Getting everyone out of the suicide mission alive should have been harder. *Spoilers*
Débuté par
WhiteKnyght
, juil. 04 2013 07:23
#1
Posté 04 juillet 2013 - 07:23
#2
Posté 06 juillet 2013 - 04:52
I agree that it should have been harder, buuuuut, if you do most of the loyalty missions, you cant not be level 30, so your only effecting the difficulty for the people who have already made it hard on themselves. Also, if it were based on how you built the characters, then you would have to build them the way the suicide mission wants you to, not the way you want to, which is bad for an RPG talent system.
Plus, no matter how 'hard' it will always be a cakewalk if you metagame and use that suicide mission how-to thread, so the "difficulty" should be based on the player's first experience anyway, and it can be easy to get someone killed the first time.
"Why cant Jacob do the barrier if barrier is his special ability?"
"Why cant Mordin go through the vents? hes an engineer."
Plus, no matter how 'hard' it will always be a cakewalk if you metagame and use that suicide mission how-to thread, so the "difficulty" should be based on the player's first experience anyway, and it can be easy to get someone killed the first time.
"Why cant Jacob do the barrier if barrier is his special ability?"
"Why cant Mordin go through the vents? hes an engineer."
#3
Posté 07 juillet 2013 - 04:59
My first time through was blind, so when the game started asking me who to pick for various assignments my only thought was "uh oh, suicide city!" So having started on ME3 and knowing who doesn't show up there if you don't use and import, I picked people who I had not met in ME3. I ended up getting Grunt and Thane killed. Everyone else made it out, though.
On later play throughs I have been somewhat sadistic in targeting certain team mates for death. Most particularly Jack. One time through I lost her loyalty in the Miranda/Jack cat fight and then sent Jack as the escort for the crew. Bye-bye Jack. It has not been a pleasure.
My only suggestions for calculating who survives would be 1) the total firepower of the "hold the line" team should be used, rather than the average. It seems more plausible that the more people you have, and the more loyal they are, the more likely they are to survive. That way, if you lose people because you didn't upgrade the Normandy, your "hold the line" team would be less likely to survive. This would also give you greater freedom in picking your final team to face the human-reaper. 2) I think upgrades should be taken into account, both weapons, amps, omni-tools, and shields. Other than that, I don't think it needs to be any more developed than it is.
On later play throughs I have been somewhat sadistic in targeting certain team mates for death. Most particularly Jack. One time through I lost her loyalty in the Miranda/Jack cat fight and then sent Jack as the escort for the crew. Bye-bye Jack. It has not been a pleasure.
My only suggestions for calculating who survives would be 1) the total firepower of the "hold the line" team should be used, rather than the average. It seems more plausible that the more people you have, and the more loyal they are, the more likely they are to survive. That way, if you lose people because you didn't upgrade the Normandy, your "hold the line" team would be less likely to survive. This would also give you greater freedom in picking your final team to face the human-reaper. 2) I think upgrades should be taken into account, both weapons, amps, omni-tools, and shields. Other than that, I don't think it needs to be any more developed than it is.
#4
Posté 08 juillet 2013 - 09:47
I lost Miranda my first playthrough on Casual, Insanity kept them all alive. Thank god for guides
#5
Posté 09 juillet 2013 - 11:26
I'm not sure that the balance isn't right for any blind playthrough.
Of course, meta-gaming and the internet can cheapen the experience.
Of course, meta-gaming and the internet can cheapen the experience.
#6
Posté 11 juillet 2013 - 07:07
My first playthrough I lost Legion and Thane through mistakes, but after you know what to do, it's more work to set things up for a plausible suicide mission with some casualties. My typical renegade canon now features Grunt never woken up (it feels wrong doing an anti-Krogan campaign where I'm best buds with him) Legion to Cerberus, Thane dies in vents (avoids his Kai Lame death and the 'lol hows it going' meet up at Heurta) and Mordin dies 'holding the line' as I take Zaeed and Garrus with me to fight the larva leaving the defenders a little hard done by. I may 'forget' to upgrade the shields next time so Jack buys it on the Normandy.
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#7
Posté 11 juillet 2013 - 08:35
I feel this would only enhance the game for metagamers; anyone new would likely be frustrated.
Agree that going for certain lethalities is more difficult than getting everyone through, as far as metagaming goes. Took some time to figure out a solution that gave me Shepard, Tali, and Miranda (with Joker in Normany of course) as the sole mission survivors.
Agree that going for certain lethalities is more difficult than getting everyone through, as far as metagaming goes. Took some time to figure out a solution that gave me Shepard, Tali, and Miranda (with Joker in Normany of course) as the sole mission survivors.
#8
Posté 21 juillet 2013 - 06:29
I'm surprised so many players "made mistakes" and got certain characters killed their first play-through's. I guess it's how I play RPG's, but it's out of the question to leave any assignment/quest undone. Even from a RP perspective, I always thought that even if individual characters weren't squad members in ME3, the fact that they were alive, and part of the story in some way, would only enhance the experience over that of a corpse.





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