n7ltrobbiesann7
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by n7ltrobbiesann7 on Mar 16, 2017 14:37:28 GMT
I have played only MP so far on XB1. The game managed to CTD once, but was otherwise stable.
Mobility!! The two changes BW made—verticality + jetpack—bring a whole new dynamic to the game. It felt odd at first, but you get the hang of jetpacking around. I was just wowed by this mechanic. Anyhow, this aspect of the game makes it that much more enjoyable. Climbing buildings, jumping from one building to another, evading enemy fire as you dash 'through the snow, in an "evade this" kind of way', it's just pure awesome. I will say that my hands will need to get used to the much jump+evade moves.
Agreed that the weapons do feel weak, but I recall this very same thing from ME3MP as well. I will say that the overall sounds are improved, and the feel, even of the Avenger, just feels heavier, more solid.
Enemy movement is pretty good overall. Sometimes enemies will fight in the open making them an easier target, but they often do use cover well, better than human players at times. They certainly keep on you, and if you do not keep moving, they can easily overwhelm. I like that though.
Another couple of things BW changed from ME3 in MEA: ability to move camera while running. This is something that bugged me in ME3, where the camera cannot move while sprinting. Kudos for that.
Also, the ability to switch view between right and left is awesome. I really like this feature in Star Wars Battlefront, and glad to see it in MEA.
Also noticed a number of players hanging out at the extraction zone trying to defend. As usual they are overwhelmed quickly, so a partial extraction happens often at this point.
Overall it's very much like ME3MP, but now with jump+evade, making it a new level of ME goodness. I think that for any players who enjoyed ME3MP, you are going to love MEAMP as well.
Billy, in case you're lurking the boards, just wanna say good job son.
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inert
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Post by inert on Mar 16, 2017 14:45:51 GMT
Disagree heavily with comments that it's like ME3MP. It is very much not similar, but this isn't necessarily a bad thing.
I experienced some laggier moments, but I would say you can cope with the lag somewhat better. I don't know about cross-ocean connections though. I have to echo the "guns are weak" sentiment. They should be expectedly weak since we're all low level. It feels as though it will be more difficult to level 1 higher difficulties than in ME3MP - but it's early to confirm this.
It doesn't have the same feel as ME3MP. Your actions don't have the feeling of weight both literal and figurative. Hits lack follow through, nothing feels like it lands even when it does. When you're hacking or disabling a device, it doesn't feel like you are doing anything. Cues that you've accomplished something are small to non-existent.
I have to stress again that its early on and I may simply just be so used to ME3MP. It's worth putting some more time in to be sure.
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Post by Qui-Gon GlenN7 on Mar 16, 2017 15:37:57 GMT
It doesn't have the same feel as ME3MP. Your actions don't have the feeling of weight both literal and figurative. Hits lack follow through, nothing feels like it lands even when it does. When you're hacking or disabling a device, it doesn't feel like you are doing anything. Cues that you've accomplished something are small to non-existent. I have to stress again that its early on and I may simply just be so used to ME3MP. It's worth putting some more time in to be sure. This sounds to me like how I felt playing DAMP. I pressed the buttons, I saw some corresponding action, but there was no feel to it beyond button mashing.
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inert
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Post by inert on Mar 16, 2017 15:56:25 GMT
This sounds to me like how I felt playing DAMP. I pressed the buttons, I saw some corresponding action, but there was no feel to it beyond button mashing. Didn't play DAI:MP, the single player was dull enough that I knew I wouldn't enjoy it. My own personal bias though, prefer sci-fi to elven-style fantasy. As such, I can't state how similar the MP is. I can comment on the differences to ME3MP, after putting nearly 2000 hours in across two platforms. +Powers and movement are more responsive. Off-host vanguarding is not as perilous. +Weapon fire sounds great, at least milky way weapons anyway. I was concerned it wouldn't. +Gameplay is a little more frenetic, but this could be due to lack of spawn control. Seems like spawns split 100% of the time. +Concussive shot detonates biotic combos, lot more room for teamwork this way. -Even though movement is more responsive, there is a trailing "swimminess" where all movements slide a bit after input. -Nothing feels as deliberate, no weight to actions. -Mobility in combat is overblown. Yes you're more mobile with the jetpack, but it doesn't really translate to more tactical gameplay. -Cover isn't as effective, but I guess that's the point. -Game crashed mid-match twice. When I reconnected, my points were still there, but medals weren't. +But you know, jetpack... Still need to try it more.
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Post by SalMasRac on Mar 16, 2017 16:39:11 GMT
Yo dawg, I heard you like submenus, so I put submenus in your submenus in your submenus in your submenus
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Post by derrame on Mar 16, 2017 17:56:17 GMT
the character is too close to the screen :s there should be a field of view slider, and beeing able to "separate" the character from the screen, more space it seems the camera is on the character's ear
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Mgamerz
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Post by Mgamerz on Mar 16, 2017 19:25:04 GMT
Really feels like a beta tbh, lots of player cues are missing. Really feels like I paid to be a beta tester
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I'm sorry. Yes. Energy field good.
