Attention to detail in ME:Next
#101
Posté 13 mars 2015 - 12:00
#102
Posté 13 mars 2015 - 12:05
Even so, how come QEC looked different in ME2? When contacting TIM Shepard was all distorted and choppy.
Alliance upgraded it. Upgrade came with a cost - image became colorless.
#103
Posté 14 mars 2015 - 05:17
Bioware does have attention to detail, what they don't have is infinite money and time.
It's not like they are lazy people that skip over that stuff. They know its there but can't fix everything.
The user however, isn't really aware of it, Developers put tons of money and work into things you take for granted.
^This
#104
Posté 14 mars 2015 - 05:29
I don't know if this has been posted but biotics should have shields just like everyone else. Barrier is simply an additional option for them.
Armor should also be an additional bar for characters actually wearing it like the justicar and such. Others like the drell have no armor bar because a cool looking trench coat outfit isn't armor. Movement and cooldown speed could be used as a benefit or detriment depending on your setup.
I completely agree with you this would be great.
- Vazgen aime ceci
#105
Posté 14 mars 2015 - 07:22
Yeah barrier should have remained the additional shielding power instead of replacing shields. There really is no logical way of explaining that change, not within the MEU at least.
- Tonymac, KrrKs et Vazgen aiment ceci
#106
Posté 04 avril 2015 - 03:06
Yeah barrier should have remained the additional shielding power instead of replacing shields. There really is no logical way of explaining that change, not within the MEU at least.
90~95% of what in-game biotics do at this point has absolutely no lore explanation.
What we see in ME2/3 has very little to do with the biotics they explained in Mass Effect: Revelation, now it's just generic blue space magic with full blown mind control and everything because... dunno, Mass Effect fields™ and stuff.
- KrrKs aime ceci
#107
Posté 04 avril 2015 - 04:44
Mind control?
#108
Posté 04 avril 2015 - 05:49
Mind control?
Dominate
#109
Posté 04 avril 2015 - 07:15
Yeah that is weird. I guess the idea behind it is that it works like a mind-meld... I dont know it does seem like something that should not really exist.
#110
Posté 04 avril 2015 - 08:50
Well technically biotics should not have projectiles. Reave and Dominate don't fit the established lore as well. Tech powers also suffer from that. Hand gestures for Sabotage, projectile powers like Incinerate and Cryo Blast, drone powers, Decoy...
#111
Posté 04 avril 2015 - 10:30
Well technically biotics should not have projectiles. Reave and Dominate don't fit the established lore as well. Tech powers also suffer from that. Hand gestures for Sabotage, projectile powers like Incinerate and Cryo Blast, drone powers, Decoy...
Actually hand gestures work both for tech powers and for biotics. For biotics its like muscle memory but for tech powers its basically like a shortcut link, the omnitool remembers the particular gesture does particular thing.
And projectiles for tech powers work too, after all how are you going to freeze someone or burn someone or electrocute them? Omni-tool assembles a grenade-type thing and launches it with a mass effect field. Unlike grenades it doesnt have any explosives so relies on the effect of whatever power you selected. Drone powers work quite probably in the same way the omni-blade works, a temporary construct of some kind with basic wiring.
#112
Posté 04 avril 2015 - 10:42
I hope biotics focus on manipulating gravity and mass, not purple explosions and DPS affects. It fits better with the lore but also makes for funner kills. Would you rather kill a guy with a slightly different variant of common explosions or launch him into space?
#113
Posté 04 avril 2015 - 10:52
Actually hand gestures work both for tech powers and for biotics. For biotics its like muscle memory but for tech powers its basically like a shortcut link, the omnitool remembers the particular gesture does particular thing.
And projectiles for tech powers work too, after all how are you going to freeze someone or burn someone or electrocute them? Omni-tool assembles a grenade-type thing and launches it with a mass effect field. Unlike grenades it doesnt have any explosives so relies on the effect of whatever power you selected. Drone powers work quite probably in the same way the omni-blade works, a temporary construct of some kind with basic wiring.
Except Shepard makes the same gesture to spawn a combat drone, overload enemy shields, hack synthetics, launch a projectile power...
I think there should be no hand gestures for hacking and overload. Animation like Tactical Scan from multiplayer fits the idea much better.
Yeah, that mini-fabricator thing that can create all kinds of different objects with different complexity with barely any cooldown (or none in case of heavy melee). Also an integrated grenade launcher that launches those projectiles and can manipulate mass effect fields. All located on the arm. And combat drones can explode, launch rockets, use flamethrower, stun targets... That's not a simple construct IMO. It's lore, sure, but that doesn't mean it makes sense ![]()
#114
Posté 05 avril 2015 - 08:02
Except Shepard makes the same gesture to spawn a combat drone, overload enemy shields, hack synthetics, launch a projectile power...
I think there should be no hand gestures for hacking and overload. Animation like Tactical Scan from multiplayer fits the idea much better.
