Funker Shepard wrote...
How exactly did you 'adapt your weapon' in ME1?
by inserting mods in it
they actually made quite a difference
Guest_mashavasilec_*
Funker Shepard wrote...
How exactly did you 'adapt your weapon' in ME1?
LordMarrick wrote...
but still ME1 was the harder game i did both on insanity and found ME2 insanity like vetaran on ME1 and ME1 was soo much harderTMA LIVE wrote...
I hated ME1's gameplay. You had a lot of useless, unneeded options, as well as overpowered abilities. You could use any weapon, but you were a drunk unless you specialized in them, and leveled up (so why have them?). You could spam Immunity, and become invincible. You can use Lift, and enemies were screwed. You didn't need cover. And as the Alliance's number one soldier, you made a living selling garbage from the dead.
Modifié par TMA LIVE, 31 août 2010 - 10:01 .
Funker Shepard wrote...
How exactly did you 'adapt your weapon' in ME1?
I mean, I actually do that in ME2, pick between the Locust and Tempest depending on the mission, sometimes use the Mattock instead of the Vindicator... but in ME1?! All weapons in a class were the same (barring the geth rifle, but...), some were just better than others. I called 'nostalgia' before, now I'm calling 'we have not been playing the same game'
I'll give it to you that there was indeed a choice between good armor and armor that gave you environmental resistance. Of course, only one member in the team had to have access to the latter...
Mystranna Kelteel wrote...
Erm, did you not notice that ME1 had weapon and armor mods? If I was fighting geth I'd put in tungsten rounds. If I was fighting organics I'd put in shredder. If I wanted fire DPS I would put in inferno. If I wanted to bypass some of my enemies' shields in exchange for doing slightly less damage I had that option. I could put in frictionless materials to lessen heat build up or I could put in heavy explosive rounds to make my sniper rifle a mini MAKO cannon. If I wanted to freeze enemies in their tracks I could put in snowblind rounds.
Modifié par Funker Shepard, 31 août 2010 - 10:00 .
Mystranna Kelteel wrote...
TMA LIVE wrote...
I hated ME1's gameplay. You had a lot of useless, unneeded options, as well as overpowered abilities. You could use any weapon, but you were a drunk unless you specialized in them, and leveled up (so why have them?). You could spam Immunity, and become invincible. You can use Lift, and enemies were screwed. You didn't need cover. And as the Alliance's number one soldier, you made a living selling garbage from the dead.
You still make credits selling garbage in ME2. Every time you click a "scrap pile" or something that makes an invisible transaction. Cerberus is paying you for this garbage as opposed to selling it yourself to a vendor.
And at least ME1 had variety. I could adapt my weapon and armor to suit the occasion, I could explore, I could manage my own equipment, I could explore most of the places I'd already been to at my leisure etc.
ME2 seems to think everyone who plays it is lazy and/or an idiot. Oh, the mission's over, better have a giant pop-up every three seconds to tell them to press B to warp to the Normandy. Better remove the inventory altogether and have magic Resident Evil item boxes for all three weapon types we included. Better have a giant, obtrusive mission complete screen to tell the idiots how much iridium they scored five minutes ago.
ME1 encouraged you to stop and stay a while and think. ME2 is just a spastic shooter warping you to and from combat levels.
TMA LIVE wrote...
You're not grabbing garbage. You found one gun, and made copies. You found a research upgrade from some tech thing. And you robbed houses. At least you weren't taking 12 useless shotguns from a cabinet. Heck, you didn't even need to use the stores if I remember correctly, so money was useless, except for spectre equipment.
When it comes to exploring and weapon storage, I agree. Except exploring planets was just a copy and paste mission structure. Land on a rocky terrain planet, drive to a warehouse or bunker, kill everyone inside, and that's it.
Modifié par Mystranna Kelteel, 31 août 2010 - 10:06 .
JamieCOTC wrote...
I just hope the Hammerhead isn't in this.
Liara: I see yo have new transportation. Looks nice and it has to be better than the Mako.
Shepard: Well, it's fast, but -- Liara! don't lean up against it or it'll --
BOOM!!
Critical Mission Failure.
And it still makes more sense than getting 4 or 5 weapons along with 10 armor and weapons mods from every random enemy and then selling it.Mystranna Kelteel wrote...
Other times you see a pile of crates or scrap metal in the middle of the field and you sell it to Cerberus for credits on the spot. Shepard is still a garbage scrounger in ME2, she's just not a pack mule anymore because BioWare "streamlined" the system.
Modifié par Creid-X, 31 août 2010 - 10:11 .
Creid-X wrote...
And it still makes more sense than getting 4 or 5 weapons along with 10 armor and weapons mods from every random enemy and then selling it.
Mystranna Kelteel wrote...
Creid-X wrote...
And it still makes more sense than getting 4 or 5 weapons along with 10 armor and weapons mods from every random enemy and then selling it.
The only part that doesn't make sense is that you end up carrying it all at once. And ME2 invented their own means of impossible weapon access by making magic weapon boxes.
So, really, being "realistic" is not present in either game. That said, I prefer to have options as opposed to being on rails.
I really don't think that going back to the 1.000 generic weapons with mods system of ME1 would cut it at all though, and it makes more sense to find some unique piece of tech and sell it to Cerberus than carrying 100 weapons and mods at once IMO.Mystranna Kelteel wrote...
Creid-X wrote...
And it still makes more sense than getting 4 or 5 weapons along with 10 armor and weapons mods from every random enemy and then selling it.
