Funniest thing I've heard all year... Someone actually liked the elevators???
Of course.
I got to listen to the news, my squadmates, it was a lore friendly way to travel and the music was great. What's not to love?
Funniest thing I've heard all year... Someone actually liked the elevators???
Of course.
I got to listen to the news, my squadmates, it was a lore friendly way to travel and the music was great. What's not to love?
I loved the elevators. They created a sense of coherence to the Citadel, as each piece was connected and existed in a specific physical location relative to the others.
And they replaced what would otherwise just be loading screens. I much prefer to cover the distance rather than just be transported somewhere. That's why I don't use fast traveling in Skyrim, and that's why I like the elevators.
Even the Mako made distance pass too swiftly. That's partly why I did the Ilos trench run on foot.
Indeed I enjoy the elevators too when I use them.
Yeah it's called the N7 shadow.
Really? Never played MP--the people I play coop with have Xboxes, and I play ME on PC. Well, here's hoping they have it for Andromeda SP, anyway.
I did not know that.
I'm not sure why I didn't think to use this example. That's another example of a game that ditched outdated snap-to-cover mechanics (found in Uncharted, its near kin) in favor of cleaner, contextual cover mechanics.They should definitely go with contextual based cover system like TLoU. When you're next to cover your character will utilize it on their own, no button needed.
I'm not sure why I didn't think to use this example. That's another example of a game that ditched outdated snap-to-cover mechanics (found in Uncharted, its near kin) in favor of cleaner, contextual cover mechanics.
85% of the posts have been spent whinging about the CoD example, rather than addressing the actual question. I suspect many people opposed to suggestion of contextual cover simply haven't played enough games to understand the concept. It would not drastically alter gameplay. It would allow them to clean up and modernize some of the animations and controls. The game would still be a cover-based shooter (in terms of combat), and one could still hole-up and play whack-a-mole if desired.
You do realize that anyone "whining about the CoD example," are addressing the actual question posed in the OP. Should we get rid of the cover system like that CoD example? I say no.
Could BIoWare streamline the cover system so that it doesn't rely on a button to snap to cover? Sure, as long as the purpose of cover still remains. Non-tanks need to have some degree of safe maneuverability around the battlefield and the combat overall needs to stay slower to promote tactics and squad teamwork.
They should definitely go with contextual based cover system like TLoU. When you're next to cover your character will utilize it on their own, no button needed.
I've not played TLoU so I don't know exactly how they did it but I'm generally not really a fan of my character taking actions just because I got close to something, especially in the case of cover when it's going to be everywhere. Mass Effect 1 also did that, and it felt really clunky.
I'd mostly just want them to let me rebind everything so that interact, revive, and take cover weren't all the same button like they were in ME3.
You do realize that anyone "whining about the CoD example," are addressing the actual question posed in the OP. Should we get rid of the cover system like that CoD example? I say no.
Could BIoWare streamline the cover system so that it doesn't rely on a button to snap to cover? Sure, as long as the purpose of cover still remains. Non-tanks need to have some degree of safe maneuverability around the battlefield and the combat overall needs to stay slower to promote tactics and squad teamwork.
Trust me it's not clunky at all. It's very fluid, and your character isn't stuck to cover. You move in and out with ease. ME1 was a mess when it came to cover. TLoU cover system can't even be compared to ME.I've not played TLoU so I don't know exactly how they did it but I'm generally not really a fan of my character taking actions just because I got close to something, especially in the case of cover when it's going to be everywhere. Mass Effect 1 also did that, and it felt really clunky.
I'd mostly just want them to let me rebind everything so that interact, revive, and take cover weren't all the same button like they were in ME3.
I've not played TLoU so I don't know exactly how they did it but I'm generally not really a fan of my character taking actions just because I got close to something, especially in the case of cover when it's going to be everywhere. Mass Effect 1 also did that, and it felt really clunky.
I'd mostly just want them to let me rebind everything so that interact, revive, and take cover weren't all the same button like they were in ME3.
Your character doesn't just jump into cover because you get close to it. You do have to subtly move against it. I can't recall it ever happening when I didn't want it to happen. You couldn't transplant it directly from TLoU into ME, but the concept is one that I expect to see implemented. It seems to be the way all cover-based games are moving. It's so much cleaner, both in terms of controls and animations.
I'd still rather have complete control over what my character does with regards to cover. Sometimes I want to get very close to a chest high wall without actually cuddling up to it. As a result, I've always found a button to just be easier and faster than games that are trying to guess at what I want to do.
