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Post by Element Zero on May 18, 2018 5:43:29 GMT
I thought ME2 had that weight. In ME3, I felt like Shepard could do everything but fly. It didn't bother me, but he definitely felt unfettered to me. I recall some complaining about the speed and weightlessness, along with the unlimited sprint. Should Shepard have gotten winded after a 10-15m sprint? Silly. I felt ME2 had even more weight which i liked but also lacked the roll which I dug, and the melee in Me3 felt more satisfying. The unlimited run I was fine with as in ME2 his sprint length was like 30 feet, I'm a middle aged fat man and I feel more in shape than ME2 shepard. in MEA I feel like I'm gliding everywhere and i prefer a meaty combat roll to a jet pack dash.Outside the ability to switch handedness the shooting game play is pretty much the same as ME2 except I think the guns felt better in ME3 at least on insanity, but that could just be familiarity with the guns. At least the weapon classes felt more balanced. I still miss ME2s weapon vs defense system. It wasn't complex basic rock/paper/scissors stuff but it still added something to my game. I vastly preferred having 8 hot keys for powers vs 3. But, for me the open world aspect of MEA is a huge selling point it makes sniper rifles actually feel like sniper rifles, it allows a huge range of approaches to a fight, cover feels more natural instead of an artifact of the combat system. For every area I think the previous games did combat better this makes up for it. Agreed on a lot of counts. I liked the defenses in ME2, and to a lesser extent ME3. I did like that biotics improved from 2 to 3. They took the needed nerf a bit too far in that biotics couldn’t penetrate defenses very well. They never added weapon feedback/physics to MEA’s weapons to the extent of earlier games. I’m guessing they ran out of time. It was apparent these were missing even when watching the Dec 2016 gameplay trailer. The weapons lacked pop. I like MEA’s crafting quite a bit, but my favorite gear system was ME2. Once you have a weapon, it’s in the armory. No need for artificial, gamist levels or tiers. Upgrades came via discovered tech and research to apply it. It felt much less cluttered and more realistic to me. I do like the jump jet. It’s great for exploration and moving about; and I think it would be hard to lose in combat, now that I’ve had it.
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Post by Unicephalon 40-D on May 18, 2018 6:48:21 GMT
I thought in both ME2 and ME3 they've put too much of weight to the people like they have leadsuits and tranquilizers on with their movement, and especially on the 3MP side it was not good at all, combined to the omnikey-stuck-to-everything mechanics. Maybe the best would be something between ME3 and MEA for the weight to movement ratio. Combat rolls and every movement animation is way too slow and usually gets one killed.. I think ME1 and MEA did them best, except ME1 really needed combos but I really liked the sabotage skill in it. About weapon feedback/physics... I think they overdid these too in 2 and 3. We're supposed to have scifi weapons! But thats just me I guess..
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Kamisama
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Post by helios969 on May 18, 2018 7:03:55 GMT
I felt ME2 had even more weight which i liked but also lacked the roll which I dug, and the melee in Me3 felt more satisfying. The unlimited run I was fine with as in ME2 his sprint length was like 30 feet, I'm a middle aged fat man and I feel more in shape than ME2 shepard. in MEA I feel like I'm gliding everywhere and i prefer a meaty combat roll to a jet pack dash.Outside the ability to switch handedness the shooting game play is pretty much the same as ME2 except I think the guns felt better in ME3 at least on insanity, but that could just be familiarity with the guns. At least the weapon classes felt more balanced. I still miss ME2s weapon vs defense system. It wasn't complex basic rock/paper/scissors stuff but it still added something to my game. I vastly preferred having 8 hot keys for powers vs 3. But, for me the open world aspect of MEA is a huge selling point it makes sniper rifles actually feel like sniper rifles, it allows a huge range of approaches to a fight, cover feels more natural instead of an artifact of the combat system. For every area I think the previous games did combat better this makes up for it. Agreed on a lot of counts. I liked the defenses in ME2, and to a lesser extent ME3. I did like that biotics improved from 2 to 3. They took the needed nerf a bit too far in that biotics couldn’t penetrate defenses very well. They never added weapon feedback/physics to MEA’s weapons to the extent of earlier games. I’m guessing they ran out of time. It was apparent these were missing even when watching the Dec 2016 gameplay trailer. The weapons lacked pop. I like MEA’s crafting quite a bit, but my favorite gear system was ME2. Once you have a weapon, it’s in the armory. No need for artificial, gamist levels or tiers. Upgrades came via discovered tech and research to apply it. It felt much less cluttered and more realistic to me. I do like the jump jet. It’s great for exploration and moving about; and I think it would be hard to lose in combat, now that I’ve had it. Jump jet was a perfect addition for the open world environment. I'm not too big on crafting systems, I'll muddling my way through if it's there...mostly just for the aesthetics, but prefer more simplified choices. I guess I prefer the way ME3 did it with a half dozen armors providing different types of bonuses and a couple augments on the weapons. I liked the weight penalty forcing you chose between more/powerful weapons over less/lighter/faster power recharge speeds. MEA (at least in SP) didn't really have much consequence in terms of encumbrance. Upgrading technology (as opposed to having to recraft a better version of the same item everytime) was more realistic in ME2.
