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Post by robsonwt on Mar 21, 2017 17:17:34 GMT
So, I don't have the game yet, and probably will only get it a few months ahead, but from what I've been reading and seeing in videos and reviews, I am a bit disappointed about some issues. - Only 2 new races in Andromeda - IGN state that on their review. The most important aspect of Mass Effect was its mythos, the archetypes of the races (Asari as Amazons, Salarian as genius, logical thinking beings, Turians as Spartans, Krogan as brutes etc.) and having only 2 new races in Andromeda is kind of a let down.
- Squadmates appear to be not that interesting - IGN state that on their review as well. After the mythos, the other thing that I think it's important in Mass Effect is the quality of your squadmates. Characters like Garrus, Tali, Mordin and Thane are iconic, unique, very well constructed, with humor, drama and depth. Knowing that none of the squadmates from Andromeda reach at least of bit of depth like those from original trilogy is kind of a huge let down as well.
- Can't configure your squadmates gear - That's a huge let down for me. One of the most interesting parts of creating a tactics in ME was to configure your squadmates, creating a best team for each situation. Now it appears to be gone.
- Classes vs. Profiles - Don't want to repeat all what was said before, but that choice was poorly conceived. They ditched the classes so it would add more "flexibility" but when you see the specs of each profile you see that what's been offered is very restricted. Engineers are all about tech constructs, so it wouldn't be very unviable to be a Droneless Engineer. In ME2 and 3 you could be an Engineer with Tech Armor. Just choose Sentinel and focus only with tech powers, forgetting biotics, and adding Inferno Grenade (ME2) and Carnage (ME3) as bonus powers to compensate for the lack of an anti-armor power like Incinerate was for the Engineer. You can't do that in Andromeda. Tech Armor is a passive for the Sentinel profile (Why on earth, Tech Armor is not a Tech power?) and to increase the effectiveness of that profile you have to invest in biotic powers. You ditch flexibility out of the window. Another thing: You have to choose a "Training" in the beginning, locking you with a starting power. If the whole concept of not having classes was to be flexible, why you have to be restricted in what powers do you start? Wouldn't it be better to open all powers and let the player choose?
- No Ammo Powers - I liked the ammo powers, with a skill tree of their own, with evolutions etc. It seems that special ammo is now a consumable, and probably will be in the style of ME3 multiplayers when you have level 1 to 4 and the few specs that rould has will increase in each level. No customization, no decision. And you will have to buy them, or even worse, find in missions. It means if you want your game play core to be base on special ammo, you have to be lucky enough to find your favorite special ammo all the time.
- Tech Armor is kind of dead - It's a passive that appears to only show itself when you are taking damage. The cool visual of having that huge holographic armor on you it's gone. Why they did that? I don't get it. And reading the specs, it seems to only protect you after your shield is gone. What's the point?
- Incinerate don't detonate (only in level 6) - Why did they did that? I really don't see the point. They are crippling one of the most important powers of the game.
My suggestion for the whole classes vs. profile thing is this: - Keep the classes. Soldier = Combat, Engineer = Tech, Adept = Biotics, Vanguard = Combat + Biotics, Infiltrator = Combat + Tech, Sentinel = Tech + Biotics.
- Let the player choose any power he/she wants in the tree the classes allow. If you are Sentinel you can have Tactical Cloak + Tech Armor + Singularity if you want. Or Charge + Combat Drone + Cryo Blast.
- Make the "pure" classes with more powerful passives, so the Soldier, Engineer and Adepts that can choose all those "class" specific powers like the Sentinel could, would have an advantage.
- Let the player choose what powers he/she wants to have right from the start, unless it's a story dependent power, like one that is unlocked because how the story unfolds.
It would be a good evolution from the established Mass Effect gameplay, adding a lot of flexibility and keeping consistent with the lore.
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Post by KaiserShep on Mar 21, 2017 17:20:09 GMT
Thane was interesting? Ah shit I stumbled into the wrong universe again. I actually prefer special ammo be available to all than be a power specific to a class.
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Post by Psychevore on Mar 21, 2017 17:34:05 GMT
1: Did you really expect a full ensembe of new alien species? EDIT: Yes, species. Can we just stop calling it races? It makes no sense. 2: Maybe you find them interesting. You can't really know this yet, nor should you let other people tell you what you find interesting 3: Really? I mean... really? How much did this configuring actually entail in the trilogy?
