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Mass Effect 4: Gameplay/Combat Design


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#126
MegaIllusiveMan

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Agree; agree; agree; utterly disagree.

 

For me, the only enemies that had any real character in the whole series were the ME2 (and, to a lesser extent, ME1) merc factions.  I loved listening to Jedore get p*ssed off with Okeer on Korlus, saving Garrus from Tarek, Garm and Jaroth on Omega, helping Liara chase down Vasir (ok, not technically a merc), and so on.  The Geth, the Rachni, the Collectors, Cerberus and the Reapers weren't necessarily bad, they just played like mindless drones.

 

EDIT:  Forgot CAT6 mercs in ME3.  Also, in hindsight, not all these mercs are humans but they are people, as opposed to robots or creatures.

 

Yeah, OK, but I do think that IF, just IF, it's set in a Galaxy far away or Uncharted regions of the Milky Way, there shouldn't have a large number of humans, but New Alien Species



#127
Son of Shepherd

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Merc/military groups should all be like CAT6, in that they all had armour or shields. 

 

Fighting basic 'troopers' that have no armour isn't right. Especially when they are actually wearing it.



#128
DarkKnightHolmes

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Give squad mates 5 abilities and also give us tactic options for them. The Squad mates AI is next to useless in insanity. Oh and they could give Adept characters some useful abilities to tackle shielded enemies. Other than that, I thought ME3 combat was good. It's my least favourite game in the trilogy but I won't deny the combat was good.



#129
wiyazzie

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id like to see the combat design similar to the way the Uncharted series did with their combat because it was more smoother, didn't punish you as much for deciding not to use cover, hand to hand combat worked really well but combine it with a more refined version KOTOR where you can choose what combat style your companions would fight with where you can choose them to be more aggressive resulting in that they will advance on the enemy position and not run for cover nearly as often or supportive where they will use explosives more often on the enemy and will constantly fire at the enemy position forcing them to stay behind cover while you or someone else to move.

this type of combat would really make the game a little more strategic giving you the freedom on how  how you fight the enemy and allowing you to adapt to different situations.



#130
nallepuh86

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Less bullet spongy enemies. I get how it was a problem in the first Mass Effect. That was what was described in how the guns worked. But in ME2 and 3 the guns lost the infinite ammo to supposedly be more powerful. The enemies have ended up as too resistant to guns. I might as well take a gun with modern size bullets, a vacuum chemical caseless propellant, and wrap the barrel in Ezo to increase the muzzle velocity the same way it allows other mass effect weapons to accelerate electromagnetic accelerated projectiles with less energy. It was described in ME1 that ammo mods were required because the projectile was so small. Make the ammo more effective over all and make special ammo a modification rather than a power. Something like the guns from Judge Dredd. Do not protract combat to make up for AI or environment design. 

This. Nothing is more boring than shooting same target 3 hours.



#131
Sgt.Adam93

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Allow for more stealth.


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#132
wiyazzie

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that would be tricky to get right because quite a few games don't get it right and make it really bad like Skyrim when id kill all except maybe 2 and if i wait a while they will go back to doing their daily routine when clearly they should be put on search mode pretty much permanently. 



#133
wiyazzie

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i also hope we get the option of deciding what type of armors we want to use like in ME1 whether it be light that could be cloth based like cloaks,medium could be your typical body armor we have today or heavy can be power armor instead of having to search for pieces of armor found around the galaxy, sure it was cool at the time but now to think of it i liked it better when we were given the choice what kind of armor we wanted to specialize in.


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#134
DigitalMaster37

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Better AI decision making in combat would be great. I want to see the enemy plan an attack or a defense against our awesome. That would make the combat more immersive than the basis shooter style. I'm probably in the minority on that though so we'll see.

 

I like shooters, but not that much, I think there is a case to make the combat more thought provoking. Maybe I'm clouded by my current sessions in Dragon Age Inquisition. I like that tactical, control all characters style of combat.


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#135
StealthGamer92

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As my username suggests my go to tactic is stealth and since ME1 I always chose the Infiltrator class due to this prefference, yet the ME games never really let me be stealthy. Even in ME2 and 3 when active camo/cloaking was introduced to my character of choice I was only able to be sneaky up to the first shot. I would like to have at least three things that would facilitate stealth(beside sill haveing the infiltrator class and its active camo abillity) in the next ME.