The only part that doesn't make sense is that you end up carrying it all at once. And ME2 invented their own means of impossible weapon access by making magic weapon boxes.
So, really, being "realistic" is not present in either game. That said, I prefer to have options as opposed to being on rails.
JamieCOTC wrote...
I just hope the Hammerhead isn't in this.
Liara: I see yo have new transportation. Looks nice and it has to be better than the Mako.
Shepard: Well, it's fast, but -- Liara! don't lean up against it or it'll --
BOOM!!
Critical Mission Failure.
Mystranna Kelteel wrote...
Funker Shepard wrote...
How exactly did you 'adapt your weapon' in ME1?
I mean, I actually do that in ME2, pick between the Locust and Tempest depending on the mission, sometimes use the Mattock instead of the Vindicator... but in ME1?! All weapons in a class were the same (barring the geth rifle, but...), some were just better than others. I called 'nostalgia' before, now I'm calling 'we have not been playing the same game'
I'll give it to you that there was indeed a choice between good armor and armor that gave you environmental resistance. Of course, only one member in the team had to have access to the latter...
Erm, did you not notice that ME1 had weapon and armor mods? If I was fighting geth I'd put in tungsten rounds. If I was fighting organics I'd put in shredder. If I wanted fire DPS I would put in inferno. If I wanted to bypass some of my enemies' shields in exchange for doing slightly less damage I had that option. I could put in frictionless materials to lessen heat build up or I could put in heavy explosive rounds to make my sniper rifle a mini MAKO cannon. If I wanted to freeze enemies in their tracks I could put in snowblind rounds.
I had options. In ME2 all it is is, "lolz, do I want my pistol to shoot one bullet at a time or three?"
Modifié par TMA LIVE, 31 août 2010 - 10:40 .
True, a middle ground needs to be found.Creid-X wrote...
I really don't think that going back to the 1.000 generic weapons with mods system of ME1 would cut it at all though, and it makes more sense to find some unique piece of tech and sell it to Cerberus than carrying 100 weapons and mods at once IMO.
That said, I hope Bioware brings the mods back into ME3, and hybrid system would be nice, having unique weaponry but being able to customize it with mods would be really neat., although not being able to switch between ammo types in-the-fly would upset some people for sure.
TMA LIVE wrote...
You still have ammo powers.
Mystranna Kelteel wrote...
TMA LIVE wrote...
You still have ammo powers.
Only if I'm a soldier, really, and even then I can't have tungsten and shredder unless Garrus and Thane are my squadmates AND i upgraded that skill of theirs to 4th level AND chose the group effect.
It's insanely limited, to the point where it may as well not exist. In most cases you can get one ammo power, maybe two. That's not the same.
As for you liking the differences in the ME2 weapons, yeah, so do I. Still prefer ME1 because I had more options. I could just as easily argue that the ME2 weapons are all useless options because the game can be completed quite easily with any of them.
Modifié par TMA LIVE, 31 août 2010 - 10:51 .
This.Mystranna Kelteel wrote...
TMA LIVE wrote...
You still have ammo powers.
Only if I'm a soldier, really, and even then I can't have tungsten and shredder unless Garrus and Thane are my squadmates AND i upgraded that skill of theirs to 4th level AND chose the group effect.
It's insanely limited, to the point where it may as well not exist. In most cases you can get one ammo power, maybe two. That's not the same.
JaegerBane wrote...
TMA LIVE wrote...
I hated ME1's gameplay. You had a lot of useless, unneeded options, as well as overpowered abilities.
I've never understood the reasoning why people get so hung up over 'overpowered' abilities in a single player game. If you thought they were too much, just don't use them.
Modifié par Epic777, 31 août 2010 - 10:55 .
TMA LIVE wrote...
Again, that makes Squad mates more important. In ME1, you can bring anyone, because it didn't matter. In ME2, you're beinging Jacob for Pull and Inferno Squad Ammo. You're bringing Zaeed for Disruptive ammo. You're bringing Garrus for Overload. You're bring Miranda for Warp and Overload, etc. Why, because they matter for the mission.
TMA LIVE wrote...
Anyways, so it seems we're getting a trailer today. I guess either at Pax, or on release. I think they just want to do that, so when people become more aware of the DLC, it's already out to download. That way, you don't advertise something that's becomes forgotten. Especially when it's download only.
Mystranna Kelteel wrote...
I could just as easily argue that the ME2 weapons are all useless options because the game can be completed quite easily with any of them.
Mystranna Kelteel wrote...
TMA LIVE wrote...
Again, that makes Squad mates more important. In ME1, you can bring anyone, because it didn't matter. In ME2, you're beinging Jacob for Pull and Inferno Squad Ammo. You're bringing Zaeed for Disruptive ammo. You're bringing Garrus for Overload. You're bring Miranda for Warp and Overload, etc. Why, because they matter for the mission.
Not really. It just makes the game limited. Any mission can be completed with any layout of squad and weaponry.
We're not talking necessity here; we're talking finding comfort in your play style. I have never started a mission and said, "Wow, I need XXXX for this." It's always been, "Oh, XXXX would be useful, but I guess I'll get by without it because I'm not going to start the mission over now."
Modifié par TMA LIVE, 31 août 2010 - 11:02 .
annihilator27 wrote...
TMA LIVE wrote...
Anyways, so it seems we're getting a trailer today. I guess either at Pax, or on release. I think they just want to do that, so when people become more aware of the DLC, it's already out to download. That way, you don't advertise something that's becomes forgotten. Especially when it's download only.
We'll see. Would be awesome.