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Post by Deleted on Dec 13, 2016 17:40:25 GMT
Would be nice, but to be fair, I have not yet seen a game that loaded up with a 300 pages Tutorial covering the combat design. Another thing that I would like is more pronounced animations on the creatures. Some of them are pretty obvious, but some are way too subtle. Would not mind warning bars countdowns or some sort of very distinctive glows on the lower difficulties as well for sync-ready creatures.
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Post by cryptic137 on Dec 13, 2016 19:30:58 GMT
Would be nice, but to be fair, I have not yet seen a game that loaded up with a 300 pages Tutorial covering the combat design. Another thing that I would like is more pronounced animations on the creatures. Some of them are pretty obvious, but some are way too subtle. Would not mind warning bars countdowns or some sort of very distinctive glows on the lower difficulties as well for sync-ready creatures. it shouldnt be a tutorial, the information would fit in the description of the skills / equipment that you should be able to read. this can look like this: weaponlore - stats Base / current Upgradelevel / current damage with buffs etc. ----- damagetype: Projectile ----- effective DPS: x / x / x ----- Single Projectile Dmg: x / x / x ----- -...- x / x / x unique weapon traits: Armor piercing****
**** Armor piercing: xx% damage is directly done to health
this is an easy to make weapon description and is terribly helpful if you are into creating custom builds
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Post by Deerber on Dec 14, 2016 1:29:43 GMT
I guess everyone has already noticed it, but for those for perhaps have not, Ryder carried both the Piranha and the Reegar during one of the gameplay scenes. Either the Reegar is no longer a shotgun (which would make sense) or we will be able to carry two weapons of the same type. Holy frigging crap. TWO MOTHERFUCKING CLAYMOREEESSSS!!!! Doubla Claymoar confirmed!
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Post by leafspring on Dec 14, 2016 7:19:26 GMT
30% off on Origin "GIFTOFPLAY". Might be a good time to pre-order Andromeda. It's NEVER a good time to preorder EA games. NEVER. It's never a good time to preorder any game.
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Post by crashsuit on Dec 14, 2016 7:38:43 GMT
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Post by Ernie on Dec 14, 2016 11:17:23 GMT
I hope for better enemies and better enemies strategy.
Enemies in ME3 follow a very linear pattern of movement, they rarely try to flank the player and when they do it is executed poorly and slowly. Enemy spawns are same on every map and against every character.
Hope they won't be so linear in Andromeda, and hope they are going to be a bit smarter.
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Post by Deleted on Dec 14, 2016 13:23:30 GMT
Would be nice, but to be fair, I have not yet seen a game that loaded up with a 300 pages Tutorial covering the combat design. Another thing that I would like is more pronounced animations on the creatures. Some of them are pretty obvious, but some are way too subtle. Would not mind warning bars countdowns or some sort of very distinctive glows on the lower difficulties as well for sync-ready creatures. it shouldnt be a tutorial, the information would fit in the description of the skills / equipment that you should be able to read. this can look like this: weaponlore - stats Base / current Upgradelevel / current damage with buffs etc. ----- damagetype: Projectile ----- effective DPS: x / x / x ----- Single Projectile Dmg: x / x / x ----- -...- x / x / x unique weapon traits: Armor piercing****
**** Armor piercing: xx% damage is directly done to health
this is an easy to make weapon description and is terribly helpful if you are into creating custom builds
I would have loved detailed descriptions like that on the n7hq inventory page. Right now those short blurbs are barely able to tell you which type of a gun it is.
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Post by Cirvante on Dec 15, 2016 0:05:35 GMT
It's never a good time to preorder any game.
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Post by leafspring on Dec 15, 2016 9:13:50 GMT
It's never a good time to preorder any game. Well, it actually is but in a I-still-feel-sorry-for-the-guy kinda way.
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Post by leafspring on Dec 15, 2016 9:29:03 GMT
I hope for better enemies and better enemies strategy. Enemies in ME3 follow a very linear pattern of movement, they rarely try to flank the player and when they do it is executed poorly and slowly. Enemy spawns are same on every map and against every character. Hope they won't be so linear in Andromeda, and hope they are going to be a bit smarter. I do remember a statement from BioWare that they were going for enemy AI that is more active, tries to flush players out of cover and makes the gameplay more dynamic overall. They didn't say anthing about spawning but given that pretty much every shooter uses fixed spawn locations and a spawning alogrimth that usually only involves player positions (and wave budget where applicable), I don't think much will change compared to ME3MP there.
