Wulfram
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: wulfram77
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Post by Wulfram on Jun 1, 2017 21:10:29 GMT
I actually really like this games mechanics, but I think it can improve. In particular, I think the mechanics that exist can work to discourage experimentation by the player, which is important because this is a system which really needs the player to experiment and explore the mechanics in order to find a good mix of powers, profiles and weapons that work for them and how they want to play the game. So, here are some ways I think it can be improved, with a focus on stuff that seems like it could be patched
Get rid of the cooldowns for profile/favourite switching We want people to try new things not feel they're being punished for it. Switching powers should maintain any active cooldowns from the previous set, so its not overpowered.
Give out a lot more skill points early on, and perhaps add a level requirement to the higher ranks of skills The game is very stingy with skill points early on, which means you spend a lot of time just trying to get your first set of powers/profile up and running with no room to experiment. Adding level requirements to higher skill ranks would mean that the extra skill points would be spent on diversification rather than just speeding up specialisation.
Move some of the key, defining upgrades to skill rank 4, rather than 6 Putting the best stuff as the final cap of the tree is understandable, but it means that it takes extra time to get new powers to the point where they're interesting, or where they're worth trying out in the field. For example, if you want to use lance with the shield powered option, or have your turret prime enemy targets, you shouldn't have to wait until rank 6.
Make looted and bought weapons and armour come with augments pre-installed Since weapons and armour come without augments unless you craft them, found weapons are strictly worse than stuff you can make for yourself. This makes the loot very boring, and discourages the player from trying out the various weapons to find one that they like. Crafting would still be worthwhile, because its the way you get precisely the gun you want with precisely the augments you want. But this way using found stuff would be more attractive as an experiment, or if you just can't be bothered with the crafting. (You'd probably have to limit the augments you can acquire by deconstructing weapons somehow, maybe a percentage chance of recovering them)
Reduce the cost of crafting different weapons and armour at higher levels Because you have to research lower level versions to get the current version, it gets increasingly punitive to try out different weapons as things go along. At low levels you might be able to craft up some cool looking gun and not mind too much if it turns out to only shoot peas, but at higher levels you're basically obliged to save and reload if you want to experiment.
Move the Respec button somewhere more prominent. Its kind of hidden at the moment. Put it on that table on the tempest with the AVP, Crafting etc
Make hybrid profile requirements more flexible Currently the requirements want a precise 50/50 split, but often you don't really want to invest so heavily in one of them. Rather than, for example, needing 50 tech points and 50 biotic points to get Sentinel level 4, you should be able to get it so long as you have 100 points total in Tech and Biotics, and a minimum of 25 (or 33 or whatever) in each. As well as allowing more flexibility in build for hybrid profile based builds, this would effectively offer the player more viable options as to which profile they want to use.
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Post by derrame on Jun 1, 2017 21:56:30 GMT
the map should have more life, npc's should not be statues and the environments must be better developed take look at the witcher 3
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kino
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The path up and down are one and the same.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Jade Empire, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition, Dragon Age The Veilguard
Origin: kinom001
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Post by kino on Jun 1, 2017 22:00:17 GMT
I actually really like this games mechanics, but I think it can improve. In particular, I think the mechanics that exist can work to discourage experimentation by the player, which is important because this is a system which really needs the player to experiment and explore the mechanics in order to find a good mix of powers, profiles and weapons that work for them and how they want to play the game. So, here are some ways I think it can be improved, with a focus on stuff that seems like it could be patched Get rid of the cooldowns for profile/favourite switchingWe want people to try new things not feel they're being punished for it. Switching powers should maintain any active cooldowns from the previous set, so its not overpowered. Give out a lot more skill points early on, and perhaps add a level requirement to the higher ranks of skillsThe game is very stingy with skill points early on, which means you spend a lot of time just trying to get your first set of powers/profile up and running with no room to experiment. Adding level requirements to higher skill ranks would mean that the extra skill points would be spent on diversification rather than just speeding up specialisation. Move some of the key, defining upgrades to skill rank 4, rather than 6Putting the best stuff as the final cap of the tree is understandable, but it means that it takes extra time to get new powers to the point where they're interesting, or where they're worth trying out in the field. For example, if you want to use lance with the shield powered option, or have your turret prime enemy targets, you shouldn't have to wait until rank 6. Make looted and bought weapons and