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Post by xujparisipc on Apr 7, 2017 7:15:22 GMT
Hi. Every time I think why MP is boring I find two main reason under all things people say.
It's jetpacks and lack of variation of enemies.
1. Let's say guns are bad now. But that's because distances are bigger and if everyone would have harriers enemies couldn't ever come close. And why is that? Jetpacks need big map. (will be another reason on 2.)
Then jetpack dodge isn't really dodge. Everyone's still hitting you.
Jetpack dodge is worse than ME3 roll as it's harder to measure and usually not ending up in position to shoot.
Powers - same as guns. Weaker to allow enemies get closer. And while it's possible to do damage with them. Maps are big and there are no real choke points. Difficult to use them effectively.
2. All enemies feel same. Fiend Hydra Destroyer are too big. So all rooms are massive and choke points are not as effective. But I wish I would have 3 fiends on one map (once they don't teleport). Because now we have same boring mooks everywhere. And here is another reason why they are too strong. As nearly only them are on the map, they can't be too weak as that would be even worse. I would just wait for that one boss to kill and then would go to take snack while team will finish the wave. There is massive need of middle strength enemies. Brute phantom scion were perfect.
So these two are main reasons in my eyes: jetpacks/too big maps and lack of interesting enemies.
Ofc there are many minor issues but they are not causing balance problems. They are just incompetence of devs. Like ammo equipment not showing on game and lack of descriptions in the menus, lag, too easy to quit lobby - so people tend to look for another one instead of trying to balance the team and so on.
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Post by Doctor Fumbles on Apr 7, 2017 7:19:38 GMT
So you don't like mobility I take it, and would rather be a cement brick ala ME3 MP. The reason weapons balance is awful is because I don't really have a reason. It just is, but I doubt it's because we can move more freely now.
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Post by xujparisipc on Apr 7, 2017 7:21:44 GMT
I like mobility. It's cool and so on. I felt excited like everyone else about it. More than that. Fury and vorcha are my favorite. But I can;t be blind that it caused massive maps and that cause everything else.
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Post by CursedPanther on Apr 7, 2017 7:25:22 GMT
To be honest I've expected the maps to be bigger now that jump jets are available and the game running on Frostbite.
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Post by xujparisipc on Apr 7, 2017 7:25:53 GMT
And let's say are you sure you will climb that wall everytime you try? Sometimes I can't 3 times in a row while it's not to high for sure. That might be lag issues but still caused when using fkn jetpack.
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Post by xujparisipc on Apr 7, 2017 7:27:26 GMT
To be honest I've expected the maps to be bigger now that jump jets are available and the game running on Frostbite. Well yeah that is why they bigger. But bigger maps causes problems on everything else.
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Post by Doctor Fumbles on Apr 7, 2017 7:28:16 GMT
For not being able to climb, it has to do with lag and angle of approach. I disagree with your premise, but I am too tired at the moment to type it out. About to pass out actually.
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Post by Durza on Apr 7, 2017 7:28:54 GMT
The weapons all suck because they are all caster-friendly.
The Harrier was bugged to be overpowered. Ever wondered why it kicked like a mule *in cover*, but out of cover its recoil was nonexistent? Yea, that's because they borked the recoil values on the Harrier... Don't know why that borked it, but I do know that once I fixed it in the coalesced after support for ME3 stopped my Harrier stopped kicking in cover, and kicked out of cover.
So yea, don't use that bugged weapon as a measuring stick for balance.
Using the Reetard carbine as an example of "balance" is a more effective comparison, actually.
But yea, the weapon sucks because you can put the Vanquisher on literally any class without any cooldown penalty whatsoever.
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Post by kpeter on Apr 7, 2017 7:34:56 GMT
Movement in ME:A is terrible. Feels like an ice skating game. Spamming evade for the whole game. Its also bollocks i have to spam evade constantly for fastest speed. Because sure as hell i reach object faster then with simply running. Normal walking speed is quite slow.
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Post by OneWomanArmy on Apr 7, 2017 7:35:04 GMT
What's up with the "no avatars" people. They are really confusing!! I can't tell you guys apart!! Whom is whom? Whom is talking now and when and then? And for the topic... are there any UNreal reasons to like mp? That it sucks?
