I know its not practical, but I would love if at Wave 10 Reaper troops a Reaper would come down and you'd have to avoid the beams while fighting. It would add some much need variability between the enemies.
Playing through the campaign a second time, I was thinking about how cool it would be to have a single Harvester drop in and cause chaos for a certain wave (maybe wave 9, that way it doesn't make the final wave objective THAT difficult). Banshees, Geth Primes and Atlas' are cool and all, but you fight them enough times and they cease to be special or unique. That's one thing that really gets Gears of War Horde Mode going, getting chased by like a Brumak or Zerker every tenth wave makes the experience surreal. Oh yeah, the idea is that Commanders are basically more advanced footsoldiers, the only thing that really makes them different is having shields or a different weapon (or in the case of Geth Hunters, being able to cloak). Guardians force you to fight them differently while the only difference between Centurions and Assault Troopers is a shield. Though you do have a point about a sort of Specialty Class; Engineers laying down turrets, Swarmers sneaking up on you and Geth Prime sending out drones and turrets.
edited 21st Apr '12 6:50:08 PM by KJMackley
Centurions also possess smoke grenades. And I still say the geth elite unit is the Rocket Trooper. It spawns on the first wave, and you fight it more like a normal trooper with a different gun and shields. Unlike Hunters, who spawn later and have that cloak that usually changes your strategy. A Guardian doesn't really force you to fight differently other than a Centurion does to a normal trooper. Compared to other elites it's fairly balanced; it's got a barrier that's notably stronger than other elite's shields and can put up those annoying bubble shields, but their guns have a slow rate of fire and they can't throw grenades. I'd prefer if Assassins were retooled to act more like long range combatants. Alternatively, mix the Guardian and Assassin into one unit; give it the Guardian's bubble shield and barrier strength and the Assassin's particle rifle.
edited 21st Apr '12 7:10:07 PM by CPFMfan
SeroccoHow about more Husk types? Hanar, elcor, volus, yahg and drell Husks would be nice.
Men aren't men without women.
There isn't going to be any sort of perfect comparison between each faction, you are referring to equivalency in terms of wave and numbers while I am referring to strategies and tactics. Rocket Troopers usually keep their distance and thus are long range enemies, forcing you to keep your head down when you see one like with a Ravager or Nemesis but they are certainly more numerous than either. Husks also use swarm tactics which is different from Geth Troopers and Assault Troopers who are more mid-range. Geth Hunters using Cloak are able to get the drop on you but are otherwise mid-to-close range like Geth Troopers, they also have a Shield in the same way Centurions are Assault Troopers with a Shield. However you cut it Guardians are immune or resistant to about 75% of all powers including melee, but are extremely vulnerable to those few powers/weapons that do affect them and if their shield is taken away. It makes them sort of the odd one out in that respect, there isn't any Reaper or Geth enemy who is similar. This whole discussion was probably the point of the developers, having a perfect correlation between factions makes it predictable. They probably wanted each faction to be very distinctive from each other and playing with when the enemy types appear and how many of a certain type is a major part of developing this kind of gametype.
The system I had- Grunt, Elite, Special Light, Special Heavy, Sub-boss, Boss, Random- worked pretty well in describing enemies. They do fit a broad classification system, though they are certainly more varied than the Collectors, geth, and merc groups were in the last game. In particular, the Eclipse, Blue Suns, Project Forces, and Shadow Broker Forces were mostly the same faction with only maybe two or three different units between them that weren't palette swaps or just a slightly modified version of a current enemy. I also classified them based on threat levels as well as spawning; while a Brute and a Phantom and/or a Marauder and a Rocket Trooper don't fight the same way, you certainly regard them as equal priority targets. Players usually regard Hunters as a bigger threat than Rocket Troopers, and a turret on the same threat level as a Ravager or a Pyro. That said, I do agree that (Cerberus) Guardians are sort of the odd ones out. Either way, the Collectors fit perfectly into the established order of battle enemies have, except like I mentioned some of their units might need to be modified a little to make them more distinct and accustomed to three's combat (e.g. all enemies can sidestep/roll and melee now). And even going by your system, it would seem more likely that Harbinger would be the CQC and the Praetorian the boss.
edited 21st Apr '12 10:49:41 PM by CPFMfan
Throws SpikesAnyone else having issues with EA tonight? Couldn't play because I kept losing connection.
A handheld war crime.
