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Unlimited Ammo: Why it's better for Mass Effect's versimilitude


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#101
Quething

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Shirosaki17 wrote...

It may have something to do with the overheat bug from ME1. They may have not been able to find a fix for it or something. I don't even know if they ever fixed it in a patch or not.


They didn't. However, some enterprising anonymous pirate did manage to correct the bug while messing with the exe - it's floating around out there with the noCD cracks - so it clearly wasn't an indelible keystone of the coding.

As far as the current argument goes, I'm utterly baffled by anyone who claims we don't have infinite ammo right now. Seriously, you can mod C.ini to make the enemy clip drop rate like, a 1-in-100 chance and you'll still never even get down to your last thermal clip on your Widow or Claymore. Even if you camp! Thermal clips are everywhere. Especially when it makes no sense at all (Jacob's loyalty, Reaper corpse). You cannot run out unless you're actively trying. The only question is "do we force players to run around collecting widgets in order to balance our guns, or do we make our guns balanced to begin with." The whole "do we limit ammo or not" thing is a smokescreen. Ammo is infinite either way.

Actually I wonder if part of the argument here is soldiers vs casters? Once my sentinel gets the 30% cooldown cut I fire about three shots per mission, which is obviously not how default Sheploo plays. Then again my vanguard is fine with the Claymore and you can't run out of ammo with the Rev either, so, no, I'm still confused. :?

#102
sinosleep

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@Quething

You're right in that effectively even in most games with an ammo system you more or less have infinite ammo unless you're just a horrible, horrible, shot. The same thing applies to most weapons in ME 2 except for the sniper rifles (you won't run out for the whole mission, but you WILL run out of widow rounds from battle to battle even if you hit every last guy with a head shot) but I don't really think that was ever the issue with switching to an ammo system in the first place. I think reloading and shots per clip is the reason. In ME 1 you could effectively turn pistols and assault rifles into revenants with a never ending clip due to frictionless materials. That has a far bigger impact on weapon balancing than simply running out of ammo for it in the first place.

Modifié par sinosleep, 24 septembre 2010 - 05:43 .


#103
Flamesz

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I doubt they'll change it now, its basically in the lore.

#104
Quething

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sinosleep wrote...

In ME 1 you could effectively turn pistols and assault rifles into revenants with a never ending clip due to frictionless materials. That has a far bigger impact on weapon balancing than simply running out of ammo for it in the first place.


Well, sure, I'm not arguing that. But that's a problem with frictionless mats, not the heat system in general. Frankly the whole game was broken once you hit about level 45+, guns, biotics, mods and armor all included, that's just how a lot of RPGs work (whether because it's really hard to balance that long a power curve, or out of deliberate intent to make high-level characters feel powerful to the player, or some combination of both). It's a balance issue, though, not a fundamental error in game design.

Modifié par Quething, 24 septembre 2010 - 06:06 .


#105
tonnactus

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Pocketgb wrote...

New to Mass Effect, bub

We are in a english forum,right?

If you want to go down that route then the previous ammo system - i.e. unlimited - is insanely archaic.

This is a sci fi game and overheating weapons fit perfectly with this.Limited ammo and shotguns with 2 meter range,
not so much.(the only exception is the geth shotgun who is the only advanced shotgun in the game basicly)

Modifié par tonnactus, 24 septembre 2010 - 06:15 .


#106
The Spamming Troll

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what i find interesting is ive seen a few great ideas for weapon play in this topic. none of us are video game designers but we can easily come up with an idea that revolves around the overheating mechanism from ME1. and our ideas are far better then what bioware went with in ME2.



i dont know why someone wouldnt want variety between games. ME1 was far from being gears or halo, but ME2 is half way there. i just hope they dont take away biotics in ME3 or goodbye mass effect for me.

#107
Mister Mida

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Quething wrote...

Shirosaki17 wrote...

It may have something to do with the overheat bug from ME1. They may have not been able to find a fix for it or something. I don't even know if they ever fixed it in a patch or not.


They didn't. However, some enterprising anonymous pirate did manage to correct the bug while messing with the exe - it's floating around out there with the noCD cracks - so it clearly wasn't an indelible keystone of the coding.

