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After Reading Christina Norman's Presentation at GDC, An Extensive Response


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#1
Average Gatsby

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The Presentation: Link to the Presentation (its pretty cool)

Mass Effect 2 is my favorite game. If my 50+ guide videos don't show that, nothing will. I've done many play throughs, with both genders, both paragon/renegade, on every difficulty from normal to NG+ insanity. Reading the presentation notes from Christina Norman on the game play design of mass effect 2 has made me think about a few things, a few things that are slightly confusing.

It's clear that the Mass Effect team is full of very smart and very self-aware people. They saw that Mass Effect 1 had some gameplay problems. In an effort to make a Shooter/RPG hybrid, they ended up making a game with shooter elements that in their mind and in the mind of critics, were not up to the standards they wanted. Abilities, particularly biotic abilities, seemed to provide the player who knew how to use them with far less of a challenge than those who played classes that were more focused on shooting.

With that in mind, the team approached Mass Effect 2 from a fix shooting first. And fix it they did. Mass Effect 2 is a fantastic shooting game. No matter what class a player selects, she or he will experience a well-designed, effective, shooter.

In the presentation, very little is mentioned about abilities. Universal cooldowns are briefly mentioned, and that they were designed to speed up the game play. But beyond that, not much else. I am not naive enough to say that abilities were somehow an after-thought. Not as powerful does not mean not thought out. Abilities were very much thought out; what people don't like are the conclusions that seem to have been reached about them.

From the presentation, its clear that the designers wanted to make a game that was more challenging and more player skill based than Mass Effect 1. To that end, they seem, from the presentation and the game, to have determined two things: 1) Using an ability does not take as much skill as having to aim and fire a weapon, so it should not be rewarded as much as aiming and firing a weapon, and 2) Abilities in total must be used less frequently (in total) and do less damage than weapons, because the player should be rewarded for skill and not button mashing.

Look at the overall most useful abilities in the game: Adrenaline Rush, Cloak, Tech Armor, and Charge. All of these abilities have one thing in common: They help the player do more damage using guns, either directly or indirectly. Combat Drone and Singularity also assist in shooting to some extent because they can knock any target out of cover.

It works. Mass Effect 2 is faster paced, more dynamic, more fun, and all around, from a game play perspective

From the nature of how abilities target and work in the mass effect universe, it makes sense.

An Issue with ME2:
So why am I confused?

After watching this presentation, I'm forced to ask myself a question: What is the, from a game play perspective, point role of the Adept or Engineer, the ability based classes?

Sentinel is deceptive: It is really more of an inverse soldier using abilities instead of ammo powers, but is still, from the beginning, set up to use guns since it can stay out of cover and take so much punishment.

Back to my question: What is the point of these two classes? They don't make any sense. The game is a shooter, but the Adept and Engineer offer almost nothing for the player in terms of shooting assistance. They have abilities, but abilities are not intended to kill necessarily, they are intended to assist in gun use, but that assistance is far less powerful than the other classes gun-assisting abilities.

What they have is crowd control effects. However, all classes possess extensive crowd control measures already, through their guns and ammo types. If any class can perform that crowd control role, then what is the role of the Adept or Engineer in a fight?

This is why no ability does much damage on its own to health, which enemies have far more of than defense. If they did, then players could simply hit buttons without doing much in the aiming or taking risk by exposing herself or his self to enemy fire.

Here is An Illustration of the major shift between ME1 and ME2 when it comes to thinking about class gameplay, as evidenced by certain comments in the presentation. NOTE: This is NOT contained in the presentation. I came up with this entirely on my own from drawing some of the comments made about ME1 vs ME2 to their conclusion.

ME1, The triangle: (Intended play style, shooter/RPG hybird)
                           Soldier
                               /   \\
                             /       \\
                          /             \\
                  Vanguard   Infiltrator
                       /                    \\
                     /                        \\
                   /                             \\
               Adept---Sentinel---Engineer
The Vanguard and Infiltrator are hybrids of the adept and engineer playstyle, the sentinel is a hybrid of the engineer and Adept.

The Squarish Mass Effect 2 (intended playstyle, shooter with some ability/rpg elements).

Soldier--------------Vanguard
      |                                 |         \\
      |                                 |          \\
      |                                 |            Adept
      |                                 |           /
      |                                 |         / 
Infiltrator-------------Sentinel
            \\                   /
              \\                /
               Engineer

The Infiltrator is not a hybrid of the Engineer and soldier, it is a different way to play a gun heavy class. Same with the Vanguard, and even the Sentinel. The Adept and Engineer derive their abilities from those other two classes, minus ammo powers, minus weapons training, plus a strong CC. 

