Should Bioware ditch the cover based combat?
#1
Posté 24 février 2010 - 05:07
ME's strengths, this just about breaks the game for me. It
would probably make the level design feel more natural since
they wouldn't constantly be having to make sure that you've got a
crate or desk to duck behind every ten feet.
Was this some higher ups bright idea that this go in and stay in for all
three games or something?
It just does not go with the rest of the game. Period.
#2
Posté 24 février 2010 - 05:09
#3
Posté 24 février 2010 - 05:10
#4
Posté 24 février 2010 - 05:10
No, I disagree.
#5
Posté 24 février 2010 - 05:13
Edit: Also, cover was also in ME1, I didn't see much difference with that except you have to actually press A instead of just running into the wall.
However, if they can make the battle sights a little less obvious when you enter them, that'll be great.
Modifié par DaerogTheDhampir, 24 février 2010 - 05:15 .
#6
Posté 24 février 2010 - 05:14
#7
Posté 24 février 2010 - 05:16
Alternatively, ME3 can revolve around using the electric slide against the reapers. It's electric! Boogie woogie woogie!
#8
Posté 24 février 2010 - 05:16
/sarcasm.
#9
Posté 24 février 2010 - 05:16
#10
Posté 24 février 2010 - 05:17
...but I think we could make do if we had objects with variable height and less aesthetic uniformity. Rainbow Six, for example, uses a cover system but it doesn't choke up the game with identical blocks and OSHA certified railings because of the way Ubisoft naturally integrated cover elements with with the scenery.
However, it think it would be even better if Bioware created a new combat mechanic instead of conforming to an industry standard. I know it's much easier said than done but Bioware's got more than their fair share of intelligent people working for them.
Modifié par Space Shot, 24 février 2010 - 05:18 .
#11
Posté 24 février 2010 - 05:18
Space Shot wrote...
Having chest-high walls all over the place does leave something to be desired from level design....
...but I think we could make do if we had objects with variable height and less aesthetic uniformity. Rainbow Six, for example, uses a cover system but it doesn't choke up the game with identical blocks and OSHA certified railings because of the way Ubisoft naturally integrated cover elements with with the scenery.
However, it think it would be even better if Bioware created a new combat mechanic instead of conforming to an industry standard.
Unreal Ed doesn't leave very much to the imagination. Rainbow Six was designed specifically for having very realistic cover based combat. But Mass Effect's level design was meant to encompass the dark stylistic direction the game went in. So you may need to wait until the next game to see more realistically designed levels.
Also how is it an industry standard? Bioware put cover based combat in it's game before it became popular. Here they just refined it.
Modifié par Yorick of the Damned, 24 février 2010 - 05:19 .
#12
Posté 24 février 2010 - 05:19
Space Shot wrote...
...but I think we could make do if we had objects with variable height and less aesthetic uniformity. Rainbow Six, for example, uses a cover system but it doesn't choke up the game with identical blocks and OSHA certified railings because of the way Ubisoft naturally integrated cover elements with with the scenery.
.
Much easier to do in a real life setting.
#13
Posté 24 février 2010 - 05:20
#14
Posté 24 février 2010 - 05:20
thinker029 wrote...
I don't mind it so much, but I'd like it more if it felt more dynamic - like you had to move around more to survive
Well Harbinger always made me go "**** **** ****" When he fired one of those attacks that pushed Shepard out of cover
#15
Posté 24 février 2010 - 05:22
#16
Posté 24 février 2010 - 05:23
I very much dislike this type of combat, so I would prefer that it be changed to something not itself.
If only there could be a combat system that doesn't rely on obnoxious and ubiquitous chest high walls.
Then again, maybe it is just the way they implemented the combat system. The AI acts completely differently if you are glued to a wall verses just standing behind it, which is just stupid. If they just eliminated the need to affix yourself to cover for it to actually work, then maybe the system wouldn't be so bad.
Modifié par CatatonicMan, 24 février 2010 - 05:30 .
#17
Posté 24 février 2010 - 05:29
Yorick of the Damned wrote...
Also how is it an industry standard? Bioware put cover based combat in it's game before it became popular. Here they just refined it.
It doesn't matter who started it. What does is how prevalent it has become even in just mainstream third person shooters. By that point, it's rather hackneyed and while convenient to simply slap on a game and refine it from there one could potentially do much better in trying to reinvent the wheel, as it were, with a new combat mechanic.
If bioware was creating an entirely fantastical environment from scratch then that might be true, but as seeing that they are just co-opting existing objects (walls, tables, crates) for use as cover you can still compare the two games on an ideally equal basis.ImperialOperative wrote...
Much easier to do in a real life setting.
#18
Posté 24 février 2010 - 05:30
Okay, on a more seriously note, it would be nice if there were covers of varying heights and shapes. But at least some covers are destructible, for example, fragile crates and exploding gas containers, so it adds some kind of tactical element.
#19
Posté 24 février 2010 - 05:32
Space Shot wrote...
It doesn't matter who started it. What does is how prevalent it has become even in just mainstream third person shooters. By that point, it's rather hackneyed and while convenient to simply slap on a game and refine it from there one could potentially do much better in trying to reinvent the wheel, as it were, with a new combat mechanic.
I'd rather have a familiar system that is well done and polished than a garbage choppy "innovative" system.
#20
Posté 24 février 2010 - 05:32
#21
Posté 24 février 2010 - 05:32
Space Shot wrote...
Yorick of the Damned wrote...
Also how is it an industry standard? Bioware put cover based combat in it's game before it became popular. Here they just refined it.
It doesn't matter who started it. What does is how prevalent it has become even in just mainstream third person shooters. By that point, it's rather hackneyed and while convenient to simply slap on a game and refine it from there one could potentially do much better in trying to reinvent the wheel, as it were, with a new combat mechanic.
So Bioware should phase out a specific kind of gameplay just because it's becoming popular? If that was the industry way of doing things the First person Shooter would have been a thing of the past after Quake 3
Ari Kagura wrote...
Okay, on a more seriously note, it would
be nice if there were covers of varying heights and shapes. But at
least some covers are destructible, for example, fragile crates and
exploding gas containers, so it adds some kind of tactical
element.
Stranglehold did that, but it worked much better in that game as you could dive out from cover and jump on things and whatnot.
Modifié par Yorick of the Damned, 24 février 2010 - 05:33 .
#22
Posté 24 février 2010 - 05:32
if anything is tired its circle-strafing; so id rather that not become the only tactic in ME3.
#23
Posté 24 février 2010 - 05:34
#24
Posté 24 février 2010 - 05:35
#25
Posté 24 février 2010 - 05:36
tommythetomcat wrote...
Real men have guns big enough to shot through cover so...
Real men also bring knives to gunfights. Maybe Bioware should completely replace guns with Bayonettes. As guns in third person shooters are way to overused.




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