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Post by sil on May 18, 2018 11:40:09 GMT
Agreed on a lot of counts. I liked the defenses in ME2, and to a lesser extent ME3. I did like that biotics improved from 2 to 3. They took the needed nerf a bit too far in that biotics couldn’t penetrate defenses very well. They never added weapon feedback/physics to MEA’s weapons to the extent of earlier games. I’m guessing they ran out of time. It was apparent these were missing even when watching the Dec 2016 gameplay trailer. The weapons lacked pop. I like MEA’s crafting quite a bit, but my favorite gear system was ME2. Once you have a weapon, it’s in the armory. No need for artificial, gamist levels or tiers. Upgrades came via discovered tech and research to apply it. It felt much less cluttered and more realistic to me. I do like the jump jet. It’s great for exploration and moving about; and I think it would be hard to lose in combat, now that I’ve had it. Jump jet was a perfect addition for the open world environment. I'm not too big on crafting systems, I'll muddling my way through if it's there...mostly just for the aesthetics, but prefer more simplified choices. I guess I prefer the way ME3 did it with a half dozen armors providing different types of bonuses and a couple augments on the weapons. I liked the weight penalty forcing you chose between more/powerful weapons over less/lighter/faster power recharge speeds. MEA (at least in SP) didn't really have much consequence in terms of encumbrance. Upgrading technology (as opposed to having to recraft a better version of the same item everytime) was more realistic in ME2. I love the jump jet for the exploration it enables. But not for the constant use in combat.
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Post by griffith82 on May 18, 2018 11:40:28 GMT
I thought in both ME2 and ME3 they've put too much of weight to the people like they have leadsuits and tranquilizers on with their movement, and especially on the 3MP side it was not good at all, combined to the omnikey-stuck-to-everything mechanics. Maybe the best would be something between ME3 and MEA for the weight to movement ratio. Combat rolls and every movement animation is way too slow and usually gets one killed.. I think ME1 and MEA did them best, except ME1 really needed combos but I really liked the sabotage skill in it. About weapon feedback/physics... I think they overdid these too in 2 and 3. We're supposed to have scifi weapons! But thats just me I guess.. I kinda agree. In some instances they sounded more like real world weapons.
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Post by Zikade on May 18, 2018 12:20:43 GMT
I thought in both ME2 and ME3 they've put too much of weight to the people like they have leadsuits and tranquilizers on with their movement, and especially on the 3MP side it was not good at all, combined to the omnikey-stuck-to-everything mechanics. Maybe the best would be something between ME3 and MEA for the weight to movement ratio. Combat rolls and every movement animation is way too slow and usually gets one killed.. I think ME1 and MEA did them best, except ME1 really needed combos but I really liked the sabotage skill in it. About weapon feedback/physics... I think they overdid these too in 2 and 3. We're supposed to have scifi weapons! But thats just me I guess.. That was my biggest issue with ME3 controls. It could sometimes become a hassle when my character would choose to snap to cover when I was trying to sprint past and then instead of running out of it, they would just peek around or start rolling. This was especially great if I had a Banshee or Praetorian at my heels. Don't know if it's better on consoles but keyboard controls could be aggravating at times. Granted, sometimes MEA cover system can be finicky as well but since the combat doesn't seem to rely on it as much, I never managed to get annoyed by it.
