Mass Effect combat-What should change about it?
#26
Posté 16 juillet 2014 - 05:42
#27
Posté 16 juillet 2014 - 06:57
As the actual combat goes, I really like Me3's. I am rather a fan of twitch shooting and love layers of tactics on top of it. What I would want to see is some form of briefing before a mission with the crew like the suicide mission in Me2 but in condensed form. It doesn't have to be for side missions, perhaps for main missions. I would like another fire team, solo stealth character, the hacker, etc. involved in the main missions.
- SporkFu aime ceci
#28
Posté 16 juillet 2014 - 07:00
I'd like a more dymaic close combat/melee options using the omnimblade
I could definitely go for this. Brawling with enemies was definitely my favorite thing to do, especially with a Vanguard, so having more variety in ways you can do this would be a definite plus.
#29
Posté 16 juillet 2014 - 07:53
I agree about the ME2 mechanics. I was really sad to see the defense modifiers removed.
Aren't those effects just in by a different mechanic? Given the way ME3 handles armor damage reduction, the weapons with better anti-armor capability in ME2 are also the ones you want to use against armored targets in ME3.
#30
Posté 16 juillet 2014 - 11:58
Aren't those effects just in by a different mechanic? Given the way ME3 handles armor damage reduction, the weapons with better anti-armor capability in ME2 are also the ones you want to use against armored targets in ME3.
Not really. Armor reduces all incoming damage by a flat amount (50 on Gold/Platinum / Insanity). So while in ME2 you could use the Predator just fine against armor since it did +50% to +100% damage to armor, using the Predator against armor in ME3 is a terrible idea since it will deal next to 0 damage.
And the thing is, they still gave some weapons defense multipliers. It is a half-baked system.
#31
Posté 17 juillet 2014 - 12:24
Combat in ME3 was actually quite good, imo.
I like Tech and biotic combos, but there are really to many detonator powers. Maybe only warp should be per default able to detonate warp combos, while other powers could get an evo that also allows that.
For tech explosions, maybe not let them work directly on (all) enemies, but on specific objects (with a bigger radius then). AKA (ME2 similar) A flammer trooper hit incinerate->FE, Cerberus shield-pylon hit with overload-> TB or similar.
I have a lot of issues with the way explosions work in ME3. My biggest complaint is that they can be primed and detonated on defenses. This removes any sort of challenge there might be with trying to set up and detonate explosions, although they removed the ME2 mechanic of all enemies having defenses on Insanity (which is another thing i miss).
Which I think leads into my next big complaint: the power combo system reduces powers into "primers" and "detonators". No power has a real niche anymore. In ME2, you had to use powers and weapons in concert to take down enemies. In ME3: just beat everyone over the head with the combo hammer.
Personally I like Overheating weapons better than Thermal clips. This was something that set ME apart from the other shooter hybrids out there.
Not necessarily. It could also turn more into a sort of Battletech/Mechwarrior style weapon builds. (If they keep per weapon max. RoF)
Say, The Claymore and Scimitar both vent of a similar amount of Heat per second.
-The Claymore does more damage and generates more heat, nearly overheating when shot. Cooling takes X seconds, similar to reloading.
You can also fire 2 shots and have to wait 2X seconds until it is cool again.
-Scimitar does way less damage, but also generates less heat. You can fire 5 shots one after another and it nearly overheats, then also wait X seconds.
You can also a 6th shot immediatly, also having to wait 2X seconds until it is cooled down again
Or you can Fire a single shot and wait X/5 long until it is completely cool.
What you got is a different Damage, Rof and Rof+'reload'/cooldown behaviour per weapon, similar to what we have now, minus reloading.
Add some weapon mods to that, so the shotguns can be more damaging, or cool faster, or have a bigger heat-capacity.
Then you have your never ending fire Scimitar, or a OHK-everithing Claymore that overheads after every shot. OR something inbetween, e.g., a 2 shot, lower damage, claymore with faster Rof than the wraith.
The maximum Rate of fire achievable for each gun would be the minimum of (heat_capacity + cooldown per second)/generated heat and the specific weapons hardcoded RoF.
Bring back the defence modifiers, and your 2 shot Claymore is good against lone, shielded or organic enemies, the scimitar against multiple organic or low shielded enemies, and the 1shot uberClaymore and the slow high damage wraith are not bad against armour, too.
Of course, certain mods would better fit to certain weapons, like fast fire weapons and cooling mods, or slower weapons and damage mods.
Certain configurations will end in weapons behaving similar, but this is already now so. And stuff like Widow/Black Widow wouldn't need an extra entry somewhere.
Also Bakaras 2-Shot Claymore would be possible.
I totally agree that the overheating mechanic made Mass Effect unique. And I actually do find it fun. I just do not think that it is a good system overall.
