Archaengel_X
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XBL Gamertag: Archaengel X
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Post by Archaengel_X on Jan 7, 2017 18:51:12 GMT
For now, I'm actually fine with the three power restriction. It sort of encourages players to specialize in specific skills instead of being the master of all powers.
I suppose time will tell if this was a good or bad decision.
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Post by sjsharp2010 on Jan 7, 2017 19:13:09 GMT
You answered your own question. It's all about money, or in this case, micro-transactions. Actually, nope, it has nothing whatsoever to do with micro-transactions. While MTX remains a part of our MP experience (like in ME3), it's not part of SP at all and has never been a strong driver for our overall design. The actual reason why we've built SP and MP's core gameplay as much alike as possible is very simple: Quality. Like every other game project, our resources are finite--you never have endless time, people, or focus. And when it comes to your core gameplay, you want to pour as much love and attention into it as you can. While we could make combat work quite differently between SP and MP, that would spread our focus and attention. Creating the best combat experience possible was very high on our list of priorities for MEA, so instead of trying to build two games, we asked ourselves "what would be the most fun Mass Effect combat experience, period?" and then did our absolute best to build that. By having fewer differences between SP and MP, we were able to put more polish and love into every element of combat. It's a smoother, more fluid, and more responsive play experience than we've been able to do in the past as a result, and I hope you'll enjoy the results. Note: I'm not commenting one way or the other on the "are there only 3 active abilities?" question at this time. We'll be talking about that pretty soon. In this post I'm purely responding to the question of "why did you guys try to make SP and MP more similar?" What about the pause to aim feature because without it it may make using powers for people like myself more tricky as generally I only have 1 hand on the controls due to my disability so I do rely on this feature in order to accurately use my powers where I want to in the trilogy. Is it similar to DAI in that your powers just automatically target the guy you have targeted? Or do you just have t odo things on the fly and just hope for the best? As that would make things tricky. BTW thanks for the response
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Post by Tiberius on Jan 7, 2017 19:19:22 GMT
Actually, nope, it has nothing whatsoever to do with micro-transactions. While MTX remains a part of our MP experience (like in ME3), it's not part of SP at all and has never been a strong driver for our overall design. The actual reason why we've built SP and MP's core gameplay as much alike as possible is very simple: Quality. Like every other game project, our resources are finite--you never have endless time, people, or focus. And when it comes to your core gameplay, you want to pour as much love and attention into it as you can. While we could make combat work quite differently between SP and MP, that would spread our focus and attention. Creating the best combat experience possible was very high on our list of priorities for MEA, so instead of trying to build two games, we asked ourselves "what would be the most fun Mass Effect combat experience, period?" and then did our absolute best to build that. By having fewer differences between SP and MP, we were able to put more polish and love into every element of combat. It's a smoother, more fluid, and more responsive play experience than we've been able to do in the past as a result, and I hope you'll enjoy the results. Note: I'm not commenting one way or the other on the "are there only 3 active abilities?" question at this time. We'll be talking about that pretty soon. In this post I'm purely responding to the question of "why did you guys try to make SP and MP more similar?" Thank you for chiming in, I do appreciate seeing any kind of response from a BW employee. But that wasn't really what I said. Obviously SP has nothing to do directly with "MTX", but somehow I don't think that in a corporation that seeks to maximize profit, the thought of more players being exposed to MTX due to the similarity between the 2 game modes and therefore the higher likelihood of people who usually only play SP "crossing over" disturbed those in charge too much. Am I to take it that this is a happy coincidence and that those that designed it didn't think about it? It's just me?... My question for you (if you can answer obviously), are you guys not aware of the detrimental effects lowering the maximum number of abilities to this degree can have on the amount of fun people can have while playing "caster" classes? Ah, I see what you're saying. I DO think that SP and MP being similar will make the transition easier for folks who bought the game for SP and decide they want to check out MP or vice versa. But as an incentive to switch between modes? No, not really. I mean, if you weren't interested in playing MP to begin with, would someone telling you "but the mechanics are similar!" really compel you to check it out? I don't think it would, at least not for most people. All it would do is make the transition a bit smoother if you'd already decided (presumably for other reasons, like a buddy telling you it's fun) to check it out. Regarding the max number of abilities you can access in a fight (for "caster" characters or otherwise), yup, I'm aware of the impact. But like I said, more on that later.