In ME1 you could equip anyone with anything, sure. They were far from optimal with anything but their preferred weapon type though, so you were kinda railroaded into picking just one weapon type anyway. In ME2 weapon type was fixed, and your arsenal was ridiculously limited anyway. There was little customisation going on. In ME3 weapon type was again fixed.
If anything, the trilogy gave you the illusion of being able to customise things. In reality, it was extremely limited.
Armor, same thing. ME1 fixed type, ME2 and ME3 was nothing but a cosmetic change.
4: anything you mention here can still be done in ME:A, aside from changes to certain skills. I don't understand your point here, really. 5: making them a consumable is the better option here. Now everybody can get ammo powers, instead of it being fixed into the skills/talents and very limited. 6: meh. 7 so it still detonates.
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Post by robsonwt on Mar 21, 2017 17:48:38 GMT
Thane was interesting? Ah shit I stumbled into the wrong universe again. I actually prefer special ammo be available to all than be a power specific to a class. I understand that are people that didn't like Thane, as appears to be your case. But I think he is regarded by most people as an interesting character. I, at least, think that way. But the point remains in relating to Andromeda: it appears that the squadmates are not as interesting as the best squadmates from the previous trilogy. About special ammo, if it would be a power, using the Andromeda gameplay design, it would be available to everyone, only with a skill tree of their own.
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Post by robsonwt on Mar 21, 2017 17:59:14 GMT
1: Did you really expect a full ensembe of new alien species? EDIT: Yes, species. Can we just stop calling it races? It makes no sense. 2: Maybe you find them interesting. You can't really know this yet, nor should you let other people tell you what you find interesting 3: Really? I mean... really? How much did this configuring actually entail in the trilogy? In ME1 you could equip anyone with anything, sure. They were far from optimal with anything but their preferred weapon type though, so you were kinda railroaded into picking just one weapon type anyway. In ME2 weapon type was fixed, and your arsenal was ridiculously limited anyway. There was little customisation going on. In ME3 weapon type was again fixed. If anything, the trilogy gave you the illusion of being able to customise things. In reality, it was extremely limited. Armor, same thing. ME1 fixed type, ME2 and ME3 was nothing but a cosmetic change. 4: anything you mention here can still be done in ME:A, aside from changes to certain skills. I don't understand your point here, really. 5: making them a consumable is the better option here. Now everybody can get ammo powers, instead of it being fixed into the skills/talents and very limited. 6: meh. 7 so it still detonates. 1. Yes I did. It's a new whole galaxy. The novelty of finding new species was something that was to be expected. 2. Of course, I'm making judgment without actually playing. Maybe after I've played all this concerns are going to be moot. Let's wait and see. I'm not letting anyone telling me what to think, but taking into consideration a review from a site that I enjoy. People bitch a lot about IGN's reviews, but I think most of them are coherent. 3. In ME trilogy, type of guns were fixed, but even with the limited supply of guns in ME2 the configuration was interesting. You could configure the fire rate, the specialization (anti-shields, anti-armor), DPS etc. In ME3 you could even configure armor to give a bonus in weapon damage, power damage, power recharge or shields. 4. I gave an example of something you could do in ME2 and 3 with more ease and feasibility than in ME:A. I think it will happen in another examples when you could be creative even choosing a class. My point is that the whole "ditchin classes for flexibility" concept was not well design and don't reflect in some of the game design decisions. 5. As I said to the other poster, as all skills are available to every player, having ammo powers would be available to every player, only with skill trees of their own. 7. Yes, but only with 21 points spend it, you could only do that later in the game. It's a minor disappointment, of course. I just don't understand this design decision, that's all.
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Post by KaiserShep on Mar 21, 2017 18:19:32 GMT
Considering that this is confined to just a cluster, it makes sense to limit the number of new races, assuming that at least one more game is in the cards.
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Post by Deleted on Mar 21, 2017 18:20:29 GMT
I agree that I expected squad to consist of species/gender combos that if not endemic to Andromeda, then at least something we have not seen on the squad before. Male Quarian, Female Krogan, Female Drell, a Vorcha or a Batarian,rather than yet another Asari and another M!Krogan.
