I'm sorry, how can you not see that the Mako was broken, you cute little vocal minority?Eldarion said:Thats a lot of insecurity over me thinking your bad at the Mako. Like, wow.KafkaOffTheBeach said:/snip
You find time to objectively prove that the mako was in fact, crap? No? Just had to get that rant out? Ok then.
I agree that in ME2 each class has a certain skill which is their main skill, but I disagree that it's the only skill to be used or even that it has to be used at all.Joccaren said:Labelled parts of posts with numbers to clarify:Guy Jackson said:1. ME1 had a cumbersome inventory system that added no depth whatsoever to the gameplay because there was never any choice. I've played ME1 a dozen times, and not once have I ever had a dilemma over whether to use this weapon or that weapon, or this armor vs that armor. Whenever I get new loot I just look to see if any of them are bigger and better than what I have and then swap out accordingly. In order for there to be a choice there has to be a situation such as this: you have two weapons to choose from, one with great range and the other with great damage, which do you choose? Or like this: one armor protects you from damage type A, the other from damage type B, which do you choose? This kind of choice never, ever happens in ME1. New armor is always better than old armor in every way, so there is no dilemma, no choice, no depth. Removing the inventory system did not strip the game of any depth, it just streamlined it.
2. ME1 had more skills than ME2, and the skills had independent cooldown timers. In ME2 there were fewer skills and they shared a single cooldown timer. Again, this was critised as "dumbing-down" but it's actually the opposite; by having a single cooldown timer ME2 actually introduced a new choice (which skill to use) that actually matters, thereby adding depth to the game (in comparison to ME1 where there was no reason not to use every skill at once).
ME2 also merged similar skills together. For example ME1's Sabotage, Overload and Decryption were merged in ME2 to form a single skill called Overload. This would equate to a lack of depth if there were times in ME1 when you would use one of those skills and not the others, but I for one never encountered such a situation. It was always a case of either spamming all three or spamming none of them, so again this is not a lack of depth, it's just streamlining.
1. Agreed. I preferred ME2s armour system, but no so much the weapon system. I would have liked to have seen a weapon system were you could upgrade the weapon (Like is done in ME2) but also swap mods around, and possibly only have a limited number of each weapon. Possibly. The weapon system in ME2 is much like the one in ME1 except you can upgrade your weapons and you have unlimited copies of them all.
2. I like the fact that many of the useless skills were gone, and the merging of some of the skills, I would liked to have seen a few more skills. As it stands, I only found one skill that my character would use, and the others seemed pretty useless due to the shared cooldown. Yes, it supposedly adds choice of which ability to use, but I'd always use the same ones.
For Vanguard, I'd always use charge. It knocks enemies back, slows down time and regenerates my shield. No brainer there.
For the soldier, I'd always use adrenaline rush. Sure, he had ammo abilities, but other than that he just had concussive shot, which I found all but useless on any difficulty. The ammo powers had almost no cooldown, so no real time was wasted there, but concussive shot did nothing to enemies with armour or shield (every enemy on the higher difficulties) and on lower difficulties, I found it easier just to line up headshots with my sniper in slow-mo than keep waiting for cooldowns to knock something down.
For the Sentinal, I always used his armour. It was excellent crowd control and upped my survival chances by around 300% on the higher difficulty levels. It increases my current shields, then mini-stuns and damages all nearby enemies when it is destroyed. I found myself just walking into the line of fire to use this effect most of the time. It allowed my squadmates and I more time to gun down enemies due to the mini-stun, and allowed me to tank and stop them from constantly dying with the extra shield. The damage just came as a bonus.
I never actually played any of the other classes, but on the higher difficulties, I'd always have Miranda and Jack with me to just so they could use overload and warp, and I believe the Infiltrator strategy has been explained already.
Also, more a matter of personal preference than 'dumbing down', but I hated the greatly reduced health and the greater emphasis on cover. I preferred having enough health to run from cover to cover, and the majority of the cover being naturally occurring, not pop-up barricades all over the place.