The presentation, more than anything, showed me why my videos are getting views: Its not because there is something inherently more interesting about Engineers and Adepts, its because the game design is not well suited to their strengths, and because of this, they are inherently more challenging to play effectively. They have to use guns they don't have; and their strengths in abilities are greatly diminished because abilities are secondary to gun use, by intention and design.

Now, one particular ability combination is extraordinarily strong, the Warp Explosion. And it makes sense why: If the player does it herself or his self, it will take some time to set up, since defenses must be penetrated, and if the player chooses to use allies, that requires some amount of forethought and skill to effectively time everything together, for which the player then receives the appropriate reward of increased effectiveness. However, this is the only case. In addition, this combo is not unique to any class, since squad mates can do the entire action themselves. Adepts, sentinels, and vanguards can all have a direct role in the damage, but just because the adept can either perform the setup or the detonation does not really mean it is substantially better than the other classes at using this ability.

Much of this has been said before. I saw the shortcomings of the classes while making the guide videos, but I persisted. I even did the entire suicide mission with no guns using my Adept. However, this presentation has made me realize that ultimately, teaching players to use abilities more is contrary to the entire design of the game. I'm essentially teaching people how to make a square fit in a circle. I want to play a game how its intended, and now as I look at my videos, I kind of want to go back, delete them all, and tell people to just get better at aiming. These classes simply don't make sense when looked at in context of the game.

Let me say that I did not want an all ability, no guns game for the Adept or Engineer. Far from it. From what I've played, it seems like the game has arrived and very good and powerful and unique skills for 4 of the 6 classes, all centered around increasing gun use. Ability based classes should have to shoot their guns, as Shepard is a soldier. However, they shouldn't have to shoot their guns as often or nearly as often as a a guns heavy class. As it stands, an Adept or Engineer player who wants to push their class to its peak has to essentially play like a guns-centered class, but without the benefit of powerful gun-assisting powers.

Also, don't think that I am somehow angry or bitter or that I don't find the engineer or adept fun. I think they are a blast to play. That doesn't mean they don't have a weaknesses significant enough to point out, and significant enough that its something that BioWare may want to at least talk about for Mass Effect 3.

One Solution for ME3 (out of many viable possibilities):

The problem can be summarized like this: Abilities are too easy to use and should not be rewarded as much for their use, however, this causes the ability heavy classes to be underpowered and not mesh well with the game design.

The answer could be in some additional element of aimed powers.

Think about this: Why is it that a throw, a warp, a pull, an incinerate, all possess the qualities of a super accurate heat seeking missile?

From an RP perspective, this makes no sense: How can an adept, barely seeing a target out of the corner of her or his eye, pop around that corner and instantly perfectly curve a warp at a target. Why can an engineer hit one button on her or his omni-tool and provided an enemy is somewhere in front, instantly overload their shields?

From a gameplay perspective, this power has to be weak. It would make the game incredibly easy otherwise, so therefore the killing power must be stripped.

But what if that wasn't how powers work? What if the player actually had to Aim a throw or a warp or an incinerate?

How this would work in game:
Shepard pops out from cover. The player then hits the ability button and holds it. A line appears from the player out straight in front, which can be curved or not, depending on the ability.

Suddenly an ability takes on the skill of use that a weapon does, which allows it to play a primary instead of a secondary role.

Lets take overload for example; right now, its an instant cast, quick hit ability. Lets try to preserve that aspect while adding some difficulty and some thought. Shepard selects the overload power, similar to how the weapons switch but it is instantaneous or near instantaneous. Shepard then emerges from cover and aims the overload at a nearby geth. A faint blue line emerges from the omnitool and paints the geth. Shepard then fires the ability. Instead of it instantly stripping shields, the player has to sustain the fire button. She or he can then sustain the power for a maximum of 3 seconds, but if the power is ended at any time, the player must wait 6 seconds before any other omni-tool ability can be used again. Or conversely, the player must charge the power for 2 seconds before it instantly springs and smashes the geth.

The Engineer who has taken the same risks as the soldier in exposure, and who faces the same challenge of aiming, can now be rewarded with the same kind of damage against the geth that a soldier with disruptor ammo would have.

Aimed powers result in a number of things: 1) A new, innovative method of playing games, and a new challenge for developers 2) A dynamic and exciting way to play any class 3) The feeling that no one class, because of the way it plays, needs to be weaker or stronger because they all are faced with more equitable challenges.

