Aller au contenu

Photo

Biotic users should be op


  • Veuillez vous connecter pour répondre
263 réponses à ce sujet

#226
themikefest

themikefest
  • Members
  • 21 597 messages

Regarding cutscenes, bioware forgets it's own characters are biotics - especially every single asari.
Take, for example, the asari counsellor who gets threatened by udina. At the very least he should have ended up thrown off the balcony after pushing her, if he had even managed that.

 Then my Shepard would shoot her. Excellent.



#227
Laughing_Man

Laughing_Man
  • Members
  • 3 663 messages

Regarding cutscenes, bioware forgets it's own characters are biotics - especially every single asari.
Take, for example, the asari counsellor who gets threatened by udina. At the very least he should have ended up thrown off the balcony after pushing her, if he had even managed that.

 

You have a point to some extent, but not every Asari is a bamf. For all you know she spent her entire life as a politician / bureaucrat.



#228
von uber

von uber
  • Members
  • 5 516 messages
Doesn't matter - they still receive biotic training.

#229
Barquiel

Barquiel
  • Members
  • 5 847 messages
I would have loved to have seen Tevos slap that douche Udina with a singularity, shouldn't have went down as easy. Let's hope that they keep the cutscene incompetence to a minimum in Andromeda...

#230
Ahglock

Ahglock
  • Members
  • 3 660 messages

Doesn't matter - they still receive biotic training.


It could be weak or untrained enough not to take out a human sized opponent.

#231
Quarian Master Race

Quarian Master Race
  • Members
  • 5 440 messages

Regarding cutscenes, bioware forgets it's own characters are biotics - especially every single asari.
Take, for example, the asari counsellor who gets threatened by udina. At the very least he should have ended up thrown off the balcony after pushing her, if he had even managed that.

After pushing her over he immediately produces what is likely a cutscene endowed murder pistol, so it's probably not a good idea for her to make any sudden moves (like the gesticulations for some reason required for biotics to function). 

Besides, AFAIK she's a paper pusher, not some commando. The limit of her biotic abilities could consist of getting her coffee cup from across the room for all we know.


  • DaemionMoadrin aime ceci

#232
MrFob

MrFob
  • Members
  • 5 412 messages

If they were going by the lore and how biotics are described in the codex and the novels, then biotics should be able to use one or two incredibly strong powers but with ridiculously long cool-down times (so that they can only use these powers maybe once or twice a mission. Also, after using those powers, they should be weakened physically for some time (slower movement speed, no running/storming, no meele attacks, less accuracy with guns, etc.).

 

That probably wouldn't exactly make for good gameplay though, so I understand why BW made a difference between gameplay and lore (including cutscenes) there.



#233
RoboticWater

RoboticWater
  • Members
  • 2 358 messages

Since shooter gameplay has been, so far in the ME franchise, 100% optional, I don't see why we would use that as our standard.

Because that's clearly the standard that BioWare have set for themselves. I think the countless action-oriented demonstrations during previews, the increasing number of concessions made towards shooter mechanics, and multiplayer prove that. As Cyonan frequently pointed out: they way you play is more the exception than the rule.

 

I love having crowd control options. But the setting breaks if I'm the only one with crowd control options. And if the setting breaks, roleplaying becomes nearly impossible, as our characters can no longer have a coherent world view.

That just seems hyperbolic. I don't know how any single incongruence damages the plausibility of a setting to the point where you find roleplay utterly impossible. Like plot holes, these things are bound to happen and are potentially unavoidable, so in the grander scheme of your roleplaying, could you not just ignore them?



#234
themikefest

themikefest
  • Members
  • 21 597 messages

I would have loved to have seen Tevos slap that douche Udina with a singularity, shouldn't have went down as easy. Let's hope that they keep the cutscene incompetence to a minimum in Andromeda...

And then seeing my Shepard gun her down like Elnora was gunned down in ME2. Excellent.



#235
von uber

von uber
  • Members
  • 5 516 messages

Or Liara getting thrown by Kai twazzok Leng.

