inherit
1987
0
Mar 14, 2017 16:11:12 GMT
2,750
Cirvante
803
November 2016
cirvante
|
Post by Cirvante on Feb 22, 2017 0:17:42 GMT
No offense, but do I seem like the kind of person who cares whether you think I'm a "scrub" or not? Again, I'm not going to slap you on the wrist for exploiting flaws in AI mechanics. That doesn't mean I want to play with you either, as you are defeating the whole purpose and challenge of platinum. Who says anything about playing with you? Give us some footage of your gameplay. Solo platinum. Prove to us that you're not just some PuG abusing the box of shame on Rio. I have solo'd platinum seven times before I got bored. Others here have done it many more times than that. And you have the arrogance to lecture us about 'the purpose and challenge of platinum'. What a joke.
|
|
inherit
3657
0
2,378
Revan Reborn
Pathfinder
2,000
Feb 19, 2017 18:14:40 GMT
February 2017
revanreborn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
Pax_Augusta
Heero the pilot
Pax_Augusta01
|
Post by Revan Reborn on Feb 22, 2017 0:36:33 GMT
The only reason I believe that soft cover is unintended is because enemy AI cannot account for it. That may be different in MEA if BioWare provides enemy AI with more tools to adapt to player behavior, but we'll have to wait and see. I'm not suggesting that RHA is a "I win" button. What I am suggesting is that it largely undercuts the challenge and difficulty of those modes by using those exploits. Obviously, to be successful it would be in your best interest to still be a competent player. Given that this is a PvE wave-killing experience, the issue is only minor at best and not game-breaking for the purposes of what BioWare is doing. I would just like for AI to have more methods of counteracting such strategies. A more varied and dynamic style of gameplay will, in my opinion, lead to an overall better and more engaging experience. The AI also can't account for me side strafing, which causes enemies like Ravagers and Geth Primes to be unable to hit you. Should strafing be considered an exploit as well? Games often have things that the AI doesn't account for, and it's not always unintentional. The AI not accounting for something is often used as a way to reward the player for utilizing a certain strategy or mechanic). I think you're still overstating just how useful RHA is because of things like: > Units like Phantoms, Dragoons, Banshees, Brutes, Praetorians, Geth Hunters and Pyros all will rush you and force you out of cover > Basic trash mobs and Possessed Scions will throw grenades at you which RHA does nothing against. It was certainly still a useful thing to use and most veteran players will recommend you use it, but it's not some tactic that greatly reduces the challenge. Wave spawn manipulation and Cobra Missile spamming were the main things that greatly reduced the challenge, and the second one was something that was intentional(as evidenced by the fact that you only needed to be using the equipment that granted extra uses of the missile launcher to do it, which was an item that BioWare gave to us) You make a lot of fair points, and again I'm not suggesting RHA is a "I win" button. It's merely a difference of opinion and you are certainly entitled to endorse the strategy and continue to use it. I would just rather have much more dynamic gameplay that doesn't allow for that particular approach, which is hopefully what we are getting in MEA. Obviously, there's always going to be shortcomings to AI as coding cannot predict and account for every tactic/strategy a player may create. I do believe certain strategies and tactics are absolutely fair game and are meant to overcome and defeat the enemy AI. I just personally see these particular exploits as taking some fun out of the game. One of the major goals I hope MEA achieves is never allowing a player to be too comfortable and forcing players to have to take different approaches and play styles in order to overcome encounters. I think part of the problem with ME3MP, for me, is that the encounter system was too stringent and predictable for its own good. The more dynamic and unpredictable, the better.
