Sorry, a lot to say, hopefully if you're reading this you can skip/skim most of the cut sections and just read my comments, otherwise, enjoy 3000+ words of ME commentary

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Hyper-space said:
Conza said:
Why? Because add to the fact that we have ammo now, powers need to be more readily available, honestly, in M1 I didn't use powers for my entire first play through, Garrus and Wrex were on Assault rifle duty, and I sniped - that was it! But in M2 I was forced to play in a similar manner, and once I knew of the powers, it annoyed me, so no, it's not more tactical to limit us, I combo-ed powers all the time in M1, and it rocked, and I paid the price for using that power then, because they took ages to recharge, now everything takes less time, but still enough that I can't combo very well (per character).
Conza said:
M2 has less powers per class, and their less effective. M1 had the same four weapons with different stats, M2 has more, in a way, but it uses powers to equip/use different ammos instead of the M1 mods.
Conza said:
The Ammo powers activated fine, but you had a limited choice on which ones you could get depending on your class, in M1 you could have all of them for every class, which was better. And it didn't need 10 skill points just so your squad could use it too.
All the powers in M1 were unique and effective for different scenarios and situations, lift, throw, singularity, were all the great biotic powers I can recall, overload, disruption? and something else for tech, in M2, I pick one per character, then need to wait 30 seconds while the remaining enemies storm towards me, in which time I use all my ammo taking them out, more enemies generate, and I have to run forward to collect more ammo, and on insanity, I'm down to half health despite storming to the next barrier and no one shooting at me when I begin.
So they weren't redundant, they were very useful, and should be brought back to be more like M1, if I could chose. I see nothing here that's tactical (yes, I'm going to button all my responses like this if it warrants it).
I'm gonna snip some parts so this post doesn't end up taking up a whole page. Also, a lot of your points touch upon the same thing, so just condensed them all. Now, on to the point.
First, i am not quite sure what you mean by that "once i knew of the powers, it annoyed me" (i think this is a case of the brain thinking much faster than one's typing, i often fall in the same trap), but you say that now its harder to for your character to combo by himself, and i think this might be a case of preference vs actuality, you prefer to control a single character but the game is made so that you control a team of characters, and you have to utilize each and every one of them. ME1's design went against the gameplay, that is, the design was that of a teamwork oriented game, but the gameplay made any attempt at said team-play unnecessary and obtuse.
Bioware noted that the gameplay in ME1 did not encourage teamwork, and so they kept all the combos but made it only possible by having team-mates chip in, thus the design-philosophy of the game did not go against the gameplay. I get your frustration when you go from being able to combo alone to having to combo with your teammates, but i would chalk it up so simply being a matter of preference and that Mass Effect is just a different type of game than what you expected.
First off, I probably just didn't make it clear, but when I said "Once I knew of the powers, it annoyed me." when taken out of context makes no sense. In its original sentence, it goes to say that once I was aware that powers existed, I was irritated by the fact they were much less useful in M2 than previously in M1.
Actually, M1's gameplay could be seen as very Shepard central, I remember going to all those extra planets, and sniping out Geth and towers, then I'd just drive down when everyone was dead to enter the bunker, but once I was in the bunker, Garry and Wrex were very very useful, Wrex would run in and provide a distraction (with Barrier on), myself and Garrus would wait for the enemies to be drawn out, then we'd overload their shields, sabotage their health, and begin shooting, with Wrex Rifling it all the way. So I would say it certainly encouraged team work in parts, M2 encourages it everywhere though.
Hyper-space said:
Conza said:
Deeper? It only made leveling them more difficult since you only got 2 points per level, so instead of going from level 2 to 4, you had to wait till the following level, in which you had 4 points, 2 going unused for an entire level, then at the next level you had 4 points, but again 1 goes to waste untill 2 more levels, where you now have 5 points, but only need 4, and 1 goes to waste. Its a really bad idea, and they should go back to M1s 1 point per block, even if there are less blocks and they do more per block. I see nothing here that's tactical.
It is more difficult, but it has more choice,
which is the tactical aspect of it. How you level up your character is much different than in ME1, as you could go about it in many ways. For example: you spend your points right away or save them for more powerful skills and on top of that, if you are dedicated enough and wish to plan out a setup that is 100% point effective, you can. As now you have to think ahead when putting points into something and the difficulty does not lie in that its an obtuse system, but just strategy and planning ahead how your characters gonna be. Thus the hardcore players that put more effort into the point system reap greater rewards.
I would agree that in M1 you could go about leveling in many more different ways, having certain characters be experts in Electronics, or Medicine, certain weapon specialists, in M2, you couldn't. And I discussed the points system, it was much more limited and made the allocation of new points less effective - there's no excuse for them not going back to a 1+1 scenario, +2, +3 and +4 was unhelpful and unwanted.