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Post by xujparisipc on Apr 7, 2017 7:37:28 GMT
What's up with the "no avatars" people. They are really confusing!! I can't tell you guys apart!! Whom is whom? Whom is talking now and when and then? And for the topic... are there any UNreal reasons to like mp? That it sucks? Yes there are. Those which are consequences of the real ones.
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Post by OneWomanArmy on Apr 7, 2017 7:47:35 GMT
What's up with the "no avatars" people. They are really confusing!! I can't tell you guys apart!! Whom is whom? Whom is talking now and when and then? And for the topic... are there any UNreal reasons to like mp? That it sucks? Yes there are. Those which are consequences of the real ones. Ohhh I see... fair enough
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Post by andy_3_913 on Apr 7, 2017 10:26:22 GMT
So you don't like mobility I take it, and would rather be a cement brick ala ME3 MP. Personally, the only time I would have compared my mobility in ME3 MP to a brick was when playing the Jugg, otherwise mobility was fine. Didn't spend my time running around wishing I could jump. But, since it's in game now...
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Post by missileglitcher on Apr 7, 2017 10:52:25 GMT
I completely disagree. The mobility is by far the best feature this game has to offer. And I'm satisfied with the variation in enemy types. The reason this game sucks is because powers take 20 seconds to recharge instead of 5 seconds, and the combos do almost zero damage. I don't even care about the weapons that much, I don't mind having 50 weapons in the game with 45 of them being completely useless. It's the damn recharge times and lack of combo damage that has killed the enjoyment for me. In me3mp, most of the powers weren't super powerful but they were still effective because you could use them very frequently and they did useful things like disable enemies and set off spectacular combos. What fun is a mass effect game if you have to wait over 10 seconds before you can use your powers again, only to find out that the resulting combos do no damage?
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Post by mgc1971 on Apr 7, 2017 11:04:02 GMT
I am Ok with jetpacks beause mobility has been a great improvement over ME3, but TBH I miss the old roll of the human soldier or the teleport from N7 Paladin or N7 Fury...I hope BW will implement some old classes without the jet pack on future DLCs to add some diversity ANd yes, weapons and power still suck after 1.05, unfortunately
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Post by vanguard4 on Apr 7, 2017 11:07:29 GMT
In ME3MP you didn´t need much mobility, usually, because enemies were always just around the corner. Anyone firebase Glacier? Andromeda feels like running and jetpacking is 75% of what I do.
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Post by LemurFromTheId on Apr 7, 2017 11:07:37 GMT
The reason this game sucks is because powers take 20 seconds to recharge instead of 5 seconds Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right.
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Post by vanguard4 on Apr 7, 2017 11:10:49 GMT
I hope BW will implement some old classes without the jet pack on future DLCs to add some diversity So you suggesting also they rework all of the maps to make them barrier free?
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Post by zipzap2000 on Apr 7, 2017 11:26:13 GMT
How about it only works if im hosting a private match. The damn thing crashes or loses connection or swaps host.
I literally havent played more than 2 waves.
Im still level 1.....
That it the real reason why MP sucks.
*Drowns*
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Post by missileglitcher on Apr 7, 2017 11:30:15 GMT
The reason this game sucks is because powers take 20 seconds to recharge instead of 5 seconds Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right. It's not at all on par with me3mp, not at all. They got it completely wrong in this game. I'll highlight just two key changes in this game that have completely transformed certain classes and taken all the fun out of them: 1) In me3mp, adept could cast singularity, wait 3 seconds, then cast shockwave for a very powerful biotic detonation. After that, you wait 2 seconds before you're able to cast singularity again. This means that the singularity-->cooldown-->shockwave-->cooldown cycle (let's call it ther power combo cycle) can be accomplished once every 6 seconds. In this game, the cycle is as follows: singularity-->shockwave-->cooldown. This can only be accomplished once every 24 seconds. So that's 24s versus 6s. In what universe did they get it right? 2) In me3mp, an infiltrator could easily use his cloak and benefit from massive bonus damage once every 3 seconds, provided you shoot your gun as soon as you cloak. In this game, that can only happen once every 10 seconds. Once again, in what universe is this considered getting it right? How could you possibly think that the recharge times are on par with me3? Me3 was all about spamming the crap out of your powers, and this could be done on every single class. Now you can't spam powers, now it's about using your powers rarely. In theory, the individual cooldown system sounds great if implemented properly. But when it means that your power combo cycle can only be repeated once in 12 to 24 seconds compared to the 6 second cycles in the previous iteration, this means that power combos will no longer represent the main aspect of your play style. Now you'll be relying almost solely on your weapons (which are mostly useless) and using your powers very rarely to do very little combo damage, unless you're a grenade/power cell user or a vanguard of course. Those are the real winners here. Classes that rely on combo cycles suffer from a poorly implemented cooldown system and I do not find them fun at all in this game. I will admit that the vanguard is the only character so far that doesn't seem to suffer too much. He still has to wait an extra 5 seconds for his charge to cooldown compared to me3mp, but I can easily live with that and still find the character fun to play. Infiltrators and adepts on the other hand? Forget about it. Infiltrators are still very effective but tactical cloak is completely useless for damage. Now it's only useful for evading enemies and making objectives easy, not as a frequent source of extra damage as it was previously.
