(This will pertain to the classes and builds section a good deal, don't get your panties in a bunch.)
I do enjoy the cover-based combat system, and the new way you handle health/armor/shields/whatever. However.
1. There is far too much armor in the game, or rather, not enough health.
While stripping defenses is an important part of combat, when you get to the "health" bar, (the one that's 'fun') there simply isn't enough to go around. If it's red, it's dead. There's hardly any real reason to use/waste powers on them at that point because they don't have enough health to make playing around with them fun, and can be finished off with any sort of gunfire from your squadmates or otherwise. P.S. Yes, I play insanity. As a matter of fact, I 'only' play Insanity.
My simple solution is to either A. Add more health to mobs, B. Scale down armor/shields in favor of health, or C. A combination of A and B to include adding health bars to enemies previously without, scions, floaty things, harbinger, baby reaper.
2. "Loyalty" powers.
Let's think this through a bit. It is my personal oppinion that Loyalty powers should either directly affect Shepard (much like Miranda's officer training does to the squad,) or make your allies "try harder". The loyalty powers at the moment are vastly underwhelming, and not that they're difficult to get (inherit game flaw with no real "loyalty" system,) there are only a few that make any sort of sense using (outside of RP or thematic settings.) It can be argued that "Jack is concentrating her energy to create Warp ammo for the squad, thus trying harder." But here's something to think about.
When Jack first busts free of her Cryostasis, she levels 3 YMIR class Mechs. THREE, not to mention busting open walls and such to make a break for it. Yet. Jack is a weakling when she's in your party. She has some respectable power, don't get me wrong, but nothing close to what she supposidly displayed on Prison Ship Purgatory.
That said, why not give Jack this unmatched strength as a loyalty power?
Biotic Rage
Lasts Z seconds.
Jack enters an anger fueled rampage, increasing the power of her biotic abilities by x% and increasing the damage of her abilities by y% when striking barriers, armor, or shield.
Name of Thane's Hunter God Thing's Gift
Thane becomes as swift and deadly as the shadows, striking nearby targets from all angles, and becoming impervious to damage, then returning to Thane's original location. (Think Thane's scene from the trailer.) This is a bit off-the-wall, but you get the point.
I Am Krogan
Grunt charges the target and tosses them like a rag doll. (Replaces his default, slow moving, charge ability. The one that normally gets him gunned down by enemy fire.)
Biotic Bastion
Samara creates a bubble (Suicide mission esque) that soaks a certain amount of damage before dissipating. Renders Samara unable to act during this time.
Allow that for these abilities to be useful, they'd have to have cooldowns of their own, off the global.
Additionally, change Shepard's "bonus ability" from an active abilities that we often pass on and instead allow Shepard to gain a passive effect from a person's loyalty (only one, taken as a bonus ability) and then add passive effects to shepard or the entire squad when a loyal member is on the team. This allows us to further tailor not only our squad but our Shepard to play how we'd like.
Examples.
Tali's loyalty ability grants a permanent bonus to Shepard's shield strength, and grants a party wide shield boost, or quicker shield recovery, when she's in your party.
Grunt could increase melee and shotgun strength, and grant you a small layer of Armor when he's in the party with you.
Thane could passively allow you increased damage on the life of organic units (not an ammo type,) while having him in the party with you would increase the party's sniper and sub machine gun damage.
The other option would be to simply keep the "Bonus Powers," but seperate them from the global cooldowns. This miniscule change would allow us a great deal of variance with how we set up our classes, as the main drawback to using many abilities is simply the cooldown hindering our ability to use our main abilities. (Which is why you won't see a lot of people running around with barrier abilities, and will instead grab an ammo ability instead.)
3. Artificial Lack-of-Intelligence.
While the squad based combat is awesome when not getting shot at, I more often than naught see my squad mates eating bullet sammiches and laying down with a full tummy (dieing,) because they simply won't sit behind cover long enough to recover their shields. I'm sure there will be some flaming about me not doing my job telling them to hide behind cover when they're low, but for being some of the "best the galaxy has to offer" I sure do a lot of hand-holding.
I often times find it easier to either A. Soak up the bullets myself just so I don't have to waste medigel when I end up needing multiple people with Warp to drop an encroaching Scion, or simply keep my squadmates out of the fight entirely to abuse their powers (hide them behind walls where they twiddle their thumbs till I need them.)
Neither of these options are really viable or reasonable in terms of smooth, squad-based gameplay.
4. I'm just going to take a moment to say that, Tali needs to be in ME3, and Garrus. ...As a matter of fact, you should make the plot lines so vastly different that you will/can make a choice that allows you to hold on to the majority of your crew, or somehow get them killed (post ME2) and find a new one.
5. Please make the world more open in Mass Effect 3. You've hooked the "now now now" CoD/Gears players with ME2, and grabbed the RPG lovers with ME1. Now please do yourself a favor, BioWare, and combine the smooth gameplay of 2 with the world and "epic" events of 1.
6. Insanity isn't "insane" enough.
Modifié par clanhenderson8, 05 mars 2010 - 04:11 .




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