As far as the current argument goes, I'm utterly baffled by anyone who claims we don't have infinite ammo right now. Seriously, you can mod C.ini to make the enemy clip drop rate like, a 1-in-100 chance and you'll still never even get down to your last thermal clip on your Widow or Claymore. Even if you camp! Thermal clips are everywhere. Especially when it makes no sense at all (Jacob's loyalty, Reaper corpse). You cannot run out unless you're actively trying. The only question is "do we force players to run around collecting widgets in order to balance our guns, or do we make our guns balanced to begin with." The whole "do we limit ammo or not" thing is a smokescreen. Ammo is infinite either way.

Actually I wonder if part of the argument here is soldiers vs casters? Once my sentinel gets the 30% cooldown cut I fire about three shots per mission, which is obviously not how default Sheploo plays. Then again my vanguard is fine with the Claymore and you can't run out of ammo with the Rev either, so, no, I'm still confused. :?

Well, does the fact that you can't run out of ammo indicate that the ME2's system is just as faulted as ME's system? Why did they bother to change it when the problem the previous system presented isn't resolved with it? So why not just keep it(ME (1)'s system that is)? 

Modifié par Mister Mida, 24 septembre 2010 - 06:48 .


#108
Revan312

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Limited ammo = retarded from a lore standpoint and a gameplay standpoint.. at least the way it's implemented in ME2

Why go back on overheating guns in this universe, they were much more advanced..

Why do my guns have "universal" heat sinks yet I can't switch heat sinks from one gun to another, and yet at the same time I pick up one thermal clip, suddenly all my weapon's ammo reserves increase.. what?

Why can I reload one bullet out of my pistol over and over and not run out of "heatsinks" until my ammo(?) is gone?

I hate hate hate spending 1 1/2 minutes searching around for clips to my widow after a prolonged fight before I can make it to the next 5 minute shooting gallery.

Why do enemies with wildly different tech have the heatsinks I need?.

Why aren't heatsinks reusable after they cool off?

Why can I overheat an enemies weapon with overload even though they use the exact same tech I do and yet mine never become overheated..

This mechanic was simply a confused mess of retcon and poor implementation that never makes sense from any standpoint. I wouldn't mind it so much if they had actually tried to make it logical, instead of the pile of nonsense it is now..

Modifié par Revan312, 24 septembre 2010 - 06:40 .


#109
Pocketgb

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tonnactus wrote...
We are in a english forum,right?


You're asking me that when you were the one to take Sino's post completely out of context?

tonnactus wrote...
This is a sci fi game and overheating weapons fit perfectly with this.


Not all of it. Just how we run out of 'thermal clips' for individual weapons and can't transfer them over to different weapons in ME2, we never run out of ammo in ME1. Plotholes all around! You'll have to find better ground to argue from.

tonnactus wrote...
Limited ammo and shotguns with 2 meter range, not so much.


So Bioware's attempting to balance the game part of their sci-fi game? Whoulda thought!

#110
The Spamming Troll

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Flamesz wrote...

I doubt they'll change it now, its basically in the lore.



ME1 is a very differnet game then ME2 is, besides just taking away the overheat feature. i mean bioware changed their harder difficulties to exclude the very thing that makes mass effect, mass effect.

its a big time lack of insight, effort, whatever it may be on biowares part to come up with such a sophmoric idea.

how do we make the game harder?

we take away everything the game offers, and just leave you with a gun.

way to go bioware, your really challenged yourself here.

#111
kalle90

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Revan312 wrote...
Why aren't heatsinks reusable after they cool off?


Out of the long list this is the thing that caught my eyes. It's obvious Bioware designed thermal clips as the common ones we have today (which all other games use too) and just tried to make up some weak excuse for them

It could make sense that the weapon loses accuracy, power and firerate as it heats up and it could make sense that a maximally overheated heatsink could become unusable for good. These things would ultimately do the same as the design in ME2 does: People want to aim instead of spam and in crowded battles they have to switch heatsinks

It doesn't help against the likes of frictionless material, but those aren't problems with the weapons themselves

#112
kstarler

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kalle90 wrote...
It could make sense that the weapon loses accuracy, power and firerate as it heats up and it could make sense that a maximally overheated heatsink could become unusable for good. These things would ultimately do the same as the design in ME2 does: People want to aim instead of spam and in crowded battles they have to switch heatsinks


This very thing has occurred to me. Personally, I'm fine with an acceptable level of plot holes in order to achieve greater gameplay. I think that the system in Mass Effect 2 is overall a better system than Mass Effect 1. And I stress "overall." There are things that I liked better about ME1, but even with the increase in plot holes in ME2, I think it's better overall. But that doesn't mean it couldn't be better, and I would like to see a hybrid of the two systems in ME3, as I posted before, and others have suggested.

