Patching the Claymore
#26
Posté 20 septembre 2010 - 08:38
#27
Posté 20 septembre 2010 - 08:43
sinosleep wrote...
I wonder how long till this thread gets locked.
^ ^ This. lol
#28
Posté 20 septembre 2010 - 08:49
What would be better for it? A damage buff, a higher multiplier vs. various defenses, faster fire rate, faster reload speed, or some combination of the above?
I know that the common solution is "buff its reload speed to be on par with the reload trick" but I just don't think a boomstick that size should be quick to reload. I'd be inclined to go with higher damage and/or higher multipliers personally.
#29
Posté 20 septembre 2010 - 08:53
#30
Posté 20 septembre 2010 - 08:54
Modifié par Kronner, 20 septembre 2010 - 08:57 .
#31
Posté 20 septembre 2010 - 08:57
I think the easiest fix would be to make the Claymore fire three times before reloading and leaving the ammo capacity where it is. It already does plenty of damage.
#32
Posté 20 septembre 2010 - 08:58
Modifié par sinosleep, 20 septembre 2010 - 08:59 .
#33
Posté 20 septembre 2010 - 09:00
I'm guessing this is one of those things we can disagree on for many pages but this is my opinion: you should be able to upgrade your gear during the game.
I just think it takes away what from what could have been a cool upgrade for vanguards, the more or less official shotgun class.
Modifié par termokanden, 20 septembre 2010 - 09:03 .
#34
Posté 20 septembre 2010 - 09:03
#35
Posté 20 septembre 2010 - 09:03
sinosleep wrote...
That's not what I'm referring to, I'm referring to the whole is the reload trick an exploit or not question that's gotten the last two threads it was brought up in locked. The op has continually referred to it, someone is going to bite sooner or later, and then the thread will get locked.
Why would anyone take that personally? They really locked two other threads because of that? That's not what we're debating here anyway. It's in the game, whether or not you think it's an exploit doesn't change the fact that it's not something the average player is going to take advantage of because it's not listed in manual. It also doesn't change the claymore's effectiveness on the xbox that much, whether you want to use it or not.
#36
Posté 20 septembre 2010 - 09:03
#37
Posté 20 septembre 2010 - 09:04
The Claymore just looks mighty outdated by now.
That doesn't mean I don't use it on my vanguard though.
Modifié par termokanden, 20 septembre 2010 - 09:06 .
#38
Posté 20 septembre 2010 - 09:07
Modifié par Kronner, 20 septembre 2010 - 09:08 .
#39
Posté 20 septembre 2010 - 09:09
#40
Guest_m14567_*
Posté 20 septembre 2010 - 09:14
Guest_m14567_*
#41
Posté 20 septembre 2010 - 09:16
I just don't like how the special unlockable shotgun you get very far into the game is worse than something you get at the very beginning of the game.
#42
Posté 20 septembre 2010 - 09:17
m14567 wrote...
Based on the suggestions in this thread, I hope Bioware leaves the claymore as is. It seems what some people want is the "widow" of shotguns, I thought that was the GPS but apparently people still don't seem satisfied.
Seems to me that people know the GPS has become the widow of shotguns, but want there to be a progression of weapons and as such a weapon you can't unlock until 3/5 of the way of the game should be more powerful than DLC you have unlocked from lvl 1.
#43
Posté 20 septembre 2010 - 09:30
m14567 wrote...
Based on the suggestions in this thread, I hope Bioware leaves the claymore as is. It seems what some people want is the "widow" of shotguns, I thought that was the GPS but apparently people still don't seem satisfied.
What is the point of having the "super-shotgun" (i.e. the one that is available only to the weapon specialist and the shotgun specialist) be on par with and in many cases even weaker than the non-specialized ones?
Kronner wrote...
GPS is crap up close imho but whatever. It is not just Claymore. Revenant looks pretty bad next to Mattock too, objectively speaking. That said I like Rev/Claymore more than Mattock/GPS but not for their effectiveness. The weapons system overall in ME2 sucks big time..it is based on feel, not stats. There is no "best weapon" in the game. Shame.
Not totally accurate. You can still demonstrate via experiment which weapons are better in which situations, as cruz1ale and sinosleep have done. You can also look which gear and talents are used on speedruns and other such challenges; as my links have shown, Scimitar is quite popular there.
Modifié par Optimystic_X, 20 septembre 2010 - 09:32 .
#44
Posté 20 septembre 2010 - 09:35
#45
Posté 20 septembre 2010 - 09:36
The GPS works fine up close. It's only drawback as far as I can tell (and I use it pretty often) is that the lower number of pellets means I don't often get one shot freeze anymore. The range makes up for that many times over for non-Vanguards though...
It works, but the spread is too tight. If your aim is perfect, it's fine, but mine is not, particularly on the xbox.
The part about the number of pellets is actually quite interesting. More pellets = more damage and CC from Ammo Powers, at least if the target has more than one affected defense.
Modifié par termokanden, 20 septembre 2010 - 09:39 .
#46
Posté 20 septembre 2010 - 09:36
#47
Guest_Aotearas_*
Posté 20 septembre 2010 - 09:38
Guest_Aotearas_*
m14567 wrote...
Based on the suggestions in this thread, I hope Bioware leaves the claymore as is. It seems what some people want is the "widow" of shotguns, I thought that was the GPS but apparently people still don't seem satisfied.
Well essentially that is close to being essentially what we want, though not the way you seem to understand it.
