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Post by gothpunkboy89 on Feb 6, 2020 19:57:53 GMT
This is one of the best explanations I've read that shows how lacking the ME2 plot really is... I fully agree and have argued the same thing multiple times. And sadly, exactly this game that ruined the franchise, is touted as the best one... No wonder everything went downhill with the franchise... Because obviously they are trying to do the same thing ME2 did, but failed miserably. Even Andromeda is structurally designed to be like ME2. Actually, I would argue that ME1 is really the template that Andromeda lifts from. Andromeda has a lot more focus on its main story than 2 did in comparison to its companion content, but we're constantly pulled out of focus by a lot of the expansive wandering, doubling down on a problem that existed in the first game. Remember, ME2 had a lot of design decisions that were drastic responses to issues players had with ME1, with 3 then responding in kind to 2, but then players complained, saying how much we wanted a new game to be like ME1, and then BioWare did that.......and here we are. The glorious endless cycle of video game development were go on long enough and eventually you circle back to the start. Though like in many cases rather then adding what players asked for they also subtracted parts that players were OK with to add those fixes. Rather then add those fixes without removing entirely the good or OK aspects of the game.
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Post by Hanako Ikezawa on Feb 6, 2020 20:09:17 GMT
Doesn’t respect or like her enough to refer to her by her first name is my guess. Why would using the last name of a character mean someone doesn't respect or like them? Has a sense of being formal about them rather than having a sort of bond that using a first name can suggest. Just a thing I’ve noticed some others do on places like this over the years.
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Post by gothpunkboy89 on Feb 6, 2020 20:10:03 GMT
As for the power wheel, I disagree that this in itself was a problem. The problem is that too many ability combos make short work of just about everything. Profile favorites don't so much optimize for any particular encounter but change the flavor of the same firefight. ME3, I feel, had the best implementation of overall ability synergy, because not all ability combinations worked best for all encounters, whereas I can stick to the same 3 abilities in Andromeda and mollywhop everything, even fiends. Overall, I think combat mechanics in Andromeda is still vastly superior for the simple fact that it emphasizes mobility over a protracted game of Death Peekaboo. And yet you can't use any of your team mates combos. And because most of them require significant points to have invested in them to get them to either prime or detonate is ham strings the hell out of someone playing a biotic early to mid game. Tech is far easier and more reliable even when trying to play a biotic character I ended up doing all the activities needed to get trophies and then just went back to my flame/Cloak/electric combo options because they covered all the bases. Because again any shield prevents biotics from working.
As for the death peekaboo I spend the same amount of time in cover as I did in ME 1,2 and 3. Nothing about that changed. Every major fight was me sitting in cover shooting only when the Kett or Rokar popped their heads up. Even playing as a Vanguard I spent more time hiding in cover slowly stripping shields and health so I could at least use some biotic power combo.
ME2 and ME3 I was far more mobile as a Vanguard then I was as one in MEA.
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Post by Ascend on Feb 6, 2020 20:28:16 GMT
As for the power wheel, I disagree that this in itself was a problem. The problem is that too many ability combos make short work of just about everything. Profile favorites don't so much optimize for any particular encounter but change the flavor of the same firefight. ME3, I feel, had the best implementation of overall ability synergy, because not all ability combinations worked best for all encounters, whereas I can stick to the same 3 abilities in Andromeda and mollywhop everything, even fiends. Overall, I think combat mechanics in Andromeda is still vastly superior for the simple fact that it emphasizes mobility over a protracted game of Death Peekaboo. And yet you can't use any of your team mates combos. And because most of them require significant points to have invested in them to get them to either prime or detonate is ham strings the hell out of someone playing a biotic early to mid game. Tech is far easier and more reliable even when trying to play a biotic character I ended up doing all the activities needed to get trophies and then just went back to my flame/Cloak/electric combo options because they covered all the bases. Because again any shield prevents biotics from working. As for the death peekaboo I spend the same amount of time in cover as I did in ME 1,2 and 3. Nothing about that changed. Every major fight was me sitting in cover shooting only when the Kett or Rokar popped their heads up. Even playing as a Vanguard I spent more time hiding in cover slowly stripping shields and health so I could at least use some biotic power combo.
ME2 and ME3 I was far more mobile as a Vanguard then I was as one in MEA.
Not trying to discount what you're saying, but, I have to post this xD
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Post by Deleted on Feb 6, 2020 21:01:39 GMT
You gripe endlessly about not having the ability to not recruit T'soni in ME1 Endlessly? So link me to a post when I last said that. I do? Got a link to back that up? Huge? Never said huge. Or are you just buttering up your disagreeing with what I posted? No matter. Bioware removed a choice that was in the previous 3 games. Let's say I do that on my first playthrough. After that playthrough, I decide to post a review of the game mentioning the character I refused to talk with was crap, would you be ok with that? Or would it be better if I talk to the character throughout the game to decide whether or not I like the character? 1) No, I won't because you know you've said it many times over the last few years and you're just being difficult. 2) The post I quoted implies it. 3) I amend - Hardly a step backwards. It means essentially the same thing. Over the entire length of the franchise, being not able to choose squad members has been a thing for the majority of squad mates. 4) Strawman argument if I ever saw one. I don't care about your reviews. I don't read them or watch them or listen to them (depending on what media you do reviews for). You would be no more able to properly render an opinion on the character if you chose to not recruit them than if you never talked with them.
