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Shooting improvements for ME3


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15 réponses à ce sujet

#1
Computron2000

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Finished Me2 again, so here's some suggestions for improving the shooting side of ME3. Shooter vets  feel free to add

Ok to start off, here's my list for PC
i) Make crounching a seperate key by itself. A few times i end up vaulting over the cover or the game fails to detect there's cover until you move a bit to the left or right or the game detects cover when half your body is outside cover and getting shot at

ii) The invisible paths that make you start flying. This is pretty bad when you're moving backwards, hit a level bump that resolves into an altitude change. Breaks the whole tension

iii) Sniper aiming off. This is due to the cover i believe as in open areas, its fine. Once you have cover between you and the target, even if you can shoot them with another weapon, when the scope comes up you see the cover rather than the original center of the crosshairs

iv) Keep the seperate melee key. Its very useful compared to ME1's auto mode change

v) Visible wounds on creatures. As the enemies move frequently around and behind cover, a visible wound reflecting severity would be useful for target choosin rather than waiting for the life bar to come up. No complaints if the wound is on the leg due to previous shot location and can't be seen

#2
smudboy

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Computron2000 wrote...

Finished Me2 again, so here's some suggestions for improving the shooting side of ME3. Shooter vets  feel free to add

Ok to start off, here's my list for PC
i) Make crounching a seperate key by itself. A few times i end up vaulting over the cover or the game fails to detect there's cover until you move a bit to the left or right or the game detects cover when half your body is outside cover and getting shot at

ii) The invisible paths that make you start flying. This is pretty bad when you're moving backwards, hit a level bump that resolves into an altitude change. Breaks the whole tension

iii) Sniper aiming off. This is due to the cover i believe as in open areas, its fine. Once you have cover between you and the target, even if you can shoot them with another weapon, when the scope comes up you see the cover rather than the original center of the crosshairs

iv) Keep the seperate melee key. Its very useful compared to ME1's auto mode change

v) Visible wounds on creatures. As the enemies move frequently around and behind cover, a visible wound reflecting severity would be useful for target choosin rather than waiting for the life bar to come up. No complaints if the wound is on the leg due to previous shot location and can't be seen


I found it hilarious that Shepard was the only guy who had to crouch and then pull a 360 spin when vaulting cover, while your team mates have no problem one handing and vaulting.

It was absolutely assinine to replace the ctrl key for "walking" instead of crouching.  Hello, Cover Based Shooter, and NO CROUCHING?  But yeah, I'll just walk slowly to cover in a firefight, the same speed as if I'm aiming.

I'm not sure visibile wounds are all that effective, but disabling arms and legs, aside from that on mechs, would've been great, ditto with the player characters.  A bit too Soldier of Fortuneish, maybe.

I was hoping for a CQC button, not just "smack guys upclose with the butt of your gun repeatedly."  You're pretty much dead if you don't knock guys down with a shotgun blast.  For a cover based shooting game, why not use enemies as cover?  This idea was perfect in the Metal Gear games.  Thane and Shepard have no problems snapping necks in cutscenes.  Why not submission holds and using opponents as body shields?

And going with the whole cover based shooter dynamic: Both the Geth in ME1 and Geth and Collectors in ME2 can create their own deployable shield.  Why hasn't anyone else in the galaxy been able to do this?  This seems like the most basic, simple defense.

#3
Ecael

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They took out crouching at the very last minute when they realized that beta testers would crouch a foot behind low cover and shoot without taking any damage. You can still do this on low cover that is L or T shaped by taking cover on the perpendicular side and spinning 90 degrees to face the enemy.

As a result, the lack of crouching and the forced use of cover makes it feel like a free-roaming Time Crisis with a plot, but at least it's not entirely game-breaking.

There's also a mod on the other forums that enables crouching.

#4
yummysoap

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Okay. With the sniper-aiming thing, YES. F*CKING YES! The un-toggable auto-tiam actually attempts to trace characters you don't want traced when you scope them. I'm good enough with my controller. Let me turn it off.



Another thing. Holy balls. If I'm in cover and I want to change my weapon, WHY does it sometimes work and WHY do I sometimes throw myself out of cover and stand their like a douche meat puppet to absorb bullets while I hopelessly fondle the arsenal I'm carrying. The amount of times this has gotten me killed on Insanity...

#5
beatc0p

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One thing that bugged me while playing as an infiltrator is the fact that whenever I use a power like Incinerate and the sniper rifle is equipped, Shep automatically looks through the scope to use it, don't know about other people, but its pretty annoying, and it happens on a regular basis. Don't know why it works like that, but it sure feels cumbersome.

#6
smudboy

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Ecael wrote...

They took out crouching at the very last minute when they realized that beta testers would crouch a foot behind low cover and shoot without taking any damage. You can still do this on low cover that is L or T shaped by taking cover on the perpendicular side and spinning 90 degrees to face the enemy.

As a result, the lack of crouching and the forced use of cover makes it feel like a free-roaming Time Crisis with a plot, but at least it's not entirely game-breaking.

There's also a mod on the other forums that enables crouching.


You mean players could hit opponents but not get hit themselves?

:o

#7
Computron2000

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More ideas on this



i) Allow the selection of a simple formation. Eg V or arrow or horizontal or vertical line.



ii) Improve the squad member pathfinding. I think this is the reason why the squad members end up no following you until you spam "C" and they magically appear behind you



iii) Allow setting simple tactics for each character. Nothing big, just whether they should be rushing forward (shotgun Jack) or hanging back (sniper Garrus) and whether spam powers when available or use weapons more


#8
KarmaTheAlligator

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beatc0p wrote...