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Post by goishen on Jan 7, 2017 19:32:44 GMT
Because they are not ready to show it off yet or didn't feel that the CES show or their other venues were the proper places to do so yes. As for why they made that decision in the first place I don't know, you'll have to ask someone WAY above my paygrade. But they have intimated more then once, on twitter, and this forum, that their is more to the active powers and more to the profile things then we have currently seen. Now I have more then one theory working on what exactly that entails but the point is there is going to be some way where we can change up these load outs. We also know they have not shown us everything in the UI(s) yet. Like when the 'weapon's wheel' had locked off sections on it. You seem to be grasping at straws. There is literally no reason to present something in such a misleading way if the 3 ability limit is not true, in fact it would be outright dumb precisely because it has the potential to cause consumers to decide that they don't like what they see. The only reason to show this would be if the final game was similar. MAYBE they will add that some powers have a "charging" ability, but that still changes the mechanic itself very little. Well, if you remember the CES video then I'm pretty sure you saw this image, it was of the three powers, but above it were two downward (at an arc) pointing arrows. I'll bet those were the left and right either triggers or bumpers. So, this is great. We have to be holding 8 while trying to move out of the way, Terrific.
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Post by longshadow on Jan 7, 2017 19:50:19 GMT
You answered your own question. It's all about money, or in this case, micro-transactions. Actually, nope, it has nothing whatsoever to do with micro-transactions. While MTX remains a part of our MP experience (like in ME3), it's not part of SP at all and has never been a strong driver for our overall design. The actual reason why we've built SP and MP's core gameplay as much alike as possible is very simple: Quality. Like every other game project, our resources are finite--you never have endless time, people, or focus. And when it comes to your core gameplay, you want to pour as much love and attention into it as you can. While we could make combat work quite differently between SP and MP, that would spread our focus and attention. Creating the best combat experience possible was very high on our list of priorities for MEA, so instead of trying to build two games, we asked ourselves "what would be the most fun Mass Effect combat experience, period?" and then did our absolute best to build that. By having fewer differences between SP and MP, we were able to put more polish and love into every element of combat. It's a smoother, more fluid, and more responsive play experience than we've been able to do in the past as a result, and I hope you'll enjoy the results. Note: I'm not commenting one way or the other on the "are there only 3 active abilities?" question at this time. We'll be talking about that pretty soon. In this post I'm purely responding to the question of "why did you guys try to make SP and MP more similar?" Ok Mr Frazier, I think I understand now... Thank you for finding the time to answer my question. And since we're pals now , a minor complaint... You*'ve changed the way the healthbars are shown, from the top of the screen are now hovering above the head of each enemy. If the enemy is taller than Ryder and he is next to him the healthbar is not visible. I am more of a ranged battle type of player so it doesn't bother me much, but I think a lot of players with a mele approach might find it disturbing. *When I'm saying "you" I mean literally "you", because it shows from your previous work...
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Post by goishen on Jan 7, 2017 19:51:29 GMT
Well, if you remember the CES video then I'm pretty sure you saw this image, it was of the three powers, but above it were two downward (at an arc) pointing arrows. I'll bet those were the left and right either triggers or bumpers. So, this is great. We have to be holding 8 while trying to move out of the way, Terrific. Don't really know what you are referring to, but I think that those icons signify other things, such as primer/detonator status and perhaps other status effects. Also, the screenshot I added seems to indicate only 3 powers. Our BW guest says that there is more to it than that, and while I am somewhat skeptical due to the "power loadout" containing only 3 slots, I guess we'll see. But yeah, if we can have up to 9 abilities I'll certainly be happy. For a game like ME it will be more than enough. Although I seriously doubt it. Well, think back to DAI on XBone or PS4. You only had 4 powers, then hit the right or left trigger (or some other control) and you had 4 more pop up. My issue isn't with the amounts of powers that we have. My issue is with the HOLD BUTTON, In other words, HOLD BUTTON 5 to hit 2 extra enemies with Overload. WEll, what if you have Overload on 8? Yah, am I gonna reach all the way across and try move while holding that down?
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Post by derrame on Jan 7, 2017 19:55:55 GMT
what about abilities of companions? can we pause the game and give them orders to use their abilities just like in the first games? do they have only 3 active abilities too?