I also don't believe animation should take priority over gameplay mechanics during combat.
I'd still rather have complete control over what my character does with regards to cover. Sometimes I want to get very close to a chest high wall without actually cuddling up to it. As a result, I've always found a button to just be easier and faster than games that are trying to guess at what I want to do.
I also don't believe animation should take priority over gameplay mechanics during combat.
The important difference in The Last of Us (or new Tomb Raider for that matter) is that cover isn't so much of a separate state from normal movement. You don't stick into it.
So when the game is guessing at what you want to do it's guessing that you'd like your character to stand on the spot you put them on in a way that doesn't get them shot - if possible. They aren't moving off the spot you put them, and they won't move slower into the next state you put them in.
That said, such games tend to lose rapid ways to move cover to cover, and dive into cover, which I'd like them to explore bringing back.
I'd still rather have complete control over what my character does with regards to cover. Sometimes I want to get very close to a chest high wall without actually cuddling up to it. As a result, I've always found a button to just be easier and faster than games that are trying to guess at what I want to do.
I also don't believe animation should take priority over gameplay mechanics during combat.
Good points. I expect some game will bring those refinements at some point. That game is going to be a helluva lot of fun to play.The important difference in The Last of Us (or new Tomb Raider for that matter) is that cover isn't so much of a separate state from normal movement. You don't stick into it.
So when the game is guessing at what you want to do it's guessing that you'd like your character to stand on the spot you put them on in a way that doesn't get them shot - if possible. They aren't moving off the spot you put them, and they won't move slower into the next state you put them in.
That said, such games tend to lose rapid ways to move cover to cover, and dive into cover, which I'd like them to explore bringing back.
I see what you're saying. Precision is nice. If ME were as deadly as TLoU, it's cover mechanics would've gotten me killed a number of times, though, since it's not as precise as it should be. Contextual cover isn't necessarily the answer, it's just the best attempt I've seen so far. Maybe MEA will have a new take on cover mechanics that trumps all previous systems. I certainly hope so!
I think TLoU system is pretty seamless. Though the combat style and pace is very different than ME, shooters all have some similarities. I used (no longer own TLoU) a lot of the same tactics you've described in your posts in TLoU. You should check it out some time, if the game is something you think you might like to experience. You may or may not like the mechanics. It's hard to say. It's a well written story and experience, at least.
Mass Effect 3's main issue is that the button to take cover is also the button to dodge, interact, and revive. They need to separate those functions out so they don't have a single omni-button.
I'd love to play TLoU, but I don't own a console and it's not on PC.
Ah, cool! That's not exactly the sort of thing I had in mind, though. It's less about stealthy silent teleport stabbiness than it is super-agile telespam slashing. This sort of thing:
Obviously, I wouldn't want to be nearly so OP, at least in the early game, but you get the idea. I'm not saying BioWare should actually do it, mind: as much fun as I'd have, it just isn't how Mass Effect is supposed to play.
Yeah I've played through the witcher 3, I know how it is. But Ciri while being a badass, makes the game waay too easy though. Especially the section you highlighted which is the most ridiculous combat section in game. Ciri gets one hit kills and almost infinite use of teleporting and other powers. That'd be a bit too hard to balance in an ME setting Imo. But an interesting idea nevertheless!
I was thinking of slayer actually, since they said sword and biotic charge
True that works too.
Never too late, if you're interested come over to the me3mp forum to rustle up some teammates, we're always happy to help new mp players
Cheers, man! I'm actually in the middle of an ME1 playthrough at the mo--I might actually give the multiplayer a shot this time, once I get to 3.
EDIT: Why is it wrong to suggest what BioWare can learn from different franchises? I'm just using Modern Warfare 2 as an example.
You don't have to use cover, though you place yourself at risk from enemy fire, alternatively the option to stand behind a wall without clinging to it is already in game, just don't press A or X near it.
It shouldn't have to guess. If there's a specific action involved, we should have some unambiguous control with which trigger it.The important difference in The Last of Us (or new Tomb Raider for that matter) is that cover isn't so much of a separate state from normal movement. You don't stick into it.
So when the game is guessing at what you want to do it's guessing that you'd like your character to stand on the spot you put them on in a way that doesn't get them shot - if possible. They aren't moving off the spot you put them, and they won't move slower into the next state you put them in.