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Post by kpeter on Apr 28, 2017 10:18:41 GMT
Yes, but they went over the line. I imagined the starting point should have been tsomething similar to the Turian Havoc or Ghost with a few extra options. With this constant vertical jumps and constant spamming of evade button they ruined the whole thing. Feels like an ice skating game almost.
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riviet
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Post by riviet on Apr 28, 2017 10:18:42 GMT
You know you can choose to not use them right? Yes... but the game is kinda made around to using them, I think that's very obvious and they don't even work properly, it's like they only have half juice in them sometimes, it's really frustrating, I just liked it better without. Hmm... jetpack works almost perfect for me. Are you sure you're holding down the jump/jetpack button? If you only tap the button, your character does a small jump.
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OneWomanArmy
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Post by OneWomanArmy on Apr 28, 2017 10:23:15 GMT
Yes... but the game is kinda made around to using them, I think that's very obvious and they don't even work properly, it's like they only have half juice in them sometimes, it's really frustrating, I just liked it better without. Hmm... jetpack works almost perfect for me. Are you sure you're holding down the jump/jetpack button? If you only tap the button, your character does a small jump. Yes......
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Post by Pounce de León on Apr 28, 2017 10:27:59 GMT
Jetpacks are good. They allow me to get to my MP romance interest even faster.
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Post by Ajax on Apr 28, 2017 10:29:48 GMT
False choice.
First, there are already characters with jetpack-like abilities in ME3 and Bioware back then didn't think everything must be nerfed by 50% because of that.
And second, Warframe is 10x more frenzied and mobile than MEA and TTK still feel snappy and rewarding.
So their reasoning "we had to make the game a drab grind bc of jetpacks" sounds like hokum to me - and reading the forums here and on reddit I'm not alone.
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Post by jmac1424 on Apr 28, 2017 10:31:58 GMT
I like them, but if they are the "real" reason this game has issues, then no. But, if the issues aren't because of the jet packs, then yes. Gun sucks=jetpack, Fiend sync is busted up=jetpack, seems to be the method used to explain issues
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Post by Terminator Force on Apr 28, 2017 14:13:13 GMT
What does the amazing movie Commando have to do with jetpacks and MEA? I guess if this game didn't have jetpacks, would it still be a big awful mess? It sets the mood. I don't want you guys fighting.
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Post by Terminator Force on Apr 28, 2017 14:20:51 GMT
This is exactly what I was thinking when I made this poll. Bioware made the game way to complex for their balancing skills. Just like they added too much to their plate to chew with open world in single player. Now both are failures and doomed to remain so.
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Post by gethadept on Apr 28, 2017 14:42:47 GMT
I will go with Yes. I still believe MEAMP doesn`t have to be exactly like ME3MP in term of play style.
Jet Pack/Individual Power cool down. I am fine with them.
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GruntKitterhand
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Post by GruntKitterhand on Apr 28, 2017 14:48:41 GMT
I've been critical of the impact the Jetpacks have had on the game, but that doesn't mean I'm against them in principle. Their implementation is the issue. They need to be significantly toned down if MEA isn't to end up consigned to history as 'the one with the Jetpacks', as other than CTD issues they're about the only thing anyone will ever remember. (Well, apart from the fugly people and tired faces but that's more of a campaign problem.)
The 'get to the roof' approach on maps like Sandstorm got really old, really quickly for me, and it should have been foreseen by the devs. Perhaps it was, so they gave Jetpacks to dogs as well. That is some solution, perhaps ok if used in a fantasy game aimed at kids, but this is supposed to be something comparable to Star Trek and Star Wars and Firefly, at least on some level. Aside from the balancing problems they claim Jetpacks have caused them, what they've created is so far beyond ridiculous lore-wise it makes the Space Magic at play towards the end of the trilogy something approaching high art by comparison.
The word 'Jetpack' has now taken on a similar meaning to me as 'electrolytes' in Idiocracy.
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Post by shinobiwan on Apr 28, 2017 15:00:15 GMT
False choice. First, there are already characters with jetpack-like abilities in ME3 and Bioware back then didn't think everything must be nerfed by 50% because of that. And second, Warframe is 10x more frenzied and mobile than MEA and TTK still feel snappy and rewarding. So their reasoning "we had to make the game a drab grind bc of jetpacks" sounds like hokum to me - and reading the forums here and on reddit I'm not alone. Agree completely. Jet packs aren't the real balancing issue. They were just a target on which to peg the balance problems because it's pretty much the only core thing that's changed since ME3. As you mentioned, many of the kits in ME3 had pretty great dodges to break line of sight just as quickly as is possible in MEA. And enemies in ME3 derped around on ladders frequently, and I haven't noticed much increase, if any, in the amount of 'free shots' available from the jumping the enemies in MEA do. And if jetpacks and 'free shots' were the problem, the answer definitely wouldn't be 'buff snipers and nerf everything else, especially shotguns, but not melee.'
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chugster
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Post by chugster on Apr 28, 2017 15:05:40 GMT
I like them, it separates the gameplay from ME3MP, personally i think its an evolution from ME3MP but I can see why some dont like it.
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Post by evilfluffmonster on Apr 28, 2017 15:27:31 GMT
I like them, but they should be implemented better.
Greater differences in different types of characters movement helps classes feel unique - I dont feel they are different enough.