Yeah, I always found that a little weird as well; I'm already supposed to be an excellent infiltrator, but apparently I've always done it without sniper rifles, despite them kinda being what my class is about to a degree.Mikeyfell said:snip
Sorry for quoteing you but this is how i felt about ME2 dont get me wrong great game but it felt more of a shooter than an RPG in terms of its stats/skills managment the choices you made had little or no effect i played the hole game though by just selecting the first thing it landed on when it loaded up, and taking out the ability to add "buffs" to your guns and armour seemed like a stupid thing to take out when it was the only important thing in ME. Turning the ammuntion into a skill just was stupid when it was part of the law, weather its to do with the streamlining of the experince focusing less on plaing for a situation rather adapting to a threat that seems dumped down to me.Magenera said:ME2 is not even tactical in terms of what shooters do. Though that seems to be rare these days. Shame what happen to SOCOM 4. Though if they make the biotic, tech, and the cloak be more potent, and make the main team smaller to 6, and give full abilities while increasing the team AI and commands it could be useful. But they might have to do a whole engine to put in some things that can be done in the tactical side of shooters, along with the other skills.008Zulu said:I wouldn't say it was dumbed down, most of the RPG elements were streamlined out of the game. It changed from an RPG-Shooter to a Tactical-RPG.
Was ME2 dumb down? Yes in some areas, no in others. The Charm and intimidate being stuck in P/R skill was stupid, and reinforce my point that it was useless in ME1, or as close to it if you wanted to put increases in stats. Nerf the hell out of the caster classes, though the engineer drone skill made it seem like they were going somewhere with messing enemies, and disrupting the battle field. On the other hand guns are unique, need balance though as the Avenger is pretty much outclassed. The attributes increases were low though. Bad when the only difference between two specialization is base on the stat increase of paragon and renegade. The rest of the boost was meager outside of partymates. Defense was useless as you where a glass cannon, or Sentinel/ Vanguard a tank.
To many chest high walls, when will they just make a level be big and have natural cover? Seems better to many, and forces players to improvise.
Then let me. In ME1 you choose one of several classes and then customised it to suit you. In Me2 you choose one of several classes and that was it. there where no customisation in how you character played. The inventor made me change the weapons mods part to make the weapon better for something instead of others by ME2 that was gone. For me the first was interesting the second boring. And I blame that on the fact that by ME2 the RPG was dumb down and the shooter improved, since I love RPGs and dislike shooters this made the game boring.Guy Jackson said:What do you mean by "customization"?The Great Googly said:This thread is nothing but a bunch of people who equate customization with tediousness. Clearly true fans of the RPG genre.
For some people that means dressing up the character. I don't really care about that (Barbie was never really my thing) but I agree that it certainly was missing from ME2. I just don't see how the lack of dressing-up can be described as "dumbing down".
For other people, customization means shaping your character's gameplay. If this is what you're referring to then I'd ask that you formulate a logical argument rather than spouting throw-away sarcasm.
Each weapon in ME2 was different and honestly, except a few cases, which weapon was "better" was largely a matter of taste and preference. The starting pistol is better for spraying a lot of bullets and cover fire, whereas the carnifex pistol had more powerful shots and favored a player with better accuracy. I think of them like standard semi-automatic pistol versus a magnum revolver. Fewer shots per clip, fewer shots in general, more bang for your buck, but not necessarily "Better".Frotality said:ME1's less meaningful but larger variety of choice gave it fifty-billion times more replayability than ME2's barely existent choice. ME1's item system was broken, but at least it existed, and flawed as it was gave you at least a SENSE of progression and variety; ME2 had a starter weapon, a second one that was universally better than the stater, and a specialist one universally better than either.
That's funny, I hardly ever cloak with my Infiltrator. The only time I cloak is when I need or just want the damage buff, and I cloak, pop out of cover, aim, shoot. I also will cloak if shit has really hit the fan, but often I just end up dying at the end of the cloak because if I'm in that much trouble, my health and armor are low, and my allies are probably fried, and I have to choose between cloak and unity.Guy Jackson said:For example, my preferred soldier build in ME2 actually forgoes AR entirely (I use Retrain Powers to get back the 1 point that's in there by default) and focuses mainly on ammo powers. I'm not saying your way is wrong and my way is right, I'm saying that there's choice and therefore depth. Personally I find AR to be useless until it gets to the fourth rank, at which point you get some damage reduction (which is nice but not worth a 10-point investment IMO).
In ME1, it was way too easy to end up with a build that was just bad. I mean, bad bad. My first time through the game, I put full points into both Intimidate and Charm, and completely ignored important skills like Fitness and Pistols (having 100% uptime on Immunity and Marksman? Yes please.). You could argue that I was bad and deserved to have a bad character back then, but there was also no way to fix a bad character except to start over. Even when you NG+'d, you were stuck with your old choices. I would wager that if you wanted a character that wasn't bad in ME1, it took 3 playthroughs to get it, that way you spent no points on intimdate/charm, but had 12 in it anyway.linwolf said:Then let me. In ME1 you choose one of several classes and then customised it to suit you. In Me2 you choose one of several classes and that was it. there where no customisation in how you character played. The inventor made me change the weapons mods part to make the weapon better for something instead of others by ME2 that was gone. For me the first was interesting the second boring. And I blame that on the fact that by ME2 the RPG was dumb down and the shooter improved, since I love RPGs and dislike shooters this made the game boring.Guy Jackson said:What do you mean by "customization"?The Great Googly said:This thread is nothing but a bunch of people who equate customization with tediousness. Clearly true fans of the RPG genre.
