What combat aspects do you want to see in ME:N?
#26
Posté 30 mai 2015 - 10:17
Characters firing semi-automatic weapons automatically or simply faster than normally possible.
Characters holding weapons incorrectly.
All of these problems would get considerably worse and new ones would arise if ME 3 tried to do the same thing.
#27
Posté 30 mai 2015 - 10:29
Characters firing more rounds than a weapon's capacity permits.
Characters firing semi-automatic weapons automatically or simply faster than normally possible.
Characters holding weapons incorrectly.
All of these problems would get considerably worse and new ones would arise if ME 3 tried to do the same thing.
I'm not saying that ME3 could've done so with its system.
ME3 introduced a ton of guns with all kinds of differences. It also made possible for the character to equip only one weapon which could be whatever he wants. With such system, designing loadout-specific cutscenes is a nightmare.
ME2 had fewer weapons and you had no option to have only one weapon in your loadout. Variables are much easier to account for.
I'd actually prefer for the protagonist not to shoot in cutscenes. Or have a "cutscene weapon" automatically, without impacting bonuses from carry weight etc. Like, having some unique pistol for the protagonist, that is stored in a special holster and is not affected by weapon choices from loadout. You can add other weapons to it, or just use that pistol all the time.
#28
Posté 30 mai 2015 - 10:36
Still, that limits cutscenes a good deal.
- Vazgen et LordSwagley aiment ceci
#29
Guest_StreetMagic_*
Posté 30 mai 2015 - 10:52
Guest_StreetMagic_*
That pistol should be the Carnifex, of course. Shepard destroyed the Reapers with one, after all. ![]()
#30
Posté 31 mai 2015 - 04:13
I agree with most of this, especially the sniper aspect if they allow infiltrators to play a more "stealth" style (think metal gear or far cry).
Definitely agree with points 1, 2, 4, 5 and 6 but I want to modify 5 - re: if we're really exploring a new galaxy then it wouldn't make sense to pick up already constructed loot unless it happens to be in an already established colony - even then since everything would be coming through at once and in finite supply it's unlikely somebody is that much more advanced than an ARKCON Pathfinder. To this I think a system where you loot parts and raw materials that can be used to manufacture upgrades would make a lot of sense. 3 is fine, but a finite 50% weapon reduction doesn't make much sense - a sniper rifle that's already 50% more powerful than everything else would break the game essentially. I think a "smart heat reductive" system makes sense here, you fire that big sniper rifle multiple times and it drops from 100% damage to 50%, then to 25%, then to 5%, etc. until it's had time to cool off.
One thing i'd add is the ability to recycle clips, it's annoying running out of them to begin with so it'd be cool if you could pick up the ones you eject and they're added to a reserve pool that's 75% less efficient but still useable until the mission is over. Also it'd make sense if you could restock at the Mako.
This is my favorite post so far for this topic.
and for the combat
#31
Posté 31 mai 2015 - 05:00
The combat system of Mass Effect 1 and 2 got some things right. If you had no training with a weapon, you could not use it... well use it right anyway.
This is just my three cents.
- CrutchCricket aime ceci
#32
Posté 31 mai 2015 - 05:32
No thermal clips. That whole system was pointless sense the 1,000 rounds would need to be replaced at the end of each mission anyway. And the weight system had potential, but it was used wrong. How would the weight of a pistol descide how often a could make a biotic bubble? I could understand weapons slowing down running, sprinting, and rolling speed... but biotic recharge time? Really?
The combat system of Mass Effect 1 and 2 got some things right. If you had no training with a weapon, you could not use it... well use it right anyway.
This is just my three cents.
N7 soldiers apparently have all sorts of super ninja training and combat experience but... not basic rifleman training? I am no expert on the real military (only what I pick up from movies, the news, etc...) but Shepard is an Alliance Marine, and the Alliance Military seems loosely based off of the U.S Military whose Marines supposedly all have basic riflemen certification (pardon me if I am incorrect) and thus I would think Shepard (one of the most well trained soldiers ever) would have some experience with all his weapons. If Shepard is a sentinel he has the same amount of pistol skill as Liara (a civilian). I much preferred ME3's weapon system honestly.
#33
Posté 31 mai 2015 - 09:55
ME3's weight system with no class restrictions is fine, guys.
Might need some fine tuning but overall it's the best BW came up with in all 3 games.
Same goes for thermalclips, not excluding a couple of cooldown weapons (or a well balanced weaponmod)
#34
Posté 31 mai 2015 - 11:47
Do you have any clue how difficult that would very quickly become?
