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Post by DistigousForest on Nov 7, 2018 22:15:06 GMT
Pfft. 57 FTFY. 55 btw. And Qui-Gon GlenN7 , as Yoda would say, "scrubs we all are" ... I feel like I've said this before, but...y'all a bunch of old farts
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Post by docsteely on Nov 7, 2018 22:16:35 GMT
FTFY. 55 btw. And Qui-Gon GlenN7 , as Yoda would say, "scrubs we all are" ... I feel like I've said this before, but...y'all a bunch of old farts 1v1 Thunderdome, baby and I'll show you "old farts"...
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Post by DistigousForest on Nov 7, 2018 22:21:45 GMT
I feel like I've said this before, but...y'all a bunch of old farts 1v1 Thunderdome, baby and I'll show you "old farts"... Let's gooooo <iframe width="23.960000000000036" height="4.920000000000016" style="position: absolute; width: 23.960000000000036px; height: 4.920000000000016px; z-index: -9999; border-style: none;left: 15px; top: -5px;" id="MoatPxIOPT0_89103644" scrolling="no"></iframe> <iframe width="23.960000000000036" height="4.920000000000016" style="position: absolute; width: 23.96px; height: 4.92px; z-index: -9999; border-style: none; left: 1138px; top: -5px;" id="MoatPxIOPT0_32664333" scrolling="no"></iframe> <iframe width="23.960000000000036" height="4.920000000000016" style="position: absolute; width: 23.96px; height: 4.92px; z-index: -9999; border-style: none; left: 15px; top: 185px;" id="MoatPxIOPT0_86932378" scrolling="no"></iframe> <iframe width="23.960000000000036" height="4.920000000000016" style="position: absolute; width: 23.96px; height: 4.92px; z-index: -9999; border-style: none; left: 1138px; top: 185px;" id="MoatPxIOPT0_73621336" scrolling="no"></iframe> Dust off that Xbox doc, I'll be on sometime around 11
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Post by Deleted on Nov 7, 2018 22:36:38 GMT
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Post by MPApr2012 on Nov 7, 2018 22:39:44 GMT
1) I work 55-70hrs a week. I am always tired when I play. Never though of this one. I drink when I play too, maybe that has something to do with it bah, nothing wrong with that bud. you can trust me on this dis kinda all about the Ballmer Peak in a way, memebr
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Post by DistigousForest on Nov 7, 2018 22:55:18 GMT
Never though of this one. I drink when I play too, maybe that has something to do with it bah, nothing wrong with that bud. you can trust me on this dis kinda all about the Ballmer Peak, rememebr It's soooo hard to maintain that perfect buzz. Especially when the drinks are good and go down nice and smooth, everything just turns into a shit show after that
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Legendary Edition
Origin: docsteely/HKyouma-san
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Post by docsteely on Nov 7, 2018 23:39:46 GMT
Never though of this one. I drink when I play too, maybe that has something to do with it bah, nothing wrong with that bud. you can trust me on this dis kinda all about the Ballmer Peak in a way, memebr "Remember Windows ME?"
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Post by docsteely on Nov 8, 2018 0:16:34 GMT
So, to give you my answer to your question, SofaJockey : ME3MP is so good because it's imo The Truest Form of CO-OP game . As some of my friends posted before, the huge variety of kits, powers, weapons, maps, tactics make the game so enjoyable when you really play as a team. Yes, solo-ing is fun and yes, lone heroes are sometimes needed to carry through a wave, but I've met and played with some of the best solo-ists out there (TTT, TheDoc, Clusum, TNS, xelander, Bateman etc) and trust me: they are ALL, without exception, excellent team players. And nothing will give you as much satisfaction as a well played team game. The nature of the game has also a direct effect on the people that post here. Look around the other sections of the forum and show me one in which people are as friendly and fun as in this section. There is competition and there are frictions, but they're usually solved in a 1v1 Thunderdome preferably on redjohn's host...
