Unlimited Ammo: Why it's better for Mass Effect's versimilitude
#26
Posté 24 septembre 2010 - 03:48
#27
Posté 24 septembre 2010 - 03:52
The Spamming Troll wrote...
theelementslayer wrote...
I loved the ammo system it made me do many things
-Use powers more often, not just use singularity and hold down the trigger till it was over then rinse and repeat.
-Make me pick my targets. Go for the big one or take out the small one and hope he drops a clip
-Switch weapons. One shot with the widow, one with the carnifax, both in the head and kills a collector on insanity
-Think about which weapon to bring. I love Kasumis SMG but sometimes Im going CQC and need CQC weapons like the tempest. Or same with the predator or the carnifax
-Ammo powers. In the first game they didnt do anything except kill the enemy faster. Really it helped yes, but sometimes I forgot and well didnt really matter because I have unlimited ammo. I would just hold down the button
-Makes me pick my shots. As an infiltrator I want headshots, all the time, unless a chest shot will kill, most usually doesnt on insanity though. With unlimited ammo I would take the shot anyways, if I missed big deal. In ME2 I would make sure I would hit because if I missed huge deal. I only had 14 shots.
Bioware if your listening, please keep the ammo system, please.
really? im just curiouse....
-i dont think ME3 will have friction material X mods.
-you hope enemies will drop clips after you kill them? finding ammo clips on the ground is as easy as getting in bed with liara.
-im just assuming something here, but you probably arent using the carnifax if you have the widow.
- weapon variety, nothing to do with ammo counts.
- ammo powers are awesome, nobody is saying they should be gone in ME3.
-you want head shots with an infiltrator thanks to slow mo tim lapse. you dont have 14 shots, you have an unlimited supply of ammo, your just stuck on the fact that 14 is all you can carry at one time. honestly, how often do you wish you even had 15 shots. you always have atleast 8 rounds of sniper shot, which is all you should need with the infiltrator.
someone mentioned something about ammo clips from ME1 being small
cinder blocks which is exactly what they were. easily replacable and
lasted something like a bazillion rounds. what more could you ask for?
-Hopefully theyll still have the ammo system
-Not if your pinned down. There have been many instances Ive ran out of cover to try to get clips. This is on insanity, it takes a few shots to knock down an enemy
-actually my 3 usual kits are
Infiltrator
-Widow
-Carnifax
-Tempest
Sentenil (spelt wrong I know)
-Mattock
-Tempest
-Carnifax
Adept
-mattock
-locust
-carnifax
-agree, twas out of context sorrry
-agree
-huh? Ya I have the time lapse, though it is still hard on insanity. And if I dont have the right shot, I wont fire. Plus I have used up all 14, yes sorry there is one in the chamber, and been forced to switch to the carnifax. However usually I start with the carnifax out and then switch to the widow, and finish an enemy off with the carnifax.
#28
Posté 24 septembre 2010 - 04:05
Modifié par Top55, 24 septembre 2010 - 06:12 .
#29
Posté 24 septembre 2010 - 04:25
They should have explained it as a response to the sabotage power from ME1. In particular if the technology to sustain a field which could permanently overheat a weapon were developed then the adoption of a new cooling method like thermal clips would have been a necessity.
I like the gameplay which comes out of having ammo limitations; but technologically the weapons in ME1 definitely feel more advanced than the ones in ME2.
#30
Posté 24 septembre 2010 - 04:30
As to the main subject, I also agree that ME1 was very imbalanced as far as ammo went. It was entirely possible to mod the Master weapons to never overheat, even if you held the trigger indefinitely. In the case of the AR, you could actually mod it not only to never overheat but to be pretty powerful at the same time. And again, am I the only one that ever experienced the overheat bug on ME1, where weapons would permanently overheat? I actually was forced in my plays through subsequent to the first to mod weapons so that they wouldn’t ever overheat, so that I could keep from having to reload my game or melee enemies to death. And no, I will not delete my achievements to fix that particular bug.