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Post by Deleted on Mar 21, 2017 18:35:28 GMT
In ME1 you could equip anyone with anything, sure. They were far from optimal with anything but their preferred weapon type though, so you were kinda railroaded into picking just one weapon type anyway. In ME2 weapon type was fixed, and your arsenal was ridiculously limited anyway. There was little customisation going on. In ME3 weapon type was again fixed. I believe each squadmate was competent with 2 weapon types in ME1. Throughout MET, you could control which weapon a squaddie used at any given time. The ME1 armors offered various capabilities, though some squaddies could use nothing heavier than light or medium armors. ME3 armors had different bonuses attached to them (e.g., 25% shield bonus, 25% weapon damage, 25% power bonus, 25% cooldown bonus) It's nice that they're not class-limited, but I'm not a fan of consumables. I rarely use them, especially when I don't know how or when I'll get more - like the grenades of ME1. ME1 offered ammo types as weapon mods. I think I'd prefer that system.
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Post by Psychevore on Mar 21, 2017 18:36:55 GMT
1. Yes I did. It's a new whole galaxy. The novelty of finding new species was something that was to be expected. 2. Of course, I'm making judgment without actually playing. Maybe after I've played all this concerns are going to be moot. Let's wait and see. I'm not letting anyone telling me what to think, but taking into consideration a review from a site that I enjoy. People bitch a lot about IGN's reviews, but I think most of them are coherent. 3. In ME trilogy, type of guns were fixed, but even with the limited supply of guns in ME2 the configuration was interesting. You could configure the fire rate, the specialization (anti-shields, anti-armor), DPS etc. In ME3 you could even configure armor to give a bonus in weapon damage, power damage, power recharge or shields. 4. I gave an example of something you could do in ME2 and 3 with more ease and feasibility than in ME:A. I think it will happen in another examples when you could be creative even choosing a class. My point is that the whole "ditchin classes for flexibility" concept was not well design and don't reflect in some of the game design decisions. 5. As I said to the other poster, as all skills are available to every player, having ammo powers would be available to every player, only with skill trees of their own. 7. Yes, but only with 21 points spend it, you could only do that later in the game. It's a minor disappointment, of course. I just don't understand this design decision, that's all. 1: On top of the known ensemble of species and whatever non-intelligent alien life we're also going to discover? I think that's a bit too much to ask. 3: In ME3 you could only customise your own armor though. I'm unsure if changing did anything to your squadmembers though... it's been a while In ME:A you will have roughly the same effect considering the specialisation (anti shield or armor) through the use of weapon consumables. Don't get me wrong here, it's not that I don't want this customisation, it's just that it has never really been a big thing in the trilogy and people are making it seem much grander than it actually was. 4: I think I disagree. You can still make a pure engineer if that's what you want, you can still make a sentinel, if that's what you want. But you aren't limited to just that, and in that aspect, Bioware has definetly added more flexibilty. 5: No. You, the player characer, has access to every skill. Your squadmates don't, they have a very limited skillset, and they'd probably be limited to just one. Which would make them rather useless, if not completely useless, in certain situations where their skillset also doesn't match the enemies. Basically like how Jack was in all of ME2 on the higher difficulties. Useless.
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Post by DayusMakhina on Mar 21, 2017 18:43:32 GMT
Err... I'm reading this thread and just thinking to myself does the OP know what 'deception' means?
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Post by Wulfram on Mar 21, 2017 18:49:41 GMT
Err... I'm reading this thread and just thinking to myself does the OP know what 'deception' means? I was wondering if he's french. In french, "deception" means "disappointment"
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Post by robsonwt on Mar 21, 2017 18:53:40 GMT
Err... I'm reading this thread and just thinking to myself does the OP know what 'deception' means? You're right. My bad. I was meaning to write disappointments and write it wrong. I'm sorry. I seems I cannot change the title of thread. Maybe some Moderators could right it? Thanks for your feedback.
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Post by robsonwt on Mar 21, 2017 18:55:52 GMT
Err... I'm reading this thread and just thinking to myself does the OP know what 'deception' means? I was wondering if he's french. In french, "deception" means "disappointment" You were close. I'm Brazilian, we speak Portuguese. In Portuguese, "Disappointment" is "Decepção", hence my mistake.
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Post by KaiserShep on Mar 21, 2017 18:57:14 GMT
Err... I'm reading this thread and just thinking to myself does the OP know what 'deception' means? I was wondering if he's french. In french, "deception" means "disappointment" Or tshi, which is Chinese for disappointment in the cooking of the duck meat.
