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What if ME2 had the game mechanics of ME3?


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#1
robsonwt

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I mean:

  • Overload and other anti-shield powers working better against Barriers than Warp and other biotics.
  • Power Combos
  • Cryo powers able to chill protected enemies
  • Rapid firing weapons not being good against shield and barriers.
  • Powers of characters being the same of ME3
  • Recharge power bonus related to weight of weapons

 

My favorite build is the Iceman Infiltrator, so what would have done:

  • I would still use the Viper as main weapon (Low fire rate, freezing at each shot, light Sniper)
  • I would use the Carnifex as my side arm (Low fire rate, freezing at each shot, not so light though)
  • My main squadmate would still be Mordin. Incinerate (with Freeze Combo upgrade) and Cryo Blast. Neural Shock doesn't exist in ME3, so what other powers Mordin would have? Overload? (it has a some kind of Neural Shock upgrade). Decoy? (As Salarian Engineer has in MP). 
  • My other squadmate would still be Miranda but I would build her as an Engineer rather than a Sentinel. I would let go of Warp and focus on Overload and Incinerate.
  • I would use Garrus instead of Mordin against Collectors and Geth for the double Overload if Mordin doesn't have his Overload since the beginning of the game, or not in high level in key points like Horizon, Tali recruitment and Collector Ship.
  • My squadmates would have low firing weapons like Carnifex and Viper.
  • I would miss using the Avalanche.
  • I would miss freezing armored bosses like Ymir Mechs, Krogan leaders, Asari Commandos, Geth Primes etc.

 

What you guys would have done in your runs?

 

Thanks for the attention.

 

PS: Mods, I don't know if this thread is better suited for ME2 forums, or ME3, since it's about both games. If I placed the thread wrongly, I apologize. 

 



#2
Mister J

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That is an attractive idea for any future PS4/XBOne remaster. I would give Grunt that light machinegun like I do now in the Armax Arena.



#3
KrrKs

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I don't know what I would do -except literally rofl-ing everytime I explode double YMIRs in less than 15 seconds :D


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#4
Quarian Master Race

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I don't know what I would do -except literally rofl-ing everytime I explode double YMIRs in less than 5 seconds :D

FTFY. ME3's OP tac cloak+ sabotage/AI hacking Tech Vulnerability, tech combos and an M-98 Widow would make ME2 a massive joke even more than it already does to ME3.



#5
robsonwt

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FTFY. ME3's OP tac cloak+ sabotage/AI hacking Tech Vulnerability, tech combos and an M-98 Widow would make ME2 a massive joke even more than it already does to ME3.

 

Quantity of health, shields, armor and barriers could be adjusted to match the quantity of damage output that ME3 dynamics have, to maintain the same gameplay. The number of enemies could be also adjusted. 

Like ME3, the increase of difficulty wouldn't change the configuration of enemies' protection. So it would be easier to play a Cryo or Pull based characters in higher difficulties.



#6
RedCaesar97

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Hmmm. Good question.

 

Personally, I keep wanting ME2 mechanics in ME3 instead. 

 

I think I will just agree with KrrKs on this subject:

 

I don't know what I would do -except literally rofl-ing everytime I explode double YMIRs in less than 15 seconds :D


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#7
xassantex

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Hmmm. Good question.

 

Personally, I keep wanting ME2 mechanics in ME3 instead. 

 

I think I will just agree with KrrKs on this subject:

exactly. 

i wouldn't mind ME3 dodging integrated in ME2. Otherwise keep as such. ( dreams of Claymore reload , 9 second cooldowns on vanguards, ... and the Drones and Incinerate ... etc :) ).


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#8
RanetheViking

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I'd be happy if they'd just fix the cover system in ME2.



#9
robsonwt

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The perfect mechanic for me is a mix of ME2 and ME3 gameplay:

  • Overload and other anti-shield powers working better against Barriers than Warp and other biotics. - I like it better because you can focus on being an all tech without needing to have biotic against a certain type of enemies.
  • Power Combos - That was the ME3 mechanic that I liked most. It's the most fun to try to prime and detonate, and create tactics to do so more efficiently. When playing ME2 I miss it a lot, when I incinerate a frozen target and a Cryo Explosion does not happen. :) - In addition, designing the Biotic Combos as more powerful than the other balanced the fact of Overload being better at stripping Barriers than Warp. And reduces the need of tech specialists on a Biotic team, since the combos can strip shields efficiently.
  • Cryo powers able to chill protected enemies and weaking armor - It was one of the best improvements for me in the game. Cryo Ammo in ME2 has a very limited use in protected enemies. 
  • Low fire rate better against armor and rapid fire better against barriers/shields - That was a mechanic of ME2 that I liked and I thought it made sense: Armor is a hard protection and would protect more against a lot of small damage hits but would be pierced by a high damage one shot. Shields and Barriers on the other hand would handle better a single shot than a lot of shots in rapid succession. Let's assume that the field would not be "fast" enough to catch all those bullets without spending too much energy and therefore, fading more rapidly. They kind of actually implemented this mechanic in ME3 but only in Armor when they designed the fixed damage reduction. 
  • Recharge power bonus related to weight of weapons - I liked this dynamic. It means you can carry all weapons you want, but if you want to use powers, you have to use weaker weapons. It was well balanced.
  • Heavy Weapons - I liked the Heavy Weapons and I would like it if they were preserved in ME3, and not only in key locations.
  • Armored enemies with health - I liked to be able to ragdoll or freeze bosses. I missed that in ME3.

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#10
KrrKs

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I agree, except for the heavy weapons part ( I hate those ugly things...)

 

Another great mechanic is the combat roll/dodge move and the cover-switch moves in ME3.

I also like the ME3 damage reduction mechanic on powers like TechArmour and Barrier better than the ME2 increased shield mechanic.


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#11
capn233

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Then I would be sad that I couldn't play ME2 any longer.

 

The best mix of the two would probably lean more towards the mechanics of the second game, but with the movement of the third game.  Introducing tech combos into ME2 might not be a bad idea either, although really most of tech was for defense stripping, while biotics tended more towards CC.

 

As for barriers and shields, I think they should go back to ME1 style where they are the same thing, the only difference is what is generating them.  As such, I wouldn't be completely opposed to Overload or Energy Drain working against them, but if you did that you might want to throw in a debuff for Warp.


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#12
robsonwt

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As for barriers and shields, I think they should go back to ME1 style where they are the same thing, the only difference is what is generating them.  As such, I wouldn't be completely opposed to Overload or Energy Drain working against them, but if you did that you might want to throw in a debuff for Warp.

 

But that was not what they kind of did in ME3?

All powers and weapons that are good for shields are good for barriers, including Tech Bursts. So in essence they are the same thing. The only difference is that Biotic powers are better against Barriers than Shields, but I think this is to compensate the fact that Tech powers are more efficient against barriers than biotics.

 

And Warp has indeed a debuff factor: 

 

Stop targeted enemy from regenerating health.
Weaken armor.
 
Expose
Increase weapon damage taken by a target by 15%.
Increase power damage taken by a target by 15% for 10 seconds.

Pierce
Increase damage to barriers and armor by 50%.
Weaken armored targets by an additional 25%


#13
aoibhealfae

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While playing ME3.... I notice that I die less because I use a lot of cover and Shepard are able to somersault backward and vault sideways which helps a lot on the not dying part. When I tried the same with ME2....... ..... ... .. Shepard can only walk forward, backward, duck and walk sideways. Running and ducking is a hassle too. I wish someone would mod ME2 properly... at least Dragon Age 2 was more responsive 



#14
capn233

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But that was not what they kind of did in ME3?

All powers and weapons that are good for shields are good for barriers, including Tech Bursts. So in essence they are the same thing. The only difference is that Biotic powers are better against Barriers than Shields, but I think this is to compensate the fact that Tech powers are more efficient against barriers than biotics.

 

And Warp has indeed a debuff factor:

 

 

 Yes, warp has that effect in 3, that is why I would add it in to 2 if you went back to simply "shields" like ME1.  I am mainly referring to the 15% extra damage via Expose, not the armor sundering effects, since with ME2 mechanics you wouldn't have ME3 style armor damage reduction as armor would be a defense layer.  If you were to do armor as damage reduction, they should just go back to ME1 style (which isn't that different from Dragon Age) and every unit wearing armor has armor damage reduction that is an amount dependent on their armor rating.

 

ME3 is not like ME1 in regards to handling shields and barriers, they are distinct entities but some powers happen to have similar multipliers to both shields and barriers (like Overload), while some have a better multiplier to barriers.  Going back to ME1 style would give characters health and shield hit point pools, and biotics would be able to simply buff their shield pool using Barrier or other shield regen biotic talents.



