In the first Mass Effect, accuracy (including reticle bloom and weapon sway) has been tuned across all weapons to allow players to maintain more consistent firepower while still managing their shots/overheat meter. We heard the consistent feedback that it was pretty frustrating to take a few shots with an assault rifle and suddenly have the reticle enlarge to span a large portion of the screen, so we looked at tuning the mechanics to provide better handling without outright scrapping the spirit of the original games. As a result, weapons in Mass Effect often felt less accurate and reliable than the gunplay in Mass Effect 2 and 3. Mass Effect was heavily influenced by traditional RPG mechanics, like the randomness of a dice roll and pen-and-paper stat building. That proved a unique challenge, as the first game is quite different from the second and third in terms of gameplay and combat. We wanted to make the experience better across the board, but we didn’t want to unnecessarily change what our fans have come to love about each game. “I don’t need luck-I have ammo.” Combat TuningĬombat in the Mass Effect trilogy has evolved across the series, with each game’s experience being different.
UNMECHANICAL EXTENDED HOURS OF GAMEPLAY PC
GAME OVERVIEW STORY TIMELINE CHARACTERS REMASTER COMPARISON PC REQUIREMENTS PERFORMANCE DETAILS CONTROLS ACCESSIBILITY COMMUNITY COSPLAY GUIDES SUBMIT YOUR CREATION FAN ART KIT FAN SUBMISSIONS MEDIA NEWS CUSTOM ART CREATOR GAME OVERVIEW STORY TIMELINE CHARACTERS REMASTER COMPARISON PC REQUIREMENTS PERFORMANCE DETAILS CONTROLS ACCESSIBILITY COMMUNITY COSPLAY GUIDES SUBMIT YOUR CREATION FAN ART KIT FAN SUBMISSIONS MEDIA NEWS CUSTOM ART CREATOR Mass Effect Legendary Edition Mass Effect: Andromeda Gameplay Calibrations Mass Effect Legendary Edition Mass Effect: Andromeda