Hyper-space said:
Conza said:
And you'll need to elaborate on the powers. For example, M1 you had ammo mods, weapon mods, armor mods (heat sink, tungsten rounds, shield battery, ect), all I remember from M2 was 'more damage' 'more prescision' ect, if that's all it is, then M1 wins out on both fronts, however if I'm missing something do tell.
There were only two types of ammo mods that were worth anything, i think that it was the sledgehammer? (or hammerhead) and the toxic ammunition (why only do +30% damage to organics when you can do +30% to all enemies?), ME2 had 6 ammo types and all of them had a purpose and gave you an chance to combo. ME2 also had armor upgrades which pretty much did the same thing as the ones in ME1, so ME2 wins out based upon the ammo types being much better.
Oh no, my fellow Mass Effect player, those two were some of the less useful ones, you had Combat scanners, heat sinks, armor piercing and shredder rounds, barrel extensions, weapon stabilizers, the list goes on and on, and if there weren't so many of them, it would've been so so awesome, removing all of them is a failing and they should return but in a limited capacity.
Yes, M2s did all have a purpose, and warp ammo I think was new, and it?s kind of a good all rounder - all points worth noting, however, I haven't played a class where I had access to all of the ammo powers yet, M1 allowed you access to every conceivable mod (with a high enough difficulty for the ultimate mods), making every class more balanced as they all have this advantage of swappable mods. This speaks for grenade and armor mods too.
Hyper-space said:
Conza said:
Mass Effect is about Shepard, plain and simple, I like many of the additional characters, but the story is how Shepard saves the galaxy from the Reapers, so he should be central to killing all the enemies along the way. I do see the tactical point here, the shields, armor and health can only be attacked by certain powers - I don't like it.
Again, this kind of ties into my first point about teamwork and how Bioware RPGs are about a team of characters working together, Shepherd isn't alone in saving the galaxy, in fact, the more time you spend on your teammates affects whether or not you will survive the final mission. So ME is simply not geared towards a lone-wolf approach (gameplay-wise and story-wise).
Well yes and no, I had my entire characters loyal bar one (I couldn't do her mission for some reason, it was the chick who held the shield up), even so, I only included those said characters if A. I had no choice, or B. I had no choice since it was their mission and they needed to be there.
They are cutting down the amount of characters in M3 btw, which I think is a smart decision, minimum of 5 maximum of 9 would be preferable, have one of each class, then have a few who don't really fit into any class perfectly, plus Shepard and you have a good pool of ten characters. I concede that Mass Effect does need its support characters, but I should be killing more people then both my support characters combined - they should simply help me and get the stragglers.
Hyper-space said:
Conza said:
No, actually that has nothing to do with difficulty, it has to do with proper class balancing and making each class just as effective as any other, in any scenario, which M1 achieved much more seemlessly than M2 did.
I've tried playing with the infiltrator, and hes one of the better classes suited for insanity-difficulty, the stealth-capabilities and incinerate (one of the most useful dmg-powers in the game) plus AI hacking and squad cryo ammo does not make him underpowered, its just that for him to work, you have to use teamwork and command your squad accordingly.
Good to know Infiltrator is suited for Insanity, I think the slow motion snipping is incredible good, it?s not enough when you need 200 rounds of auto-snipper to take down one giant Mech, but I'll take that on board. I maintain that the stealth ability is really a waste of points, it doesn't last for more than what? 30 seconds? hardly enough time to turn it on, get into a new cover, and shoot more enemies, I found it a wasted opportunity for a great power.
And AI hacking is nice, but it either doesn't last long enough, or when it doesn't, the shields are too powerful, so it doesn't encourage the user to max out that stat either way, because you're left with an AI who's shields you can't take down, in the time allowed, so you either have to wait and watch him stand there with no enemies left, or make a feeble attempt to take down his shields anyway, wasting valuable rounds, only to find that his shields just magically wore off and he now remembers he hates you again.
Hyper-space said:
Conza said:
Ok, there is a tactical point of view to ammo. But like someone previously said, if we have the technology not to use clips, why would we introduce it? 'Gee you know what, I hate it when I constantly shoot and my weapon over heats, I'd love to have a clip that I could remove to instantly cool down my weapon, but lets make sure that also governs the total number of rounds'. Well in M1, you were punished for overheating your weapon, you'd be forced to wait for a cool down, in this, you're basically forced to overheat it unless you're an obsessive reloader.
This might be a more subjective issue: do you like the tactical aspect of conserving your ammo or do you like the cool-down system?
But subjectivity aside, it makes positioning more crucial and adds a situational combat-aspect to the game, so its not a down-grade from the cooldown system.