 

1.) The ability to play with or without squadmates. It is so much easier to snek around by ones self.

 

2.)More suppresed weapons like the Locust and that handgun from the citadel mission in ME3, or even better a suppressor mod/upgrade for certain weaons in each category. For obviouse reasons.

 

3.)AI that don't automaticaly know where you are if you use stealth.

 

I love the Infiltrator class but i have always felt gameplay-wise he was not thought about much usualy.


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#136
BaaBaaBlacksheep

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Allow for more stealth.

See my Stealth/H2H Combat topic @ my page?



#137
SNascimento

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The proble with stealth is the squadmates. You can come up with some solutions for that, like pokeballs to keep them hidden while you do your stealth, but I'm not sure that's the best way to go.

It's pretty much a given NME will also have you + two squadmates since one of the NeoMako picture show three people inside. So trying to develop stealth might not be the best way to improve ME's combat. Although I would love some stealth elements.



#138
StealthGamer92

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The proble with stealth is the squadmates. You can come up with some solutions for that, like pokeballs to keep them hidden while you do your stealth, but I'm not sure that's the best way to go.

It's pretty much a given NME will also have you + two squadmates since one of the NeoMako picture show three people inside. So trying to develop stealth might not be the best way to improve ME's combat. Although I would love some stealth elements.

I know the squad would get in the way but the easiest solution to me would be an option at the  squaud select to choose two, one, or solo squad.



#139
Daemul

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The combat is better in ME3. The challenge of ME2 is gone though, mostly due to the removal of protection layers IMO


There was absolutely zero challenge in ME2, you could still abuse supposedly risky moves like the Vanguard Charge to your hearts content on the highest difficulty and not come anywhere close to dying. Don't even get me started on the brokenness of the Soldier and Sentinel. ME2's difficulty was a joke.

Bioware shouldn't try to concentrate on making the game difficult(they suck at that), they should just take combat from ME3 and improve on it, fixing some of the very questionable and poorly implemented design decisions. *cough* weight system *cough*

Note that I said improving and not removing. They don't need to remove anything, just perfect and improve on it.

#140
Vazgen

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There was absolutely zero challenge in ME2, you could still abuse supposedly risky moves like the Vanguard Charge to your hearts content on the highest difficulty and not come anywhere close to dying. Don't even get me started on the brokenness of the Soldier and Sentinel. ME2's difficulty was a joke.

Bioware shouldn't try to concentrate on making the game difficult(they suck at that), they should just take combat from ME3 and improve on it, fixing some of the very questionable and poorly implemented design decisions. *cough* weight system *cough*

Note that I said improving and not removing. They don't need to remove anything, just perfect and improve on it.

I wouldn't call it zero challenge. Perhaps for you it was the case but I had the most trouble in ME2. What you describe is ME3. I have to purposefully handicap myself to create at least some semblance of challenge. 

And weight system works quite fine without Ultraweight Materials mods and broken DLC weapons. Weapon systems in ME2 and ME1 made no sense, first you can't even use certain weapons (you can learn how to use them in a moment's notice on a Collector Ship by just picking the weapon up!) and the second you can't aim with those (really?!). ME3 is the best weapon-wise, they just had too much of them and some were rendered redundant as a result. More than ME2 and less than ME3 should be the best balance



#141
SNascimento

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I know the squad would get in the way but the easiest solution to me would be an option at the  squaud select to choose two, one, or solo squad.

The thing is that stealth is much more than just letting you pass enemies without being seen. It's level design, it's enemy AI, it's specific moves, sounds, interactions and more. Making all that to support both a stealth approach and a squad direct assault with the same quality is very challenging.

It can be done. Splinter Cell Blacklist is the best stealth game ever created and more than any other it gives you options to tackle the situations the way you want to. It's exactly like that I'd like to see stealth implemented in NME, but it's not easy, especially concerning Bioware lack of experience with such mechanics.

Another thing that can be done is put light stealth elements. FEAR is a good example of that. It might be a odd choice at first, but it' a game that has a very clever level design and enemy placement, so in many engegaments you could scout a bit and find an optiomal place to fire your first shoot. It felt more like a residue of No One Lives Forever than a proper game mechanic, but it was there. ME3 had glimpses of it, but very small ones.