|
|
inherit
Korean Supermodel
1
0
1
7,464
Cyonan
2,189
Jul 31, 2016 20:55:30 GMT
July 2016
admin
Cyonan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Cyonan
|
Post by Cyonan on Feb 22, 2017 2:29:59 GMT
You make a lot of fair points, and again I'm not suggesting RHA is a "I win" button. It's merely a difference of opinion and you are certainly entitled to endorse the strategy and continue to use it. I would just rather have much more dynamic gameplay that doesn't allow for that particular approach, which is hopefully what we are getting in MEA. Obviously, there's always going to be shortcomings to AI as coding cannot predict and account for every tactic/strategy a player may create. I do believe certain strategies and tactics are absolutely fair game and are meant to overcome and defeat the enemy AI. I just personally see these particular exploits as taking some fun out of the game. One of the major goals I hope MEA achieves is never allowing a player to be too comfortable and forcing players to have to take different approaches and play styles in order to overcome encounters. I think part of the problem with ME3MP, for me, is that the encounter system was too stringent and predictable for its own good. The more dynamic and unpredictable, the better. I know you aren't calling it an "I win" button, but I still think you're overstating how useful it is by saying that it "greatly reduces the challenge". Thinking it takes fun out of the game is fine, but you've spent the majority of this thread insisting that it was cheating because BioWare didn't intend for it to happen despite BioWare never actually claiming that they didn't intend for it to happen. To be honest I expect ME:A wont actually have very unpredictable AI. I've not yet ever run into an AI that wasn't predictable, short of somebody creating an AI that determines its actions purely based on a random number generator which I imagine wouldn't be terribly fun to fight against. Otherwise it has to have a set of scripts that it follows and as such, I can determine what they are. The main reason why a game like DOOM provides me with a challenge isn't because the AI is unpredictable(it's not), but rather because one has to account for numerous enemies in the room and a single mistake can end up killing you. I just hope it provides more variation than what Mass Effect 3 did since as I noted before, enemies shared a lot of AI code so they all acted very similar to each other a lot of the time.
|
|
inherit
3657
0
2,378
Revan Reborn
Pathfinder
2,000
Feb 19, 2017 18:14:40 GMT
February 2017
revanreborn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
Pax_Augusta
Heero the pilot
Pax_Augusta01
|
Post by Revan Reborn on Feb 22, 2017 2:41:04 GMT
You make a lot of fair points, and again I'm not suggesting RHA is a "I win" button. It's merely a difference of opinion and you are certainly entitled to endorse the strategy and continue to use it. I would just rather have much more dynamic gameplay that doesn't allow for that particular approach, which is hopefully what we are getting in MEA. Obviously, there's always going to be shortcomings to AI as coding cannot predict and account for every tactic/strategy a player may create. I do believe certain strategies and tactics are absolutely fair game and are meant to overcome and defeat the enemy AI. I just personally see these particular exploits as taking some fun out of the game. One of the major goals I hope MEA achieves is never allowing a player to be too comfortable and forcing players to have to take different approaches and play styles in order to overcome encounters. I think part of the problem with ME3MP, for me, is that the encounter system was too stringent and predictable for its own good. The more dynamic and unpredictable, the better. I know you aren't calling it an "I win" button, but I still think you're overstating how useful it is by saying that it "greatly reduces the challenge". Thinking it takes fun out of the game is fine, but you've spent the majority of this thread insisting that it was cheating because BioWare didn't intend for it to happen despite BioWare never actually claiming that they didn't intend for it to happen. To be honest I expect ME:A wont actually have very unpredictable AI. I've not yet ever run into an AI that wasn't predictable, short of somebody creating an AI that determines its actions purely based on a random number generator which I imagine wouldn't be terribly fun to fight against. Otherwise it has to have a set of scripts that it follows and as such, I can determine what they are. The main reason why a game like DOOM provides me with a challenge isn't because the AI is unpredictable(it's not), but rather because one has to account for numerous enemies in the room and a single mistake can end up killing you. I just hope it provides more variation than what Mass Effect 3 did since as I noted before, enemies shared a lot of AI code so they all acted very similar to each other a lot of the time. Can we meet halfway and at least agree it provides a very useful advantage that makes the encounter easier? A few folks in here have been claiming BioWare stated it was a "clever use of mechanics." That rhetoric would seem to suggest it definitely was not intended. Perhaps "unpredictable" was a poor choice of words. What I would like to see is more variety and adaptability in what enemy AI is capable of doing. They shouldn't simply be one-trick ponies that are easily dispatched as long as you know their one, predictable strategy. One way to help alleviate this problem is by introducing various enemy AI into the encounter with different behaviors. Ideally, I would like enemy AI to be more adaptable, in general. I believe that's something we largely agree on.
|
|
oniangel
N2
Games: Mass Effect Trilogy
Posts: 109 Likes: 112
inherit
3382
0
112
oniangel
109
February 2017
oniangel
Mass Effect Trilogy
|
Post by oniangel on Feb 22, 2017 3:26:09 GMT
Right hand advantage is commonly used in PVP games as well and to a point the ME3 system with the AI mirrored it. One of the issues with the cover system was the animation time spent vulnerable doing nothing to fire and get out of fire. Right hand advantage did a lot to deal getting in and out of fire faster and almost necessary when dealing with rocket spamming geth. Two collector weapons had a large chunk of their usefulness riding on the mechanic. Also a player is not invulnerable while utilizing the technique.