And as far as the fact that some believe ME2 has become essentially a shooter with some neat but ultimately ineffective powers, I would be happy to point to some Adept Insanity videos that are pretty good examples of the effective use of powers. I actually started my Adept on Veteran and eventually ended up on Insantiy just because the enemies were dying too fast for me to chain my powers and make the game more fun/epic. And the Vanguard is a very unique hybrid design, though it doesn't really shine on higher difficulties until you max Charge and get some upgrades. With that said, I do agree that Soldiers and Infiltrators have an easier time through most of the game, and certainly have to spend less time pausing to use their powers accurately, which is my only real complaint about the Adept class. Using the hot keys in real time, it is far too easy to send a power at the wrong target and spend 6 or more seconds stuck in cover waiting on a cooldown.

#113
Siegdrifa

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tonnactus wrote...

Siegdrifa wrote...


While it can appear to be a logical idea, like i said above in the game you meet situation where you need to consume more ressources to burst the ennemy.

Where? The game already gave you heavy weapons for that.The game designers could also made biotics and tech powers stronger again.
(or allow it even some squadmates to use heavy weapons for a restricted time/if i remember it right,there was a picture with grunt holding a heavy weapon,with a large cooldown of course)
Or in hybrid system,with a restricted amount of thermo clips,like medigel,like someone else already suggest at to use in such emergency situations. The way they do it in Mass Effect 2 was the most unoriginal and lazy way imaginable. With gimping biotic and tech powers,that took away something unique the first game had.


I write why just under what you quoted.

I agree that heavy weapon where designed to help you overcome hard fight, but i don't find them suited for everything or not handy enough like your weapon.

and i prefer to have a weapon that i can count on while in situation A or B, not only situation A.
ME2 weapon actualy work great in both case, unless you take the wrong weapon.

Modifié par Siegdrifa, 24 septembre 2010 - 10:40 .


#114
SellaraAB

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You can have all the unlimited ammo you want. Just slap it on casual mode. People who care about reloading and not holding down the fire button mostly play hardcore, and insanity anyway. Simple fact is the firefights have more tension when you have to reload and have limited resources, this isn't Galaga.

#115
Terror_K

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Pocketgb wrote...

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.


Then you should find the Elder Scrolls series great because it offers you plenty options in character customization and personalization, but you don't because there's 'too much freedom'.

If that's the case, you should be able to respect Bioware attempted to put a balance on weapons via a limited ammo system so players don't use a sniper rifle as a shotgun, mid-range rifle, *and* long range sniping power machine. Yet you don't.


Do you purposefully just follow me through threads just to disagree with me at every point for the sake of it or something?

It's all about balance and providing freedom in the right areas as well as restricting players in the right areas. Oblivion fails because it allows a player to essentiall become a Fighter-Mage-Thief and everything else in between with no restrictions and thus allows them to become a God-character and master of all trades. ME2 actually has an almost similar failing due to a complete lack of non-combat skills and Shepard no longer being restricted in his tech abilities (or lack thereof) which means a class is no longer even truly unique and defined any more.

ME2 with it's ammo system actually limits roleplaying in a similar way. In Oblivion after creating one character you may have initially designed as a fighter, there's no need to create another because you discover your first character has also become a mage and a rogue in the process, meaning you can just stick with that one character and you never actually roleplay them in one role, instead just becoming an uber God at everything. In ME2 you take one of your three Vangaurds from the first game in and then discover there's no need to bring the others in, because while they may have been different in the first game in ME2 they're all the same now.

That's how it limits roleplaying. In the case of the former it's because there's too much freedom, and in the case of the latter it's because there's not enough and it forces you to be a particular thing rather being what you want to be. It should be up to the player what they want to use or not, and not be automatically decided by the game through narrowed and forced mechanics. Too many games as it is these days do half the work for you, trying to wrestle options and your own decisions from you to get you to do things the way they want you to. ME2 is guilty of this in many cases too, and it's a trend and mechanic I find horrible. As I said earlier, ME2 provides freedom to the player where it should restrict them and restricts them where they should be offered choice.

