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Post by colfoley on Jan 11, 2017 20:42:57 GMT
I just can't wait for the looks on people's faces when you can use all the powers in the game with a couple button presses. If you build your character like that.
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Post by Iakus on Jan 11, 2017 20:44:17 GMT
I wouldn't put Unity as a power, to be honest. It is a universal power, but it does get activated via omnitool
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Post by sjsharp2010 on Jan 11, 2017 20:47:34 GMT
Don't remember off hand, certainly more than double than 3. And in ME1 companions had this number as well (8 IIRC), not just the protagonist. Engineer in ME3: Incinerate Overload Combat Drone Cryo Blast Sentry Turret Sabotage Unity (presumably) Seven active powers, plus the bonus power yeah that's right I know that for certain as my current Shep's an engineer in ME3 atm in fact.
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Post by sjsharp2010 on Jan 11, 2017 20:48:23 GMT
I just can't wait for the looks on people's faces when you can use all the powers in the game with a couple button presses. If you build your character like that. I'm kind of hoping we can
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Post by colfoley on Jan 11, 2017 20:54:55 GMT
I just can't wait for the looks on people's faces when you can use all the powers in the game with a couple button presses. If you build your character like that. I'm kind of hoping we can i imagine we will run into other problems. Namely you will run into a skill point wall and you're build could be really really sucky.
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Post by sjsharp2010 on Jan 11, 2017 20:57:02 GMT
I'm kind of hoping we can i imagine we will run into other problems. Namely you will run into a skill point wall and you're build could be really really sucky. Thankfully we should be able to respec on the ship anyway if that happens we'd just need to survive long enough to get there
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Post by Deleted on Jan 11, 2017 22:06:06 GMT
An implant which doesn't seem to exist in the Milky Way galaxy That we know of. But this isn't the Milky Way galaxy. No, there are many other options before resorting to brain surgery, some of them which are even in use today. There's eye movement tracking, there are haptic interfaces, there's voice recognition and activation, there are sensors that can be embedded in a glove, etc. The point is all of these things can allow a user to activate a function with barely more than a hand motion, without the need for over-complicated over-engineered solutions like brain implants. Eye movement tracking isn't viable in the field, where the character needs to be looking around. All of the others require motions which take time and may be inconvenient when you're actively engaged in the other physical activity of battle. All of the items mentioned serve the same purpose: as a user interface to some device or tool. Only the brain implant would provide direct, (essentially) instantaneous responsiveness. The moment the implant detects the brain sequence that signals the intent to use an omnitool feature, a signal is sent to the omnitool. It eliminates the time needed for the brain to send the signals to the muscles and for the muscles to carry out any movements needed to interact with a different type of user interface. Whatever the mechanics turn out to be, you can ignore the technological implications, accept what the game offers in the way of explanation, headcanon a solution that works for you, or... whatever, I guess. I've enjoyed a lot of games where gameplay is in direct conflict with world lore. In the end, it's a personal choice. Neither do I. I don't generally play shooters - just FO and ME because they're RPGs.
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Post by Iakus on Jan 11, 2017 22:10:40 GMT
An implant which doesn't seem to exist in the Milky Way galaxy That we know of. But this isn't the Milky Way galaxy. But they left the Milky Way in 2165. Therefore, any tech they brought with them would be ME2 contemporary.