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Post by Ernie on Dec 15, 2016 11:25:05 GMT
I do remember a statement from BioWare that they were going for enemy AI that is more active, tries to flush players out of cover and makes the gameplay more dynamic overall. They didn't say anthing about spawning but given that pretty much every shooter uses fixed spawn locations and a spawning alogrimth that usually only involves player positions (and wave budget where applicable), I don't think much will change compared to ME3MP there. I am wondering if they are going to do it with more buggy enemies like Collectors or some super buggy Geth units (like Hunters and Primes), or are they going for a legit AI improvement. ME3MP maps went to more and more open maps, so I am guessing that on maps like that it is going to be easier to flush players. Dunno, it is something I am genuinely excited to see how they do it. As for spawns, I meant some kind of analysis of playstyle and responding to that playstyle with suitable spawns. More Dragoons or Geth Bombers or Abominations if player is camping to much, more seeker swarms if it is a heavy power user, more brutes if it is Glacier, more ravagers if it is condor... That type of deal.
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Post by leafspring on Dec 15, 2016 12:54:37 GMT
I do remember a statement from BioWare that they were going for enemy AI that is more active, tries to flush players out of cover and makes the gameplay more dynamic overall. They didn't say anthing about spawning but given that pretty much every shooter uses fixed spawn locations and a spawning alogrimth that usually only involves player positions (and wave budget where applicable), I don't think much will change compared to ME3MP there. I am wondering if they are going to do it with more buggy enemies like Collectors or some super buggy Geth units (like Hunters and Primes), or are they going for a legit AI improvement. ME3MP maps went to more and more open maps, so I am guessing that on maps like that it is going to be easier to flush players. Dunno, it is something I am genuinely excited to see how they do it. As for spawns, I meant some kind of analysis of playstyle and responding to that playstyle with suitable spawns. More Dragoons or Geth Bombers or Abominations if player is camping to much, more seeker swarms if it is a heavy power user, more brutes if it is Glacier, more ravagers if it is condor... That type of deal. Definitely going for actual AI improvements. Last-gen consoles were very limited in regards to computing power, so even a moderately complex AI was pretty much out of the question. IIRC they didn't even include a holstering animation in ME3 because they didn't have the hardware resources for it. With the new generation, though, they should have no problem at all implementing a proper AI. Regarding spawns, adaptive enemy composition could certainly be interesting but with a 4-player coop I don't think they'll sacrifice development resources on that. Chances are, the individual playstyles balance each other out anyway, so why bother with the ability to adapt spawn rates when it won't be effective most of the time anyway. And while it would promote more reasonable team compositions, it would also punish people for trying out different things. Not something they'll be comfortable with, especially with a character roster as diverse as in ME.
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Little Pumpkin
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda, Anthem, Mass Effect Legendary Edition
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Post by Beerfish on Dec 16, 2016 16:58:19 GMT
The more i think about the more concerned I am about the control scheme and the need to use the bumpers for powers.
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Post by Cirvante on Dec 16, 2016 17:34:32 GMT
The more i think about the more concerned I am about the control scheme and the need to use the bumpers for powers. Heh. Peasant problems.
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Post by Otter on Dec 16, 2016 19:19:15 GMT
They've said a few times that multiplayer-singleplayer integration is somewhere between the extremes of DAI's not-integrated-at-all method and ME3's in-vanilla-you-literally-cannot-get-the-best-endings-without-it approach. I'm kind of interested to see how that turns out. In my mind, it could work really well with something like Inquisition's war table missions: you send Nexus agents to deal with something, and then you can either wait thirty minutes to six hours and let it happen offscreen, or you can do multiplayer with certain setting restrictions set by the mission, and every round you complete shaves ten minutes off the timer.
