prem0nition wrote...
While I would much prefer for most standard weapons to go back to the ME1 heatsink system, I wouldn't argue with a hybrid system. Big thing for me is to minimize (or more preferably remove) ammo scavenging while keeping the combat dynamic.
I'd like to see a system where, when you have overloaded a heatsink you are given a choice to either swap out to a different weapon, swap the heatsink out for a reserve, or attempt a manual vent. How would this work? well lets see...
Swapping out to a different weapon allows the overloaded heatsink time to cool, this should be slow, but should happen over time, bringing that weapon back into usefulness, even if only for a couple of shots if you manage to overload your new weapon quickly.
By swapping out to a reserve sink (much like reloading) you're back in action quickly, with a weapon that's cool and ready to fire, but you only have a limited number of reserve sinks that have to be discharged at a weapon station (much like the in universe example of ships discharging the heat they build up during travel at stations across the Citadel) to get the used sinks back.
Manual venting would cool the heatsink slowly, but much faster than if left to cool naturally when swapping to another weapon, but keep you out of combat for longer than swapping out to a reserve sink.
In my opinion, this should keep combat somewhat dynamic while removing the need to scavenge ammo.
As another note, I think that certain weapons, heavy weapons especially, should stay ammo based. I am perfectly happy with how ME2 deals with breaking out the big guns. I am, however, pondering how sniper rifles should be handled... In my opinion, with a normal rifle a sniper should be able to snipe as much as they like, just somewhat punished by a low rate of fire and high heat spikes which should cool relatively quickly. Though there is a case for having sniper rifles be ammo based. Perhaps a top end sniper rifle (like the widow) should pull from the heavy weapons pool? Not too sure, but it's something to look at.
I like this idea. IMHO... In ME1 Soldier was the
easiest class to play because even an overheated weapon could cool itself off in a fraction of the time it took any of the tech/biotic powers to recharge. The unlimited ammo didn't hurt either. I tried all the classes but in the end I kept coming back to Soldier when I wanted to up the difficulty level.
But in ME2 Soldier had become the
hardest class for me to play. Suddenly ammo for my arsenal of guns was very, very finite while all tech/biotic powers became these fast charging bottomless wells of destructive power. To top it off I had made the foolish mistake of taking Warp Ammo for my bonus talent, since biotic barriers seemed like the weak spot of Solider and I wanted to plug that gap. Thus my only reusable unlimited power was Concussive Shot. Even Normal play was hard for me. I soon found myself replaying with Engineer and Adept characters and would go through entire missions without firing a single shot.
So we went (again, just IMHO) from Solider being the most overpowered class to the most underpowered. I think that this hybrid heat sink system you have mentioned would have been just the thing to bring it into better balance with the other classes for
both games, had it been thought of at the time. Hopefully we'll see it in ME3.