Admittedly, my memories of the Collector forces is kind of sketchy but in general I don't think they were nearly as distinctive as the enemy factions in ME 3 (I think that was one of the, admittedly mild, criticisms of ME 2). So double-checking the names and enemy types I can better make an assessment. Scion and Praetorian are good candidates for enemy varieties (husks/abominations belong to the Reapers) but Harbinger, Guardian and Drone were more or less identical except for armor/shield configurations. The Assassin with Particle Beam is powerful but the general range they used it at isn't much different than the regular Drones, and their durability was also not any different. With that idea and based on how the ME 3 gameplay works under my classification it would work out as:
Footsoldier: Drones- Assault Rifle, basic health, mild flight to avoid ladder climbs (no Husks/Abominations because Reapers claim them first) Commander: Guardian (needs new name to differ from Cerberus Guardian)- Assault Rifle, Biotic Barrier, deploys those beehive shields Sniper: Assassin- Particle Beam (used at longer distances), Biotic Shield CQC: Scion- Slow moving but Heavy Armor and Shockwave (the closer it is the harder it hits) Specialty: General- Armor and Barrier and boosts barriers to nearby troops Boss: Praetorian- Twin Particle Beam-esque attack, Biotic pulse for nearby enemies, Armor and Barrier, quick partial Barrier recharge once it takes enough armor damageA few things: One, Drones would need an ability besides the flight thing to make them distinct- Cerberus troopers already have those rocket boots, so it wouldn't be enough. Two, I do think the Guardians, Drones, and Harbinger were distinctive enough. Harbinger had completely different armor and barrier values, as well as radically different attacks and abilities, and the Guardians had different guns, stronger barriers (slightly weaker than Harbinger's), and those bubble shields. Three, what does "biotic shield" mean in the context of talking about the Assassin? A barrier? Four, I assume "General" is the stand-in for Harbinger- in which case I think that the normal Harbinger-class enemy from the last game with the ally barrier boosting as an ability would work well, and make it a priority target. And five: I see no real problem with giving them Abominations, since they're sufficiently different from husks and the Reapers don't use them. The Collector's main distinguishing feature would be the ability to knock you out of cover, forcing you to constantly move around- they have troopers that can maybe throw grenades, the General which has a fireball that can knock you out of cover, the scion with a shockwave attack that can also knock you out, the Praetorian which can shoot above low cover, and the Abomination, which can rush you and explode regardless of you're cover. Similar to how the geth's distinguishing feature is adeptness at close combat, the Reaper's is being really aggressive bullet sinks, and Cerberus' is quickly setting up a defensive perimeter with smoke, turrets, and Guardians. One more thing: the Praetorian could have an insta-kill attack like other boss units where it impales a player on it's legs, similar to what they did to that Red Shirt during the Normandy attack.
edited 22nd Apr '12 2:01:56 AM by CPFMfan
Yeah, I meant Biotic Barrier rather than "Biotic Shield." Also, based mostly on in-game reasons I figured actually having Harbinger step in wasn't really a viable option. The Collector General is that one creature you never face but was wondering what the hell was happening when Harbinger released control as the Collector Base exploded. But to emulate that type of gameplay in some fashion it could be a armor/barrier regenerator (similar to the Marauder but is generally more powerful). Similar to the "rank" vs "speciality" ways we were looking at it before, I am looking at them mostly from how you fight them and not just their weapons/durability. Drone, Assassin and Guardian have different ways of inflicting harm but for the most part you just keep your head down and you can pick them off as you advance, while you can't quite do that when a Scion or Praetorian arrives. In comparison Nemesis like to snipe and run (often forcing you to chase them down), Ravagers advance slowly but hit hard as they fire in multiple bursts and Rocket Troopers like to strafe and fire with slower projectiles, all of whom act differently than the regular footsoldiers. I never felt like I was getting "sniped" by the Collector Assassin any differently than being annoyed by a Drone. Of course the "Commander" class is supposed to be just an upgraded footsoldier so the Drone and Guardian behaving similarly is fine.