#15
RanetheViking

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If they ever do remaster ME2 one more thing I'd like is to please make ammo drops more plentiful. Or buff the 'off-hand ammo pack'.

It gave you a whole 1 extra round for the Carnifex and 6 for the Mattock for example. 

 

If you're playing a caster class it doesn't matter as much I suppose, but the Soldier relies on weapons alone. Virtually.


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#16
robsonwt

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If they ever do remaster ME2 one more thing I'd like is to please make ammo drops more plentiful. Or buff the 'off-hand ammo pack'.

It gave you a whole 1 extra round for the Carnifex and 6 for the Mattock for example. 

 

If you're playing a caster class it doesn't matter as much I suppose, but the Soldier relies on weapons alone. Virtually.

 

Try to play with the Incisor. You run out of ammo everytime. It has only 15 rounds on termal clip and 30 spare. And you spend 3 rounds at each shot.

When they changed the mechanics from ME1 overheating to ME2 thermal clips, and designed the last to be universal, they should have done one pool of thermal clips that you could use in any weapon. So, you would have space in your suit for like 10 thermal clips. You should be able to use those 10 thermal clips on any weapon you wanted and not have some thermals "locked" for weapons you don't use. And when you run out of thermal clips, the overheating mechanic could exist as well, since the thermal clips were designed to make the weapons cool faster.


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#17
RedCaesar97

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If they ever do remaster ME2 one more thing I'd like is to please make ammo drops more plentiful. Or buff the 'off-hand ammo pack'.

It gave you a whole 1 extra round for the Carnifex and 6 for the Mattock for example. 

 

If you're playing a caster class it doesn't matter as much I suppose, but the Soldier relies on weapons alone. Virtually.

 

But as the Soldier you have 4 weapon slots: Pistol, Assault Rifle, Sniper Rifle, and Shotgun. If you run out of ammo for all four weapons... then I do not understand.

 

Plus you have squadmates. Mordin and Jack/Samara/Morinth/Jacob are great with Cryo Blast or Pull for adding +100% weapon damage on ragdolled targets, saving ammo.

 

Adrenaline Rush adds +100% weapon damage (+140% with Heightened Adrenaline Rush). That should save you more ammo.

 

And if you are really worried about ammo, then take the Revenant as a bonus weapon. It has lots of ammo. (I think that gun is not very good, but a lot of players seem to like it).



#18
RanetheViking

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But as the Soldier you have 4 weapon slots: Pistol, Assault Rifle, Sniper Rifle, and Shotgun. If you run out of ammo for all four weapons... then I do not understand.

 

Plus you have squadmates. Mordin and Jack/Samara/Morinth/Jacob are great with Cryo Blast or Pull for adding +100% weapon damage on ragdolled targets, saving ammo.

 

Adrenaline Rush adds +100% weapon damage (+140% with Heightened Adrenaline Rush). That should save you more ammo.

 

And if you are really worried about ammo, then take the Revenant as a bonus weapon. It has lots of ammo. (I think that gun is not very good, but a lot of players seem to like it).

Yeah I know the Soldier has more weapons, but personally I never liked having to juggle weapons in a firefight to either conserve some ammo or because you run out of ammo for a certain weapon completely.

 

Squad mates are great, but as a Soldier I'm usually killing things faster than them and prefer to rely on my weapons damage output to finish the fight. 

 

As for the Revenant, I never liked that gun even under Adrenalin Rush.  If there was ever a weapon that deserved the term  "spray and pray" that's definitely it.



#19
Quarian Master Race

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I never have a problem with the ME2 soldier and ammo, and on normal builds I pretty much exclusively juggle the AR and SR (shotgun comes out occasionally for sub boss shields). All the auto AR's have plenty of reserve ammo as do the Viper and Widow, and the Mattock is so overpowered that everything is dead in a clip or two anyway.

The early game (Mantis) infiltrator, on the other hand......



#20
Dunmer of Redoran

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I preferred ME2's slower game mechanics, and also how getting out of cover to advance could be a really, really bad idea in a lot of circumstances.

 

The charge glitch and Shepard's poor mobility were aggravating, but otherwise, I loved it.

 

ME3 also lacked ME2's combat banter, and hearing the squaddies comment on things was half the fun. One of the other advantages was that you could tell how badly wounded a squadmate was by the sounds they made (If Jacob goes "AACK" he's ok, if she goes "AWWAWWAWAW" he's near a KO), and could medigel them before they even got knocked over. Which in my in-game rule of "No one ever drops, ever" makes a big difference.



