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BW, please do transfer some of the MP mechanics to the SP.


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#1
Paulomedi

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I was hesitant about making this thread after the frivolous squabble that happened between the SP and MP communities recently. But, I think this will contribute to the discussion about MEA.

After many hours of MP I always felt returning to the SP a chore. Difficult reload cancel, time dilation after sniping, charging, etc. The MP combat always feel more fluid.

So, I think these MP features should be implemented on SP:

- Shield Gate and Health Gate;
- Revival. The AI could be programmed to revive you from a downed state, without an automatic Critical Mission Failure;
- Optional Time Dilation after Sniping and Charging;
- Easier reload cancel;

What do you guys think?



#2
Sekrev

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After many hours of MP I always felt returning to the SP a chore. Difficult reload cancel, time dilation after sniping, charging, etc. The MP combat always felt more fluid.

So, I think these MP features should be implemented on SP:

- Optional Time Dilation after Sniping and Charging;
- Easier reload cancel;

What do you guys think?

 

Quoted parts, so true. The time dilation is really obnoxious if you're used to it not being there, reload cancelling is rather awkward too yeah. Don't much care if there's reload cancelling in the SP but please, time dilation stuff should be optional.


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#3
Malanek

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I was hesitant about making this thread after the frivolous squabble that happened between the SP and MP communities recently. But, I think this thread will contribute to the discussion about MEA.

After many hours of MP I always felt returning to the SP a chore. Difficult reload cancel, time dilation after sniping, charging, etc. The MP combat always felt more fluid.

So, I think these MP features should be implemented on SP:

- Shield Gate and Health Gate;
- Revival. The AI could be programmed to revive you from a downed state, without an automatic Critical Mission Failure;
- Optional Time Dilation after Sniping and Charging;
- Easier reload cancel;

What do you guys think?

1) errr.... don't we already have that? Or do you want Platinum speeds?

2) No, I don't really like having a CMF come down to the intelligence of the AI. You could run with medigel if you wanted to encourage more aggressive play and of course balance it that way.

3) I want it removed altogether. Optional would be OK but would rather they put effort into other things.

4) I do really miss being able to activate a medgel harmlessly to reload cancel in SP so I guess I support that. I didn't actually miss it before I knew you could do it though. 


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#4
Paulomedi

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1) errr.... don't we already have that? Or do you want Platinum speeds?
2) No, I don't really like having a CMF come down to the intelligence of the AI. You could run with medigel if you wanted to encourage more aggressive play and of course balance it that way.
3) I want it removed altogether. Optional would be OK but would rather they put effort into other things.
4) I do really miss being able to activate a medgel harmlessly to reload cancel in SP so I guess I support that. I didn't actually miss it before I knew you could do it though.


1) sorry, I meant the MP's shield and health gate mechanics.
2) Why not both? Imagine having a caster/healer class that you could assign to do more revivals than pew-pew?

#5
Malanek

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1) sorry, I meant the MP's shield and health gate mechanics.
2) Why not both? Imagine having a caster/healer class that you could assign to do more revivals than pew-pew?

I thought we already had shield and health gate in SP, the same as MP but the duration adjusted for difficulty. Gold was equivalent to Insanity.

 

I just don't like the idea of waiting on the ground while you may or may not get revived by the AI. I guess if you died and you took control of your next squadmate that would be better. Still not completely sure but would be kind of fun to play as an alien for a little bit and it would make aggresive play, which is more fun, less punishing.


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#6
Paulomedi

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I thought we already had shield and health gate in SP, the same as MP but the duration adjusted for difficulty. Gold was equivalent to Insanity.
 
I just don't like the idea of waiting on the ground while you may or may not get revived by the AI. I guess if you died and you took control of your next squadmate that would be better. Still not completely sure but would be kind of fun to play as an alien for a little bit and it would make aggresive play, which is more fun, less punishing.


Hmm...I thought the mechanics were different. I will look into that.

I liked your idea a lot! The difficult part would be doing a seamless transition between the downed char to the squadmate.

#7
NextGenCowboy

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We have Shield and Health gate in Single Player already. Some weapons you can use bypass it, like the Spike Thrower, but those weapons are rare, and rarely the best in the core game.

 

It uses the Gold system for the gate, in that enemies don't take damage if their shields drop (100% resistance). At least as far as I know (outside of the few weapons that bypass it).

 

Edit: At least it works like this on Insanity, which is the only difficulty I have experience with in ME3. Explosions can also bypass the gate, but they can in MP too.