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Post by Vortex13 on Dec 17, 2016 21:41:19 GMT
I've been thinking about how Bioware could utilize the jet pack mechanic in multiplayer without making it too gimmicky and a nobrainer pick I think that this would work best:
Instead of just giving every single kit a jet pack to go zipping around the map in, how about tying its use to the weight system? It would make sense that the mobility afforded by the jet pack would require a lower mass object to effectively lift and carry around. So, if your weight drops below say +100% cool down reductions then you will become unable to use the jet pack for aerial maneuvers. Drop to 0% cool down reductions and you will no longer be able to use the jet pack for assisted side dashes and backpedals. Anything that goes into negative cooldown reductions will remove the jet pack's use entirely. Now to counteract the diminishing mobility associated with more weight you could have a system in place that would give you an increasing buff to shields/barriers; essentially as the jet pack becomes less efficient at moving the target it would start diverting that power to the character's shield generation. This way your choice of weapons would provide a more significant tactical choice; do you want to be quick but have less firepower, or do you want to give up your mobility for increased protection and firepower. This could be further integrated into kit/class diversity by placing certain species at a given point on the weight scale. For instance, your Salarians and Asari would start out with a positive cooldowm reduction by default, your human and Turians would start at the middle of the ground with zero bonuses to cooldown reduction, and your Krogan would automatically start with a negative reduction.
Of course this would all require a reformatting of the cooldown/weight system, but I think it would offer a nice level of character customization to multiplayer if the jet pack was something more than just a shiny new feature implemented with no consideration for multiplayer diversity. I mean I really can't picture Krogan being able to go zipping around the map with this so there has to be some sort of balance in place that would make players want to use the other species that would be unable to use this mechanic.
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Post by Pearl on Dec 18, 2016 21:29:02 GMT
How would you guys feel about a mode that either mixes and matches the enemies, or randomizes which enemies come at ya in each wave? Platinum already did this (mixing and matching units from each faction, although Collectors were only present if they were the faction chosen to fight against), but it wasn't very fun because it just took most of the boss units and inflated the hell out of their HP values. I'm fine with the idea in theory, but I hope it winds up being more enjoyable if they go this route again.
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Post by leafspring on Dec 19, 2016 8:04:11 GMT
Instead of just giving every single kit a jet pack to go zipping around the map in, how about tying its use to the weight system? It would make sense that the mobility afforded by the jet pack would require a lower mass object to effectively lift and carry around. So, if your weight drops below say +100% cool down reductions then you will become unable to use the jet pack for aerial maneuvers. Drop to 0% cool down reductions and you will no longer be able to use the jet pack for assisted side dashes and backpedals. Anything that goes into negative cooldown reductions will remove the jet pack's use entirely. Now to counteract the diminishing mobility associated with more weight you could have a system in place that would give you an increasing buff to shields/barriers; essentially as the jet pack becomes less efficient at moving the target it would start diverting that power to the character's shield generation. This way your choice of weapons would provide a more significant tactical choice; do you want to be quick but have less firepower, or do you want to give up your mobility for increased protection and firepower. This could be further integrated into kit/class diversity by placing certain species at a given point on the weight scale. For instance, your Salarians and Asari would start out with a positive cooldowm reduction by default, your human and Turians would start at the middle of the ground with zero bonuses to cooldown reduction, and your Krogan would automatically start with a negative reduction. I really like the idea. It makes sense gameplay-wise, is consistent with the world and yet another thing to weak and fiddle around with. Also, it'd add more weight ( ) to the loadout and weight system as characters would feel even more distinctive based on their build. I don't think it's gonna happen, though. It adds quite a bit of non-obvious complexity and that's rarely something companies like EA like in their major blockbuster titles. I feel like it'll be either tied to the class or the race (much like the dodge variety in ME3) or both (cause a Krogan would look ridiculous with a jetpack, no matter the class). Still, would be an awesome addition to the MP.