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Post by Thrombin on Jan 12, 2017 0:29:51 GMT
Ryder has had training though. It has been stated (I think in the briefing) that pathfinders have been trained in Biotics and Tech from the start. I don't see any difference between Ryder and Shepard in this regard. They both need training together with the appropriate implanted tech in order to access their abilities but Ryder's implanted tech can be reconfigured on the fly (as long as it is to a type of power that he has previously allocated skill points towards). Ryder has had training in at least three different biotic implants? That's a LOT of brain surgery. Maybe that explains why he/she can only remember three biotic abilities at a time... Has Ryder had training in different kinds of weapons, but is only any good at them if the magic-implant is configured a certain way? And what kind of cr*ppy omnitool does Ryder get issued if it only has three functions, max? Ryder has had training in focusing biotics through an implant. That may well have already been the reconfigurable implant but, even if it wasn't I don't see the issue. You focus your biotics and the implant determines what happens. It's not like Shepard starts the game being able to use all these powers. He unlocks them and levels them up over time. Just as Ryder will. In any case, 'surgery' to replace implants seems to be pretty trivial as far as ME3 is concerned. Jack promises a student at Grissom a new implant as a present, if I recall, and a side quest will let you get Grissom academy tech that allows a whole bunch of biotic Asari to upgrade for the war. I don't think that replacing implants is that big a deal by that time. Weapon training isn't a power as such but a certain amount of their bonuses is indeed from tech. According to the wikii on the subject of soldiers: "High-level operatives are outfitted with ocular synaptic processors that allow them to focus on targets with lethal accuracy". Fortification is created by the excretion of 'non-Newtonian fluid' and concussive shot is a homing attack which needs to be guided. Since it's a soldier-specific power it's not being guided by the gun that fires it otherwise why isn't everyone capable of firing one? I think it's highly likely that it's guided by an implant dedicated to that purpose, just as an Engineer's combat drone is controlled by an implant in the MEA Engineer profile. The omnitool has a lot of functions but, that's like saying a computer has a lot of functions. You still need a program to provide each function. From the evidence presented by the game, not least the latest MEA screen shots, there is a strong suggestion that these programs are being run by implants designed to create a bridge between the user's neural impulses and the desired effect. What else is all that embedded tech for in all the different schematics?
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Post by colfoley on Jan 12, 2017 1:18:31 GMT
The 'three ability limit' is likely a gameplay limit then a technological one in lore. Besides if those of us who believe we are right about having more then three abilities then acessing more then those three abilities will be like scrolling to a new page.
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Post by Deleted on Jan 12, 2017 1:36:35 GMT
This still makes no sense. Tech abilities do not require a brain implant, haptic interface and a short gesture are sufficient to provide a comparable level of control. Have you ever seen anyone use a haptic interface with an omnitool? I can think of a few cutscenes where Shepard appeared to use a UI on it, but not in the heat of battle. Not since the new, re-configurable implants came into use. To direct the effect to its intended destination. Brain tells the tool to turn on the flamethrower, arm directs the flame. Ditto cryoblast, etc. Yep. Just like biotics. Maybe the older omnitools were hard-wired and hard-coded to perform a very specific set of abilities. Since the ones used by the AI can be re-configured, they cannot do as many things at a time.
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Post by amleth on Jan 12, 2017 2:15:38 GMT
I'm all for slick, easy access interfaces but three abilities seems really light doesn't it? Sure there has to be a cap somewhere, but somewhere in the region between 6 to 9 abilities so that viable caster classes can be built seems reasonable enough and I don't really see how limiting your options to this extent is necessarily a balance issue, that depends entirely on how the abilities are designed in the first place.. I mean, at the moment, even pokemon gives you more options.
POKEMON. Can I really understate how embarrassing this is? (not to rag on pokemon, competitive multiplayer is one of the most complex games out there).
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Post by Deleted on Jan 12, 2017 2:34:48 GMT
This technology will easily allow a user to activate quickly a function in an omni-tool with the same speed it takes to pull a trigger in a gun. Just like a gun doesn't require a "brain chip" to use, an omni-tool doesn't require one either. No, but such devices usually need some input via a UI to function. The haptic interfaces we've seen in-game (mostly Joker) are typically operated with both hands. The omnitool typically occupies one arm, so unless you can manipulate the interface with the same hand it's on, you'd need to use the other hand. In combat, the other hand is usually holding a firearm. The brain implant makes the UI hands-free, so one arm can use the omnitool while the other continues to use the firearm. It wouldn't - though some gear has multiple input devices, like mouse and keyboard. Some functions can be performed with only one of those devices, others require both. Maybe. Or not. So? In ME1, we got a slew of biotic amps as loot. Also upgraded omnitools, which not every squadmate could use. If you can manipulate the interface with the same hand the omnitool occupies. Whenever we've seen characters using it in cutscenes, they typically use the interface with the other hand. In combat, the other hand is usually occupied by a firearm. There's actually not a whole lot about the technology in ME that has ever made much sense to me. I had to take a lot at face value when I first started playing ME1, and the trilogy stretched the envelope of my ability to suspend disbelief throughout. Their world, their rules, enforced when it's convenient, ignored when it isn't. Shrug.