The reason I create different characters of different styles is to play them different ways. I want to use the Pistol in one playthrough and try things out, and then try a shotgun character in the next. That's the whole point of offering a choice, and the devs understood this in ME1. But now we're forced to essentially have all our classes built the same in one way using all the weapons at their disposal, and the only way we can ever change things up a little is with our bonus talents. Vanguard was my favourite class in ME1, but it sucks for me now in ME2 because it's so restrictive (and because I feel ammo powers are retarded and suck).

Modifié par Terror_K, 24 septembre 2010 - 10:59 .


#116
SellaraAB

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I'm relatively certain that you are in the vast minority with this idea, your only hope of it happening would be the casual setting.

#117
sinosleep

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The classes aren't defined? Dude, come on, seriously.

#118
Athenau

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I am an experienced shooter player. I play ME2 on insanity exclusively, and I prefer ME1's heat system, even though I almost never run out of ammunition in ME2.

It's not a question of difficulty, it's a question of immersion and taking the time to balance an interesting game mechanic (heat) as opposed to just throwing it out.

Instead we have the current system, where thermal clips magically respawn during all the setpiece battles (particularly ridiculous in one of the LotSB boss fights), enemies randomly drop thermal clips, and what's ostensibly universal ammo isn't (otherwise you could use all your clips on one weapon).

It's a stupid and jarring flaw in an otherwise fantastic game. I hope Bioware fixes this in ME3.

Modifié par Athenau, 24 septembre 2010 - 11:33 .


#119
Terror_K

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sinosleep wrote...

The classes aren't defined? Dude, come on, seriously.


Not really. The tech-based classes used to be the means of hacking and decrypting things on top of debuffing and weakening the enemy. Now they're just another combat class in another way and that's pretty much it. But then that's all ME2 is about now with character builds. There's no such thing as being a support class or specalising in non-combat abilities, because the game is now entirely focussed on killing your enemies and that's it. With a Vanguard biotic powers are so nerfed that you end up just shooting at them to take down their biotic-proof defenses, and once you've done that you might as well just shoot them again to finish them off rather than even use a biotic attack.

But that has little to do with the topic at hand directly.

#120
sinosleep

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I'll PM you.

#121
Zeus_Deus

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When I played ME2 for the first time I was firmly in the Unlimited Ammo camp because I kept running out.

Now that I've played through a few times on Insanity I feel quite different - I hardly ever run out of ammo.

Having limited ammo forces you to adopt new tactics and to use your squad powers more often - after all, you're squad powers are unlimited.

It also forces you to choose the correct squad member for an assignment/mission based upon whatever powers they have. For example if you go up against synthetics, choosing Tali or Legion saves you a bunch of ammo since you can use the AI hacking to get them to temporarily fight for you, and if you go up against Collectors, Thane and Miranda are excellent because their Warp power affects both Biotic Barriers and Armour saving you a bunch of ammo by not having to shoot these away.

Modifié par Zeus_Deus, 24 septembre 2010 - 11:46 .


#122
Siegdrifa

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Terror_K wrote...

Pocketgb wrote...

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.


Then you should find the Elder Scrolls series great because it offers you plenty options in character customization and personalization, but you don't because there's 'too much freedom'.

If that's the case, you should be able to respect Bioware attempted to put a balance on weapons via a limited ammo system so players don't use a sniper rifle as a shotgun, mid-range rifle, *and* long range sniping power machine. Yet you don't.


Do you purposefully just follow me through threads just to disagree with me at every point for the sake of it or something?

It's all about balance and providing freedom in the right areas as well as restricting players in the right areas. Oblivion fails because it allows a player to essentiall become a Fighter-Mage-Thief and everything else in between with no restrictions and thus allows them to become a God-character and master of all trades. ME2 actually has an almost similar failing due to a complete lack of non-combat skills and Shepard no longer being restricted in his tech abilities (or lack thereof) which means a class is no longer even truly unique and defined any more.

