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Most annoying gameplay sequences in trilogy


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#101
mannygt

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1) Not necessary. The Executioner is a DLC weapon that you can equip from the moment you pick up the Mantis right as you land on Mars.

 

2) I have never had this problem. I regularly kill off every Harvester we meet and don't have problems. Unless you mean the one that flies overhead just after Shepard lands and Victus fires off a flare. I have never been able to kill that Harvester.

 

1) I see

2) I had this issue. Basically killing the first and the second harverster makes the third one to not appear (and all the other reapers). The third I meant is the one just before meeting Victus.

 

Here the wiki: http://masseffect.wi..._Turian_Platoon

At the very end of the page you will find this:

 

Several people have reported that killing the first two Harvesters resulted in the remaining Harvester not appearing to be killed requiring them to restart the mission.



#102
mannygt

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Back again to 1):

 

If you:

  • have imported a ME3 character
  • use a very powerful weapon like the Suppressor and/or Paladin (both upgraded)

Eva always kills you.

 

 

The workaround:

  • Use the same weapon used in a normal play in ME3
  • Use ammo mod for your weapon.


#103
FlyingSquirrel

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For me, destroying the shields in the Luna mission in ME1 and wiping out the Reaper Code in the geth consensus mission in ME3 had to be the most pointlessly tedious. "Hey, we have some cool concepts here about AIs that we can work into the story. What else might help make the missions interesting? Oh, I know - let's make the player shoot at dozens of immobile blocks to get to the end."


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#104
FlyingSquirrel

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You start with a totally pointless turret section. Then you end up on a tiny ledge, and a huge Reaper is unable to vaporize you along with the entire cliffside you're standing on. Somehow you can simply just sidestep the beam and it does no harm at all to you. This beam that is supposed to be able to easily slice open capital ships.

 

Also, why doesn't the Reaper just blast, say, a hundred feet *below* Shepard and cause the cliff to collapse? That eliminates the entire problem of needing to hit Shepard in the first place. (Though Shepard is ridiculously fortunate when it comes to surviving long falls without a scratch in ME3.)


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#105
themikefest

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Several people have reported that killing the first two Harvesters resulted in the remaining Harvester not appearing to be killed requiring them to restart the mission.

That has happened a few times for me. Not every time, but a few times



#106
MrFob

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So, I waited quite a while to reply here. In fact, I gave it about two weeks. Read a lot of the posts here to get "inspired" and let the trilogy play out in my head. After all this deliberation on what part of the gameplay in all three games really annoy me...

 

...I got nothing. :D

 

I really can't think of any part of gameplay that annoys me. The run, gun & power gameplay got improved with every iteration of the game but even back in ME1, I love it for it's own reasons (stronger impact of the RPG component, over the top awesome biotics, etc.). Later on it just became super smooth and polished.

 

I also love driving around in the MAKO. I know that a lot of people complain on how stubborn the thing is but at least on PC, I never had many problems. I actually think a lot of people play it "wrong". :) I find it fun to look at the maps and figure out the best route to get to my next target that is short but also avoids the worst terrain. Most of the UNC map actually have kind of secret pathways and optimal routes built into them and if you figure them out, you can make your UNC exploration feel like a Sunday drive :) . It's certainly no random height maps.

And yea, of course I will also utter some foul language when a threasher maw one-shot kills me by emerging right under my MAKO but it happens maybe once or twice in a full playthrough so no biggie.

 

Also liked the Hammerhead. Sure, fighting with it is awful but thankfully, there is hardly any of it, so it doesn't annoy me and the platforming sequences are just long enough to freshen up the game but short enough not to annoy.

 

Mini games: I liked those too, especially in ME2 because, while they were a bit repetitive, they could be done really quick and it kinda felt like you were actually performing the action (I always imagine Shep with one of these little laser pen things from star trek really hotwiring a chip when I do bypass :)). So no annoying at all. The mining in ME2 isn't really a problem either once you have an idea how much minerals you actually need an spread it out over the entire game time.

 

The turret sections in ME3, yea, they are not exactly the pinnacle of game design but I get what they are about and why the game would probably be worse off without them. Also, I don't mind shooting from a turret from time to time.