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Post by Deleted on May 18, 2018 16:13:44 GMT
I like MEA’s crafting quite a bit, but my favorite gear system was ME2. Once you have a weapon, it’s in the armory. No need for artificial, gamist levels or tiers. Upgrades came via discovered tech and research to apply it. It felt much less cluttered and more realistic to me. ME2's method of upgrading gear via research (and resources) felt like it made sense, though the upgrades would apply to every piece of gear in a given class. The same was true of armor upgrades, despite the wide variety of (ahem) "armor" used by followers. Also, some upgrades were purchased from merchants while others were found on missions, and you still needed to unlock them (by completing some number of a certain type of upgrade) before you could apply them, so - I found ME2's upgrade systems the most gamest of the lot. ME3's was much simpler. No inventory to manage, just purchase upgrades as you could afford them. The other thing I think a lot of us appreciated about the transition to ME3 is that we were no longer limited by class in the types of weapons we could use. I'd be happy to lose them, especially if it meant gaining another skill slot - or the return of the combat roll. I'm not too big on crafting systems, I'll muddling my way through if it's there...mostly just for the aesthetics, but prefer more simplified choices. I guess I prefer the way ME3 did it with a half dozen armors providing different types of bonuses and a couple augments on the weapons. MEA's mods do get a bit overcomplicated imho. The higher level mods offer greater benefit in exchange for some detriment - I suppose that offers more flexibility, but it also makes the decisions about which to keep/use versus which ones to sell a lot more complicated. A lot of the augments are tied to skill types (combat, biotic, tech), which means that the thing you're building into the weapon you're crafting will be more or less helpful depending on which skills you're using at the time. That works in opposition to this classless system of character builds. It mattered early on, but once you'd unlocked the weight increases, it ceased to matter. Yeah, I generally skip a lot of levels rather than trying to craft new, higher levels items whenever I've leveled up enough to meet the requirements. I also don't look for mod upgrades very often - once I equip a weapon, I tend to use the same mods until I remove that weapon from my load-out. That was my biggest issue with ME3 controls. It could sometimes become a hassle when my character would choose to snap to cover when I was trying to sprint past and then instead of running out of it, they would just peek around or start rolling. This was especially great if I had a Banshee or Praetorian at my heels. Don't know if it's better on consoles but keyboard controls could be aggravating at times. This might be my favorite combat improvement over MET. Shepard sticking to cover (I was trying to sprint past) or being stuck when I wanted her to move got me killed multiple times. It may be worse with a controller - it's very contextual, and how Shepard will react in those cases depends on exactly where you have the camera pointed.
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Post by Deleted on May 18, 2018 16:36:48 GMT
As for things MEA does well: can I just say NG+
I finished a Sara (Sasha, actually) playthrough and imported it, choosing Scott (Shaun) this time. I knew that he would inherit her skills, unused skill points, inventory, research, blueprints, nomad paint jobs and upgrades, etc., but was very pleasantly surprised that the custom appearances also came through. I'd given both of them a custom appearance when I created Sasha, and the customized Scott I'd created for Sasha's playthrough came through in the import. They'll both look the same in this PT as they looked in Sasha's, which is kinda cool.
Of course, the downside is that Shaun was wearing the armor custom colors I'd last used for Sasha when he suited up for Habitat 7. They weren't terrible (grays and a deep red), but I still went back to reset Sasha's armor to use the default colors so he'd be wearing the standard Ai color scheme starting out.
I love NG+ - especially in this game, where there's so many levels of gear and so many skills to try out.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
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Post by ahglock on May 19, 2018 2:00:28 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes.
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Post by griffith82 on May 19, 2018 3:21:35 GMT
Definitely the loyalty missions. Just did Cora’s again. Man that’s a good mission.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda, Mass Effect Legendary Edition
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Post by Element Zero on May 19, 2018 3:57:38 GMT
I thought ME2 had that weight. In ME3, I felt like Shepard could do everything but fly. It didn't bother me, but he definitely felt unfettered to me. I recall some complaining about the speed and weightlessness, along with the unlimited sprint. Should Shepard have gotten winded after a 10-15m sprint? Silly. So you're ok with Shepard having the forever run? I somehow missed your question, earlier. Yeah, I didn't mind it at all. I only use it during combat, and it never seemed inappropriate. If players sprint around worlds during exploration/non-combat scenes, they have no grounds for complaint. They chose to use the mechanic in a weird or gamist way. That's not the devs' fault.