Or Thane not using his Biotics against the muppet faced ninja.

Or if you bring Liara with you against Udina she could just trap him in a singularity along with VS. Or Shepard could.

In fact any cutscene like that.


  • DaemionMoadrin aime ceci

#236
UniformGreyColor

UniformGreyColor
  • Members
  • 1 455 messages

Personally, I would like ME combat better if it played out automatically without my input at all. Let the AI run both sides, thus eliminating the problem of having the play be too skilled.

 

If they had an improved tac cam like the one they did in DA:I, you might just be able to do that. I will admit I liked it when I got far enough into the game in FFXII where I could essentially roam and area indefinitely and just let the AI do all the combat.


  • Sylvius the Mad aime ceci

#237
capn233

capn233
  • Members
  • 17 298 messages

Since shooter gameplay has been, so far in the ME franchise, 100% optional, I don't see why we would use that as our standard.

 

How long does an insanity playthrough of ME1 take without using weapons?


  • DaemionMoadrin aime ceci

#238
Ahglock

Ahglock
  • Members
  • 3 660 messages

How long does an insanity playthrough of ME1 take without using weapons?


I don't think he plays insanity level. But warp/dampening and other powers take forever to kill as they will get another immunity before you drop them. I've tried on a combat or two. It's not fun.

#239
Ahglock

Ahglock
  • Members
  • 3 660 messages

If they had an improved tac cam like the one they did in DA:I, you might just be able to do that. I will admit I liked it when I got far enough into the game in FFXII where I could essentially roam and area indefinitely and just let the AI do all the combat.


While I think the only gambit I had running was a heal at X health gambit I loved the model. Great FF game.

#240
UniformGreyColor

UniformGreyColor
  • Members
  • 1 455 messages

While I think the only gambit I had running was a heal at X health gambit I loved the model. Great FF game.

 

Yes, it was a great game despite people not liking it. It was the first game to implement something that gave you so much control over what the PC AI did. DA:O likely borrowed the system from that game and I really liked the the way it was handled in DA:O as well.



#241
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Because that's clearly the standard that BioWare have set for themselves. I think the countless action-oriented demonstrations during previews, the increasing number of concessions made towards shooter mechanics, and multiplayer prove that.

It tells us that the action is the part they want to sell. Any supposition about why that is is merely guessing.

Maybe the action fans are the larger audience. Maybe the action fans are more receptive to promotion.

That just seems hyperbolic. I don't know how any single incongruence damages the plausibility of a setting to the point where you find roleplay utterly impossible. Like plot holes, these things are bound to happen and are potentially unavoidable, so in the grander scheme of your roleplaying, could you not just ignore them?

As long as the inconsistency isn't relevant to the decisions my character is making, that's exactly what I do. Or I headcanon explanations, which works until the game's explicit content contradicts me.

And that's when roleplaying breaks. Going back and recomputing every prior decision to ensure coherence with the new evidence would be a monumental task.

On a moment-to-moment basis, your suggestion works. Retroactively, it doesn't.

And if I just pretend I have a coherent basis, ignoring possible errors in the past, what am I really doing? I'm no longer roleplaying the same character. So what's the point? What can I learn from this process without a control?

Look at roleplaying like a science experiment. If the game starts messing with my variables, the results will be meaningless.

#242
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

If they had an improved tac cam like the one they did in DA:I, you might just be able to do that. I will admit I liked it when I got far enough into the game in FFXII where I could essentially roam and area indefinitely and just let the AI do all the combat.

DAI's Tac Cam is brilliant. It's a big part of why I think DAI is BioWare's best RPG in over a decade.

#243
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

How long does an insanity playthrough of ME1 take without using weapons?

Who said anything about Insanity?

And I did use weapons in ME1. I really liked the stat-driven accuracy.

No, the way I avoid the action elements is by pausing to aim. Unpause and fire happen in rapid succession. It made the sniper rifle quite effective at close range. Very useful against Saren.