armour come with augments pre-installedSince weapons and armour come without augments unless you craft them, found weapons are strictly worse than stuff you can make for yourself. This makes the loot very boring, and discourages the player from trying out the various weapons to find one that they like. Crafting would still be worthwhile, because its the way you get precisely the gun you want with precisely the augments you want. But this way using found stuff would be more attractive as an experiment, or if you just can't be bothered with the crafting. (You'd probably have to limit the augments you can acquire by deconstructing weapons somehow, maybe a percentage chance of recovering them) Reduce the cost of crafting different weapons and armour at higher levelsBecause you have to research lower level versions to get the current version, it gets increasingly punitive to try out different weapons as things go along. At low levels you might be able to craft up some cool looking gun and not mind too much if it turns out to only shoot peas, but at higher levels you're basically obliged to save and reload if you want to experiment. Move the Respec button somewhere more prominent.Its kind of hidden at the moment. Put it on that table on the tempest with the AVP, Crafting etc Make hybrid profile requirements more flexibleCurrently the requirements want a precise 50/50 split, but often you don't really want to invest so heavily in one of them. Rather than, for example, needing 50 tech points and 50 biotic points to get Sentinel level 4, you should be able to get it so long as you have 100 points total in Tech and Biotics, and a minimum of 25 (or 33 or whatever) in each. As well as allowing more flexibility in build for hybrid profile based builds, this would effectively offer the player more viable options as to which profile they want to use. My biggest issue was Research points, particularly early on. It was like searching for the Holy Grail with a scanner, trying to find things that would bump Research points up some.
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Post by ProbeAway on Jun 1, 2017 22:12:12 GMT
Some of these are awesome. I really like the one about not needing a 50/50 split of powers for combined profiles.
Honestly I'm not a big fan of the profile switching thing. I'd prefer to see classes return, just with more flexibility as to which skills you can choose within a class, and perhaps the ability to respec to a different class in the med bay (or wherever). But I can't see them going back.
To supplement the idea of removing cooldowns on profile switching, I'd suggest that they limit us to switching between only 2 profiles. That way we don't have instant access to 12 abilities, which could be pretty OP. Some might disagree with that but I like having SOME restrictions on what I can choose/use because it adds replay value. I'd even go further and only allow us to unlock say, 8 active skills at any one time. Any more is overkill.
One of my biggest issues with gameplay is that looting weapons and armour is pointless, other than to break them down into materials. I like to search areas pretty thoroughly in RPGs but for the most part there's no payoff in MEA. The augments idea isn't bad but I'd like them to go a similar route to DAI and not allow us to craft Heleus or Remnant items until we have actually found them (or their schematics) out in the world. It makes no sense that I can craft a PAW or a hesh if I've never come across one before.
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Post by Thalandor on Jun 1, 2017 22:24:27 GMT
You forgot the most important: Make it so I can equip any guns in my inventory at any time. I usually never tried weapons I found because I never had the chance to equip something when I wanted to. Usually when I was at a forward station, I just wanted to go explore my next objective, I never thought about fiddling with random weapons I'd found earlier. Basically the game made it prohibitive to experiment with weapons. Especially Remnant guns that you never find.
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Post by Pearl on Jun 2, 2017 3:53:51 GMT
The biggest thing that bothers me about the crafting system is pretty simple.
Some items, when crafted, cannot be deconstructed. The option is replaced with Destroy. When you destroy an item, it also destroys any augments you crafted it with. You can only craft each augment one time. Destroying an item that has a crafted augment will not allow you to re-craft that augment. Only discovered this when trying to take the bio-converter off my Ghost and put it on a Black Widow. Now if I want to get another one, I have to go farm enemies for an indeterminate amount of time and hope one drops.
Additionally, when destroying an item, there is no warning or confirmation screen that mentions augments being destroyed in the process. Who in the name of all that is holy thought this was a good idea?
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Post by isaidlunch on Jun 2, 2017 5:58:59 GMT
Crafting is full of quality of life issues. I can't believe no one brought up how much of a pain in the ass it is to upgrade your weapon or armor, trying to move augments to a new item is a joke.
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Post by Deleted on Jun 2, 2017 12:36:04 GMT
IMO what would have improved the game
1) Return of the classes: Yes I want them back and want the difference between them to be deeper. Soldier should have Adrenaline Rush back. 2) Bring back the return of light/medium/heavy armors. I like that from ME1 because they gave an extra thing to considerate when you picked your class. 3) More than three powers to use. Get rid of the limit to three powers and favorites. Basically how powers were in the OT. 4) Tactical pause should be back. Control of power usage of our squadmates should be back. 5) You should be able to equip your weapons immediatly if they are on your inventory. No need to use loadout stations for that.