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Post by fade9wayz on Jan 12, 2017 11:46:31 GMT
It won't be MP-only in MEA. We've already seen it in the gameplay trailer. If you fail to see how OP that made Shepard, I guess discussing balance is pointless.With that, I'm off to play my off-meta, less than effective, but still fun to play main Junkrat. Yes, it's pointless, because in a SP game, balance is less of an issue. You can make powerful or challenging builds based on how YOU want to play. When you add MP to the mix, the nail that sticks up gets hammered down. Everyone has to be special, so no one is. This is a very dishonest answer. Balance between builds and powers in SP or co-op MP might matter less than in PvP MP (which ME3MP never was), but it still matters a great deal when it comes to having interesting and challenging combat, at least in the higher difficulties of the game. If you can make your build so powerful you can basically solo the whole game on Insanity with your squadmates's only value being to provide banter, like Shepard in ME3 (a game +1 vanguard Shepard with incendiary grenades was just ridiculous), then you have effectively so casualized the game there's not even a point in having higher difficulties. In a properly balanced game, an average player like myself shouldn't need to gimp themselves to feel challenged, which is exactly what I had to do with ME3SP. Or even combat. There's no fun in having combat if there's absolutely no challenge. It's just that tedious hurdle you have to pass in order to get to the following storyline, more or less stupidly long depending on how many HP the devs had to give to the ennemies to compensate for how powerful your build is. At that point, why not just scrap combat altogether and just have a ME dating sim story god mode? That is a game I wouldn't care for. The lack of true difficulty in Insanity or hard in ME3 was easilly the main and only gameplay reproach for SP, and part of it could be attributed to Shepard practically being god-mode with all the powers s/he had access to. Any game which wants to offer some sort of challenge will have limitations imposed on the player to create balance. Saying it's less important in SP than it is in MP is just misleading. Had you played ME3MP, you'd know there were builds far above others in terms of effectiveness, like the Gethfiltrator, and some much more underwhelming, considered almost as a troll pick, like the Volus Sentinel.
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Post by fade9wayz on Jan 12, 2017 12:43:53 GMT
I see you certainly didn't spend much time reading my post. Your perception on ME single and multiplayer difficulty aside, I beg to disagree on your conclusions. As has already been said by our OP, you can complete ME in any way you want to play. Correct! You should be able to do it.. And what if there are people who don’t want to play with only 3 powers? Who like to combos? Must they be left wanting, because a 3 powers mechanic is good enough for you? You really like your high horse I see. My point, I suppose I can say one of the point of this thread, is that combat system that allows for more powers to be used doesn’t hurt anyone, rather enhances the experience of the game, and is in agreement with the Mass Effect we’ve learned to appreciate and love. I like the hybrid of fast pacing FPS and RPG as the next person, but I like both of the aspect. I would care less for another generic sci fi FPS game with a good story. And surely as hell I don’t want ME to be devaluated with poor game mechanics motivated with the idea that when they’re “console friendly” they become good. Previous installation of the game showed that, even when they are class locked, both of these approaches were possible and your posts are a testament to this truth. The same it’s not true, it can’t be possibly true even from a mere numerical standpoint, for a 3 abilities system. So, why the gameplay should be pledged to the “stereotypical” instead of making everyone happy? It’s not about bashing a still-to-be-confirmed-system: it’s about basic enjoyment for as many people as possible. Between stronger enemies (also more