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heat sinks?......wait a minute


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#226
PsyrenY

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crimzontearz wrote...

ok......let's start from the top:

1: Shepard is seen walking FINE through the normany in armor before and after the the Suicide mission, he even gives his speech in full armor. Grunt also always wear armor all the time on the ship......so does Garrus. Can you really imagine all the security/armored personnel on a large ship having to deal as if being on 0G environment all the time because their shields stop artificial gravity?

2: Now you are splitting hairs, seriously, a Biotic pull is not much stronger than gravity since it only makes people simply "float" weightlessly in some cases....by your logic it should still work.


It's not hairsplitting. That pull has to not only negate whatever gravity is on the target (both natural and artificial), it also has to negate any electromagnetic countermeasures their hardsuit VIs can employ to keep them grounded. It is thus significantly stronger (in a local area) than a broader artificial gravity system.

crimzontearz wrote...
The codex entries still do not explain HOW a piece of hardened armor for instance stops a mass effect field


They don't have to explain everything in detail, any more than they have to explain how eezo lowers mass in the first place.

crimzontearz wrote...

lastly, you are still agreeing with me that "defenses" should then stop all data sharing/communications of their user since they can stop hacking attempts......so you are telling me that ALL the liutenents/generals on the field with Armors/Shield/Barriers are cut off from data sharing/comms with their underlings? Are you telling me that once the Kinetic barriers of the normandy/any other ship are active then that ship cannot communicate with other ships because of its own defenses?


You are forgetting - again - that the various defenses are run by VIs. Yes, even armor - from the codex entry I linked in my previous post, the armored plating used in-game is "mass field integrated."

The exceptions are collectors/husks, but of course they wouldn't be using comms anyway.

crimzontearz wrote...

come on.

You say I am the one who is blinded by preconcepts but YOU want to justify the retcons and changes at all costs suspending your dibelief at every corner. No thank you I'll keep holding Bioware to a higher standard than that so they can keep making GOOD games with the story and coherence we have come to expect from their work and not this kind of BS aimed to reel in a wider crowd.


They *have* made a good game - and the defense-stripping tactical aspect only made it better. You said it yourself - in ME1, we were yanking Armatures into the sky and getting ragdolled by biotics the moment we walked into a room - no rhyme or reason to any of it, just blind luck or reliance on faulty AI. Sorry, but change was needed.

#227
The Spamming Troll

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explanations be damned.



dont you remember the scene right before you go to horizon? with collector swarm bugs all around mordin creates a ?suit mod? that stops them from finding you. and do you remember how its explained in game.......



shepard: mordin do you have anything for me?



modrin: (smiles and turns toward computer screen)



enter horizon.



WTF. there doesnt need to be an explanation as long as it makes gamelay FUN. i dont need to be explained why or how biotics work because they are the funnest thing i have ever used in a video game EVER!



enemies with defenses which only singular purpose in this game is to make you shoot your weapon more, they suck. just like you might think mining for minerals sucks, i think not being able to use the most important reason why i play Mass Effect, well that ****ing sucks.

#228
crimzontearz

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You are forgetting - again - that the various defenses are run by VIs. Yes, even armor - from the codex entry I linked in my previous post, the armored plating used in-game is "mass field integrated."



The exceptions are collectors/husks, but of course they wouldn't be using comms anyway.




Bull....if a VI can control the flow of comm outside the defenses and allow data transfer then it should be able to be hacked ...and it's not because of "game balance" and as many said before Lore/Story>gameplay mechanics



the Change in ME2 was only "needed" to reel in a larger crowd, the result was a retcon mess



but you are free to believe what you want, just like I (and many others) am free to keep giving this criticism

#229
The Spamming Troll

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wait a minute.......lore/story is better then gameplay?????????????????????????????


enemy defenses arent a bad idea, just the way bioware made higher difficulty levels have every enemy include this was a bad idea. im the kind of guy that plays the more difficult difficulties but playing a non soldier in ME2 is as booring as playing a soldier in ME1. its dissapointing bioware comes up with such a bush league idea for this game. they should be enhancing biotics and other abilities, not taking them away. and if thats not a problem with you then i dont know why your playing mass effect.

Modifié par The Spamming Troll, 26 août 2010 - 04:05 .


#230
PsyrenY

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The Spamming Troll wrote...

enemy defenses arent a bad idea, just the way bioware made higher difficulty levels have every enemy include this was a bad idea. im the kind of guy that plays the more difficult difficulties but playing a non soldier in ME2 is as booring as playing a soldier in ME1.


