Aller au contenu

Photo

ME3 Gameplay Suggestions


  • Ce sujet est fermé Ce sujet est fermé
Aucune réponse à ce sujet

#1
b09boy

b09boy
  • Members
  • 373 messages
Title says it all.  Just a few things which I think would improve the overall gameplay experience heading into ME3.  Comment, criticize, argue, these are simply my opinons on how the revamped gameplay could be improved upon.

-Additional powers.  This is mostly for squadmates, but I feel the layout should be spiced up a bit.  For one, allow each member a unique ability which stays unique to them.  It adds a bit more flavor in who you want to choose if they can do something you just can't - for instance, Miranda with squad damage, Tali with a cooldown bonus, Morinth with Dominate, Samara with Reave, etc.  Moreover, just three powers and a class stat is weak.  Even just one more would help bring a lot more to these characters, but two would be preferable.  As for the PC, remove the silly bonus power and give us a couple more class powers to choose from.  Barrier and Slam for Adepts, Shield Boost and some sort of demolition for Engineers, perhaps a couple passive physical skills for soldiers, one reducing accuracy, the other increasing movement and storm speed.

-Silly weapons.  Weapon combat is much improved, but with improvements came a lot of head scratchers.  For one, though I get the limited arsenal, it still often doesn't leave much choice.  In many cases it's the choice between the good weapon you pick up later and the crappy starter weapon.  I don't mind having a crappy starter weapon, but then give us better choices beyond that.  For instance, you have your crappy starter pistol, a military grade handgun with great accuracy, low recoil, a decent clip and decent power, the hand cannon with tons of power, but also lots of recoil, less accuracy and a lot of time between shots and finally a machine pistol with 20 fully automatic weak shots you can spray reasonably accurately.  Or the Soldier's unique LMG.  How about something weak with extremely low recoil and a short scope, a miniature gatling type which spits bullets high damage bullets like crazy, has an unreal ammo reserve, yet includes no accuracy to speak of, and the balanced gun with great damage, meh accuracy, a solid rate of fire and a hefty clip.  Next off, the shotgun.  Who uses this weapon aside from a Vanguard?  Why would you?  Knowing better, who would pick it over an AR or SR as their bonus weapon?  Why would a soldier have one out over the Vindicator or Revenant or even their SR?  How about this.  Choose an Engineer and pick the shotgun as your bonus talent.  Now what do you have out more to deal with basic situations, your shotgun or your pistol?  This thing simply has too much spread for the amount of damage it does and how much it makes enemies flinch.  Shotguns should be as to pistols in this game as what ARs are to SMGs - bigger, badder, better.  Yes, I know sniper shotguns were a problem.  Well now there's the problem of punching a guy being better than shotguns.  Limit the spread, give a gradual decrease in damage over range, just like pistols.  Finally, why are we picking up random weapons on missions?  Cute idea and all, but here's the problem: the focus of future playthroughs ends up becoming which weapon you want to pick up first to complement your class.  Put them in stores, make them research projects and throw a couple unique ones (example: Collector Particle Beam and Geth Pulse Rifle) in levels for us to run across.

-Revamped powers.  Ok, I know biotics could be overpowered in ME1, but things have been taken a bit far.  But they're not the only issue I see.  Let's start with the universal cooldown.  Yes, the system in place allows you to throw around more powers.  What this translates into, however, is you spamming the best power over and over.  It also limits the use of mixing up abilities.  For instance, a Concussive Shot while under Adrenaline Rush.  Simply put, bring back individual timers, simply make them shorter or allow the upgrades to shorten them significantly.  If this were to happen, however, powers would need a bit more kick to accomodate.  For instance, lengthening the time of Adrenaline Rush, making Combat Drones do some real damage instead of tiny slivers and, perhaps most importantly, allowing you to affect enemies with shields and armor.  That last bit is of special note.  Really, I can see armor and the like being a problem maybe when abilities aren't of very high level, but once you max them out?  Come on.  Throw us a freakin' bone here.  Let's see a bit more use out of abilities which don't cause direct combat damage.

-Heavy Weapons.  Everyone has their crowd control powers.  Everyone but the combat classes, that is - unless you count heavy weapons.  I never understood this, but why are the combat classes sharing the most powerful weapons in the game?  Adepts should be shooting off biotics every which way, Engineers should be causing havok with their omnitool, Sentinels should be making everyone too busy being thrown around to wonder why their guns stopped firing and Soldier, Vanguards and Infiltrators should be pouring on explosive rounds.  This isn't simply an image thing, however.  It's a balance issue, not to even out the classes, but to allow them to focus more on their given abilities.  Without heavy weapons, the three classes need something else to pull the weight, that being their inherent powers.  Basically gives them more room to have more power.

-Resources and scanning.  No, I'm not going to talk about how it should all be removed or replaced.  On the contrary, I want to talk how it could be made much better.  For one, no upgrades to speed the thing up.  Give it the max speed from the start.  Otherwise it's going to keep on annoying everyone.  Second, allow us to better keep track of where we've scanned.  Either a color code to show us exactly where the scanner has been on or a number/letter system across the planet so we can approximate it ourselves more easily.  Also, a credit/resource exchange system would work wonder toward making people appreciate the system.  We can easily find all the resources we want, they're like the credits of the previous game.  Credits, however, are much harder to come by.  Allow us to squeeze a few extra credits from our vast stockpiles of supposedly rare materials to buy that extra gun or upgrade.

-Mission specialists.  We saw a glimpse of this in ME2, but I think it would be great to have this feature returned.  Missions requiring more than a smooth talker or a combat specialist.  You're given a set of perameters and you choose the team best able to accomplish those perameters.  Have a mission where you need a lot of hacking done?  Can't even get past the front gate without Tali or Legion.  Have a choice to put a sniper on an overwatch?  Garrus or Thane become the difference between saving the hostages at the end and watching them get slaughtered before your eyes.  Allow these choices to make the difference between not only an easy mission and a difficult one, but a successful and failed one.  Touches like this to really make use of your team and call on you to bring the best man for the job instead of personal favorites each and every time could make for a very unique, rewarding and even strategic experience.