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Post by Deleted on Mar 21, 2017 19:01:06 GMT
1. Yes I did. It's a new whole galaxy. The novelty of finding new species was something that was to be expected. 2. Of course, I'm making judgment without actually playing. Maybe after I've played all this concerns are going to be moot. Let's wait and see. I'm not letting anyone telling me what to think, but taking into consideration a review from a site that I enjoy. People bitch a lot about IGN's reviews, but I think most of them are coherent. 3. In ME trilogy, type of guns were fixed, but even with the limited supply of guns in ME2 the configuration was interesting. You could configure the fire rate, the specialization (anti-shields, anti-armor), DPS etc. In ME3 you could even configure armor to give a bonus in weapon damage, power damage, power recharge or shields. 4. I gave an example of something you could do in ME2 and 3 with more ease and feasibility than in ME:A. I think it will happen in another examples when you could be creative even choosing a class. My point is that the whole "ditchin classes for flexibility" concept was not well design and don't reflect in some of the game design decisions. 5. As I said to the other poster, as all skills are available to every player, having ammo powers would be available to every player, only with skill trees of their own. 7. Yes, but only with 21 points spend it, you could only do that later in the game. It's a minor disappointment, of course. I just don't understand this design decision, that's all. 1: On top of the known ensemble of species and whatever non-intelligent alien life we're also going to discover? I think that's a bit too much to ask. But was it too much to expect to get the MW species/genders on the squad that we have not seen yet as squadmates? A comic relief Vorcha? A gruff Batarian instead of yet another Krogan? Male Quarian or Female Drell or Salarian instead of another Asari? I like that we are seeing a Turian female as a non-DLC character, but I would have preferred they have brought more MW lore into the game through the squadmates. This is not a make or break it issue for me, and I understand the value of "everyone just loved Liara/Wrex, let's do another take on them!" for the development team, but I think having both as repeats instead of just one was a too cautious and not interesting enough choice. And that's before I played it. Maybe I will end up inseparable with PB and Drake. But my first reaction to the squad reveal was a disappointment at the lack of new and shiny toys.
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Post by Deleted on Mar 21, 2017 19:01:44 GMT
I was wondering if he's french. In french, "deception" means "disappointment" Or tshi, which is Chinese for disappointment in the cooking of the duck meat. Nope, that's Sith as far as I know. Tshi is Russian cabbage soup. or maybe it's both. Who knows.
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Post by robsonwt on Mar 21, 2017 19:05:00 GMT
1. Yes I did. It's a new whole galaxy. The novelty of finding new species was something that was to be expected. 2. Of course, I'm making judgment without actually playing. Maybe after I've played all this concerns are going to be moot. Let's wait and see. I'm not letting anyone telling me what to think, but taking into consideration a review from a site that I enjoy. People bitch a lot about IGN's reviews, but I think most of them are coherent. 3. In ME trilogy, type of guns were fixed, but even with the limited supply of guns in ME2 the configuration was interesting. You could configure the fire rate, the specialization (anti-shields, anti-armor), DPS etc. In ME3 you could even configure armor to give a bonus in weapon damage, power damage, power recharge or shields. 4. I gave an example of something you could do in ME2 and 3 with more ease and feasibility than in ME:A. I think it will happen in another examples when you could be creative even choosing a class. My point is that the whole "ditchin classes for flexibility" concept was not well design and don't reflect in some of the game design decisions. 5. As I said to the other poster, as all skills are available to every player, having ammo powers would be available to every player, only with skill trees of their own. 7. Yes, but only with 21 points spend it, you could only do that later in the game. It's a minor disappointment, of course. I just don't understand this design decision, that's all. 1: On top of the known ensemble of species and whatever non-intelligent alien life we're also going to discover? I think that's a bit too much to ask. 3: In ME3 you could only customise your own armor though. I'm unsure if changing did anything to your squadmembers though... it's been a while In ME:A you will have roughly the same effect considering the specialisation (anti shield or armor) through the use of weapon consumables. Don't get me wrong here, it's not that I don't want this customisation, it's just that it has never really been a big thing in the trilogy and people are making it seem much grander than it actually was. 4: I think I disagree. You can still make a pure engineer if that's what you want, you can still make a sentinel, if that's what you want. But you aren't limited to just that, and in that aspect, Bioware has definetly added more flexibilty. 