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Remove weapon restrictions for all classes(For ME3)


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#1
Cody

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You know how dumb it is that a Vanguard,adept,sentinel(etc) can't use an assault rifle, sniper rifle, smg,(ETC) just because they aren't a soldier? It really isn't that hard to learn how, especially if your a marine. Now don't give me that crap about being able to select the weapon later on, because i know that, but that is not the point, I like being a Sentinel and a Vanguard, but i also like using an assault rifle, shotgun, sniper rifle, and an smg. Hell I like all the weapons. But you can only use MOST of the weapons as a solder(still can't use an smg though).

This isn't some random complaint about not being able to use said weapons. That and I'm not going to be an idiot and beg for a DLC to change all of this. I'm asking about removing class restrictions for weapons in ME3. Mainly because the weapons should not dictate the class. But the skills should. Soldier has adrenaline rush, vanguard uses charge, while Sentinel uses tech shield. Skills should be the redeeming feature of the class. NOT THE RESTRICTION OF WEAPONS. You took armor restrictions off Bioware, thank you very much for this. Now could you please remove the class restrictions you have for weapons In ME3.

PS: could you also please remove that REALLY annoying feature you have for kinetc shields protecting against biotics, it isn't "more balanced". It's actually a nerf for the biotic classes. I mean I'm down with biotic barriers that some enemies have for protecting against biotics. Seeing as it is a biotic defense. But Kinetic shields too? I mean sure, maybe they can weaken the biotic attacks, but I doubt it is canon that a biotic attack can be stopped from a kinetic barrier. It also makes the game unbalenced for biotics(As I said before)

This is just a suggestion. But I know for a fact that if these restrictions are removed and the biotic powers are taken into in consideration, that all the classes will be just as popular as the soldier.

Again this is not a complaint over not being able to use 1 weapon at the beginning of the game(if you think that is what I am complaining about then you need to read the post again). Shepard is a marine, all the weapons should be available to him and other party members as well. (Heck jacob used Heavy weapons and an assault rifle in mass effect galaxy, not he can't? Why?)

Modifié par CodyMelch, 10 mai 2010 - 02:36 .


#2
mosor

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Huh. Adepts are not nerfed, even on insanity. It takes a little bit of effort to know how to use one, but when you do, it's unstoppable. Singularity is really powerful.



It's just game play mechanics. Giving the other classes assault rifles early on just unbalances the classes and makes the game even easier that it already is. I know how you feel though and I agree. It's very annoying to see my character use an assault rifle in the cut scenes when he has no training in it. I don't think this will change though. In ME1 no caster class could use an assault rifle either unless they unlocked it as a bonus.



Still if you are that gun ho about assault rifles and have the PC version, why not just edit the loadouts and have one to start with?

#3
cruc1al

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Cody if you're on PC you can mod it yourself.

#4
Tlazolteotl

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mosor wrote...

In ME1 no caster class could use an assault rifle either unless they unlocked it as a bonus.


That's not true ... you may not get a bonus to damage or have overkill, but you do have an assault rifle, and can use it just fine.
To be fair, my adept never used the AR, but he was too busy using the shotgun and sniper rifle ... 'cos with high explosive rounds it's just one more source of CC to cycle through ...

#5
cruc1al

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You used sniper rifle with HE rounds but no scope zoom?

#6
Tlazolteotl

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Yup ... just shoot at the floor and send your foes flying.

#7
Cody

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cruc1al wrote...

Cody if you're on PC you can mod it
yourself.


My PC isn't good enough to ahve Mass Effect 1 on it, let alone the second. I play on the Xbox.

mosor wrote...

Huh. Adepts are not nerfed, even on insanity. It takes a little bit of effort to know how to use one, but when you do, it's unstoppable. Singularity is really powerful.

It's just game play mechanics. Giving the other classes assault rifles early on just unbalances the classes and makes the game even easier that it already is. I know how you feel though and I agree. It's very annoying to see my character use an assault rifle in the cut scenes when he has no training in it. I don't think this will change though. In ME1 no caster class could use an assault rifle either unless they unlocked it as a bonus.

Still if you are that gun ho about assault rifles and have the PC version, why not just edit the loadouts and have one to start with?


They can add more difficultiy levels and just make the difficulty a lot harder, Their is many ways to to make the game harder even if you have more weapons.

Also it isn't only Assault rifle, it is other weapons to, but whats bugging me isn't the fact that I can't use an assault rifle on other classes. It's the fact that their are restrictions to begin with. If i's a shooter rpg, Heck even if it is just an rpg, then all the weapons should be available to all classes. Mainly because as a marine, you would have training and acess to all of them, no matter what class you are. It makes sense more realisticly, both RPG wise and shooter wise.