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Post by Qui-Gon GlenN7 on Nov 8, 2018 1:04:06 GMT
Pfft. 57 FTFY. 55 btw. And Qui-Gon GlenN7, as Yoda would say, "scrubs we all are" ... You, sir, are a master of patience though! Much to learn have I.
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Post by MPApr2012 on Nov 8, 2018 1:36:57 GMT
You don't have to top the scoreboard, I like that about this game. I usually come last because I'm doing objectives, picking people up and not being reckless. I rarely die and I can clutch waves solo fairly reliably, though other players will need to put the kettle on because I'll start backing around the map and it won't be fast; their fault for bleeding out I reckon.
...a rhetoric question, right? 'cause you had your answer in the very screenshot you used. here, let me use some visual guides Ah, I wondered if anyone would spot the comedy 'no pants Asari' gag. It was fun for a few hundred hours, but I did eventually tire of it... Uhm... i wasn't drawing attention to the colours per se which could have, and have been, done better to achieve said effect btw than in this particular case. But, i can see how my visual help may not have been encompassing enough to get the point across . Also what's that a few hundred hours pft... scrub™ About 3k hours in inbetween my main/alts and i'm never ever tired of dancing them blueberries Blueberries are life, blueberries are love to paraphrase a certain sayin' bah, nothing wrong with that bud. you can trust me on this dis kinda all about the Ballmer Peak, rememebr It's soooo hard to maintain that perfect buzz. Especially when the drinks are good and go down nice and smooth, everything just turns into a shit show after that Indeed it is. A familiar challenge that really is but hey everone likes a good challenge haha. But there are some guns/kits to help gauge for one's place on that curve, like Crusader (es unfixed one) or some such. When all of a sudded it takes 4 shots to kill a trooper, well, you're most likely past it
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Post by Abramsrunner on Nov 8, 2018 3:36:07 GMT
The reason why Mass Effect 3 Multiplayer is so fun is because, the Avenger is a common, versatile, military-grade assault rifle manufactured by the Elkoss Combine. It's accurate when fired in short bursts, and deadly when fired on full auto. The modular design and inexpensive components of the Avenger make it a favorite of military groups and mercenaries alike. The rifle has a reputation for being tough, reliable, easy to use, and easy to upgrade. That, & dem hips.
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Post by mordokai on Nov 8, 2018 6:22:26 GMT
The kits, they feel unique. Even after so much time... I'm still learning new things about them. For most of them, you can go either melee, weapon based or power based build and for each of them, almost any kit can do decently, if not awesomely. The number of permutations is just amazing and that makes playing the game that much more fun. And that's before acknowledging their personalities... turians are a little taciturn, but can be playful at times. When you play as an asari, you can't help yourself but feel they are a little flirty, even in the face of mortal danger. Vorcha are just crazy, in the best way possible Krogan are berserkers, but you can't help but laugh at them(headbutting may have something to do with it). And them N7s... Destroyer is a large ham(in a best way possible), Fury is a professional, Paladin and Slayer are jokers and Shadow and Demolisher fall somewhere in between. In short, every race feels unique and I don't know if that's a product of design or chance, but I love it. Add in amazing weapons(Claymore and Javelin, Raider and Venom) and allow each and every character to use each and every one of them and be good with them and you have a really successful formula. And you don't even need ultra rares, common weapons work mostly fine up to an including gold. Enemy factions may be cheating each in their own right, but each of them is also fun in their own right. I won't go into details for each of them, but I honestly had fun fighting each of them... yes, even geth. And if anybody asks, I'll deny everything It really, really... really is a great game Despite all the problems, even single player was awesome and multiplayer, once I learned to love it, only added to that. Truly, one game where I can say I got my money's worth out of it. It really shows to be a product of love, not just cash grabbing ambition.