But the truly important thing is: don't things half done. Do things that make sense in the game and will not feel out of place or underdeveloped. And if I could pick three pillars to support the next Mass Effect combat they would be: clever level design, interesting enemies with good AI and carefully planned major encounters. 
 

 

There was absolutely zero challenge in ME2, you could still abuse supposedly risky moves like the Vanguard Charge to your hearts content on the highest difficulty and not come anywhere close to dying. Don't even get me started on the brokenness of the Soldier and Sentinel. ME2's difficulty was a joke.

I disagree. I wouldn't qualify ME2 as a challenging game for sure, but it had enough difficult to make combat fun. And what you said about the Vanguard is just not true. If you charged irresponsibly you'd probably end more dead than alive. With practice and knowledge you could charge a lot, but that would take time.

I'd say your post exaggerated to the extreme.



#142
Vazgen

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The thing is that stealth is much more than just letting you pass enemies without being seeing. It's level design, it's enemy AI, it's specific moves, sounds, interactions and more. Making all that to support both a stealth approach and a squad direct assault with the same quality is very challenging.

It can be done. Splinter Cell Blacklist is the best stealth game ever created and more than any other it gives you options to tackle the situations the way you want to. It's exactly like that I'd like to see stealth implemented in NME, but it's not easy, especially concerning Bioware lack of experience with such mechanics.

Another thing that can be done is put light stealth elements, FEAR is a good example of that. It might be a odd choice at first, but it' a game that has a very clever level design and enemy placement, so in many engegaments you could scout a bit and find an optiomal place to fire your first shoot. It felt more like a residue of No One Lives Forever than a proper game mechanic, but it was there. ME3 had glimpses of it, but very small ones.

But the truly important thing is: don't things half done. Do things that make sense in the game and will not feel out of place of underdeveloped. And if I could pick three pillars to support the next Mass Effect combat they would be: clever level design, interesting enemies with good AI and carefully planned major encounters. 

I would not call the Splinter Cell Blacklist "the best stealth game ever created". It misses one crucial component to be called that, for me. You can fight in an open fight just fine and it lessens the impact of stealth. Why sneak if you can kill everyone in the open combat? It comes close though, mostly because the combat takes some skill. 

From modern games, Thief is the best stealth game out there. It has great emphasis on lighting, clever level design allowing you to bypass enemies in ways more than one. It also allows you to customize the difficulty with appropriate modifiers like "discovered = mission fail", "taking damage = mission fail", "no non-essential upgrades" etc.

I actually found some good bits in Citadel DLC stealth. For example, enemy detected you just fine if they looked your way but did not when they looked away.

Mass Effect has the potential to put a lot more emphasis on stealth. Manipulating environment to create alternate pathways and distractions should be possible with both biotic and tech classes (the latter featuring more refined and "stealthy" distractions). The cloak should have some limiting factors (like the one in Crysis - running drains energy faster) and the sound you make should play a much larger role. 

We should have the ability to focus more on stealth at the expense of combat durability including armor mods and character abilities. 


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#143
SNascimento

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I would not call the Splinter Cell Blacklist "the best stealth game ever created". It misses one crucial component to be called that, for me. You can fight in an open fight just fine and it lessens the impact of stealth. Why sneak if you can kill everyone in the open combat? It comes close though, mostly because the combat takes some skill. 

But that's exactly what I like about it. One of my major problem with other stealth focused games is that you feel extremely underpowered compared to your enemies. You're this most awesome spy yet you can't shoot straigth. Splinter Cell Blacklist got a incredible balance in both stealth and direct combat, especially on the hardest difficulties. Going in all guns blazing will generally get you killed. So you'll want to use stealth not because the game forces you to, but because you'll realize that the most efficient way to pass a level by not being seen.

Dishonored does that too. It's gameplay is considerably different but it also gives a nice balance between combat and stealth.
 

 

 

Mass Effect has the potential to put a lot more emphasis on stealth. Manipulating environment to create alternate pathways and distractions should be possible with both biotic and tech classes (the latter featuring more refined and "stealthy" distractions). The cloak should have some limiting factors (like the one in Crysis - running drains energy faster) and the sound you make should play a much larger role. 

We should have the ability to focus more on stealth at the expense of combat durability including armor mods and character abilities. 