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Post by themikefest on May 19, 2018 4:29:32 GMT
I somehow missed your question, earlier. Yeah, I didn't mind it at all. I only use it during combat, and it never seemed inappropriate. If players sprint around worlds during exploration/non-combat scenes, they have no grounds for complaint. They chose to use the mechanic in a weird or gamist way. That's not the devs' fault. I know its a videogame, but I never liked the forever run since the first time I played ME3. It does have a use. I can go through the game quickly. I can speed through a mission without having to deal with the enemy, not every mission, and to avoid some dialogue.
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helios969
N4
Kamisama
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR
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Post by helios969 on May 19, 2018 9:53:31 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes. Not a fan of the Architect fights...mainly due to the repetition. All four have identical attack patterns and taken out exactly the same way. At low level with crappy gear it's fairly tedious. At higher levels it's barely a challenge...even when playing a reckless Vanguard (though biotic charging it's face, hovering with annihilation field and hitting it with shockwave is amusing). The only MEA boss fight that continues to challenge is the Progenitor fight when activating the Remnant tiller. Truthfully, I haven't found Bioware that good at creating satisfying boss fights; probably only the different dragons in DAI did I find both varied and challenging (enough) to maintain my interest.
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Post by griffith82 on May 19, 2018 12:21:30 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes. Not a fan of the Architect fights...mainly due to the repetition. All four have identical attack patterns and taken out exactly the same way. At low level with crappy gear it's fairly tedious. At higher levels it's barely a challenge...even when playing a reckless Vanguard (though biotic charging it's face, hovering with annihilation field and hitting it with shockwave is amusing). The only MEA boss fight that continues to challenge is the Progenitor fight when activating the Remnant tiller. Truthfully, I haven't found Bioware that good at creating satisfying boss fights; probably only the different dragons in DAI did I find both varied and challenging (enough) to maintain my interest. At first I’d have agreed with you. But that’s because I tried at such a low level it was insanely hard and frustrating. Once I figured it out I quite enjoy them.
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Post by sentinel87 on May 19, 2018 12:49:29 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes. The boss fights in Andromeda were pretty good, even though I wasn't an overall fan of the combat system. ME2 had some nice minor boss fights as well like Jedore. The best I think was clone Shepard in ME3. Overall Andromeda was more consistent in quality though. ME3 had a huge gulf between Kai Lang (bad) and clone Shepard (great).
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Post by sil on May 19, 2018 14:34:42 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes. Not a fan of the Architect fights...mainly due to the repetition. All four have identical attack patterns and taken out exactly the same way. At low level with crappy gear it's fairly tedious. At higher levels it's barely a challenge...even when playing a reckless Vanguard (though biotic charging it's face, hovering with annihilation field and hitting it with shockwave is amusing). The only MEA boss fight that continues to challenge is the Progenitor fight when activating the Remnant tiller. Truthfully, I haven't found Bioware that good at creating satisfying boss fights; probably only the different dragons in DAI did I find both varied and challenging (enough) to maintain my interest. I found them enjoyable but its hard to argue with that. All 4 architect fights play out the same way, which is a shame. I had expected to need different tactics with each one.
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Post by natetrace on May 19, 2018 16:15:39 GMT
The architect fights are enjoyable enough, but could have used different tactics for each one. If there are two musts in a sequel, it's killing Primus and fighting the Abyssal. I would get out of my nomad and stand there jumping so it'd notice me and attack. But it never did Of course that was my early playthroughs. Oh and Advent, I wished Eos kept going and eventually I'd run into it. That's right, I thought the region should have been bigger! Ahaha! Yes.
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Post by sil on May 19, 2018 16:18:40 GMT
The architect fights are enjoyable enough, but could have used different tactics for each one. If there are two musts in a sequel, it's killing Primus and fighting the Abyssal. I would get out of my nomad and stand there jumping so it'd notice me and attack. But it never did Of course that was my early playthroughs. Oh and Advent, I wished Eos kept going and eventually I'd run into it. That's right, I thought the region should have been bigger! Ahaha! Yes. I'd have loved for the planets to be bigger, to see places like Advent, or those cities we hear about on Voeld. It's just that they needed lots of little planets to explore too ^^.
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Post by natetrace on May 19, 2018 17:10:54 GMT
Maybe in future games instead of having a grid block us they could do something I've seen in other games where some force overtakes you or something along those lines. Elaaden kind of did this with it's heat getting too dangerous. Maybe the nomad sinks into sand or there is an ocean or a giant monster. Which you can kill, but maybe there is a secondary obstacle keeping you from going further.
