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Disappointment With Mass Effect 2? An Open Discussion. Volume 2


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#326
Amathal

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Since i'm lazy and don't really care to look through the last 13 pages. I'm going to say my main %$@^& is that in both mass effect 1 & 2 is that while on the ship i could not look at my squads characters to put talents or squad points into there talents. I had to go to someplace like omega or the citidal and pick 2 sqaud mates at a time and put there points where i needed them. Which to me was a big pain in the @&* and caused me to spend unnessary time between load screens. If there is anything that i would love to change in ME3 is that. I want to be able to at least put talents where i need them on the Normandy.

#327
Turin_4

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Pot meet kettle. You keep listing those three, and even then you have only proven me wrong about shields. The other two you simply declared me wrong based on your own imaginings and refuse to believe you could be wrong instead (which interestingly is what you are accusing me of doing).




No. The Codex specifically points out that communications are handled through things such as relays and are not just broadcast through open space (how could they be?), meaning your idea of a ship near the 'derelict' Collector ship and the Turian patrol being necessary to intercept the distress signal being necessary was wrong. The Codex also points out that frigates are the ships used the way you want a cruiser to be used, that they're the small surgical strike capital ships, they're the ones that go furthest afield alone, they're the fastest and the most agile.



Weapon mods are believable. They were part of the culture of the game. Putting a thing A (weapon mod) into a thing B (the weapon) implies that thing B will do something new (firey bullets, electromagnetic bullets, etc.) All of a sudden, mods are gone, and it's now a "skill", which somehow makes bullets be on fire, be electromagnetic, etc., without any explanation or cause as to why this is.




No, first your criticism was, "Ammo powers themselves are just ridiculous. You have a power to just slap a 'coating' on something to make it shoot fire? At the press of a button? That's just silly." You want me to quote you, smudboy, or will you just dispense with the bull****?



You're arguing it's more believable that a weapon skill is more believable.




Well, what I'm really arguing is that not everything from ME1 must be preserved in ME2, but hey.



In ME2, it's a skill. I don't know what/how a skill makes bullets firey/electromagnetic/anti-biotic shield/anti-armor. Something cannot come from nothing.




Right, this again. Like AI Hacking is a skill that comes from 'nothing', right? Like Warp comes from 'nothing'. You cannot just suspend disbelief far enough to say that, "Hey, these experienced combat specialists have a skill that permits them to use a little tool that modifies their weapons and ammunition to do something a bit differently in a short period of time?"



Go make a video, man, and crow about how smart you are. Moiaussi, go watch his videos:)




#328
Turin_4

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Essentially that. It's like loading a weapon with an attachment, or a type of ammo. If you have that attachment or ammo, voila, that's what the gun shoots.




YOu realize, in ME1, what the gun shoots is essentially a block of metal that is sheered off of according to range, windage, etc. based on a microcomputer's calculations, right? That's why you had effectively unlimited ammunition in ME1?

#329
smudboy

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Turin_4 wrote...

Essentially that. It's like loading a weapon with an attachment, or a type of ammo. If you have that attachment or ammo, voila, that's what the gun shoots.


YOu realize, in ME1, what the gun shoots is essentially a block of metal that is sheered off of according to range, windage, etc. based on a microcomputer's calculations, right? That's why you had effectively unlimited ammunition in ME1?

Yes, what's your point?  Why are you talking about unlimited ammunition?????????????????

We're talking about weapon mods in ME1 and ammo powers in ME2.

A weapon mods is a THING you put into ANOTHER THING (a gun) to make it SHOOT DIFFERENT THINGS.  This.  Makes.  Sense.

An ammo power is a bunch of buttons you press on a gun.  Which make it shoot different things.  This.  Doesn't.  Make.  Sense.

#330
Turin_4

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Yes, what's your point? Why are you talking about unlimited ammunition?????????????????


Because you said you shoot different ammunition depending on what mods you have, and that's technically incorrect.  It's just a quibble.  Because in ME1, why does it make sense that you can somehow modify your chunk of metal to give it disruptive powers or incendiary powers with just a little piece of technology...but somehow you can't do that in ME2 with 'just a few pushes of buttons'?