Without defenses, higher difficulties would be a joke. People are already speed-running Insanity - if powers worked through defenses, it would be even worse. People would be flinging Harbinger off the platform the instant he says "Assuming..."

And I'm sorry you're not having fun with the non-soldier classes, but I am. I'm not sure how anyone can consider an ME2 Vanguard to be less fun than (or even equal with) anything in ME1.

Having said that, I'd be fine with more husks on Hardcore and less of them having armor. But having defenses on just a few enemies means you slap the unprotected ones around (or use them to start warp bombs) and strip the defenses on the protected enemies that much quicker.

crimzontearz wrote...

Bull....if a VI can control the flow of comm outside the defenses and allow data transfer then it should be able to be hacked ...and it's not because of "game balance" and as many said before Lore/Story>gameplay mechanics


What? The hardsuit VI is... inside the hardsuit. Why would the VI be outside of the defenses (and hackable) if the suit itself is inside them? That makes no sense.

Modifié par Optimystic_X, 26 août 2010 - 04:26 .


#231
In Exile

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Dr. Peter Venkman wrote...

AdamNW wrote...

Because it's not like the ME1 system was better or anything.


There's more to combat then making a Rainbow Six Las Vegas clone with Mass Effect skins. ME 1 featured class specific combat; now it's USE GUNS MORE GUNS. In that regard, ME is indeed better. ME 2 uitilizes cover a lot more and is much more streamlined, but otherwise it's a worse. It railroads players into having to use firearms more than they use their specialty skills (unless they involve guns), not to mention retconning many aspects from ME for no purpose.


But your firearms are your class specific skills. An infiltrator has the sniper rifle whereas the adept does not; this makes a dramatic difference. Not to mention that you have the same number of useless powers you did in ME1.

#232
Dr. Peter Venkman

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In Exile wrote...

Dr. Peter Venkman wrote...

AdamNW wrote...

Because it's not like the ME1 system was better or anything.


There's more to combat then making a Rainbow Six Las Vegas clone with Mass Effect skins. ME 1 featured class specific combat; now it's USE GUNS MORE GUNS. In that regard, ME is indeed better. ME 2 uitilizes cover a lot more and is much more streamlined, but otherwise it's a worse. It railroads players into having to use firearms more than they use their specialty skills (unless they involve guns), not to mention retconning many aspects from ME for no purpose.


But your firearms are your class specific skills. An infiltrator has the sniper rifle whereas the adept does not; this makes a dramatic difference. Not to mention that you have the same number of useless powers you did in ME1.


I walk around with a sniper in ME2 as an Adept.

#233
KainrycKarr

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There are HUNDREDS of shooters. As long as the gameplay is playable, which ME1 was, then the story is my concern.

#234
AmericanKoas

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Ok you have decided to complain, which is fine but please stop trying to counter our arguments. And



yes the classes do have the guns as specific skills. Vanguard is up close so shotgun soldier all guns etc.



The codex can be wrong they could of made changes to the game and not to the codex either way it is a little sloppy on BW's part but i don't care. they delivered a great game.



Sure the heat sinks are sparse and we should of been given more to make it seem like they did more then they do. We could also do a hybrid system to preserve the shooter qualities of the game. More customization but needs to be better then ME 1 too many things had to micro manage all the stuff i got.



Either way ME2 was overall better then ME1. Overall the ones who have a problem with the powers are usually the people that play as adepts, sentinels, or engineers where powers are essentially all they have. It is a minor issue compared with the big issue of making ME3 a great game as a whole.

#235
PsyrenY

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Dr. Peter Venkman wrote...

I walk around with a sniper in ME2 as an Adept.


You can do that in ME1 too, so what's your point? Combat there is no more "class specific."

Hell, it's even worse, since almost ANY power can be a bonus power in ME1. My ME1 Soldier can get Singularity and my ME1 Adept can get AI Hacking. ME2 is the title that increased the differentiation.

#236
Killjoy Cutter

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What is all this talk about powers being useless? 

You have to strip defenses first?  Huh? 

Overload strips shields.
Warp strips shields and does damage to armor.
Reave will damage armor.
Tali has her shield-stripping special power.

#237
davidshooter

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There probably aren't many people who take their shooting accuracy more seriously than I do. I start levels over again if I think I've missed some head shots even though I could still easily finish. I wish the game had stats too, so I could redo levels over and over improving my hit miss percentages on each of my weapons.

Having said that, I hate the sinks.