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ahglock
N5
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Shattered Steel, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, SWTOR, Anthem
Origin: ShinobiKillfist
Posts: 2,887 Likes: 3,546
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Post by ahglock on May 19, 2018 17:49:11 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes. Not a fan of the Architect fights...mainly due to the repetition. All four have identical attack patterns and taken out exactly the same way. At low level with crappy gear it's fairly tedious. At higher levels it's barely a challenge...even when playing a reckless Vanguard (though biotic charging it's face, hovering with annihilation field and hitting it with shockwave is amusing). The only MEA boss fight that continues to challenge is the Progenitor fight when activating the Remnant tiller. Truthfully, I haven't found Bioware that good at creating satisfying boss fights; probably only the different dragons in DAI did I find both varied and challenging (enough) to maintain my interest. Sure they were the same so the only variable was the terrain but in themselves they were solid boss fights. I mean any repeated boss or enemy is duplicated strategy and even when you fight new bosses its usually just a small variation on the same theme in most games. But multiple attack patterns to learn basically the sounds, breaks in between them for enemies to spawn and on one planet a environmental hazard. That's solid boss design. Personally I think the architect should have kept attacking after making friends and made friends more often like just part of its attack pattern at least on insanity, I mean that's what we are asking for by picking insanity. Sort of like the boss version of a destroyer whose name i can't remember, constantly spawning observers while its turrets keep you in cover, if you get close it has the death field, if you are not geared for it that's a hard fight. I mean its not dark souls or something but the architect even when I first bumped into it at level 15 or so was a blast to fight. And yes, like everything else in the game if you level up enough its easy especially if you know how to gear up.
Sure after fighting dozens of them now its kind of old hat, but first play through I stand by the Architect fights were fantastic.
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Post by Element Zero on May 19, 2018 19:30:31 GMT
I'm not sure I said it earlier but boss fights are great in MEA. Way better than ME1-3.Architect fights are fantastic, and luckily I hadn't see them on youtube before my first encounter so it was suitably dramatic, the behemoth fight, the various ascendant fights. Really solid boss fights especially your first time through when you are still learning the ropes. Not a fan of the Architect fights...mainly due to the repetition. All four have identical attack patterns and taken out exactly the same way. At low level with crappy gear it's fairly tedious. At higher levels it's barely a challenge...even when playing a reckless Vanguard (though biotic charging it's face, hovering with annihilation field and hitting it with shockwave is amusing). The only MEA boss fight that continues to challenge is the Progenitor fight when activating the Remnant tiller. Truthfully, I haven't found Bioware that good at creating satisfying boss fights; probably only the different dragons in DAI did I find both varied and challenging (enough) to maintain my interest. Meh, the Progenitor lasts barely over 10 seconds with a good weapon and Tactical Cloak + Turbocharge. (I do like the old chap, and wish there were at least a half dozen more of those in the game.) As you say, BioWare has never been strong at building good fights. The good news is that they seem good at designing fun combat gameplay in the ME series. I'd put MEA up against anything, in terms of good gameplay. The unfortunate result is that they hand us the tools to easily crush or obviate every challenge they create. At least it's fun in most cases. I suspect they have never tried to create a balanced challenge beyond Insanity because so few play it. That's always frustrated me, because most of those too scared or disinterested to try would find it easy if they put in the effort to adjust. It's not much different from any other setting. In turn, more Insanity players would maybe push them to up their game, not just in terms of "Super Insanity" difficulty, but preferably in better designed challenges. Like I said, though, even as easy as it is, I always enjoy playing it. EDIT: ahglock, I think the issue is that some "classes"/builds/whatever encounter a foes they can trounce, even at low levels. Other builds encounter a lengthy grind. Some players can find excitement amidst the grind, others just get bored. The Architects provide a weirdly uneven experience, and every one is the same. I think they're okay, but not great, foes. I agree with your idea of continued aggression during those spawning phases. That would've been cool. Even a little breacher could drag you out of cover to your doom.
