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Thermal Clips and Heat Sinks. Something bugs me.


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#51
MonkeyKaboom

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KalosCast wrote...

MachDelta wrote...

I disagree with the concept of thermal clips cooling over time. A solid chunk of metal (say, copper) can hold a LOT of energy, and dissipating it all into random atmospheres at a rapid rate would not be easy (and maybe not even safe). To even pull a hundred degrees out of a 10cm^3 chunk of copper in under a minute (which is an eternity in a firefight) would require moving so much atmospheric volume you might as well just huff puff and blow your enemies down. And doing it solely on convection? Forget it. You may as well grab a shovel and dig some fresh metals out of whatever rock you're standing on and stuff that in your gun, because it'll probably be faster.

At the end of the day though, gameplay still trumps physics. :)


You have to remember that the average gameer (if they're even old enough) have had the physics experience of reading the course description in High School and then signing up for an art class instead. This is who you have to make it realistic for.


It shouldn't even be that difficult to understand.  And really I don't see this being an average gamer issue.  Its a bunch of RPG fanboys that are just upset that their game is implementing elements from other genre.  Honestly it should be a really simple issue.  Why would you carry around a scolding, red-hot piece of metal through a firefight?  Is this really that deep of an issue?  Apparently, all the uptight RPGers that like to take shots at the intellect of others really aren't too bright themselves.  Which is expected really, since RPGers seem to be the only ones who need to buy books to beat a game...

#52
Kroesis-

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Anyone know what the heatsinks are made of? I can't remember what the codex says, if it say anything about it at all.

#53
MonkeyKaboom

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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.


So you want to remove a simplistic and easily balanced and programmed mechanic for an overly complex one requiring more resources to balance and code, in the name of improving combat flow?  How about adapt and learn to overcome new challenges with proper use of class abilities and proper aiming to maximise damage output while conserving resources? 

#54
mcsupersport

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The most important thing to remember about ME2 heatsinks is that they get completely refilled when you hit a heavy weapon ammo crate. Learn to use this fact and you will find your weapons rarely ever run out, unless you are are horrible shot, or are using a low ammo gun exclusively.

#55
Cris Shepard

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I prefer ME1's cooldown system.. If ME1's cooldown system were to come into effect after you ran out of spare thermal clips, I would be so greatful.. Isn't that the point of ejecting the heatsinks anyways, to cooldown the gun faster..???

#56
Sylvius the Mad

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MonkeyKaboom wrote...

So you want to remove a simplistic and easily balanced and programmed mechanic for an overly complex one requiring more resources to balance and code, in the name of improving combat flow?

It's not about gameplay.  It's about the consistency of the setting.

#57
ThePatriot101

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My two cents...



Adding complexity to the reload mechanic by employing a hybrid system, alternative reload/cooldown, firing mode selector, whatever goes against the main thing that this series is going for: ACTION.



Now some games go for the more tactical and strategic like GRAW. And as such, having some features like that makes sense because you have to be particularly tactical.



ME games are intended to throw you into heated and quick firefights. That doesn't say that there isn't any strategy or tactics involved, but having something like that takes away from the action aspect. I do NOT want to fiddle with something like that in a firefight. It would be too cumbersome, too interfering, and just too complicated.

#58
Archontor

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the mass effect wiki says "Geth adaptation

  It was long thought that personal weapons had plateaued in performance, but the geth proved all theories wrong. Mathematically reviewing their combat logs, the geth found that in an age of kinetic barriers, the weapon with the most rounds down-range the fastest wins. Combatants were forced to deliberately shoot slower to manage waste heat or pause as their weapons vented.

  To eliminate this inefficiency, the geth adopted detachable heat sinks known as thermal clips. While organic arms manufacturers were initially doubtful this would produce a net gain, a well-trained soldier can eject and swap thermal clips in under a second. Faced with superior enemy firepower, organic armies soon followed the geth's lead and today's battlefields are littered with these thermal clips." there we are an in universe reason that acurately reflects game play tactics in both games and quite simmilar to my idea from a page ago that everyone seems to have skipped

Modifié par Archontor, 16 juillet 2010 - 09:44 .


#59
Orfinn

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Andaius20 wrote...

I really really really hope they go for a true hybrid system.

Make the clips truly universal as you have ONE supply of them. The gun have cool down like in ME 1, tweeked to be more balanced. When you over heat yo ucan choose to pop a fresh sink in like you do now, or wait until the weapon cools down.

That way you aren't FORCED into using the autoguns (assault rifle and SMGs) al lthe time because they haev the most ammo and pick up the most ammo.


Im with you there. Seriously, why not combining the best of both games. Yes, your guns overheat as in ME 1 but since you can carry a certain amount of thermal clips, you can when you want, remove the heat by using one anytime.

ME 2 "ammo" system were in my opinion unlogical.

#60
Archontor

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"unlogical"