That. does. not. make. sense.

In ME2, your ammunition is still a chunk of metal.  The clips aren't actually ammunition, they're just a mechanism by which you fire (which while we're expressing disappointment, was pretty sloppy storytelling, I think).  The tiny pieces of metal which are sheared off of that chunk must get modified somehow to give you disruptor, cryo, incendiary, warp, armor piercing, and shredder ammunition.  In ME1, you could do this with a tiny piece of technology that could be held in the palm of your hand and be applied to a weapon almost instantly even in combat.

In ME2, they made a gameplay change.  They decided, OK, not only can not just anyone not use any kind of weapon, but not anyone can use specialized ammunition, but with training, the weapons specialists can spread their training to the rest of their squad.  In order to do this, they can...with a few keystrokes, in a matter of a few moments, do something to their weapons, apply many of the exact same effects to ammunition as were applied in ME1.

That. does. not. make. sense.  No, wait a second, functionally it's very, very similar.  If you criticised, "Why can't everyone use ammo powers?" that would be one thing.  It would be silly, because frankly things change between games, but it would at least be valid.  But to complain that ammo powers are somehow so over-the-top silly especially compared as to ME1's modded ammo?  Nonsense, for all the above reasons.

An ammo power is a bunch of buttons you press on a gun. Which make it shoot different things. This. Doesn't. Make. Sense.


You can use as many periods as you like. If an ammo power is just 'pressing a button on a gun', then AI hacking is as easy as pressing a damn button on an omni tool, smudboy. It's just a gameplay device, that's all! Just because

Modifié par Turin_4, 05 octobre 2010 - 06:11 .


#331
Moiaussi

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Turin_4 wrote...

No. The Codex specifically points out that communications are handled through things such as relays and are not just broadcast through open space (how could they be?), meaning your idea of a ship near the 'derelict' Collector ship and the Turian patrol being necessary to intercept the distress signal being necessary was wrong. The Codex also points out that frigates are the ships used the way you want a cruiser to be used, that they're the small surgical strike capital ships, they're the ones that go furthest afield alone, they're the fastest and the most agile.


And how does any given transmission get to the nearest bouy? Through open space. Quit assuming answers and ask for clarification if something doesn't make sense to you. At the very least, stop assuming that your interpretation is the right one.

Regarding frigates, that may be true... unless the prey is a cruiser, which it is known to have been since the normandy was shot down by one. Frigates are the fastest and most agile tacticly, but unlikely strategicly. For that matter since any ship can accelerate to FTL, frigates cannot have a higher max tactical speed, codex or no. They can have a better accelleration, which might be what is meant.... By the way, I am going to have to check the codex later, but frigates are not normally considered captial ships. That may have been a slip of the tongue on your part though?

Right, this again. Like AI Hacking is a skill that comes from 'nothing', right? Like Warp comes from 'nothing'. You cannot just suspend disbelief far enough to say that, "Hey, these experienced combat specialists have a skill that permits them to use a little tool that modifies their weapons and ammunition to do something a bit differently in a short period of time?"

Go make a video, man, and crow about how smart you are. Moiaussi, go watch his videos:)


You figure an ammunition choice is comperable to hacking or having a biotic 'superpower?' Wow....

#332
smudboy

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Turin_4 wrote...

Because in ME1, why does it make sense that you can somehow modify your chunk of metal to give it disruptive powers or incendiary powers with just a little piece of technology...but somehow you can't do that in ME2 with 'just a few pushes of buttons'?

That. does. not. make. sense.


You're putting something INSIDE of another object, to make it DO something else.  This implies that's the purpose of such a thing.  It is a weapon mod: as in, a modification.  It modifies the gun.  In this case, it modifies the guns bullets.  It is an external thing, that installs itself into another thing, for a given outcome.

Now if this doesn't make sense, you can't read.  To correct this, you simply have to reread that paragraph above.  Or learn what modification means.