 

Edit2: You may be a shotgun user and/or Vanguard. This would explain why you don't run into it. The pelette that breaks the gate is considered to be affected by the gate, but every other pelette that hits will bypass it if one already brought the gate down. The exception is the Geth Plasma Shotgun which bypasses the gate. As far as I know, all other shotguns are gated, but it's a moot point, because any pelettes that hit after the gate comes down still deal damage (hence, Infiltrator + Shotgun being so widely used).


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#8
Sekrev

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We have Shield and Health gate in Single Player already. Some weapons you can use bypass it, like the Spike Thrower, but those weapons are rare, and rarely the best in the core game.

 

It uses the Gold system for the gate, in that enemies don't take damage if their shields drop (100% resistance). At least as far as I know (outside of the few weapons that bypass it).

 

Edit: At least it works like this on Insanity, which is the only difficulty I have experience with in ME3. Explosions can also bypass the gate, but they can in MP too.

 

I thought OP meant the player's health/shield gates, but tbh I don't play SP much, and not at all for a long time now, so I don't really know how that works in there.


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#9
NextGenCowboy

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Perhaps I misunderstood.



#10
Malanek

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Players health and shield gates are in SP as well as far as I recall. Enemies don't have a health gate, only a shield gate.


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#11
AlanC9

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Is reload cancelling that exploit thing?
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#12
Eelectrica

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Is reload cancelling that exploit thing?

Not an exploit but an intended mechanic.
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#13
Paulomedi

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We have Shield and Health gate in Single Player already. Some weapons you can use bypass it, like the Spike Thrower, but those weapons are rare, and rarely the best in the core game.

 

It uses the Gold system for the gate, in that enemies don't take damage if their shields drop (100% resistance). At least as far as I know (outside of the few weapons that bypass it).

 

Edit: At least it works like this on Insanity, which is the only difficulty I have experience with in ME3. Explosions can also bypass the gate, but they can in MP too.

 

Edit2: You may be a shotgun user and/or Vanguard. This would explain why you don't run into it. The pelette that breaks the gate is considered to be affected by the gate, but every other pelette that hits will bypass it if one already brought the gate down. The exception is the Geth Plasma Shotgun which bypasses the gate. As far as I know, all other shotguns are gated, but it's a moot point, because any pelettes that hit after the gate comes down still deal damage (hence, Infiltrator + Shotgun being so widely used).

You didn't misunderstood, I really meant the enemies' shield and health gates. I always played as an shotgun infiltrator/ vanguard, so I thought the gate mechanics were different.

 

Other thing I might add is the developed balancing that the weapons have on MP. The guns in SP feel a little bit odd.



#14
Guanxii

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Replacing Thermal Clips & Ammo Powers with Consumables

 

Don't know if suggested before but how about combing ammo powers and thermal clips together like multilayer only in singleplayer ammo consumables are found in different varieties and could be looted from bodies/crates or bought from merchants (levels I-IV)? Thermal clips could be simply a distinct type/variation of ammo consumable - that way you could turn any weapon into a charge up/cooldown weapon.

 

Naturally, If you are careful with thermal clip consumables you wouldn't need very many so you could trade excess thermal clips for credits/different types of ammo clips (e.g. warp ammo I-IV, incendiary, phaesic, etc.) and if you run out of those thermal clips I-IV would always be useful for backup. Ammo capacities of the various different varieties could be listed on the weapon wheel/pc tactical view. That way you could seamlessly switch between the different types of ammo clips on the fly without having ammo powers taking up valuable power slots.

 

Instead of the solider simply having ammo powers in the place of real combat powers I'd give them grenade powers instead, e.g. inferno grenade, arc grenade and a cryo grenade power. To save credits for biotic gear upgrades Adepts could just buy warp ammo and thermal clips while soldiers would spend the most of the classes on ammo and grenade consumables, weapon mods and upgrades while hybrid classes like Vanguard would have to compromise between ammo consumables, weapon mods & upgrades and biotic amp/gear upgrades.

 

Obviously higher level ammo consumables are more expensive/valuable and trading unwanted ammo we loot at stores for credit on other things that would make looting fun.

 

Edit: Might make more sense to re-post this here from the Ammo thread.


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#15
Fade9wayz

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I agree with everything, except for the revival. ME3SP is easy enough as it is (and I only ever played Insanity too. Frankly, silver difficulty looks closer to Insanity than Gold). 

 

ME3MP was actually a slap in the face when I got around to playing it. So much smoother and reactive. My hands were trembling after my first ever gold clutch. An intensity and feeling of accomplishment I wish I got in the SP campaign, ironically enough. I must admit the possibility of incarning one of the squadmates if the protagonist is downed is intriguing, and I would love that, but I'm a bit doubtful it will ever happen. One can hope though. Depending of the squadmate, I might even leave the protagonist near-dead most of the time :D


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#16
Paulomedi

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I agree with everything, except for the revival. ME3SP is easy enough as it is (and I only ever played Insanity too. Frankly, silver difficulty looks closer to Insanity than Gold). 