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helios969
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Post by helios969 on May 19, 2018 21:15:24 GMT
Not a fan of the Architect fights...mainly due to the repetition. All four have identical attack patterns and taken out exactly the same way. At low level with crappy gear it's fairly tedious. At higher levels it's barely a challenge...even when playing a reckless Vanguard (though biotic charging it's face, hovering with annihilation field and hitting it with shockwave is amusing). The only MEA boss fight that continues to challenge is the Progenitor fight when activating the Remnant tiller. Truthfully, I haven't found Bioware that good at creating satisfying boss fights; probably only the different dragons in DAI did I find both varied and challenging (enough) to maintain my interest. Meh, the Progenitor lasts barely over 10 seconds with a good weapon and Tactical Cloak + Turbocharge. (I do like the old chap, and wish there were at least a half dozen more of those in the game.) As you say, BioWare has never been strong at building good fights. The good news is that they seem good at designing fun combat gameplay in the ME series. I'd put MEA up against anything, in terms of good gameplay. The unfortunate result is that they hand us the tools to easily crush or obviate every challenge they create. At least it's fun in most cases. I suspect they have never tried to create a balanced challenge beyond Insanity because so few play it. That's always frustrated me, because most of those too scared or disinterested to try would find it easy if they put in the effort to adjust. It's not much different from any other setting. In turn, more Insanity players would maybe push them to up their game, not just in terms of "Super Insanity" difficulty, but preferably in better designed challenges. Like I said, though, even as easy as it is, I always enjoy playing it. EDIT: ahglock , I think the issue is that some "classes"/builds/whatever encounter a foes they can trounce, even at low levels. Other builds encounter a lengthy grind. Some players can find excitement amidst the grind, others just get bored. The Architects provide a weirdly uneven experience, and every one is the same. I think they're okay, but not great, foes. I agree with your idea of continued aggression during those spawning phases. That would've been cool. Even a little breacher could drag you out of cover to your doom. 10 seconds! Wth you using a supercharged RPG!? I'm using a maxed level PAW AR with disruptor ammo...and frequent detonation...maybe I've knocked it out in a minute. I wouldn't necessarily say it's the Progenitor itself but the horde of Observers it spawns that swarm me from everywhere. It's still maybe only 1 in 5 it gets me, but it's about the only remaining thing that can...unless I do something over-the-top reckless. I absolutely agree the gameplay is tops. I would rate it as the best designed system I've played, though I would give TW3 a slight edge overall due to more varied enemies. I also enjoyed MGSV though according to my son I played it "wrong" because I almost never bothered with stealth; preferring to snipe or conducting full on helicopter assaults blasting some heavy metal to inform the enemy I was coming to kick their azzes. If there would be a reason I'd want to continue in Andromeda it would be so they could refine their enemies...plus I want to fight Kettified versions of the various MW races. I would like a Super Insanity too...or something like DAI implemented with different challenges like friendly fire or enemy scaling (which was how MEA was until people whined about the difficulty and Bio patched it in 1.06 or 1.07).
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Post by Element Zero on May 19, 2018 21:51:04 GMT
Meh, the Progenitor lasts barely over 10 seconds with a good weapon and Tactical Cloak + Turbocharge. (I do like the old chap, and wish there were at least a half dozen more of those in the game.) As you say, BioWare has never been strong at building good fights. The good news is that they seem good at designing fun combat gameplay in the ME series. I'd put MEA up against anything, in terms of good gameplay. The unfortunate result is that they hand us the tools to easily crush or obviate every challenge they create. At least it's fun in most cases. I suspect they have never tried to create a balanced challenge beyond Insanity because so few play it. That's always frustrated me, because most of those too scared or disinterested to try would find it easy if they put in the effort to adjust. It's not much different from any other setting. In turn, more Insanity players would maybe push them to up their game, not just in terms of "Super Insanity" difficulty, but preferably in better designed challenges. Like I said, though, even as easy as it is, I always enjoy playing it. EDIT: ahglock , I think the issue is that some "classes"/builds/whatever encounter a foes they can trounce, even at low levels. Other builds encounter a lengthy grind. Some players can find excitement amidst the grind, others just get bored. The Architects provide a weirdly uneven experience, and every one is the same. I think they're okay, but not great, foes. I agree with your idea of continued aggression during those spawning phases. That would've been cool. Even a little breacher could drag you out of cover to your doom. 10 seconds! Wth you using a supercharged RPG!? I'm using a maxed level PAW AR with disruptor ammo...and frequent detonation...maybe I've knocked it out in a minute. I wouldn't necessarily say it's the Progenitor itself but the horde of Observers it spawns that swarm me from everywhere. It's still maybe only 1 in 5 it gets me, but it's about the only remaining thing that can...unless I do something over-the-top reckless. I absolutely agree the gameplay is tops. I would rate it as the best designed system I've played, though I would give TW3 a slight edge overall due to more varied enemies. I also enjoyed MGSV though according to my son I