While it might be nice to now be able to jump up levels rather than deal with ladders dont expect to be jumping up like Pharah with death from above in higher difficulties.
|
|
inherit
145
0
Aug 22, 2016 19:29:11 GMT
10,121
Kenny Bania
These pretzels are making me thirsty!!!
3,181
August 2016
b00g13man
Mass Effect Trilogy, Jade Empire
13218
8752
|
Post by Kenny Bania on Feb 22, 2017 5:09:31 GMT
There's always one isn't there?
|
|
inherit
10
0
Aug 30, 2019 23:02:33 GMT
16,068
SalMasRac
Salarian Master Pimp
2,932
August 2016
salmasrac
Mass Effect Trilogy, KOTOR
SalMasRac
PurpGuy
|
Post by SalMasRac on Feb 22, 2017 5:44:39 GMT
|
|
inherit
974
0
2,871
patrickbateman
571
August 2016
patrickbateman
|
Post by patrickbateman on Feb 22, 2017 6:29:52 GMT
Anyone that actually played Platinum (be it solos or team games), knows it's practically unplayable without using RHA frequently due to how the AI works.
Claiming that it's an unintended exploit might have been true if Bronze difficulty was all there is.
|
|
inherit
1987
0
Mar 14, 2017 16:11:12 GMT
2,750
Cirvante
803
November 2016
cirvante
|
Post by Cirvante on Feb 22, 2017 11:34:09 GMT
Anyone that actually played Platinum (be it solos or team games), knows it's practically unplayable without using RHA frequently due to how the AI works. Claiming that it's an unintended exploit might have been true if Bronze difficulty was all there is. The guy has played 29 platinum waves on Rio, he's clearly an expert.
|
|
inherit
603
0
Nov 26, 2024 21:24:48 GMT
16,422
Alfonsedode
3,525
August 2016
alfonsedode
Alfonsedode
|
Post by Alfonsedode on Feb 22, 2017 11:56:12 GMT
still discussing RHA LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
|
|
DisturbedPsic0
N2
Games: Mass Effect Trilogy, KOTOR
Posts: 64 Likes: 347
inherit
120
0
May 18, 2022 13:11:50 GMT
347
DisturbedPsic0
64
August 2016
disturbedpsic0
Mass Effect Trilogy, KOTOR
|
Post by DisturbedPsic0 on Feb 22, 2017 12:12:56 GMT
I know you aren't calling it an "I win" button, but I still think you're overstating how useful it is by saying that it "greatly reduces the challenge". Thinking it takes fun out of the game is fine, but you've spent the majority of this thread insisting that it was cheating because BioWare didn't intend for it to happen despite BioWare never actually claiming that they didn't intend for it to happen. To be honest I expect ME:A wont actually have very unpredictable AI. I've not yet ever run into an AI that wasn't predictable, short of somebody creating an AI that determines its actions purely based on a random number generator which I imagine wouldn't be terribly fun to fight against. Otherwise it has to have a set of scripts that it follows and as such, I can determine what they are. The main reason why a game like DOOM provides me with a challenge isn't because the AI is unpredictable(it's not), but rather because one has to account for numerous enemies in the room and a single mistake can end up killing you. I just hope it provides more variation than what Mass Effect 3 did since as I noted before, enemies shared a lot of AI code so they all acted very similar to each other a lot of the time. Can we meet halfway and at least agree it provides a very useful advantage that makes the encounter easier?A few folks in here have been claiming BioWare stated it was a "clever use of mechanics." That rhetoric would seem to suggest it definitely was not intended. Perhaps "unpredictable" was a poor choice of words. What I would like to see is more variety and adaptability in what enemy AI is capable of doing. They shouldn't simply be one-trick ponies that are easily dispatched as long as you know their one, predictable strategy. One way to help alleviate this problem is by introducing various enemy AI into the encounter with different behaviors. Ideally, I would like enemy AI to be more adaptable, in general. I believe that's something we largely agree on. Of course it does, that's why people use it. It's also why I equip a shotgun amp on my shotguns and point at the enemies. No one here is disputing that RHA is useful, only that it's not cheating. Also, I think you're overestimating how easy it is to make AI. As a programmer I can tell you it's not that easy. Secondly, the developers do exactly what you're asking for. Each unit has a few ways they act. Dragoons rush and shoot, or once they get to you, they spam their whips. Phantoms use their hand cannon of doom from range, and melee up close. It provides the player a distinct set of actions they know an enemy can do, and develop a strategy around beating. It sounds like you want all the units in the game, to have all the actions of all the other units to make it more varied. But in the end that basically removes the need for individual units since they're basically all the same with different skins. The player needs to prioritize certain enemies in certain situations and needs to recognize when that is.