 

In a way, most shooters have the potential to have a developed steath system. Doesn't mean they have to. If done right, I'd love to see a it in Mass Effect. But I don't think it's the most natural development for the franchise. Some light stealth elements maybe, like with Far Cry 3, but something like SC Blackist? It would take a lot of work that hasn't been tried yet in the trilogy. 



#144
Daemul

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I disagree. I wouldn't qualify ME2 as a challenging game for sure, but it had enough difficult to make combat fun. And what you said about the Vanguard is just not true. If you charged irresponsibly you'd probably end more dead than alive. With practice and knowledge you could charge a lot, but that would take time.

I'd say your post exaggerated to the extreme.

 

Hell to the no, the invincibility frames during charge, the regenerating barrier and the slowdown when getting out of charge which gives you extra damage makes Insanity a cakewalk, you can even take on the Geth Colossus on Haestrom head to head. 

 

https://www.youtube....h?v=Lek_gn3h6oc

 

If people are constantly dying then they're doing it wrong, charging is what keeps you alive. This isn't Mass Effect 3 where many enemies(too many -_-) have instant kill melee. Charge you fools!

 

 

I wouldn't call it zero challenge. Perhaps for you it was the case but I had the most trouble in ME2. What you describe is ME3. I have to purposefully handicap myself to create at least some semblance of challenge. 

And weight system works quite fine without Ultraweight Materials mods and broken DLC weapons. Weapon systems in ME2 and ME1 made no sense, first you can't even use certain weapons (you can learn how to use them in a moment's notice on a Collector Ship by just picking the weapon up!) and the second you can't aim with those (really?!). ME3 is the best weapon-wise, they just had too much of them and some were rendered redundant as a result. More than ME2 and less than ME3 should be the best balance

 

Let's be honest here, the only difference between ME2 on normal and ME2 on Insanity(and the Mass Effect games in general) was that enemies hit harder and they took longer to kill, i.e. typical video game difficulty progression. There was no improvement in AI, most enemy types never even tried to flank you, so you could just stay in cover and pick them off, with the only difference being that firefights would last around 30 seconds to a minute longer, that was it.  

 

You'd think that the different enemy protections and each weapon type being tailored to take down a certain type of shield would make things interesting, until you realised that it didn't even matter, because certain weapons were good at everything and they were all you had to use to down enemies fast *cough* Mattock, Widow and Claymore *cough*

 

The problem with the weight system was that Bioware didn't balance out each weapon properly. You have weapons like the Claymore which are heavy and do lots of damage, which makes sense, but then you have weapons like the Wraith, which does nearly as much damage per shot as the Claymore, has a faster fire rate (meaning that it has a better dps) and to top it all off, it weighs HALF as much as the Claymore. WTF?! How does this make sense? 

 

Not to mention that the Soldier(who was meant to have to have a higher base weight than the other classes but doesn't) got screwed big time by the weight system. The whole system players in favour of the caster classes since their powers are so strong that they only need one gun, so they're able to keep a 200% cooldown with ease. Not in the case of the Soldier, who is forced to drop weapons and limit his tactical variety if he want's to use Adrenaline Rush or Concussive Shot(a power which came into it's own after the changes to the elemental explosions) on a regular basis. Like I said, I don't want the system removed, just ironed out, because the way it works in many cases makes no sense. 

 

I was going to mention in the Wraith section the big issue of how many of the lightest weapons in the game also happen to be the best, creating a meta completely dominated by those weapons, but I'll write up a post on that later. 



#145
SNascimento

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Hell to the no, the invincibility frames during charge, the regenerating barrier and the slowdown when getting out of charge which gives you extra damage makes Insanity a cakewalk, you can even take on the Geth Colossus on Haestrom head to head. 

 

https://www.youtube....h?v=Lek_gn3h6oc

 

If people are constantly dying then they're doing it wrong, charging is what keeps you alive. This isn't Mass Effect 3 where many enemies(too many -_-) have instant kill melee. Charge you fools!

Again, I disagree. That video has more to do with enemy manipulation and chance than it has to any lack of challenge ME2 offers. I feel a bit entitled to talk about this because I did play ME2 a lot, even beat be the game without dying once. And I wouldn't call its difficult a joke nor say it offers no challenge. I don't think people will play 2 hours and do stuff like this:


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#146
Vazgen

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Let's be honest here, the only difference between ME2 on normal and ME2 on Insanity(and the Mass Effect games in general) was that enemies hit harder and they took longer to kill, i.e. typical video game difficulty progression. There was no improvement in AI, most enemy types never even tried to flank you, so you could just stay in cover and pick them off, with the only difference being that firefights would last around 30 seconds to a minute longer, that was it.  