On that note, I would support a hybrid system, where weapons can overheat and slowly bleed heat, but a thermal clip can be used to instantly refresh a weapon. Limit thermal clips to, say, 10, and make the drop rate low enough that you still have to manage your heat/switch weapons. It would remove weapon specific clips (which is a HUGE hole in the system that they outline in the codex (how can I have thermal clips for my auto pistol but none for my rifle if they are universal?)), and give an incentive to manage your fire rate.
Either that, or give more ammo for the sniper rifle (or make it so that clips give back more ammo when picked up), which really is the only weapon I ever experienced ammo shortages for.
EDIT: As a side note, I fully support keeping heavy weapons entirely ammo based. Otherwise they would be far too overpowered.
Modifié par kstarler, 24 septembre 2010 - 04:37 .
#31
Posté 24 septembre 2010 - 04:30
I tend to think that the Viper Sniper Rifle or Geth Shotgun are far more useful for Sentinels and Adepts.
#32
Posté 24 septembre 2010 - 04:46
Cuddlezarro wrote...
StowyMcStowstow wrote...
Atmosfear3 wrote...
If by unlimited ammo you mean you have a never ending supply of reserve ammo, plausible and probably would not affect gameplay in the slightest. Most good players will never run out of ammo for their weapons if they use different weapons and their powers wisely.
Unless you mean unlimited ammo like in ME1 where you can just hold down the trigger and spray through an entire level without ever having to lay off the trigger, that would be utterly retarded, unbalanced, and not in the slightest bit realistic.
If I recall correctly, you couldn't do that, even with the best gun and upgrades. And didn't your aim start to go wild after holding down the trigger for too long? And anyone who would fire their gun until it overheated is pretty much an idiot for not knowing how to lay off of the trigger for half a second to let it cool down.
once I got master Marksmen my pistol NEVER overheated I could literally turn that on and fire all day long since the skill would recharge before the effect wore off
With the way ME1 is set up, you can have a near invincible player character and an AR that never overheats. Completed pinnacle station because I never layed off the trigger, and neither the overheat got past 25% nor did the accuracy ever decrease.
#33
Posté 24 septembre 2010 - 05:38
Modifié par Lumikki, 24 septembre 2010 - 05:50 .
#34
Posté 24 septembre 2010 - 05:51
Lumikki wrote...
Unlimited ammo systems problem is that it can cause situation where player is using one weapon to every situation. Clips in ME2 styles caused situation so that player was forced to change weapons because out of ammos. Now point here is not force change weapons because out of ammos, but force player choose best weapon to every different situation. Meaning players don't use one weapon to every situation, but change them based situation, because out of ammos.
The thing is, some of us actually find this a detriment rather than a good mechanic because we feel it limits roleplaying, and often we don't want to have to use different weapons with one character and just want to stick with one.
For example, in ME1 I had several different Vanguards that all played differently, most notably one built to use the Pistol while another was built to use the Shotgun. Now in ME1 I'm forced to use the Shotgun with the character I don't want to use it with and the same goes visa versa. It also means that there's no point in importing both Shepards now because while they were designed differently in the first game they're both pretty much identical. Forcing players to use weapons for builds they don't want to is bad design, IMO.
Sure, the option should be there, but if a player doesn't want to use a weapon because that's not how they designed their character then they shouldn't be forced into it due to limited "ammo" and not being able to switch out the weapon class they don't want for something else. You don't see DAO forcing Fighter class characters to use a Long Sword, an Axe and a Two-Handled Sword just because their class can. That's why I'm hoping that ME3 either gives me the option to leave a particular weapon class behind entirely, or allows me to switch it so I can carry two weapons of the same type instead (i.e. replacing the Shotgun slot with another, different Pistol).