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Post by glitch89 on Mar 16, 2017 19:30:40 GMT
I had no issues with lag during my time. I hosted one game and pugged the other two. My experience was similar. This may be due to being in NA with a combination of plenty of people to play with and quality internet though. I'm in North America as well, the U.S to be exact and the first four games lagged like hell. I couldn't move, every time I moved I ended up back in the same spot, same thing with jumping. It crashed 3 times back to main menu.
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Post by Kappa Neko on Mar 16, 2017 19:49:17 GMT
It doesn't have the same feel as ME3MP. Your actions don't have the feeling of weight both literal and figurative. Hits lack follow through, nothing feels like it lands even when it does. When you're hacking or disabling a device, it doesn't feel like you are doing anything. Cues that you've accomplished something are small to non-existent. I have to stress again that its early on and I may simply just be so used to ME3MP. It's worth putting some more time in to be sure. This sounds to me like how I felt playing DAMP. I pressed the buttons, I saw some corresponding action, but there was no feel to it beyond button mashing. This sounds very alarming to me. It's what people have been pointing out about combat in general for months. No feeling of impact. I got so addicted to the biotic boom and all the cool heavy hitting biotics. I liked the Talon's impact a lot. I hear the Fury is no longer as cool? Omg, nooooo.... Can somebody tell me more about this topic? Also, do enemies respond to being burned at all? I haven't been watching too many combat videos. Mostly at work, not paying close attention. I've been so shocked about the apparent mess that is the SP that I'm clinging to combat being rewarding at least. DAI was such a slog combat-wise. Enjoyed it least of the DA franchise gameplay. Been super worried ever since that MEA will have bullet sponge slow walking on air combat. I need reassurance, guys, that they didn't fuck up all aspects of the game!
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TaliWhacker
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Negative, I am a Meat Popsicle.
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Post by TaliWhacker on Mar 16, 2017 20:04:46 GMT
-Mobility in combat is overblown. Yes you're more mobile with the jetpack, but it doesn't really translate to more tactical gameplay. Hmmmm? I think you need more time with the game. The large multiplayer maps should be played with 2 teams of 2 in positions able to support and flank each other with coordinated fall back point for when a team is overrun. Based on the aggressiveness of just the Bronze tier you should be rotating positions every 1-2 minutes with the opposite team providing support, and a flanking maneuver during fall back so that the team that was in direct contact can switch to providing support. Unless of course you are both in similar amounts of contact in which case you need to adhere to Kirrahes doctrine... Hold. The. Line.
If it is a small map then the teams need to roam with one in the lead and another in support. Support teams mops up and distracts when the front team needs to get away. If the front team pushes through for their escape then the support team needs to rotate to the same side that the lead team will be using to secure the path back while simultaneously holding their flank. If done right this should keep the main portion of the enemy forces kited into a closed circuit.
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Post by DistigousForest on Mar 16, 2017 20:05:09 GMT
Really feels like a beta tbh, lots of player cues are missing. Really feels like I paid to be a beta tester That's what my initial thought was after seeing some of the comments, but idk how much they can change in the 5 days before launch. Canceling the beta seems like a bad choice at this point. Hopefully they fix the major issues quickly before they lose the MP playerbase.
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inert
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Post by inert on Mar 16, 2017 20:28:36 GMT
-Mobility in combat is overblown. Yes you're more mobile with the jetpack, but it doesn't really translate to more tactical gameplay. Hmmmm? I think you need more time with the game. The large multiplayer maps should be played with 2 teams of 2 in positions able to support and flank each other with coordinated fall back point for when a team is overrun. Based on the aggressiveness of just the Bronze tier you should be rotating positions every 1-2 minutes with the opposite team providing support, and a flanking maneuver during fall back so that the team that was in direct contact can switch to providing support. Unless of course you are both in similar amounts of contact in which case you need to adhere to Kirrahes doctrine... Hold. The. Line.
If it is a small map then the teams need to roam with one in the lead and another in support. Support teams mops up and distracts when the front team needs to get away. If the front team pushes through for their escape then the support team needs to rotate to the same side that the lead team will be using to secure the path back while simultaneously holding their flank. If done right this should keep the main portion of the enemy forces kited into a closed circuit.
Perhaps I worded it incorrectly... I mean that the mobility that you're supposedly afforded (that has been praised) isn't necessarily as useful as it should be. In many cases, hovering and firing down just makes you a target, etc.