In ME2, there are no weapon mods.  They're gone.  Instead, the similar effects have been replaced with skills, which somehow translates to pushing a bunch of buttons on a gun.  Now unless EVERY gun in existence has these features already in them, well, they'd have to either explain that, or retcon guns ONCE AGAIN to account for it.  That is to say, there'd have to be some kind of "skill" in "hacking" a gun in some kind of computer/electronic/engineering manner, that a soldier would suddenly have weapon-tech skills that enables all these magical powers coming out of a gun.

An ammo power is a bunch of buttons you press on a gun. Which make it shoot different things. This. Doesn't. Make. Sense.

Yet in ME2, this is exactly what happens.  I'm glad you agree with me.

A normal gun fires bullets.

You put a weapon mod in a gun which makes it fire different kinds of bullets.

What's so hard to understand here?

Gun = Fires normal bullets
Gun + Weapon mod = fires special bullets.

Compare this to ME2:

Gun = fires normal bullets
Gun + someone pushing a few buttons = fires special bullets.

Whereas in ME1, we've changed the physical nature of the gun.  This could be anything form firing different bullets, to replacing the barrel, to reducing recoil, overheating, etc.  We're physically changing the gun: which somehow includes changing the type of bullets that are fired.

In ME2?  Someone pushes a few buttons on the gun and they magically fire different kind of bullets.  Apparently a soldier is "skilled" in this practice and can fire all 3 kinds.

You can use as many periods as you like. If an ammo power is just 'pressing a button on a gun', then AI hacking is as easy as pressing a damn button on an omni tool, smudboy. It's just a gameplay device, that's all! Just because


This is NOT about AI hacking.

This is about Weapon Mods in ME1, and the Ammo Powers in ME2.  Deal with it.

Modifié par smudboy, 05 octobre 2010 - 06:14 .


#333
Moiaussi

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Turin_4 wrote...

Because you said you shoot different ammunition depending on what mods you have, and that's technically incorrect.  It's just a quibble.  Because in ME1, why does it make sense that you can somehow modify your chunk of metal to give it disruptive powers or incendiary powers with just a little piece of technology...but somehow you can't do that in ME2 with 'just a few pushes of buttons'?

That. does. not. make. sense.


One module superheats the fragment, another super cools it, another irradiates it or coats it in toxins, etc etc etc. The only one I can think of that is a little hinky is explosive. For that the mod might be subsituting a different type of block (which could also be part of any of the others too). The point is, however it was accomplished, it was tech and anyone could do it.

#334
Turin_4

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And how does any given transmission get to the nearest bouy? Through open space. Quit assuming answers and ask for clarification if something doesn't make sense to you. At the very least, stop assuming that your interpretation is the right one.




Dude, when this came up, you posed two possibilities. Either tIM had a ship nearby to 'jam the transmission' or there were never any Turians at all. You can claim all you like now, covering your backside, that you didn't really mean that, but *shrug*. You suggested he couldn't have jammed the signal without a ship nearby. Not me. That was you. You're still clinging to it. Even now.



FTL isn't a tactical speed, if I understand the ME universe correctly. And as for other matters, maybe we can talk now about Shepard needing to fly a flag to have her ship be identified, hm? I notive you've dropped that little notion entirely as well. Here's another little bit of information that, a week from now, I expect you'll pretend never to have been wrong about: ships, even now, aren't actually identified by the identity they broadcast or what flags they have painted on their hulls.



And as for other wrongheaded ideas, how about we get back to the Zaeed in a security station idea of yours, hm? There's another one. I think we're up to about an even half-dozen ideas of yours about ME2 that you're just flat-out provably wrong about that you still cling to. Shields, communications, the use of frigates, how ships are identified, Zaeed rooming in a security station. But, by all means, continue to lecture me, talk to me about assuming answers, please do.



You figure an ammunition choice is comperable to hacking or having a biotic 'superpower?' Wow....