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Post by Alfonsedode on Nov 8, 2018 10:53:27 GMT
I m amazed too. Same waves of stupid AI's for thousands of hours on th same maps we could circle eyes closed, with the permanent cover bugs and cheating ...
We are intoxicated for sure!
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Post by Upggrade on Nov 8, 2018 11:25:34 GMT
For me it's the fact that this game has what, 50+ weapons, enemies and powers and they all interact differently. Many more possibilities as opposed to parachuting into a place and running from a circle.
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Post by Arkhne on Nov 8, 2018 11:55:02 GMT
I m amazed too. Same waves of stupid AI's for thousands of hours on th same maps we could circle eyes closed, with the permanent cover bugs and cheating ... We are intoxicated for sure! Actually, not all the AI is as stupid as it appears. Some of the enemies actually have almost intellgent AI, but their base stats aren't enough to show it. Ravagers, for example, if you speed them up, they will run to cover when taking damage, and then spawn Swarmers before trying to attack you again (I have massively increased Ravager movement speed, and acceleration, and made them spawn more swarmers in a batch, making them more visible). Atlas AI actually have a severe disadvantage in the pre-attack and post-attack timings, they have to stop and wait before they can actually attack, and can't immediately start moving again (autocannon fire is slightly better, but missiles, which seem to have a high enough priority to mess it all up, have a really long charge up and cool down before they can move again). Pyros are relentlessly aggressive when sped up (I'll add a short vid later of one hounding Arktinen's volus), they make Dragoons look friendly. There's also a few good ideas in the scripting, like the Collector tendancy to swarm (take cover and wait for allies), and the Marauder plating boost, and Cannibal accuracy bonus from plating, etc. The real problems lie more in the fact that the enemies have too low a movement speed, too low a shield count, and players can kill them way too fast for most of the AI to show (not necessarily a bad thing from a gameplay/enjoyment perspective, but it means we don't really notice the AI as much as seems to have been intended). I've learnt a lot of things that don't seem apparent by digging into the enemy stats and AI priorities making my mods, and more than anything, it makes me sad that most players will never understand the potential of some of the enemies, because they just can't utilize themselves (the enemies) correctly. This really is a great game, despite the shortcomings, and the modding potential, whilst limited, can do a lot to remedy the shortcomings, if you're masochistic enough, and I'm pretty sure most of us are at this point.
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Post by Deleted on Nov 8, 2018 13:04:35 GMT
The AI it's sort of okay I guess, but an experienced player can see their flaws.
Just a few examples: - Enemies "flank" because that's where they spawned, exception granted for Phantoms (and sometimes Praetorians) which try to sneak behind you or use Nemeses as baits. Unfortunately, you can easily manipulate them by forcing them to pull up the barrier, and the Phantom remains stationary and completely vulnerable to weapon fire for a second or two. - Marauders and Cannibals will stop fighting and try to put on armor like nothing happened, no matter how many free headshots it gives you. - Enemies will make no effort to avoid traps like Recon Mine or Biotic Sphere. - Cerberus Engineers will walk in front of your face even if they don't have any way to protect themselves in close quarter. - Dragoons charge because that's all they know how to do, even if you are a big Warlord. - Geth have zero clues about dealing with Drones/Decoys. - Centurions and all the infantry in general will try to melee you even if they have already done enough damage to take you down from distance. Hell, they do that even if you are a big Jugg or a Warlord. - Nemeses spend their day ranting "I'm in danger" if you approach them in close quarter. - Captains spawn Swarmers without taking any form of cover. - Brutes will launch their war cry even if it gives you free shots.