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Post by xujparisipc on Apr 7, 2017 11:33:18 GMT
Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right. Self Combos easier to achieve? No. Not at all. Tried human adept? Tried to prime with fire? And so on and so on. I'm not sure if c.shot, carnage2 and nades doesn't detonate or just lag causes not to. But anyway that makes harder to achieve combos. ME3 had 10/10 how it has to work. And powers are the weakest point of Andromeda. That's what I think.
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Post by varicite on Apr 7, 2017 13:13:27 GMT
Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right. Self Combos easier to achieve? No. Not at all. Tried human adept? Tried to prime with fire? And so on and so on. I'm not sure if c.shot, carnage2 and nades doesn't detonate or just lag causes not to. But anyway that makes harder to achieve combos. ME3 had 10/10 how it has to work. And powers are the weakest point of Andromeda. That's what I think. Asari Adept certainly has 0 problems detonating combos, either by themselves or w/ other members. ...but Lance 6b has 0 cooldown, so there's that. <.<
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Post by LemurFromTheId on Apr 7, 2017 14:00:16 GMT
Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right. It's not at all on par with me3mp, not at all. They got it completely wrong in this game. I'll highlight just two key changes in this game that have completely transformed certain classes and taken all the fun out of them: 1) In me3mp, adept could cast singularity, wait 3 seconds, then cast shockwave for a very powerful biotic detonation. After that, you wait 2 seconds before you're able to cast singularity again. This means that the singularity-->cooldown-->shockwave-->cooldown cycle (let's call it ther power combo cycle) can be accomplished once every 6 seconds. In this game, the cycle is as follows: singularity-->shockwave-->cooldown. This can only be accomplished once every 24 seconds. So that's 24s versus 6s. In what universe did they get it right? 2) In me3mp, an infiltrator could easily use his cloak and benefit from massive bonus damage once every 3 seconds, provided you shoot your gun as soon as you cloak. In this game, that can only happen once every 10 seconds. Once again, in what universe is this considered getting it right? How could you possibly think that the recharge times are on par with me3? Me3 was all about spamming the crap out of your powers, and this could be done on every single class. Now you can't spam powers, now it's about using your powers rarely. In theory, the individual cooldown system sounds great if implemented properly. But when it means that your power combo cycle can only be repeated once in 12 to 24 seconds compared to the 6 second cycles in the previous iteration, this means that power combos will no longer represent the main aspect of your play style. Now you'll be relying almost solely on your weapons (which are mostly useless) and using your powers very rarely to do very little combo damage, unless you're a grenade/power cell user or a vanguard of course. Those are the real winners here. Classes that rely on combo cycles suffer from a poorly implemented cooldown system and I do not find them fun at all in this game. I will admit that the vanguard is the only character so far that doesn't seem to suffer too much. He still has to wait an extra 5 seconds for his charge to cooldown compared to me3mp, but I can easily live with that and still find the character fun to play. Infiltrators and adepts on the other hand? Forget about it. Infiltrators are still very effective but tactical cloak is completely useless for damage. Now it's only useful for evading enemies and making objectives easy, not as a frequent source of extra damage as it was previously. I mean the individual cooldown system specifically - that's what they got right. I have no problem with the fact that you can't spam one power or even that a specific two-hit combo is somewhat slower. I like that you get the optimal result when you use all three powers, and I like that you can use them independently of each other, that allows things you couldn't do in ME3. The fact that you don't get any power recharge bonuses from a light loadout is another thing entirely, and that's the main reason why cooldowns are overall longer. Of course, you could certainly argue that specific powers, such as Singularity, have unnecessarily long base cooldown, but that's not what I'm talking about. Also, I'm certainly not saying that powers in general are on par with ME3. Obviously they're not - or, from another perspective, enemies have just way too many hit points. Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right. Self Combos easier to achieve? No. Not at all. Tried human adept? Tried to prime with fire? And so on and so on. I'm not sure if c.shot, carnage2 and nades doesn't detonate or just lag causes not to. But anyway that makes harder to achieve combos. ME3 had 10/10 how it has to work. And powers are the weakest point of Andromeda. That's what I think. I've had absolutely zero problems detonating my own combos. Human Adept works just fine from my experience. And usually I don't even host. The reason I'm saying it's easier in MEA is mostly because you can use powers independently without waiting for the cooldown, but also because of universal detonators. For example, Human Sentinel can do a tech burst very quickly by casting Throw and then using Energy Drain before the Throw lands on the target - that you can only do in ME3 with grenades or the very few powers that don't have a cooldown.