5: No. You, the player characer, has access to every skill. Your squadmates don't, they have a very limited skillset, and they'd probably be limited to just one. Which would make them rather useless, if not completely useless, in certain situations where their skillset also doesn't match the enemies. Basically like how Jack was in all of ME2 on the higher difficulties. Useless. 3. In ME3 the armor of your squamates have bonus related to their visuals. As I said in my comment above and it was mentioned by another poster. Ammo consumables don't quite do the trick. Take ammo processing as an example. In ME3 and probably 2, the ammo processing chance (the chance to freeze, stun, burn etc.) was related to fire rate. The lower the fire rate, the better the chance for ammo processing. So if your gameplay was to be around freezing people with your guns, as an Iceman Soldier, Vanguard or Infiltrator, you would like to choose Squad Cryo Ammo and put low fire rate weapons for all your squadmates, so they would freeze at every shot. If you can't configure that, and the ammo processing rule still applies, your gameplay around freezing would be much more difficult to achieve. In ME3 you could even choose weapons with splash ammo effect, like Falcon and Acolyte that were able to freeze multiple enemies with one shot. Acoyte even had a bonus to have 500% damage bonus against shields/barriers, making the perfect weapon for an iceman build around Cryo Ammo because of stripping shield capability. 4. I was not talking about a pure engineer but a Sentinel builded like an engineer still using Tech Armor. The point is that they think they added flexibility by ditching classes, but by making some other decisions like the way the did profiles and the training the are going in the opposite direction. 5. If your ammo powers would have Squad ammo specialization in the skill tree all your squadmates would have access to it as well. That's why I could equip Cryo Ammo to all my squadmates in ME2 and 3.
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Post by robsonwt on Mar 22, 2017 3:38:37 GMT
ME1 offered ammo types as weapon mods. I think I'd prefer that system. I prefer ammo types as mods than consumables. Once found, developed or bought, you get it forever.
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Post by robsonwt on Mar 22, 2017 3:45:19 GMT
I agree that I expected squad to consist of species/gender combos that if not endemic to Andromeda, then at least something we have not seen on the squad before. Male Quarian, Female Krogan, Female Drell, a Vorcha or a Batarian,rather than yet another Asari and another M!Krogan. I think they could have gone in a direction to completely reverse the archetypes of the races. Why not make a Salarian Tank? With a huge Tech-Armor, with a potent shield, energy drain, shield boost and equipped with a shotgun? Why not make a Krogan that doesn't want to be violent and upfront, but more subtle, an Infiltrator, perhaps. Or an Asari that couldn't use her biotics, so she decided to be an Engineer, working only with tech powers? They appear to have gone in that direction with some characters, like Cora that is human but a Biotic Commando instead of an Asari. And PeeBee is a scientist. Maybe she will have tech powers to be different from the adepts Asari usually are.
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Post by robsonwt on Mar 22, 2017 3:47:44 GMT
Considering that this is confined to just a cluster, it makes sense to limit the number of new races, assuming that at least one more game is in the cards. That's actually a good explanation for the lack of more new sapient species. And the lack of FTL travel devices as well, since in Milky Way the FTL devices were the Mass Effect Relays build by the Reapers. Without them it would be very hard for the species of different clusters and systems to get in contact with each other.
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Post by Deleted on Mar 22, 2017 4:04:25 GMT
I agree that I expected squad to consist of species/gender combos that if not endemic to Andromeda, then at least something we have not seen on the squad before. Male Quarian, Female Krogan, Female Drell, a Vorcha or a Batarian,rather than yet another Asari and another M!Krogan. I think they could have gone in a direction to completely reverse the archetypes of the races. Why not make a Salarian Tank? With a huge Tech-Armor, with a potent shield, energy drain, shield boost and equipped with a shotgun? Why not make a Krogan that doesn't want to be violent and upfront, but more subtle, an Infiltrator, perhaps. Or an Asari that couldn't use her biotics, so she decided to be an Engineer, working only with tech powers? They appear to have gone in that direction with some characters, like Cora that is human but a Biotic Commando instead of an Asari. And PeeBee is a scientist. Maybe she will have tech powers to be different from the adepts Asari usually are. I'd rather have something new than a new take on the old tbh. adds lore not just, oh, look, a shy Krogan artist... besides we've seen a wise Krogan, and a scientist Krogan, and every type of Asari possible, dark, light, biotic, soldiers, etc. Eh, well, doesn't matter, this ship had sailed, so that one Andromedian is what we get in something new department. There is nothing wrong with Cora and Liam so far as I have seen them.