Yeah, that mini-fabricator thing that can create all kinds of different objects with different complexity with barely any cooldown (or none in case of heavy melee). Also an integrated grenade launcher that launches those projectiles and can manipulate mass effect fields. All located on the arm. And combat drones can explode, launch rockets, use flamethrower, stun targets... That's not a simple construct IMO. It's lore, sure, but that doesn't mean it makes sense
Ok now you are just being picky. Yeah of course its the same gesture. Its a game, how much time do you think it would have taken them to differentiate them, and how many people would actually catch the gesture in less than a second from a third person view? Same goes for the instant construct. Like biotics, if during one mission you could only use them like a couple of times before Shepard gets exhausted do you think it would have made sense to actually play biotic? When its far simpler to just shoot them? It was a gameplay decision.
#115
Posté 05 avril 2015 - 09:50
Ok now you are just being picky. Yeah of course its the same gesture. Its a game, how much time do you think it would have taken them to differentiate them, and how many people would actually catch the gesture in less than a second from a third person view? Same goes for the instant construct. Like biotics, if during one mission you could only use them like a couple of times before Shepard gets exhausted do you think it would have made sense to actually play biotic? When its far simpler to just shoot them? It was a gameplay decision.
It's not being picky. I would be perfectly content if all tech powers had the animation of Tactical Scan. Exposing yourself for some hand gesture makes no sense, since those gestures are coded in the omni-tool and any sane engineer will reprogram his/her omni-tool to stay safe. Gameplay-wise it would've been overpowered with the current powers but nerfing them down would've solved the balance issues.
Shepard would not get exhausted after using biotics a couple of times. Grissom Academy students held out for hours before getting exhausted, a trained military operative like Shepard should not have any problems. I would, however, have biotics on joint cooldown (like in ME1) and made it longer (to about 6-7 seconds)
#116
Posté 05 avril 2015 - 02:17
The biotics were significantly upgraded through ME2 and into ME3 also the books if I remember correctly have them significantly nerfed down.
Anyway the whole reason why we get tech powers with the hand animations is because in the game code they are treated exactly the same as biotics, the same code just different effects.
#117
Posté 05 avril 2015 - 02:29
The biotics were significantly upgraded through ME2 and into ME3 also the books if I remember correctly have them significantly nerfed down.
Anyway the whole reason why we get tech powers with the hand animations is because in the game code they are treated exactly the same as biotics, the same code just different effects.
I believe animations for biotics and omni-tool powers are different. Anyway, this is exactly one of the points that I'd like to see addressed. That tech powers are treated as biotics. The way I see it, tech powers should be more about debuffs, hacking and protection removal while biotics should manipulate the environment and physics. With the addiiton of all kinds of power combos, both ended up as damage dealers in ME3. I think power combos are great but their effects should not be limited to extra damage and radius. I'd also add new types of power combos, like hacked targets fighting more effectively if near a combat drone.
#118
Posté 05 avril 2015 - 03:24
What we see in ME2/3 has very little to do with the biotics they explained in Mass Effect: Revelation, now it's just generic blue space magic with full blown mind control and everything because... dunno, Mass Effect fields™ and stuff.
We already had wacky asari mind stuff in ME1. ME2 made it a gameplay issue, starting with Morinth. It wouldn't have been a problem if they hadn't implied that these were aspects of the same thing.
#119
Posté 05 avril 2015 - 04:59
I believe animations for biotics and omni-tool powers are different. Anyway, this is exactly one of the points that I'd like to see addressed. That tech powers are treated as biotics. The way I see it, tech powers should be more about debuffs, hacking and protection removal while biotics should manipulate the environment and physics. With the addiiton of all kinds of power combos, both ended up as damage dealers in ME3. I think power combos are great but their effects should not be limited to extra damage and radius. I'd also add new types of power combos, like hacked targets fighting more effectively if near a combat drone.
Well overload gets rid of the shields, power drain too, cryo power stops the enemy while fire thing prevents krogan and vorcha regen. I am guessing a lot of what you suggest did pass their minds but it probably was a bit too complicated to include
#120
Posté 05 avril 2015 - 05:21
I will hope that they can do things like pay attention to lore. One big disappointment of ME3 for me was Thanix Missiles. How did it just turn into a missile, when it was a cannon that uses the same principles as the Reaper weapons? In ME1 Sovereign cut our fleet to pieces with his cannons.
In ME2 we got Thanix cannons and cyclonic barrier technology - and a huge pile of upgrades to the Normandy if you so chose to. Why did none of that pay off in ME3? I had the same fuel reserves as the un-upgraded Normandy, and we never fired our Thanix cannon at all in ME3.
I was hoping (pre-ME3) that by using some of the technology recovered from the wreckage of Sovereign that we could upgrade our fleets. I wanted that to be our cutting edge - a way to win. In all of the previous cycles a few Reapers had been destroyed, but to our knowledge they had not been recovered. Sovereigns death was unique - it exploded. It was not a hulking corpse that was still capable if indoctrination. Once, in all of the cycles, ours would have had technologies derived from the Reapers themselves.
Instead, well, we got what we got. We can't beat the reapers with conventional warfare, but IF we had upgraded our warships and fleets we could have levelled the playing field - something not accomplished in any of the previous cycles. After all, it was the Reapers immense firepower and ability to soak damage that made them unstoppable. A united Galaxy with upgraded ships should have been able to do the trick.