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Post by goishen on Jan 7, 2017 19:59:00 GMT
Well, as I only watched people using controllers and never actually used one myself, I can only vaguely understand the problem. Still, EA probably designs games these days with controllers first in mind, and that includes BW. I doubt that they will release an awkward design considering that you see their developers using controllers just about all the time. Yah, but what about DAI? I still for the life of me can't play a melee class. Tried and tried and tried again. Can't do it. You know what it's like having half of the game cut off to you? EDIT : And please, don't think that I'm the only one. I know several other people who feel exactly as I do about melee classes.
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Post by sjsharp2010 on Jan 7, 2017 20:22:12 GMT
Well, as I only watched people using controllers and never actually used one myself, I can only vaguely understand the problem. Still, EA probably designs games these days with controllers first in mind, and that includes BW. I doubt that they will release an awkward design considering that you see their developers using controllers just about all the time. Yah, but what about DAI? I still for the life of me can't play a melee class. Tried and tried and tried again. Can't do it. You know what it's like having half of the game cut off to you? EDIT : And please, don't think that I'm the only one. I know several other people who feel exactly as I do about melee classes. yeah playing warrior or dual wielding rogue isn't easy in DAI. I can do it just about but it sure isn't easy. It's kind of why most of the time I've stuck to playing mages although I am playing an archer rogue on that atm that's quite good fun. It's kind of why I'm glad that at least in DAI your powers are auto targeted to your enemy as it does make the more action side a little bit easier to manage which is kind of why I raised the question I did. Does MEA have a similar mechanic that allows for this or are we going to have to just hit and hope? Because without the pause to aim using powers is going to be pretty difficult for someone like myself.
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Post by The Elder King on Jan 7, 2017 20:47:05 GMT
You seem to be grasping at straws. There is literally no reason to present something in such a misleading way if the 3 ability limit is not true, in fact it would be outright dumb precisely because it has the potential to cause consumers to decide that they don't like what they see. The only reason to show this would be if the final game was similar. MAYBE they will add that some powers have a "charging" ability, but that still changes the mechanic itself very little. Well, if you remember the CES video then I'm pretty sure you saw this image, it was of the three powers, but above it were two downward (at an arc) pointing arrows. I'll bet those were the left and right either triggers or bumpers. So, this is great. We have to be holding 8 while trying to move out of the way, Terrific. They can't be triggers or bumpers because the triggers are used to shoot and focus on a target, and the bumpers are used for the powers. As for the m/kb configuration and the hold feature for certain powers, wouldn't you just hold, for example, 5 only for using the hold feature of chain overload?
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Post by goishen on Jan 7, 2017 20:53:41 GMT
You've played ME:A? Because that's the only way that you'd know what does what. Or are you saying that in DAI or in ME3 it did that? I'm honestly asking, because I have no idea. All that I know is that in DAI, it had four little squares over in the bottom right, all of a sudden it changed over and there were four new powers there.
EDIT : And yeh. But you can see whether I hit the key with pointer finger or my middle finger, I'm then kind'a screwed for however I have told that key in as far moving left or straight. Whereas, with a controller, you can do both easily.
Press X and move.
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Post by The Elder King on Jan 7, 2017 20:57:53 GMT
You've played ME:A? Because that's the only way that you'd know what does what. Or are you saying that in DAI or in ME3 it did that? I'm honestly asking, because I have no idea. All that I know is that in DAI, it had four little squares over in the bottom right, all of a sudden it changed over and there were four new powers there. The power loadout in the VGA trailer were mapped to LT, RT and LT+RT, with LB and RB for shooting,and after the CES keynote they said they switched the two, so the triggers focus on shooting and the bumpers on powers. I actually dislike this configuration since using two buttons together (which are mapped for other powers as one) to use one might likely lead to some problems. As for the keyboard, considering the hold feature on console is based on the mapped button, I just think it might work the same on PC. I asked if based on previous experiences you think it's a possible outcome.
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Post by goishen on Jan 7, 2017 21:06:52 GMT
I dunno dude. I have literally 0.00001% experience with controllers that you do. I keep on playing fighting games with mine and keep on breaking them. Eventually, I just stopped buying them as well as fighting games. It's not for me to figure out what those two little downward pointing arcs were (I don't believe).