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Post by Doctor Fumbles on Mar 22, 2017 4:07:23 GMT
I have no issue with the changes they made. Also, I like the new profile system because I can play with tactical cloak and an assault drone at the same time. You couldn't do that before.
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Post by maximusarael020 on Mar 22, 2017 4:24:25 GMT
So, I don't have the game yet, and probably will only get it a few months ahead, but from what I've been reading and seeing in videos and reviews, I am a bit disappointed about some issues. - Only 2 new races in Andromeda - IGN state that on their review. The most important aspect of Mass Effect was its mythos, the archetypes of the races (Asari as Amazons, Salarian as genius, logical thinking beings, Turians as Spartans, Krogan as brutes etc.) and having only 2 new races in Andromeda is kind of a let down.
- Squadmates appear to be not that interesting - IGN state that on their review as well. After the mythos, the other thing that I think it's important in Mass Effect is the quality of your squadmates. Characters like Garrus, Tali, Mordin and Thane are iconic, unique, very well constructed, with humor, drama and depth. Knowing that none of the squadmates from Andromeda reach at least of bit of depth like those from original trilogy is kind of a huge let down as well.
- Can't configure your squadmates gear - That's a huge let down for me. One of the most interesting parts of creating a tactics in ME was to configure your squadmates, creating a best team for each situation. Now it appears to be gone.
- Classes vs. Profiles - Don't want to repeat all what was said before, but that choice was poorly conceived. They ditched the classes so it would add more "flexibility" but when you see the specs of each profile you see that what's been offered is very restricted. Engineers are all about tech constructs, so it wouldn't be very unviable to be a Droneless Engineer. In ME2 and 3 you could be an Engineer with Tech Armor. Just choose Sentinel and focus only with tech powers, forgetting biotics, and adding Inferno Grenade (ME2) and Carnage (ME3) as bonus powers to compensate for the lack of an anti-armor power like Incinerate was for the Engineer. You can't do that in Andromeda. Tech Armor is a passive for the Sentinel profile (Why on earth, Tech Armor is not a Tech power?) and to increase the effectiveness of that profile you have to invest in biotic powers. You ditch flexibility out of the window. Another thing: You have to choose a "Training" in the beginning, locking you with a starting power. If the whole concept of not having classes was to be flexible, why you have to be restricted in what powers do you start? Wouldn't it be better to open all powers and let the player choose?
- No Ammo Powers - I liked the ammo powers, with a skill tree of their own, with evolutions etc. It seems that special ammo is now a consumable, and probably will be in the style of ME3 multiplayers when you have level 1 to 4 and the few specs that rould has will increase in each level. No customization, no decision. And you will have to buy them, or even worse, find in missions. It means if you want your game play core to be base on special ammo, you have to be lucky enough to find your favorite special ammo all the time.
- Tech Armor is kind of dead - It's a passive that appears to only show itself when you are taking damage. The cool visual of having that huge holographic armor on you it's gone. Why they did that? I don't get it. And reading the specs, it seems to only protect you after your shield is gone. What's the point?
- Incinerate don't detonate (only in level 6) - Why did they did that? I really don't see the point. They are crippling one of the most important powers of the game.
My suggestion for the whole classes vs. profile thing is this: - Keep the classes. Soldier = Combat, Engineer = Tech, Adept = Biotics, Vanguard = Combat + Biotics, Infiltrator = Combat + Tech, Sentinel = Tech + Biotics.
- Let the player choose any power he/she wants in the tree the classes allow. If you are Sentinel you can have Tactical Cloak + Tech Armor + Singularity if you want. Or Charge + Combat Drone + Cryo Blast.
- Make the "pure" classes with more powerful passives, so the Soldier, Engineer and Adepts that can choose all those "class" specific powers like the Sentinel could, would have an advantage.
- Let the player choose what powers he/she wants to have right from the start, unless it's a story dependent power, like one that is unlocked because how the story unfolds.
It would be a good evolution from the established Mass Effect gameplay, adding a lot of flexibility and keeping consistent with the lore.