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Post by Vortex13 on Dec 19, 2016 14:23:59 GMT
Instead of just giving every single kit a jet pack to go zipping around the map in, how about tying its use to the weight system? It would make sense that the mobility afforded by the jet pack would require a lower mass object to effectively lift and carry around. So, if your weight drops below say +100% cool down reductions then you will become unable to use the jet pack for aerial maneuvers. Drop to 0% cool down reductions and you will no longer be able to use the jet pack for assisted side dashes and backpedals. Anything that goes into negative cooldown reductions will remove the jet pack's use entirely. Now to counteract the diminishing mobility associated with more weight you could have a system in place that would give you an increasing buff to shields/barriers; essentially as the jet pack becomes less efficient at moving the target it would start diverting that power to the character's shield generation. This way your choice of weapons would provide a more significant tactical choice; do you want to be quick but have less firepower, or do you want to give up your mobility for increased protection and firepower. This could be further integrated into kit/class diversity by placing certain species at a given point on the weight scale. For instance, your Salarians and Asari would start out with a positive cooldowm reduction by default, your human and Turians would start at the middle of the ground with zero bonuses to cooldown reduction, and your Krogan would automatically start with a negative reduction. I really like the idea. It makes sense gameplay-wise, is consistent with the world and yet another thing to weak and fiddle around with. Also, it'd add more weight ( ) to the loadout and weight system as characters would feel even more distinctive based on their build. I don't think it's gonna happen, though. It adds quite a bit of non-obvious complexity and that's rarely something companies like EA like in their major blockbuster titles. I feel like it'll be either tied to the class or the race (much like the dodge variety in ME3) or both (cause a Krogan would look ridiculous with a jetpack, no matter the class). Still, would be an awesome addition to the MP. Thanks, and while it's true that such a mechanic would add complexity to the multiplayer, I would argue that such depth is a good thing for longevity. But, as you said, EA prefers to streamline everything... I just hope that BioWare will integrate the jet pack into the game in a meaningful way rather than just some new feature slapped on top of everything.
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Post by Ernie on Dec 23, 2016 13:41:35 GMT
Would it be cool to have your multiplayer characters to belong to a clan and get something back for belonging to that clan? For instance, Human Sentinel gets Blade Armour if it belongs to ClanA, and if it belongs to ClanB it get's Tech Armour ofc each class would get different things.
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Post by Heroicmass on Dec 24, 2016 1:18:35 GMT
How would you guys feel about a mode that either mixes and matches the enemies, or randomizes which enemies come at ya in each wave? Platinum already did this (mixing and matching units from each faction, although Collectors were only present if they were the faction chosen to fight against), but it wasn't very fun because it just took most of the boss units and inflated the hell out of their HP values. I'm fine with the idea in theory, but I hope it winds up being more enjoyable if they go this route again. You misremeber collectors platinum. Agreed on the hope that they will take a different approach on a highest difficulty. One of the things they did do well in damp on the highest level was they gave the enemies unique powers not seen in any other levels. They did use the stupid approach of giving each enemy God like HP but it did give that game a different feel. Here's hoping they give enemy biotics stasis.
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Post by Abramsrunner on Dec 24, 2016 9:30:36 GMT
Platinum already did this (mixing and matching units from each faction, although Collectors were only present if they were the faction chosen to fight against), but it wasn't very fun because it just took most of the boss units and inflated the hell out of their HP values. I'm fine with the idea in theory, but I hope it winds up being more enjoyable if they go this route again. You misremeber collectors platinum. Agreed on the hope that they will take a different approach on a highest difficulty. One of the things they did do well in damp on the highest level was they gave the enemies unique powers not seen in any other levels. They did use the stupid approach of giving each enemy God like HP but it did give that game a different feel. Here's hoping they give enemy biotics stasis. No, enemies need an Acolyte with Pull, & Throw.
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Post by n7operative84 on Jan 6, 2017 21:41:42 GMT
I am hoping that Andromeda's multiplayer has more challenges cards (images that you put on your lobby profile). Myself, I enjoyed 6 out of the 30 backgrounds we could obtain. The rest, I thought were ok. Also, it would be cool, if there are some throw back images. I would like to have a Ashley Williams card or even a Kelly Chambers card. In addition, I would like to see current characters in Andromeda , appear in the background cards. Overall, I just want cooler cards.
Looking at the N7 HQ page while logged in, out of the 30 images, the ones that I liked are:
1. Mass Effect Challenge ( I disliked how you got this one.) 2. Spectre Mastery (my fav) 3. N7 Mastery 4. N7 Day Alliance Challenge 5. Earth Mastery Challenge 6. Map Mastery
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Post by Abramsrunner on Jan 6, 2017 21:46:13 GMT
There only needs to be the "Best of the Best" banner in ME:AMP, & sheploo is still on it.
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TheThirdRace
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MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
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Post by TheThirdRace on Jan 6, 2017 22:18:54 GMT
You're not a true Best of the Best unless you use the Heartbreaker banner...
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