A "None" weapon option?
#51
Posté 10 août 2010 - 09:13
I'd like more combat biotics mixed with a soldier but I don't really want to mod a class to do that.
(For example Warp/reave/slam + Still having SMG's/Shotguns/Assault rifle after collector base)
#52
Guest_Guest12345_*
Posté 10 août 2010 - 09:18
Guest_Guest12345_*
I do agree and support being able to choose what guns Shep has equipped. I hate having to carry guns that I don't use. And I hate having to see guns on my character that I don't want to see.
Please give players the ability to remove unwanted weapons from our Shep's body.
#53
Posté 10 août 2010 - 10:30
#54
Posté 10 août 2010 - 10:31
LaurenIsSoMosh wrote...
Assuming that removing one or more weapons would apply towards spare ammo capacity, what bonus would an adept with no weapons at all get? Cooldown bonus? Damage? Duration?BigC-VI wrote...
On the one weapon minimum. I agree with that, but I think that the adept should be exempt from that rule because I would rather just use my powers then a gun. Its bothersome to have to pull out your pistol everytime I want to hit something with biotics. So the adept should have a no weapon at all option, and just give the biotics a ridicule.
Yeah, i actually think that would be fitting. But then others, like sentinel and vangaurd uses could also complain about not having the same bonuses. So maybe the no weapon option should go out to everyone that has biotics.
Maybe for Tech powers there could be a combo of guns that the class is specialized in, and as long as you carry those guns, you have a bonus, that way every one has a bonus to something.
#55
Posté 10 août 2010 - 10:34
TheBoss1138 wrote...
So...I has a question...What if theres some ultra baddie in ME 3 thats SOOO tough...you NEED that heavy weapon you decided to leave behind? Where as "bug bites" wont cut it in the fire fight? Where you need that heavy fire power to take that mother down? Just a thought
That would be a design oversight because in the ME games you never NEED anything to fight someone, as in gameplay, not like you need the crew to fight the collectors. Every enemy dies at some point, It just depends on how fast you pump lead into their head.
#56
Posté 10 août 2010 - 10:40
#57
Posté 10 août 2010 - 10:42
TheBoss1138 wrote...
If you say so, for me I imagine each weapon is deisgned for specific situations. Sometimes biotics and tech attacks wont do. Thats just me
thats why we have guns...
#58
Posté 11 août 2010 - 12:37
Daiyus wrote...
Naturally I can't speak for everyone, but I personally like my equipment to be very streamlined. I don't like carrying excess anything, and in Mass Effect I always feel over armed. I'm often carrying 4+ weapons, which is highly impractical with my playstyle.
Now don't get me wrong, I love the fact that the weapon options are there, it gives players options so they can play to individual tastes. I just wish there was a "None" option when selecting your equipment. I often only use a Heavy Pistol and Sniper on missions, so why can't I leave the SMG on the ship and have more ammo supply for my preferred weapons?
Would anyone else like to see an update/pack for this option, or am I just being silly?
[EDIT] If you support this idea then please put it in your signature (that goes for every good idea you support really) as this will be eaily noticed on any topics you reply to, thus making it easier for BioWare to see what we as a community want.
I already do this.
Here is how:
1. Get Notepad ++ & The Fixer (Links in sig).
2. Locate your Coalesced.ini
usually located here: Mass Effect 2\\BioGame\\Config\\PC\\Cooked\\
3. Copy The Fixer to the Coalesced.ini directory.
4. Open the Coalesced.ini with Notepad++.
5. Find this line:
[SFXGame.SFXPlayerSquadLoadoutData]
6. Locate these lines:
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,
PlayerLoadoutInfo=(className=SFXPawn_PlayerEngineer,
PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,
PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,
PlayerLoadoutInfo=(className=SFXPawn_PlayerInfiltrator,
PlayerLoadoutInfo=(className=SFXPawn_PlayerVanguard,
7.Look The last portion of those lines which should look like this:
,Weaponclasses=(..............))
8. Change the load out data inside the ( ) to what weapons you only desire.
For Soldier class:
Default:
PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,Weaponclasses=
(LoadoutWeapons_AssaultRifles,
LoadoutWeapons_Shotguns,
LoadoutWeapons_AutoPistols,
LoadoutWeapons_SniperRifles,
LoadoutWeapons_HeavyWeapons))
Changed to:
PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,Weaponclasses=(
LoadoutWeapons_AssaultRifles,
LoadoutWeapons_SniperRifles))
9. Save your edit and exit Notepad++.
10. Double click The Fixer and it will proceed to fix the Coalesced.ini.
11. Push any button upon The Fixer's completion and run Mass Effect 2.
12. Enjoy your singular weapons in game;)
.
#59
Posté 11 août 2010 - 02:01
#60
Posté 11 août 2010 - 07:11
Modifié par Dama733, 11 août 2010 - 07:11 .
#61
Posté 11 août 2010 - 07:32
#62
Posté 11 août 2010 - 10:02
Modifié par phoenixofthunder, 11 août 2010 - 10:03 .