Therefore, all of the good things the team wanted to keep in Mass Effect 2 can be preserved, while the team also shore up the weaknesses pointed out in the GDC presentation.

I apologize for the length of this post. I know that this section of the forums is filled with a more thoughtful crowd and I didn't want to dumb anything down. I also know that BioWare does listen and read fan feedback, and I felt that I shouldn't put something out there that was dumbed down or simplified. Thank you for reading.

Modifié par Average Gatsby, 15 mars 2010 - 06:17 .


#2
NaclynE

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Well I saw the quick video on XBOX LIVE where a Dev was talking primarly about the upcomming Kasumi DLC and showing a teeny tiny bit of the new character (Looks like a human version of Tali but has a lip line like Aria but black on the middle lip) and saying that it's gonna be the first "Pay to DLC" since previously the others were free (No ligit counter arguement made surprisingly on why shouldn't it be free as well) but also got in detail about the missions you get to do on it where it's suppose to amp up as oppsed to be a thing here, a thing there like Zaeed, guns, Nomandy crash site, Blood dragon Armor, and the Cerberus gear.
Honestly I am one of the few that didn't mind paying for the BRINING DOWN THE SKY DLC on 1 while PC users got it for free.

Modifié par NaclynE, 14 mars 2010 - 10:54 .


#3
Tlazolteotl

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Alternatively, simply more variation in the way powers can be used.

I'll use Dark Messiah of Might and Magic as an example (though it's a terrible game, don't buy it unless it's bargain bin) ..

There's a freeze ability you can use to immobilise a target for a couple of seconds. But then you can also use it to put an ice patch on the floor, over which foes slip and fall (impale 'em ftw). Small aerial targets fall and shatter. With adrenaline bar charged up, you can permanently freeze someone, but they're considered still alive ... and you can then use a life-draining attack or somesuch.

Or telekinesis .. you can pick up objects and throw them for some damage. But a jar of oil will make foes susceptible to being set on fire. Heavy objects will knock foes over (impale ftw). If a foe is currently slipping or falling, you can grab them and hurl them long distances (see the combo with freeze?). With adrenaline bar charged, you can simply grab someone with steady footing.

Fire arrow is a spell you can use to set foes you've oiled on fire ... or make a rope bridge fall. Or set a hay bale alight before using telekinesis to throw it at someone ...

#4
_Dannok1234

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Alright, I'll bite.

I disagree that powers are weak in this game compared to weapons. Sure they are not anywhere near as overpowered and imbalanced as in ME1, something I think most of us are very happy about. However powers like overload can instantly remove the shields of several enemies, saving you lots of time having to shoot at them, or take a look at pull which not only locks down your foe but also gives you a 100% damage bonus with your weapons, thats very powerful (or combo it with another biotic power for instant kills as you of all people know :)).
Also remember that the most effective adept in ME1 was usually considered an Adept with a Assault Rifle. So it's not something new to the ME gameplay really. Guns is the main way to kill things, powers are meant to make it easier to kill things, and they do so effectively.

I'd also argue that it requires less thought and tactical thinking to play a Adept or even an engineer on insanity then it does a Charging Vanguard. Just did a few missions now with my adept and much to my shock I discovered I had forgotten to buy any upgrades at all and I'd been through horizon and Tali's recruitment on insanity. After I went shopping, it just felt ridiculously easy, with next to no risk involved. All you really have to do is throw out a singularity and combine powers and weapons into a mix that will just kill anything with barely any effort.

Ps any chance of a link to this thing? Edit: Found it :)

Modifié par Dannok1234, 14 mars 2010 - 11:20 .


#5
Kronner

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I pretty much agree with Dannok1234. It is fine the way it is now, but I would appreciate some in-game stats.

#6
Average Gatsby

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Dannok1234 wrote...

Alright, I'll bite.

I disagree that powers are weak in this game compared to weapons. Sure they are not anywhere near as overpowered and imbalanced as in ME1, something I think most of us are very happy about. However powers like overload can instantly remove the shields of several enemies, saving you lots of time having to shoot at them, or take a look at pull which not only locks down your foe but also gives you a 100% damage bonus with your weapons, thats very powerful (or combo it with another biotic power for instant kills as you of all people know :)).
Also remember that the most effective adept in ME1 was usually considered an Adept with a Assault Rifle. So it's not something new to the ME gameplay really. Guns is the main way to kill things, powers are meant to make it easier to kill things, and they do so effectively.

