Listen to this guy. I 100% agree with everything here. And I definitely think there should be a mixture of guns that use thermal clips and guns that overheat.Destructo-Bot wrote...
While you are looking at this thread please consider revamping:
Heat Sinks
Don't like playing garbage collector and scrounging sinks after a fight. Don't like being forced out of a favored weapon due to ammo. Don't like not having an infinite ammo weapon (staple in shooters) to fall back on. Pistols should be cooling instead of heatsinked.
Ammo per class
Why do infiltrators and vanguards have the same ammo capacity for snipers and shotguns as everyone else when the class is supposed to focus on that particular weapon? This ends with the class primarily using their SECONDARY weapon that actually has reserve ammo to save their "PRIMARY" for when they may need it.
Cover
Cover STILL isn't "safe". Harbinger or whatever knocks you out of cover, then you adrenaline hammer the action key to get back into cover. Instead of taking cover your character vaults over the cover and into the direct line of fire of two heavy mechs. The key that saves your life is also the key that gets you killed.
Ammo Powers
CONSTANTLY REACTIVATING THE ****ING POWERS EVERY ****ING TIME I ****ING QUICK LOAD. The ammo "power" should be permanent, NOT PER MISSION, NOT PER LOAD, NOT PER GAME... PERMANENT. They are there until I choose to change them. So very, very, very irritating to cycle through all my weapons and reapply ammo powers EVERY ****ING TIME to EVERY ****ING GUN. P.S. This in particular annoys me, you may not have caught that.
Inventory
We LIKE inventories. We don't like BAD inventories. ME1 had a BAD inventory and a glut of useless items with no sorting and grouping options. Improve and not remove was what many were expecting.
Armor Designer/Character Designer
This is good but it needs more options and more colors. I miss the look of Colossus and Rage armors. Good start. Everyone wants more personalization options (hair styles, clothes, etc) so...
Game Options
If you are shooter, where are the reticule options? FOV options? You know what I want to do as a sniper? When I blast someone with a headshot and they have 1 point of health left I want to a key to quick draw my sidearm and put them down and then the sidearm is put away and the rifle re-raised.
Fatigue
Why can a trained super-soldier like Shepard only run 10 feet at a time. Let us RUN dammit! If we aren't in a fight we should be able to run for quite a long time. Get rid of the silly fatigue outside of combat. And if you are going to HAVE fatigue, DON'T REMOVE THE FREAKING FATIGUE METER. The only difference between ME1 and ME2 is that I now just end up HAMMERING the STORM key OVER AND OVER until it works.
Where did my inventory go? by Christina Norman
#126
Posté 14 mars 2010 - 05:48
#127
Posté 14 mars 2010 - 05:51
WillieStyle wrote...
Those powers aren't super-powerful. They are very poor precisely because of their long cooldowns.CmdrFenix83 wrote...
Barrier/Tech Armor/Fortification/Geth Shield Boost all instantly refill your shields too. That's the point of that cooldown. It's a tradeoff. Those abilities are super-powerful, so you have to pay the price for using them mid-combat.
Unity boosts your shields AND restores health AND resurrects dead squadmates AND it has a much shorter cooldown than Barrier/Fortification/Geth Sheild Boost.
Charge/Adrenaline Rush/Tactical Cloak all provide more survivability than Barrier while also increasing offense/utility AND they're fun active abilities. The "Barrier" class of powers in ME2 suck badly and their long cooldowns are big reason why.
There should be 2 classes of cooldowns: offensive and defensive. Also, I'd rather not have "super powerful" abilities with very long cooldowns, but that's just a personal preference.
Perhaps on insanity, but my most recent playthrough with a Sentinel, I think my shields actually went down... 4 times throughout the whole game thanks to Tech Armor. Add to that the fact that you can practically suicide charge with a short range weapon and instantly fill your shields when they're down makes them so potent.
I would agree on the Soldier/Infiltrator/Vanguards having better abilities... that would be why you don't waste your bonus on one of these. Sentinel has its' own great ability. The only class they'd be worth anything on is Engineer/Adept. And I distinctly remember seeing someone's video on these vary forums of an Adept on Insanity using Barrier as her bonus power.
The main thing to remember is that you don't *have* to recast the ability when your shields are down. You can use a different one and just wait till the current fight is over before recasting. It's all about situation. Are you going to die if you don't recast? Would it be faster to use a warp/incinerate/throw to kill the target in front of you first?
Think about this. If those abilities didn't have a base cooldown of 12 seconds, let's say they had a 6 second cooldown. Anyone taking one of those bonus powers would be practically invincible.
#128
Posté 14 mars 2010 - 05:52
I like the way the heat-sink system forces you to be careful with your use of weapons (you can't just hide in the back and snipe forever, for example), but I think a better system than stealing ammo from corpses is needed since relying on this smacks of poor planning on Shepard's part (even if it is standard in shooters).Destructo-Bot wrote...
Heat Sinks
Don't like scrounging sinks after a fight. Don't like not having an infinite ammo weapon (staple in shooters) to fall back on.