 

So all those little things work for me and I love the general gameplay. I really can't think of a segment of the games where I would get to it and say "Oh no, not this again". It just doesn't exist for me. Hm, I never realized that until this thread came around. Well done BioWare I guess. :)

 

Now, I'll head back to the story threads where I can complain about stuff. :P


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#107
kajtarp

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I've discovered that I don't hate the Mako, so much as I hate the terrain over which I'm expected to drive. It is ridiculous to expect anyone to enjoy driving up the side of a mountain at a 90-degree angle. I actually managed to flip the Mako on its roof once, and haven't been able to duplicate it since. Not because I was driving up a mountain, but because I was trying to get to a probe that had landed in the bottom of an extremely rocky crater.

 

yeah i meant exactly that. when theres no other way to go just to a top of a mountain. and the unrealistic behaviour of the make was also annoying.



#108
kajtarp

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And when you reach the probe: "Electronic skill too low" appears.

 

theres a solution for that. return to normandy and land again and then the probe requires lowel electronic skills.


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#109
themikefest

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theres a solution for that. return to normandy and land again and then the probe requires lowel electronic skills.

I didn't know that. Why not post that in the 'Things I discovered' thread?



#110
RedCaesar97

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The beginning of ME3 with Anderson.

 

 

he can run faster than Shepard.

 

Soldier Shepard can outrun him with Adrenaline Rush.   :devil:


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#111
kajtarp

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I didn't know that. Why not post that in the 'Things I discovered' thread?

 

i think its on the mass effect wikia for years.



#112
Thrombin

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For me, destroying the shields in the Luna mission in ME1 and wiping out the Reaper Code in the geth consensus mission in ME3 had to be the most pointlessly tedious. "Hey, we have some cool concepts here about AIs that we can work into the story. What else might help make the missions interesting? Oh, I know - let's make the player shoot at dozens of immobile blocks to get to the end."

 

I found the reaper code thing quite interesting, particularly all the cut-scenes with the Quarians/Geth. However, I did get frustrated a few times because I would get to a point where I was hopeless lost and kept running around in circles over these blocks not knowing where to go next!

 

Someone mentioned the Mako. I quite enjoyed the Mako missions but there were some maps where I just couldn't work out how to get where I needed to get to. Some mountains where just impossible to get over or find a way around and I used to find that really frustrating!

 

The first time I had to handle the thresher maws also had me tearing my hair out as I was constantly getting killed. Eventually I worked out how to do it without too much trouble but in the early days it was a real pain!



#113
ToJKa1

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Unskippable cut scenes at the beginning of ME2. I wanted to see how an import would look and forgot that it took something like 10 minutes to get to character creation. Ughhhhhhhhhhhhhhhhhhhhh.

 

That's funny, i actually have ME2 running the starting stuff in the background right now while reading this thread :lol:

 

Other than that, all combat in Mass Effect 1 :P And yes, both Tuchanka and Rannoch Destroyers in ME3.


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#114
themikefest

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NPC conversations. On the Citadel Shepard has to go back and forth to hear the whole conversation.


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#115
ToJKa1

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Yeah, that too. Last time i listened the entire story of the traumatized asari soldier in the hospital. Quite the story, but nothing compared to the workout the elevator got :lol:


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#116
Dantriges

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You can listen q save-q reload and get the next part.



#117
Thrombin

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Yeah, that too. Last time i listened the entire story of the traumatized asari soldier in the hospital. Quite the story, but nothing compared to the workout the elevator got :lol:

 

It never really occurred to me to do that. I just heard each part of the convo whenever I visited the Citadel next. I wasn't in a hurry!

 

Apart from the conversation between Liara and her father which I did in one go. But that just meant walking away and coming back rather than having to leave the area completely like with most of them.



#118
ToJKa1

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You can listen q save-q reload and get the next part.


Good to know, that'll save time in future.
 

Apart from the conversation between Liara and her father which I did in one go.

 
Whoa, i had no idea that even is in the game :o

#119
FlyingSquirrel

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I found the reaper code thing quite interesting, particularly all the cut-scenes with the Quarians/Geth. However, I did get frustrated a few times because I would get to a point where I was hopeless lost and kept running around in circles over these blocks not knowing where to go next!

 

I actually still find the Reaper Code mission interesting for the cutscenes and the dialogue between Shepard and Legion. I just could have done without all the "shoot the orange blocks" parts.



#120
Remix-General Aetius

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the forced turret fights in ME3 (the ones you can't get out of). you can avoid the one on Thessia but you'll have that stupid asari constantly yelling at you to use the turret. you can also avoid the one on Menae.