Turians should be able to accelerate by pressing forwards for a faster glide, likewise biotic characters should be able to skate around a bit in the air and dodge more frequently. Krogans should get a running charge complete with DR if you hold it down. Salarians could do with good ol' volus-shield.
In fact, why is jump-slam the same for every character? Why not have a krogan hammer smash, a biotic burst, a nice firey ring for my havoc? A cold blast from my salarian?
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Post by fenrir4life on Apr 28, 2017 15:51:25 GMT
I like the jump jets in theory, and I even understand why some of the more unique dodges are gone. I also think that, with the exception of the Havoc, hovering in combat doesn't have anywhere near the impact that the devs seem to think it does. Keep the mobility, let us target the ground pound (within reason- you're not going to be able to redirect by more than about 30 degrees). If the devs really feel that unlimited jumping and hovering justify the bullet sponginess, then unsponge and attach a fuel meter to full jumps and hovers... just make sure to improve ledgefinding and climbing beforehand.
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Post by sabreracer on Apr 28, 2017 16:15:50 GMT
The game has Jetpacks ?
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Post by neocodex and 23 others on Apr 28, 2017 16:19:36 GMT
Not a fan tbh.
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t41rdeye
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Post by t41rdeye on Apr 28, 2017 16:41:24 GMT
I like them overall...
but I wish they had some sort of cooldown mechanic. Preferrably incorporated into racial passives (kinda like the havoc's aerial assault). The ability to spam it allows people to escape situations they really shouldn't be able to.
Krogan should have the optional ability to sacrifice mobility in order to be tankier. I'd gladly give up jump jets on my Krogasaur to be able to face-tank 24/7.
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Post by physiolosopher on Apr 28, 2017 16:44:51 GMT
What I want to know is how, when I die in midair, I gain momentum disproportional to the force of the offending weapon and get slingshotted halfway across the map. Violently. What are physics? Do they read my mind?
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Post by geek on Apr 28, 2017 17:01:44 GMT
I like the idea of improved mobility, but not necessarily the trade-offs required to implement them. I do still think there is a way for them to make the game better and keep them.
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dcihnagv3z
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Post by dcihnagv3z on Apr 28, 2017 17:13:21 GMT
The answer to this question is ultimately meaningless, because the game does have jetpacks. The "should or should not" time has passed. The reality is, the designers of the game built it around jetpacks. So, the real question is, how best to tweak jetpacks to best service the current design of the game?
From a mechanics standpoint - I would like jetpack camera movement and animation to be smoother. Both in jetpack jumping and dashing. The camera does not follow the jetpacking player in a fluid manner, its a very jarring and jerky motion. After a full night of gaming, along with constant jittery client side latency, I actually find myself nauseous.
From a balance standpoint - perhaps put a longer cooldown on it, which I would be ok with if dog quantities are reduced. It would be nice to actually engage in some line of sight cover based combat.
From a player's control standpoint - I would like more control over the jetpack. I would either like a standard jump, where jetpack jump would require an in-air secondary jump, or perhaps just providing more* input finesse over jump heights based on button press hold timing(key word being more, as in I realize there is already different jump heights based on how long the button is held). I would also like having the forward-dash (and perhaps backward too) follow the reticle. So, if I jump up while pointing up at a 45 degree angle and then dash, I want dash to lurch forward at that angle.
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3rdpig
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Post by 3rdpig on Apr 28, 2017 17:15:32 GMT
If we didn't have jetpacks how would we compete with dogs and other creatures that can leap to a second story roof?
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Post by colonelkungpao on Apr 28, 2017 17:31:38 GMT
Jet packs are so 2017. The next DLC (if any) should have krogan golf carts so I can run over enemies. Put a large krogan head battering ram on the front like the 1940s Batmobile.
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Post by varicite on Apr 28, 2017 17:39:25 GMT
I prolly wouldn't play mp if not for the mobility.
I know some love the more cover-based approach, and this still has kinks, but I think it's a step in the right direction.
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Leland Gaunt
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Post by Leland Gaunt on Apr 28, 2017 17:56:43 GMT
They are the embodiment of balance
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Post by fenrir4life on Apr 28, 2017 18:04:02 GMT
I like them overall... but I wish they had some sort of cooldown mechanic. Preferrably incorporated into racial passives (kinda like the havoc's aerial assault). The ability to spam it allows people to escape situations they really shouldn't be able to. Krogan should have the optional ability to sacrifice mobility in order to be tankier. I'd gladly give up jump jets on my Krogasaur to be able to face-tank 24/7. I like having mobility on Krogan- that's actually one of the handful of things I enjoy more about MEAMP, but I wouldn't mind seeing something like that. Keep a hop for evasion, but no jumping. Maybe a grappling hook power to change levels and haul mooks out of cover. THEORYCRAFTING INTENSIFIES Yeah... grappling hook, fortification, omni shield. Krogan, so he can walk normally with the shield active, but guns are limited to blindfire accuracy since he's got a hand full. Obviously favors pistols and shotguns for that reason. Not biotic space-magic, so no projectile reflection, just massive damage resistance, maybe evolutions to pulse either a mini shield boost or a tech prime/stun when hit, another one to buff shield bash damage and force or turn it into a detonator. Grappling hook would get range and recharge picks, of course, but higher up... hm. Choice of dynamic entry or armor/shield stagger? Uh. Sorry about that. Anyway, a kit like that might bore some people to tears, but I'd love to play a Krogan Bulwark.
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