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KrrKs
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
Origin: KrrKs
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Post by KrrKs on Jun 2, 2017 13:53:25 GMT
I generally concur with the op. Give out a lot more skill points early on, and perhaps add a level requirement to the higher ranks of skills Not sure I agree on the level requirement, but more skill points early on would definitely help. My prefered way of doing this would probably be to alter the XP reward or XP requirement scaling for each level. On this I disagree. The powers should (and are, without the shared cooldown) very usable and well defined from basically the getgo. The rank 6 upgrade is just the extra oomp that ads a further drastic increase in utility to keep powers worthwhile in the presence of end game enemies (with scaling health), higher tier weapons and mods. It would also be strange to have the most expensive power rank not give the best (or more specialized) bonus. <- This is actually my complaint about some Squadmate powers. Soo much this! Also: A way to properly test out weapons and powers, without having to land somewhere and go search for enemies first, is missing A firing range on the Ship or Nexus, or something the Holographic combat simulator on Aya (or the Armax Arsenal Arena) would be really helpful for that. Otherwise, I must say that I enjoy the new game's mechanics.
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Post by wookiewhisperer on Jun 4, 2017 2:24:37 GMT
Yeah the found augmented weapons would make me more excited to find loot, but I'd really like to find unique items. "Sloanes carnifex" with obscene damage and extra kickback Stuff like that would be so cool to have a chance to find. Maybe even only find at rank x, and you have to wait to use Or a squadmate unique item/blueprint after loyalty
My biggest issue though is research data. Like, I scan pretty well, and I use the apex app to run strikes 24 7, and I've got boatloads of money, and materials, but like nowhere near enough data.
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Post by Furisco on Jun 4, 2017 6:07:41 GMT
The saddest part is that those are all quality of life changes that could be easily added if modding wasn't such a pain in the ass with Frostbite games and we'll probably not get those changes in a patch either.
-Use the inventory on the go -No cooldown when changing between favorites -Buff the damage for the majority of weapons -Don't nerf weapon damage when the weapon is crafted with augments. What's the point of shooting granades with my sniper or shockwaves with a shotgun if they heavily nerf the damage of the augmentations ? It's like they don't wanna see us using all these options they gave us. They look so fun until you realize they're trash.
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Atemporal Vanguardian-Debugger
N6
At sunrise there is the sunset.
To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Jade Empire, Mass Effect Andromeda, SWTOR
Origin: NO. NEVER. AGAIN.
XBL Gamertag: No.
PSN: No
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To find the secrets of the universe: Think in terms of energy, frequency & VIBRATION -Nikola Tesla
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Post by Atemporal Vanguardian-Debugger on Jun 4, 2017 22:09:27 GMT
I actually really like this games mechanics, but I think it can improve. In particular, I think the mechanics that exist can work to discourage experimentation by the player, which is important because this is a system which really needs the player to experiment and explore the mechanics in order to find a good mix of powers, profiles and weapons that work for them and how they want to play the game. So, here are some ways I think it can be improved, with a focus on stuff that seems like it could be patched Get rid of the cooldowns for profile/favourite switching We want people to try new things not feel they're being punished for it. Switching powers should maintain any active cooldowns from the previous set, so its not overpowered. Give out a lot more skill points early on, and perhaps add a level requirement to the higher ranks of skills The game is very stingy with skill points early on, which means you spend a lot of time just trying to get your first set of powers/profile up and running with no room to experiment. Adding level requirements to higher skill ranks would mean that the extra skill points would be spent on diversification rather than just speeding up specialisation. Move some of the key, defining upgrades to skill rank 4, rather than 6 Putting the best stuff as the final cap of the tree is understandable, but it means that it takes extra time to get new powers to the point where they're interesting, or where they're worth trying out in the field. For example, if you want to use lance with the shield powered option, or have your turret prime enemy targets, you shouldn't have to wait until rank 6. Make looted and bought weapons and armour come with augments pre-installed Since weapons and armour come without augments unless you craft them, found weapons are strictly worse than stuff you can make for yourself. This makes the loot very boring, and discourages the player from trying out the various weapons to find one that they like. Crafting would still be worthwhile, because its the way you get precisely the gun you want with precisely the augments you want. But this way using found stuff would be more attractive as an experiment, or if you just can't be bothered with the crafting. (You'd probably have to limit the augments you can acquire by deconstructing weapons somehow, maybe a percentage chance of recovering them)