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Post by Arkhne on Nov 8, 2018 13:18:50 GMT
The AI it's sort of okay I guess, but an experienced player can see their flaws. Just a few examples: - Enemies "flank" because that's where they spawned, exception granted for Phantoms (and sometimes Praetorians) which try to sneak behind you or use Nemeses as baits. Unfortunately, you can easily manipulate them by forcing them to pull up the barrier, and the Phantom remains stationary and completely vulnerable to weapon fire for a second or two. - Marauders and Cannibals will stop fighting and try to put on armor like nothing happened, no matter how many free headshots it gives you.- Enemies will make no effort to avoid traps like Recon Mine or Biotic Sphere. - Cerberus Engineers will walk in front of your face even if they don't have any way to protect themselves in close quarter. - Dragoons charge because that's all they know how to do, even if you are a big Warlord. - Geth have zero clues about dealing with Drones/Decoys. - Centurions and all the infantry in general will try to melee you even if they have already done enough damage to take you down from distance. Hell, they do that even if you are a big Jugg or a Warlord. - Nemeses spend their day ranting "I'm in danger" if you approach them in close quarter. - Captains spawn Swarmers without taking any form of cover. - Brutes will launch their war cry even if it gives you free shots. "Hungry Cannibal" variable in game files helps with this. It increases both cannibal run speed when trying to eat people, and increases the animation speed for actually eating them. I haven't looked into fixing the Marauder one yet though. You are correct though, some enemies are really dumb, but some are just unfortunate.
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Post by Alfonsedode on Nov 8, 2018 15:21:00 GMT
Interesting stuff Arkhne , especially for ravagers. But i disagree that AI's move too slow, i guess their cycles are a bit long in some case. And i m pretty happy they dont all require 3 BW shots in da head to be dead, where wld be the fun ? THen Ravager are already really annoying as is, and the master killer in so many configuration ! But your mods look really fun ! But it seems speed is your main parameter ? Would be more fun if you could tame other ones like tendency to wait for friends, to rush, to flank...
I agree for most of them, but goons for example have that aggressiveness that makes them fun and thats pretty cool to see geth having no clue against some pets
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Post by K_O_513 on Nov 8, 2018 15:59:15 GMT
I haven't found another online game that adequately strokes my e-peen so it's ME3MP until I lose all sensation.
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I love the smell of napalm in the morning!
Games: Mass Effect Trilogy
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Post by ElCid on Nov 8, 2018 16:01:58 GMT
I'm gonna repeat what people said already, but what make the Mass Effect 3 Multiplayer so special to me is VARIETY.
You have different races, different class combos, a shitload of weapons and gameplay styles:
- You love to sit back and snipe things in the head? There is a wide variety of Sniper Rifles and Infiltrator classes.
- You're more of a "Call of Duty player" who likes to strike enemies with a barrage of bullets? There are Submachine Guns and Assault Rifles, plus some class kits have Powers that increase rate-of-fire or magazine size.
- You're the kind of player who likes to make a big impact and take huge chunks of enemies with a single shot? Shotguns.
- You have terrible aim or don't enjoy pewpewing? You rejoice on the "Power-based" classes that specialize in striking enemies with different kinds of skills on cooldowns, plus the "Combo System" where you have powers that prime effects that can be "detonated" by other powers. I absolutely love that.
- You don't like shooting at all and like to punch stuff in the face? Vanguards, Krogans and Batarians are all about close-combat and get personal with enemies.
- You're more of a support player who likes to Medic/Healer classes and enable the team into awesome plays? You have the Volus with "Shield Boost" to replenish the shields of all allies nearby.
There is also a good variety of enemies to fight against, which prevents the game from becoming stale and repetitive. But on top of that, I think that my favorite part of the ME3MP is the teamwork, and building synergy with your party members.
Even with all the bugs and glitches I still love playing this game. I've met a lot of good friends there.
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Post by Arkhne on Nov 8, 2018 16:33:42 GMT
Interesting stuff Arkhne , especially for ravagers. But i disagree that AI's move too slow, i guess their cycles are a bit long in some case. And i m pretty happy they dont all require 3 BW shots in da head to be dead, where wld be the fun ? THen Ravager are already really annoying as is, and the master killer in so many configuration ! But your mods look really fun ! But it seems speed is your main parameter ? Would be more fun if you could tame other ones like tendency to wait for friends, to rush, to flank...