Now your idea could work, but I still think it ends up looking like ME1: everyone weapon of the same type works the same, just with different stats. Now your idea actually does work in guns that actually make the stat difference worth it, unlike ME1 where there were Spectre weapons and crap.
Edit: About some people turning this into a DPS race, that has not changed with the introduction of Thermal clips.
Who really plays MP with the Katana or Phalanx anymore?
Heat management would actually broaden the use cases for these guns, if done right (might be a balance nightmare though).
No one uses those weapons because they suck.
Katana deals little damage with a bad rate of fire. Pretty much every shotgun is better.
The Phalanx is in a bad spot between the Predator which has better DPS and the Carnifex and Paladin which deal loads more damage.
#32
Posté 17 juillet 2014 - 12:45
More dakka.
#33
Posté 17 juillet 2014 - 01:01
Well with thermal clips you might as well go back to regular ammunition. You know full on slug throwers. Why do we have to search the battlefield for thermal clips?
And let's make cover at least look realistic and not contrived. I think the worst was that pop up cover on the prison ship.
And how about making the PC version of the game Controller friendly?
#34
Posté 17 juillet 2014 - 02:15
Not really. Armor reduces all incoming damage by a flat amount (50 on Gold/Platinum / Insanity). So while in ME2 you could use the Predator just fine against armor since it did +50% to +100% damage to armor, using the Predator against armor in ME3 is a terrible idea since it will deal next to 0 damage.
And the thing is, they still gave some weapons defense multipliers. It is a half-baked system.
I still don't actually see the problem. The Predator's a weak starter weapon, yep, but the rapid-fire/slow-fire dichotomy plays out the way it always did
#35
Posté 17 juillet 2014 - 07:17
Well with thermal clips you might as well go back to regular ammunition. You know full on slug throwers. Why do we have to search the battlefield for thermal clips?
And let's make cover at least look realistic and not contrived. I think the worst was that pop up cover on the prison ship.
Funny, that's exactly what Conrad says. Thing is, without thermal clips littered all over the battlefield, the game would have to be balanced out in other ways to make up for it. Even on any difficulty, you can't have brutes and banshees and ravagers being able to take so much damage, or else you'll squander all of your ammunition on them and then you're pretty much screwed for the rest of the mission, but then that has to balance out by making Shepard and team much squishier, so a marauder or cannibal has to be able to take you down sooner as well.
This is why I very much prefer the weapon cool down of ME1. Of course, I don't really consider what this all means for multiplayer, because I don't really give a vorcha's ass about it.
#36
Posté 17 juillet 2014 - 08:22
I dunno, the Lancer seems to take forever to cool down in ME3. It's like, the reload time sucks, heh. If they bring back overheating weapons, I sure hope they bring back my frictionless materials mod.
#37
Posté 17 juillet 2014 - 08:32
I dunno, the Lancer seems to take forever to cool down in ME3. It's like, the reload time sucks, heh. If they bring back overheating weapons, I sure hope they bring back my frictionless materials mod.
If you've completely unloaded the Lancer, you're doing something wrong ![]()
#38
Posté 17 juillet 2014 - 08:35
If you've completely unloaded the Lancer, you're doing something wrong
LOL. Fair point. It happened to me a few times on my insanity run. Especially on Omega. Holy ****. Trios of Adjutants take a lot of bullets.
Anyway, there is sure to be some tough enemies to fight in the next game. Our weapons are gonna overheat.
#39
Posté 17 juillet 2014 - 08:37
Combat is fine in ME3, they just need to make the game more difficult on insanity like ME2 was, kinda like Spectre mod does for PC. Also, I never. NEVER want to see NOVA for VG again. Nope.
And get rid of the weapon weight system.
More open level design. Not so much corridor TPS all the time, have open level design and weapons to use for that type of sight lines and ranges.
But combat, movement and shooting is fine in ME3. And should just be polished up a tad bit, but keep it intact.
Also, as this is frostbite 3, they could use bullet drop and particle based gunplay, although many guns in Mass Effect 1-3 are particle based, most are hitscan.
#40
Posté 17 juillet 2014 - 08:51
Also, as this is frostbite 3, they could use bullet drop and particle based gunplay, although many guns in Mass Effect 1-3 are particle based, most are hitscan.
And hopefully environmental destruction.
- KrrKs et TurianRebel212 aiment ceci
#41
Posté 17 juillet 2014 - 09:01
And hopefully environmental destruction.
Yeah, I want crazy physics and destruction.
Imagine Charging into a group and sending them flying into say some debris, or junk or glass or whatever and having them interact with said debris.
#42
Posté 17 juillet 2014 - 09:38





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