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Mass Effect 2 PC - Couple issues. Dense Squad Mates is #1


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Iron Spine

Iron Spine
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I'll start by saying the game looks and plays exceptional on nice hardware and overall (so far) seems very bug-free considering the scope. This comment excludes any issues not related to actually playing the game such as cerb, reg etc.

On to the issues:

Issue ( 1 ) - And this one is a massive pain in my **** and makes me want to smash something. The A.I. of the squad does not EEEEEE-MEEEEDIATELY obey my orders. Instead, they simply respond verbally but continue to stay sighted in on their targets and very, very, retardly, shoot-me-in-the-head-more-please slowly backtrack / slowly straff (or at times don't move at all) toward where I am telling them to go.

Result of ( 1 ) - Dead squad mates + spending gel + extremely angry Commander.

Conclusion to ( 1 ) - If they would simply, INSTANTLY & WITHOUT ANY other concern, obey what I say and just MOVE to where I say, with all haste, this issue would not exist. Don't keep shooting. Just GO. But they don't.

It appears their combat logic is written in a (bad) way so they give priority to anything targeting them or targets they currently have OVER their Commanders order to moooooooove, and I mean NOW! So instead of stopping their current action, turning and running to where I command, naturally evading some incoming fire due to them being a moving target, recovering behind cover or where-ever I commanded, and being ready for the next plan of action, they are limp chunks of beef on the ground.

This is stupid and useless. I would very much appreciate a fix, or at-least an option so my commands have priority over ANY other task they are currently performing. I don't care if they're squating in a corner taking a gigantic dump. When I say move, they should do it, immediately. They can wipe themselves off AFTER we kill all the stuff shooting at us.

 
Issue ( 2 ) - Getting stuck on objects because you didn't implement an actual jump. Instead you implemented a gimmicky cover-crouch-then-hurdle system. I assume because you thought "it looks cool"? 

Result of ( 2 ) - Can get stuck on objects without any friggin way to get OFF the object and being forced to reload the game. I can not describe how incredibly absurd it is when my character suddenly appears on-top of a 3-foot high table in a buiding somewhere because I apparently brushed up against just the right spot in the table model / corner only to find that I can NOT get off it. I'm locked onto the top rectangle like a battery-powered edge detecting monkey.

I'm a battle-hardened veteran of multiple wars across the galaxy, but I can't get off a 3-foot table? Image IPB

Conclusion to ( 2 ) - Either go through every single solitary stationary object in the game and PER-FECT the bounding and collision code to prevent this, or implement a jump. You already have a key binding for it. How about throwing in some code and hooking it up. Pretty sure that'd be a lot cheaper and faster to implement than having your crew chewing through objects for weeks re-tweaking everything to prevent this.

UPDATED: This extremely irritating behavior also occurs in the wild / on terrain at incredibly bad times as well, such as hugging the side of passage with small hills and suddenly warping up on-top of them because of touching an apparent hole (error) in the bounding or generated 'walkable' path vectors. Result = being warped into the air over the (I assume) bounding and becoming locked up there with no way to get out of the problem except reloading. Once again, simply being able to jump could solve a lot of these too. 

This game is a significant argument for -always and without debate- implementing a form of jumping, even if it's something as stupid as an 'emergency jump'. It would allow us as players to overcome problems / errors in your terrain and models and get back to enjoying the game instead of posting about it.

Other than these (so far) the game is stellar and quite fun.

Thanks!
- Iron

Modifié par Iron Spine, 29 janvier 2010 - 02:27 .