I agree for most of them, but goons for example have that aggressiveness that makes them fun and thats pretty cool to see geth having no clue against some pets Oh, I wholeheartedly agree that everything shouldn't be a bullet sponge. I can change AI Priority on a few things, like Atlas cabin block stance (and I think maybe Marauder Plating move? In a normal 8 Enemies match, I'd lower this, but in mine, there are large amounts of marauders, with other units, like ravagers, rushing you, so they actually tend to get the move off without being molested too badly). Ravagers and Pyros really are some of the real killers in the game, with the other units "distracting" your, or physically blocking your shots or demanding attention by getting up in your face, they are SERIOUSLY bad voodoo with increased speed. I've been considering trying to improve the AI priority of a few units, like the Atlas or Prime, in order to tweak their behaviour, but as muahmuah said after soloing my mod, "Primes are bad enough already", do we really want Primes who Siege Pulse more? Do we really want Atlases who do/don't fire missiles? Hmm, actually, this sounds pretty good, 12 Geth Primes spamming Siege Pulse! Part of the problem I am encountering though, is that with the exception of "Hungry Cannibal"s, there seems to be very little option for speeding up the enemy ANIMATIONS, which seems to be what holds them back most, for instance, Marauder Plating stance would be a lot more interesting at 1/2 or even 1/3 the duration required, or if Scion slap attack was 40% faster (would still stunlock, but would be done and ready to defend quicker for those that manage to escape). Part of what holds me back in REALLY digging deeper (like trying to shorter the time within a Ravager's burst, without reducing the time between bursts), is that I don't want to alienate the people I play with (All modding of Hunters and Dragoons was already ruled out by consensus ). I guess there's a fine line to walk between increasing pressure on the player, and making it less fun. I will admit at this point to making a few tweaks to improve player options vs my increased enemy strength though, such as original pet behaviour is restored, so melee units don't completely ignore pets (although turret/drone/etc could be used to trigger anti-power bubbles, and even sometimes banshee nova script) to try and keep this fun factor with the increased pressure. I don't, however, modify player or enemy health, because as you implied, bullet sponges as less fun, nor would being immortal tanks be fun. And only damage modification has been to Swarmers, their DoT damage was slightly reduced (but duration left intact as a shield regen prevention), to balance out increased number spawned in a volley. TL;DR I've done very little actual changes to AI, so MOST of the changes are just more enemies at once (12 active instead of 8) and movement speed of units (Ravagers, Swarmers, Abombs, "blaze" charged Abombs, Atlases, Scions, Pyros, Primes, and "hungry cannibals"). I really would like to have more control over Animation Speed though, so I could speed up things like Prime pet spawning, or Marauder plating, or Ravager melee attack, possibly even collection possession animation (I admit, increasing Dragoon Smash animation speed would be totally bonkers, and I don't hate myself enough to wish for THAT change). Closest would be increased the time compression on Gold/Plat (make plat 2x speed, instead of 1.2x or whatever it is now, I forget), but it's not really the same).
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Post by Heroicmass on Nov 8, 2018 16:44:04 GMT
Nut punching a geth prime until it's head explodes with 4 volus cannot be topped by any experience in gaming I have had in 30 years of playing games
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Don't take life too seriously, it isn't permanent.
Games: Mass Effect Trilogy
Origin: Arktinen-1
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Post by Arktinen on Nov 8, 2018 16:56:47 GMT
All the main points have been mentioned already, so I'll just agree with those.
This is also the only multiplayer game I play, and it is one of the very few games (of a total I can count with one hand), that I do actually play. And it is the only game that I've ever played this long (a few years now, I was a late starter) and this frequently. No other game has kept its interest this long. None.
Bonus: it is the best co-op game I regularly play with my husband, who introduced me to it. Couples who play together, stay together.
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I love the smell of napalm in the morning!