No. If you were paying attention - a funny notion - you would see that what I'm saying just because all we see is a button push in the game doesn't mean that's all that's happening. All we see with AI Hacking is button pushing. That's not all that's happening there, obviously.

#335
Turin_4

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This is NOT about AI hacking.



This is about Weapon Mods in ME1, and the Ammo Powers in ME2. Deal with it.




Oh, of course it's not about AI Hacking. It can't be. It's about 'button-pushing.' Are your videos this full of dishonest rhetoric, smudboy? Your complaint here (it's not really substantive enough to warrant the more legitimate term 'criticism') is that 'there's nothing being done, it's just pushing buttons!'.



Well, to examine the fairness of that complaint, we have to look at things like AI Hacking, because you push buttons there, too. So yes, it IS about AI Hacking.



One module superheats the fragment, another super cools it, another irradiates it or coats it in toxins, etc etc etc. The only one I can think of that is a little hinky is explosive. For that the mod might be subsituting a different type of block (which could also be part of any of the others too). The point is, however it was accomplished, it was tech and anyone could do it.




Is that what it was? I didn't remember the Codex explanation for modding. So - bear with me here, huge suspension of disbelief involved! - perhaps...hold your breath...it works much the same way in ME2. They just decided, for balance terms, that not everyone can do it.



There. Exhale. Relax. The sun still shines. The earth rotates about its axis.

#336
smudboy

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Turin_4 wrote...


Oh, of course it's not about AI Hacking. It can't be. It's about 'button-pushing.' Are your videos this full of dishonest rhetoric, smudboy? Your complaint here (it's not really substantive enough to warrant the more legitimate term 'criticism') is that 'there's nothing being done, it's just pushing buttons!'.

Well, to examine the fairness of that complaint, we have to look at things like AI Hacking, because you push buttons there, too. So yes, it IS about AI Hacking.

Considering we're discussing Weapon Mods and Ammo Powers, this has nothing to do with AI hacking.

#337
Moiaussi

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Turin_4 wrote...

Dude, when this came up, you posed two possibilities. Either tIM had a ship nearby to 'jam the transmission' or there were never any Turians at all. You can claim all you like now, covering your backside, that you didn't really mean that, but *shrug*. You suggested he couldn't have jammed the signal without a ship nearby. Not me. That was you. You're still clinging to it. Even now.


Ok, lets get this cleared up. Yes I said those things, but you failed to disprove them. This is what I said (back on page 6):

EDI made it clear that the distress call was fake. If there was an attack, why wouldn't the Turians investigate, distress call or not? And if TIM didn't block the transmission (how do you block such a transmission anyway without a ship near?) then the Turians would presumably have realized it was fake, and might suddenly have had reason to consider the threat real, and to take Shepard seriously.


This was your reply (on page 7):

EDI did not make it clear the entire transmission was a complete fabrication. As for how you block it, such a transmission would have to travel through FTL relays in the ME universe, and such things would of course be partially suborned by tIM, that's how. Having a ship nearby would not be necessary, just a program throughout FTL networks. It was never made clear the Turians didn't investigate, just that they hadn't investigated as of the time of the Normandy's arrival.


I then linked a clip of the conversation with EDI in which she states clearly that the entire transmission was faked, meaning there were no Turians in the region. Your suggestion that TIM can hack and jam any comm bouy anywhere, with no ships intervening is completely unsubstantiated, and nonsensical. As for the Turians not investigating, since the initial transmission was fake, and since the Turians never got it, why would they be investigating? Your only response to those questions has been to spout strawmen by way of misrepresenting my statements to the point you don't seem to have any grasp on the truth.

FTL isn't a tactical speed, if I understand the ME universe correctly. And as for other matters, maybe we can talk now about Shepard needing to fly a flag to have her ship be identified, hm? I notive you've dropped that little notion entirely as well. Here's another little bit of information that, a week from now, I expect you'll pretend never to have been wrong about: ships, even now, aren't actually identified by the identity they broadcast or what flags they have painted on their hulls.


