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No Firewalker autosave checkpoints???!!


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#1
uv23

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OH MY GOD! I've never started a thread shouting, but holy crap am I ever irritated. I just started on the second firewalker mission, with 4 out of 5 artifacts complete. As I neared the fifth, I was promptly gang banged by geth forces and died. Imagine my horror when I pressed resume and was returned to the squad selection screen. How on earth are there no autosave points on these missions??? GAH!

#2
Puppet Doctor

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I feel your pain. I failed three bloody times in that 5th mission with the artifacts. I drove up the ramp and got ambushed and the stupid Geth from out of nowhere blew up the Hammerhead in seconds. I found though going to the far left side of the long piece of metal was the easiest way to survive and then slowly closing in.



The most annoying part though is that you can't even make a manual save and then you need to watch the cutscene where the Hammerhead is landing.

#3
uv23

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Ugh, I'm having very bad flashbacks to GTAIV. It strikes me as especially weird since autosave points in the rest of ME2 are very well handled.

#4
Puppet Doctor

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Yeah, Bioware did an excellent job with auto saves in ME2 compared to the terrible job in ME1. When I died I knew though I would have to begin at the beginning because I didn't ever see an auto save. I figured I could go ahead and save myself but nope.



GTAIV: Ballad of Gay Tony thankfully had a check point system in the missions.

#5
Eag07

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It seems that vehicle mounted shield generators were "streamlined" into paper-thin armor and self regenerating medigel conduits built into HH's hull. Combine that with disallowed saving during HH's missions and there you have it: lots and lots of happy and not at all frustrated players.

#6
Dethateer

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Wait, why does a vehicle need medigel again?

#7
Kaiser Shepard

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The artifact mission was hard on insanity, but far from impossible.

#8
Eag07

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Dethateer wrote...

Wait, why does a vehicle need medigel again?


HH self regenerates, just like Shepard's health. So I assume there must be some great medigel-based scientific mystery behind it... Or how would you justify some metallic armor plating fixing itself in a matter of seconds on the battlefield?

Modifié par Eag07, 23 mars 2010 - 06:16 .


#9
Kaiser Shepard

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Eag07 wrote...

Dethateer wrote...

Wait, why does a vehicle need medigel again?


HH self regenerates, just like Shepard's health. So I assume there must be some great medigel-based scientific mystery behind it... Or how would you justify some metallic armor plating fixing itself in a matter of seconds on the battlefield?

Omnigel, duh.

#10
The Angry One

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Heh, I got 4 out of 5 artifacts on that mission then accidentally fell into the acid and died.



So far I've noticed that the Hammerhead:

- has less armour than the Mako (i.e. none)

- has less armament than the Mako

- cannot jump as well as the Mako (ironic given that it HOVERS)

- has no visual damage indicators, and cannot be exited unless the mission requires it



You know, when you make a "better" vehicle.. it should be.. you know, better!



As for the no saves/checkpoints thing. This is a method of artificially extending the time spent on levels that are extremely short.

#11
Kaiser Shepard

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Tao, what do you mean with "no visual damage indicators"? That it has no 'health bar' or that it's appearance doesn't change when damaged? Because it does do the latter.

#12
Eag07

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Kaiser Shepard wrote...

Eag07 wrote...

Dethateer wrote...

Wait, why does a vehicle need medigel again?


HH self regenerates, just like Shepard's health. So I assume there must be some great medigel-based scientific mystery behind it... Or how would you justify some metallic armor plating fixing itself in a matter of seconds on the battlefield?

Omnigel, duh.


Yes, of course, it would be omnigel (unlimited vats of the stuff cleverly concealed in the vehicle). But omnigel got pretty much cut out of the game (apart from some advertisments, if memory serves), so I'll go with medigel mystery ;)

#13
The Angry One

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Kaiser Shepard wrote...

Tao, what do you mean with "no visual damage indicators"? That it has no 'health bar' or that it's appearance doesn't change when damaged? Because it does do the latter.


That there's no health bar.
The appearance of the Hammerhead itself is only really noticable when it's about to explode anyway, but that's irrelevant.
The problem here is there's nothing in the interface to show damage like there was with the Mako.

#14
Kaiser Shepard

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The Angry One wrote...

Kaiser Shepard wrote...

Tao, what do you mean with "no visual damage indicators"? That it has no 'health bar' or that it's appearance doesn't change when damaged? Because it does do the latter.


That there's no health bar.
The appearance of the Hammerhead itself is only really noticable when it's about to explode anyway, but that's irrelevant.
The problem here is there's nothing in the interface to show damage like there was with the Mako.


Meh, it was doable on Insanity with all the extra maneuverability the Hammerhead has. As long as you don't simply try to ram into a group there should be no moment where it's already too late when you see it being damaged.

#15
Speakeasy13

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Kaiser Shepard wrote...

The Angry One wrote...

Kaiser
Shepard wrote...

Tao, what do you mean with "no visual damage indicators"? That it has no 'health bar' or that it's appearance doesn't change when damaged? Because it does do the latter.


That there's no health bar. The appearance of the Hammerhead itself is only really noticable when it's about to explode anyway, but that's irrelevant.The problem here is there's nothing in the interface to show damage like there was with the Mako.


Meh, it was doable on Insanity with all the extra maneuverability the Hammerhead has. As long as you don't simply try to ram into a group there should be no moment where it's already too late when you see it being damaged.

Yes but this isn't what this thread is about. Stop shifting the question to make an otheriwse thoroughly "meh" product any better than it is. This thread is about THE FACT that most people are expected to die MULTIPLE TIMES in most of these missions, and hence must start ALL OVER again from the beginning of the mission. It's a poor design choice. Admit it.

I've withheld judgment amongst the voices of complaint before it actually came out, but now I must say this is a partial designed and poorly executed DLC. The various design decisions (or lack thereof) begs the question how much effort actually did go into this. I'm not angry with unreasonable expectations, but I'm not impressed at all either, Bioware.

The Angry One wrote...

Heh, I got 4 out of 5 artifacts on that mission then accidentally fell into the acid and died.

So far I've noticed that the Hammerhead:
- has less armour than the Mako (i.e. none)
- has less armament than the Mako
- cannot jump as well as the Mako (ironic given that it HOVERS)
- has no visual damage indicators, and cannot be exited unless the mission requires it

You know, when you make a "better" vehicle.. it should be.. you know, better!

As for the no saves/checkpoints thing. This is a method of artificially extending the time spent on levels that are extremely short.


Don't forget:
- does not have a radar so you wont even know how many enemies are swarming you from which directions at once.

Modifié par Speakeasy13, 23 mars 2010 - 07:47 .


#16
Bfler

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If you are low on health you can hear an alarm sound and if you are almost dead the Hammerhead burns.

#17
TJSolo

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Bfler wrote...

If you are low on health you can hear an alarm sound and if you are almost dead the Hammerhead burns.

Interesting facts but no answer as to why there is no health indicator.

#18
Speakeasy13

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Bfler wrote...

If you are low on health you can hear an alarm sound and if you are almost dead the Hammerhead burns.

Yes but the amor is so thin that you only have a few seconds to look for cover when the alarm sounds, or else (which is the case most of the time) it's too late.

#19
Chris Priestly

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No spoilers here.


LOCKDOWN!



:devil: