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Post by biggydx on Oct 20, 2022 17:58:46 GMT
From my own perspective, I want to look at it in the confines similar to the gameplay elements that were introduced with the Suicide mission in ME2. You selected which companions you believed would be best used for a particular task, and depending on their acuity at it, as well as whether you completed their loyalty mission, they would either succeed or die.
From this starting point, I feel like there could be setpoint during certain missions where you could assign your enlisted companions to take up positions at specific points on the map. Depending on what the environmental object offers, and how your companion utilizes it, will drastically change the flow of the battle. Case in point, if you have a high point on the map that looks like a great Snipers nest, and you have a companion similar to a Garrus or Legion with you, you can set them up to provide you with excellent cover fire when moving. On the other hand, if you have an Engineer-style character, they could provide a smoke screen that reduces enemy visibility.
It would also be nice if something similar to this could be intertwined with a narrative setpiece that involves you needing to make split decisions. For example, maybe you're going to need to meet up with an influential - but dangerous - individual. They want you out in the open to talk, but it's way to easy to suspect they've got goons surrounding the environment nearby. While walking into this open space for the meeting, you'd have only a handful of seconds to communicate to your companions where they need to go or station themselves.
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Post by RedCaesar97 on Oct 23, 2022 20:32:45 GMT
Addressing the specific point(s) you brought up, I think having elements similar to the ME2 Suicide Mission like you suggest would be interesting. Having to choose squadmates for specific tasks would be interesting from a gameplay perspective, but it would require downsides for doing it "wrong" -- deaths of squadmates, or deaths of NPCs that could affect future missions. Otherwise it would be kind of a pointless mechanic.
In terms of other combat mechanics... most of what I want is a return to ME2-style combat, which would be seen as a step back for many players.
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Post by Deleted on Oct 25, 2022 16:55:28 GMT
In terms of other combat mechanics... most of what I want is a return to ME2-style combat, which would be seen as a step back for many players. If you are specifically talking about shield-gate/health-gate mechanics, I guess I agree with those that would see this as a step backwards. I could come your way with a little tweaking. Armored enemies at higher difficulties in ME2 are just bullet sponges, and IMO their TTK is too long. It is a bit of "too much realism", in that if Shepard had to work that hard to kill every YMIR mech, he would ever make it off of some lost UNC and would be just another cautionary tale of stupid humans and the one that thought he could play Spectre. ME3 took this a little too far, but it is a system I have grown to appreciate through thousands of hours wasting time in MP. Find a happy medium here and I'm interested. If this isn't what you're talking about, then forgive me... and, uh, what were you talking about then  ?
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Post by RedCaesar97 on Oct 25, 2022 21:05:41 GMT
In terms of other combat mechanics... most of what I want is a return to ME2-style combat, which would be seen as a step back for many players. If you are specifically talking about shield-gate/health-gate mechanics, I guess I agree with those that would see this as a step backwards. I could come your way with a little tweaking. Armored enemies at higher difficulties in ME2 are just bullet sponges, and IMO their TTK is too long. It is a bit of "too much realism", in that if Shepard had to work that hard to kill every YMIR mech, he would ever make it off of some lost UNC and would be just another cautionary tale of stupid humans and the one that thought he could play Spectre. ME3 took this a little too far, but it is a system I have grown to appreciate through thousands of hours wasting time in MP. Find a happy medium here and I'm interested. If this isn't what you're talking about, then forgive me... and, uh, what were you talking about then  ? What I would like: 1. All enemies at Normal or higher difficulty to have at least one protection layer: shields or armor. Could also add Barrier as a third type of protection layer. On easier difficulties, only elite+ enemies have protection layers. I know a lot of players would not like the idea of all enemies having protection layers starting on Normal. As a compromise, maybe add it starting on a harder difficulty. 2. All weapons (and some powers of course) have damage modifiers versus protection layers. I think everyone would be okay with this returning. Give players a reason to actually use multiple weapons. You can do damage modifiers in the following ways: - "Positive" damage (greater than 100%) versus certain protection layers. Mass Effect 2 did this for all weapon damage modifiers. For example, Pistols deal 150% or 200% damage versus armor. - "Negative" damage (less than 100%) versus certain protection layers. For example, Pistols deal 50% damage versus shields. 3. This would be highly controversial and would be considered a big downgrade by a majority or players: Only biotic powers can create power combos. Only certain biotics can prime or detonate. Combos may be explosions or increased physics. I know only me and a few other players would actually like this change back from ME2. Mass Effect 3 went overboard on the combos; Mass Effect Andromeda scaled it back a bit while expanding some of the combo potential by allowing more mix-and-matching of primers and detonators. In my opinion, power combos work better in multiplayer where you have a restricted toolsets (kits/characters) combined with cooperative gameplay, but it homogenizes the gameplay in single player. Mass Effect 3 was especially egregious in this regard.
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Post by Deleted on Oct 26, 2022 7:38:12 GMT
If you are specifically talking about shield-gate/health-gate mechanics, I guess I agree with those that would see this as a step backwards. I could come your way with a little tweaking. Armored enemies at higher difficulties in ME2 are just bullet sponges, and IMO their TTK is too long. It is a bit of "too much realism", in that if Shepard had to work that hard to kill every YMIR mech, he would ever make it off of some lost UNC and would be just another cautionary tale of stupid humans and the one that thought he could play Spectre. ME3 took this a little too far, but it is a system I have grown to appreciate through thousands of hours wasting time in MP. Find a happy medium here and I'm interested. If this isn't what you're talking about, then forgive me... and, uh, what were you talking about then  ? What I would like: 1. All enemies at Normal or higher difficulty to have at least one protection layer: shields or armor. Could also add Barrier as a third type of protection layer. On easier difficulties, only elite+ enemies have protection layers. I know a lot of players would not like the idea of all enemies having protection layers starting on Normal. As a compromise, maybe add it starting on a harder difficulty. 2. All weapons (and some powers of course) have damage modifiers versus protection layers. I think everyone would be okay with this returning. Give players a reason to actually use multiple weapons. You can do damage modifiers in the following ways: - "Positive" damage (greater than 100%) versus certain protection layers. Mass Effect 2 did this for all weapon damage modifiers. For example, Pistols deal 150% or 200% damage versus armor. - "Negative" damage (less than 100%) versus certain protection layers. For example, Pistols deal 50% damage versus shields. 3. This would be highly controversial and would be considered a big downgrade by a majority or players: Only biotic powers can create power combos. Only certain biotics can prime or detonate. Combos may be explosions or increased physics. I know only me and a few other players would actually like this change back from ME2. Mass Effect 3 went overboard on the combos; Mass Effect Andromeda scaled it back a bit while expanding some of the combo potential by allowing more mix-and-matching of primers and detonators. In my opinion, power combos work better in multiplayer where you have a restricted toolsets (kits/characters) combined with cooperative gameplay, but it homogenizes the gameplay in single player. Mass Effect 3 was especially egregious in this regard. I agree with your conclusion to an extent about Combo Rules Everything Around ME3. That did lessen the "uniqueness" of combos, and yes the system shines in MP while suffering a bit in SP. Layers of protection were there in ME3 too, and I prefer the 3 system of appreciating overwhelming single damage shots. What I do not want, and I guess this is where we truly diverge, is ME2 Insanity combat. Ever again. Talk about homogenity of combat - every battle is attrition, and will be done by bars of sponge. It forces you to choose a team that can handle each defense in complement, which is cool but it is also cool wrecking shit with the team of your choice and them being able to efficiently deal with the enemy. It also rewards those who do the math, which is cool when you realize Zaeed is a destroyer of worlds, but min-maxing is only fun, for me, once or twice. So, I grasp your points, I understand that stylistically we may be at an impasse. As you noted, not an unforeseen outcome 
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Post by Deleted on Oct 26, 2022 16:17:35 GMT
What I would like: 1. All enemies at Normal or higher difficulty to have at least one protection layer: shields or armor. Could also add Barrier as a third type of protection layer. On easier difficulties, only elite+ enemies have protection layers. I know a lot of players would not like the idea of all enemies having protection layers starting on Normal. As a compromise, maybe add it starting on a harder difficulty. 2. All weapons (and some powers of course) have damage modifiers versus protection layers. I think everyone would be okay with this returning. Give players a reason to actually use multiple weapons. You can do damage modifiers in the following ways: - "Positive" damage (greater than 100%) versus certain protection layers. Mass Effect 2 did this for all weapon damage modifiers. For example, Pistols deal 150% or 200% damage versus armor. - "Negative" damage (less than 100%) versus certain protection layers. For example, Pistols deal 50% damage versus shields. 3. This would be highly controversial and would be considered a big downgrade by a majority or players: Only biotic powers can create power combos. Only certain biotics can prime or detonate. Combos may be explosions or increased physics. I know only me and a few other players would actually like this change back from ME2. Mass Effect 3 went overboard on the combos; Mass Effect Andromeda scaled it back a bit while expanding some of the combo potential by allowing more mix-and-matching of primers and detonators. In my opinion, power combos work better in multiplayer where you have a restricted toolsets (kits/characters) combined with cooperative gameplay, but it homogenizes the gameplay in single player. Mass Effect 3 was especially egregious in this regard. I agree with your conclusion to an extent about Combo Rules Everything Around ME3. That did lessen the "uniqueness" of combos, and yes the system shines in MP while suffering a bit in SP. Layers of protection were there in ME3 too, and I prefer the 3 system of appreciating overwhelming single damage shots. What I do not want, and I guess this is where we truly diverge, is ME2 Insanity combat. Ever again. Talk about homogenity of combat - every battle is attrition, and will be done by bars of sponge. It forces you to choose a team that can handle each defense in complement, which is cool but it is also cool wrecking shit with the team of your choice and them being able to efficiently deal with the enemy. It also rewards those who do the math, which is cool when you realize Zaeed is a destroyer of worlds, but min-maxing is only fun, for me, once or twice. So, I grasp your points, I understand that stylistically we may be at an impasse. As you noted, not an unforeseen outcome  ME2's insanity combat wasn't that bad once you got a few upgrades above the pea shooter starter pistol the writers insist on shepard using. Squadmate choices didn't really matter all that much, though I ended up spamming 3 destruction drones with Legion and Tali near the end for every encounter while any other combination sat out in the open or was usually Dead within seconds (Miranda). Zaeed was great with his inferno grenades and not dying constantly (Miranda). A Slower enemy rate of fire and less hit-scanning would have made it feel more fair. Surviving Object Rho on Insanity was far harder to do than soloing a platinum match. Was funny how Miranda died so much that the game started giving a "missing character" debug icon for her place in the UI and crashed my game once during the Human Reaper fight. Also the hidden ME1 cover and sprinting mechanics need to stay gone forever. The AI gets too many free potshots on the smaller maps like most of the Arrival DLC because of that stupid antiquated system disarming players who get too close to cover while aiming and punishing them for using cover, in a cover shooter. Seriously it was the most asinine thing I have ever encountered in a video game. It was also really stupid how in game shepard could only sprint a meter or so until he got winded for 5 minutes even in non combat zones. Meanwhile, in the cutscenes he can sprint freely like its ME3.
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Post by AnDromedary on Oct 26, 2022 20:02:45 GMT
From my own perspective, I want to look at it in the confines similar to the gameplay elements that were introduced with the Suicide mission in ME2. You selected which companions you believed would be best used for a particular task, and depending on their acuity at it, as well as whether you completed their loyalty mission, they would either succeed or die. From this starting point, I feel like there could be setpoint during certain missions where you could assign your enlisted companions to take up positions at specific points on the map. Depending on what the environmental object offers, and how your companion utilizes it, will drastically change the flow of the battle. Case in point, if you have a high point on the map that looks like a great Snipers nest, and you have a companion similar to a Garrus or Legion with you, you can set them up to provide you with excellent cover fire when moving. On the other hand, if you have an Engineer-style character, they could provide a smoke screen that reduces enemy visibility. It would also be nice if something similar to this could be intertwined with a narrative setpiece that involves you needing to make split decisions. For example, maybe you're going to need to meet up with an influential - but dangerous - individual. They want you out in the open to talk, but it's way to easy to suspect they've got goons surrounding the environment nearby. While walking into this open space for the meeting, you'd have only a handful of seconds to communicate to your companions where they need to go or station themselves. I like this idea of sort of "usable objects" in the combat space. I kinda disagree with RedCaesar97 , that there need to be consequences as dire as in the SM for this. In a regular combat scenario, it would just be nice to be able to have a little more interaction with the environment. An example from ME1 comes to mind. On Virmire, when you assault the the back of Saren's stronghold, there is a really nice sniper perch, which you can reach by going around those walkways and up a small cave. The problem is, you can't really use that at all because you don't get there anymore when the enemies actually arrive at that scene. It would be great, if you had a situation like this and the game would recognize that this is a sniper perch, so if you have a sniper in your squad you can order them up there and they'd be more effective from that position (maybe even get a damage bonus or something. You could imagine all sorts of situations, designed for different classes, engineer squad mates could work shield generators to give you better defensive positions, Soldiers could man turrets very effectively, biotics could maybe move debris around to give extra cover or open an alternative route or something. Lot's of design opportunities there to spice up a missions and give the player options. Especially if the next ME has more open maps like Andromeda, you could put multiple opportunities in, so the scenarios play a little different, depending on your squad mates.
I wouldn't necessarily make this into a massive narrative thing like it was in the SM. Rather I'd design it so that it can be used more often and more systemicly, so we can use these mechanics a lot on comabt throughout the game.
Another thing I always kinda wanted in an ME game is the ability to be more stealthy. I always enjoy the solo part of the first mission of the Arrival DLC in ME2, even though that's just "fake stealth". I'd love to have a real systemic stealth mechanic, especially since I like to play Infiltrators. I always thought their tactical cloak should be used for more than just relocating and a damage bonus in a firefight. If Kai Leng can be a space ninja, I want to be able to be one, too. 
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Post by RedCaesar97 on Oct 26, 2022 20:20:27 GMT
Layers of protection were there in ME3 too, and I prefer the 3 system of appreciating overwhelming single damage shots. Layers of protection were in ME3, but operated differently and most enemies did not have any protection layer. Partially this was due to most weapons no longer having damage modifiers versus specific protection layers. But also armor worked vastly different and barrier was pretty rare and exclusive to tougher enemies. Disagreement is fine. I love playing ME2 on Insanity. All battles are battles of attrition; the difference is in how long battles can take. I think you mean that battles on ME2 Insanity can take longer than other difficulties, even Hardcore (which also had all enemies with protection layers). We also clearly play ME2 Insanity completely differently, as I rarely bring Zaeed. I also tend to not bring squadmates for their anti-defense abilities, as I prefer squadmates with crowd-control abilities or warp-bomb abilities depending on how I play.
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Post by RedCaesar97 on Oct 26, 2022 20:28:44 GMT
ME2's insanity combat wasn't that bad once you got a few upgrades above the pea shooter starter pistol the writers insist on shepard using. You mean the Predator? That is a good pistol. I use it almost exclusively on Insanity. Works better than the Avenger that the Soldier starts with. Shuriken is also an underrated SMG. I would say squadmates matter, at least depending on you class and how you want to play. Adept and Engineer can rely a lot on squadmates, while the other classes can use them less. And you are now the second person that says they like Zaeed in combat. Beyond his Disruptor Ammo on synthetic-heavy missions, he does not see much use on any of my teams.
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Post by Deleted on Oct 26, 2022 20:54:58 GMT
Zaeed destroys armor, which is a lot of my Insanity problem - too much damned armor.
Your post makes me think about my last Insanity run, it was quite a while ago for ME2. ME3 SP is actually boring on any other difficulty IMO, but I digress.
I played Adept, ED as bonus power. Did the final battle several ways, one team was Tali/Jack, the other was Zaeed/Kasumi. Tali/Jack was a micromanagement game, but went smoothly. Zaeed/Kasumi was a murder festival, actually felt powerful which is nice. I don't use squad ammo powers, choosing instead to emphasize the individual.
Nice to reflect, hehe
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Post by Deleted on Oct 26, 2022 21:08:41 GMT
ME2's insanity combat wasn't that bad once you got a few upgrades above the pea shooter starter pistol the writers insist on shepard using. You mean the Predator? That is a good pistol. I use it almost exclusively on Insanity. Works better than the Avenger that the Soldier starts with. Shuriken is also an underrated SMG. I would say squadmates matter, at least depending on you class and how you want to play. Adept and Engineer can rely a lot on squadmates, while the other classes can use them less. And you are now the second person that says they like Zaeed in combat. Beyond his Disruptor Ammo on synthetic-heavy missions, he does not see much use on any of my teams. Yes squadmate selection does matter but I was playing an Engineer and most of the squadmates have some kind of combo power be it with overload, incinerate, carnage, etc by default. Inferno grenades and incinerate or carnage have excellent combo damage for armored opponents. I stopped having him in my squad around the mid-late game as Tali and Legion's drones were far more useful and effectively brought the squad up to 6 people with how easy it was to get the whole encounter focused on just our explosive drones. ME3MP nerfed them hard into the ground. ME2 definitely did tech powers better as they are all viable there but I haven't tried any biotic classes yet. ME3MP really sucks after going through ME2 and realizing just how much better powers could be.
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Post by alanc9 on Oct 26, 2022 23:49:57 GMT
My main problem with the ME2 protection mechanics is that some characters get hosed by them at higher levels. Jack, for instance. Pre-loyalty mission she just sits around and waits for other characters to strip defenses, and then does a finishing move. After that, she's OK unless you're fighting people with shields. But a lot of people have shields.
I don't have a good solution to this. Jack shouldn't have a solution to shields in her skillset. But letting her Shockwave people to bits even if their shields are up isn't a great idea either. I'm OK with squadmates being situational, though. Maybe Jack just isn't your girl if you're fighting mercs or some such.
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Post by RedCaesar97 on Oct 27, 2022 14:03:47 GMT
My main problem with the ME2 protection mechanics is that some characters get hosed by them at higher levels. Jack, for instance. Pre-loyalty mission she just sits around and waits for other characters to strip defenses, and then does a finishing move. After that, she's OK unless you're fighting people with shields. But a lot of people have shields. I don't have a good solution to this. Jack shouldn't have a solution to shields in her skillset. But letting her Shockwave people to bits even if their shields are up isn't a great idea either. I'm OK with squadmates being situational, though. Maybe Jack just isn't your girl if you're fighting mercs or some such. Jack's Shockwave certainly has an issue once all enemies get protection layers on Hardcore and Insanity. Personally, I really like Jack early on a lot of my squads since I find her Pull useful. I can strip defenses easily enough with weapons that I find I find her Pull useful for crowd-control. And she gets a nice cooldown bonus in her passive which is good; I never use her Warp Ammo.
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Post by RedCaesar97 on Oct 27, 2022 14:15:21 GMT
Yes squadmate selection does matter but I was playing an Engineer and most of the squadmates have some kind of combo power be it with overload, incinerate, carnage, etc by default. Inferno grenades and incinerate or carnage have excellent combo damage for armored opponents. I stopped having Zaeed in my squad around the mid-late game as Tali and Legion's drones were far more useful and effectively brought the squad up to 6 people with how easy it was to get the whole encounter focused on just our explosive drones. ME3MP nerfed them hard into the ground. ME2 definitely did tech powers better as they are all viable there but I haven't tried any biotic classes yet. ME3MP really sucks after going through ME2 and realizing just how much better powers could be. I am not sure what you mean by power combos. Those tech/combat powers you list will combo in ME3 but have no combos in ME2. Are you talking about ME2 or ME3, since I was mostly talking about ME2. Also I tend to avoid using Legion and Tali's drones since they have a 30-second cooldown. Their AI Hacking is much more useful on synthetic-heavy missions, and I sideline them in favor of other squadmates for organic-heavy missions. Combat Drones are just underwhelming or flat-out bad in ME3, both single player and multiplayer. The enemy AI changed in ME3; some ME3 enemies will outright ignore the drones, and other enemies will not always be distracted by the drones. The movement speed of the drone in ME3 is also very slow; the Rockets evolution will also cause the drone to move away from enemies and attack at a distance, meaning it can actually not hit enemies since it may move behind cover and end up not hitting anything. And the stun and chain lightning evolutions make it only average. The drone's biggest failing is that it cannot prime and does not detonate, making it extremely niche for some less-effective single player builds.
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Post by RedCaesar97 on Oct 27, 2022 14:19:45 GMT
Zaeed destroys armor, which is a lot of my Insanity problem - too much damned armor. Your post makes me think about my last Insanity run, it was quite a while ago for ME2. ME3 SP is actually boring on any other difficulty IMO, but I digress. I played Adept, ED as bonus power. Did the final battle several ways, one team was Tali/Jack, the other was Zaeed/Kasumi. Tali/Jack was a micromanagement game, but went smoothly. Zaeed/Kasumi was a murder festival, actually felt powerful which is nice. I don't use squad ammo powers, choosing instead to emphasize the individual. Nice to reflect, hehe I guess if you equip Zaeed with the Incisor then he would do okay against armor; Sniper squadmates are really good with the Incisor for some reason and the Incisor can get better bonuses against armor and headshots with upgrades. I think someone mentioned Zaeed's Inferno Grenades against armor. I tested Inferno Grenades with Zaeed on Insanity (level 30) a while back and I thought it was bad. Video:
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Post by Spectr61 on Oct 27, 2022 16:37:27 GMT
Easy.
1. No pausing whilst in combat. This speeds up things, and greatly improves flow.
2. Individually programmable squaddie tactics a la DA2. This makes your otherwise worthless peeps somewhat gud.
End.
In the end, make it mostly like ME3MP combat, with the addition of you being able to program what you want your mates to prioritize, like the OP suggested. Want Widow Legion on overwatch? Tell him via his tactics, and once combat starts, you do your thang whilst toaster looks for the best spot and then sets up shop.
Requires a good game AI though, which is probably a "bridge too far" for Biower.
I can hope however...
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Post by Deleted on Oct 27, 2022 16:51:04 GMT
Easy. 1. No pausing whilst in combat. This speeds up things, and greatly improves flow. 2. Individually programmable squaddie tactics a la DA2. This makes your otherwise worthless peeps somewhat gud. End. In the end, make it mostly like ME3MP combat, with the addition of you being able to program what you want your mates to prioritize, like the OP suggested. Want Widow Legion on overwatch? Tell him via his tactics, and once combat starts, you do your thang whilst toaster looks for the best spot and then sets up shop. Requires a good game AI though, which is probably a "bridge too far" for Biower. I can hope however... I like this, but I don't know why pause has to be removed? To me, a charm of old BioWare games was being able to micromanage each decision for each party member. Even if I didn't want to use it much, the Tactical Pause brings back the idea of "turns" and also can allow for some tactical punishment if you want to take the time. Until ME3MP, I found the hotkeys useless... Now I wouldn't play a BW game any other way, but it isn't how I learned and I still have love for that part of the history of this game.
#2 is something I would like very much. I have been disappointed in particular that none of the squad management systems were ever shared between DA and ME, DAO tactics remain one of my favorite "team AI" gameplay devices because of how well I felt they worked and were quite customizable if you took the time and invested the points.
I will also hope.
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Hrungr
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda, Anthem
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Post by Hrungr on Oct 29, 2022 19:14:34 GMT
As I imagine the Milky Way timeline is going to catch up with Andromeda one (600 years), I'm hoping they'll take the opportunity to freshen up the ME tech. It would be nice to see them innovate on the weapons, gear, and biotics front. Maybe even introduce some truly "alien" tech? Organic-tech? Space (ship) combat? Zero-G (personal) combat? Jetpack combat in the violent upper atmosphere of a gas giant? Stealth mission involving being dropped from space, through the atmosphere, then diving into an ocean to find a hidden undersea base... Shake it up a bit! 
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Carcharoth
N3
 
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
XBL Gamertag: Carcharoth42
PSN: Fenrisulfr42
Posts: 302 Likes: 816
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carcharoth
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by Carcharoth on Oct 30, 2022 16:28:36 GMT
Easy. 1. No pausing whilst in combat. This speeds up things, and greatly improves flow. While I like the faster paced combat, I also only used my three equiped powers (incinerate, shield drain and cloak,) as a result, and everything after passive skills became a point dump. The pause allows for more opportunities to use others that are otherwise only situationally useful for me. As for combat changes, I'd like to see classes make a return, and for them to have weaknesses again. By the midpoint of Andromeda, I didn't need any other powers than the ones I listed, since they dealt with all enemy resistances, and the offensive powers could prime and detonate each other. My piranha and black widow had infinite ammo. My companion choices were purely for novelty and weren't needed at any point. And all while playing on insanity from the beginning. I even ignored consumables most of the time. While it's on me for building the character this way, having some hard limits on what they're capable of helps to keep the game challenging.
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Post by hulluliini on Oct 31, 2022 8:10:33 GMT
Jetpack from MEA, pause from the trilogy. Have biotics have some effect even on armor and shields. Have squaddies exit cover for shooting instead of having them shoot at rocks and crates and walls.
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Nov 10, 2016 16:47:07 GMT
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AnDromedary
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Post by AnDromedary on Oct 31, 2022 23:06:45 GMT
Easy. 1. No pausing whilst in combat. This speeds up things, and greatly improves flow. While I like the faster paced combat, I also only used my three equiped powers (incinerate, shield drain and cloak,) as a result, and everything after passive skills became a point dump. The pause allows for more opportunities to use others that are otherwise only situationally useful for me. As for combat changes, I'd like to see classes make a return, and for them to have weaknesses again. By the midpoint of Andromeda, I didn't need any other powers than the ones I listed, since they dealt with all enemy resistances, and the offensive powers could prime and detonate each other. My piranha and black widow had infinite ammo. My companion choices were purely for novelty and weren't needed at any point. And all while playing on insanity from the beginning. I even ignored consumables most of the time. While it's on me for building the character this way, having some hard limits on what they're capable of helps to keep the game challenging. Agreed. It may also have to do with the more open world design but if you did side content in Andromeda, you became OP very quickly. The build you describe the most deadly IMO (I had the same for my first playthrough of the game though, so kudos  ). In my second playthrough, I went for a biotic god build with Charge + shield powered Nova + draining Annihilation. With that, you simply walk through enemies on insanity in a flash of biotic explosions that will simply kill everything everywhere.
I though ME2 (and to some extend even ME3) provided a decent challenge, even if you do all the side quests. They should definitely go back to that kind of balancing.
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n7double07
N2

Posts: 154 Likes: 120
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Post by n7double07 on Nov 14, 2022 20:12:42 GMT
My main problem with the ME2 protection mechanics is that some characters get hosed by them at higher levels. Jack, for instance. Pre-loyalty mission she just sits around and waits for other characters to strip defenses, and then does a finishing move. After that, she's OK unless you're fighting people with shields. But a lot of people have shields. I don't have a good solution to this. Jack shouldn't have a solution to shields in her skillset. But letting her Shockwave people to bits even if their shields are up isn't a great idea either. I'm OK with squadmates being situational, though. Maybe Jack just isn't your girl if you're fighting mercs or some such. Jack's Shockwave certainly has an issue once all enemies get protection layers on Hardcore and Insanity. Personally, I really like Jack early on a lot of my squads since I find her Pull useful. I can strip defenses easily enough with weapons that I find I find her Pull useful for crowd-control. And she gets a nice cooldown bonus in her passive which is good; I never use her Warp Ammo. As someone who recently started playing ME2 Insanity, it seems to me that you'd be better off just using Jacob in the early game; the reason being that right away you can make him a Pull bot, on top of having more time to buff him with his class tree. You have to put points into Jack's Shockwave to unlock Pull, which is basically the worst case scenario since Shockwave is such a bad power. He also has an ammo power already available, whereas Jack needs to have hers unlocked.
Even as an Adept (at the moment,) I've felt no need to use either of them, really. I'm focusing on Singularity, Throw, and Pull and keep Miranda around for Warp (which I have too should I need it) and Overload + either Kasumi or Mordin to supplement. When I get them, I'll incorporate Thane and Samara into my team.
It seems to me that Samara would make both Jacob and Jack irrelevant for a heavily biotically-oriented playthrough. I'm a newbie to Insanity, like I said, so maybe Jack's passives are noticeably better? I haven't looked as much into each squadmate's passive bonuses.
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RedCaesar97
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redcaesar97
Mass Effect Trilogy, Jade Empire
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Post by RedCaesar97 on Nov 16, 2022 14:50:32 GMT
It seems to me that Samara would make both Jacob and Jack irrelevant for a heavily biotically-oriented playthrough. I'm a newbie to Insanity, like I said, so maybe Jack's passives are noticeably better? I haven't looked as much into each squadmate's passive bonuses. Samara has the same cooldown bonuses as Jack. Samara can essentially replace Jack once you get her. Samara has Throw (required to unlock Pull), Pull, and Reave. Whether you use Samara or Jack depends on what you want out of each of them. I tend to ignore Warp Ammo on Jack; I do not always ignore Reave on Samara. If I want Reave on Samara, then I end up ignoring her Pull. Mostly I find it does not matter. I generally use Jack early, but typically end up ignoring both Jack and Samara by the end of the game since I prefer using other squadmates that mesh better with my playstyle.
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Shinobu
Grateful to have this forum. Also, a giant killjoy.
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shinobu
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Neverwinter Nights, Mass Effect Andromeda
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Post by Shinobu on Nov 17, 2022 0:26:14 GMT
I just did Rannoch with Tali and James and had James hack the controls for lulz. I'd like it if choices like that made the game harder or easier. e.g., James takes more time to kick the machine into submission, so I need to hold off enemies for longer. Tali does it faster, so I only have to hold off one wave.
I also did the start of Mordin's recruitment in ME2 and didn't use a paragon or renegade line to get into the quarantine zone, so the mercs didn't let me past the first checkpoint without a fight. I'd like more combat consequences for dialog choices as well. "Of you surrender, I'll let you go" leads to fewer combatants, or more combatants later if it turns out you're lying.
I'd also like the option of nonlethal methods of taking out foes like the gas grenades on Feros.
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Post by hulluliini on Nov 17, 2022 8:19:36 GMT
I just did Rannoch with Tali and James and had James hack the controls for lulz. I'd like it if choices like that made the game harder or easier. e.g., James takes more time to kick the machine into submission, so I need to hold off enemies for longer. Tali does it faster, so I only have to hold off one wave. I also did the start of Mordin's recruitment in ME2 and didn't use a paragon or renegade line to get into the quarantine zone, so the mercs didn't let me past the first checkpoint without a fight. I'd like more combat consequences for dialog choices as well. "Of you surrender, I'll let you go" leads to fewer combatants, or more combatants later if it turns out you're lying. I'd also like the option of nonlethal methods of taking out foes like the gas grenades on Feros. Why not go even further: you hear James cursing and eventually yelling that he can't do it and you have to switch up. You will have lost precious time and ammo and the fight is longer. Of course, then you would have to have another squaddie who can actually hack. I can't remember if it's possible to have two squad mates at that point who can't hack? I really liked how in ME1 we had more opportunities to avoid a fight with the Paragon route. It made sense for an RPG. I suppose the devs thought most people find it more satisfying to shoot their way through everything if the shooting is actually fun, like in 2 and 3. In ME1 it wasn't so fun lol. But I think the XP reward should be somewhat equal in these cases because after the first few playthroughs people just choose the route that gives most XP even if they wanted to make another kind of choice. In MEA it really bothered me that the exiles turned into cold-hearted killers in a fairly short time. I seriously doubt I could become a killing machine if I was in the same situation - more like I would be willing to let myself be killed by others rather than force myself to kill anyone to protect myself. (Of course, if I had a kid with me, that would be a different scenario.) There was one group on Elaaden who didn't shoot at you unless you tried to loot their stuff. It also doesn't make sense that virtually all exiles are equally skilled in armed combat even though the Initiative was supposed to be about exploration and settlement.
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