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n7ltrobbiesann7
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XBL Gamertag: N7LtRobbiesanN7
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Post by n7ltrobbiesann7 on Mar 16, 2017 21:14:02 GMT
the character is too close to the screen :s there should be a field of view slider, and beeing able to "separate" the character from the screen, more space it seems the camera is on the character's ear Now that you mention it, yes, noticed this too. Star Trek Online has a feature like this (camera distance). Would also like the ability to switch between 1st and 3rd person view as in SWBF.
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TaliWhacker
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Negative, I am a Meat Popsicle.
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Post by TaliWhacker on Mar 16, 2017 21:18:58 GMT
Hmmmm? I think you need more time with the game. The large multiplayer maps should be played with 2 teams of 2 in positions able to support and flank each other with coordinated fall back point for when a team is overrun. Based on the aggressiveness of just the Bronze tier you should be rotating positions every 1-2 minutes with the opposite team providing support, and a flanking maneuver during fall back so that the team that was in direct contact can switch to providing support. Unless of course you are both in similar amounts of contact in which case you need to adhere to Kirrahes doctrine... Hold. The. Line.
If it is a small map then the teams need to roam with one in the lead and another in support. Support teams mops up and distracts when the front team needs to get away. If the front team pushes through for their escape then the support team needs to rotate to the same side that the lead team will be using to secure the path back while simultaneously holding their flank. If done right this should keep the main portion of the enemy forces kited into a closed circuit.
Perhaps I worded it incorrectly... I mean that the mobility that you're supposedly afforded (that has been praised) isn't necessarily as useful as it should be. In many cases, hovering and firing down just makes you a target, etc. Oh, well the thruster is just essentially the dodge from 3 but a little faster so not much different. But that jump allows you to hop up and down levels which is huge for breaking contact an getting new sight lines. Jumping from rooftop to rooftop or down to the ground is a great tactic
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MzAdventure
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Check me out, I Twitch! www.twitch.tv/mzadventure
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by MzAdventure on Mar 16, 2017 21:21:28 GMT
First impression:
I LOVED IT. It was enough similar to ME3MP that it got confusing when it wasn't, which is good, I think. I see many new things to explore with the verticality, but they are beyond me at the moment. The guns were very weak, but then I'm used to my maxed out manifest so it could just be starting from scratch. Still haven't even beat silver, and damn, the Kett are freakin' badass.
Had some issues with screen glitches and controller lock. Adapting away from using "A" for everything is going to take some time, but I believe this will be a big improvement. Many mechanics still unclear to me, but will learn them and enjoy doing so.
I will be playing this a lot. *silly happy grin*
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Post by Illiana on Mar 17, 2017 1:39:54 GMT
On my PC I did have a field of view option but I couldn't tell if it helped. My character was way too large and needed to be smaller and give me a lot more field of vision. That was my biggest concern aside from the two times my game completely froze and I had to crash it. I don't think it was my computer or internet as I have been playing an MMO for the last year and don't have any issues unless there is some issue going on that everyone has.
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Post by Zealot067 on Mar 17, 2017 4:56:35 GMT
Love it, but the lag makes the came impossible to play.
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lancecucumber
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Post by lancecucumber on Mar 17, 2017 13:31:40 GMT
Sometimes I cant tell if I am more excited for the game, or the threads online of people bitching to get me through my day at work.
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Post by roenipoeni on Mar 17, 2017 16:39:51 GMT
Pretty fun, but pretty buggy right now. At the devices my Charakter stands midway up, slides a mile away and so on. The sound is hilarious, you hear the fight sounds and you think: oh fuck, behind me. But there is nothing, just a sound bug. That's the most annoying thing until now.
Weapons could hit harder, even bronze is really stressful.
Overall i like the dynamic of the MP, fix the bugs and it will be a success like ME3 MP
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thestratovarian
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Post by thestratovarian on Mar 17, 2017 17:08:55 GMT
The multiplayer felt fun, but had some issues. (on a rating of 1 to 5 + and minus)
The bad first. (---)Bullet spongy enemies. As mentioned above, on bronze, enemies just take far too much, or its the issue next.
(----)Guns are very weak for some, outside a few. I tried an m-8 rank 5-6 i think, to a silver smg 1, that has the innate recharge. Former modded for accuracy/stability, while the other was just any old mod, melee, and scope. the silver 1 just destroyed faster against everything despite lower stats. I could 1-3 clip anything, while id take 3-6 for an m8, or just not bother. The early shotgun sniper feels the same way, even against armor, which the shotgun could excel at, and should. The sniper felt inconsistent for headshots.
(-----)Please for the love of all, p2p (peer to peer) isnt a good choice for things. There's been games ive joined that I couldnt do anything in, and it was distressingly common on some games.