I'd also argue that it requires less thought and tactical thinking to play a Adept or even an engineer on insanity then it does a Charging Vanguard. Just did a few missions now with my adept and much to my shock I discovered I had forgotten to buy any upgrades at all and I'd been through horizon and Tali's recruitment on insanity. After I went shopping, it just felt ridiculously easy, with next to no risk involved. All you really have to do is throw out a singularity and combine powers and weapons into a mix that will just kill anything with barely any effort.

Ps any chance of a link to this thing?


Because Adepts have warp explosion, things are easier for those who know how to use it. Vanguard has a high learning curve, but it also kills far better than the Adept. Engineer, well, I'll just say that I bring Grunt on every mission.

Pull is a good power, but its a supplementary power, not a direct damage power. And look at the engineer/sentinel equivalent, cryo blast. Even the biggest cryo blast fanboy here, me, doesn't use it much outside of close range and husks. Sometimes even the supplements don't work out so nicely.

Also, I don't think I actually say that Adepts require more thinking. They are simply more difficult to play effectively because they don't have good guns. Its like if you tried to play mass effect 2 with one hand; its not that it necessarily took more skill, its that the game was just not designed for that kind of thing in mind. Both Adepts and Engineers can pleasantly sit behind cover and use an ability every six seconds. And its boring and slow. They have been designed with shooting primarily in mind, thats how the whole game was designed.

A reasonably skilled vanguard player, for example, can clear the first section of the collector base, skipping the last fight, in around 3:30-4 minutes. Me trying to get through that section with my adept, who I've studied extensively, is hard pressed to get close to that time. I did it, but it was way harder than doing the same section as a vanguard, and I had to use my guns constantly. Engineer is going to be ridiculous to do in any sort of fast time without cheesing completely and using an all biotic squad.

Think about the amount of time it takes to kill a vorcha using incinerates, verses the amount of time it takes using the heavy pistol, let alone something like the vindicator, even without ammo powers. On mordin's mission, it'll take 3, maybe more, incinerates to do the work of about 3-5 carnifex shots. And incinerate is good against armor. And like I said, it makes sense that incinerate takes way longer, because its alot easier to use than aiming for vindicator headshots. Less risk, less reward. Powers are weak because they are easy to use.

My whole thing is that the caster classes need to be able to not just weaken with abilities but to kill with them. The weakening role is more for the Hybrid Gun user/ability user like the infiltrator and vanguard, not the casters like Adepts and Engineers. But if they gave adepts/engineers that power with the way the powers work right now, it would be way to easy on them. So they have to make it somehow more difficult to use the more powerful abilities.

Here's the link:http://prezi.com/6xe...y-inventory-go/

#7
Kronner

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Well, you cannot expect all classes to kill at the same speed. Vanguard also have much higher risk of taking damage/dying than Adept. All powers cannot be direct damage - there already is enough: Overload, Warp, Incinerate, Reave etc.

#8
Average Gatsby

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 @Kronner
I don't know. I can't really see you trying out Engineer. No claymore, no even shotguns really (the amount of deaths you'll have will be really, really disheartening if you try to make it your primary) no charging, hiding behind cover constantly, relying on a drone to nudge people for kills. :)
Maybe I should have been a bit clearer: I'm not saying powers don't work. I'm saying powers don't work As Well As guns. Therefore, the less gun-boosting a class is, the less effective it is in game.

And there's a big paragraph on how warp explosion is the exception.

#9
Average Gatsby

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Its not even close trying to direct damage kill with reave vs even the light pistol. Reave/warp/incinerate will take more than 6 seconds to kill hitting an enemy at just health, where any other weapon will kill way faster.



Which is totally fine and makes sense for this game, because spamming an ability is so simple, it shouldn't be rewarded.



However, it does make the adept/engineer weak, and it plays like a weapons class without the weapons. I'm not asking for an ME2 fix here, I'm asking for an ME3 innovation.



Right now, the adept is a weaker version of the sentinel/vanguard, the Engineer is the weaker version of the Infiltrator. Engineers and Adepts abilities don't offset their weaknesses from those classes with sufficiently strong abilities, and if they did it would unbalance the game because of the nature of how abilities currently work (no risk).



They are casters in name and claim, but not in practice.

#10
Kronner

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Average Gatsby wrote...

 @Kronner
I don't know. I can't really see you trying out Engineer. No claymore, no even shotguns really (the amount of deaths you'll have will be really, really disheartening if you try to make it your primary) no charging, hiding behind cover constantly, relying on a drone to nudge people for kills. :)
Maybe I should have been a bit clearer: I'm not saying powers don't work. I'm saying powers don't work As Well As guns. Therefore, the less gun-boosting a class is, the less effective it is in game.