First of all, even on insanity running out of ammo is rare so they aren't really adding anything in terms of difficulty - at best they necessitate the occasional use of your second favorite weapon in any given situation. What they do accomplish however, is undermining the feel of a commando raid. Scrounging around for ammo outside the Blue Suns base after a firefight on the landing pad is just plain stupid. It's fine if you're Issac in Dead Space because it fits the situation - but it doesn't fit any of Mass Effect's situations - it was a lazy solution to a problem that never existed, at least for me.

Once I was able to mod my ammo the game-play was greatly improved in my opinion because you can play with a sense of urgency that would be real in a raid. Now I can sprint to the door of the Sun's base after the fire fight and continue our lightning raid. Looking for sinks completely blows that feel. Let's say I'm an infiltrator - I come to retake a ship - I'm a sniper expert - and I show up with.......................13 shots? Gimmie a break - I'm a billion dollar project, backed by huge money working their most important missions - 13 shots before I start padding down dead guys for their ammo - no thanks. Thank God for modding because I like to actually get into the story behind the given game-play.

Modifié par davidshooter, 26 août 2010 - 03:57 .


#238
PsyrenY

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david, I'm confused - you say there's too much ammo in the game, yet you're scrounging around for more after firefights. THEN you complain that looking for ammo detracts from the game's pacing. Huh?



If you want that urgency, the solution is simple - just don't look for ammo after fights.

#239
davidshooter

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You need to replenish after individual battles - before leaving one room/environment and going into another, that is where the sense of urgency is broken and where the game mechanic becomes stupid - I thought I was pretty clear in making that point with my reference to the Blue Sun's Base. One firefight getting off my shuttle and I'm already stealing ammo off dead guys before I can storm the compound or I can switch to my second favorite weapon.  Not my idea of immersion.

Modifié par davidshooter, 26 août 2010 - 04:13 .


#240
PsyrenY

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Killjoy Cutter wrote...

What is all this talk about powers being useless? 

You have to strip defenses first?  Huh? 

Overload strips shields.
Warp strips shields and does damage to armor.
Reave will damage armor.
Tali has her shield-stripping special power.


Some people are upset because they can no longer run into a room and levitate the Geth Prime standing at the other end of it while simultaneously hacking his Juggernaut buddy.

That kind of combat is just rocket tag; the first person to get a power off wins, no strategy needed.

I think ME2 should have more powerful enemies, e.g. enemy Vanguards should be able to charge too, just like enemy engineers have the drone and enemy infiltrators can cloak. When Shep's own shield is down he should be susceptible to CC/ragdolling for consistency, and then he would have to rely on his squadmates to bail him out.

davidshooter wrote...

You need to replenish after individual battles - before leaving one room/environment and going into another, that is where the sense of urgency is broken and where the gamemechanic becomes stupid - I thought I was pretty clear in making that point with my reference to the Blue Sun's Base.


Or you could just, you know, switch guns during the fight when one starts to get low, just like you would in any other shooter. That way you only have to hunt for clips every other fight, or every third fight. Hell, you could even just rely on what you get through accidentally running over fallen clips that way. Nothing is forcing you to use, say, the Widow from mission start to finish - but if you want to do that, you have to grab ammo after fights.

Basically - if you don't like hunting for ammo, you have to use more than one gun.

I'm just not seeing the issue - if you're complaining that
a) There's too much ammo in the game, and
B) Looking for ammo is time-consuming and breaks flow

Then... not looking solves both problems.

Modifié par Optimystic_X, 26 août 2010 - 05:16 .


#241
Daeion

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jklinders wrote...

Daeion wrote...

jklinders wrote...

Skipped most of the debate.

I think the answer you are really looking for crimsontears is "do not look at the man behind the curtain". For their own reasons Bioware decided to change the firearms to have a more limited ammo to improve the gameplay. In my opinion it was an improvement. Gun battles in ME 2 are superior in every way to those in ME1. The problem is the very shoddy way they tried to hand wave it off. The codex should have just had a pure retcon in it that did not even acknowledge the old system at all. Why not? It was just a gameplay element any and had little to do with the narrative.

I have had a another of my very rare agreements with Zulu in that tech or biotic powers should not be unlimited. They should be more powerful but with limits or drawbacks that makes spamming them undesirable or impossible. That way the non gun play oriented classes have meaning. But spraying an endless stream of bullets out of a handgun does not appeal to me. This is simply because it IS a good mechanic that you should need to be careful with your ammo stock.


