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RedStarRocket91

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Everything posted by RedStarRocket91

  1. Just to interject, I don't think it's ever been possible to block in Living Dead - zombies are set to 200% melee damage, which I think means even if an attack is 'blocked' it still does enough damage to kill outright. EDIT: Ignore the above, it IS possible to block the sword in Living Dead.
  2. GOSH DARN IT WHY WON'T THIS GUY DIE FLIPPING HECK MY PLASMA RIFLE TOOK DOWN HIS SHIELDS AGES AGO HOW CAN IT NOT BE KILLING HIM
  3. I'm sure you'll be able to customise your multiplayer character well beyond anything we've seen before, don't worry about that. As for using them in Campaign, I actually prefer the Chief, as what model is being used doesn't affect me at all and I'll be glad to have his strength again.
  4. Hey, I just dropped a few vague hints, you're the one who actually did the work!
  5. Played the updated version, it works much better! I'm still somewhat concerned about the height advantages in each base, but bringing the Shotguns down to the centre should help with that, and the extra cover will definitely make map movement better. I really like what you did with the glass covers in the centre of the map, people will feel comfortable going for the Focus Rifle and now if someone picks up the Shotgun they won't just get killed immediately by someone in the centre - very big improvements and I look forward to playing on it!
  6. Depends. If I accidentally walk in front of you as you fire your Sniper Rifle and it sends my brains on a nice tour of the walls, do you really deserve to get booted? Or if you fire a rocket into a crowded area and take out three enemies and also a teammate, is that boot-worthy? Most players just boot on reflex, rather than actually thinking about how they got betrayed, so is it fair to punish someone in a situation that was clearly an accident?
  7. This is why so many people want the return of ranked and social playlists, so that the competitive players don't get saddled with teammates who're just in it for fun and aren't very good at the game, while players who just want to have fun don't have to worry about their teammates taking things too seriously and being cruel to them.
  8. Discover? Yes. Be able to travel faster than light themselves? No. What's the most emotional moment you've ever had in a videogame?
  9. Kinda answering your own question there, aren't you? ;D
  10. Let me know if you need a hand, I'm more than happy to help!
  11. Back to the Future. Do you believe in the idea of love at first sight?
  12. So every weapon is set to respawn that long after pickup, not that long after it's been dropped?
  13. I've got a better idea. Shepard didn't do loyalty missions, falls to death in the Collector Base. That's a better ending!
  14. Just because we know these aren't going to happen, doesn't mean it can't be fun to think of them anyway. Juggernaut: +20% maximum Shield strength, but -50% recharge speed. Odd One Out: +10% damage, movement speed and -10% melee cooldown while team is in possession of the objective, but cannot interact with the objective personally. Desperation: +15% melee damage and movement speed while Shields are down. Marksman: All precision weapons do +10% damage, but non-precision weapons and melees deal -25% damage. Chancer: Shields instantly fully regenerate after a kill, but do not otherwise recharge.
  15. Overshield. I always try and stay hidden anyway. Do you consider either the Magnum or the DMR to be more of a 'Pro' weapon?
  16. Depends. Maybe you could and you only get four bullets for it. Or maybe you can only buy non-power weapons; Assault Rifles, Battle Rifles, Plasma Rifles, Plasma Pistols, Needlers, Spikers, SMGs, whatever. Perhaps you have to buy your shields too, and you could sell them to make enough money for a power weapon. I'll think this through and get back to you.
  17. It's more likely to be a system of trade-offs. You want a Battle Rifle instead of an Assault Rifle? You lose your grenades. You want grenades back? You can keep the Battle Rifle but lose your Sprint. You want Plasma Grenades? You can have one in exchange for both your Frags. You want two Plasmas? Here you go, but say goodbye to your Magnum. Obviously the system will have a lot more thought as to what balances what, but if I were 343, this is the sort of thing I'd go with. Maybe it's based on a credits system or something, so everyone can have up to $500 worth of stuff in the game. An Assault Rifle is worth $100, a Battle Rifle $200, or whatever.
  18. The sense of community. Do you keep secrets from your partner/best friend? You don't have to tell us what they are if you do.