(---)Power Recharge, Power Synergy. I get the idea of team play, but when you play randomly, you arent going to get that. I love love love the huntress, but lacking a primer, that means throw gets done only one way, for priming folks for lance or an ammo booster. I get with the independent recharge, you doubled the recharge on many things to compensate for the same effective me3mp focus. But well, with some powers at 12-15+ seconds, is it really any reason to go powers outside of focusing more on the guns? This should be an option for folks, and to help as well with wanting a power focused character. As it is, guns are going to be a better option once you get them, and powers, meh for most. The other is that with armor, many biotic abilities just suffer as they will not linger on a target for biotic combos despite affecting the target.
(-) The manual aim side. I just dont get this. What reason for that, over being able to pan the mouse/controller to the side you want to fire from if in cover?
The good.
(++++) The dodge and jetpack. Both of these really are nice, though the jetpack can be inconsistent at times. The dodges each are different, and cater to the play style as well. I can do crap with the huntress (Cloak dodge) for example I cant with anyone else like the many engineers, or the soldiers.
(+++) (--) Level Design. The focus on verticality here works well for making firefights something very different, and with certain factions very rough or scary. But i've also caught on to some clever cheesing of some units too by getting them into a jump up/jump down loop.
(++) (--) The UI out of game. I get the feeling we are getting the port from a console like skyrim. I don't care for the sticky clicks on the ui, or the heavy influence of submenus. That just reminds me of what skyrim did, and poorly. You can do better on making it much more mouse and keyboard friendly. The audio for microphones, and others like the mouse sensitivity should be in numbers, not a vague slider. PC players like their settings for a reason, and vague guesses lead to unhappy folks making more folks unhappy.
It's got potential. Can it be better? Yes, very much so. You have the ability to make it that way bioware.
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Post by dm5k on Mar 17, 2017 17:31:03 GMT
What I don't like
1 - Lag, lag, LAG. The lag makes multiplayer nearly unplayable. 2 - Having to press the 2 bumper buttons to activate a main ability and NOT be able to change it under settings is a bad design choice. Please for the love of God let us change it in settings or remove it entirely. 3 - Bronze needs to be toned down especially because it could turn away newbies. I have not tried the harder difficulties yet but I want them to stay hard. 4 - Not a big fan of only 7 waves. Who asked for this? I sure didn't. 5 - In MEA I need to be looking at the objective to press the Y button. The same goes for reviving teammates. ME3 I didn't need to do this. You only needed to be within the proximity to press the button. 6 - The UI in general is not very user friendly.
What I do like
1 - Forcing us to work together more compared to ME3. 2 - Jumping and dashing around is fun. 3 - I know others don't like it, but I do really like the new cover system. It's a HUGE improvement over ME3's multiplayer. 4 - Fighting on multiple levels and being able to climb up on top of boxes or buildings. 5 - Cloak lasts longer. 6 - Gun fire and sound effects are fantastic. 7 - I like that the AI will hunt you down and force you out of cover.
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TormDK
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"No Fear! No Pity! NO REMORSE!"
Games: Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by TormDK on Mar 17, 2017 18:18:28 GMT
Sometimes I cant tell if I am more excited for the game, or the threads online of people bitching to get me through my day at work. Why choose? You can have both!
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Post by biotichamster on Mar 17, 2017 18:32:45 GMT
I remember reading something about the development of ME3's MP where they said that the "ah ha" moment for them was when they realized that not every character should play the same. Initially in development they basically had every character playing like Shepard... same health, combat rolling, etc. But once they realized they could balance health/shields with mobility they knew they had something special. Suddenly a Krogan played diffently than a Drell.
So why in the world did we go backward here? Why does a Krogan play the same as a human in this game? What is the point of a Krogan Vanguard without the Krogan charge (heavy melee)?
Maybe it's just me (or maybe it's a learning curve) but I don't think I was able to detonate any combos. I don't get it...
I pre ordered the Super Deluxe and I'm still going to get it, but so far it feels like a different design team badly copied the ME3 multiplayer. I'm already hoping that the MEA2 multiplayer is better, and MEA hasn't even come out yet.
And please don't get me started on the UI. What the heck is going on here?
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Post by asari4ever on Mar 17, 2017 19:35:13 GMT
I am a fan of ME3 MP with more than 3000 h under the belt. Naturally, I was extremely eager to try MEA MP, preordered the most expensive edition and early 10 h... And it is impossible to express how disappointed I am - the MP is totally broken. What did they do to Asari adept, where are warp, stasis... I am seriously considering returning this abomination back
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ALTBOULI
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Jade Empire
Origin: ALTBOULI313
XBL Gamertag: ALTBOULI
PSN: ALTBOULI
Posts: 975 Likes: 2,447
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Post by ALTBOULI on Mar 17, 2017 20:03:05 GMT
Disappointing to hear all these issues but ultimately not surprising given what happened with DAI.
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