You and I obviously disagree on the idea that this change was needed and made the gameplay better.  But I don't see how we can disagree that your last comment has no bearing in any part of ME2 except for on the hardest difficulty.  I mean think about the archangel story and how after each wave the thermal clips respawn in the exact same area.  I didn't need to be careful with ammo at all.


Depends on your class really. While the clips are not in short supply, you run out of stots pretty fast when using a mantis sniper rifle in that scene. Then you have scave the weirdly respawning clips to get more shots. The ME1 system worked for ME1 because accuracy was handled differently. A lot of shots were wasted because invisible dice rolls caused the shots to miss. At least until you put enough points in weapon skills so that your suppoesedly top notch marine can hit the broad side of a barn from inside the barn.;)

No invisible dice on the to hit meter in ME2. Reduces frustration for some.(I'm not really bothered by it too much) But because every shot goes EXACTLY where you aim in ME2 some kind of balance needed to be introduced. Unlimited ammo+100% accuracy=equals god mode.


Oh I have no problem that they got rid of the dice roll becuase the only complaint I ever had about ME was when sniping a headshot was not really a headshot.  However to me if you are going to introduce an ammo system then you need to make ammo more scarce and not allow it to respawn.

#242
Killjoy Cutter

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Daeion wrote...

jklinders wrote...

Daeion wrote...

jklinders wrote...

Skipped most of the debate.

I think the answer you are really looking for crimsontears is "do not look at the man behind the curtain". For their own reasons Bioware decided to change the firearms to have a more limited ammo to improve the gameplay. In my opinion it was an improvement. Gun battles in ME 2 are superior in every way to those in ME1. The problem is the very shoddy way they tried to hand wave it off. The codex should have just had a pure retcon in it that did not even acknowledge the old system at all. Why not? It was just a gameplay element any and had little to do with the narrative.

I have had a another of my very rare agreements with Zulu in that tech or biotic powers should not be unlimited. They should be more powerful but with limits or drawbacks that makes spamming them undesirable or impossible. That way the non gun play oriented classes have meaning. But spraying an endless stream of bullets out of a handgun does not appeal to me. This is simply because it IS a good mechanic that you should need to be careful with your ammo stock.


You and I obviously disagree on the idea that this change was needed and made the gameplay better.  But I don't see how we can disagree that your last comment has no bearing in any part of ME2 except for on the hardest difficulty.  I mean think about the archangel story and how after each wave the thermal clips respawn in the exact same area.  I didn't need to be careful with ammo at all.


Depends on your class really. While the clips are not in short supply, you run out of stots pretty fast when using a mantis sniper rifle in that scene. Then you have scave the weirdly respawning clips to get more shots. The ME1 system worked for ME1 because accuracy was handled differently. A lot of shots were wasted because invisible dice rolls caused the shots to miss. At least until you put enough points in weapon skills so that your suppoesedly top notch marine can hit the broad side of a barn from inside the barn.;)

No invisible dice on the to hit meter in ME2. Reduces frustration for some.(I'm not really bothered by it too much) But because every shot goes EXACTLY where you aim in ME2 some kind of balance needed to be introduced. Unlimited ammo+100% accuracy=equals god mode.


Oh I have no problem that they got rid of the dice roll becuase the only complaint I ever had about ME was when sniping a headshot was not really a headshot.  However to me if you are going to introduce an ammo system then you need to make ammo more scarce and not allow it to respawn.


"Here's an ammo system...  and a LOT of ammo." 

#243
davidshooter

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Optimystic_X wrote...


davidshooter wrote...

You need to replenish after individual battles - before leaving one room/environment and going into another, that is where the sense of urgency is broken and where the gamemechanic becomes stupid - I thought I was pretty clear in making that point with my reference to the Blue Sun's Base.


Or you could just, you know, switch guns during the fight when one starts to get low, just like you would in any other shooter. That way you only have to hunt for clips every other fight, or every third fight. Hell, you could even just rely on what you get through accidentally running over fallen clips that way. Nothing is forcing you to use, say, the Widow from mission start to finish - but if you want to do that, you have to grab ammo after fights.

Basically - if you don't like hunting for ammo, you have to use more than one gun.

I'm just not seeing the issue - if you're complaining that
a) There's too much ammo in the game, and
B) Looking for ammo is time-consuming and breaks flow

Then... not looking solves both problems.


Wow, are you really not understanding what I'm saying?  If it isn't something that bothers you than that's fair enough but you don't actually seem to grasp the point.