Reduce the cost of crafting different weapons and armour at higher levels Because you have to research lower level versions to get the current version, it gets increasingly punitive to try out different weapons as things go along. At low levels you might be able to craft up some cool looking gun and not mind too much if it turns out to only shoot peas, but at higher levels you're basically obliged to save and reload if you want to experiment. Move the Respec button somewhere more prominent. Its kind of hidden at the moment. Put it on that table on the tempest with the AVP, Crafting etcMake hybrid profile requirements more flexible Currently the requirements want a precise 50/50 split, but often you don't really want to invest so heavily in one of them. Rather than, for example, needing 50 tech points and 50 biotic points to get Sentinel level 4, you should be able to get it so long as you have 100 points total in Tech and Biotics, and a minimum of 25 (or 33 or whatever) in each. As well as allowing more flexibility in build for hybrid profile based builds, this would effectively offer the player more viable options as to which profile they want to use. Valid.Indeed. I still don't know where it is -where is it?There is a mod for this -I only use two favorites so it does not seems so overwhelming.There is also a mod for this the plays into both of those -like that it has different flavors depending on what you want.
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RageUnderFire
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Games: Mass Effect Trilogy
Origin: Aralakh
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Post by RageUnderFire on Jun 5, 2017 4:15:43 GMT
bring back Snap Freeze not this Cryo Beam POS
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sharkboy421
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by sharkboy421 on Jun 5, 2017 11:25:45 GMT
IMO what would have improved the game 1) Return of the classes: Yes I want them back and want the difference between them to be deeper. Soldier should have Adrenaline Rush back. 2) Bring back the return of light/medium/heavy armors. I like that from ME1 because they gave an extra thing to considerate when you picked your class. 3) More than three powers to use. Get rid of the limit to three powers and favorites. Basically how powers were in the OT. 4) Tactical pause should be back. Control of power usage of our squadmates should be back. 5) You should be able to equip your weapons immediatly if they are on your inventory. No need to use loadout stations for that. 1. Personally I don't mind one way or the other, I've just stuck with specific profiles and builds when I played Andromeda and rarely if ever switched but if they brought back real classes I'd be cool with that too. I do miss the classic Adrenaline Rush on Soldier but Turbocharge is a good alternative since time dilation is out. 2. I honestly prefer the ME2/3/A system of armors. ME1 the difference between the 3 styles felt really meh, Light had good physics resistance but was weak on damage resistance and shields. Heavy was the opposite and Med was a mix. I'd much rather have choices between armors with weapon focus or power focus. 3/4. Yes please, being limited to 3 powers is just awful. I really, really want the old hot bar with 8 slots. And the power wheel/tactical pause where I can directly command squadmates' power usage or even hot key their powers. The decision to remove this is one of the most baffling choices. It really feels like it limited combat instead of helping it. 5. Yeah this would be nice since we have an inventory system again. It kind of sucks to not be able to change and rotate guns anytime you want.
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Post by Deleted on Jun 5, 2017 12:39:36 GMT
1. Personally I don't mind one way or the other, I've just stuck with specific profiles and builds when I played Andromeda and rarely if ever switched but if they brought back real classes I'd be cool with that too. I do miss the classic Adrenaline Rush on Soldier but Turbocharge is a good alternative since time dilation is out. 2. I honestly prefer the ME2/3/A system of armors. ME1 the difference between the 3 styles felt really meh, Light had good physics resistance but was weak on damage resistance and shields. Heavy was the opposite and Med was a mix. I'd much rather have choices between armors with weapon focus or power focus. 1. Part of the reason for me wanting the classes and heavy armors back is because I'd like the soldier profile to feel unique again. In ME2 and ME3 we saw the class losing power games after games as most of its perks became available to other classes as well. I'd like them to revamp the class a little bit and add some depth to it. I wouldn't mind a super heavy sets of armors that only soldiers can use. I feel like playing as a soldiers doesn't provide much incentives. 2. I liked the distinction between L/M/H armors because it added an extra layer of complexity for your choice. I don't like armors having a specific focus because then if you play with a specific style you're basically forced to stick with one type of armors. I like the N7 Armor but why it should be just for biotics? What if I like to use it on a soldier build? I don't like that I have to use the ugly Kett armor for my soldier. The Hyperguardian is also a cool looking set but why it has the melee bonus that I rarely use. The point here is that if an armor is focused on a playstyle then you're forced to use that type of armor. I prefer ME1 where differences between armors were made by the amount of shield or damage reduction they provided. You could then further specialize those armors with mods to make them more focused to your playstyle. I'd prefer the game not choosing for me which armor I should use. Also bring the Colossus back.