intelligent) and a cage of a combat system, why choosing the cage? Especially when you yourself wish for tougher (which means also smarter) opponents: i.e, mobs actively flanking you and working ruthlessly in tandem, something we are already half there in ME3MP. It’s only a matter of continuing in that direction… “And yes, I'm happy I can be lazy and that there's seemingly less chance I will get wrist tendinitis, again, because of possibly poor mouse/keyboard port. One needs to enjoy the little things in life.”Lastly, this kind of logic is a stinking pile of shit at its finest: accusing a game mechanic you don’t use, and don’t want to use, to be the cause of wrist damage its bogus. No one get tendinitis for gameplay mechanics: they get it for chronic abuse of gameplay hours (among the others) with or without a poor diet to aggravate the situation. You don’t alter game mechanics when you get tendinitis: you play less. Period. This kind of bullshit logic it’s the same that idiots use when they accuse games to incite violence because a minority of gamers are violent people: so, please take it back. It isn’t worth it of this forum. Where do you decide to make a limit, if your only value is 'fun'? And whose fun? Only yours? Who is on a high horse? And what if there are people who aren't content with only 7 active powers, who would find it much more fun to have 16, with indivudal cooldowns, of course, so that they can cast and combo non-stop without any help from those pesky squadmates who only get in the way and have dumb AI anyway? What I have apparently failed to convey in my posts, is that I want the game to be reasonably challenging for each difficulty level above casual, and most of all, fun. I don't find god-mode in higher difficulties fun, that erases any point of higher difficulties altogether. I don't find bullet-sponges fun, which is what we'll have if our protagonist has the potential of being god-mode. The alternative to bullet-sponges and a low limit on the number of powers, is to lower the overall effectiveness of these powers, and have weapons being yet again the main source of DPS. Dumb them down drastically. The Flamethrower in the gameplay trailer didn't seem weak at all, so there goes that possibility. Personally, I'd rather have less active powers, but them being effective and actually useful, than a plethora of active useless powers, and/or bullet-spongy ennemies, or even worse, a completely casualized game on higher difficulties. That isn't so different than some other poster saying they want tactical pause back, because they don't like fast-paced games, and it makes their carpal tunnels hurt. But they are allowed to say it because they agree with you. I love double-standards. I have a friend who gets motion-sick with TPS/FPS game. Should we ask BW to make MEA in isometric 3D instead, so that she can play too? They can't please everyone, it's almost a guarantee that some feature will displease someone out there (or more specifically, one BSNer or another). Whether the three active powers limit will be implemented remains to be seen, and I will adapt either way, but I would be happy with it if it did, and I'm fucking allowed to state it, and I feel my reasoning makes sense. I'm sorry you're so unable to take contradictory opinions.
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Post by The Elder King on Jan 12, 2017 12:48:43 GMT
Squadmates were never necessary for any ME game on any level, as far as I'm concerned, and I don't think I'm that good. I do hope they'll become more useful in andromeda.
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Post by The Elder King on Jan 12, 2017 13:14:06 GMT
I'll copy past a post in another thread since it might be relevant for the discussion on the active powers. Something i missed in the previous trailer. Looks like the Combat Drone. That's actually really interesting for another reason. In the power loadout I don't see any icon that reminds me of combat drone...and yet there it is. Is it possible the profile's signature power is separated from the power loadout? Or maybe that's a sign there are other ways to access powers then those three in the loadout.