  19. You get to be one of the ones who was crippled for life. I wish I was less talkative in real life.
  20. @Biggles No. Regardless of what you do, you will have to pick from the same three things and will get exactly the same endings. Believe me, I've tried doing everything wrong and it was still the same as my perfect Paragon save. @One I like your ideas, but they need to be explained in the game itself. We can guess all we want, but we can't be certain until Bioware comes out and confirms it for us. I still have hope though, this isn't going to go away regardless of how much free stuff they throw us in multiplayer.
  21. There are a few things I quite like about this map - the Sniper Rifle in the middle is a brilliant decision, as considering how open the sightlines are, the teams really can't afford to lose control of it. I like the use of the Large Barricades in the middle of each base, and the fact that there are multiple exits to each base. There are quite a few problems in its current state, however. I'll try and be as constructive as I can about them. First off, there are some serious problems with weapon spawns in the Blue Base. The Magnum up in the tower can only be accessed by falling off the sandbag wall and landing on the ramp towards the central platforms, which is a lot riskier than the safe Magnum in Red Team's tower. The Frag and Plasma 'Nades in the central building also aren't spawning, putting Blue at a big disadvantage. Blue Team also gets a DMR in the lower exit from the base, whereas Red Team doesn't get one in theirs. All of these can probably be solved simply by adding the items back into their spawn positions, and so should be pretty easy to fix. The actual weapons themselves might create a lot of problems, though. The neutral Sniper Rifle is an interesting choice, but the map really is far too open - it's going to lead to a stalemate where the team without the Sniper Rifle is afraid to leave their base because of the lack of cover, and the team with it is afraid to attack because of the amount of CQC weaponry in their opponents' base. I'd strongly suggest either swapping out the Sniper Rifle for something else like a Shotgun or Focus Rifle, or at the very least cutting the amount of ammunition it spawns with. Seriously, 12 shots will kill map movement. I'd also suggest swapping the Shotguns and Needlers around, as this would prevent players from just being able to camp in their bases from the very start. Even then, Needlers may be a bad choice as the map is so open that there would be almost no way to dodge the projectiles. That kind of brings me on to my last point. There desperately needs to be more cover here - as is, there's no way that anyone will ever leave the bases unless they have a death wish, as there is just nowhere to hide when the bullets are flying. Add some doorways to the bottom of ramps, Glass Covers, Covers, Crenellation Covers, whatever - just something to duck behind when your opponents are firing at you from the high ground. The killzones are also going to need some attention. It's currently possible to hide on the roof at the back of each base, and that's not even with Jetpack or Sprint. The killzone below the map also needs to be expanded or a safe zone added, because right now it's possible to get down onto the surface of the Pillar even by accident. There's definitely potential in this map, but it really needs a few changes before it's going to be won by anything but the first rush for the Sniper Rifle.
  22. Don't see why it couldn't just be based on your team colour, that would make identifying whether to shoot at them or not much easier.
  23. Just as a heads up, they're trapped in the Sol system, the Milky Way is the whole galaxy - and we've never been able to get out of that anyway. I don't really mind that it's a sad ending: I knew that was probably going to happen anyway. What really bugs me is that they resolved the entire plot with a deus ex machina which had nothing to do with the rest of the series, ignored all my previous choices, and still didn't make any sense: Where did this AI come from? Was it the original creators of the Reapers and the Citadel? If so, how? If not, who created the first Reaper? How and why? What is its relationship with the Reaper known as 'Harbinger'? How does it control the Reapers? Are they even fully sentient? If this AI is in control of the Citadel and wants to bring the Reapers back, why did Sovereign need to manually open the mass relay at the end of ME1? How the hell is Shepard breathing? Why do I get the same three 'options' regardless of what choices I'd made previously? Shepard is a cyborg, Anderson isn't. How is the Illusive Man controlling both of them? Garrus and Liara died right next to me. Joker was in a space battle. How did they suddenly get on the Normandy, which was then magically going through the Mass Relay? Where did they end up? How the hell is Shepard breathing? Why had this area of the Citadel never been seen before? Why is controlling the Reapers seen as Paragon, destroying them as Renegade? Why does Shepard have a magical inst-kill gun with unlimited ammunition and which he never needs to reload? Why can't I just shoot the kid? I have Reaper code. Why can't I just set the Catalyst to kill only them instead of all Synthetic life? Why does the thing you shoot look organic? I think that covers most of the problems I had with the ending. I'm sure if I gave it some more thought I could easily pick out a few more.
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