Can't argue there, it is very subjective (as all yours and my points are when it boils down to it), and it does add tactical element to it, but it limits what you can do, and when you ust to love unlimited ammo, and taking down enemies was only a matter of time, now its a matter of ammo, and I don't like it as much.
airrazor7 said:
this thread still feels like the same conclusion about those who have played ME1 & 2 vs those who have only played 2: If you played ME1 and loved it, you'll either hate or just feel like 'meh' towards ME2 yet if you've only played ME2 and loved it then you'll wonder what all the ridiculous fuss is about from the ME1 players.
Funny you should say that, because I'm finding people have mixed reviews, my two friends who both happen to love the Vanguard class, tell me they prefer M2 over M1, in almost every way (excluding the power nerfing), and bagged my game style previously, because I played Mass Effect like a shooter (although I was an Infiltrator, they suggested I should just do Soldier). But, there've been people here who agree with me, and preferred M1.
airrazor7 said:
I like the combat for the most part however it feels like I'm spending most of the game debuffing enemies. You have to knock off their shields/barriers/armor before you can actually use your abilities to really have fun with the enemies. I did one play through as a soldier and I would just debuff enemies for my squad mates to take out. The only exception I have found is the ability to explode enemy barriers with warp.
Powers shouldn't use the same recharge meter. This has caused me to wait during a fight and take me out of the fun of it all because I have to wait for the recharge from a shield/cloaking power to finish just to use another necessary power.
You would love ME1, I'm a PS3 owner myself, and I do have a great gaming PC, but ME1 doesn't have that high graphics requirements, my laptop with a 1280 x 800 screen, GeForce 8600GTM 256MB VRAM, and 4 GB Ram was enough to run the thing on close to high settings, no lag, so if you have any computer at all I advise you check out the first game, I feel it has much more replay ability, and you may enjoy uses a mouse instead of a joystick to kill stuff, so much easier imo.
airrazor7 said:
I always viewed planet scanning as a necessary chore but the thought that comes to mind is: if I have a full crew and staff to operate whatever tasks on the Normandy, how come I do not have a team dedicated to retrieving resources? I know this will not happen but for the next game they should implement a system in that you do a quick scan of a planet to see if it has resources and what type they are then drop a team planet side that would mine the planet to an extent chosen by the player that would only take a few minutes real world time. Upgrading the mining team would mean upgrading their tech so that you could send less people to one planet which would mean that upgrading the team would allow you to split them up and mine several planets simultaneously. Also, while they are mining the player should be able to do other things besides sit and wait for them to finish. For example, if I'm in the same star system as Ilium, I should have a few mining teams spread out over a few planets while shopping in Ilium and when they're done, EDI should contact me stating that they need to be picked up. The only restriction should be that I cannot leave a star system while a mining team is working on one of the planets in it.
Yeah, that'd pretty much solve my issues with it too. Or, bring the Mako back and make it awesome, or just have more minerals lying around in places, but harder to find and in higher quantities.
airrazor7 said:
As far as ME2 is concerned, and after learning about the experience I may have missed due to not playing ME1, I think I'll consider ME2 streamlined instead dumbed down overall. I like the fact that ME2 is a story driven action/adventure game with rpg elements instead of being a stat and inventory management game that has action and a story as a side dish. Not to be trollish but I honestly can't understand how people find stat and inventory management entertaining. I'd rather scan and probe planets all day than do that.
The inventory system in M1 was clogged, but it was still so much better than not having one. Imagine instead of being limited by the type of ammo power you had, you simply found an item, which you could equip to any weapon, on any squad member, and suddenly that weapon was +40% more effective against Techs or Collector, or did bonus to shield or knock down, or poison, all that has basically been dumbed down (not streamlined in this case, really isn't), and replaced with a much simpler less effective system.
airrazor7 said:
I actually agree that the leveling and ability statistic system needs some work and a few more options but it doesn't need to mirror the leveling system of WOW, Diablo or any other PC game with rpg elements.
You know, never played Wow, and Diablo IIs leveling system is a bit dated, stats like power and dexterity ect, but the leveling in M1 was so much more superior, I wrote in detail on it previously, but its just more flexible, more effective and more expansive than the half a dozen powers you get in M2.
airrazor7 said:
And for my last point, I liked the armor modding system, I just wish it had a few more options and more armor to buy and choose from. However, I think that instead of the potential weapon modding system in the ME3, they should instead have a custom weapon creation system; after all it was said in ME2 that there is a research team dedicated to weapon research and creation on the Normandy. So why not use them? I think you should be able to combine parts and resources to create new weapons but once a weapon is created it is finished; no going back to mod it.
Hey not bad, its very similar to M1s weapon mods and ammo mods in a way, with a new twist, don't like the 'once done its done' model, reminds me of putting a ruby in my sword in Diablo II, then later one finding it was obsolete because the ruby wasn't perfect, and the sword is more useless than a pee shooter.