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Post by spacebeetle on Jan 12, 2017 13:51:38 GMT
I see you certainly didn't spend much time reading my post. Your perception on ME single and multiplayer difficulty aside, I beg to disagree on your conclusions. As has already been said by our OP, you can complete ME in any way you want to play. Correct! You should be able to do it.. And what if there are people who don’t want to play with only 3 powers? Who like to combos? Must they be left wanting, because a 3 powers mechanic is good enough for you? You really like your high horse I see. My point, I suppose I can say one of the point of this thread, is that combat system that allows for more powers to be used doesn’t hurt anyone, rather enhances the experience of the game, and is in agreement with the Mass Effect we’ve learned to appreciate and love. I like the hybrid of fast pacing FPS and RPG as the next person, but I like both of the aspect. I would care less for another generic sci fi FPS game with a good story. And surely as hell I don’t want ME to be devaluated with poor game mechanics motivated with the idea that when they’re “console friendly” they become good. Previous installation of the game showed that, even when they are class locked, both of these approaches were possible and your posts are a testament to this truth. The same it’s not true, it can’t be possibly true even from a mere numerical standpoint, for a 3 abilities system. So, why the gameplay should be pledged to the “stereotypical” instead of making everyone happy? It’s not about bashing a still-to-be-confirmed-system: it’s about basic enjoyment for as many people as possible. Between stronger enemies (also more intelligent) and a cage of a combat system, why choosing the cage? Especially when you yourself wish for tougher (which means also smarter) opponents: i.e, mobs actively flanking you and working ruthlessly in tandem, something we are already half there in ME3MP. It’s only a matter of continuing in that direction… “And yes, I'm happy I can be lazy and that there's seemingly less chance I will get wrist tendinitis, again, because of possibly poor mouse/keyboard port. One needs to enjoy the little things in life.”Lastly, this kind of logic is a stinking pile of shit at its finest: accusing a game mechanic you don’t use, and don’t want to use, to be the cause of wrist damage its bogus. No one get tendinitis for gameplay mechanics: they get it for chronic abuse of gameplay hours (among the others) with or without a poor diet to aggravate the situation. You don’t alter game mechanics when you get tendinitis: you play less. Period. This kind of bullshit logic it’s the same that idiots use when they accuse games to incite violence because a minority of gamers are violent people: so, please take it back. It isn’t worth it of this forum. Where do you decide to make a limit, if your only value is 'fun'? And whose fun? Only yours? Who is on a high horse? And what if there are people who aren't content with only 7 active powers, who would find it much more fun to have 16, with indivudal cooldowns, of course, so that they can cast and combo non-stop without any help from those pesky squadmates who only get in the way and have dumb AI anyway? What I have apparently failed to convey in my posts, is that I want the game to be reasonably challenging for each difficulty level above casual, and most of all, fun. I don't find god-mode in higher difficulties fun, that erases any point of higher difficulties altogether. I don't find bullet-sponges fun, which is what we'll have if our protagonist has the potential of being god-mode. The alternative to bullet-sponges and a low limit on the number of powers, is to lower the overall effectiveness of these powers, and have weapons being yet again the main source of DPS. Dumb them down drastically. The Flamethrower in the gameplay trailer didn't seem weak at all, so there goes that possibility. Personally, I'd rather have less active powers, but them being effective and actually useful, than a plethora of active useless powers, and/or bullet-spongy ennemies, or even worse, a completely casualized game on higher difficulties. That isn't so different than some other poster saying they want tactical pause back, because they don't like fast-paced games, and it makes their carpal tunnels hurt. But they are allowed to say it because they agree with you. I love double-standards. I have a friend who gets motion-sick with TPS/FPS game. Should we ask BW to make MEA in isometric 3D instead, so that she can play too? They can't please everyone, it's almost a guarantee that some feature will displease someone out there (or more specifically, one BSNer or another). Whether the three active powers limit will be implemented remains to be seen, and I will adapt either way, but I would be happy with it if it did, and I'm fucking allowed to state it, and I feel my reasoning makes sense. I'm sorry you're so unable to take contradictory opinions. No sorry, you don’t receive a free pass for troll logic invoking double standard, or accuse someone of walling you rights to say anything you want just to strengthen your arguments. Free forum, freedom of post: I’m not stonewalling you, otherwise I would have simply ignored your posts instead of offering rebuttals. I’ve no power, nor hidden magic to stop you from posting anything you want: so rest assured, your rights are, already, quite guaranteed. I’m calling you out on the bullshit you post: see the difference? Accusing a game mechanic to cause tendinitis to justify the welcoming of its removal is plainly wrong, and offensive to at least any gamers: it’s the same kind of… opinions it has been used to “demonstrate” games incite to violence and advocating for their ban. So, personally I take offense to something like that, especially when used in a forum just like this one.