And there's a big paragraph on how warp explosion is the exception.


I did ultimately finish my Engineer playthrough, yeah it was not nearly as fun as Vanguard for me, but I had little to no problems throughout the game. It was different and I can totally see why some people enjoy that class.
Another thing to consider is that the game is designed around Normal difficulty, I think most of the people that bought the game do not play on Insanity or even Hardcore, and on Veteran and below Adpet has got to feel like a biotic God. I see what you mean, Engineers require more patience and you kill slower, but some people prefer it that way.

Modifié par Kronner, 14 mars 2010 - 12:05 .


#11
Average Gatsby

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Kronner wrote...

Average Gatsby wrote...

 @Kronner
I don't know. I can't really see you trying out Engineer. No claymore, no even shotguns really (the amount of deaths you'll have will be really, really disheartening if you try to make it your primary) no charging, hiding behind cover constantly, relying on a drone to nudge people for kills. :)
Maybe I should have been a bit clearer: I'm not saying powers don't work. I'm saying powers don't work As Well As guns. Therefore, the less gun-boosting a class is, the less effective it is in game.

And there's a big paragraph on how warp explosion is the exception.


I did ultimately finish my Engineer playthrough, yeah it was not nearly as fun as Vanguard for me, but I had little to no problems thorughout the game. It was different and I can totally see why some people enjoy that class.
Another thing to consider is that the game is designed around Normal difficulty, I think most of the people that bought the game do not play on Insanity or even Hardcore, and on Veteran and below Adpet has got to feel like a biotic God. I see what you mean, Engineers require more patience and you kill slower, but some people prefer it that way.


I did think about the difficulty question, but guns do scale too. On normal, I wasn't one shotting, or even two shotting, stuff with overload or warp with my sentinel, but I definitely was two-bursting collectors with the vindicator. Cryo is still not all that great on normal, its fun to watch, but functionally it stays the same as simply a weapon boosting ability.

I'm not saying Engineer isn't fun, or adept isn't fun. I mean, I don't think I could do all my videos if I didn't find it fun. I'm not really a masochist or anything.

But I would at least like to preserve some sense of plot and role-playing instead of magically learning the ins and outs of sniper rifle, assault rifle, or shotgun use because I pick up a conveintly laid out intact weapon. On my first playthrough when I discovered that, I went "oh hey cool... wait what?"

#12
_Dannok1234

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Remember that the classes right now play very very differently, this was one of goals of making the game. Engineer and Adepts run through a level slower then a vanguard, but they do so much much safer. Thats the trade off. If all classes killed at the same speed with the same risk, there would hardly be a point to trying out a different class.



Oh and btw, you can clear the 1/3rd of the collector station in less then 3 mins using nothing but shotgun and charge without skipping a single enemy. However in order to do so, you have to make every single shot a headshot (with evi), you cannot miss once. Every action taken has to be the correct and optimal one or you are dead. It also can't be done by someone who doesn't have a great deal of experience with the level. A lot of that speed is simply due to not having to run.



The Adept might be slower then this, but even at a speed run, the Adept will be much safer then a Vanguard. However for anyone that plays that mission as many times and knows it as well from an Adept perspective, trying to shave off every possible second I think you could come very close to matching a Vanguard. Not as fast mind you, but that has more to do with running then anything else. (Would have to have picked the Viper though I think, but same goes for vanguards so.. )



About the engineer, I don't recall at the moment if you made one like Sinosleep did, but you can be pretty darn aggressive as a an engineer, using the drone as a substitute for charge. Works well on the Sentinel too.






#13
Kronner

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Average Gatsby wrote...

I did think about the difficulty question, but guns do scale too. On normal, I wasn't one shotting, or even two shotting, stuff with overload or warp with my sentinel, but I definitely was two-bursting collectors with the vindicator. Cryo is still not all that great on normal, its fun to watch, but functionally it stays the same as simply a weapon boosting ability.

I'm not saying Engineer isn't fun, or adept isn't fun. I mean, I don't think I could do all my videos if I didn't find it fun. I'm not really a masochist or anything.

But I would at least like to preserve some sense of plot and role-playing instead of magically learning the ins and outs of sniper rifle, assault rifle, or shotgun use because I pick up a conveintly laid out intact weapon. On my first playthrough when I discovered that, I went "oh hey cool... wait what?"