Of course FTL isn't a tactical speed, however anything less than FTL is. SInce you have to accelerate to FTL to go FTL, you presumably have to be capable of any and every sub FTL speed. These aren't jump drives. FTL is simply 'going faster.'

And as for other wrongheaded ideas, how about we get back to the Zaeed in a security station idea of yours, hm? There's another one. I think we're up to about an even half-dozen ideas of yours about ME2 that you're just flat-out provably wrong about that you still cling to. Shields, communications, the use of frigates, how ships are identified, Zaeed rooming in a security station. But, by all means, continue to lecture me, talk to me about assuming answers, please do.


Declaring things wrong doesn't make you right. Stop this garbage and back your position up with something better than 'ha ha you are wrong because I say so.' You have not explained why noone cares about Zaheed hacking the Normandy's security (your explaination, which is arguably scarier than simply being in a security station). In what way is your defense of the writing actually a defense rather than just pointing out an alternative example of bad writing?

No. If you were paying attention - a funny notion - you would see that what I'm saying just because all we see is a button push in the game doesn't mean that's all that's happening. All we see with AI Hacking is button pushing. That's not all that's happening there, obviously.


Lol, with hacking the skill is in having written the software and modified the omnitool in the first place and minor adjustments on the fly, and keeping it updated, including likely field adjustments to the algorithms. With biotics, it is probably less than pushing buttons, it is simply a matter of doing. Both the hardware and software aspects of hacking involve skills. Biotics involves innate abilities. Changing ammo type involves..... what skill exactly?

#338
Moiaussi

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smudboy wrote...

Considering we're discussing Weapon Mods and Ammo Powers, this has nothing to do with AI hacking.


At this stage I think it is clear he is either trolling or delusional. He has a bad habit of making straw men to convince himself he is right then using them to try to accuse others of being dishonest, since they don't agree with his versions of the what anyone actually has said.

#339
Turin_4

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Considering we're discussing Weapon Mods and Ammo Powers, this has nothing to do with AI hacking.


Follow along with me. My point is not about AI hacking at all. My point is that your point of, "Ammo powers via pushing some buttons are silly," is nonsense because, hey-presto, in ME2 you don't actually do anything powers-related just by pushing a few buttons. To wit, look at AI-hacking.

And, no moiaussi, that's not what your clip showed. EDI did not say the entire thing was faked, She said it was lacking certain elements which would be necessary for tIM to believe the message was authetically Turian in origin.  That is not the same thing as definitive proof there were never Turians there in the first place!  Is your imagination really so lacking that you can't concoct one very simple explanation?  Namely, there were possibly Turians - just as a possibility - but they were destroyed before they could send their own, legitimate and/or complete distress signal?

But that tIM, ruthless opportunist that he is, sent the team in anyway?  That's one very obvious possibility.  But instead of that, you leap to the solution which flatters your ego.  There must of course never have been any Turians.  Or if there were, tIM jammed the transmission somehow, because he couldn't jam all comm relays...or something, or something else or something else again.

Furthermore I also didn't say he could hack any comm system anywhere anytime. But...of course! Plenty of strawmen, yes.

But, smudboy and moiaussi, if it soothes your ego to call that delusional, by all means, go ahead and do so.

Modifié par Turin_4, 05 octobre 2010 - 08:05 .


#340
Turin_4

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Lol, with hacking the skill is in having written the software and modified the omnitool in the first place and minor adjustments on the fly, and keeping it updated, including likely field adjustments to the algorithms.




'Field adjustments to the algorithms'? Admit it. You just made that up. You have no idea what it means. Especially when you consider that someone, such as, say, Tali, can AI Hack something, charge across the field completely ignoring their omnitool, and that thing stays hacked. They don't have to 'make adjustments'. It all happens with the 'push of a few buttons'. It's just one of those video game conventions.



Everyone else just deals with it, but you pair of Internet Critics who can do everything better, noooooooooo.

#341
smudboy

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Moiaussi wrote...

smudboy wrote...

Considering we're discussing Weapon Mods and Ammo Powers, this has nothing to do with AI hacking.