ME2 with it's ammo system actually limits roleplaying in a similar way. In Oblivion after creating one character you may have initially designed as a fighter, there's no need to create another because you discover your first character has also become a mage and a rogue in the process, meaning you can just stick with that one character and you never actually roleplay them in one role, instead just becoming an uber God at everything. In ME2 you take one of your three Vangaurds from the first game in and then discover there's no need to bring the others in, because while they may have been different in the first game in ME2 they're all the same now.

That's how it limits roleplaying. In the case of the former it's because there's too much freedom, and in the case of the latter it's because there's not enough and it forces you to be a particular thing rather being what you want to be. It should be up to the player what they want to use or not, and not be automatically decided by the game through narrowed and forced mechanics. Too many games as it is these days do half the work for you, trying to wrestle options and your own decisions from you to get you to do things the way they want you to. ME2 is guilty of this in many cases too, and it's a trend and mechanic I find horrible. As I said earlier, ME2 provides freedom to the player where it should restrict them and restricts them where they should be offered choice.

The reason I create different characters of different styles is to play them different ways. I want to use the Pistol in one playthrough and try things out, and then try a shotgun character in the next. That's the whole point of offering a choice, and the devs understood this in ME1. But now we're forced to essentially have all our classes built the same in one way using all the weapons at their disposal, and the only way we can ever change things up a little is with our bonus talents. Vanguard was my favourite class in ME1, but it sucks for me now in ME2 because it's so restrictive (and because I feel ammo powers are retarded and suck).


yeah yeah ... too much freedom kill the freedome, the sky is falling.

For Oblivion, they give you the freedom to choose your kind of freedom.
You want to travel dereclty from city to places where quest take place without exploring every donjon, ruin you encounter, you can do it.
You want to make a pure fighter or pure mage, you can do it.
You want to make a god, you can do it.
But don't make it sound like you can make a fighter-mage-thief as easy as a pure fighter a pure mage or a pure thief, because the choice of primary, and the number of secondary and third skill to  boost is a looooot more than  needed in comper of a pure classe.
You can "dislike", but can't complain that in Oblivion environement, you can make a good hybryd. In real life you know that some sientist are also great in litterature ? may be because any human with enough work and practice could do it...
So in Oblivion you can have greater magic skill while being a fighter, ok, but you will have to boost extra skill and it's FINE !

You would like to have 3 kind of vanguard, yeah it would be great, why not. But it would require lot more work. So the only things you have to "customise" your class is your power choice, the bonus power, and the weapon training. May be it's not enough to give a different touch between each.
But i find the gameplay of infiltrator, sentinel, adept an vanguard a lot more different in ME2 than they are in ME1.
In fact, i ME1 i liked only the adept and vanguard, just my opinion, not a fact.

To go back to ME2 weapon, like you said you don't like it when you can't take out a sniper at long range with a shot gun, the game should let you be able to do it.
This is not freedome, this exatcly where freedom has to be restricted !
Don't mistake TOOLS (weapons) and KNOWLEDGE.
Knoledge (in Oblivion for exemple) is an atribute like strength, agility, running, reading, writing etc all these in this category can be boosted with training (in game like oblivion and surprise it also work in real life).
Tools, like weapon (gun, ammunition, sword, mace i don't care) are designer for purpuse.
In reality, if you are in the military or a hunter, you choose your weapon and ammunition for a purpuse and reliability, you don't snipe with a shotgun beause the shape and the amunition is not good for that!
No matter childish your wishe are, a sword that can only "pierce" and not slash mean you can't complain if you wan't to use it for slashing.
You can't use maces to slash, you can't use katana to cruch, you can't use power full non precise weapon at short range to kill at long range.
IF you try to take out an ennemy at long range, you need precise weapon, if you try to pierce an amored plat, forget the shotgun and go for heavy piercing bullet.
There is nothing wrong designing a game and putting some limits to the tools from logical orbservation of the real world, beause observing how it works in the real world is the first bases (i said bases, not end).

Modifié par Siegdrifa, 24 septembre 2010 - 11:52 .


#123
Siegdrifa

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Zeus_Deus wrote...

When I played ME2 for the first time I was firmly in the Unlimited Ammo camp because I kept running out.

Now that I've played through a few times on Insanity I feel quite different - I hardly ever run out of ammo.

Having limited ammo forces you to adopt new tactics and to use your squad powers more often - after all, you're squad powers are unlimited.