But can you imagine how ridiculous it would be if Shep could just fire Cryo Blast (lets say your idea was implemented and Shep would have to target for a few seconds before launch) and 2 or 3 guys would just shatter? I think it is a very good idea that you have to use weapons to be the most effective. Just look at Reave, I think rumination888 made a video of a Soldier with Reave and he only used that, not firing a single shot and he run over the Collectors without any problem. That's why I refuse to use Reave and am glad BioWare made only one power so ridiculously overpowered.

#14
_Dannok1234

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Average Gatsby wrote...
I did think about the difficulty question, but guns do scale too. On normal, I wasn't one shotting, or even two shotting, stuff with overload or warp with my sentinel, but I definitely was two-bursting collectors with the vindicator. Cryo is still not all that great on normal, its fun to watch, but functionally it stays the same as simply a weapon boosting ability.

I'm not saying Engineer isn't fun, or adept isn't fun. I mean, I don't think I could do all my videos if I didn't find it fun. I'm not really a masochist or anything.

But I would at least like to preserve some sense of plot and role-playing instead of magically learning the ins and outs of sniper rifle, assault rifle, or shotgun use because I pick up a conveintly laid out intact weapon. On my first playthrough when I discovered that, I went "oh hey cool... wait what?"


If I'm understanding this correctly, you feel it's against the RP for an Adept, Engineer or Sentinel to pick up an assault rifle or Sniper? I don't understand this, but maybe it's because I have experience in real life using these types of weapons. But seriously I find it completely immersion breaking that everyone can't use every weapon. It's far easier to effectively use an assault rifle then it is to use a pistol, and anyone can do it. Not to mention that these weapons are meant to have aim assists. 

There are no casters in ME universe. All classes are soldiers first, specialization second and trust me, all soldiers know how to handle an assault rifle.

#15
Tlazolteotl

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Well, I for one find it a little hard to believe that you could be awesome with an SMG, and not know how to use a shotgun.

In ME1, you can't aim as well, you do less damage etc., and you don't get carnage .. but a shotgun is a shotgun. Walk up and boom.


#16
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Dannok1234 wrote...

Remember that the classes right now play very very differently, this was one of goals of making the game. Engineer and Adepts run through a level slower then a vanguard, but they do so much much safer. Thats the trade off. If all classes killed at the same speed with the same risk, there would hardly be a point to trying out a different class.

Oh and btw, you can clear the 1/3rd of the collector station in less then 3 mins using nothing but shotgun and charge without skipping a single enemy. However in order to do so, you have to make every single shot a headshot (with evi), you cannot miss once. Every action taken has to be the correct and optimal one or you are dead. It also can't be done by someone who doesn't have a great deal of experience with the level. A lot of that speed is simply due to not having to run.

The Adept might be slower then this, but even at a speed run, the Adept will be much safer then a Vanguard. However for anyone that plays that mission as many times and knows it as well from an Adept perspective, trying to shave off every possible second I think you could come very close to matching a Vanguard. Not as fast mind you, but that has more to do with running then anything else. (Would have to have picked the Viper though I think, but same goes for vanguards so.. )

About the engineer, I don't recall at the moment if you made one like Sinosleep did, but you can be pretty darn aggressive as a an engineer, using the drone as a substitute for charge. Works well on the Sentinel too.



On the sinosleep video:
Early game and on certain levels, you can get away with that. I actually made a guide for that section where I illustrate how to play that section aggressively. The engineer/adept is really governed by the terrain. Thats another big separation between the classes in that they have no "travel helper" (no charge, cloak, armor, or super speed). 

That section is somewhat unique in that I think it is incredibly well designed for aggressive and tactical play because of lots of open areas mixed with closed off paths and cover. I can't really explain it, but the methods for attack at that specfic section, and indeed all of horizon, are fantastic for flanking and running.

However, on the collector ship, things are much, much different for the engineer.

As far as safer? Depends on the definition of safer. Adepts and Engineers have to use cc abilities that may or may not work to save themselves, whereas infiltrators/vanguards/soldiers/sentinels have direct protection increasing and/or damage avoiding abilities to save themselves. If an adept or engineer gets flanked, they better hope its only one enemy attacking them because thats all the CC effect will work on, whereas a vanguard can charge across a room and get a full shield boost, or a soldier can take half damage  and run at super speeds, or an inflitrator can just stop people shooting at them, and a sentinel can instantly double their shields or get a 75% boost followed by a massive aoe knockdown and another 50% boost.

Thats why I don't even try to use sing/drone as my help anymore. I just use medi-gel. Whether medi-gel is actually the best choice for every class is another discussion though.

#17
Kronner

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If all classes could use all weapons, why would anyone play a Soldier?