|
|
inherit
3657
0
2,378
Revan Reborn
Pathfinder
2,000
Feb 19, 2017 18:14:40 GMT
February 2017
revanreborn
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Jade Empire, Mass Effect Andromeda
Pax_Augusta
Heero the pilot
Pax_Augusta01
|
Post by Revan Reborn on Feb 22, 2017 12:19:45 GMT
Can we meet halfway and at least agree it provides a very useful advantage that makes the encounter easier?A few folks in here have been claiming BioWare stated it was a "clever use of mechanics." That rhetoric would seem to suggest it definitely was not intended. Perhaps "unpredictable" was a poor choice of words. What I would like to see is more variety and adaptability in what enemy AI is capable of doing. They shouldn't simply be one-trick ponies that are easily dispatched as long as you know their one, predictable strategy. One way to help alleviate this problem is by introducing various enemy AI into the encounter with different behaviors. Ideally, I would like enemy AI to be more adaptable, in general. I believe that's something we largely agree on. Of course it does, that's why people use it. It's also why I equip a shotgun amp on my shotguns and point at the enemies. No one here is disputing that RHA is useful, only that it's not cheating. Also, I think you're overestimating how easy it is to make AI. As a programmer I can tell you it's not that easy. Secondly, the developers do exactly what you're asking for. Each unit has a few ways they act. Dragoons rush and shoot, or once they get to you, they spam their whips. Phantoms use their hand cannon of doom from range, and melee up close. It provides the player a distinct set of actions they know an enemy can do, and develop a strategy around beating. It sounds like you want all the units in the game, to have all the actions of all the other units to make it more varied. But in the end that basically removes the need for individual units since they're basically all the same with different skins. The player needs to prioritize certain enemies in certain situations and needs to recognize when that is. I'm not claiming AI behavior is a cake walk. What I am suggesting is that I believe enemies should have more options. As it currently stands, regardless of the enemy AI, most of them have the same behavior. Now, they will have slightly different approaches based on unique traits and weapons. Where BioWare tries to inject dynamic play is having various different enemy AI coming at you simultaneously. That does work, to a point. I'm not stating AI need to be able to account for every situation. What would be potentially a benefit is if a NPC could have a set number of behaviors that it could switch to based on player behavior in the game. Whether it's because a player is sitting in cover too much, running too much, RHA, etc., it would be nice if simple checks were put in place to endorse a tactic that would counter the player behavior. Just as enemy AI are incredibly predictable, so is player behavior in most cases. It shouldn't be unreasonable for BioWare to put in a few checks based on what players are likely to do, given how widespread RHA is, in the case of ME3. Clearly, we don't know how multiplayer is going to function in MEA at this point. We can only assume it will likely be similar to ME3. But, no one will actually know until the closed beta MP test.
|
|
inherit
1987
0
Mar 14, 2017 16:11:12 GMT
2,750
Cirvante
803
November 2016
cirvante
|
Post by Cirvante on Feb 22, 2017 12:33:28 GMT
given how widespread RHA is It's not though. Only a very small portion of the playerbase knows how to use it. And programming AI in such a way as to discourage RHA would be near impossible. Make them rush you when they don't have LoS on you? No problem, enemies already do that in ME3. Throw grenades? They already do that and you can still use RHA when you're 2m away from a corner. And it's very likely that any measure to effectively discourage RHA (i.e. lots of wallhacking) would make the game unplayable for the majority of the playerbase.
|
|
Cyberzombie
N3
Reborn
Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Origin: GrantMPCredits
Prime Posts: 1
Prime Likes: 1,000,000
Posts: 277 Likes: 576
inherit
19
0
576
Cyberzombie
Reborn
277
August 2016
chesseffect
Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
GrantMPCredits
1
1,000,000
|
Post by Cyberzombie on Feb 22, 2017 12:52:26 GMT
So I was teleporting through walls the other day and I saw a Scion and quickly ducked into cover and BAM! he freakin' RHA'd me!!