played it "wrong" because I almost never bothered with stealth; preferring to snipe or conducting full on helicopter assaults blasting some heavy metal to inform the enemy I was coming to kick their azzes. If there would be a reason I'd want to continue in Andromeda it would be so they could refine their enemies...plus I want to fight Kettified versions of the various MW races. I would like a Super Insanity too...or something like DAI implemented with different challenges like friendly fire or enemy scaling (which was how MEA was until people whined about the difficulty and Bio patched it in 1.06 or 1.07). Haha! Weapons that melt the Progenitor as described: There are a variations of these, but it will give you the idea. Take a top-tier gun, and then augment it. I never actually use consumables. They just aren't needed and are too easy to forget. I occasionally activate incendiary ammo versus Ascendants, but I usually forget. I tried an RPG versus a fiend once, but found shooting it to be more effective. Shooting is almost always the answer. Valkyrie Key Augmentations: Autofire This is maybe the best all-around weapon in the game. I like putting a Beam Emitter and Bioconverter on it. VHS works fine if you're using Turbocharge. Hornet Key Augmentations: Autofire, Beam Emitter, Bioconverter This might be even better than the similarly made Valkyrie. Its RoF is over 1400. Hesh Key Augmentations: Autofire, Seeking Plasma This is the best all-around shotgun in my opinion, not the Dhan. It has a hidden bonus against both shields and armor, whereas competitors have at best one or the other. Seeking Plasma makes its weak accuracy a strength. A Beam Emitter/Burst-fire variant plays like an AR. Dhan Key Augmentations: Autofire or Burst-fire This gun is so good that it's easy to make it a monster. Improving RoF is the first step. You can leave the projectile "as is", or add an augmentation like a Beam Emitter. Burst-Fire/Beam Emitter Dhan is like a super-high-powered ray gun straight out of classic sci-fi. It's crazy. I've personally dispatched the Progenitor in seconds with the first three listed. The Dhan I only used during extensive testing. Tactical Cloak boosts damage. Turbocharge boost damage and RoF. If you activate both at the same time with one of the above weapons, the Progenitor gets mangled in very short order. Throw in an Invasion beforehand to make it even easier. The other bots are irrelevant during those first 10 seconds. After, they're not as problematic without the big guy.
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Post by colfoley on May 20, 2018 3:48:57 GMT
10 seconds! Wth you using a supercharged RPG!? I'm using a maxed level PAW AR with disruptor ammo...and frequent detonation...maybe I've knocked it out in a minute. I wouldn't necessarily say it's the Progenitor itself but the horde of Observers it spawns that swarm me from everywhere. It's still maybe only 1 in 5 it gets me, but it's about the only remaining thing that can...unless I do something over-the-top reckless. I absolutely agree the gameplay is tops. I would rate it as the best designed system I've played, though I would give TW3 a slight edge overall due to more varied enemies. I also enjoyed MGSV though according to my son I played it "wrong" because I almost never bothered with stealth; preferring to snipe or conducting full on helicopter assaults blasting some heavy metal to inform the enemy I was coming to kick their azzes. If there would be a reason I'd want to continue in Andromeda it would be so they could refine their enemies...plus I want to fight Kettified versions of the various MW races. I would like a Super Insanity too...or something like DAI implemented with different challenges like friendly fire or enemy scaling (which was how MEA was until people whined about the difficulty and Bio patched it in 1.06 or 1.07). Haha! Weapons that melt the Progenitor as described: There are a variations of these, but it will give you the idea. Take a top-tier gun, and then augment it. I never actually use consumables. They just aren't needed and are too easy to forget. I occasionally activate incendiary ammo versus Ascendants, but I usually forget. I tried an RPG versus a fiend once, but found shooting it to be more effective. Shooting is almost always the answer. Valkyrie Key Augmentations: Autofire This is maybe the best all-around weapon in the game. I like putting a Beam Emitter and Bioconverter on it. VHS works fine if you're using Turbocharge. Hornet Key Augmentations: Autofire, Beam Emitter, Bioconverter This might be even better than the similarly made Valkyrie. Its RoF is over 1400. Hesh Key Augmentations: Autofire, Seeking Plasma This is the best all-around shotgun in my opinion, not the Dhan. It has a hidden bonus against both shields and armor, whereas competitors have at best one or the other. Seeking Plasma makes its weak accuracy a strength. A Beam Emitter/Burst-fire variant plays like an AR. Dhan Key Augmentations: Autofire or Burst-fire This gun is so good that it's easy to make it a monster. Improving RoF is the first step. You can leave the projectile "as is", or add an augmentation like a Beam Emitter. Burst-Fire/Beam Emitter Dhan is like a super-high-powered ray gun straight out of classic sci-fi. It's crazy. I've personally dispatched the Progenitor in seconds with the first three listed. The Dhan I only used during extensive testing. Tactical Cloak boosts damage. Turbocharge boost damage and RoF. If you activate both at the same time with one of the above weapons, the Progenitor gets mangled in very short order. Throw in an Invasion beforehand to make it even easier. The other bots are irrelevant during those first 10 seconds. After, they're not as problematic without the big guy. I just have so much trouble seeing the Valk as anything but burst fire. That thing just screems 'high accuracy battle rifle' to me, why ruin it? Also never really played aaround with the beam emitters too much but then I never got to a playthrough that would do such a thing. Probably never will at this point.