-Scrounging for ammo doesn't fit the back story at all - that equals immersion breaking even if other games do it - and I've already given an example of a game that I think used this system well because they explained why you didn't have any/much ammo to begin with.  There is no explanation as to why you (and no one else) doesn't have enough ammo in this game - that equals lazy.

-Even if scrounging for ammo is suposed to make the game more challenging - it doesn't acomplish that, it just makes the pacing/game-play different (worse IMHO) because you have to look for ammo or switch to a less effective weapon.

-I could switch guns yes (even though I'm already using the best weapon for the task), I could also not fire a shot and just use my powers regardless of what class I am even on insanity.  I could even just sit behind a box and direct my squad - they don't even run out of ammo - and clear any level by just controlling them.  I have done all of the above and more in my many play-throughs.  All of that is beside the point I'm making. 

I don't really care enough to back and forth on this.  I gave my opinion as to why I think the current system is both lazy and ineffective.  Obviously stealing ammo off dead guys and finding sinks on tables doesn't effect your immersion in the game - on the other hand I just can't get past how stupid it feels -  But like I said, I modded it away a long time ago.

Modifié par davidshooter, 26 août 2010 - 07:18 .


#244
Daeion

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AmericanKoas wrote...

look heat sinks are not ammo. they have a certain amount of heat they can cool before they must be ejected and replaced. the counter at the bottom for ammo is the amount of bullets that the thermal clip can cool before its absorbed too much heat.

The infinite shooting in ME 1 is very cool but annoying it makes the game too much of a just spray. I got the specter assault rifle with the best heat sink and other stuff and fired for 2 maybe 3 minutes straight then it took 5 seconds at most to cool down then firing again. Even in a sci fi shooter that is total BS. Heat sinks were made for the sole purpose of taking to overheating out of the question. that said Boiware did not give Shepard enough thermal clips.    Also not all powers are useless only the ones that could dispatch enemies in a second. like throw or lift. warp works on everything armor best and overload is the same. In ME 2 the only powers that don’t work unless unshielded are (pull, throw, slam, shockwave. Usually works for me by throwing even shielded people, hacking, neural shock, and something else) Warp, overload, singularity, cryo blast, and incinerate are all effective against shielded or armored enemies. It does not instantly kill them like in ME 1 but rather helps you defeat their advanced defenses. If that’s worth complaining about soo much do it somewhere else


Or they could have simply made it so that you couldn't go double frictionless and not have to worry about overheating...  And wtf, they didn't give you enough thermal clips?  They're all over the place...

#245
Daeion

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The Spamming Troll wrote...

wait a minute.......lore/story is better then gameplay?????????????????????????????


that's typically the difference between an RPG fan and say an action adventure or shooter fan.  One group puts story first while the other group doesn't really care as much about it.

#246
Throw_this_away

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I hate overheating mechanics.

#247
Valmarn

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Saremei wrote...

ExtremeOne is doing nothing but useless trolling. Heatsinks are indefensible in my opinion. As used, it is a less fun system than ME1. The weapon cooldowns of ME1 were refreshingly different than the same tired ammo systems of every other game out there. Never once in all my playthroughs of ME1 did I complain about that system being somehow boring. It was great. ME2 comes along and introduces some nice weaponry, but the ammo system makes many of the weapons a drag to use.

All weapons should cool off like ME1. Keep the heatsinks for when the weapon overheats. That would be the ultimate system and would also be perfectly in line with the original story's technology and indeed be an improvement for sustained fire.



This.

To clarify, I agree with this poster, on both counts.

1. ExtremeOne is either:

very bored, and sees trolling as a fun way to pass the time;
or
a juvenile who really does not know what he is talking about, but is too obstinate to be reasoned with.

In either case, he's a waste of time and bandwidth.


2.
All things considered, a hybrid heat sink/overheat system really would be the best way to go in Mass Effect 3. It caters to the fans of both systems in that it allows us to put rounds downrange as fast as we deem necessary, while not making us rely entirely on replacement heat sinks, so we can conserve heat sinks for when they're most needed.

#248
The Spamming Troll

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Throw_this_away wrote...

I hate overheating mechanics.


i like overheating mechanics.

i like them better in a game like mass effect becasue it makes the gunplay differeint from other games like reloading with RB in gears of war. its something unique and cool and i really liked the effect in ME1 weapons had with over heating.

do you think something like ME1s overheating mechanic would work but make heatsinks something more long the lines of a device you can insert into the gun that instantly unheated your weapon.....instead of something that needs to be added for ammo. i dont find running out of ammo to be a problem and the overheating system from ME1 was essentailly the same time it takes to reload anyways. the purpose of limiting ammo was to make things more intense but you between the two wepons the all of us mainly use, running out of ammo is really rare. all it means is if you somehow get unlucky and walk past every heat sink youll just have to kill 2 maybe 3 bad guys with the pistol which isnt any more intense then useing your other weapons.

heavy weapons if they are still in ME3 should rely on picking up ammo since they dont use the same block ammo the standar issue does.