At this point, yes, I think it's possible that we might have to hold a button.
EDIT :
@1:00 exactly. Right by the powers.
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Post by The Elder King on Jan 7, 2017 21:15:39 GMT
I dunno dude. I have literally 0.00001% experience with controllers that you do. I keep on playing fighting games with mine and keep on breaking them. Eventually, I just stopped buying them as well as fighting games. It's not for me to figure out what those two little downward pointing arcs were (I don't believe). At this point, yes, I think it's possible that we might have to hold a button. EDIT : @1:00 exactly. Right by the powers. The hold feature is quite clear for the skill menu, although powers have different options. As for the gamepads, what I said matched what was present in the trilogy (although powers were mapped differently). I don't know what those arcs mean as well, I just don't think it's about triggers and bumbers because they are already mapped. It could mean there are other powers in the loadout or something that let us access more powers in combat. We'll see.
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Post by Vall on Jan 7, 2017 21:16:46 GMT
I dunno dude. I have literally 0.00001% experience with controllers that you do. I keep on playing fighting games with mine and keep on breaking them. Eventually, I just stopped buying them as well as fighting games. It's not for me to figure out what those two little downward pointing arcs were (I don't believe). At this point, yes, I think it's possible that we might have to hold a button. EDIT : @1:00 exactly. Right by the powers. That looks like it's telling you that you have that power currently equipped (you can notice it's there when they have cursor on Overload, then arrows disappear, and reappear again when they pass over Remnant VI)
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Post by goishen on Jan 7, 2017 21:32:33 GMT
That might be as well, I dunno. Of course it was shown off at the nVidia event on a 1080? I think. So, it might not have anything to do with controllers.
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Post by ProbeAway on Jan 7, 2017 22:07:31 GMT
I've been wondering what the dpad-down button is supposed to do in this game. The icon for that button flashes up on the screen at around 1:30 in the CES footage, indicating that the player should press it. I initially thought it might be a squad function but now I think it's probably a fourth skill. It seems highly likely that we have a customisable 3-skill loadout based on what we've seen but we also know that each profile has some sort of special class ability. For soldier, it's marksman's focus and for engineer it's combat drone. Combat drone didn't show up in the tech skill tree and in hindsight this makes sense - it's tied to the profile and can't be swapped in and out like regular tech skills. Otherwise an Infiltrator or a Sentinel might be able to access it. I originally thought it could be a passive skill that was always on in the background but I think it's more logical that we can activate it, hence the dpad-down icon popping up. Having a fourth skill would be a major improvement over three and addresses one of my two biggest concerns so far (the other one being the apparent lack of a power wheel/tactical pause). Edit: SofaJockey did you move this? I kinda liked it as a separate thread :/
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Post by Warrick on Jan 7, 2017 22:13:18 GMT
The icon for that button flashes up on the screen at around 1:30 in the CES footage, indicating that the player should press it. The final evolution of Button Awesome. Bioware quality RPG makers.
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Post by Vall on Jan 7, 2017 22:13:47 GMT
I've been wondering what the dpad-down button is supposed to do in this game. The icon for that button flashes up on the screen at around 1:30 in the CES footage, indicating that the player should press it. I initially thought it might be a squad function but now I think it's probably a fourth skill. It seems highly likely that we have a customisable 3-skill loadout based on what we've seen but we also know that each profile has some sort of special class ability. For soldier, it's marksman's focus and for engineer it's combat drone.
Combat drone didn't show up in the tech skill tree and in hindsight this makes sense - it's tied to the profile and can't be swapped in and out like regular tech skills. Otherwise an Infiltrator or a Sentinel might be able to access it. I originally thought it could be a passive skill that was always on in the background but I think it's more logical that we can activate it, hence the dpad-down icon popping up. Having a fourth skill would be a major improvement over three and addresses one of my two biggest concerns so far (the other one being the apparent lack of a power wheel/tactical pause). I don't think it's either, if you read their descriptions their effects are entirely passive (Marksman's Focus was +weapon damage on kill and Combat Drone is cooldown reduction/EM pulse when enemies get in your face...granted, there was more text we couldn't see, so maybe there are other skills/they have active component, we will see)
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Post by colfoley on Jan 7, 2017 22:16:50 GMT
I doubt its another ability. I mean I do not know the specifics for sure, yet, but the 'Marksman Focus' for instance sounded like more of a passive skill then an active one. So maybe for the Engineer profile you always get a combat drone flying around you in battle doing things for you.