I personally thought forcing players to switch weapons was a bad move on BioWare's part with ME2. It limits roleplaying and forces players down a path they don't necessarily want to go down with the way their characters are made. I've got several Shepards of each class in ME1, but it looks as though (assuming I can be bothered to) I'll only be importing one of each class because ME2's variants don't allow for enough diversity within themselves. Half of this is the complete lack of skills, and the other is forced weapon allocation.
#35
Posté 24 septembre 2010 - 06:00
#36
Posté 24 septembre 2010 - 06:15
I honestly don't know why they didn't go with a combo system - use heat sinks ala ME2, BUT if you run out, let the weapon overheat and SLOWLY let it cool off. So you really have an advantage in having a good stock of heat sinks, but they aren't crucial.
The problem for me is that it breaks ME's own canon. In ME1 they say you can't run out of ammo, then in ME2 they say 'oh wait sorry, yes you can'. Even the in-universe explanation makes no sense. Apparently it's new Geth technology that lets you fire more rounds or some such thing but ejecting thermal clips instead of letting your weapon cool. Good in theory, but since my ME1 Rifle never overheated (Frictionless Materials, Kinetic Coil, Tungsten/Shredder Ammo), it falls flat.
I also agree that the whole thing of having limited ammo to force weapons changes is moronic. You should indeed change weapons because it's beneficial, not because the game is trying to force you to do so.
#37
Posté 24 septembre 2010 - 06:29
Limits roleplaying, because it doesn't allow you to play beyond class style? Or force you roleplay you character how it should be. Meaning if You create Vanguard or Infiltrator and never use anything else than pistol. That may allow you to play your character way you like, but it's not really good roleplaying as you play your character agaist you class.Terror_K wrote...
The thing is, some of us actually find this a detriment rather than a good mechanic because we feel it limits roleplaying, and often we don't want to have to use different weapons with one character and just want to stick with one.
*snip*
I personally thought forcing players to switch weapons was a bad move on BioWare's part with ME2. It limits roleplaying and forces players down a path they don't necessarily want to go down with the way their characters are made.
I do how ever, understand that character doesn't allways want every weapon to every mission. Should this affect the ammo capacity? I think so, because amount of ammos should not be related induvidual weapons, but character carry capacity. Meaning total amount of ammos.
#38
Posté 24 septembre 2010 - 06:31
Agreed. A hybrid system, would need alot of balancing in order to make both systems viable.DOGGEH84 wrote...
Yeah as fun as unlimited ammo was. I prefer the limited ammo. That being said..its not like there isn't enough to pick up on the way. Having limited ammo makes you(it does for me) use different weapons. Find myself switching weapons constantly for different combat situations. Saving my assault rifle for more intence fire fights.
#39
Posté 24 septembre 2010 - 06:31
#40
Posté 24 septembre 2010 - 07:05
Lumikki wrote...
Limits roleplaying, because it doesn't allow you to play beyond class style? Or force you roleplay you character how it should be. Meaning if You create Vanguard or Infiltrator and never use anything else than pistol. That may allow you to play your character way you like, but it's not really good roleplaying as you play your character agaist you class.Terror_K wrote...
The thing is, some of us actually find this a detriment rather than a good mechanic because we feel it limits roleplaying, and often we don't want to have to use different weapons with one character and just want to stick with one.
*snip*
I personally thought forcing players to switch weapons was a bad move on BioWare's part with ME2. It limits roleplaying and forces players down a path they don't necessarily want to go down with the way their characters are made.
There should never be just one way to play a class though. The first game allowed several different options for each class... the second, not so much. But there shouldn't be just one right way to play it. If you're going to restrict every class and funnel them into a single way of playing, then one may as well get rid of character building entirely and just let the system fill out and spend the skill points automatically for you, since it's always going to be in the same way. That's not good class design, and not good RPG design at all.