#63
Posté 11 août 2010 - 10:45
I doubt that it would be hard to implement this idea so yeah, I don't see any reason not to have it in the game.
#64
Posté 12 août 2010 - 07:28
Any input on how to fix this?
#65
Posté 13 août 2010 - 07:32
Nirpop wrote...
So I've got a problem with modifying the heavy weapons to disappear. I've gone in to coalesce and changed all the necessary lines and deleted the heavy weapons loadout from the said file, then I ran me2 fixer, however when I load any game, the heavy weapons are grayed out (meaning I can't equip them) but my current heavy weapon is still locked in to my loadout.
Any input on how to fix this?
Try restarting the mission completely.
#66
Posté 13 août 2010 - 08:49
#67
Posté 26 août 2010 - 04:47
I just want to ditch that Heavy and SMG and run my old Assault Rifle/Side Arm setup I had going all through ME1.
#68
Posté 02 septembre 2010 - 07:02
#69
Posté 02 septembre 2010 - 08:11
Canned Bullets wrote...
Well for Soldiers on Insanity you will use all of your arsenal at least once in the game. This idea would add more customization though.
Or would you?
Having those extra bullets might mean you won't need that Pistol.
On the other hand, you could sacrafice your SMGs ammo to add some to your heavy weapon.
And maybe the ability (for vanguards and infiltrators) to drop an Unlocked Weapon (Sniper/Shotgun/Assault Rifle) for a mission and swap.
I've also noticed that the order of the weapons changes, so it would be cool to organise them. When I change my weapons I realised heavy weapons have moved from the left to the right?
I'll put that in my sig. I support it 100%
#70
Posté 02 septembre 2010 - 08:12
phoenixofthunder wrote...
Daiyus wrote...
Naturally I can't speak for everyone, but I personally like my equipment to be very streamlined. I don't like carrying excess anything, and in Mass Effect I always feel over armed. I'm often carrying 4+ weapons, which is highly impractical with my playstyle.
Now don't get me wrong, I love the fact that the weapon options are there, it gives players options so they can play to individual tastes. I just wish there was a "None" option when selecting your equipment. I often only use a Heavy Pistol and Sniper on missions, so why can't I leave the SMG on the ship and have more ammo supply for my preferred weapons?
Would anyone else like to see an update/pack for this option, or am I just being silly?
[EDIT] If you support this idea then please put it in your signature (that goes for every good idea you support really) as this will be eaily noticed on any topics you reply to, thus making it easier for BioWare to see what we as a community want.
I already do this.
Here is how:
1. Get Notepad ++ & The Fixer (Links in sig).
2. Locate your Coalesced.ini
usually located here: Mass Effect 2\\\\BioGame\\\\Config\\\\PC\\\\Cooked\\\\
3. Copy The Fixer to the Coalesced.ini directory.
4. Open the Coalesced.ini with Notepad++.
5. Find this line:
[SFXGame.SFXPlayerSquadLoadoutData]
6. Locate these lines:
PlayerLoadoutInfo=(className=SFXPawn_PlayerAdept,
PlayerLoadoutInfo=(className=SFXPawn_PlayerEngineer,
PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,
PlayerLoadoutInfo=(className=SFXPawn_PlayerSentinel,
PlayerLoadoutInfo=(className=SFXPawn_PlayerInfiltrator,
PlayerLoadoutInfo=(className=SFXPawn_PlayerVanguard,
7.Look The last portion of those lines which should look like this:
,Weaponclasses=(..............))
8. Change the load out data inside the ( ) to what weapons you only desire.
For Soldier class:
Default:
PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,Weaponclasses=
(LoadoutWeapons_AssaultRifles,
LoadoutWeapons_Shotguns,
LoadoutWeapons_AutoPistols,
LoadoutWeapons_SniperRifles,
LoadoutWeapons_HeavyWeapons))
Changed to:
PlayerLoadoutInfo=(className=SFXPawn_PlayerSoldier,Weaponclasses=(
LoadoutWeapons_AssaultRifles,
LoadoutWeapons_SniperRifles))
9. Save your edit and exit Notepad++.
10. Double click The Fixer and it will proceed to fix the Coalesced.ini.
11. Push any button upon The Fixer's completion and run Mass Effect 2.
12. Enjoy your singular weapons in game;)
.
What about the people that play xbox like me?
#71
Posté 02 septembre 2010 - 08:35
Atleast in ME the weapons didn't look as bulky and you could use them all no matter what your class was.
#72
Posté 11 septembre 2010 - 08:36
#73
Posté 21 juin 2011 - 10:56
If nothing else, just replacing heavy weapon with "extra ammo pack" or some such would still be great.
#74
Posté 22 juin 2011 - 04:33
#75
Posté 22 juin 2011 - 04:58
With in-field weapon pick ups, I really hope ME3 decides to allow us carry only one weapon if we so choose. Hell, an Adept shouldn't need much more than a pistol or SMG anyways. They're trained in biotics.





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