|
|
inherit
10
0
Aug 30, 2019 23:02:33 GMT
16,068
SalMasRac
Salarian Master Pimp
2,932
August 2016
salmasrac
Mass Effect Trilogy, KOTOR
SalMasRac
PurpGuy
|
Post by SalMasRac on Feb 22, 2017 12:54:47 GMT
Scion tried to melee me but I moved, was that cheating?
|
|
DisturbedPsic0
N2
Games: Mass Effect Trilogy, KOTOR
Posts: 64 Likes: 347
inherit
120
0
May 18, 2022 13:11:50 GMT
347
DisturbedPsic0
64
August 2016
disturbedpsic0
Mass Effect Trilogy, KOTOR
|
Post by DisturbedPsic0 on Feb 22, 2017 13:23:02 GMT
Of course it does, that's why people use it. It's also why I equip a shotgun amp on my shotguns and point at the enemies. No one here is disputing that RHA is useful, only that it's not cheating. Also, I think you're overestimating how easy it is to make AI. As a programmer I can tell you it's not that easy. Secondly, the developers do exactly what you're asking for. Each unit has a few ways they act. Dragoons rush and shoot, or once they get to you, they spam their whips. Phantoms use their hand cannon of doom from range, and melee up close. It provides the player a distinct set of actions they know an enemy can do, and develop a strategy around beating. It sounds like you want all the units in the game, to have all the actions of all the other units to make it more varied. But in the end that basically removes the need for individual units since they're basically all the same with different skins. The player needs to prioritize certain enemies in certain situations and needs to recognize when that is. I'm not claiming AI behavior is a cake walk. What I am suggesting is that I believe enemies should have more options. As it currently stands, regardless of the enemy AI, most of them have the same behavior. Now, they will have slightly different approaches based on unique traits and weapons. Where BioWare tries to inject dynamic play is having various different enemy AI coming at you simultaneously. That does work, to a point. I'm not stating AI need to be able to account for every situation. What would be potentially a benefit is if a NPC could have a set number of behaviors that it could switch to based on player behavior in the game. Whether it's because a player is sitting in cover too much, running too much, RHA, etc., it would be nice if simple checks were put in place to endorse a tactic that would counter the player behavior. Just as enemy AI are incredibly predictable, so is player behavior in most cases. It shouldn't be unreasonable for BioWare to put in a few checks based on what players are likely to do, given how widespread RHA is, in the case of ME3. Clearly, we don't know how multiplayer is going to function in MEA at this point. We can only assume it will likely be similar to ME3. But, no one will actually know until the closed beta MP test. Again, I don't think anyone has argued the AI couldn't do with some improvements. The issue everyone has had is that you're calling soft cover cheating. You look at any competition, you're going to exploit your enemies weakness. Humans learn and adapt, a bunch of 1s and 0s can't. So even if they do improve the AI, it will only be a matter of time until the players figure out the patterns and use it to their advantage. It's part of growing as a player and getting better at the game.
|
|
Abramsrunner
N3
Games: Mass Effect Trilogy
Origin: Abramsrunner
Posts: 765 Likes: 3,906
inherit
152
0
3,906
Abramsrunner
765
August 2016
abramsrunner
Mass Effect Trilogy
Abramsrunner
|
Post by Abramsrunner on Feb 22, 2017 19:35:58 GMT
A Geth Rocket Toaster triple tapped his ML-77 Missile Launcher at me, well I better pull a Garrus then.