Ah, that General. He seemed to be unique, so I can't imagine a version of him as a normal enemy. I'd prefer if they just modified a Collector model and named it something like "Collector Biotic Trooper" or something. As long as he still has the strong barriers and armor as well as Barrier, Nova, and Warp powers and that exploding fireball that knocks people out of cover, small groups will still be sufficiently dangerous. I actually think having him provide biotic barrier to surrounding allies might be a bit overkill, unless it's like the Marauder and he has to take a couple seconds to do to it. Also, I still don't know what they could do to make Collector Drones more distinct from other grunt type enemies. For example, compare the Cannibal, Geth Trooper, and Assault Trooper:
edited 22nd Apr '12 3:06:18 AM by CPFMfan
Cure CandyWell they could use barriers, collector lasers instead of guns, a quick barrier recharge skill. (give them a tiny bit less HP due to barriers.) Give them a decoy ability?
edited 22nd Apr '12 3:13:54 AM by Raso
Giving them barriers would probably be overkill and make them very annoying since no other grunt enemy has defenses, the Particle Beams are already used by Assassins, and I don't think anyone would really fall for Decoy. Not to mention it wouldn't make much sense for Drones to have Decoy. The Collectors always seemed into Organic Technology. What about some sort of organic acid grenade that goes off after three seconds (as opposed to five seconds for frag grenades), blowing out your shields and draining your health by up to three bars? It would be more annoying than a frag grenade, but also less deadly because unlike frag grenades it would be impossible for them to One-Hit Kill you.
edited 22nd Apr '12 3:19:33 AM by CPFMfan
My idea behind giving them limited flight means that they aren't distracted by using the ladders, leaping over obstacles or climbing up different levels as much as the other factions are. It's like that central section of Firebase White where you look over the outside pathway that has the ladder, where an assault trooper uses the ladder and you hit them in the 1.5-2 seconds it takes for them to recover from the climb. A drone just flies up top and begins firing before you can react. Since most drop-offs HAVE ladders to get in the way that would be a bit of a gamechanger. Giving them barriers/shields would probably make them overpowered and not too much different from the Elite/Commander (whatever we are going to call it), the one consistent thing is all basic enemies don't have an additional layer of defenses.
I don't think it would make it for the inability to do things like throw grenades. Though, I suppose then can have that too, as even Cannibals use them (it just doesn't seem to fit the asthetic of most of the rest of their technology). But I still think it wouldn't change the game much, since having a couple extra seconds to shoot you doesn't mean much when they still have to come in one at a time and be killed with a few hits from anything / throw around with biotics.
edited 22nd Apr '12 11:58:14 AM by CPFMfan
The way to look at it would be to see what each force specializes in. In general terms Geth = Pure Tech, Reaper = Combat with a little bit of Biotic and Cerebus = Combat/Tech mix (Phantoms have Biotic Barriers but otherwise have no actual Biotic Powers). The Collectors could be more about Pure Biotics because Tech and Combat is already well spoken for. I agree giving Cannibals the same grenades as Assault Troopers is obviously just to make them a little more dangerous and not because it works with the overall Reaper theme, otherwise they are both big targets and move very slow. That's why Biotics work so well against Reapers, Marauders are the only ones who can dodge powers.
Not much to say about my games recently. Except that I sabotaged an atlas into insta-killing a phantom. It was a good day.
Is AngryStarted playing multiplayer, playing as an adept Justicar. A lot more fun then I thought it'd be.
Offensive justicar adept is hard to do. Bubble placement and enticing people into the bubble is tricky. I think it would work best in gold, with a lot more tougher enemies. Only played it in silver so far.
insert title hereoffensive bubble is easiest(by some meanings of the word) against reapers because you can always be sure the banshees/brutes will come to you, and thus your bubble. Of course that means you then have to know how to dance with banshees/brutes to keep them in the bubble for that delicious 25% more damage. Seriously, they just melt under concentrated fire.
edited 22nd Apr '12 8:00:33 PM by Blissey1
I'm finding that I pop the bubble and brutes and banshees come through it at me. Have to find some way of keeping them in the bubble for those delicious warp explosions to take place. Yes it also needs some team work, which can be hard to find in public games. Some idiot drew a pair of banshees away from my bubble in my last game...
edited 22nd Apr '12 8:04:34 PM by Falco
insert title herelike I said, you have to learn to dance with banshees to keep them in the bubble. It's a very high risk/high reward kinda thing.
The geth don't really seem all tech- they're vulnerable to tech powers, yes, but only two of their five units actually have tech powers. Their troopers, rocket troopers, and pyros seem to act like standard Combat soldiers. And Cerberus has a bit of biotic too, with the Phantoms.
Is AngryIt's easy to keep them in the bubble if they're chasing you. If not, then it's best to fire at them while chasing someone else, of course if you absolutely must get them in the bubble just set it on top of them when they're attacking someone else. +15
edited 22nd Apr '12 10:41:47 PM by SilentlyHonest
The problem with all of that is...in gold, out of cover, there are several things trying to kill you. Some of them at range, like Ravagers and Marauders. Dancing out in the open with banshees is...interesting in that situation. I think I need to play more tight, small maps like Glacier.
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