#21
Guest_StreetMagic_*

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ME3 also lacked ME2's combat banter, and hearing the squaddies comment on things was half the fun. One of the other advantages was that you could tell how badly wounded a squadmate was by the sounds they made (If Jacob goes "AACK" he's ok, if she goes "AWWAWWAWAW" he's near a KO), and could medigel them before they even got knocked over. Which in my in-game rule of "No one ever drops, ever" makes a big difference.

 

"If I die, I'm haunting you Shepard!"

 

And of course, the unintentional humor. "Impressive!"

 

 

I'm a little torn though. Combat is the one area I think they improved the series. And I'd appreciate the extra powers you get (or is it just one extra power for squadmates in 3?). Weapon selection is way better too.



#22
capn233

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If they ever do remaster ME2 one more thing I'd like is to please make ammo drops more plentiful...

 

 

But as the Soldier you have 4 weapon slots: Pistol, Assault Rifle, Sniper Rifle, and Shotgun. If you run out of ammo for all four weapons... then I do not understand....

 

 

Yeah I know the Soldier has more weapons, but personally I never liked having to juggle weapons in a firefight to either conserve some ammo or because you run out of ammo for a certain weapon completely....

 

This is by design in ME2.  There are two things they are trying to encourage with the amount of the thermal clip drops.  The first is using the right tool for the right job, namely the correct weapon against the correct defense layer.  Otherwise you could just run the Carnifex the whole game.  This did get somewhat borked when they created the do everything SMG (Locust), and then further in ME3 when they mostly took away defense multipliers and there wasn't any real reason to use one weapon type over another despite the tooltips.

 

The other thing is so that casters (and to an extent the squad) will need to mix in the appropriate amount of powers for the appropriate things.  For instance, early game Adept might seem ammo starved if you try to shoot everything.  The two ways to improve this are to reserve weapons for defense stripping where they are more ammo efficient, and to either use powers as finish health targets or restrict weapon fire on health targets to those that are ragdolled (as they take double weapon damage, which boosts ammo efficiency).


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#23
robsonwt

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In ME3 you don't need to care for ammo at all. Unless you are using a low ammo weapon like Krysae or Falcon. The Increased Ammo upgrade of Ammo Powers is useless in most situations.



#24
robsonwt

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This did get somewhat borked when they created the do everything SMG (Locust)...

 

The ME2 Assault Rifles were already "do everything" weapons. But only Soldiers had access at them from the beginning of the game. The Locust was an attempt to give other classes the access at an Assault Rifle. And being a DLC weapon makes sense because it would be a bonus for those players who decided to buy the DLC. Kasumi mission is available since the beginning of the game, but it's kind of difficult, you only have one squadmate etc. So it's a high reward for the player who attempts to do this mission right from the start.

 

Locust, even though being balanced by it's defenses multipliers, because of being a SMG it has that 50% extra shield/barrier damage bonus upgrade that all SMGs have. 



#25
capn233

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The ME2 Assault Rifles were already "do everything" weapons. But only Soldiers had access at them from the beginning of the game. The Locust was an attempt to give other classes the access at an Assault Rifle. And being a DLC weapon makes sense because it would be a bonus for those players who decided to buy the DLC. Kasumi mission is available since the beginning of the game, but it's kind of difficult, you only have one squadmate etc. So it's a high reward for the player who attempts to do this mission right from the start.

 

Locust, even though being balanced by it's defenses multipliers, because of being a SMG it has that 50% extra shield/barrier damage bonus upgrade that all SMGs have. 

 

I disagree mainly because I do not think any of the assault rifles in the game could perform a do anything role nearly as well as the Locust with the possible exception of the Revenant, which is an advanced weapon and more difficult to use at range, especially if you haven't unlocked AR Accuracy in the research terminal.

 

The Vindicator is decent for taking down mooks at range but the ammunition is more limited than the Locust.  Avenger is an attempt to be a jack of all trades, but master at none, and the Locust makes it obsolete because it does every single thing better.  Avenger doesn't really even compete favorably once a better armor multiplier is unlocked because base damage is only about 11 to the Locust's 25.

 

The other classes already had access to Assault Rifles in the base game, they just needed to wait until after DCC.  I don't disagree that Stealing Memory is a tough mission when done early, but I do disagree that the reward should be a weapon that completely distorts the weapon management metagame.