#18
Tlazolteotl

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Kronner wrote...

If all classes could use all weapons, why would anyone play a Soldier?

'cos ... taking another page out of ME1 ... they can use the sniper rifle, they just can't use the scope.

#19
thisisme8

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Dannok1234 wrote...

Average Gatsby wrote...
I did think about the difficulty question, but guns do scale too. On normal, I wasn't one shotting, or even two shotting, stuff with overload or warp with my sentinel, but I definitely was two-bursting collectors with the vindicator. Cryo is still not all that great on normal, its fun to watch, but functionally it stays the same as simply a weapon boosting ability.

I'm not saying Engineer isn't fun, or adept isn't fun. I mean, I don't think I could do all my videos if I didn't find it fun. I'm not really a masochist or anything.

But I would at least like to preserve some sense of plot and role-playing instead of magically learning the ins and outs of sniper rifle, assault rifle, or shotgun use because I pick up a conveintly laid out intact weapon. On my first playthrough when I discovered that, I went "oh hey cool... wait what?"


If I'm understanding this correctly, you feel it's against the RP for an Adept, Engineer or Sentinel to pick up an assault rifle or Sniper? I don't understand this, but maybe it's because I have experience in real life using these types of weapons. But seriously I find it completely immersion breaking that everyone can't use every weapon. It's far easier to effectively use an assault rifle then it is to use a pistol, and anyone can do it. Not to mention that these weapons are meant to have aim assists. 

There are no casters in ME universe. All classes are soldiers first, specialization second and trust me, all soldiers know how to handle an assault rifle.


I wanted to make a longer comment, but I have to get ready to go somewhere right now, so I'll get back to this in a bit.  I have to agree with Dannok1234 in this one though:  give me a rifle and I'll handle anything that comes my way, give me a pistol and I'll be praying they're within 10 feet of me and not moving very fast...  if at all!

I'm excited about ME3 though, because I feel that ME1 was very power based, not ME2 was very shooter based.  Hopefully with everything they learned, ME3 will be a great mix of the two.  Either way, ME1 was one of my favorite games when it came out, ME2 is my favorite game, and hopefully ME3 will be even better.

#20
Koralis

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Not eliminating universal cooldowns; they make sense from both a gameplay and a roleplaying perspective.
Not a return to ME1.


Yes and no.  Universal Cooldowns cause problems for some powers.  For example, Barrier needs to have a high cooldown so that you can't just spam Barrier and be invincible.  However, triggering Barrier in a firefight basically means that you lose access to powers for quite some time, which sucks.  The end result is that people don't use Barrier in a firefight?  Is that a good thing?

I'd suggest that ME3 have dual-cooldowns for each power

1)  The self-cooldown timer
2)  The universal cooldown timer


If either timer is engaged, then a given power isn't available.  As a rule of thumb, the universal cooldown could be about half of the self-cooldown, but this could be tweaked on a per power basis and adjusted to provide a satisfying gameplay experiance.


This would also allow upgrades and powers to modify universal cooldowns (as present) or specific cooldowns, which could improve the RPG element of the game which was downgraded from ME1 to ME2.

Example:  Barrier Amp - Cooldown on Barrier is reduced 50% and Strength is increased 25%.  Universal cooldown increases by 10%

Modifié par Koralis, 14 mars 2010 - 12:41 .


#21
Average Gatsby

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Dannok1234 wrote...

Average Gatsby wrote...
I did think about the difficulty question, but guns do scale too. On normal, I wasn't one shotting, or even two shotting, stuff with overload or warp with my sentinel, but I definitely was two-bursting collectors with the vindicator. Cryo is still not all that great on normal, its fun to watch, but functionally it stays the same as simply a weapon boosting ability.

I'm not saying Engineer isn't fun, or adept isn't fun. I mean, I don't think I could do all my videos if I didn't find it fun. I'm not really a masochist or anything.

But I would at least like to preserve some sense of plot and role-playing instead of magically learning the ins and outs of sniper rifle, assault rifle, or shotgun use because I pick up a conveintly laid out intact weapon. On my first playthrough when I discovered that, I went "oh hey cool... wait what?"


If I'm understanding this correctly, you feel it's against the RP for an Adept, Engineer or Sentinel to pick up an assault rifle or Sniper? I don't understand this, but maybe it's because I have experience in real life using these types of weapons. But seriously I find it completely immersion breaking that everyone can't use every weapon. It's far easier to effectively use an assault rifle then it is to use a pistol, and anyone can do it. Not to mention that these weapons are meant to have aim assists. 