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Post by ssanyesz on Jan 12, 2017 14:04:37 GMT
I'll copy past a post in another thread since it might be relevant for the discussion on the active powers. That's actually really interesting for another reason. In the power loadout I don't see any icon that reminds me of combat drone...and yet there it is. Is it possible the profile's signature power is separated from the power loadout? Or maybe that's a sign there are other ways to access powers then those three in the loadout. edit: Can't quote the quoted text and the other image properly. Maybe as we put points to tech skills then Engineer Profile levels up too after a while. As i see there are 6 Engineer ranks, it is the same as the skills' ranks. But it seems profile sklls are passive ones. I don't see any indicator that we can use the Combat Drone, but the Remnant VI most likely takes over the role of the Combat Drone for Engineers.
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Post by ApocAlypsE on Jan 12, 2017 14:05:37 GMT
The lack of true difficulty in Insanity or hard in ME3 was easilly the main and only gameplay reproach for SP, and part of it could be attributed to Shepard practically being god-mode with all the powers s/he had access to. Any game which wants to offer some sort of challenge will have limitations imposed on the player to create balance. Saying it's less important in SP than it is in MP is just misleading. ME2 didn't impose any artificial limit on the player, yet it was the most difficult game in the trilogy (bar the immortal mercs in ME1 until you get spectre weapons). ME3 was easy not because of the variety of skills you could use, it was because of the lack of defenses of many enemies and because of the combos on enemies with defenses, allowing to CC and blast our way to easy victory. You don't have to limit the player to create a roughly balanced game,yet it is the easiest route to take. Thats why I'm disappointed. Still, the 3 ability limit can work well if they are nuanced and varied, and if we can switch on the fly between battles.
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sjsharp2010
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Post by sjsharp2010 on Jan 12, 2017 14:08:59 GMT
I'll copy past a post in another thread since it might be relevant for the discussion on the active powers. That's actually really interesting for another reason. In the power loadout I don't see any icon that reminds me of combat drone...and yet there it is. Is it possible the profile's signature power is separated from the power loadout? Or maybe that's a sign there are other ways to access powers then those three in the loadout. yeah perhapss some powers aer automatically applied. Hopefully they explain these systems soon. Just thought I'd post in here this bit of info from the twitter thread seeing as it is to do with powers. 11 hours ago Pearl, Kaibe, and 44 more like this likeQuotePost Options POST BY [BIO]TIBERIUS ON 11 HOURS AGO [BIO]Tiberius Avatar Jan 7, 2017 at 5:28am [BIO]Tiberius said: goishen Avatar Jan 7, 2017 at 3:49am goishen said: I'm honestly not trying to pin you down to anything, so forgive me if it sounds like I am. But what about the PITA factor that I mentioned? In other words, holding down 1 while trying to move? If that's too much for you, then let me ask you this. Is it like DAI in the fact that we're gonna have wildly different controls from the previous games? IN DAO and DA2, all we (KB&M users) had to do was to hit 1, and we were automatically auto-attacking. In DAI, it was a completely different story, where we had to hold down a button, it didn't matter if it was the KB or the mouse. I was going to wait on this until some later gameplay reveals, but eh, it's been a long day and I'm feeling generous, so here you go, goishen! The way we avoid these pita input problems is pretty straightforward: with more options for the player. You can rebind your keys/mouse buttons however you like on PC, and we offer specific options for certain aspects of our input and gameplay to let you optimize your ergonomics. I won't go into all of the options now, but here's an example that pertains to your question: Take the Flamethrower power. By default, Flamethrower shoots gouts of flames from your omni-tool as long as the relevant power button is held down. If you're using a controller, or if you have that power mapped to mouse4 for example, then you probably want to leave this power on its default (hold) settings. If you've got this power mapped to the 3 key, on the other hand, then you'd need to use WASD to move and hold down the 3 key at the same time to shoot your flames. Some players seem to be fine with this when we run playtests, but personally I find it pretty awkward. For players like me (and you, from the sounds of it), we have an option that takes all sustained powers like Flamethrower and switches them from a Hold mechanic into a Toggle mechanic (like how Flamer worked in ME3). With Toggle enabled for sustained powers, you could just hit 3 to start the flames and either wait for it to end on its own or hit 3 again to stop it early. PITA situation averted. Hope that helps! This should help those of us who are worried about the no pause to aim feature but whether it works for all powers or how it exactly works I'm not 100% sure but certainly having a toggle on a power should help instead of having to hold the button. Especially for those of us that have only 1 hand to do everything with due to disabilities or whatever.