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Post by Deleted on Feb 6, 2020 21:28:23 GMT
The sum total of the history of the geth that we learn in ME1 can be summed up in a single info-dump from Tali. Not really... When you meet Ashley on Eden Prime, Kaiden mentions that the Geth have not been seen outside the Veil for over 200 years. That line alone, already tells you that Geth are a known "species", and that Geth avoid other races and have been doing so for a long time. Simply by looking at the Geth in that same mission, we learn they are basically robots (the game calls them synthetics), and that they can create 'zombies' known as husks from humans. And Tali didn't even come in the picture at this point. What we learn from Tali later is that her people created the Geth, accidentally made them sentient, tried to exterminate them, where they rebelled and drove Tali's people from their homeworld. Oh, and that they are smarter in larger groups. All that is nice lore, but not that relevant to the main plot of ME1. When was the last time you replayed or watch someone else replay ME1? Because it sounds like memories are a little lacking in certain aspects. What we learn about the Kett comes much more slowly and is in better context with the discovery of an alien race where there is no one around who can just conveniently info dump. It is a better context for a new race. But, as I said previously, the Geth are a known race. The Collectors and Kett are not. So, I have to reiterate; I was not arguing which race is better (although I soon will be), but rather that the Collectors and Kett are more similar to each other than the Geth to either one of them, tying back to the structure of ME2 and MEA being more similar to each other than MEA to ME1. The reason I brought up Diabolus ex Machina, is because the Collectors feel that way. They feel like a race that was shoe-horned in there to have a new enemy in ME2 so the reapers don't yet arrive. The Kett are similar. It feels like they were added just because you need a new enemy in the game. It is also somewhat more dependent on the player's willingness to scan and read/speculate about the results of those scan. On Habitat 7 alone, we can learn almost as much about the Kett as Tali tells us about the geth, but a lot of players I've seen just race through the levels and then whine about not having been given background information... something that is hypocritical to their also whining about not being able to explore at the same time. Through the course of the game, we learn much more about the Kett than we ever learn about the geth in ME1... again, smaller bits and pieces and dependent upon the player paying attention, doing the side quests, making the scans and reading them, reading the datapads. It's less "in your face"... more like doing real archaeology. That sounds more like a lack of focus rather than good game design. If it is vital information, it should be given in a way that the player undoubtedly gets that information. But how much given info about the Kett was really relevant? The only vital one that I recall is exaltation. In ME1 enough information was given about the Geth for them to serve their purpose for the game. Remember that they are not the main enemy of the game, unlike the Kett in MEA (and Collectors in ME2). And even having said that, ME1 still created the Geth to be more interesting. Why? Because after you learn their history, it inevitably makes you wonder if they really were wrong to drive the Quarians from their homeworld, for example. It was the Quarians that wanted to kill them after all... The Kett... They do exaltation as a way for reproduction. But rather than presenting it as solely a necessity for survival and them having another side, they kill any sort of alternate perspective by telling you that they look down on other races, and that they made exaltation a religious ritual. Basically, they made them purely evil for the sake of it. That is in direct contrast to the Geth which even in the first game was hinted that they might not be purely evil, or Saren, who despite being your enemy, wasn't purely evil. Short version. The Geth in ME1 might be simple writing, but it's not lazy. The Collectors and the Kett are lazy writing. All that really says is you like info dumps better than exploring and digging for bits and pieces of information. The fanbase asked for exploration. They got it and then iddn't want it. They had become dependent on the info-dump approach. I'm saying it's different. You're the one hung up on the idea of one being superior to the other. They are different stories. That is all... and I'd bet dollars to donuts if Bioware had inserted a all-in-one paragraph info-dump on the Kett and Remnant and Angara into ME:A, you'd be here complaining about that approach instead... saying it doesn't make sense to have someone already know everything about them and it robs us of our chance to explore (because you have said similar things about there even already being AI people on planets like Kadara).
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Post by KaiserShep on Feb 6, 2020 21:46:09 GMT
As for the power wheel, I disagree that this in itself was a problem. The problem is that too many ability combos make short work of just about everything. Profile favorites don't so much optimize for any particular encounter but change the flavor of the same firefight. ME3, I feel, had the best implementation of overall ability synergy, because not all ability combinations worked best for all encounters, whereas I can stick to the same 3 abilities in Andromeda and mollywhop everything, even fiends. Overall, I think combat mechanics in Andromeda is still vastly superior for the simple fact that it emphasizes mobility over a protracted game of Death Peekaboo. And yet you can't use any of your team mates combos. And because most of them require significant points to have invested in them to get them to either prime or detonate is ham strings the hell out of someone playing a biotic early to mid game. Tech is far easier and more reliable even when trying to play a biotic character I ended up doing all the activities needed to get trophies and then just went back to my flame/Cloak/electric combo options because they covered all the bases. Because again any shield prevents biotics from working.
As for the death peekaboo I spend the same amount of time in cover as I did in ME 1,2 and 3. Nothing about that changed. Every major fight was me sitting in cover shooting only when the Kett or Rokar popped their heads up. Even playing as a Vanguard I spent more time hiding in cover slowly stripping shields and health so I could at least use some biotic power combo.
ME2 and ME3 I was far more mobile as a Vanguard then I was as one in MEA.
It's literally impossible to be more mobile in ME3 than as an Explorer biotic in MEA. I can blink through the air, through objects, biotic charge in a death-from-above maneuver. I can essentially avoid cover altogether because the enemies have to keep repositioning as I lay into them. Going back to the ME trilogy, I feel planted and slower. I love ME3's combat the most of the trilogy, but Shepard is basically a tree compared to what you can accomplish in MEA. I do agree that the biotic combo definitely got the short end of the stick. I don't see significant gains in combo attacks until I have Drack and Vetra in my team.
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Post by themikefest on Feb 6, 2020 22:29:25 GMT
No, I won't because you know you've said it many times over the last few years and you're just being difficult. Difficult? No. If it was endless, it wouldn't have been hard for you to find a post of mine to link to. Since there's no choice to not recruit a squadmate in MEA, that character will always be in cutscenes, even add dialogue whereas if that character isn't recruited, she/he is not seen in any of the cutscenes or has any dialogue. For me, I like to have the option of not recruiting a squadmate return for the next game.
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Post by themikefest on Feb 6, 2020 22:31:43 GMT
but Shepard is basically a tree compared to what you can accomplish in MEA. Take away the sam thing and the jetpack, Ryder would be a tree, right?
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Post by KaiserShep on Feb 6, 2020 23:10:39 GMT
but Shepard is basically a tree compared to what you can accomplish in MEA. Take away the sam thing and the jetpack, Ryder would be a tree, right? I'm not sure what this is arguing. This isn't about the character, but rather the game's combat mechanics. Andromeda simply provides more mobility. The reason why doesn't really matter.
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Post by ahglock on Feb 7, 2020 1:00:21 GMT
And yet you can't use any of your team mates combos. And because most of them require significant points to have invested in them to get them to either prime or detonate is ham strings the hell out of someone playing a biotic early to mid game. Tech is far easier and more reliable even when trying to play a biotic character I ended up doing all the activities needed to get trophies and then just went back to my flame/Cloak/electric combo options because they covered all the bases. Because again any shield prevents biotics from working.
As for the death peekaboo I spend the same amount of time in cover as I did in ME 1,2 and 3. Nothing about that changed. Every major fight was me sitting in cover shooting only when the Kett or Rokar popped their heads up. Even playing as a Vanguard I spent more time hiding in cover slowly stripping shields and health so I could at least use some biotic power combo.
ME2 and ME3 I was far more mobile as a Vanguard then I was as one in MEA.
It's literally impossible to be more mobile in ME3 than as an Explorer biotic in MEA. I can blink through the air, through objects, biotic charge in a death-from-above maneuver. I can essentially avoid cover altogether because the enemies have to keep repositioning as I lay into them. Going back to the ME trilogy, I feel planted and slower. I love ME3's combat the most of the trilogy, but Shepard is basically a tree compared to what you can accomplish in MEA. I do agree that the biotic combo definitely got the short end of the stick. I don't see significant gains in combo attacks until I have Drack and Vetra in my team. Not sure if this is what they are thinking of but for me. In a game there is more to mobility than that. I’m Sure there is a build where it’s possible in MEA but I never found it. But, in ME 2/3 as a vanguard I just chained charges together with shotguns if I grabbed cover it was for a split second as charge finished a cooldown. In MEA I didnt murderlate at the same speeds trying that and I ended up having to grab cover and sit in cover more often due to the damage I put out compared to enemy defenses and how enemies were spread out not allowing me to plow into a group and shotgun the group to death before they reacted. I kill one but 2 is too far away to go murderlate instantly, so I grab cover while stuff recharges. Claymore one shot kills, reload cancelling, charge it was a constant stream of movement and death. MEA I can’t pull that off on insanity which is the only difficulty I play on. I’d wager for every other style MEA is at least as mobile and usually more mobile. Personally not my tastes. I think cover is important and should be emphasized more.
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Post by Deleted on Feb 7, 2020 1:04:22 GMT
No, I won't because you know you've said it many times over the last few years and you're just being difficult. Difficult? No. If it was endless, it wouldn't have been hard for you to find a post of mine to link to. Since there's no choice to not recruit a squadmate in MEA, that character will always be in cutscenes, even add dialogue whereas if that character isn't recruited, she/he is not seen in any of the cutscenes or has any dialogue. For me, I like to have the option of not recruiting a squadmate return for the next game. Perhaps in the next ME:A, they'll give us a choice of either not recruiting Vetra or not recruiting Drack (ala ME1 of having the option to not recruit either Wrex or Garrus, but having to recruit at least one of them). As I said before I (read I) don't think ME:A's elimination of what was such a restricted choice to start with was a huge step backwards... and I doubt very much that reinserting in the same for as they did in ME1 would pacify your complaints.
Also, I never said finding a link would be hard to do. I am simply refusing to do it because you're being difficult.
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Post by gothpunkboy89 on Feb 7, 2020 2:08:09 GMT
And yet you can't use any of your team mates combos. And because most of them require significant points to have invested in them to get them to either prime or detonate is ham strings the hell out of someone playing a biotic early to mid game. Tech is far easier and more reliable even when trying to play a biotic character I ended up doing all the activities needed to get trophies and then just went back to my flame/Cloak/electric combo options because they covered all the bases. Because again any shield prevents biotics from working. As for the death peekaboo I spend the same amount of time in cover as I did in ME 1,2 and 3. Nothing about that changed. Every major fight was me sitting in cover shooting only when the Kett or Rokar popped their heads up. Even playing as a Vanguard I spent more time hiding in cover slowly stripping shields and health so I could at least use some biotic power combo.
ME2 and ME3 I was far more mobile as a Vanguard then I was as one in MEA.
Not trying to discount what you're saying, but, I have to post this xD Now get on insanity difficulty using pure biotics and go against a shielded Anointed.
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Post by Ascend on Feb 7, 2020 2:12:51 GMT
All that really says is you like info dumps better than exploring and digging for bits and pieces of information. Not at all. And I can disprove that easily. One of the things that I've criticized the most in ME2, is the info dump that the Collectors are basically Prothean husks. That is an info dump, and I dislike it. That alone disproves your premise. I don't dislike it because it's either an info dump or because it's something acquired through exploring or digging for bits. I dislike it because it has zero weight for the progress of the game. The fanbase asked for exploration. They got it and then iddn't want it. They had become dependent on the info-dump approach. I'm saying it's different. You're the one hung up on the idea of one being superior to the other. They are different stories. That is all... Yes, they are different stories. One being lazy and the other one not being lazy is the biggest difference. and I'd bet dollars to donuts if Bioware had inserted a all-in-one paragraph info-dump on the Kett and Remnant and Angara into ME:A, you'd be here complaining about that approach instead... If it is useless info, yes. If it's not useless, no. The point you're not getting is that for me, it's not about how the info is given, but the substance of the info. I still stand by my statement though, that vital information should be easily accessible to the player. Imagine if in ME1 information that Sovereign gave on Virmire would be on some random planet in a secret hidden away cave that you can only find by deeply exploring. It would literally kill the plot and story for anyone that did not find it. That is obviously something to avoid. That would be bad game design. you'd be here complaining about that approach instead... saying it doesn't make sense to have someone already know everything about them and it robs us of our chance to explore ( because you have said similar things about there even already being AI people on planets like Kadara). Huh? Where did I say that? I think you have to go back and look at my post you just quoted about what I said about the Geth.
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Post by gothpunkboy89 on Feb 7, 2020 3:11:13 GMT
And yet you can't use any of your team mates combos. And because most of them require significant points to have invested in them to get them to either prime or detonate is ham strings the hell out of someone playing a biotic early to mid game. Tech is far easier and more reliable even when trying to play a biotic character I ended up doing all the activities needed to get trophies and then just went back to my flame/Cloak/electric combo options because they covered all the bases. Because again any shield prevents biotics from working.
As for the death peekaboo I spend the same amount of time in cover as I did in ME 1,2 and 3. Nothing about that changed. Every major fight was me sitting in cover shooting only when the Kett or Rokar popped their heads up. Even playing as a Vanguard I spent more time hiding in cover slowly stripping shields and health so I could at least use some biotic power combo.
ME2 and ME3 I was far more mobile as a Vanguard then I was as one in MEA.
It's literally impossible to be more mobile in ME3 than as an Explorer biotic in MEA. I can blink through the air, through objects, biotic charge in a death-from-above maneuver. I can essentially avoid cover altogether because the enemies have to keep repositioning as I lay into them. Going back to the ME trilogy, I feel planted and slower. I love ME3's combat the most of the trilogy, but Shepard is basically a tree compared to what you can accomplish in MEA. I do agree that the biotic combo definitely got the short end of the stick. I don't see significant gains in combo attacks until I have Drack and Vetra in my team. You must be playing on normal. Because once you level up a bit the enemies become a joke of a joke really fast. But on hard and particularly insanity things go south very very very very very fast for biotics. Particularly early game were you literally have a leg and arm amputated. The large amount of shielded enemies prevent you from priming any biotic combs. With the double kick to the nuts of having extremely limited selection for combos forcing you to pick one detonator and 2 primers or 1 primer and two detonators and are constantly waiting for one to be off cool down.
Even a maxed out Charge wouldn't kill or even drop an Anointed's shields in one hit. Leaving you wide open to be killed in a few seconds because you dared to step out of cover. The Observers are just as bad because that eye beam once it hits you strips your shields and health really quickly. And since they are shielded you can't use any biotic combos on them until you strip their shields.
I've done insanity runs with Vanguards before in the OT. And they are not easy but with a little luck and several tries I'm able to get though levels. Andromeda was so nut crushingly BS against the Vanguard that I actually found myself using assault and sniper rifles and playing more like an infiltrator were I sit back and pick off enemies at a distance. Half way though the 2nd planet I literally said F this and just respected into my infiltrator class again and the game difficulty dropped significantly because cloaking and sitting back at a distance and picking enemies off, as well as being able to utilize fire and overload for tech combos made striping shields and dealing with armor 110% easier.
And you can consider the MP side of the game a whole different beast but is highlights the same issues when you are restricted from making yourself over leveled. They clearly don't want you holding up in a spot like in ME3. But any time you leave cover and there are more then 2 enemies around or even worse enemies like Observer around you get kicked in the stomach pretty dam quickly for daring to leave cover. Bronze difficulty was the only one without this being evident with Gold being so bad it honestly felt more like playing Platinum on ME3.
Everyone might have different experiences but for me the mobile action on higher difficulties = kett foot planted firmly up my colon. Switching to playing death peekaboo = me firmly planting my foot up the kett's colon.
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Post by Deleted on Feb 7, 2020 3:23:42 GMT
All that really says is you like info dumps better than exploring and digging for bits and pieces of information. Not at all. And I can disprove that easily. One of the things that I've criticized the most in ME2, is the info dump that the Collectors are basically Prothean husks. That is an info dump, and I dislike it. That alone disproves your premise. I don't dislike it because it's either an info dump or because it's something acquired through exploring or digging for bits. I dislike it because it has zero weight for the progress of the game. The fanbase asked for exploration. They got it and then iddn't want it. They had become dependent on the info-dump approach. I'm saying it's different. You're the one hung up on the idea of one being superior to the other. They are different stories. That is all... Yes, they are different stories. One being lazy and the other one not being lazy is the biggest difference. and I'd bet dollars to donuts if Bioware had inserted a all-in-one paragraph info-dump on the Kett and Remnant and Angara into ME:A, you'd be here complaining about that approach instead... If it is useless info, yes. If it's not useless, no. The point you're not getting is that for me, it's not about how the info is given, but the substance of the info. I still stand by my statement though, that vital information should be easily accessible to the player. Imagine if in ME1 information that Sovereign gave on Virmire would be on some random planet in a secret hidden away cave that you can only find by deeply exploring. It would literally kill the plot and story for anyone that did not find it. That is obviously something to avoid. That would be bad game design. you'd be here complaining about that approach instead... saying it doesn't make sense to have someone already know everything about them and it robs us of our chance to explore ( because you have said similar things about there even already being AI people on planets like Kadara). Huh? Where did I say that? I think you have to go back and look at my post you just quoted about what I said about the Geth. Zero progress for the story in the game? The kett are turning the Angara into kett and have a desire to destroy the cluster using the remnant technology that discovering the language is what is enabling SAM to help Ryder unlock the vaults. The bits and pieces of kett lore than you find throughout the game are far more intregal to the story of that game than the geth being of limited AI programming was to the MET. The geth had no influence on what the Reapers did. They were mere slaves of the Reapers and dumb mooks for us to kill. Their revelation that they worshipped the Reapers also ultimately had absolutely zero bearing on the progress of the story. They were merely a curiosity.
Just because you don't like some info dumps doesn't mean that what you said in the post I quoted basically only boils down to that you prefer the info-dump style of gaming than the dig and get in random bits and pieces style. You want to TOLD in an obvious way what information is, in your opinion, crucial to the story. That's what said and what it means is you prefer to have an info dump because digging for bits and pieces means the different players will miss different pieces of information... including what might be crucial to their understanding of the story. However, what is crucial is somewhat subjective.... as the previous paragraph illustrates. You feel that the information about the kett is of no importance to the story. I feel it is. Our understanding of what ME:A and ME1 is all about is therefore different... as is our relative enjoyment of each game.
I believe that you have said that ME:A lacks in the area of exploration because the planets we visit had already been visited by people from the AI... that first contact wasn't first contact. If it wasn't you, then it was someone else. My bad.
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Post by ahglock on Feb 7, 2020 3:31:56 GMT
Not trying to discount what you're saying, but, I have to post this xD Now get on insanity difficulty using pure biotics and go against a shielded Anointed. What do you mean by pure. I play an adept but I don’t forget I have a gun. They are a bit tedious as you plink away at the floating ball but once it’s gone lift, throw, blaze away with your gun, repeat.
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Post by ahglock on Feb 7, 2020 3:35:22 GMT
It's literally impossible to be more mobile in ME3 than as an Explorer biotic in MEA. I can blink through the air, through objects, biotic charge in a death-from-above maneuver. I can essentially avoid cover altogether because the enemies have to keep repositioning as I lay into them. Going back to the ME trilogy, I feel planted and slower. I love ME3's combat the most of the trilogy, but Shepard is basically a tree compared to what you can accomplish in MEA. I do agree that the biotic combo definitely got the short end of the stick. I don't see significant gains in combo attacks until I have Drack and Vetra in my team. You must be playing on normal. Because once you level up a bit the enemies become a joke of a joke really fast. But on hard and particularly insanity things go south very very very very very fast for biotics. Particularly early game were you literally have a leg and arm amputated. The large amount of shielded enemies prevent you from priming any biotic combs. With the double kick to the nuts of having extremely limited selection for combos forcing you to pick one detonator and 2 primers or 1 primer and two detonators and are constantly waiting for one to be off cool down.
Even a maxed out Charge wouldn't kill or even drop an Anointed's shields in one hit. Leaving you wide open to be killed in a few seconds because you dared to step out of cover. The Observers are just as bad because that eye beam once it hits you strips your shields and health really quickly. And since they are shielded you can't use any biotic combos on them until you strip their shields.
I've done insanity runs with Vanguards before in the OT. And they are not easy but with a little luck and several tries I'm able to get though levels. Andromeda was so nut crushingly BS against the Vanguard that I actually found myself using assault and sniper rifles and playing more like an infiltrator were I sit back and pick off enemies at a distance. Half way though the 2nd planet I literally said F this and just respected into my infiltrator class again and the game difficulty dropped significantly because cloaking and sitting back at a distance and picking enemies off, as well as being able to utilize fire and overload for tech combos made striping shields and dealing with armor 110% easier.
And you can consider the MP side of the game a whole different beast but is highlights the same issues when you are restricted from making yourself over leveled. They clearly don't want you holding up in a spot like in ME3. But any time you leave cover and there are more then 2 enemies around or even worse enemies like Observer around you get kicked in the stomach pretty dam quickly for daring to leave cover. Bronze difficulty was the only one without this being evident with Gold being so bad it honestly felt more like playing Platinum on ME3.
Everyone might have different experiences but for me the mobile action on higher difficulties = kett foot planted firmly up my colon. Switching to playing death peekaboo = me firmly planting my foot up the kett's colon.
Singularity primes through shields. I think annihilation does as well. It doesn’t seem to do much with charge though in my experience. My adept biotic run im is usually singularity, lift, throw. I don’t have issues on insanity but I’m not terribly mobile. Not much more than me2-3. Because you can get gunned down so fast.
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Post by Pounce de León on Feb 7, 2020 10:00:15 GMT
It's literally impossible to be more mobile in ME3 than as an Explorer biotic in MEA. I can blink through the air, through objects, biotic charge in a death-from-above maneuver. I can essentially avoid cover altogether because the enemies have to keep repositioning as I lay into them. Going back to the ME trilogy, I feel planted and slower. I love ME3's combat the most of the trilogy, but Shepard is basically a tree compared to what you can accomplish in MEA. I do agree that the biotic combo definitely got the short end of the stick. I don't see significant gains in combo attacks until I have Drack and Vetra in my team. You must be playing on normal. Because once you level up a bit the enemies become a joke of a joke really fast. But on hard and particularly insanity things go south very very very very very fast for biotics. Particularly early game were you literally have a leg and arm amputated. The large amount of shielded enemies prevent you from priming any biotic combs. With the double kick to the nuts of having extremely limited selection for combos forcing you to pick one detonator and 2 primers or 1 primer and two detonators and are constantly waiting for one to be off cool down.
Even a maxed out Charge wouldn't kill or even drop an Anointed's shields in one hit. Leaving you wide open to be killed in a few seconds because you dared to step out of cover. The Observers are just as bad because that eye beam once it hits you strips your shields and health really quickly. And since they are shielded you can't use any biotic combos on them until you strip their shields.
I've done insanity runs with Vanguards before in the OT. And they are not easy but with a little luck and several tries I'm able to get though levels. Andromeda was so nut crushingly BS against the Vanguard that I actually found myself using assault and sniper rifles and playing more like an infiltrator were I sit back and pick off enemies at a distance. Half way though the 2nd planet I literally said F this and just respected into my infiltrator class again and the game difficulty dropped significantly because cloaking and sitting back at a distance and picking enemies off, as well as being able to utilize fire and overload for tech combos made striping shields and dealing with armor 110% easier.
And you can consider the MP side of the game a whole different beast but is highlights the same issues when you are restricted from making yourself over leveled. They clearly don't want you holding up in a spot like in ME3. But any time you leave cover and there are more then 2 enemies around or even worse enemies like Observer around you get kicked in the stomach pretty dam quickly for daring to leave cover. Bronze difficulty was the only one without this being evident with Gold being so bad it honestly felt more like playing Platinum on ME3.
Everyone might have different experiences but for me the mobile action on higher difficulties = kett foot planted firmly up my colon. Switching to playing death peekaboo = me firmly planting my foot up the kett's colon.
Gold wasn't so bad. You mostly needed just to punch the enemies in the nuts. It became bad when they nerfed the punching and forced us to use the fucking peashooter guns and wet noodle powers. There was a brief window where the game was actually somewhat fun but they consistently destroyed anything fun about the guns until much later in the cycle. I sticked around until they brought out platinum difficulty which I played one day and then never again. It was the pinnacle of the bullet sponge.
The jet packs were just interesting gimmicks on bronze and silver. Anything higher it was a sure way to just get killed in seconds with the pinpoint accuracy of the AI. There was one turian hover character I never tried out because I found it pretty pointless to hover out in the open trying to shoot something with a gun that needs several reloads to headshot something.
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Post by SirSourpuss on Feb 11, 2020 17:13:53 GMT
This game is ME2 at its core for basically everything. It's ME2 revamped to the "current" generation, with some added elements of the other games. That's quite the hot take. I would love to see it explained. In both cases death is used as the excuse as to why you're suddenly more powerful or have more abilities. In contrast, in ME1 you're made 'special' by a story element rather than death, which is the Cypher. OR you get UPLIFTED by TECHNOLOGY in both cases, by a PRECURSOR (Alec/Protheans) that SACRIFICED themselves so that the INHERITOR (next generation/cycle) will stand a chance of survival. And rather than having the collectors being the mysterious enemy, you have the Kett being the mysterious enemy. Or the Geth. They both remain the enemy throughout the whole game. In ME1, the initial enemy is technically not the enemy at all... That isn't technically true, either. Or, in a similar "technical" fashion, neither are the collectors, but rather the Terminator Reaper thing. Rather than looking for people to form a team, you're looking for planets to colonize So people are planets. I couldn't wait to romance and fuck Aya, so that makes sense to me. In ME1, you're looking for clues to defeat the enemy, i.e. progressing the plot. By visiting planets. Which is what you do in Andromeda. And in ME2. And ME3. Seems like it is a recurring thing across the franchise. Rather than having to make those team mates loyal, you have to make the planets viable for colonization Is that some insemination insinuation here, because yeah, that is a leap in logic, drawing parallels just because you want to there. Similarly, in ME1, you make those places you visit viable, like Feros with the Thorian and cleaning Peak 15 from the Rachni in Noveria, clearing various planets from all sorts of bugs and finding material veins, just like in Andromeda. Seems very ME1 to me so far. Rather than upgrading the Normandy you upgrade the Nexus But the Nexus has no impact to your survival whatsoever, whereas the SR2 is going to factor in to that. The Nexus is just a new basebuilding busy work minigame. As for the materials gathered to make upgrades to weapons and armor and all other tech, has more similarities to Inquisition, than a Mass Effect game altogether. I don't see a reason to continue this conversation with you. You are more interested in painting a narrative that, I have no doubt, you believe it to be so, but I don't see it. Let's agree to disagree.
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Post by alanc9 on Feb 11, 2020 21:58:26 GMT
How'd you manage to go from "I would love to see this explained" to not wanting to continue the conversation within a single post?
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Post by tatann on Feb 11, 2020 23:16:02 GMT
I couldn't wait to romance and fuck Aya Havarl is wetter, but I guess if you really like bushes, Aya makes more sense
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Post by Ascend on Feb 12, 2020 1:32:51 GMT
OR you get UPLIFTED by TECHNOLOGY in both cases, by a PRECURSOR (Alec/Protheans) that SACRIFICED themselves so that the INHERITOR (next generation/cycle) will stand a chance of survival. The cypher had nothing to do with uplifting by technology. It was a message and nothing else. Shepard gained no technical abilities due to the cypher. The uplifting by technology happens in ME2 by being revived, and in Andromeda. So, your concept of uplifting is a lot closer between Andromeda and ME2 than Andromeda and ME1. I refer you to this post; bsn.boards.net/post/1336942That isn't technically true, either. Or, in a similar "technical" fashion, neither are the collectors, but rather the Terminator Reaper thing. That's a gamey boss fight and little else. At which point during ME2 do you change from trying to stop the collectors to trying to stop the reapers? Oh right, never. Not really. Because after you defeat the Terminator, you're right back to destroying collectors. Even the ending scene is about the collector base exploding. The reapers are the cliffhanger setup for the next game and not part of the main plot of ME2 itself. In ME1, it is made clear quite early that the Geth are following Saren, making Saren the primary enemy, and not the Geth. The Geth quite early become cannon fodder like any other enemy out there. Arguing that the Geth are a primary enemy of ME1 would be like arguing that the mechs you fight after you were just revived are the primary enemy of ME2. Saren and the Collectors have much more in common than the Geth and the collectors in terms of enemy writing and plot. The difference is that Saren has depth and the Collectors don't. So people are planets. I couldn't wait to romance and fuck Aya, so that makes sense to me. I'm talking game structure. It's irrelevant if it's people or planets. By visiting planets. Which is what you do in Andromeda. And in ME2. And ME3. Seems like it is a recurring thing across the franchise. You're completely missing the point. Or you're being deliberately obtuse, considering you separated the two points that actually should go together. In all games you're visiting planets, that doesn't make the game structure the same. In No Man's Sky you're also visiting planets. That alone doesn't mean anything. The why is what makes the difference. In both ME2 and MEA you're closest to being an acquisitor. In ME2 you focus on acquiring people, in MEA you focus on acquiring planets. That's why you visit planets. Both in preparation for some end goal. In ME1, you don't focus on acquiring anything in preparation for some end goal, but rather constantly in problem solving mode. The focus is not to prepare for the goal in the end, but, to achieve the goal. Notice how I said the focus. Both have preparation and achieving, but they are structured completely differently in ME1 compared to the other two. Is that some insemination insinuation here, because yeah, that is a leap in logic, drawing parallels just because you want to there. Similarly, in ME1, you make those places you visit viable, like Feros with the Thorian and cleaning Peak 15 from the Rachni in Noveria, clearing various planets from all sorts of bugs and finding material veins, just like in Andromeda. Seems very ME1 to me so far. You're still not getting it, obviously. Let me put it as simple as possible. In ME2 when you go somewhere to recruit someone, you know you're there to recruit someone, and ultimately you do. In MEA when you go somewhere to make the planet viable, you know you're there to make the planet viable, and ultimately you do. In ME1, when you go somewhere, you don't really know why you are going there. You're hoping to find a clue that can help you stop the enemy, or even find the enemy itself there. Generally it's presented as stopping the Geth and ultimately there's something completely different going on. Stopping the Geth becomes the side quest so to speak. And to elaborate, take Feros. Do you know anything about the Thorian? No. You don't. You go there to stop the Geth and try to find information to stop Saren, but instead you find out that something completely different is going on. In ME2, you already know who you're going to recruit. You know whether they're an assassin, a doctor, a crazy chick. Some small details might be interesting, but ultimately you recruit someone you were expecting to recruit. The only exception is Legion. But the Nexus has no impact to your survival whatsoever, whereas the SR2 is going to factor in to that. The Nexus is just a new basebuilding busy work minigame. You don't know in advance how things are going to work out. From the player perspective, you're doing the same thing while playing the game. The consequences being different in the end doesn't somehow change how the game is structured. As for the materials gathered to make upgrades to weapons and armor and all other tech, has more similarities to Inquisition, than a Mass Effect game altogether. I never mentioned upgrades. But you think it's relevant apparently. Ok. Andromeda's upgrade system is a mess. In ME2 you gather materials for upgrades, and so do you in Andromeda. In ME1, you don't. You simply loot the upgraded weapons/armor. Not saying the latter is better, but, there is more overlap here with ME2 than ME1. I would be trying to keep Inquisition out of it, but that seems impossible at this point. Technically Inquisition also tried to take things from ME2 and DA2 and tackle the claustrophobic problem at the same time. But I'm not going to focus on that. The main thing that Andromeda takes from Inquisition is the crafting. Most of the other weapon/armor system was taken from ME3, which built from ME2's shallow lackluster upgrade system. ME3 has the best upgrade system of all the Mass Effect games, and it was based off of ME2. I don't see a reason to continue this conversation with you. You are more interested in painting a narrative that, I have no doubt, you believe it to be so, but I don't see it. Let's agree to disagree. Saves me from having to write more walls of text.
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Post by SirSourpuss on Feb 12, 2020 12:49:43 GMT
but I guess if you really like bushes
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Post by SirSourpuss on Feb 12, 2020 12:50:03 GMT
OR you get UPLIFTED by TECHNOLOGY in both cases, by a PRECURSOR (Alec/Protheans) that SACRIFICED themselves so that the INHERITOR (next generation/cycle) will stand a chance of survival. The cypher had nothing to do with uplifting by technology. It was a message and nothing else. Shepard gained no technical abilities due to the cypher. The uplifting by technology happens in ME2 by being revived, and in Andromeda. So, your concept of uplifting is a lot closer between Andromeda and ME2 than Andromeda and ME1. I refer you to this post; bsn.boards.net/post/1336942That isn't technically true, either. Or, in a similar "technical" fashion, neither are the collectors, but rather the Terminator Reaper thing. That's a gamey boss fight and little else. At which point during ME2 do you change from trying to stop the collectors to trying to stop the reapers? Oh right, never. Not really. Because after you defeat the Terminator, you're right back to destroying collectors. Even the ending scene is about the collector base exploding. The reapers are the cliffhanger setup for the next game and not part of the main plot of ME2 itself. In ME1, it is made clear quite early that the Geth are following Saren, making Saren the primary enemy, and not the Geth. The Geth quite early become cannon fodder like any other enemy out there. Arguing that the Geth are a primary enemy of ME1 would be like arguing that the mechs you fight after you were just revived are the primary enemy of ME2. Saren and the Collectors have much more in common than the Geth and the collectors in terms of enemy writing and plot. The difference is that Saren has depth and the Collectors don't. So people are planets. I couldn't wait to romance and fuck Aya, so that makes sense to me. I'm talking game structure. It's irrelevant if it's people or planets. By visiting planets. Which is what you do in Andromeda. And in ME2. And ME3. Seems like it is a recurring thing across the franchise. You're completely missing the point. Or you're being deliberately obtuse, considering you separated the two points that actually should go together. In all games you're visiting planets, that doesn't make the game structure the same. In No Man's Sky you're also visiting planets. That alone doesn't mean anything. The why is what makes the difference. In both ME2 and MEA you're closest to being an acquisitor. In ME2 you focus on acquiring people, in MEA you focus on acquiring planets. That's why you visit planets. Both in preparation for some end goal. In ME1, you don't focus on acquiring anything in preparation for some end goal, but rather constantly in problem solving mode. The focus is not to prepare for the goal in the end, but, to achieve the goal. Notice how I said the focus. Both have preparation and achieving, but they are structured completely differently in ME1 compared to the other two. Is that some insemination insinuation here, because yeah, that is a leap in logic, drawing parallels just because you want to there. Similarly, in ME1, you make those places you visit viable, like Feros with the Thorian and cleaning Peak 15 from the Rachni in Noveria, clearing various planets from all sorts of bugs and finding material veins, just like in Andromeda. Seems very ME1 to me so far. You're still not getting it, obviously. Let me put it as simple as possible. In ME2 when you go somewhere to recruit someone, you know you're there to recruit someone, and ultimately you do. In MEA when you go somewhere to make the planet viable, you know you're there to make the planet viable, and ultimately you do. In ME1, when you go somewhere, you don't really know why you are going there. You're hoping to find a clue that can help you stop the enemy, or even find the enemy itself there. Generally it's presented as stopping the Geth and ultimately there's something completely different going on. Stopping the Geth becomes the side quest so to speak. And to elaborate, take Feros. Do you know anything about the Thorian? No. You don't. You go there to stop the Geth and try to find information to stop Saren, but instead you find out that something completely different is going on. In ME2, you already know who you're going to recruit. You know whether they're an assassin, a doctor, a crazy chick. Some small details might be interesting, but ultimately you recruit someone you were expecting to recruit. The only exception is Legion. But the Nexus has no impact to your survival whatsoever, whereas the SR2 is going to factor in to that. The Nexus is just a new basebuilding busy work minigame. You don't know in advance how things are going to work out. From the player perspective, you're doing the same thing while playing the game. The consequences being different in the end doesn't somehow change how the game is structured. As for the materials gathered to make upgrades to weapons and armor and all other tech, has more similarities to Inquisition, than a Mass Effect game altogether. I never mentioned upgrades. But you think it's relevant apparently. Ok. Andromeda's upgrade system is a mess. In ME2 you gather materials for upgrades, and so do you in Andromeda. In ME1, you don't. You simply loot the upgraded weapons/armor. Not saying the latter is better, but, there is more overlap here with ME2 than ME1. I would be trying to keep Inquisition out of it, but that seems impossible at this point. Technically Inquisition also tried to take things from ME2 and DA2 and tackle the claustrophobic problem at the same time. But I'm not going to focus on that. The main thing that Andromeda takes from Inquisition is the crafting. Most of the other weapon/armor system was taken from ME3, which built from ME2's shallow lackluster upgrade system. ME3 has the best upgrade system of all the Mass Effect games, and it was based off of ME2. I don't see a reason to continue this conversation with you. You are more interested in painting a narrative that, I have no doubt, you believe it to be so, but I don't see it. Let's agree to disagree. Saves me from having to write more walls of text. No, thanks.
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