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KrrKs
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
Origin: KrrKs
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Post by KrrKs on Jun 5, 2017 12:51:13 GMT
Indeed. I still don't know where it (Respec Terminal) is -where is it? Medbay, at the (bow) holo wall, left side (to the ship's center) I think it fits well were it is. How often is one going to respec anyway. Besides, the terminal was also in the medbay in ME3. Come to think of it, I'd like an additional armour/loadout selection terminal in Ryder's Cabin. So I can select armour pieces and immediately colour them as I like. bring back Snap Freeze not this Cryo Beam POS Nah, Cryo Beam is cool. I like it better than either Cryo blast or Snap Cheeze, for some reason.
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Post by abaris on Jun 5, 2017 13:10:06 GMT
the map should have more life, npc's should not be statues and the environments must be better developed take look at the witcher 3 Sadly that won't happen with Bioware. There are certain traditional weaknesses with every one of my favorite game companies. With Bioware it's the lifeless environment and the statuesque NPCs. With Bethesda it's the environment not reacting one bit to your achievements. Both are present for years, in the case of Beth, 1,5 decades even. So I'm not holding my breath that they suddenly do something about it. Even more so, since their hardcore fans don't even seem to mind.
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Post by wellsoul2 on Jun 5, 2017 15:14:59 GMT
You forgot the most important: Make it so I can equip any guns in my inventory at any time. I usually never tried weapons I found because I never had the chance to equip something when I wanted to. Usually when I was at a forward station, I just wanted to go explore my next objective, I never thought about fiddling with random weapons I'd found earlier. Basically the game made it prohibitive to experiment with weapons. Especially Remnant guns that you never find. Well I'm pretty sure you can equip a weapon when you are picking it up. I think it if you hover or right click on the screen and not "Take all" it gives you a loadout screen. I'm not sure because I tried it a few times early and didn't care after I could craft what I wanted.
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Post by Thalandor on Jun 6, 2017 0:08:58 GMT
You forgot the most important: Make it so I can equip any guns in my inventory at any time. I usually never tried weapons I found because I never had the chance to equip something when I wanted to. Usually when I was at a forward station, I just wanted to go explore my next objective, I never thought about fiddling with random weapons I'd found earlier. Basically the game made it prohibitive to experiment with weapons. Especially Remnant guns that you never find. Well I'm pretty sure you can equip a weapon when you are picking it up. I think it if you hover or right click on the screen and not "Take all" it gives you a loadout screen. I'm not sure because I tried it a few times early and didn't care after I could craft what I wanted. Yeah you can but that's never convenient because it means I have to swap out one of my "good" guns, with no possibility to re-equip it easily after I'm done fiddling with the new find.
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Post by NRieh on Jun 6, 2017 9:38:31 GMT
It's where it had always been - in the med-bay. There's a button to reset all your skills.
Basically, the loot becomes obsolete by the moment you have enough points and mats for crafting the desired items. Which normally happens around lv 10. If you wear crafts, it's literally impossible to loot a better armour. And it's pretty much same with the auged\modded weapons.
Their biggest mistake was going for the 'hybrid' loot\UI, e.g. ME1 had classic inventory, accessible anytime. Same true for DAI. Anything you loot, you can equip. ME2\3 had 'unlock' systems (technically - no inventory) and the load-outs. Those rare spots with the new guns were normally paired with the load-out UIs and\or modding stations. So - not much\nothing to loot and nothing to change. MEA has huge and useless inventory, which can only be accessed in those 'special places'. Got a new gun? Want to keep it with your old mods? Want to compare it to the other guns in the inventory? Want to try this armour on just to see how badass it looks? Ooops.
Hell, we can't even unequip things while crafting! So, in order to 'upgrade' my gun with an augment, I need to run to the bridge, take it off, deconstruct, return to the research station. Oh, and we can't take off the only chest-piece, we need to replace it with something, so we have to keep an extra chest just to be able to 'upgrade' the current one. Not having it means crafting\buying first.
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