Post by Axalon on Apr 11, 2017 14:53:06 GMT -5
So some more thoughts, almost 100% spoiler-free:
Story:
The Initiative is more naive than the greenest greenhorn from Star Trek's Federation. Not only do their vehicles not have weapons, (seriously the Mako would make things so much easier with its giant cannon) but so far I've yet to see any armed spaceships of any kind either. I've seen a MODEL of an Initiative fighter so I suppose they have those at least, but I honestly don't know how the Kett haven't just crushed everyone in a space battle already. On the ground, sure, the Milky Way guys have krogan and asari and all that jazz, but in space? This isn't like classic Halo where the humans could at least put up a fight in space while doing better on the ground, this is zero space presence while doing better on the ground.
Also nobody apparently carries medi-gel on them anymore. I've seen a joke about how the Initiative was actually the Milky Way kicking out a lot of their dumber members, (except Conrad Verner of course) and this lack of carrying medi-gel irks me everytime I'm low on health, or when a squadmate dies. Which on Insanity is a lot. Having Drack on the team circumvents this a little bit, since after a little while of being knocked out he wakes himself up again and charges in once more.
Gameplay:
The combat so far is still holding up. Currently playing as a level 34 soldier class with some handy tech abilities like Overload and Incinerate for dealing with armor and shields respectively. Black Widow is love, Black Widow is life. The PAW Assault Rifle is a slightly less cool version of Javik's Particle Rifle. Both have infinite ammo, but the PAW doesn't have the MEGA HYPE LASER MODE that Javik's rifle does, though it does cooldown a lot faster and has a quicker overheat-reload animation.
I've gotten more used to the cover system, though it's still gotten me killed on occasion when my guy refuses to duck. I don't like the three-power limitation. Especially since this is the broadest skillset I think I've seen in a Bioware game with all kinds of abilities to use. Nope, only 3 at a time. Plus you can't control minion powers anymore. Just hope and pray that they use their skills effectively. Same with weapons, can't equip different weapons on minions anymore either.
Architects suck. Cool to fight, but maaaaaaaaaan those fights drag on a bit too long for my liking.
On further playing I've decided that my personal opinion on useful squadmates goes something like this:
Drack*
Vetra*
Peebee
Ja'al
Liam
Cora*
* = Finished loyalty mission. Might revise this list as I get to see more Loyalty perks in action, but as it stands this is my list.
Drack - Big tough krogan who runs in with a shotgun and occasionally smashes things with his hands. Picks himself up after a little bit when he goes down. Invaluable for this perk alone. Can do great damage. AI occasionally stops the epic beatdown and decides to run back to me though. No idea why.
Vetra- Ranged tank with lots of dakka and tech armor. Seems mostly focused on weapon damage over powers. Lots of dakka.
Peebee - Useful Invasion talent that debuffs enemies. Has Jack's Shockwave ability. Also has Pull, though I've no idea why I'd ever want to bring an enemy close to me on Insanity as of yet, so I haven't invested a single skill point in it.
Ja'al - Okay sniper. He's no Garrus or Thane when it comes to blasting people's heads off like in ME2 or ME3. A lot of people seem to like him for his personality, which is fine, but there are more useful squadmates in combat.
Liam - Useful grenade ability, but a bit too squishy for my liking. Has a good melee ability when the enemy decides to LEEROY JENKINS it, which happens every now and then much to my health bar's dismay.
Cora - Vanguard. Has the Biotic Charge/Nova combo. Charges in, so not so different from Drack right? WRONG. She doesn't pick herself up like Drack does, so when she charges in it's only a matter of time before she's down and behind enemy lines. Useful as a distraction perhaps. But why use her when you've got the self-reviving Drack?
Story:
The Initiative is more naive than the greenest greenhorn from Star Trek's Federation. Not only do their vehicles not have weapons, (seriously the Mako would make things so much easier with its giant cannon) but so far I've yet to see any armed spaceships of any kind either. I've seen a MODEL of an Initiative fighter so I suppose they have those at least, but I honestly don't know how the Kett haven't just crushed everyone in a space battle already. On the ground, sure, the Milky Way guys have krogan and asari and all that jazz, but in space? This isn't like classic Halo where the humans could at least put up a fight in space while doing better on the ground, this is zero space presence while doing better on the ground.
Also nobody apparently carries medi-gel on them anymore. I've seen a joke about how the Initiative was actually the Milky Way kicking out a lot of their dumber members, (except Conrad Verner of course) and this lack of carrying medi-gel irks me everytime I'm low on health, or when a squadmate dies. Which on Insanity is a lot. Having Drack on the team circumvents this a little bit, since after a little while of being knocked out he wakes himself up again and charges in once more.
Gameplay:
The combat so far is still holding up. Currently playing as a level 34 soldier class with some handy tech abilities like Overload and Incinerate for dealing with armor and shields respectively. Black Widow is love, Black Widow is life. The PAW Assault Rifle is a slightly less cool version of Javik's Particle Rifle. Both have infinite ammo, but the PAW doesn't have the MEGA HYPE LASER MODE that Javik's rifle does, though it does cooldown a lot faster and has a quicker overheat-reload animation.
I've gotten more used to the cover system, though it's still gotten me killed on occasion when my guy refuses to duck. I don't like the three-power limitation. Especially since this is the broadest skillset I think I've seen in a Bioware game with all kinds of abilities to use. Nope, only 3 at a time. Plus you can't control minion powers anymore. Just hope and pray that they use their skills effectively. Same with weapons, can't equip different weapons on minions anymore either.
Architects suck. Cool to fight, but maaaaaaaaaan those fights drag on a bit too long for my liking.
On further playing I've decided that my personal opinion on useful squadmates goes something like this:
Drack*
Vetra*
Peebee
Ja'al
Liam
Cora*
* = Finished loyalty mission. Might revise this list as I get to see more Loyalty perks in action, but as it stands this is my list.
Drack - Big tough krogan who runs in with a shotgun and occasionally smashes things with his hands. Picks himself up after a little bit when he goes down. Invaluable for this perk alone. Can do great damage. AI occasionally stops the epic beatdown and decides to run back to me though. No idea why.
Vetra- Ranged tank with lots of dakka and tech armor. Seems mostly focused on weapon damage over powers. Lots of dakka.
Peebee - Useful Invasion talent that debuffs enemies. Has Jack's Shockwave ability. Also has Pull, though I've no idea why I'd ever want to bring an enemy close to me on Insanity as of yet, so I haven't invested a single skill point in it.
Ja'al - Okay sniper. He's no Garrus or Thane when it comes to blasting people's heads off like in ME2 or ME3. A lot of people seem to like him for his personality, which is fine, but there are more useful squadmates in combat.
Liam - Useful grenade ability, but a bit too squishy for my liking. Has a good melee ability when the enemy decides to LEEROY JENKINS it, which happens every now and then much to my health bar's dismay.
Cora - Vanguard. Has the Biotic Charge/Nova combo. Charges in, so not so different from Drack right? WRONG. She doesn't pick herself up like Drack does, so when she charges in it's only a matter of time before she's down and behind enemy lines. Useful as a distraction perhaps. But why use her when you've got the self-reviving Drack?