It also forces you to choose the correct squad member for an assignment/mission based upon whatever powers they have. For example if you go up against synthetics, choosing Tali or Legion saves you a bunch of ammo since you can use the AI hacking to get them to temporarily fight for you, and if you go up against Collectors, Thane and Miranda are excellent because their Warp power affects both Biotic Barriers and Armour saving you a bunch of ammo by not having to shoot these away.


Yeah, and something great about this game is taking the right squad member make it more easy but it's not a necessity, you can play all the mission with your favorit squad mate.

#124
Roamingmachine

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The whole issue of heatsinks (Yes, heatsinks.Not clips.I think only bolt-lock rifles use clips these days.The rest of the guns use magazines.Yes, i'm being pedantic.) was, like so many other things in me2, a great idea that was implemented in a slapdash manner that completely ruined the idea.If they would have combined it with the old system and, say, upped the heat created with the presumed increase in weapon power it would have maintained continuity of lore as well as provided the gameplay balance that was sought.Then again this game had tracer rounds being fired by supposedly heat-sensitive guns....

Can anyone here say that they could have survived Aherns' special mission back on pinnacle station with the new system? Running around looking for heatsinks would simply not be an option during it due to the way the mission plays out.That alone tells me which one is the superior system in terms of lore.

#125
Terror_K

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Siegdrifa wrote...

You would like to have 3 kind of vanguard, yeah it would be great, why not. But it would require lot more work. So the only things you have to "customise" your class is your power choice, the bonus power, and the weapon training. May be it's not enough to give a different touch between each.
But i find the gameplay of infiltrator, sentinel, adept an vanguard a lot more different in ME2 than they are in ME1.
In fact, i ME1 i liked only the adept and vanguard, just my opinion, not a fact.


I don't find them that different honestly, but then I haven't tried them all in ME2 yet (I actually find the game hard to get into and stick with, while with ME1 I could play it dozens of times). In a sense the classes are more defined and different from each other and don't crossover as much as they did in ME1. But at the same time they are all pretty much about the same thing, and as I said earlier non-combat skills are basically non-existent now. And while there may be more variation between classes, there's less within the classes themselves. BioWare needed to actually keep the amount of skills about the same when they halfed the level, rather than more-than halving the skills as well. They also needed the branching off of talents to occur part-way through the skill tree rather than only at the end, and to make it more differentiated than always being a case of "the same, but either more damage or wider damage" and "the same, but either more damage or quicker cooldown", etc.

To go back to ME2 weapon, like you said you don't like it when you can't take out a sniper at long range with a shot gun, the game should let you be able to do it.
This is not freedome, this exatcly where freedom has to be restricted !
Don't mistake TOOLS (weapons) and KNOWLEDGE.
Knoledge (in Oblivion for exemple) is an atribute like strength, agility, running, reading, writing etc all these in this category can be boosted with training (in game like oblivion and surprise it also work in real life).
Tools, like weapon (gun, ammunition, sword, mace i don't care) are designer for purpuse.
In reality, if you are in the military or a hunter, you choose your weapon and ammunition for a purpuse and reliability, you don't snipe with a shotgun beause the shape and the amunition is not good for that!
No matter childish your wishe are, a sword that can only "pierce" and not slash mean you can't complain if you wan't to use it for slashing.
You can't use maces to slash, you can't use katana to cruch, you can't use power full non precise weapon at short range to kill at long range.
IF you try to take out an ennemy at long range, you need precise weapon, if you try to pierce an amored plat, forget the shotgun and go for heavy piercing bullet.
There is nothing wrong designing a game and putting some limits to the tools from logical orbservation of the real world, beause observing how it works in the real world is the first bases (i said bases, not end).


I think you're misunderstanding me here. I won't want a shotgun to be able to take out a long-distance enemy. What I want is to be able to play a character who specialises in close-range combat in one playthrough, one that specialises in mid-to-long range combat in another and then maybe one that mixes it up in a third. By forcing me to use weapons I have no desire to, it limits me to only playing that third option. I don't expect the weapons to be able to handle every situation, but instead I want to be able to play differently in the same situations, rather than be forced to play it the same way with the same style in every playthrough. That's why in DAO I create one fighter who uses sword and shield, one who uses a big two-handed axe and one who has a long-bow. I don't just have one fighter who uses all these things.