Games: Mass Effect Trilogy
Origin: Bingbangpoe-N7S
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Post by ElCid on Nov 8, 2018 17:05:33 GMT
Interesting stuff Arkhne , especially for ravagers. But i disagree that AI's move too slow, i guess their cycles are a bit long in some case. And i m pretty happy they dont all require 3 BW shots in da head to be dead, where wld be the fun ? THen Ravager are already really annoying as is, and the master killer in so many configuration ! But your mods look really fun ! But it seems speed is your main parameter ? Would be more fun if you could tame other ones like tendency to wait for friends, to rush, to flank...
I agree for most of them, but goons for example have that aggressiveness that makes them fun and thats pretty cool to see geth having no clue against some pets Oh, I wholeheartedly agree that everything shouldn't be a bullet sponge. I can change AI Priority on a few things, like Atlas cabin block stance (and I think maybe Marauder Plating move? In a normal 8 Enemies match, I'd lower this, but in mine, there are large amounts of marauders, with other units, like ravagers, rushing you, so they actually tend to get the move off without being molested too badly). Ravagers and Pyros really are some of the real killers in the game, with the other units "distracting" your, or physically blocking your shots or demanding attention by getting up in your face, they are SERIOUSLY bad voodoo with increased speed. I've been considering trying to improve the AI priority of a few units, like the Atlas or Prime, in order to tweak their behaviour, but as muahmuah said after soloing my mod, "Primes are bad enough already", do we really want Primes who Siege Pulse more? Do we really want Atlases who do/don't fire missiles? Hmm, actually, this sounds pretty good, 12 Geth Primes spamming Siege Pulse! Part of the problem I am encountering though, is that with the exception of "Hungry Cannibal"s, there seems to be very little option for speeding up the enemy ANIMATIONS, which seems to be what holds them back most, for instance, Marauder Plating stance would be a lot more interesting at 1/2 or even 1/3 the duration required, or if Scion slap attack was 40% faster (would still stunlock, but would be done and ready to defend quicker for those that manage to escape). Part of what holds me back in REALLY digging deeper (like trying to shorter the time within a Ravager's burst, without reducing the time between bursts), is that I don't want to alienate the people I play with (All modding of Hunters and Dragoons was already ruled out by consensus ). I guess there's a fine line to walk between increasing pressure on the player, and making it less fun. I will admit at this point to making a few tweaks to improve player options vs my increased enemy strength though, such as original pet behaviour is restored, so melee units don't completely ignore pets (although turret/drone/etc could be used to trigger anti-power bubbles, and even sometimes banshee nova script) to try and keep this fun factor with the increased pressure. I don't, however, modify player or enemy health, because as you implied, bullet sponges as less fun, nor would being immortal tanks be fun. And only damage modification has been to Swarmers, their DoT damage was slightly reduced (but duration left intact as a shield regen prevention), to balance out increased number spawned in a volley. TL;DR I've done very little actual changes to AI, so MOST of the changes are just more enemies at once (12 active instead of 8) and movement speed of units (Ravagers, Swarmers, Abombs, "blaze" charged Abombs, Atlases, Scions, Pyros, Primes, and "hungry cannibals"). I really would like to have more control over Animation Speed though, so I could speed up things like Prime pet spawning, or Marauder plating, or Ravager melee attack, possibly even collection possession animation (I admit, increasing Dragoon Smash animation speed would be totally bonkers, and I don't hate myself enough to wish for THAT change). Closest would be increased the time compression on Gold/Plat (make plat 2x speed, instead of 1.2x or whatever it is now, I forget), but it's not really the same). The thing is that per wave you'll always have 8 enemies active all the time, and you'll always have 2 "aggressive" enemies that will seek the player(s), while the others will shoot when they are within their line of sight. Also, there is also something called "Berserker mode", which happens when the wave budget reaches 0, all remaining enemies will go full ballistic rush players in an attempt to stop them. The true killers in this game are not Primes, Banshees and Praetorians: are the sneaky Abominations, Dragoons, Turrets and Geth Bombers.