So the d pad down button could, hopefully be, a way for you to get to a second set of powers...or a third maybe. Hopefully this is how it works because...well I would really like it to work this way.
-Or- it could just be like the focus skills from DA I, in which case kind of an odd place to stick it, but acceptable, and just marksman or combat drone does not sound as powerful as most of the focus talents in DA I did.
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Post by guanxi on Jan 7, 2017 22:18:14 GMT
The biggest mystery to me is why LB+RB instead of the Triangle/Y buttton... Y is now reserved for something else... must be important. I'm guessing the touchpad/select button is for the weapon wheel. PS Option/Xbox start for menu. The dpad is either for squad commands or consumables imo.
Up - Direct squad to attack target/Go here Down - Stay behind/hold to holster weapon(s) Left - Ammo/Grenade refill 5/5 Right - Medi-gel/shield boost 5/5 (tap for self or hold for target)
LB+RB - Power LB - Power RB - Power
LT - Aim RT - Fire
Y - Jetpack Jump? X - Reload B - Melee A - Run
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Post by ProbeAway on Jan 7, 2017 22:25:46 GMT
I've been wondering what the dpad-down button is supposed to do in this game. The icon for that button flashes up on the screen at around 1:30 in the CES footage, indicating that the player should press it. I initially thought it might be a squad function but now I think it's probably a fourth skill. It seems highly likely that we have a customisable 3-skill loadout based on what we've seen but we also know that each profile has some sort of special class ability. For soldier, it's marksman's focus and for engineer it's combat drone.
Combat drone didn't show up in the tech skill tree and in hindsight this makes sense - it's tied to the profile and can't be swapped in and out like regular tech skills. Otherwise an Infiltrator or a Sentinel might be able to access it. I originally thought it could be a passive skill that was always on in the background but I think it's more logical that we can activate it, hence the dpad-down icon popping up. Having a fourth skill would be a major improvement over three and addresses one of my two biggest concerns so far (the other one being the apparent lack of a power wheel/tactical pause). I don't think it's either, if you read their descriptions their effects are entirely passive (Marksman's Focus was +weapon damage on kill and Combat Drone is cooldown reduction/EM pulse when enemies get in your face...granted, there was more text we couldn't see, so maybe there are other skills/they have active component, we will see) But they don't sound passive to me. I'm thinking you have to activate marksman's focus and combat drone for them to actually work. I mean, you had to activate marksman and drone in the trilogy. Why would that change? Edit: plus, we don't see a drone in the CES footage, hence the prompt to activate it.
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Post by colfoley on Jan 7, 2017 22:33:36 GMT
The biggest mystery to me is why LB+RB instead of the Triangle/Y buttton... Y is now reserved for something else... must be important. I'm guessing the touchpad button is for the weapon wheel. PS Option/Xbox start for menu. The dpad is either for squad commands or consumables imo. Triangle, the equivalent on the PS gamepad, is now reserved for scanning. Now the question is why can't it be both, and I suppose its possible it still is...scanning out of combat...something else in...but I bet its just going to be your scanning button.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire, Mass Effect Andromeda
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Post by Vall on Jan 7, 2017 22:36:15 GMT
The biggest mystery to me is why LB+RB instead of the Triangle/Y buttton... Y is now reserved for something else... must be important. I'm guessing the touchpad button is for the weapon wheel. PS Option/Xbox start for menu. The dpad is either for squad commands or consumables imo. Triangle, the equivalent on the PS gamepad, is now reserved for scanning. Now the question is why can't it be both, and I suppose its possible it still is...scanning out of combat...something else in...but I bet its just going to be your scanning button. Did search pulse button in DAI change function in combat when playing on gamepad?
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Post by colfoley on Jan 7, 2017 22:37:28 GMT
Triangle, the equivalent on the PS gamepad, is now reserved for scanning. Now the question is why can't it be both, and I suppose its possible it still is...scanning out of combat...something else in...but I bet its just going to be your scanning button. Did search pulse button in DAI change function in combat when playing on gamepad? You know my gut reaction was to say it did not but now that I am thinking about it I am just not sure...and I just finished the game recently too! But I don't think it did actually.
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