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Post by Element Zero on May 20, 2018 4:10:10 GMT
Haha! Weapons that melt the Progenitor as described: There are a variations of these, but it will give you the idea. Take a top-tier gun, and then augment it. I never actually use consumables. They just aren't needed and are too easy to forget. I occasionally activate incendiary ammo versus Ascendants, but I usually forget. I tried an RPG versus a fiend once, but found shooting it to be more effective. Shooting is almost always the answer. Valkyrie Key Augmentations: Autofire This is maybe the best all-around weapon in the game. I like putting a Beam Emitter and Bioconverter on it. VHS works fine if you're using Turbocharge. Hornet Key Augmentations: Autofire, Beam Emitter, Bioconverter This might be even better than the similarly made Valkyrie. Its RoF is over 1400. Hesh Key Augmentations: Autofire, Seeking Plasma This is the best all-around shotgun in my opinion, not the Dhan. It has a hidden bonus against both shields and armor, whereas competitors have at best one or the other. Seeking Plasma makes its weak accuracy a strength. A Beam Emitter/Burst-fire variant plays like an AR. Dhan Key Augmentations: Autofire or Burst-fire This gun is so good that it's easy to make it a monster. Improving RoF is the first step. You can leave the projectile "as is", or add an augmentation like a Beam Emitter. Burst-Fire/Beam Emitter Dhan is like a super-high-powered ray gun straight out of classic sci-fi. It's crazy. I've personally dispatched the Progenitor in seconds with the first three listed. The Dhan I only used during extensive testing. Tactical Cloak boosts damage. Turbocharge boost damage and RoF. If you activate both at the same time with one of the above weapons, the Progenitor gets mangled in very short order. Throw in an Invasion beforehand to make it even easier. The other bots are irrelevant during those first 10 seconds. After, they're not as problematic without the big guy. I just have so much trouble seeing the Valk as anything but burst fire. That thing just screems 'high accuracy battle rifle' to me, why ruin it? Also never really played aaround with the beam emitters too much but then I never got to a playthrough that would do such a thing. Probably never will at this point. A good stock is enough to remove the instability, so there's no ill impact upon performance. The increased RoF pushes the DPS through the roof. I really love autofire rifles in VGs, since they suffer few to none of the drawbacks of real world weapons. The Ghost was briefly my thing, until I was able to make the Valkyrie autofire (which is 5x better). The Beam Emitter does crazy things. It sets the base RoF at 600, and then Autofire augmentation bumps it higher. BE also sets stability and accuracy to maximum. On a gun like the Valkyrie with great starting DPS, adding those two augmentations makes it insane. It cuts through both shields and armor very, very fast. It's a fun weapon. The Hornet version is even better, in some ways. It's basically an SMG version of the Valkyrie to begin with, and has a higher RoF. With Autofire and Beam Emitter, its RoF is over 1400. O_o It's pretty fun to use. You might get the itch to play again, eventually. You really think you won't ever play again? I took 7 months off (since last summer) before jumping back into it recently. That gameplay is too good. I should probably try MP, since it's actually the gameplay I'm wanting.
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