I like you, but you loco.
ME:A SP Needs A Difficulty Above Insanity
#26
Posté 02 juillet 2015 - 11:36
#27
Posté 02 juillet 2015 - 11:39
Why not make insanity harder?
- sH0tgUn jUliA, Vespervin et KaiserShep aiment ceci
#28
Posté 02 juillet 2015 - 11:39
#29
Posté 02 juillet 2015 - 11:42
I should report you for the dislocations of my ribs for LOL'ing at that.
Why not make insanity harder?
#30
Posté 02 juillet 2015 - 11:43
Yeah I'm not a fan of difficulty unlocking special endings. It's basically all the same mission and you beat the same enemy. Having a certain outcome unlocked by difficulty seems kind of silly.
- UKStory135 et Flaine1996 aiment ceci
#31
Posté 02 juillet 2015 - 11:46
Well shall call it "*insert character name* must die" ![]()
#32
Posté 02 juillet 2015 - 11:48
In hard core you see maybe 6 banshees, and they hand feed you missle launchers.I wouldn't qualify bombers as having "helped" =P
A big part of the problem with SP compared to MP is that SP is extremely limited in how many of the more powerful units it sends at you like Phantoms or Banshees. You can get more Banshees in one wave of Gold or Platinum than you do in all of SP.
Mirror Match with all negatives turned on was pretty fun, though it didn't take me terribly long to beat using my Novashep with a Wraith and Talon.
#33
Posté 02 juillet 2015 - 11:50
No one hates that more than me. IMHO, if you can complete the game at normal difficulty, you should get the best ending, and the gameplay should be used as an incentive to to play harder ones.Yeah I'm not a fan of difficulty unlocking special endings. It's basically all the same mission and you beat the same enemy. Having a certain outcome unlocked by difficulty seems kind of silly.
#34
Posté 02 juillet 2015 - 11:51
Agreed. Coming back to SP combat after playing MP is decidedly underwhelming. I´d really like to see an option to have the difficulty scale ramp up significantly beyond what it is now. Ideally with some less predictable enemy behaviour.
- Guanxii aime ceci
#35
Posté 03 juillet 2015 - 12:01
I thought the N7 mirror match on Insanity was pretty something.
Ye but it was like 1 fight in the entire game. Rest was just too easy, especially after people improved heavily thx to MP. They need to add at least 1 significantly more difficult mode to SP, if not two.
#36
Posté 03 juillet 2015 - 12:16
Meh. That doesn't seem like the logical step. Simply improving the AI and setup of the map would make a higher tier of SP difficulty irrelevant. As for the N7 mirror match, it was just an example. It is a DLC add-on, after all. But it was properly difficult on higher settings.
#37
Posté 03 juillet 2015 - 12:30
The shields in ME2 were false difficulty, and had nothing to do with gitting gud, it just made the game less fun. If they made a balanced harder difficulty that was weekly balanced and made all classes viable, I'd be all for it. In ME3, Hardcore was a joke, Insanity was probably equally a joke, as an Infiltrator or soldier class. There wasn't balance, I hope they balance it here. Even though I did git gud, I don't think people that didn't should miss the best endings.Well i'm not saying to remove the lower difficulties, I would never want to discriminate against those who approach the game more casually.
Just increase the top diffculty. Like give the mooks shields or something
#38
Posté 03 juillet 2015 - 12:37
With a new console generation that can handle more processing than ever, I want to see difficulty be less about making the player weaker and making enemies stronger, and more about there being more enemies on the field at the same time.
And anyway, when the protagonist is supposed to be super-powerful, it feels stupid when they get mopped up by a random enemy if they fight toe-to-toe with no cover. Losing to a mob of enemies because you didn't fight smart, on the other hand? That's much more interesting.
#39
Posté 03 juillet 2015 - 12:40
I like you, but you loco.
It's only the SP that's holding you back. Come on over the MP side. We can go stasis some phantoms and show them how to really sync kill.
Then we can go cain mine spawn points rocking out to "Can't be touched"
#40
Posté 03 juillet 2015 - 12:44
Even if wasn't difficult enough, ME2 's tech classes were given a big advantage over the biotics. ME1 went the other way. Make it hard, but more balanced. ME3 was an improvement to both.The problem is less that Insanity was the highest difficulty and more that it was a joke as far as the actual difficulty of it went in SP. Even prior to playing MP, it's still pretty easy.
Just make Insanity actually be difficult.
#41
Posté 03 juillet 2015 - 01:30
The way ME2's difficulty scale worked. You were pigeon holed into playing infiltrator or soldier classes at higher levels, if you weren't amazingly patient. I personally never played a biotic Shepherd, but I understand the stupid handicap. In ME3 it was not as much but still alive. I don't think it is in the best interest of the community to make special endings based on high skill.