 

You'd think that the different enemy protections and each weapon type being tailored to take down a certain type of shield would make things interesting, until you realised that it didn't even matter, because certain weapons were good at everything and they were all you had to use to down enemies fast *cough* Mattock, Widow and Claymore *cough*

 

The problem with the weight system was that Bioware didn't balance out each weapon properly. You have weapons like the Claymore which are heavy and do lots of damage, which makes sense, but then you have weapons like the Wraith, which does nearly as much damage per shot as the Claymore, has a faster fire rate (meaning that it has a better dps) and to top it all off, it weighs HALF as much as the Claymore. WTF?! How does this make sense? 

 

Not to mention that the Soldier(who was meant to have to have a higher base weight than the other classes but doesn't) got screwed big time by the weight system. The whole system players in favour of the caster classes since their powers are so strong that they only need one gun, so they're able to keep a 200% cooldown with ease. Not in the case of the Soldier, who is forced to drop weapons and limit his tactical variety if he want's to use Adrenaline Rush or Concussive Shot(a power which came into it's own after the changes to the elemental explosions) on a regular basis. Like I said, I don't want the system removed, just ironed out, because the way it works in many cases makes no sense. 

I never played it on Normal so I can't comment on the difference between them. Did you?

Mattock is a DLC weapon, Widow and Claymore are only available via special training. 

In every Mass Effect game you become overpowered after a certain point. In ME2 that point comes later than in ME3 (right from the start) and ME1 (once you buy Spectre weapons) thus I consider it the hardest and the most challenging. Of course, you can get DLC weapons from the start and annihilate everyone, that doesn't make the game less challenging. 

High numbers of enemies in ME3 are a joke with power combos. I can take a group of 8-10 soldiers with one Inferno Grenade and a Combat Drone for lolz.

In ME3, Soldier has the highest carry weight out there and recharge times on Adrenaline Rush and Concussive Shot are just ridiculous, you can easily spam them even with heavy loadouts (like you need it, gunfire with ammo powers is more than enough).

 

Edit: the limiting factor for Wraith is the price. It's also a Spectre weapon so one might expect it to be better than any other shotgun out there



#147
Daemul

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I never played it on Normal so I can't comment on the difference between them. Did you?

Mattock is a DLC weapon, Widow and Claymore are only available via special training. 

In every Mass Effect game you become overpowered after a certain point. In ME2 that point comes later than in ME3 (right from the start) and ME1 (once you buy Spectre weapons) thus I consider it the hardest and the most challenging. Of course, you can get DLC weapons from the start and annihilate everyone, that doesn't make the game less challenging. 

High numbers of enemies in ME3 are a joke with power combos. I can take a group of 8-10 soldiers with one Inferno Grenade and a Combat Drone for lolz.

In ME3, Soldier has the highest carry weight out there and recharge times on Adrenaline Rush and Concussive Shot are just ridiculous, you can easily spam them even with heavy loadouts (like you need it, gunfire with ammo powers is more than enough).

 

 

How do you become overpowered at the start of ME3? You only have a level 1 Avenger and Predator and don't have many powers unlocked, meaning you can't do combos strong enough to take out that many guys. Are you using an imported Shepard in your comparison? If that's the case then that's not a very fair, seeing as you're comparing a level 1 Shepard in ME2 to his level 30 counterpart in ME3, of course he's going to be stronger. Level 1 Shepard in ME2 and Level 1 Shepard in ME3 start off no better than the other, they're on equal footing until ME3 Shepard passes level 30 and has the ability to be able to use more and more combos on a regular basis.

 

Bioware finally realised that killing off the main character was a stupid way to reset his skills and decided to just have a natural progression line from level 1 in ME2 to level 60 in ME3. Level 60 Shepard being more powerful than his level 30 self is a sign that the system is working as intended. 