At this stage I think it is clear he is either trolling or delusional. He has a bad habit of making straw men to convince himself he is right then using them to try to accuse others of being dishonest, since they don't agree with his versions of the what anyone actually has said.


Yup.  He's completely avoiding the question.

All because a skill that magically changes the physical nature of a thing is more believable, than adding a piece of technology that actually "modifies" the physical nature of a thing.

#342
cachx

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Yeeesh, can you just abstract the whole ammo mod thing?
Gameplay wise, it makes sense that only combat-oriented classes  can use ammo mods, it's their "power".

#343
Iakus

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Turin_4 wrote...


Considering we're discussing Weapon Mods and Ammo Powers, this has nothing to do with AI hacking.


Follow along with me. My point is not about AI hacking at all. My point is that your point of, "Ammo powers via pushing some buttons are silly," is nonsense because, hey-presto, in ME2 you don't actually do anything powers-related just by pushing a few buttons. To wit, look at AI-hacking.


Okay, I'm a bit confused here. 

I can accept a tech expert can use their omnitool to send a stream of code to gain control of a synthetic for a few seconds.  Or to overload a system, or whatever.

I can accept a power like Reave, Biotic Charge, or Stasis to be  highly specialized biotic attacks

But how can a character not notice a switch on their gun that alters the rounds they fire?

For example, my Infiltrator takes a rank of cryo ammo.  Hey!  Where did this button on my gun come from?  A few taps and he's firing cryo rounds.  Garrus, however, cannot do the same, even if we have the same sniper rifle.

This is why mods make more sense.  You put something into on attatched to the weapon to alter the rounds fired.  Irradiating them, treating them chemically, envenoming them, or whatever. 

Now, there is merit to the compaint that you shouldn't be able to just pop them in and out instantly.  I can definitely see it taking time, or special tools, or whatever, making it not a trivial matter to change ammo types. But is shouldn't be a power to simply tap the top of your weapon to make the red, blue, or whatever color symbol pop up .

Again, this stuff is minor league compared to the problems I had with the story, but it is one of the things about combat I'm not so happy about.

#344
Turin_4

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Yeeesh, can you just abstract the whole ammo mod thing?

Gameplay wise, it makes sense that only combat-oriented classes can use ammo mods, it's their "power".




Exactly! It's just a gameplay convention, in exactly the same way that it's completely unbelievable that the Geth on Haestrom can be AI hacked with the exact same omni-tool button push from Shepard that the Geth on Heretic Station from Legion or Tali or Shepard weeks or months later.



But how can a character not notice a switch on their gun that alters the rounds they fire?




Because it's not actually a switch on the gun, any more than in ME1 characters could instantly and effortlessly mod their weapons and armor with anything and everything or in ME2 characters can instantly and effortlessly and completely without any sort of focus mod ammo, hack AIs, use biotics, or neurally shock foes. Or for that matter, resurrect allies, pump adrenaline, cloak, or all sorts of other things.

#345
Moiaussi

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Turin_4 wrote...

Exactly! It's just a gameplay convention, in exactly the same way that it's completely unbelievable that the Geth on Haestrom can be AI hacked with the exact same omni-tool button push from Shepard that the Geth on Heretic Station from Legion or Tali or Shepard weeks or months later.


Why is that unbelievable? As I said, the tech had the extra time to keep updating their hardware and/or software too. That is completely different from using specific ammo or not.

Because it's not actually a switch on the gun, any more than in ME1 characters could instantly and effortlessly mod their weapons and armor with anything and everything or in ME2 characters can instantly and effortlessly and completely without any sort of focus mod ammo, hack AIs, use biotics, or neurally shock foes. Or for that matter, resurrect allies, pump adrenaline, cloak, or all sorts of other things.


You do realize this is science fiction. The concept of modular weapons is plausable. The concept of hacking is plausable (even if it is a bit of a stretch to do so remotely). Biotics are a superpower, but are reasonably consistant and self contained. Neural shock? Why is it so hard to believe that someone who helped develop the genophage could develop a fast acting paralytic agent? He also was able to find a counter to the swarms.