Yeah, I suspect this would be the case. If it could be done without taking away from any other aspects of the game that would be cool otherwise allocate resources accordingly.
#35
Posté 31 mai 2015 - 04:53
The class-system is an important feature as it gives you certain class-powers. I would like to see "combat roles" be given out.more clearly, one squad mate acts as an engineer in a support bolstering a soldier's shields while he/she delivers the firepower etc.
#36
Posté 31 mai 2015 - 09:12
I would prefer to win an intense firefight with another capable enemy squad that deployed tatics, units, and powers intelligently (loved fighting Cerberus mooks because they actually suppressed me with turrets, rushed me with melee units, drew me out of cover with grenades, drew my fire with those riot shield goons, used shield generators, used snipers, and flanked me) rather than annilate 15 suicidal grunts.
I would agree with most of that, but am not a fan of Cerberus smoke screens. Unless you wanted to drag a sniper rifle w/ smoke scope around all the time, the player was sort of in timeout until the smoke cleared - while the AI controlled combatants continued the fight.
As you mentioned, I'd like a better cover system so I don't get put into cover when I'm actually trying to sprint, it can spell life and death in multiplayer especially. I'm playing Gears of War and I like how I can map "sprint" and "take cover" to two seperate buttons, it makes such a big difference, if Bioware could at least give us this option I'd be so happy.
This. By ME3, we had sprint, jump, take cover, climb over cover, and various other things all mapped to the same button. The 'stickiness' of cover was part of the problem - it was often a pita to leave a cover node, and you sometimes end up running odd routes to avoid getting too close to cover, lest you stick.
Here's hoping Bioware can come up with better button mapping going forward. It would help the MC's mobility in my game immensely.
#37
Posté 31 mai 2015 - 09:21
Regarding button mapping I rarely have problems with ME3 version. But I would personally prefer the ability to assign different key bindings to different actions while still being able to use the same button for multiple actions.
Example:
Default
Sprint: Space
Activate: Space
Take Cover: Space
Modified
Sprint: Shift
Activate: Space
Take Cover: Space
#38
Posté 31 mai 2015 - 09:26
I would agree with most of that, but am not a fan of Cerberus smoke screens. Unless you wanted to drag a sniper rifle w/ smoke scope around all the time, the player was sort of in timeout until the smoke cleared - while the AI controlled combatants continued the fight.
I had no probelm with the smoke screen. I would remember the location of each enemy and fire in that location killing them and the few times it I didn't kill them, I moved around the smoke and killed them
#39
Posté 31 mai 2015 - 09:33
This. By ME3, we had sprint, jump, take cover, climb over cover, and various other things all mapped to the same button. The 'stickiness' of cover was part of the problem - it was often a pita to leave a cover node, and you sometimes end up running odd routes to avoid getting too close to cover, lest you stick.
Here's hoping Bioware can come up with better button mapping going forward. It would help the MC's mobility in my game immensely.
The problem Bioware faces if they start adding new bindings for the different functions is that it means taking away from the shortcuts to activate powers and such.
#40
Posté 31 mai 2015 - 09:55
The problem Bioware faces if they start adding new bindings for the different functions is that it means taking away from the shortcuts to activate powers and such.
I don't know what platform you use, but I think there is a lot of room for improvement on the console controller mappings - although, yeah, some things may require a little more effort to do. It all depends on what the designers think is most important. They took away the ability to stow weapons in ME3, and re-allocated the button to quick save. Apparently, they felt that a quick-save function was more important - but I didn't like the change, and never use that function.
If they could somehow graft the weapon swap wheel onto the power wheel, that would free up the L1 (or L2) button, which can be used in combination with several other buttons for different effects. Then they could use the L1 + (one of 4 other buttons) for character movements, and those 4 buttons without L1 as quick-fire powers buttons. That's just one example.
#41
Posté 31 mai 2015 - 10:16
Shooting out of cover without getting up, going prone, that kind of stuff.
Perhaps a very light RTS element, as a kind of power.
- Torgette aime ceci
#42
Posté 31 mai 2015 - 10:27
Shooting out of cover without getting up, going prone, that kind of stuff.
Perhaps a very light RTS element, as a kind of power.
All shooters should have prone. ![]()
- Sion1138 aime ceci
#43
Posté 31 mai 2015 - 10:29
I don't know what platform you use, but I think there is a lot of room for improvement on the console controller mappings - although, yeah, some things may require a little more effort to do. It all depends on what the designers think is most important. They took away the ability to stow weapons in ME3, and re-allocated the button to quick save. Apparently, they felt that a quick-save function was more important - but I didn't like the change, and never use that function.