#244
UniformGreyColor

UniformGreyColor
  • Members
  • 1 455 messages

DAI's Tac Cam is brilliant. It's a big part of why I think DAI is BioWare's best RPG in over a decade.

 

I agree. I loved the way they did tac cam in DA:I, and I honestly don't know why it got so much flack from fans. I enjoyed letting the AI take care of most the things and only interjecting once in awhile. There were some things at certain parts of the game using tac cam that could def be improved like how it would use barrier on injured chars that were no longer in danger rather than throwing it on the tank, but overall they did a great job with it. Also there were some abilities that were just better used manually than letting the AI do it (I'm looking at you To The Death not upgraded).This is all said with me playing on nightmare difficulty, so if someone is playing on an easier difficulty, they might not even have that problem.



#245
themikefest

themikefest
  • Members
  • 21 597 messages

I like the tactical camera in DAI as well. Very useful for my nightmare playthrough



#246
capn233

capn233
  • Members
  • 17 298 messages

I don't think he plays insanity level. But warp/dampening and other powers take forever to kill as they will get another immunity before you drop them. I've tried on a combat or two. It's not fun.

 

Yeah, powers didn't do much damage in ME1, they were nearly purely CC with some debuff.  Tech did a little damage, but it would be hugely tedious.

 

Who said anything about Insanity?

And I did use weapons in ME1. I really liked the stat-driven accuracy.

No, the way I avoid the action elements is by pausing to aim. Unpause and fire happen in rapid succession. It made the sniper rifle quite effective at close range. Very useful against Saren.

 

Only mentioned insanity due to enemy HP and increase in Immunity spam vs the low damage of powers.  I imagine a no weapon run is tedious on lower levels as well though given that weapons were your primary source of damage in ME1 and powers were mostly CC.  Tech had a little damage.

Accuracy was somewhat interesting in ME1, I will give you that.  I don't know that I would claim shooter elements were 100% optional in the trilogy, even with pausing.  For ME3 it is easier to get by sans weapon, but I would say that has to do with balance choices rather than design.  The trilogy was conceived as something of a hybrid, and always had shooter elements.  Probably would be less tedious to get through the trilogy guns only than powers only.



#247
Cyonan

Cyonan
  • Members
  • 19 356 messages

And I'm saying that if it's bad design to let the enemies one-shot the PC, then it's bad design to let the PC one-shot the enemies.

 

Not really, because not everything needs to be equal between PC and AI.

 

Human and AI are not equal, so why should they be treated exactly the same in-game?



#248
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Not really, because not everything needs to be equal between PC and AI.

Human and AI are not equal, so why should they be treated exactly the same in-game?

So the setting makes sense.

I'd like to see the rulset designed first, and then setting built to make sense within those rules, and then any story would be constrained by the establish rules of both the mechanics and the setting.

#249
Sylvius the Mad

Sylvius the Mad
  • Members
  • 24 108 messages

Yeah, powers didn't do much damage in ME1, they were nearly purely CC with some debuff. Tech did a little damage, but it would be hugely tedious.


Only mentioned insanity due to enemy HP and increase in Immunity spam vs the low damage of powers. I imagine a no weapon run is tedious on lower levels as well though given that weapons were your primary source of damage in ME1 and powers were mostly CC. Tech had a little damage.
Accuracy was somewhat interesting in ME1, I will give you that. I don't know that I would claim shooter elements were 100% optional in the trilogy, even with pausing. For ME3 it is easier to get by sans weapon, but I would say that has to do with balance choices rather than design. The trilogy was conceived as something of a hybrid, and always had shooter elements. Probably would be less tedious to get through the trilogy guns only than powers only.

Didn't ME1 have grenades, as well? I remember grenades.

Of the three games, I found the combat in ME2 to be the most tedious.

In ME1 I mostly sniped from extreme range.

#250
SardaukarElite

SardaukarElite
  • Members
  • 3 764 messages

Didn't ME1 have grenades, as well? I remember grenades.

 

It did. But they were equipment which consumed ammunition as opposed to being powers like they were in 3. They also flew and you could detonate them early leading to some interesting trick shots.