 

but the bit I REALLY HATE the most is the casino infiltration bit of the Citadel DLC, particularly the camera hacking & guard distraction right before you enter the casino's panic room. I can never get that damn thing right, and more often than not the damn guard spots me a 100th of a second before the hacking is completed.

 

 

Whoa, i had no idea that even is in the game :o

 

it's a bit early in the game, when Matriarch Aethyta appears behind the bar on the Presidium. you can go talk to her and bring up the fact you saw her looking at photos of Liara in the Shadow Broker's surveillance system. then she'll admit she's Liara's father and later you can persuade Liara to talk to her. and while they're talking you can walk back n forth to trigger the ambient conversation between them.

 

she says Liara is 1/4 Krogan lol and has a hanar half-sister.



#121
FlyingSquirrel

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NPC conversations. On the Citadel Shepard has to go back and forth to hear the whole conversation.

 

What I always find amusing is that the conversations seem to continue indefinitely if Shepard doesn't stop to talk to them or otherwise follow up on what they're talking about. I guess that salarian in the Presidium Commons would just be on the phone about heating technology every single day, all day long, if Shepard doesn't find it for him. 

 

On a related note, was anyone else a bit perplexed by the whole argument about whether the "Huerta Memorial" name was appropriate or not? Usually the arguments are either fairly simple or are a reference to a mission or something else that Shepard knows about, but I had no idea (1) who President Huerta was or (2) whether there was in fact any cynical political maneuvering involved in deciding whether he was alive or dead, much less what Shepard's opinion about this could or should be. And I seem to recall that at least one of Shepard's responses actually *didn't* express an opinion but still got the two people to stop arguing. (I think I eventually settled on that response just so that I wouldn't have to hear it every time I walked through the hospital!)



#122
MrFob

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What I always find amusing is that the conversations seem to continue indefinitely if Shepard doesn't stop to talk to them or otherwise follow up on what they're talking about. I guess that salarian in the Presidium Commons would just be on the phone about heating technology every single day, all day long, if Shepard doesn't find it for him.

 

I just find it weird that the writers apparently weren't really told how the mechanics work. Some of ambient the dialogues make sense in the way they play out. The guy who's leg they need to amputate in the hospital for example (if I remember correctly) or the veterans from Benning in the entrance to Purgatory. There the bits of conversation are written so that it makes sense that some time goes by between them. That way it makes sense that Shep would hear a new bit of dialogue whenever s/he returns after some time.

However, most of the NPCs have one continuous conversation that sounds like ti should all be done in one go, e.g. the traumatized Asari or that human girl who sells her car to get her salarian friend new armor (very touching btw). It really doesn't make sense for them to pause their conversation until Shepard happens to come back to the Citadel after flying half way around the galaxy. The dialogues should all have been written as separate pieces with the time in between taken into account.


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#123
Thrombin

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That conversation from the soldiers about what happened at Benning always bemused me actually. Given what Shepard overhears, he/she already knows enough to complete the Benning Evidence mission and inform Osoba what happened to his son. There's no need to actually go to Benning and pick up a dog tag to do it! In fact, the dog tag itself wouldn't be enough to provide the information anyway!


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#124
FlyingSquirrel

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The highlight of the "conversations that just go on and on forever" was probably actually ME2 with that guy trying to get into Afterlife and the elcor bouncer blowing him off, partly because you could imagine him really going back every night and trying the same dumb routine. I half-expected to find him there in the Omega DLC for ME3, still trying to get in and completely oblivious to Cerberus's takeover or anything else going on right under his nose.


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#125
Thrombin

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I just encountered an annoying gameplay sequence today. First time I'd tried Citadel DLC with an Infiltrator. I was fine until after the restaurant scene and I had to take out the mercs with one health segment and a pistol.

 

That sequence seems to want you to use stealth to take out mercenaries without them raising the alarm but I've never been able to do that in any runthrough. I was, however, hoping to be able to do it with my Infiltrator as they're great at stealth right?

 

Nope, the mercenaries seem to be even better than Shepard at spotting cloaked characters. I might as well not have been cloaked at all!

 

On Insanity I just found the whole sequence impossible. After quite a few failures I eventually gave up and switched to Normal mode just to move on with the story!  I think it's a bit of a swizz removing my class' main advantage!