If they could somehow graft the weapon swap wheel onto the power wheel, that would free up the L1 (or L2) button, which can be used in combination with several other buttons for different effects. Then they could use the L1 + (one of 4 other buttons) for character movements, and those 4 buttons without L1 as quick-fire powers buttons. That's just one example.
Holstering was taken away because of console memory constraints on animations.
#44
Posté 31 mai 2015 - 10:39
Many good points raised, I will add this one, I want the game to acknowledge my class ie if I am a biotic I want to do some biotic stuff in the cutscenes. Force Biotic choke ftw! xD
- LordSwagley aime ceci
#45
Posté 01 juin 2015 - 01:57
Stealth, or long ranges so sniper rifles can be used as sniper rifles instead of being marksman rifles, or(my preferance) both to emphasize what an "Infiltrator" is really suposed to be according to it's class description.
#46
Posté 01 juin 2015 - 02:17
I don't know if stealth and Mass Effect would go well together. I'd love some stealth elements that doesn't degrade the combat - games like Far Cry 3, No One Lives Forever 2 and Splinter Cell Blacklist did this extremely well -, but even so, squad based gameplay doesn't go naturally with stealth.
Easy fix is allow us to take on missions alone with a "Launch Solo" option in squad selectio. This would also add incentive to be careful while sneaking as you would have to fight harder/smarter if you messed up which would add to the thrill of sneaking(for me anyway).
#47
Posté 01 juin 2015 - 04:34
If we're going current gen and PC only, then more enemy NPCs per battle would be great. It doesn't have to be Serious Sam, but I do like the feeling that I'm just on the edge of getting overrun during a firefight.
#48
Posté 01 juin 2015 - 05:12
No thermal clips. That whole system was pointless sense the 1,000 rounds would need to be replaced at the end of each mission anyway.
I'd say the implementation of thermal clips was a good idea, besides as long as players make effective use of powers and make their shots count ammo shouldn't be an issue.
#49
Posté 01 juin 2015 - 11:21
You can't really go wrong with basing it on ME3's gameplay, that's for sure. The carry weight system, which does need balancing, adding untold amounts of strategy into creating a build. Playing as an Engineer alone you could be a drone master with a sniper rifle to stay away from large fights, you could focus on your red mage abilities and equip a shotgun, you could forgo weapons completely and focus on all of the abilities in the Engineer's arsenal. You could give an infiltrator a shotgun, making use of its cloak to actually feel like you're being stealthy.
That goes double for its leveling system. Having 3 branching trees for each power added variety to classes, and the powers would actually behave differently and feel like they were upgraded. ME1 simply had too many boring passive boosts, and the powers are pretty bland as well. Overload, sabotage, and neural shock for example were just different colored explosions, and we all know how many people hate those things.
ME3 simply had the best balance between shooting and using powers, and the power variety was top notch. Even playing as a soldier is fun because all the guns serve different functions, have different effects, and shoot differently. The guns themselves felt like extensions of powers in certain cases. Why people think ME3 is a GoW clone is beyond me. A fantasy RPG which has a variety of weapons with swords, maces, hammers, shields, archery can be considered a real RPG. Yet when a sci-fi RPG like ME comes along and instead of swords, maces, hammers, shields, and archery it gives us pistols, shotguns, assault rifles, sniper rifles, and machine pistols people ridicule it for being too much of a shooting gallery ala CoD.
I don't really get people sometimes.
- Oldren Shepard aime ceci
#50
Posté 01 juin 2015 - 01:18
Regarding button mapping I rarely have problems with ME3 version. But I would personally prefer the ability to assign different key bindings to different actions while still being able to use the same button for multiple actions.
Example:
Default
Sprint: Space
Activate: Space
Take Cover: Space
Modified
Sprint: Shift
Activate: Space
Take Cover: Space
ME1 did this just fine:
Default:
Sprint: Shift
Crouch: ctrl
Take Cover: Context-sensitive automated
Activate: E key
It played like it was actually made for PC.
I do see how the cover system was a bit less predictable than in the other games, but I will never understand those who thought it was broken. I was playing Metal Gear Solid Ground Zeroes the other day and it has context-sensitive cover too and it works like a grace.
I'd much rather have automatic cover and crouching back for next-ME. Then we could get some proper stealth too.
- Pasquale1234 aime ceci





Retour en haut