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Post by Arkhne on Nov 8, 2018 17:39:12 GMT
Oh, I wholeheartedly agree that everything shouldn't be a bullet sponge. I can change AI Priority on a few things, like Atlas cabin block stance (and I think maybe Marauder Plating move? In a normal 8 Enemies match, I'd lower this, but in mine, there are large amounts of marauders, with other units, like ravagers, rushing you, so they actually tend to get the move off without being molested too badly). Ravagers and Pyros really are some of the real killers in the game, with the other units "distracting" your, or physically blocking your shots or demanding attention by getting up in your face, they are SERIOUSLY bad voodoo with increased speed. I've been considering trying to improve the AI priority of a few units, like the Atlas or Prime, in order to tweak their behaviour, but as muahmuah said after soloing my mod, "Primes are bad enough already", do we really want Primes who Siege Pulse more? Do we really want Atlases who do/don't fire missiles? Hmm, actually, this sounds pretty good, 12 Geth Primes spamming Siege Pulse! Part of the problem I am encountering though, is that with the exception of "Hungry Cannibal"s, there seems to be very little option for speeding up the enemy ANIMATIONS, which seems to be what holds them back most, for instance, Marauder Plating stance would be a lot more interesting at 1/2 or even 1/3 the duration required, or if Scion slap attack was 40% faster (would still stunlock, but would be done and ready to defend quicker for those that manage to escape). Part of what holds me back in REALLY digging deeper (like trying to shorter the time within a Ravager's burst, without reducing the time between bursts), is that I don't want to alienate the people I play with (All modding of Hunters and Dragoons was already ruled out by consensus ). I guess there's a fine line to walk between increasing pressure on the player, and making it less fun. I will admit at this point to making a few tweaks to improve player options vs my increased enemy strength though, such as original pet behaviour is restored, so melee units don't completely ignore pets (although turret/drone/etc could be used to trigger anti-power bubbles, and even sometimes banshee nova script) to try and keep this fun factor with the increased pressure. I don't, however, modify player or enemy health, because as you implied, bullet sponges as less fun, nor would being immortal tanks be fun. And only damage modification has been to Swarmers, their DoT damage was slightly reduced (but duration left intact as a shield regen prevention), to balance out increased number spawned in a volley. TL;DR I've done very little actual changes to AI, so MOST of the changes are just more enemies at once (12 active instead of 8) and movement speed of units (Ravagers, Swarmers, Abombs, "blaze" charged Abombs, Atlases, Scions, Pyros, Primes, and "hungry cannibals"). I really would like to have more control over Animation Speed though, so I could speed up things like Prime pet spawning, or Marauder plating, or Ravager melee attack, possibly even collection possession animation (I admit, increasing Dragoon Smash animation speed would be totally bonkers, and I don't hate myself enough to wish for THAT change). Closest would be increased the time compression on Gold/Plat (make plat 2x speed, instead of 1.2x or whatever it is now, I forget), but it's not really the same). The thing is that per wave you'll always have 8 enemies active all the time, and you'll always have 2 "aggressive" enemies that will seek the player(s), while the others will shoot when they are within their line of sight. Also, there is also something called "Berserker mode", which happens when the wave budget reaches 0, all remaining enemies will go full ballistic rush players in an attempt to stop them. The true killers in this game are not Primes, Banshees and Praetorians: are the sneaky Abominations, Dragoons, Turrets and Geth Bombers.Indeed they are, that's why my other mod that mixes factions on silver and gold focuses on this. Not many banshees and praetorians, but there are pyros and hunters galore. Also, as to the berserk thing, I've done some slight tweaks up in that department, as well, to cope with the fact that the game now spawns 12 instead of 8 in the mod, I'd be pretty lazy to leave such things untouched
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