You should not have to mod your PC version to do this. It should be ready from the start. In ME1 you can use all the weapons for all classes, though you can't use most of the effectivley on the classes unless they have training but it was still their for use(besides once you have Mark X master spectre weapons and good upgrades then it really didn't matter if you had training or not, with the exception of the Sniper rifle you could use all of them effectivley, just without their training skills).

They can add more enemies and more difficulty levels in ME3 if they are worried about over powering the classes by removing the restrictions. It really is a simple fix.

#8
Atmosfear3

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Assault rifles aren't even that good until after you've passed Horizon anyways. Pointless complaint.

#9
Kid_SixXx

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Tlazolteotl wrote...

mosor wrote...

In ME1 no caster class could use an assault rifle either unless they unlocked it as a bonus.


That's not true ... you may not get a bonus to damage or have overkill, but you do have an assault rifle, and can use it just fine.


Yeah.  Any class could elect to use the AR and just shoot.  Soldiers had better proficiency and added powers due to the skill tree.

#10
Tlazolteotl

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? ... you can get +20% damage, the penetration upgrade, and the vindicator quite quickly ...

That's quite good ...

#11
Cody

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Why are you people thinking this is a complaint over assault rifles? Are you not reading the title? Or all of the post? I used Assault rifle as an example(I used other examples as well) I am just saying to realism the classes should be able to use ALL the weapons and how the restrictions do not make much sense. Seriously READ. This isn't a complaint about not being able to use assault rifles at the beginning of the game(especially seeing as I can start off using it after getting it as a bonus talent so complaining about just that is pointless). I am saying that having weapon restrictions is stupid and should not exist. Shepard is a marine. No matter what class he is that doesn't change, all the weapons should be available to you.

#12
Aradace

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Im sorry, I cant agree with you Cody because for me, as different as night and day as it may be, it would be like seeing a Wizard in Dungeons and Dragons wearing plate mail and not suffering any penalties to casting....While great in theory, it takes away from the overall experience that is being a Wizard or Sorceror, the "Glass Canon".

While we're at it, let's allow Soldiers to use Warp, Pull, and Throw...And Vanguards to use Cloak and Infiltrators use AR. As someone else said before, it's your powers that define your class, not your weapons. If you didnt have weapon restrictions, every class could be played like a Soldier where you can just run and gun and not have to use any real strategy what so ever

Modifié par Aradace, 10 mai 2010 - 02:36 .


#13
Tlazolteotl

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Well, it really makes no sense that a portable nuke is available, but a shotgun isn't.

Hey, it's a shotgun. You just point and shoot. At close range.

#14
Cody

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Aradace wrote...

While we're at it, let's allow Soldiers to use Warp, Pull, and Throw...And Vanguards to use Cloak and Infiltrators use AR. As someone else said before, it's your powers that define your class, not your weapons. If you didnt have weapon restrictions, every class could be played like a Soldier where you can just run and gun and not have to use any real strategy what so ever


How do you figure? Soldiers can run faster, take a lot more hits in over most classes(sentinels have tech shields so they can take more damage). That and they have more ammo powers and more damage bonus's. If an adept had all the weapons and tried to act like a soldier then the adept would be gunned down easily because of the lack of defense the soldier class has, as well as the damage boost and the adrenaline rush. The unique properties of each class defines them, not the weapons, Just because you have acess to all the weapons doesn't mean you can fight like the soldier class(unless you are that class), You still can't take as much damage,or do as much damage,or run as fast, or go into bullet time.

Atmosfear3 wrote...

Assault rifles aren't even that good
until after you've passed Horizon anyways. Pointless complaint.



This isn't a complaint about assault rifles, read the post and the thread
again

Modifié par CodyMelch, 10 mai 2010 - 02:48 .


#15
Tlazolteotl

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There's a problem with every class being a weapons rack, though ...

I think there's an argument to be made for caster classes to simply not being able to function carrying as much.

Therefore, I propose a weapon encumbrance system. 2 points for pistol, 3 points for assault rifle, 5 points for heavy weapon, or somesuch ... and say adepts get 9 points for loadout, while a soldier gets 16. Or something like that.

#16
Aradace

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CodyMelch wrote...

Aradace wrote...

While we're at it, let's allow Soldiers to use Warp, Pull, and Throw...And Vanguards to use Cloak and Infiltrators use AR. As someone else said before, it's your powers that define your class, not your weapons. If you didnt have weapon restrictions, every class could be played like a Soldier where you can just run and gun and not have to use any real strategy what so ever


How do you figure? Soldiers can run faster, take a lot more hits in over most classes(sentinels have tech shields so they can take more damage). That and they have more ammo powers and more damage bonus's. If an adept had all the weapons and tried to act like a soldier then the adept would be gunned down easily because of the lack of defense the soldier class has, as well as the damage boost and the adrenaline rush. The unique properties of each class defines them, not the weapons, Just because you have acess to all the weapons doesn't mean you can fight like the soldier class(unless you are that class), You still can't take as much damage,or do as much damage,or run as fast, or go into bullet time.