For some people that means dressing up the character. I don't really care about that (Barbie was never really my thing) but I agree that it certainly was missing from ME2. I just don't see how the lack of dressing-up can be described as "dumbing down".
For other people, customization means shaping your character's gameplay. If this is what you're referring to then I'd ask that you formulate a logical argument rather than spouting throw-away sarcasm.
Just saying, Concussive shot does hilarious things to Barriers. Like making them disappear. Sure, a couple of NPCs have it so it's not like your soldier NEEDS to have it. But it's certainly not useless. Against armorless husks it can give you some space, it gives you another almost instant kill attack against a lifted or pulled enemy, and it obliterates biotic barriers, which is one of the more common protection types in the most annoying battles in the game (the Praetorians)Joccaren said:but other than that he just had concussive shot, which I found all but useless on any difficulty.
DLC weapons off the top of my headstoprequesting said:QFT. Too bad 50% of the real choice was in the DLC haha. But yeah - if I'm playing an RPG where a branch of character customization (i.e., clothing, weapons, etc.) basically boils down to the one optimal choice for a particular build, there's really no point for me to be involved in that customization. That, and I hate playing dress-up in video games haha.Altorin said:ME2 has real choice in its gear, ME1 has fake choice.
If you play the game, you owe it to yourself to get at least Lair of the Shadowbroker. It adds quite a bit to the game. Most importantly for me it added the ability to reskill my party members, which struck me as a horrible omission in the first game. It also adds free resources over time, and even additional weapon upgrades. Plus you get to figure out what the shadow broker is, and if you really think about it and understand it, it's pretty profound (although on the surface glance it might seem dumb).stoprequesting said:Yeah, I agree that the DLC weapons are awesome - they're creative and add a lot of flexibility to the system. I just wish they were A) free, or B) in the main game, because I don't like shelling out money for content more than once.Altorin said:DLC weapons off the top of my headstoprequesting said:QFT. Too bad 50% of the real choice was in the DLC haha. But yeah - if I'm playing an RPG where a branch of character customization (i.e., clothing, weapons, etc.) basically boils down to the one optimal choice for a particular build, there's really no point for me to be involved in that customization. That, and I hate playing dress-up in video games haha.Altorin said:ME2 has real choice in its gear, ME1 has fake choice.
laser sight pistol - seemed utterly awkward to me. I went back to my carnifex
flamethrower heavy weapon - hilarious and not too bad as a sidearm for vanguard, but go with the collector particle beam, it's much better in general
Locust SMG - I LOVE this gun. And it's a Kassa Locust... no wait, THE Kassa Locust - the gun that killed two presidents. What's not to love?
Collector Assault Rifle - Never played a soldier, so what is this I don't even
2nd Rapid Fire Sniper Rifle - I don't know if this is even better then the Viper. My first Infiltrator used the Viper cause I was bad and needed the margin of error. My second used the Widow, I never really used this gun that much.
Cerberus Shotgun - I think this one has 5 round clips, and quick fire rate so it's sort of like an auto-shotty. Kinda nifty but on my vanguard, I usually went with the 3 round clip starter or the 1 round clip super shotty.
So, there's really not too much in the DLC that takes away choice from the main game's weapons. People just looked at the number of weapons and assumed "lol, only like 10 weapons? what the gay." and I think they assumed incorrectly.
I'm not going to convince you, but I think you're way off base. I can't see how having a bunch of bloated systems that do very little to the game is better then having a streamlined system that does a lot. The inventory system isn't "gone". It's just been altered. All your weapons are now actually different from one another and you don't have to scramble around or pay a bunch of worthless money to get them. The armor in ME2 gave you more actual choice then ME1. You could customize your armor to a much greater extent. Purchase new pieces, and until the Kestral Armor ruined it by being strictly better then any other armor set, you wouldn't be going wrong by choosing whatever armor you wanted - that's real choice.GrizzlerBorno said:I don't equate "Spreadsheet combat" with "RPG combat" so overall I agree with the OP. Combat itself in ME2 was WAY more streamlined and better implemented than it was in ME1.
Removing the Inventory, Lack of Weapon customization and Tying the Paragon/Renegade dialogue choices with the Meters Instead of having them be skills, were all BAD Design Choices.