Ammunition does not need that kind of deeper explaination. All it needs is an acceptance of there being a universal standard for such modules. That may be far fetched to some for various reasons, but is still plausable.

#346
Therion942

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Turin_4 wrote...


But how can a character not notice a switch on their gun that alters the rounds they fire?


Because it's not actually a switch on the gun, any more than in ME1 characters could instantly and effortlessly mod their weapons and armor with anything and everything or in ME2 characters can instantly and effortlessly and completely without any sort of focus mod ammo, hack AIs, use biotics, or neurally shock foes. Or for that matter, resurrect allies, pump adrenaline, cloak, or all sorts of other things.


Except it very clearly is a switch on the side of the gun that somehow lets it spew fire. Unless stated otherwise, this is exactly what is happening. You are hitting a switch, and then your gun shoots fire. It's unbelievable, it's nonsensical, it's downright insulting that the narrative is so detached from the gameplay that this needs an actual argument about it. In ME1, though you never physically saw Shepard load it up with specialized ammunition, there was a realistic distinction of what you were doing that didn't annihilate immersion upon a closer look.

Don't do stupid things that break flow unless you're going to back them up

#347
Moiaussi

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Turin_4 wrote...

And, no moiaussi, that's not what your clip showed. EDI did not say the entire thing was faked, She said it was lacking certain elements which would be necessary for tIM to believe the message was authetically Turian in origin.  That is not the same thing as definitive proof there were never Turians there in the first place!  Is your imagination really so lacking that you can't concoct one very simple explanation?  Namely, there were possibly Turians - just as a possibility - but they were destroyed before they could send their own, legitimate and/or complete distress signal?

But that tIM, ruthless opportunist that he is, sent the team in anyway?  That's one very obvious possibility.  But instead of that, you leap to the solution which flatters your ego.  There must of course never have been any Turians.  Or if there were, tIM jammed the transmission somehow, because he couldn't jam all comm relays...or something, or something else or something else again.


If there were really Turians there, why would the distress call be fake? Why wouldn't TIM say when challenged that the Turians were using an outdated code? Or more importantly, why isn't Shepard even thinking about trying to rescue the Turians?

Furthermore I also didn't say he could hack any comm system anywhere anytime. But...of course! Plenty of strawmen, yes.


Really? You insisted he didn't need a ship to jam the transmission, so that implies from anywhere, and unless you can give a really good reason why he would have that and only that comm bouy hacked, you have basicly said he can hack any of them on the fly. Now you are the one backpedalling.

#348
RiouHotaru

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...Wait wait wait...we're arguing about AMMO powers?! A fairly obvious gameplay mechanic? And we're trying to argue that a GAMEPLAY mechanic makes no sense in the STORY? I smell a Gameplay Vs. Story Segregation trope cooking...But seriously, it doesn't have to make perfect sense. If you're going to use the "skillpoints equals knowledge" then the entire RPG-element of the game makes no sense either. Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.

#349
Rhomer

Rhomer
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Not having Wrex's Friend and Nemesis Aleena kinda disappointed me

#350
Moiaussi

Moiaussi
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RiouHotaru wrote...

...Wait wait wait...we're arguing about AMMO powers?! A fairly obvious gameplay mechanic? And we're trying to argue that a GAMEPLAY mechanic makes no sense in the STORY? I smell a Gameplay Vs. Story Segregation trope cooking...But seriously, it doesn't have to make perfect sense. If you're going to use the "skillpoints equals knowledge" then the entire RPG-element of the game makes no sense either. Ammo powers don't need nor require an explanation for how they exist or why pressing a few buttons activates them. It's not relevant. It's a gameplay mechanic so that Soldiers weren't boring as all hell.


Gameplay can be immersive or can non-immersive. That particular aspect was distracting. Besides the question of why only specific classes can use certain ammo types and  why there are skill ranks in specific ammo types, there is the question of why ammo has to be reset for each weapon each mission.

Why does questioning those things invalidate the entire RPG element of the game?