Going with the Vanguard examples again, one should be able to create one Vanguard who specialises in more distant combat using pistols, pull and shockwave while one should be able to build a second type of Vanguard more suited to close-quarter combat with the shotgun and charge. But ME2 fails to properly do this by not having enough talents and forcing the player to mix and match both styles thanks to the weapons restrictions. It takes away variety and playing different builds. In ME1 if I didn't want to use Shotguns I simply didn't, and I didn't waste points in them. In ME2 if I don't want to use Shotguns it's just too bad: I always have to have them, and if I run out of ammo I'm stuck with them. I did plan on creating a shotgun-specific Vanguard later through another import, but now there's no real point because Vanguard #2 is going to have the same skills and loadout as Vanguard #1 did. The option to mix and match should always be there, but it shouldn't be forced on you, and there should always be more than one build to a class.
#41
Posté 24 septembre 2010 - 07:05
Terror_K wrote...
Lumikki wrote...
Unlimited ammo systems problem is that it can cause situation where player is using one weapon to every situation. Clips in ME2 styles caused situation so that player was forced to change weapons because out of ammos. Now point here is not force change weapons because out of ammos, but force player choose best weapon to every different situation. Meaning players don't use one weapon to every situation, but change them based situation, because out of ammos.
The thing is, some of us actually find this a detriment rather than a good mechanic because we feel it limits roleplaying, and often we don't want to have to use different weapons with one character and just want to stick with one.
For example, in ME1 I had several different Vanguards that all played differently, most notably one built to use the Pistol while another was built to use the Shotgun. Now in ME1 I'm forced to use the Shotgun with the character I don't want to use it with and the same goes visa versa. It also means that there's no point in importing both Shepards now because while they were designed differently in the first game they're both pretty much identical. Forcing players to use weapons for builds they don't want to is bad design, IMO.
Sure, the option should be there, but if a player doesn't want to use a weapon because that's not how they designed their character then they shouldn't be forced into it due to limited "ammo" and not being able to switch out the weapon class they don't want for something else. You don't see DAO forcing Fighter class characters to use a Long Sword, an Axe and a Two-Handled Sword just because their class can. That's why I'm hoping that ME3 either gives me the option to leave a particular weapon class behind entirely, or allows me to switch it so I can carry two weapons of the same type instead (i.e. replacing the Shotgun slot with another, different Pistol).
I personally thought forcing players to switch weapons was a bad move on BioWare's part with ME2. It limits roleplaying and forces players down a path they don't necessarily want to go down with the way their characters are made. I've got several Shepards of each class in ME1, but it looks as though (assuming I can be bothered to) I'll only be importing one of each class because ME2's variants don't allow for enough diversity within themselves. Half of this is the complete lack of skills, and the other is forced weapon allocation.
Exactly. For example I have never used a shotgun in ME1 (8 playthrougs up to date) and I try not to use it in ME2 as well. Why? Because I just DO NOT WANT TO. Yet now I am forced to use guns I do not like. I hardly call that an improvement. Every game that forces players to do something is a bad game.
I really do not understand why a hybrid model was not implemented. When you do not shoot, the heat should go down and your "ammo" should replenish. And when you shoot like crazy, you have to drop the thermal clip to prevent overheating. I even have a modified coalsced.ini working like this, unfortunately only for version 1.00 If someone knows where to get one for 1.02 I would be grateful for a link.
BTW am I the only one who wonders how a new thermal clip gets to the gun? It is a perpetum mobile that you eject one and a new one miraculously appear in the gun? It seems to be the same miracle as changing ammo type by your will. You just have to think warp ammo, warp ammo and boom, your weapon changes ammo out of nothing.