This is a serious problem, actually. A more limited selection of weapons for specialist classes could easily be balanced by allowing the player to carry more ammo for each one. I would also have preferred to start each mission with full heavy weapon ammo/medi-gel and not get any during the mission than have to scrounge for it from one mission to the next. Realistically, it's impossible to plan for what might happen on the next mission, so you can't 'budget' your the use of these things very effectively.Ammo per class
Why do infiltrators and vanguards have the same ammo capacity for snipers and shotguns as everyone else when the class is supposed to focus on that particular weapon?
This is a minor annoyance, but one that can be managed by getting more familiar with the controls. I think cover works too well, in general, and a mechanic for forcing people out of cover would make the combat more dynamic (powers, grenades, etc).Cover
Instead of taking cover your character vaults over the cover and into the direct line of fire of two heavy mechs.
I disagree, I thought the inventory in ME1 got in the way, and I like that you can only access it between missions in ME2. I thought having to sell items for money to buy better items was a silly addition to a game like this, and I'm glad it's no more. That said, a little more customization would have been nice, particularly if it let you suit your equipment to your tactics and playing style.Inventory
We LIKE inventories. We don't like BAD inventories.
Well, I don't care about this, personally.Armor Designer/Character Designer
Everyone wants more personalization options (hair styles, clothes, etc) so...
Spoken like someone who has never tried to sprint carrying eighty+ pounds of weapons, ammo, and armour. The timed sprint mechanic forces you to use nearby cover effectively rather than running back to a more defensible but further position, making combat more exciting (I think).Fatigue
Why can a trained super-soldier like Shepard only run 10 feet at a time.
#129
Posté 14 mars 2010 - 05:56
This is something more along the lines of what I'd like to have seen from ME2: so we can actually see the weapons various stats and not just get a vague blurb about the weapon. For ME3 I'd like to see something closer to this along with introducing more weapons of each type in the form of manufacturers.
#130
Posté 14 mars 2010 - 06:01
#131
Guest_gmartin40_*
Posté 14 mars 2010 - 06:03
Guest_gmartin40_*
#132
Posté 14 mars 2010 - 06:04
#133
Posté 14 mars 2010 - 06:04
I also hope they bring back the Manufacturers, perhaps along with quests relating to them as well, but at the same time, I hope they do it in a way that I still get attached to certain weapons, I didn't really feel attached much at all to any one weapon in ME1Terror_K wrote...
http://img46.imagesh...entation23.jpg/
This is something more along the lines of what I'd like to have seen from ME2: so we can actually see the weapons various stats and not just get a vague blurb about the weapon. For ME3 I'd like to see something closer to this along with introducing more weapons of each type in the form of manufacturers.
#134
Posté 14 mars 2010 - 06:06
Terror_K wrote...
http://img46.imagesh...entation23.jpg/
This is something more along the lines of what I'd like to have seen from ME2: so we can actually see the weapons various stats and not just get a vague blurb about the weapon. For ME3 I'd like to see something closer to this along with introducing more weapons of each type in the form of manufacturers.
Yeah, I actually liked the look of that. The biggest problem with ME2's weapon system for me was that you never really felt the impact of your upgrades and barely ever saw your weapons up-close. I want choices in consequences in loadouts too, not just story.
#135
Posté 14 mars 2010 - 06:08
javierabegazo wrote...
I also hope they bring back the Manufacturers, perhaps along with quests relating to them as well, but at the same time, I hope they do it in a way that I still get attached to certain weapons, I didn't really feel attached much at all to any one weapon in ME1Terror_K wrote...
http://img46.imagesh...entation23.jpg/
This is something more along the lines of what I'd like to have seen from ME2: so we can actually see the weapons various stats and not just get a vague blurb about the weapon. For ME3 I'd like to see something closer to this along with introducing more weapons of each type in the form of manufacturers.
I had this problem with both games. Upgraded weapons usually didn't handle or look much different from their earlier incarnations. Every Pistol, SMG etc. pretty much felt the same.
#136
Posté 14 mars 2010 - 06:16
To Hell, I hope.
Playing Dragon Age has reminded me how much I hate inventory management, even if Dragon Age's is far less cumbersome than ME1's. Also seeing how RPG aspects were not necessarily gutted wholesale but reallocated and "hidden" (read: weapon and armor research upgrades) helped me not miss a huge point based skill tree.
#137
Posté 14 mars 2010 - 06:18
Also, was I the only one who thought research was going to be a bit more in-depth than it was? When I first read about it I thought it was going to be something whereby we had to find the schematics of something, then gather various elements and items, then talk to Mordin who would have the item ready after our next mission and return (rather than instantly)... something like that.
Modifié par Terror_K, 14 mars 2010 - 06:19 .