 

ME3MP was actually a slap in the face when I got around to playing it. So much smoother and reactive. My hands were trembling after my first ever gold clutch. An intensity and feeling of accomplishment I wish I got in the SP campaign, ironically enough. I must admit the possibility of incarning one of the squadmates if the protagonist is downed is intriguing, and I would love that, but I'm a bit doubtful it will ever happen. One can hope though. Depending of the squadmate, I might even leave the protagonist near-dead most of the time :D

 

The revival part would only make sense if they made insanity harder. Gold/Plat hard.

 

BW, do please make insanity harder. :)


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#17
Xen

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easier to just remove the SP entirely and focus on the better mode for the better players.


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#18
Felya87

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SP gameplay is ok as it is. Not everyone like the "more frenetic shooter" of the MP. Use it in a harder difficulty setting? ok. But let those that aren't good at shooters have fun too, thank you very much! The only stuff I would take from MP are the melee combat and weapons. And of course the playable races.



#19
N7Jamaican

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I like both MP and SP.  But some fans want nothing to do with MP and don't want MP mechanics in SP.  And very very very few fans want nothing to do with the SP and only want MP.

 

In short.  I'd say keep it as it is, unless BioWare can find a way to balance the two.


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#20
Fade9wayz

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SP gameplay is ok as it is. Not everyone like the "more frenetic shooter" of the MP. Use it in a harder difficulty setting? ok. But let those that aren't good at shooters have fun too, thank you very much! The only stuff I would take from MP are the melee combat and weapons. And of course the playable races.

Agreed. That's what Easy and Normal mode should be for. Hard and especially Insanity should be more challenging than what they were in ME3 though. Besides, there would still be tactical pause for SP, just, please, no more time dilation. I really can't see what advantage it brought.


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#21
Paulomedi

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SP gameplay is ok as it is. Not everyone like the "more frenetic shooter" of the MP. Use it in a harder difficulty setting? ok. But let those that aren't good at shooters have fun too, thank you very much! The only stuff I would take from MP are the melee combat and weapons. And of course the playable races.

 

That's why I think Insanity should be as the name says: an insane and frenetic mode, without the time dilation, to force players to plan ahead every bullet, charge, power usage, etc. I would as far as removing the tactical pause altogether on Insanity.



#22
Xen

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Agreed. That's what Easy and Normal mode should be for. Hard and especially Insanity should be more challenging than what they were in ME3 though. Besides, there would still be tactical pause for SP, just, please, no more time dilation. I really can't see what advantage it brought.

To help baddies aim a gun, at the expense of unnecessarily dragging out the time required to complete combat encounters for everyone who already knows how to do so.

 

That's why I think Insanity should be as the name says: an insane and frenetic mode, without the time dilation, to force players to plan ahead every bullet, charge, power usage, etc. I would as far as removing the tactical pause altogether on Insanity.

they should remove "tactical pause" completely on every difficulty. Freezing time is immersion breaking and for babbies. If you don't have the intelligence to come up with and execute strats on the fly in real time, you should git gud or play My Little Pony on narrative difficulty.



#23
X Equestris

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I agree with everything, except for the revival. ME3SP is easy enough as it is (and I only ever played Insanity too. Frankly, silver difficulty looks closer to Insanity than Gold). 
 
ME3MP was actually a slap in the face when I got around to playing it. So much smoother and reactive. My hands were trembling after my first ever gold clutch. An intensity and feeling of accomplishment I wish I got in the SP campaign, ironically enough. I must admit the possibility of incarning one of the squadmates if the protagonist is downed is intriguing, and I would love that, but I'm a bit doubtful it will ever happen. One can hope though. Depending of the squadmate, I might even leave the protagonist near-dead most of the time :D


Yeah, ME3 Insanity was fairly easy, especially since I had experience with the multiplayer before I started my Insanity run through. Having the next game be more difficult on Insanity would be nice.

#24
AlanC9

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Not an exploit but an intended mechanic.


Hmm. Maybe we're talking about completely different things? So, what exactly is reload cancelling and why was it intended?

#25
AlanC9

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they should remove "tactical pause" completely on every difficulty. Freezing time is immersion breaking and for babbies. If you don't have the intelligence to come up with and execute strats on the fly in real time, you should git gud or play My Little Pony on narrative difficulty.


If you don't like pausing, don't pause.
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