There are no casters in ME universe. All classes are soldiers first, specialization second and trust me, all soldiers know how to handle an assault rifle.


I'm totally fine with that. In that case, they should probably just scrap those two classes. If their are no casters then there are no casters, so then there shouldn't be any gameplay videos touting that a class should play the game without firing a shot, and the game shouldn't really be called an RPG anymore. And I'm totally fine with that. I'd buy ME3 if they cut every class but the soldier, thats how much fun I think the game is. But if they want to keep some sort of RPG semblance, and they want to keep saying that their are ways to play that don't involve shooting, then they are going to have to make some changes.

When I did my no guns run, I was showing that it could be done, not that it should be done. That playthrough was fun only in a sort of "wow that was ridiculously hard" sense, not a "hey, what a great way to play" sense. Maybe its just me, but I feel like when I play a game using some kind of exploit or just plain not playing it how it was intended, I'm missing the point of what was intended and I try to stay within those bounds. 

From an RP perspective, me2 doesn't make any sense at all because, like you said, shepard is a soldier; She/He should automatically know how to use every gun. However, apparently in the world of Mass Effect, soldiers aren't fully trained in every gun and some are expected to be primarily using powers instead of guns.

I think maybe thats something else I wasn't totally clear on: can anyone really say that powers, even for the supposed power masters, engineer and adept, are primary? No. Guns are. Powers are designed to help gun play, they are a means of doing more gun damage.

I think its RP breaking that in Mass Effect 2, they pick up a gun and use it in the way that they do, not that they can use their guns. Theres a difference in my mind between cerberus giving out some advanced training, and the Pineapple Express moment in mass effect 2 of "oh hay, guns!" and grabbing a viper, even though about 20 are sitting on the normandy already and have been sitting there the whole time...

Modifié par Average Gatsby, 14 mars 2010 - 12:46 .


#22
Kronner

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Once again, the game is based around the Normal difficulty and on Normal I bet Shep can go through the game without ever firing a shot.
As for training, of course it makes no sense, but it is still better than have a SR and suck with it like in ME1. You would also think that the best Soldier humanity has to offer would have tech training and he/she would be a powerful biotic too. The current situation makes a perfect sense gameplay-wise imho.

Modifié par Kronner, 14 mars 2010 - 12:45 .


#23
Koralis

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Average Gatsby wrote...
 But if they want to keep some sort of RPG semblance, and they want to keep saying that their are ways to play that don't involve shooting, then they are going to have to make some changes.
...
I think maybe thats something else I wasn't totally clear on: can anyone really say that powers, even for the supposed power masters, engineer and adept, are primary? No. Guns are. Powers are designed to help gun play, they are a means of doing more gun damage.



My Adept spent most of her time spamming powers.  An AoE Energy Drain, AoE Warp, and Wide Singulary are much more effective than plinking at something with an SMG unless they're right on top of you.   Taking out several things at once is the point.

#24
Tlazolteotl

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I dunno ... I used shotguns and sniper rifles with my adept in ME1, 'cos slow firing weapons = something to do inbetween bouts of power spamming.

Shotguns 'cos they rock early game, and sniper rifles for late game cc with scram railx2 + high explosive rounds.

#25
Average Gatsby

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Koralis wrote...

Average Gatsby wrote...
 But if they want to keep some sort of RPG semblance, and they want to keep saying that their are ways to play that don't involve shooting, then they are going to have to make some changes.
...
I think maybe thats something else I wasn't totally clear on: can anyone really say that powers, even for the supposed power masters, engineer and adept, are primary? No. Guns are. Powers are designed to help gun play, they are a means of doing more gun damage.



My Adept spent most of her time spamming powers.  An AoE Energy Drain, AoE Warp, and Wide Singulary are much more effective than plinking at something with an SMG unless they're right on top of you.   Taking out several things at once is the point.


So did mine, with those exact powers (sub your aoe energy drain for miranda's AoE overload). But now I've gone through every class, and I look back at my adept and think wow, you really got the short end of the stick on this one, and I just pat my engineer on the head.

Think about if you were attacking just a single merc and you were using those powers. AoE Energy drain, 6 seconds, pull, 3 seconds, warp, dead. Now the vanguard. Charge, shot, dead. maybe 2 second? Soldier, doesn't even need adrenaline rush, disruptor ammo, vindicator, 4-5 bursts. Less than 3 seconds. Infiltrator, sniper, finished. You see what I'm getting at. Powers work, they are just so much weaker than guns, but if they changed powers for ME3 to take more skill to use, then they wouldn't have to be so weak.