The problem I've encountered is the role of powers in ME2.
I'm on my second playthrough with the same char(sentinel), now for seeing more deeply into gameplay than story.
I don't think we have to argue about BioWares abilities in story-telling.
So now about the gameplay:
The weapons rock, but I think they got a little too much attention from the devs.
Surely the balancing between them is great:
Heavy pistols give good armor-dmg on mid to short ranges.
SMG's are the shieldbreakers for short distance.
Assaultrifles are mid-class in everything on nearly all ranges.
Sniper-rifles...the headshot-machines^^
Shotguns...shortrange shield-killers.
Heavy weapons get the job done.
And then we have the ammo-powers to do some more attribute-enhancing on them.
I haven't played with the advanced weapons of the soldier yet, but heard pretty nice things about them.
But if I compare what nice features and destruction-abilities the weapons got and what the powers are doing, I'm a little bit disappointed.
Except these:
Throw: I just think this thing kicks a**.
There's nothing like curving it arround something to crush a Loki-Mech against a wall.
Warp: Pretty nice for stripping down armor or biotic barriers. It also one-shots many unprotected enemies, so this power is kinda nice.
Incinerate: Nice to take armor or unprotected enemies down, but a bit hard on the cooldown.
Shockwave: Nice against unprotected enemies or shields.
But:
Overload:
The overload is nothing compared to the weapons. The brief weapon-overload isn't worth the cooldown-time mostly.
It's just barely neccessary, since nothing with a shotgun survives the weapon-fire long enough to become dangerous enough as that an weapon-overload could do something.
The damage it does on synthetics is barely more than the warp.
It's just a bit usefull on enemy-engineers or smaller geths.
The YMIR is better stripped with the SMG or AR and then shot with incendary-armor or heavy weapons.
But then you have less enemies with shields than Armor or Barriers...the overload is a bit to useless to put much points into it.
It's also pretty useless for the suicide-mission.
Not to mention it's not curveable.
Pull:
It's kinda nice to keep the enemies from firing for some time and the combo with the Throw is fun.
But then the up-closure is too slow to take down an enemy fast.
Plus the uselessness on heavy enemies: If you stand long enough to strip down shields/barriers and armor, it's mostly useless to make the enemy hover, since it's killed fast.
Freezings:
Yeah...the Stasis-Replacer.
It's better than stasis though, since the enemy is still vulnerable, but since the AI makes the enemies take hidings pretty good, the freezing is mostly making them stay there for a while.
Also the power is once again just usefull on unprotected enemies(as far as I've seen).
To say it short:
The Idea with "this protects you from that" is nice. But many powers become just useless.
The Overload is crappy, compared to the disruptor-ammo and lacks the curving like the other abilities.
There are not enough shielded enemies to think it's worth spending much points in it.
Freezing is just for fun, lacking the tactical thought a bit. If you get an dangerous enemy down to the point you can freeze it, it's mostly easier to beat it with weapons and use another power for another enemy.
What I liked in ME1 was, that the weapons felt nice, but never overpowered the powers. Now you can do everything as good or better with the weapons, except the powers that are able to be curved.
The weapons are sure nice now and I won't complain about them, but I miss the powers being something special.
We see Samara glide with her biotics, biotic storms cause destruction in her fight with her daughter.
I don't get that powerfull feeling while playing.
I feel like a Shepard that launches small energy-balls from his/her hands, not powerfull biotics/techs.
But when I wield a weapon, it just rocks.
Would be nice to see the powers close up to that feeling.
Modifié par TekFanX, 07 février 2010 - 11:50 .




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