What we want is essentially the Sniper Rifle system:
-A powerful starting Shotgun for close-assaults only (Katana)
-A forgiving semi-automatic shotgun for rampage attacks (Scimitar)
-A niche weapon for longer ranges either "balanced" by low thermal clip capacity or lesser damage output than the respective choices (less shots than the Scimitar or less damage than the Katana/less stronger version of the Eviscerator)
-The UberOS-Shotgun for close range. Basically what the, as you mentioned, Widow is for the Mantis. The Claymore should indeed be a more powerful Katana version. Tremendous damage at the expense of range (close range only) and the cost of less shots (at least before reloading/or via adjusting the reload time) so the overall performance of the weapon surpasses the original Shotgun but trades its power in for a more risky handling.
But what we got is the close range Katana, The close-range semi-automatic Scimitar, the close-to-mid range Eviscerator which also does way more damage than the aforementioned weapons, the GPS which seems to be an upgrade for the Eviscerator via being a mid-range Shotgun plus the overcharge attack which even surpasses the Claymore in terms of raw power without the expense of having to wait for the next shot.
A charging Vanguard can charge with a fully charged GPS, blow the first enemy away, then follow up with three consecutive hits before having to reload, de facto dealing about three times as much damage as the Claymore could in the same situation, whilst still having the benefit of vastly more farreaching effective combat range.
It is not too much to ask to adjust the Shotguns so they stand in a reasonable relation towards each other, because of right now, the Claymore pales in comparision. A simple patch reducing the reload time of the Claymore to reload-trick times would catapult the Claymore back into business for everyone rather than being used by Claymore fans only for its *CHANKBOOM*.
I furthermore would say the GPS would need to get a lower Thermal clip count to limit its superiority in terms of range and charged shot utility. Right now the GPS enjoys far more range than even the Eviscerator, combat readyness roughly comparable to the Scimitar and the first-shot capabilities of the Claymore at neithers expenses. That is, whilst not strictly gamebreaking as this is SP after all, at least fun breaking as every other Shotgun is essentially inferiour to the GPS.
I hope I could make my point clear. If there are any questions concerning my argumentation and or perceivings on the weapons, please go ahead and correct me.
Until then, ... I hope you had fun reading. Internet-Cookie disclaimer for everyone that read my entire post. A shame I have to embed this everytime I make a longer post to actually see who read it or not depending on their "I want cookie" attachment to ther posts, ... tss tss tss.
Anyway, I gotta crack ones vault
#48
Posté 20 septembre 2010 - 09:38
Optimystic_X wrote...
What is the point of having the "super-shotgun" (i.e. the one that is available only to the weapon specialist and the shotgun specialist) be on par with and in many cases even weaker than the non-specialized ones?
Thing is though they should have thought about that before releasing OP dlc weapons. Pre-DLC the claymore had it's niche, even without the reload trick. It was the only one shot one kill shotgun in the game, that was it's niche. Sure, the very act of reloading makes it lose ground in siutations where you are facing multi-defense having foes, but it still had a niche all it's own that was plenty useful in game. DLC has substantially blurred things with the GPS coming in at ridiculous times even uncharged, and the evi coming damn cose to claymore damage with improved utility. Bioware games would have been better off forgoing weapon dlc altgether as they've screwed the pooch on it on both the games that feature it.
I also wanted to touch on something that was mentioned earlier, about there not being much progression with regards to weapons in ME 2. I actually thought that was kind of a good thing. I hate it when you play a game and know without a doubt once you get X weapon everything else is worthless. I LOVED that you could swap the shotguns around and get pretty close times using all them. It alleviated the feeling of, "oh great, now every other thing in this game is pointless" that stuff like say spectre gear and Chasind Great Maul did in their respective games.
Modifié par sinosleep, 20 septembre 2010 - 09:43 .
#49
Posté 20 septembre 2010 - 09:44
The weapons exist in the universe. They should all be available from the moment you have an armor locker.
A different mechanic should be applied. Like a max weight shep can carry. Or a max number of points so you can mix and match until you don't have enough whatever to carry x number of weapons.
This would work better as it is believable that shep could earn carry slots as the game progresses.
The infiltrator then could take the widow at the very start. But be hampered by not having enough hard points or weight allowances to take anything else.
Then by half way or 3/4 of the way or after enough strength training or purchasing enough whatever any character could take one of each class of weapon, just one weapon, or any combination in between.
If you wanted to be a heavy adept you could. You could have every class of weapon on your harness but it would slow down your casting as so much kit would get in the way. Balance.
A natural progression as opposed disjointed awards for items that exist in the universe and should be available from day one.
There would be a sweet spot where the specific combination of weapons would benefit the player. Gameplay decisions could then be made opening up a slew of possibilities. If an adept took a Rev, a Widow, and a Claymore, then they'd take a movement or cast cd hit. Or if they only took a pistol or smg they'd get a bonus to movement or casting. Or they could take nothing to get the class biotic god bonus.
A vanguard could take a Rev., a claymore, and pistol. But would lose cd for charge or be able to charge on 20m instead of the 40. Take one of every class and Vanguard would only be able to charge 10m and only 1 time due to cooldowns. Whereas a Vanguard that only took a shotgun would be able to charge 60m and 3 times for every one charge a fully burdened Vanguard takes. No weapon vanguard would then need to rely on Melee, suit up accordingly, but be able to charge to any point in the arena and do it say 5 times in the time it took a fully loaded vanguard.
This is probably off topic and should have it's own thread, though. Hope it was clear enough an idea.
#50
Posté 20 septembre 2010 - 09:45
Part of the fun of RPGs is (IMO) to gear up your characters. It's not fun unless there's a progression. It's also suboptimal if the progression stops halfway through the game as is the case with DAO and certain weapons (The Rose's Thorn + The Edge, Chasind Great Maul, and so on).
Modifié par termokanden, 20 septembre 2010 - 09:47 .




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