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Post by Iakus on Jan 12, 2017 14:13:53 GMT
Yes, it's pointless, because in a SP game, balance is less of an issue. You can make powerful or challenging builds based on how YOU want to play. When you add MP to the mix, the nail that sticks up gets hammered down. Everyone has to be special, so no one is. This is a very dishonest answer. Balance between builds and powers in SP or co-op MP might matter less than in PvP MP (which ME3MP never was), but it still matters a great deal when it comes to having interesting and challenging combat, at least in the higher difficulties of the game. If you can make your build so powerful you can basically solo the whole game on Insanity with your squadmates's only value being to provide banter, like Shepard in ME3 (a game +1 vanguard Shepard with incendiary grenades was just ridiculous), then you have effectively so casualized the game there's not even a point in having higher difficulties. In a properly balanced game, an average player like myself shouldn't need to gimp themselves to feel challenged, which is exactly what I had to do with ME3SP. Or even combat. There's no fun in having combat if there's absolutely no challenge. It's just that tedious hurdle you have to pass in order to get to the following storyline, more or less stupidly long depending on how many HP the devs had to give to the ennemies to compensate for how powerful your build is. At that point, why not just scrap combat altogether and just have a ME dating sim story god mode? That is a game I wouldn't care for. The lack of true difficulty in Insanity or hard in ME3 was easilly the main and only gameplay reproach for SP, and part of it could be attributed to Shepard practically being god-mode with all the powers s/he had access to. Any game which wants to offer some sort of challenge will have limitations imposed on the player to create balance. Saying it's less important in SP than it is in MP is just misleading. Had you played ME3MP, you'd know there were builds far above others in terms of effectiveness, like the Gethfiltrator, and some much more underwhelming, considered almost as a troll pick, like the Volus Sentinel. Actually I think balance would matter more in PvP than coop or PvE And what people consider "interesting and challenging' is different from person to person. I've never played higher than Veteran. Does that make me a scrub? If you want more challenge, play more challenging builds. But don't spoil everyone else's fun because you think they need to "git gud"
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Post by poekel on Jan 12, 2017 14:21:32 GMT
The lack of true difficulty in Insanity or hard in ME3 was easilly the main and only gameplay reproach for SP, and part of it could be attributed to Shepard practically being god-mode with all the powers s/he had access to. Any game which wants to offer some sort of challenge will have limitations imposed on the player to create balance. Saying it's less important in SP than it is in MP is just misleading. ME2 didn't impose any artificial limit on the player, yet it was the most difficult game in the trilogy (bar the immortal mercs in ME1 until you get spectre weapons). ME3 was easy not because of the variety of skills you could use, it was because of the lack of defenses of many enemies and because of the combos on enemies with defenses, allowing to CC and blast our way to easy victory. You don't have to limit the player to create a roughly balanced game,yet it is the easiest route to take. Thats why I'm disappointed. Still, the 3 ability limit can work well if they are nuanced and varied, and if we can switch on the fly between battles. Thing is, that Mass Effect always imposed quite a harsh soft limit on skills. The way the cooldowns in Mass Effect work pushes players into using only a few skills together with passive like skills like the ammo powers. Other than having a few extra situational skills and passive skills (I still forget to turn ammo powers on until after the first fight; those don't really have to be active skills, long duration skills like Fortification are better of as a passive as well) players use only 2-3 (in general they'll just use the strongest Combo of 2 skills, in case of soldiers and infiltrators just the strongest skill most of the time) skills anyway as any skill use makes all other skills unavailable. As long as the majority of cooldowns won't go below 2 or 1 seconds it does not matter very much if a player has a high active skill count or if its limited. The player won't use that 5th situational skill if he has to wait 5 or more seconds to be able to use his generally good skills again.
