So today I'm going to get more indepth about the combat mechanics, and show you some of the art work I cranked out (mainly just this title).
I do not own rights to this title/logo.
I think I'll head my posts with that from now on until I get the C&D, but I think I'm in Fair Use as this not a blog about me building this game with my own hands, just a fan posting his ideas.
Anyhow, onto the actual meat of the post, Combat Mechanics.
In MEO, combat will be based mostly the same as the Original titles, cover-based shooting, superior positioning, ability use and some serious gunplay. In early gameplay, cover will be less substantial, the player could likely run and gun through much of the singleplayer and non-story content. However, in more difficult content, the player will find utilizing cover to be a major boon. Some will be able to get by on clever use of abilities and movement.
Positioning is also a major factor of combat. Your enemy can't effectively engage something behind him or on his flank. As well flanking exploits weaknesses in armor and vision, making strikes likely to be more damaging and more likely to not be avoided.
Abilities will play the same role as they did in Mass Effect 3, specific powers used in concert will create devastating Detonations, dealing large amounts of damage over a wide area. For instance, setting a creature on fire and then following it up with a detonator will cause the foe to detonate in a fiery explosion that devastates any armor struck, renting it and leaving it vulnerable, burning, and flailing in panic.
Of course, this wouldn't be Mass Effect without GUNS, GUNS, GUNS. Gunplay is both a very basic and intricate part of combat. A soldier equipped with a rapid fire weapon can suppress an enemy, lowering their damage output and accuracy and with every hit has a chance of triggering an effect based on the soldier's ammunition, leaving the target vulnerable to detonation. Certain weapons as well have special properties. A Light Machine Gun for example has a broad range of fire, a high fire rate, and a higher suppression ratio, but also deals lower damage, and has a longer cool time than an Assault or Battle Rifle.
Players will also be able to Melee and Heavy Melee like in Mass Effect 3, however, some Specialization Combinations offer replacements to the Omni-blade, sometimes giving you two, or replacing it entirely with an Omni-shield or a Nanomolecular Blade.
The aim is to make combat as intensive as the player chooses. More casual players can focus on arms, making gunplay a larger part of their experience while more veteran players can play more ability based classes and weave intricate and devastating combinations.
To demonstrate, I'll give you an example fight.
I am playing in a fireteam of Humans. We have a Paladin (Tech Tech Biotic), a Devastator (Pure Arms), a Tempest (Pure Biotic), a Technician (Pure Engineer), A Shadow (Arms, Biotic, Tech), and a Sniper (Tech Arms Arms) and we're fighting a Krogan Tank (a big mean ugly stationary turret based vehicle).
My Paladin will go up the middle and begin using his abilties to debuff the Tank, debilitating its ability to aim, snap freezing armor plating, and distracting the main gun which the Paladin is able shrug off if its watching properly.
The Devastator is going to stay with the Paladin, adding his debuffs with his Turret Mode and Machine Gun, and setting up a Flame Detonation with his Inferno Ammunition.
The Tempest will keep close to the Devastator as the powers she focused on don't benefit from flanking. In between the Devastator and the Paladin, she's able to envelop them in her Biotic Sphere, reinforcing their Shields with biotic barriers and altering their abilities to set up Biotic detonations. The Tempest could play in another way, focusing on ripping apart her foes with massive Mass Effect fields, but ours is playing the role of a supporter.
Our Technician is going to go for the sides, and focus on destroying the tank's vulnerable Mass Effect Lift Generators that keep its turret mobile and contain large amounts of Eezo fuel. As the armor on these weak points is already scorched and burning from the Devastator's near endless volley of bullets and rockets, our Techie is going to simply detonate, and let his class ability go to work, causing the entire tank to errupt in a chain detonation of Flame, making much of it vulnerable to assualt.
The Shadow is going to focus on the tank's body itself, cutting and blasting away armored plating and warping its main turret to shreds from the safety of their Cloak. The Shadow deals massive damage through its melee strikes and Tech and Biotic powers, as well as use of their shotguns, however, the Shadow sacrifices durability for its tri-disciplined prowess.
Last but not least, our Sniper cloaks on the high ground of a crashed Alliance Shuttle, taking precise and careful shots to injure the crew within with its piercing power from its high-caliber rifle. The Sniper, however suffers the same fate as the Shadow, trading in armor and Kinetic shields for combat from a distance.
This is just one of the many scenarios that are possible, and many of the classes have a wide variety of roles they can perform.

No comments:
Post a Comment
SPEAK SO YOU CAN BE HEARD