|
|
Deleted
Deleted Member
Posts: 0
Deleted
inherit
guest@proboards.com
378
0
Deleted
0
January 1970
Deleted
|
Post by Deleted on Feb 22, 2017 19:43:18 GMT
A Geth Rocket Toaster triple tapped his ML-77 Missile Launcher at me, well I better pull a Garrus then. Yep if you move or dodge out of the way it is unfair to the AI and cheating. You are only allowed to:
A. Be in hard cover
Or
B. Stand in the open and get shot by the AI
|
|
inherit
Korean Supermodel
1
0
1
7,464
Cyonan
2,189
Jul 31, 2016 20:55:30 GMT
July 2016
admin
Cyonan
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire
Cyonan
|
Post by Cyonan on Feb 22, 2017 21:54:02 GMT
Can we meet halfway and at least agree it provides a very useful advantage that makes the encounter easier? A few folks in here have been claiming BioWare stated it was a "clever use of mechanics." That rhetoric would seem to suggest it definitely was not intended. Perhaps "unpredictable" was a poor choice of words. What I would like to see is more variety and adaptability in what enemy AI is capable of doing. They shouldn't simply be one-trick ponies that are easily dispatched as long as you know their one, predictable strategy. One way to help alleviate this problem is by introducing various enemy AI into the encounter with different behaviors. Ideally, I would like enemy AI to be more adaptable, in general. I believe that's something we largely agree on. Well I don't think anybody was disputing that RHA is useful, just the idea that it's cheating on the grounds that BioWare may not have specifically intended for us to use it. Things like clever use of mechanics aren't exactly completely unintended once they're found out. Reload cancelling originally fell into this category because it actually was something discovered by accident and after BioWare discussed it a bit they thought "yeah okay, that's a feature we actually like". It's things that the devs didn't plan for that specific thing happening, but still knew players in general would find clever uses of the mechanics to use to their advantage. Though I'd also argue that even if unintended it's still not cheating. There is no rule that says I have to play in the way that BioWare thought I was going to or else I'm cheating. Having played MMOs for 13 years the only time I saw people get action taken against their account is when they exploit a bug that entirely negates a challenge(or does something like duplicates items, gives them a ton of currency, etc.). Such as that time in WoW that a guild used grenades to completely bypass an entire mechanic of a boss fight because of a bug dealing with siege damage. Even then, the only thing that happened was the loot and kill credit was removed from their characters.
|
|
Abramsrunner
N3
Games: Mass Effect Trilogy
Origin: Abramsrunner
Posts: 765 Likes: 3,906
inherit
152
0
3,906
Abramsrunner
765
August 2016
abramsrunner
Mass Effect Trilogy
Abramsrunner
|
Post by Abramsrunner on Feb 22, 2017 22:07:03 GMT
I think the only "exploit" that broke the game was Missile Glitching, & people were banned for that.
|
|
InstaShark
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion
Origin: InstaShark
XBL Gamertag: InstaShark
PSN: InstaShark
Posts: 61 Likes: 207
inherit
2046
0
207
InstaShark
61
Nov 10, 2016 17:18:36 GMT
November 2016
instashark
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion
InstaShark
InstaShark
InstaShark
|
Post by InstaShark on Feb 24, 2017 15:09:24 GMT
Does anyone believe that the combo system will be improved some more this time around? Biotics were way too good to warrant using a lot of the other kits that didn't have Flamer, Arc Grenade or Tactical Cloak. I'm probably missing one or two other kits, obviously, But still.
Only good tech combos were either from the Paladin or...
the Paladin.
|
|
inherit
1987
0
Mar 14, 2017 16:11:12 GMT
2,750
Cirvante
803
November 2016
cirvante
|
Post by Cirvante on Feb 24, 2017 15:19:53 GMT
Only good tech combos were either from the Paladin or... the Paladin. Paladin was my favourite engineer.
|
|
Deleted
Deleted Member
Posts: 0
Deleted
inherit
guest@proboards.com
378
0
Deleted
0
January 1970
Deleted
|
Post by Deleted on Feb 24, 2017 18:35:25 GMT
Using combos is cheating because the AI cant do anything about it.
|
|
InstaShark
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion
Origin: InstaShark
XBL Gamertag: InstaShark
PSN: InstaShark
Posts: 61 Likes: 207
inherit
2046
0
207
InstaShark
61
Nov 10, 2016 17:18:36 GMT
November 2016
instashark
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquistion
InstaShark
InstaShark
InstaShark
|
Post by InstaShark on Feb 25, 2017 0:08:00 GMT
Using combos is cheating because the AI cant do anything about it. Using rockets on spawn is cheating because the AI can't do anything about it.
|
|
inherit
Ohm's Law Compels You
207
0
19,211
Qui-Gon GlenN7
In theory there is no difference between theory and practice. In practice there is.
5,762
August 2016
quigonglenn
Bottom
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
qui_gon_glenn
2108
|
Post by Qui-Gon GlenN7 on Feb 25, 2017 1:03:26 GMT
Yep... This thread is still entertaining.
Edit: starting the game is unfair, because the AI can't do anything about it. Biower preez
|
|