#138
Guest_gmartin40_*
Posté 14 mars 2010 - 06:22
Guest_gmartin40_*
#139
Posté 14 mars 2010 - 06:27
On the Normandy the weapons locker will work more like the Armor locker. You'll be given a bare gun with just one rate of fire which you will be able to upgrade using Mods. A mod could be anything from a scope (2x, 4x, 8x), a grip (improve stability), weapon attachments (flamethrower, tazer ect.), cooling mechanics (either Thermal clips or overheating), silencers, minimap addons (so you can see your minimap at all times).
And then there will be the ammo type system which will allow you to customize that gun with one bullet(projectile) type and one propelling system. So you could have exploding bullets + freezing projection which would freeze the enemy then explode or a tagging system that would hone your bullets on your target ect. ect. It would offer a wide variety of customization.
And you'd be able to find a large variety of these types of mods throughout the world (adding some collectables ect). Even being able to find new Skins for your weapon ect.
I think that may be a fun idea.
#140
Posté 14 mars 2010 - 06:39
I actually have no idea why that was scrapped in ME2. If only I was privy to such info. Having 100 guns and having weapon mods doesn't necessarily go hand in hand. One of the things I was praying for back before ME2's release were weapon mods that change a gun's Appearance in addition to it's Behaviour.Terror_K wrote...
Just wondering: what it ever explained why weapon mods went the way of the dodo for ME2? javier: you'd probably know this better than anybody bar the devs themselves, so do you recall anything? I think its one of the factors that really needs to come back. If looting is staying gone, you could simply have them as buy or research only items. This would also help merchants be more than just a place to visit and clean out only a couple of times in the entire game.
I also was under the impression that it was going to be far more in depth. Things like research projects on the Normandy, I had hoped would involve their own side missions, such as procuring the necessary Plate armor required by raiding a Pirate baseAlso, was I the only one who thought research was going to be a bit more in-depth than it was? When I first read about it I thought it was going to be something whereby we had to find the schematics of something, then gather various elements and items, then talk to Mordin who would have the item ready after our next mission and return (rather than instantly)... something like that.
Also, back when we were all wondering what exactly "19 weapons" meant, a dev said that if by 19 you mean with out modification, then yes, only 19. But with upgrades, there are 100's of combinations. But really with the upgrades system, everything just simply gets better, without any consequences, or having to pick and choose.
#141
Guest_gmartin40_*
Posté 14 mars 2010 - 06:45
Guest_gmartin40_*
#142
Posté 14 mars 2010 - 06:45
javierabegazo wrote...
I also was under the impression that it was going to be far more in depth. Things like research projects on the Normandy, I had hoped would involve their own side missions, such as procuring the necessary Plate armor required by raiding a Pirate baseTerror_K wrote...
Also, was I the only one who thought research was going to be a bit more in-depth than it was? When I first read about it I thought it was going to be something whereby we had to find the schematics of something, then gather various elements and items, then talk to Mordin who would have the item ready after our next mission and return (rather than instantly)... something like that.
Also, back when we were all wondering what exactly "19 weapons" meant, a dev said that if by 19 you mean with out modification, then yes, only 19. But with upgrades, there are 100's of combinations. But really with the upgrades system, everything just simply gets better, without any consequences, or having to pick and choose.
Yeah, that's my main beef with the upgrades too. I mean, it's still a neat feature, but its far too linear and you end up pretty much just researching all the upgrades you want without having to pick and choose, so everybody just has the same ultimate gun in the end. The way the devs were speaking it sounded like we really were going to have proper mod upgrades where we'd have to pick and choose and customise our guns. That's what I'm hoping ME3 will have. Researching is a good way of basically leveling up your weapon, but some form of proper customisation is really needed too, and this would be best accomplished by bringing back mods again, IMO.
#143
Posté 14 mars 2010 - 06:51
#144
Posté 14 mars 2010 - 06:53
The gun customization was zero, but all the same I still found the weapons themselves much more memorable and enjoyable in ME2 as just weapons, aside from upgrades. You felt the weapon's necessity much more, as you felt it's power. I still love the audible bang of the Carnifex, or the resounding boom of the Widow sniper rifleOmega_Novae wrote...
Mods? Yes, please. I missed the weapon mods in ME2; the gun customization was near zero.
#145
Posté 14 mars 2010 - 06:57
CmdrFenix83 wrote...
The shooter mechanics in ME1 were ridiculous early in the game. Yeah, they exaggerated the assault rifle accuracy issue, but not by much.
The honest to goodness truth is, I fired up my ME1 dev build, started recording in fraps, and just played the first fight on eden prime. That's how that video got made. I wasn't trying to ham it up to make the assault rifle look extra terrible. That's what it's like. Maybe my aiming skills aren't super awesome, but I'd say they are average +! It's hard to aim when your reticle is so wide.
#146
Posté 14 mars 2010 - 07:03
#147
Posté 14 mars 2010 - 07:03
#148
Posté 14 mars 2010 - 07:07
Modifié par Terror_K, 14 mars 2010 - 07:08 .
#149
Guest_gmartin40_*
Posté 14 mars 2010 - 07:11
Guest_gmartin40_*
#150
Posté 14 mars 2010 - 07:13





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