Atmosfear3 wrote...

Assault rifles aren't even that good
until after you've passed Horizon anyways. Pointless complaint.


This
isn't a complaint about assault rifles, read the post and the thread
again





An Adept can't "run and gun" with an Assault Rifle like a Soldier? I beg to differ (On normal and lower).  Example: A soldier can typically use AR, then take down 3-4 targets (unshielded ones) before the rush ends and he needs to be in cover again.  There, no real strategy IMO.  An Adept can do nearly the same thing under average circumstances with Singularity.  Hit a group of 3-4 enemies (unshielded) with Singularity and then stand up and just pick them off while they are hovering around aimlessly.  Again, no real strategy involved there just a little common sense. 

Modifié par Aradace, 10 mai 2010 - 02:51 .


#17
MrNose

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Tlazolteotl wrote...

There's a problem with every class being a weapons rack, though ...
I think there's an argument to be made for caster classes to simply not being able to function carrying as much.
Therefore, I propose a weapon encumbrance system. 2 points for pistol, 3 points for assault rifle, 5 points for heavy weapon, or somesuch ... and say adepts get 9 points for loadout, while a soldier gets 16. Or something like that.


Yup.  In ME2 BioWare takes care of a lot of the RPG stuff from behind the scenes, but there are a billion reasons why an adept shouldn't get an AR.  One is that it takes up a lot of space.  Another is that they would be absolutely useless with it.  Like, crosshairs as broad as the screen useless.  They've received minimal weapons training remember.  If you want an Adept who can use an AR bring Samara on your team.

#18
MrNose

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Tlazolteotl wrote...

There's a problem with every class being a weapons rack, though ...
I think there's an argument to be made for caster classes to simply not being able to function carrying as much.
Therefore, I propose a weapon encumbrance system. 2 points for pistol, 3 points for assault rifle, 5 points for heavy weapon, or somesuch ... and say adepts get 9 points for loadout, while a soldier gets 16. Or something like that.


Yup.  In ME2 BioWare takes care of a lot of the RPG stuff from behind the scenes, but there are a billion reasons why an adept shouldn't get an AR.  One is that it takes up a lot of space.  Another is that they would be absolutely useless with it.  Like, crosshairs as broad as the screen useless.  They've received minimal weapons training remember.  If you want an Adept who can use an AR bring Samara on your team.

#19
Aradace

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Tlazolteotl wrote...

There's a problem with every class being a weapons rack, though ...
I think there's an argument to be made for caster classes to simply not being able to function carrying as much.
Therefore, I propose a weapon encumbrance system. 2 points for pistol, 3 points for assault rifle, 5 points for heavy weapon, or somesuch ... and say adepts get 9 points for loadout, while a soldier gets 16. Or something like that.


That's not a bad idea actually.  Of course it'd have to be refined a bit but the general idea wouldnt be too bad.

#20
mosor

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Tlazolteotl wrote...

mosor wrote...

In ME1 no caster class could use an assault rifle either unless they unlocked it as a bonus.


That's not true ... you may not get a bonus to damage or have overkill, but you do have an assault rifle, and can use it just fine.


He can fire the weapon, but for all intensive purposes it's useless. It's too wildly inaccurate to waste any time with it.

#21
cruc1al

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I think ME3 should have class-specific weapon skills, but for sake of realism, you should be able to use any normal weapon. An adept with should simply not be as good with an assault rifle as a soldier. I'm not suggesting a skill tree as in ME1, but simply class-specific bonuses for handling specific weapons they've had extensive training with.

Soldiers would get inherent bonuses for all weapons, and perhaps you could have subclasses so that you could specialize a soldier as a sniper or cqc or all-round one-man army. Adepts would get minimal bonuses with pistols and SMGs, and no bonuses for other weapons. Perhaps even penalties. Et cetera.

Modifié par cruc1al, 10 mai 2010 - 03:03 .


#22
Aradace

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cruc1al wrote...

I think ME3 should have class-specific weapon skills, but for sake of realism, you should be able to use any normal weapon. An adept with should simply not be as good with an assault rifle as a soldier. I'm not suggesting a skill tree as in ME1, but simply class-specific bonuses for handling specific weapons they've had extensive training with.

Soldiers would get inherent bonuses for all weapons, and perhaps you could have subclasses so that you could specialize a soldier as a sniper or cqc or all-round one-man army. Adepts would get minimal bonuses with pistols and SMGs, and no bonuses for other weapons. Perhaps even penalties. Et cetera.


Id say get penalties actually for weapons you dont have "extensive" training with.  And then perhaps later on, get a passive ability that removes the penalties but you still arent as good with the weapon as another class may be.