#249
crimzontearz

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Optimystic_X wrote...

The Spamming Troll wrote...

enemy defenses arent a bad idea, just the way bioware made higher difficulty levels have every enemy include this was a bad idea. im the kind of guy that plays the more difficult difficulties but playing a non soldier in ME2 is as booring as playing a soldier in ME1.


Without defenses, higher difficulties would be a joke. People are already speed-running Insanity - if powers worked through defenses, it would be even worse. People would be flinging Harbinger off the platform the instant he says "Assuming..."

And I'm sorry you're not having fun with the non-soldier classes, but I am. I'm not sure how anyone can consider an ME2 Vanguard to be less fun than (or even equal with) anything in ME1.

Having said that, I'd be fine with more husks on Hardcore and less of them having armor. But having defenses on just a few enemies means you slap the unprotected ones around (or use them to start warp bombs) and strip the defenses on the protected enemies that much quicker.

crimzontearz wrote...

Bull....if a VI can control the flow of comm outside the defenses and allow data transfer then it should be able to be hacked ...and it's not because of "game balance" and as many said before Lore/Story>gameplay mechanics


What? The hardsuit VI is... inside the hardsuit. Why would the VI be outside of the defenses (and hackable) if the suit itself is inside them? That makes no sense.


WTF are you on about?

A  V.I. is in charge of "monitoring" the armor/shields, yes it is "inside" the shield/armor but said VI also needs to manage the comm system and data sharing of the person wearing the shields/armor...therefore, since it is receiving external com/data (or another VI is) hacking should be possible.....which is not.

try to rationalize it all you want but the truth is that it does not make a lick of sense, it was simply put in place to change to focus of the gameplay which obviously pissed a lot of people off (aside for the shooter crowd)

Luckily Christina Norman has already said RPG mechanincs will be back in ME3, let's hope they also retcon all the fluff shooter mechanics too so we can play Mass Effect as it was intended.....an RPG with some shooter thrown in and not Vice Versa

Modifié par crimzontearz, 27 août 2010 - 12:57 .


#250
PsyrenY

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davidshooter wrote...

Wow, are you really not understanding what I'm saying?  If it isn't something that bothers you than that's fair enough but you don't actually seem to grasp the
point.


No, I don't grasp it. You're being bothered by doing something nobody is forcing you to do, and then blaming the game for it. But I don't think I ever will understand.

Valmarn wrote...

All things considered, a hybrid heat sink/overheat system really would be the best way to go in Mass Effect 3. It caters to the fans of both systems in that it allows us to put rounds downrange as fast as we deem necessary, while not making us rely entirely on replacement heat sinks, so we can conserve heat sinks for when they're most needed.


I agree completely here. Bioware could also then make heat sinks much rarer without gimping Soldiers, because they can never actually "run out of ammo."

It also patches the gaping hole left by the missing law of thermodynamics.

crimzontearz wrote...
WTF are you on about?

A  V.I. is in charge of "monitoring" the armor/shields, yes it is "inside" the shield/armor but said VI also needs to manage the comm system and data sharing of the person wearing the shields/armor...therefore, since it is receiving external com/data (or another VI is) hacking should be possible.....which is not.


WTF are YOU on about? How do you know the suit VI has anything to do with the comm system, or has any wireless vulnerability at all?

It has ONE function that we know about - managing the shields. This has been extended in Mass Effect 2 to managing the barrier amps/mass field generators used by the other two defenses. Everything else you ascribe to it is an ass-pull.

crimzontearz wrote...
Luckily Christina Norman has already said RPG mechanincs will be back in ME3, let's hope they also retcon all the fluff shooter mechanics too so we can play Mass Effect as it was intended.....an RPG with some shooter thrown in and not Vice Versa


I'm fine with more RPG mechanics in ME3, so long as we're not digging through a crappy labyrinthine inventory system again. I'll be disappointed if clearing a small outpost on a distant world leaves me with enough guns to outfit a militia, all of which suck and must be sold/melted down individually. And can we get more omnigel for the quality/size of item melted? I find it hard to believe an omnitool yields the same amount of raw material as krogan body armor.