Ok, since you haven't actually played the game, I'm going to take your opinion with a huge effin' grain of salt, since you don't actually know what you are talking about. I have played the game. I played the 10 hour EA Access preview and played the game all day today. And I love it. It's great. Does it have issues? Sure. A few bugs, some animations jank, etc. However I would still give it minimum an 8.5, probably a 9. It plays really well, I enjoy the characters and the dialogue and combat and the RPG mechanics and the visuals. I'm sure a few people on here will call me childish or something for liking the dialogue, but whatever. Sorry for enjoying something. As to your points: 1. There are actually 3 new "species" in Andromeda. Kett, Angara, and Remnant. You might not count the Remnant, but they are actually in the game, so I count them. And remember there are still Turians, Krogans, Salarians, Asari, and Humans. That's 8 species. Seems like enough. And the point was made that it's a single cluster, so you get fewer species. Also there are Space Bears (Fiends), and other wildlife. 2. I find the squadmates interesting. I really enjoy everyone so far, including the members on the ship who are not squadmates. Everyone seems really interesting and I enjoy having conversations with them. Remember, too, that much of the love people felt for the original characters came from having them accross 3 games. I know some people like Garrus in ME1, but it was through 3 games when he because your bro or #spacehusband. Remember that as well. 3. I honestly did not know that the different outfits for squadmates in ME3 had different buffs, so you learn something new every day! But that was still tremendously limited, so calling this a huge step back is a little silly. ME2, many people's favorite game of the series, also had tremendously limited weapons or EVERY character, including Shep, so this is a huge leap forward for customization, just not for squadmates. This however helps squadmate AI, as they are scripted with one weapon and use it well, whereas in ME3, given the huge differences between some shotguns in terms of range and whatnot, the AI would be totally stupid and ineffective with them, so this is better. 4. I like the profiles and favorites, actually. I can try out different setups throughout the game, whereas in the OT I basically only ran with about 3 powers anyway because those were the good ones and were the most effective together out of what was available. Now I can make cool classes with unique combinations! That's more of a preference thing, but I really enjoy having an infiltrator with access to biotics and the like. 5. I did like ammo powers being a power, as then I just always had them on. But I don't mind it this way. More variation is always good. 6. Eh, tech armor. Kinda cool in the OT for visuals, sometimes used the "explosion" effect, but really it was just an "always on" type of thing for me, so having it be passive I like. To each their own on this, again, but it doesn't bother me. There will, of course, be things that are different, but that doesn't mean they are bad. Did people complain about the lack of disc-shaped floating grenades from ME1? Well, probably. But I don't think the change to physics-based grenades was bad. 7. Doesn't incinerate prime now? I'm pretty sure I'm using it as a primer. So just do that? It gives the same effect, at any rate. Then you can detonate it by throwing a FREAKING BIOTIC SPEAR at their head!!! OMG how fun is that! I love it!
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Post by robsonwt on Mar 22, 2017 4:28:02 GMT
I have no issue with the changes they made. Also, I like the new profile system because I can play with tactical cloak and an assault drone at the some time. You couldn't do that before. I think that is not exactly because of the profile systems but because they have made all powers available with no class restriction. If they have continued with the classes, but not making some powers class specific, and instead your class being able to access types of powers (combat, tech and biotic) you could end up with the same result. If you were an engineer, infiltrator or sentinel and have access to tech powers you could use tactical cloak with assault drone. Of course, it would be better if Tech Armor was a power instead of profile perk. To sum it up, I didn't like the changes they made. I think most of them appears to be done just for the sake of changing. They didn't get was was good in previous games and improved or add more to it. But I will have to play to see how it would work. Maybe I will like it. Let's wait and see. It just appears that this game will not have a soft spot in my heart as ME2 and 3 has.
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Post by Doctor Fumbles on Mar 22, 2017 4:33:50 GMT
I have no issue with the changes they made. Also, I like the new profile system because I can play with tactical cloak and an assault drone at the some time. You couldn't do that before. I think that is not exactly because of the profile systems but because they have made all powers available with no class restriction. If they have continued with the classes, but not making some powers class specific, and instead your class being able to access types of powers (combat, tech and biotic) you could end up with the same result. If you were an engineer, infiltrator or sentinel and have access to tech powers you could use tactical cloak with assault drone. Of course, it would be better if Tech Armor was a power instead of profile perk. To sum it up, I didn't like the changes they made. I think most of them appears to be done just for the sake of changing. They didn't get was was good in previous games and improved or add more to it. But I will have to play to see how it would work. Maybe I will like it. Let's wait and see. It just appears that this game will not have a soft spot in my heart as ME2 and 3 has. Perhaps, I am content with what we have now instead of trying to imagine something that will not be(at least for this game). I would give the game a shot though. Who knows, you might change your mind.
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