#23
mosor

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MrNose wrote...

Tlazolteotl wrote...

There's a problem with every class being a weapons rack, though ...
I think there's an argument to be made for caster classes to simply not being able to function carrying as much.
Therefore, I propose a weapon encumbrance system. 2 points for pistol, 3 points for assault rifle, 5 points for heavy weapon, or somesuch ... and say adepts get 9 points for loadout, while a soldier gets 16. Or something like that.


Yup.  In ME2 BioWare takes care of a lot of the RPG stuff from behind the scenes, but there are a billion reasons why an adept shouldn't get an AR.  One is that it takes up a lot of space.  Another is that they would be absolutely useless with it.  Like, crosshairs as broad as the screen useless.  They've received minimal weapons training remember.  If you want an Adept who can use an AR bring Samara on your team.


No it's just gameplay mechanics. Those billion reasons are negated by the fact that you can chose the weapon training of your choice on the collector ship. The only real gun that requires intensive training to be really good at is the sniper.Assault rifle? Anyone who does basic combat training learns how to use an assault rifle. Whether an infantry soldier, medic, a combat engineer or a desk jockey.

#24
Cody

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Aradace wrote...

CodyMelch wrote...

Aradace wrote...

While we're at it, let's allow Soldiers to use Warp, Pull, and Throw...And Vanguards to use Cloak and Infiltrators use AR. As someone else said before, it's your powers that define your class, not your weapons. If you didnt have weapon restrictions, every class could be played like a Soldier where you can just run and gun and not have to use any real strategy what so ever


How do you figure? Soldiers can run faster, take a lot more hits in over most classes(sentinels have tech shields so they can take more damage). That and they have more ammo powers and more damage bonus's. If an adept had all the weapons and tried to act like a soldier then the adept would be gunned down easily because of the lack of defense the soldier class has, as well as the damage boost and the adrenaline rush. The unique properties of each class defines them, not the weapons, Just because you have acess to all the weapons doesn't mean you can fight like the soldier class(unless you are that class), You still can't take as much damage,or do as much damage,or run as fast, or go into bullet time.

Atmosfear3 wrote...

Assault rifles aren't even that good
until after you've passed Horizon anyways. Pointless complaint.


This
isn't a complaint about assault rifles, read the post and the thread
again


An Adept can't "run and gun" with an Assault Rifle like a Soldier? I beg to differ (On normal and lower). 


On normal or lower you can run and gun with any weapon and with any class. I doub an adept will be able to run and gun on insanity, let alone on hardcore.

cruc1al wrote...

I think ME3 should have class-specific
weapon skills, but for sake of realism, you should be able to use any
normal weapon. An adept with should simply not be as good with an
assault rifle as a soldier. I'm not suggesting a skill tree as in ME1,
but simply class-specific bonuses for handling specific weapons they've
had extensive training with.

Soldiers would get inherent bonuses
for all weapons, and perhaps you could have subclasses so that you
could specialize a soldier as a sniper or cqc or all-round one-man army.
Adepts would get minimal bonuses with pistols and SMGs, and no bonuses
for other weapons. Perhaps even penalties. Et cetera.


Indeed, That would be most likely the best solution, and more realistic

mosor wrote...

MrNose wrote...

Tlazolteotl
wrote...

There's a problem with every class being a weapons
rack, though ...
I think there's an argument to be made for caster
classes to simply not being able to function carrying as much.
Therefore,
I propose a weapon encumbrance system. 2 points for pistol, 3 points
for assault rifle, 5 points for heavy weapon, or somesuch ... and say
adepts get 9 points for loadout, while a soldier gets 16. Or something
like that.


Yup.  In ME2 BioWare takes care of a lot of
the RPG stuff from behind the scenes, but there are a billion reasons
why an adept shouldn't get an AR.  One is that it takes up a lot of
space.  Another is that they would be absolutely useless with it.  Like,
crosshairs as broad as the screen useless.  They've received minimal
weapons training remember.  If you want an Adept who can use an AR bring
Samara on your team.


No it's just gameplay
mechanics. Those billion reasons are negated by the fact that you can
chose the weapon training of your choice on the collector ship. The only
real gun that requires intensive training to be really good at is the
sniper.Assault rifle? Anyone who does basic combat training learns how
to use an assault rifle. Whether an infantry soldier, medic, a combat
engineer or a desk jockey.


This is what I am getting at, it isn't to use any weapon really, except maybe a sniper rifle, but even then it doesn't make a military genius to use it.

Also for those who say that that adepts and such can't use  the extra weapons because it would take up to much space, I doubt that, seeing as in ME1 everyone had all the weapons equiped to them but used their tech and biotic abilities just fine.

Modifié par CodyMelch, 10 mai 2010 - 03:24 .


#25
hawat333

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Nah.