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Post by physiolosopher on Apr 7, 2017 14:30:53 GMT
Powers have individual recharge now, so the average recharge time is very much on par with ME3. Yes, you can't spam one power - which, I think, is mostly a good thing - but self-combos are now easier to achieve and you can combine powers in a way you couldn't in ME3 (e.g. power with a long rerchage followed immediately by another). This is one of the things MEA got right. 2) In me3mp, an infiltrator could easily use his cloak and benefit from massive bonus damage once every 3 seconds, provided you shoot your gun as soon as you cloak. In this game, that can only happen once every 10 seconds. Once again, in what universe is this considered getting it right? How could you possibly think that the recharge times are on par with me3? Me3 was all about spamming the crap out of your powers, and this could be done on every single class. Now you can't spam powers, now it's about using your powers rarely. ...Infiltrators are still very effective but tactical cloak is completely useless for damage. Now it's only useful for evading enemies and making objectives easy, not as a frequent source of extra damage as it was previously. I agree with your general point on cooldowns but I think the effect on cloak, specifically, is a good change. The cloak damage boost feels more situational now like it's meant for target prioritization rather than essentially a permanent increase in damage.
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Post by missileglitcher on Apr 7, 2017 17:35:44 GMT
2) In me3mp, an infiltrator could easily use his cloak and benefit from massive bonus damage once every 3 seconds, provided you shoot your gun as soon as you cloak. In this game, that can only happen once every 10 seconds. Once again, in what universe is this considered getting it right? How could you possibly think that the recharge times are on par with me3? Me3 was all about spamming the crap out of your powers, and this could be done on every single class. Now you can't spam powers, now it's about using your powers rarely. ...Infiltrators are still very effective but tactical cloak is completely useless for damage. Now it's only useful for evading enemies and making objectives easy, not as a frequent source of extra damage as it was previously. I agree with your general point on cooldowns but I think the effect on cloak, specifically, is a good change. The cloak damage boost feels more situational now like it's meant for target prioritization rather than essentially a permanent increase in damage. I appreciate where you're coming from. But I have to say that I absolutely hate the way they've changed cloak so drastically. I felt that the way infiltrators and tactical cloak were designed in me3mp was absolutely spot on. A little overpowered? Quite a lot in fact, but I always loved and sought anything that gave me the power I desperately needed. The way you could use your cloak every three or so seconds and benefit from those lovely damage spikes, it was perfection. And then they had to flip the script and mess with the formula. I can't enjoy using cloak if it has such a long cooldown. You're absolutely right about cloak now being more strategic and more situational, it's going to force you to think carefully about when you want to deploy your cloak and have your brief moment in the sun. But that doesn't make the game fun for me, it makes it much less fun. That's just me and my preference though. Now if they had further boosted the damage bonus from cloak (beyond the current 90%) at the expense of a really long recharge time, I may have been okay with that. But as it is, I have to wait 13 seconds each time before I'm able to get that bonus 90% damage and that's just unacceptable. Sorry to keep ranting and repeating myself haha, I'm just very frustrated. I don't feel they needed to change the tactical cloak in this way.
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