#121
Posté 05 avril 2015 - 09:51
I was hoping (pre-ME3) that by using some of the technology recovered from the wreckage of Sovereign that we could upgrade our fleets. I wanted that to be our cutting edge - a way to win. In all of the previous cycles a few Reapers had been destroyed, but to our knowledge they had not been recovered. Sovereigns death was unique - it exploded. It was not a hulking corpse that was still capable if indoctrination. Once, in all of the cycles, ours would have had technologies derived from the Reapers themselves.
Instead, well, we got what we got. We can't beat the reapers with conventional warfare, but IF we had upgraded our warships and fleets we could have levelled the playing field - something not accomplished in any of the previous cycles. After all, it was the Reapers immense firepower and ability to soak damage that made them unstoppable. A united Galaxy with upgraded ships should have been able to do the trick.
Except the galaxy did nothing to prepare for the reapers Shepard only got 'Ah yes reapers" from the council. So its quite obvious why they needed the crucible, the quarians attacking the geth during the reaper invasion didn't help either. ME2's lack of plot progress is also a factor Shpeard spent more time recruiting companions and loyalty missions rather than fighting the collectors or preparing the galaxy for the reapers.
OT: If there's going to be another trilogy all three games shouldn't be stand alone (which the main trilogy games are) they should all be part of a three act story.
Direct energy weapons and corrosive weapons should also ignore barriers since barriers are designed to stop projectiles not super heated gases, corrosive chemicals etc.
- thunderchild34, Tonymac, AgentMrOrange et 1 autre aiment ceci
#122
Posté 05 avril 2015 - 10:39
I will hope that they can do things like pay attention to lore. One big disappointment of ME3 for me was Thanix Missiles. How did it just turn into a missile, when it was a cannon that uses the same principles as the Reaper weapons? In ME1 Sovereign cut our fleet to pieces with his cannons.
In ME2 we got Thanix cannons and cyclonic barrier technology - and a huge pile of upgrades to the Normandy if you so chose to. Why did none of that pay off in ME3? I had the same fuel reserves as the un-upgraded Normandy, and we never fired our Thanix cannon at all in ME3.
I was hoping (pre-ME3) that by using some of the technology recovered from the wreckage of Sovereign that we could upgrade our fleets. I wanted that to be our cutting edge - a way to win. In all of the previous cycles a few Reapers had been destroyed, but to our knowledge they had not been recovered. Sovereigns death was unique - it exploded. It was not a hulking corpse that was still capable if indoctrination. Once, in all of the cycles, ours would have had technologies derived from the Reapers themselves.
Instead, well, we got what we got. We can't beat the reapers with conventional warfare, but IF we had upgraded our warships and fleets we could have levelled the playing field - something not accomplished in any of the previous cycles. After all, it was the Reapers immense firepower and ability to soak damage that made them unstoppable. A united Galaxy with upgraded ships should have been able to do the trick.
One problem I can see with this setup is that the Reapers also have giant eezo engines, much larger than any dreadnought's and much more advanced. Some fleets do use Thanix weaponry in ME3 (war asset descriptions, Salarian fleets, if I'm not mistaken) but those are scaled versions. Reaper versions are much more damaging and precise (since they are controlled by an AI)
- Tonymac aime ceci
#123
Posté 06 avril 2015 - 10:39
One problem I can see with this setup is that the Reapers also have giant eezo engines, much larger than any dreadnought's and much more advanced. Some fleets do use Thanix weaponry in ME3 (war asset descriptions, Salarian fleets, if I'm not mistaken) but those are scaled versions. Reaper versions are much more damaging and precise (since they are controlled by an AI)
Quite true - but my point is that BioWare changed the basic principles of how the Thanix operated - with a wave of the hand. Its not a missile, it's a freaking beam weapon.
Another annoyance is how in ME1 Sovereign fires the beam weapons from its leg-tips. In ME3 Reapers all seem to have beam (MHD) weapons in their foreheads. This was done so that they could walk around on planets and still shoot things.
The Normandy has Thanix cannons, and never uses them in ME3. None of the fleets do - even if it is in the Codex, because we never get to see it.
#124
Posté 06 avril 2015 - 11:08
Quite true - but my point is that BioWare changed the basic principles of how the Thanix operated - with a wave of the hand. Its not a missile, it's a freaking beam weapon.
Another annoyance is how in ME1 Sovereign fires the beam weapons from its leg-tips. In ME3 Reapers all seem to have beam (MHD) weapons in their foreheads. This was done so that they could walk around on planets and still shoot things.
The Normandy has Thanix cannons, and never uses them in ME3. None of the fleets do - even if it is in the Codex, because we never get to see it.
True and true.
The problem is that they never explained its workings. I think Thanix is simply the name of the company that manufactured both the missiles and cannons.
- Tonymac aime ceci
#125
Posté 06 avril 2015 - 01:36
True and true.
The problem is that they never explained its workings. I think Thanix is simply the name of the company that manufactured both the missiles and cannons.
http://static.comicv...nix gun (1).png





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