It wasn't about Appealing to a wider demographic. It's just that they removed things they did not need to AT ALL, while they added new things in (like the multitude of Companions and environments.etc.) BUT they are bringing those things back in ME3 so, fingers crossed.
This is perhaps where I disagree with you a little. I actually have a a few instances where I had one assault rifle with more damage, and another with about 30 or more less, but instead of an accuracy of 1 (like all the others up to about level 7 or so), it had 30. There were three different bars, damage, accuracy, and cooldown, and not always did the three bars go evenly and steadily up. The Geth rifle even had vastly more damage and accuracy, but could afford no upgrade slots, and had a bit less cooldown than other assault rifles for instance.Guy Jackson said:ME1 had a cumbersome inventory system that added no depth whatsoever to the gameplay because there was never any choice. I've played ME1 a dozen times, and not once have I ever had a dilemma over whether to use this weapon or that weapon, or this armor vs that armor. Whenever I get new loot I just look to see if any of them are bigger and better than what I have and then swap out accordingly. In order for there to be a choice there has to be a situation such as this: you have two weapons to choose from, one with great range and the other with great damage, which do you choose? Or like this: one armor protects you from damage type A, the other from damage type B, which do you choose? This kind of choice never, ever happens in ME1. New armor is always better than old armor in every way, so there is no dilemma, no choice, no depth. Removing the inventory system did not strip the game of any depth, it just streamlined it.
Did you even play the game?Guy Jackson said:I'm an elitist PCwankergamer, and I hate the dumbing-down of games as much as the next guy. But something I've seen said over and over is that ME2 was a dumbed-down game compared to ME1, and that just isn't true. So here comes my rant.
RPG elements are only of value when they add depth. Depth is only added by choices that matter. The basis of my argument here is that the additional choices in ME1 (such as what armor to wear, or where to put skill points) didn't matter at all.
ME1 had a cumbersome inventory system that added no depth whatsoever to the gameplay because there was never any choice. I've played ME1 a dozen times, and not once have I ever had a dilemma over whether to use this weapon or that weapon, or this armor vs that armor. Whenever I get new loot I just look to see if any of them are bigger and better than what I have and then swap out accordingly. In order for there to be a choice there has to be a situation such as this: you have two weapons to choose from, one with great range and the other with great damage, which do you choose? Or like this: one armor protects you from damage type A, the other from damage type B, which do you choose? This kind of choice never, ever happens in ME1. New armor is always better than old armor in every way, so there is no dilemma, no choice, no depth. Removing the inventory system did not strip the game of any depth, it just streamlined it.
ME1 had more skills than ME2, and the skills had independent cooldown timers. In ME2 there were fewer skills and they shared a single cooldown timer. Again, this was critised as "dumbing-down" but it's actually the opposite; by having a single cooldown timer ME2 actually introduced a new choice (which skill to use) that actually matters, thereby adding depth to the game (in comparison to ME1 where there was no reason not to use every skill at once).
ME2 also merged similar skills together. For example ME1's Sabotage, Overload and Decryption were merged in ME2 to form a single skill called Overload. This would equate to a lack of depth if there were times in ME1 when you would use one of those skills and not the others, but I for one never encountered such a situation. It was always a case of either spamming all three or spamming none of them, so again this is not a lack of depth, it's just streamlining.
It's almost ironic, really; the people who claim ME2 is dumbed-down are only demonstrating how dumb they really are, as they have mistaken choices that don't matter for choices that do.
that's pretty much the point that we're making. When everything is just written out for you, like +2 damage as opposed to another weapon that's +3 damage, how is that giving you choice? The argument that ME2 is "dumbed down" is wrong because ME1 was actually more dumbed down, it just hid it behind a veil of "oh, look at all these wonderful numbers for your to pontificate about". For a game to be dumbed down, it means that choice has to be taken out of the picture. In ME2, there are lots of instances of real choice, in character builds, in who to bring with you on missions, on which if any powers to use at any given time (as you're only allowed 1 power at a time, you have to.. CHOOSE between them), which weapon to use - as I've talked about at great length, the weapons in ME2 don't tend to be "strictly better" then other weapons. They may favor different playstyles or different skill levels, but they're interesting and diverse, as opposed to just... numbers - higher numbers being good, lower numbers being bad.The Great Googly said:The last 8 posts have been more nonsense from shooter fans happy they removed all the common RPG elements from the game.
Because RPG's shouldn't have annoying things like loot of course. What RPG fan would want something stupid like that in their RPG? Picking up a new weapon which gives me +2 to my stats over my previous one?! SO TEDIOUS! No RPG should have these elements! Who enjoys these kinds of things anyways? Certainly not RPG fans. DUH!