Sentinel was virtually unkillable in ME2 under any difficulty. Tech armour was amazingly overpowered in that game. I would say it was actually the top class before the Mattock was released which was absolutely broken with adrenaline rush. The other classes were also fine to play insanity although unfortunately Biotic Charge was very unreliable in ME2.
#42
Posté 03 juillet 2015 - 07:31
Wouldn't it make more sense to just make Insanity harder?
And anyway, beyond the first few character levels, RPGs haven't been challenging for at least a decade. I can't remember being challenged mid to late game in an RPG since, like, NWN. And maybe that was just because I was a kid, I don't know. Even the first Witcher game, which if i recall correctly was supposed to be notoriously difficult was fairly easy once you got into the second half of the game. I'm actually starting to believe that RPG mechanics make it practically impossible to make a game difficult without making enemies super cheesy.
#43
Posté 03 juillet 2015 - 08:10
Even such filthy casual like me managed to beat all three on Insanity (first missions in ME1 and ME2 were the toughest). I guess Insanity could benefit from different amount of enemies and degree of their aggressiveness, instead of simple health/damage tweaks.
- fraggle aime ceci
#44
Posté 03 juillet 2015 - 09:10
I guess Insanity could benefit from different amount of enemies and degree of their aggressiveness, instead of simple health/damage tweaks.
This. Heck, Cerberus constantly flanking me the first time around during the Benning mission for example made me die a couple of times ![]()
#45
Posté 03 juillet 2015 - 11:44
It's only the SP that's holding you back. Come on over the MP side. We can go stasis some phantoms and show them how to really sync kill.
Then we can go cain mine spawn points rocking out to "Can't be touched"
- FNX Finest aime ceci
#46
Posté 03 juillet 2015 - 11:54
A difficulty over insanity?
I propose the trollity difficulty so when you are getting one-shotted for the tenth time this game over screen appear

- fraggle aime ceci
#47
Posté 03 juillet 2015 - 12:05
Though it's difficult to balance Mass Effect combat, I think. It's hard to make the various disabling type powers both worthwhile and not dominating. Slapping power-negating shields and armour on everything works OK, as in ME2 high difficulty, and effectively in higher difficulty multiplayer, but it's not very satisfactory if you want to play a character that relies on that sort of disabling thing rather than being all about damage.
#48
Posté 03 juillet 2015 - 12:09
With a new console generation that can handle more processing than ever, I want to see difficulty be less about making the player weaker and making enemies stronger, and more about there being more enemies on the field at the same time.
And anyway, when the protagonist is supposed to be super-powerful, it feels stupid when they get mopped up by a random enemy if they fight toe-to-toe with no cover. Losing to a mob of enemies because you didn't fight smart, on the other hand? That's much more interesting.
Absolutely.
Also smarter enemies. I think perhaps scaling enemy intelligence based on difficulty might be difficult (hence why you don't see it often), but some of my favourite mods, especailly for games like Baldur's Gate and so on were those which added in enemies who would use the same cheesy tactics you did, tried to flank, made effective use of consumables etc. It made it feel like you were fighting people who wanted to actually win, not just mindless, vaguely aggressive cannon fodder.
Cerberus, with their unit variety, could've been great for that in ME3. Instead they just throw smoke grenades and send mooks against you.
- Dunmer of Redoran aime ceci
#49
Posté 03 juillet 2015 - 12:17
Seriously now. I do agree that the game should be more challenging but as previously mentioned so far this only resulted in most games I played with making you weaker than actually the enemy being smarter. Let's be honest higher difficulty means just you are being nerfed or the enemy has been buffed. But as far as them being smarter nope no change in that. As it stands now this means the enemy is only taking more time before being killed (meaning higher HP). Till AI will be a real thing I don't expect a difficulty setting to be challenging or being able to out-smart you.....it only make things frustrating.
#50
Posté 03 juillet 2015 - 12:21
Seriously now. I do agree that the game should be more challenging but as previously mentioned so far this only resulted in most games I played with making you weaker than actually the enemy being smarter. Let's be honest higher difficulty means just you are being nerfed or the enemy has been buffed. But as far as them being smarter nope no change in that. As it stands now this means the enemy is only taking more time before being killed (meaning higher HP). Till AI will be a real thing I don't expect a difficulty setting to be challenging or being able to out-smart you.....it only make things frustrating.
aside from my suggestions on the first page this is why I push for PVP while everyone wants to crucify me for it. An additional and OPTIONAL thing to play where thinking actually matters...also...Fact: current AI is better than many players. I'm not saying that to be mean, I'm saying it because its true.






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