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Post by sjsharp2010 on Jan 12, 2017 14:27:55 GMT
This is a very dishonest answer. Balance between builds and powers in SP or co-op MP might matter less than in PvP MP (which ME3MP never was), but it still matters a great deal when it comes to having interesting and challenging combat, at least in the higher difficulties of the game. If you can make your build so powerful you can basically solo the whole game on Insanity with your squadmates's only value being to provide banter, like Shepard in ME3 (a game +1 vanguard Shepard with incendiary grenades was just ridiculous), then you have effectively so casualized the game there's not even a point in having higher difficulties. In a properly balanced game, an average player like myself shouldn't need to gimp themselves to feel challenged, which is exactly what I had to do with ME3SP. Or even combat. There's no fun in having combat if there's absolutely no challenge. It's just that tedious hurdle you have to pass in order to get to the following storyline, more or less stupidly long depending on how many HP the devs had to give to the ennemies to compensate for how powerful your build is. At that point, why not just scrap combat altogether and just have a ME dating sim story god mode? That is a game I wouldn't care for. The lack of true difficulty in Insanity or hard in ME3 was easilly the main and only gameplay reproach for SP, and part of it could be attributed to Shepard practically being god-mode with all the powers s/he had access to. Any game which wants to offer some sort of challenge will have limitations imposed on the player to create balance. Saying it's less important in SP than it is in MP is just misleading. Had you played ME3MP, you'd know there were builds far above others in terms of effectiveness, like the Gethfiltrator, and some much more underwhelming, considered almost as a troll pick, like the Volus Sentinel. Actually I think balance would matter more in PvP than coop or PvE And what people consider "interesting and challenging' is different from person to person. I've never played higher than Veteran. Does that make me a scrub? If you want more challenge, play more challenging builds. But don't spoil everyone else's fun because you think they need to "git gud" Indeed I couldn't have said it better because if I don't feel I can play or have a reasonable chance to think I can play/beat the game then I simply won't play it and I'd probably never buy future versions of the game which if enough people did that would hurt the game makers profits and they'd have to rethink what they're doing in order to entice us back in. At the end of the day there is a reason for having easy settings in games it's so people that aren't great at these sorts of games can still enjoy them. I know I'm not great at these games as I play them on casual but I play them on casual as it's the best fit and setting for me personally. I pla yBioware's games because I enjoy what they are and their stories not for their difficulty.
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Post by Deleted on Jan 12, 2017 19:03:13 GMT
Try to apply Occam's razor here, it might not be the traditional use exactly but bear with me, you are trying to attach a needlessly complicated explanation to something which is easily and simply explained. No, I'm actually not, nor am I trying to design anything. If I designed the tech in the game, a lot of things would be different. All I'm doing is trying to come up with ways to justify a reduction in loadable talents that we all know was actually done to support a "seamless" transition between SP and MP. A skill limit that has always existed in MP, and as someone who doesn't appreciate that aspect of gaming, it's pretty easy for me to hate on MP for what it's done to SP. We've already had this discussion about different input devices doing different things. What I've been suggesting is that combat specific functions may be interfaced via implant(s) in the user's body while other functions use a different interface. I mean, Shepard holds up the omnitool to open locked doors in ME3. That would imply that it has some sort of scanning device designed to detect and hack locks built in. We also see Ryder scanning a supposed crime scene in one of the MEA clips. But basically, you make the assumption that only biotics require implants, and all tech skills are learned. I see no evidence that that has ever been true, and quite a bit of evidence that people are running around with all sorts of implanted technology. Alliance troops apparently receive DNA enhancements, and Cerberus was implanting all kinds of jolly tech into their operatives in ME3. Shrug.
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