#42
Posté 24 septembre 2010 - 07:13
for me the problem was 3 things that messed up the game
1
why everyone suddenly changed to heat sink ammo
certainly small bands of mercs would not have switched (the high end ones would i suppose)
and anyone with a gun for self defence or security guards would not have as cost and logistics
not to mention isolation garners minimal benfit and of course crims wouldnt switch as a gun that fires a thousand rounds is better then dealing with clips its just added cost and bigger risk buy the stuff blackmarket i gun and an ammo block once in a while i lower risk of going back to an arms dealer every few weeks
2
why would all guns switch? why would you have a pistol swtich to ammo?
its a back up weapon used when your main guns low or if the enemies shield dropped
it makes sense for guns that have a high rated of fire or high over heat as it enables you to sustain fire for longer and to by pass over heat when it comes high over weapons
but a pistol would benefit most for an unlimited clip
3
the combat benfits dont stack up
supressive fire mannor ME1 tech is better
you dont need to hit the target just keep them pinned down now sure ME2 you can keep more fire on them but the amount of time you can is low (which reduces YOUR chances of flanking)
the small garisons that earth maintains only have small numbers their job is to hunker down and out last the enemy whilst waiting for back up in this case having a gun run out of ammo is far worse then over heating if pinned down
i wouldnt mind the switch so much if i didnt have to just "go with it" and switch my brain off in order to play the game
Modifié par lost lupus, 24 septembre 2010 - 07:21 .
#43
Posté 24 septembre 2010 - 07:15
Modifié par Jagri, 24 septembre 2010 - 07:21 .
#44
Posté 24 septembre 2010 - 07:38
In ME1 I played Infiltrator. I wanted to use sniper rifle, but it was 100% useless weapon in first half the game. Because my pistol did the job better and was usefull from the start of the game. My pistol was so uber that I did not use any other weapon ever, it did not mater what the situation was. So, I wasn't able to play the class how I wanted, how does this make better system. Unlimited ammos and system what ME1 had, creates one weapon uber systems. That isn't any better choise.Terror_K wrote...
In ME1 if I didn't want to use Shotguns I simply didn't, and I didn't waste points in them.
Modifié par Lumikki, 24 septembre 2010 - 07:42 .
#45
Posté 24 septembre 2010 - 07:45
Lumikki wrote...
In ME1 I played Infiltrator. I wanted to use sniper rifle, but it was 100% useless weapon in first half the game. Because my pistol did the job better and was usefull from the start of the game. My pistol was so uber that I did not use any other weapon ever, it did not mater what the situation was. So, I wasn't able to play the class how I wanted, how does this make better system. Unlimited ammos and system what ME1 had, creates one weapon uber systems. That isn't any better choise.Terror_K wrote...
In ME1 if I didn't want to use Shotguns I simply didn't, and I didn't waste points in them.
In ME2 I played inflitrator, wanted to use sniper rifle but it was 100% useless weapon in most part of the game as there is not any long range combat and my SMG and pistol did the job better and were useful from the start of the game. Moreover when I got myself to a part I could use a sniper rifle, I ran out of ammo. So, I wasn't able to play the class how I wanted, how does this make a better system?
Modifié par Embrosil, 24 septembre 2010 - 07:47 .
#46
Posté 24 septembre 2010 - 07:48
BS you are lying, there was many situation where sniper rifle was useful in ME2 and had long distance situations where SMG and pistol did not do job better.Embrosil wrote...
Lumikki wrote...
In ME1 I played Infiltrator. I wanted to use sniper rifle, but it was 100% useless weapon in first half the game. Because my pistol did the job better and was usefull from the start of the game. My pistol was so uber that I did not use any other weapon ever, it did not mater what the situation was. So, I wasn't able to play the class how I wanted, how does this make better system. Unlimited ammos and system what ME1 had, creates one weapon uber systems. That isn't any better choise.Terror_K wrote...
In ME1 if I didn't want to use Shotguns I simply didn't, and I didn't waste points in them.
In ME2 I played inflitrator, wanted to use sniper rifle but it was 100% useless weapon in most part of the game as there is not any long range combat and my SMG and pistol did the job better and was useful from the start of the game. So, I wasn't able to play the class how I wanted, how does this make a better system?
#47
Posté 24 septembre 2010 - 07:51
Lumikki wrote...
BS you are lying, there was many situation where sniper rifle was useful in ME2 and had long distance situations where SMG and pistol did not do job better.Embrosil wrote...
Lumikki wrote...