One thing that bugged me while playing as an infiltrator is the fact that whenever I use a power like Incinerate and the sniper rifle is equipped, Shep automatically looks through the scope to use it, don't know about other people, but its pretty annoying, and it happens on a regular basis. Don't know why it works like that, but it sure feels cumbersome.


It's especially annoying due to the slowdown you get from the passive skill. And you can't even shoot with the rifle at the same time, so it does seem useless.

#9
TheCrakFox

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KarmaTheAlligator wrote...

beatc0p wrote...

One thing that bugged me while playing as an infiltrator is the fact that whenever I use a power like Incinerate and the sniper rifle is equipped, Shep automatically looks through the scope to use it, don't know about other people, but its pretty annoying, and it happens on a regular basis. Don't know why it works like that, but it sure feels cumbersome.


It's especially annoying due to the slowdown you get from the passive skill. And you can't even shoot with the rifle at the same time, so it does seem useless.

I agree, I hope this is fixed for ME3.

#10
konijntje peter

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Blindfiring. Being able to shoot from cover without taking fire should hinder a charching foe and gives you offensive capabilaties when holding your head down and waiting for powers to recharge. should make the combat feel like one intense section.

Also more destructible cover would be nice. not like a dissapearing crate. more like chips of rock flyin from your little stone piece of pillar or something. to prevent you from camping and making a battle really more dynamic. forcing you to move to a more protected spot.



well these are my two cents

#11
282xvl

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If Thermal Clips are UNIVERSAL then make them UNIVERSAL. As in you get XXX# of thermal clips and different guns burn through them at different rates. So I can, say, shoot my pistol more than 18 times if I like it and don't like X other gun.



If you are not going to make thermal clips work like universal thermal clips then stop calling them CLIPS. Because obviously they are MAGAZINES and YES it does bother me very very very much.



Why does the assault rifle sound suspiciously like a gunpowder weapon? Metallic clink-pop assault-rifle sound. You know, metallic clink-pop as a bolt slams back and a casing is ejected... Oh an how come Shepard can fire single rounds in the cinematic, looking exceedingly tacticool, when the rifle is 3-round-burst only?



Why does the Hand Cannon sound suspiciously like a gunpowder weapon? Loud bassy thud-crack. You know, thud-crack like a gunpowder explosion from a short barrel? (If I didn't know better I'd say something was a revolver analogue. But that would just be dumb in space/far future.)



Why does the SMG sound suspiciously like a generic sci-fi energy weapon? PEW-PEW-PEW-PEW. You know, PEW-PEW-PEW-PEW like a Stormtrooper's gun, which is an energy weapon, which DOESN'T accelerate a projectile.





...RANT COMPLETE.




#12
Vaenier

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I would personally prefer a FPS with manually obtained cover instead of certain cover areas.



Basically I want Halo or CoD gunplay, but I know that will never happen. TPS are so annoying.

#13
282xvl

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On a more constructive note, I suggest the following:



1. PLEASE allow players to UNEQUIP weapons they don't want/use/like.



2. Thermal Clips being picked up off the ground is juvenile and sssooooo 1990 Wolfenstein 3D... To streamline and modernize, consider either

A. Fixed load-out for a mission (enough for say 25-50% accuracy) which cannot be replenished between weapon crates or

B. Reusable clips that "cool down" in time. (So a finite amount, but you keep rotating through them. Few enough that you have to be careful or you have downtime, but enough for each battle area to be fought in detail.)



3. Dump the FORCED auto-aim. Its annoying and actually kind of insulting. While doing this PLEASE also dump the sniper-zoom when using powers as this is universally hated.



4. Make the gunfights more "punchy." More damage going out and more damage coming in. Make breaking cover while suppressed tantamount to suicide. Eliminate enemies that soak up 15+ rounds AFTER they lose shields.



5. Headshots should be one-shot-drop, any gun, any organic enemy! (Assuming shields down.) Immersion killer to see a 3-round-burst to the face not drop someone. Balance this with aforementioned reduction or elimination of auto-aim and aforementioned increase in incoming damage.



6. DO NOT do something retarded like a chainsaw on a gun or a nerd-fest space-sword. It would be awful and if you think otherwise you have no soul (because I will damn and consume it.)








#14
SimonTheFrog

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TPS is fine with me, but i don't like the blocks in every major room.

Gears of War occasionally had some good ideas to make it seem more natural, but ME2 failed miserably in this area in many levels.



But the more they develop shooters the more they will get experienced with that sort of thing, so i guess they will take good care of this issue in ME3. Having teh faith!

#15
Mallissin

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beatc0p wrote...

One thing that bugged me while playing as an infiltrator is the fact that whenever I use a power like Incinerate and the sniper rifle is equipped, Shep automatically looks through the scope to use it, don't know about other people, but its pretty annoying, and it happens on a regular basis. Don't know why it works like that, but it sure feels cumbersome.


This is my ONLY annoyance in the game play. Thank you for bringing it up.

#16
Mallissin

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282xvl wrote...
2. Thermal Clips being picked up off the ground is juvenile and sssooooo 1990 Wolfenstein 3D... To streamline and modernize, consider either
A. Fixed load-out for a mission (enough for say 25-50% accuracy) which cannot be replenished between weapon crates or
B. Reusable clips that "cool down" in time. (So a finite amount, but you keep rotating through them. Few enough that you have to be careful or you have downtime, but enough for each battle area to be fought in detail.)


I have first-hand knowledge that the ammo system will be exactly the same in ME3. So, don't even bother.

This after I worked my butt off thinking up an alternative.

http://social.biowar...40174/3#1549567


*sighs*

Modifié par Mallissin, 19 mars 2010 - 10:51 .