 

Soldier Shepard should have an inherently higher weight capacity, it should not be restricted to an option in the power options menu, which btw, you need to forgo having extra ammo power damage in order to have. 50% Capacity or 40% ammo damage.... such a BS choice, Soldiers should get them both, weapons are all they use. Bioware are thankfully(now) aware of this though and it will be sorted in the next game. For real's this time, trust me guys, I believe :P



#148
TruthSerum

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No doubt the biggest hurdle when moving MEU over to the Frostbite Engine coming from Unreal 3, is getting all the mechanics to kick as much ass as they did in Mass Effect 3. Obviously, they can naturally reuse many animations, but I think they need to remake the mechancis from scratch. Chances are ME4 could have a worse combat flow than 3, but I'm sure Bioware is working hard in nailing the feel here.

I think if they use the same classes, they should remove or change Nova from the Vanguard class. You could literally drop guns and just Charge -> Nova -> Charge all the time in ME3. One thing is that it makes the game really loud and ear-rapey, but even worse, it makes it really repetitive and tedious.

I'm hoping we can also holster and crouch again in the NextME, as well as jump, since it's more focused on Exploration just like DA:I.


That is my biggest fear with the jump over to Frosbiite from Unreal. The flow and movement of the characters in the game.

Battlefield has shown that it can be done. Even the last Army of Two game which ran off of the Frostbite 2 engine had really good animations, even the cutsenes were really fluid with facial animations, dialog and movement.

I don't know what happened with DAI but that game has none of that. But like I said, it has been done before in past games so at least I know it's possible using the Frostbite engine.

#149
Nitrocuban

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Can you even imagine the scale of butthurt when ME4 won't have the "working as intended" relaod canceling mechanics?



#150
Vazgen

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How do you become overpowered at the start of ME3? You only have a level 1 Avenger and Predator and don't have many powers unlocked, meaning you can't do combos strong enough to take out that many guys. Are you using an imported Shepard in your comparison? If that's the case then that's not a very fair, seeing as you're comparing a level 1 Shepard in ME2 to his level 30 counterpart in ME3, of course he's going to be stronger. Level 1 Shepard in ME2 and Level 1 Shepard in ME3 start off no better than the other, they're on equal footing until ME3 Shepard passes level 30 and has the ability to be able to use more and more combos on a regular basis.

 

Bioware finally realised that killing off the main character was a stupid way to reset his skills and decided to just have a natural progression line from level 1 in ME2 to level 60 in ME3. Level 60 Shepard being more powerful than his level 30 self is a sign that the system is working as intended. 

 

Soldier Shepard should have an inherently higher weight capacity, it should not be restricted to an option in the power options menu, which btw, you need to forgo having extra ammo power damage in order to have. 50% Capacity or 40% ammo damage.... such a BS choice, Soldiers should get them both, weapons are all they use. Bioware are thankfully(now) aware of this though and it will be sorted in the next game. For real's this time, trust me guys, I believe  :P

Sorry but to say that starting from level 1 in ME2 on Insanity is equally difficult as doing the same in ME3 is just wrong. 

Do you think I would've been able to do something like this in ME2? ME3 is the easiest right from the start, at least ME1 had insanely long cooldowns and ME2 had extra protection layers.

Spoiler
Spoiler

 

Notice Shepard's name :P

But that's exactly what I like about it. One of my major problem with other stealth focused games is that you feel extremely underpowered compared to your enemies. You're this most awesome spy yet you can't shoot straigth. Splinter Cell Blacklist got a incredible balance in both stealth and direct combat, especially on the hardest difficulties. Going in all guns blazing will generally get you killed. So you'll want to use stealth not because the game forces you to, but because you'll realize that the most efficient way to pass a level by not being seen.

Dishonored does that too. It's gameplay is considerably different but it also gives a nice balance between combat and stealth.

 

 

I hate those compromises between combat and stealth. It's the same in Blacklist and (to a higher degree) in Dishonored. What's the point of wasting time Predator-style (using Blacklist terminology) if you can go guns-blazing and get Assault points? I can't see any incentive other than personal playstyle preferences. IMO resorting to stealth implies that you can't take the enemy head-on. 

There are a lot of times in ME trilogy where you go head-on into overwhelming odds, circling past the enemies or at least getting your team in a more tactical position and surround the enemy - these are the activities that we should be able to do in ME:Next. Mass Effect already tried stealth gameplay twice - Arrival and Citadel DLCs, I'm pretty sure we'll have something. Hopefully it will play a large part, meaning you can go stealthily if you wish so.