In ME1 I played Infiltrator. I wanted to use sniper rifle, but it was 100% useless weapon in first half the game. Because my pistol did the job better and was usefull from the start of the game. My pistol was so uber that I did not use any other weapon ever, it did not mater what the situation was. So, I wasn't able to play the class how I wanted, how does this make better system. Unlimited ammos and system what ME1 had, creates one weapon uber systems. That isn't any better choise.Terror_K wrote...
In ME1 if I didn't want to use Shotguns I simply didn't, and I didn't waste points in them.
In ME2 I played inflitrator, wanted to use sniper rifle but it was 100% useless weapon in most part of the game as there is not any long range combat and my SMG and pistol did the job better and was useful from the start of the game. So, I wasn't able to play the class how I wanted, how does this make a better system?
Not many, but few. And as I said, after 10 shots, you are done and have to switch to pistol/SMG (or start running accros the battlefield like idiot picking ammo, hardly aninfiltrator approach).
Modifié par Embrosil, 24 septembre 2010 - 07:53 .
#48
Posté 24 septembre 2010 - 08:02
You can't really be a pure sniper so much in ME2 though. There aren't as many large areas with enemies far away, and you tend to run out of thermal clips and have to switch to another weapon. There are actually far more long-distance enemies in ME1 than ME2 (especially on UNC worlds), thanks largely to the larger worlds, so saying that there isn't any long range combat there but that there is in ME2 kind of confuses me.
It's not always about what weapon does the job better, but what you want your character to try out. I personally found pistols better than assault rifles and shotguns in both games, but that doesn't mean that when I want to use those weapons because I've built a character to use them that I don't. That's what variety is all about, and ME2 kind of spits on variety by forcing you into using every weapon at your disposal rather than being able to specialise with one character in one and with another character in another. As I've said, the option should always be there for both so if players want they can use all weapons their class is able do, but it shouldn't be forced on them... least of all by a shoddy "ammo" mechanic making it a necessity.
#49
Posté 24 septembre 2010 - 08:12
Yes, player should be forced to use correct weapon in correct situations. Not how ever, because out of ammos, but because weapons fits the situation. Dumm example, but makes the point well. You should not be able shoot far distance enemy snipers with shotgun or pistol. Because two things, you have long range weapons too and shotguns or pistol shooting distance should never reach the sniper enemies so far. In ME1 this was problem, because pistols distance was as long as sniper rifles. What created the problem of uber weapon, best dps, long distance and unlimited ammos. Only one weapon needed.
Modifié par Lumikki, 24 septembre 2010 - 08:37 .
#50
Posté 24 septembre 2010 - 08:28
By speed loads, I mean thermal clips you keep on hand to use when you want your gun to cool off now.
I think back to Zaeed's loyaly mission were he ejects the red hot thermal clip into the fule setting it on fire, and I think to my self......wont that cool down eventualy? Why cant I reuse that, how is it permantly destroyed?
Im not sure on the numbers, but it seems like a combo system will go to great leangths to apease both crowds.
Personaly, I like the heat system. Basicly were just talking about DPS (damage per/second). A assualt rifle that doesnt over heat doesnt do as much damage as one that is tuned to do as much damage as posibul, but it was great becouse your weapons were as much as an expresion of your fighting style as your character was.
It seemed that with a thermal clip system you get more DPS than a heat system in theroy, untill you run out of ammo and have to start looking for clips.
Really this game isnt hard, we all know the neccarry tactics to win, and even on insanity the game uses the same cover, pop up shoot, reload, wash rinse repeat, and to me insanity is borring due to the ammount of aditional time I have to spend in cover to avoid haveing my shields riped off and my health with it. That said, I say let people spray and pray, and you feel free to take the higher DPS gun were you have to manage heat, but pretend its ammo.
Maybe we will get the combo system though, maybe. If we do maybe we can manage heat and reloads, fun for us all.
Modifié par Evil_Weasel, 24 septembre 2010 - 08:33 .





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