Lumikki wrote...
Oblarg wrote...
Lumikki wrote...
Oblarg wrote...
Ammo did not make ME2 more tactical. Ammo made ME2 more tedious.
Depense from who you are asking this. In my opinion ME2 ammo limit did make it more tactical, because player will use more different kind of weapons that way. Choosing correct weapon in correct situation is also tactics. How ever, these different opinions seem to be reflecting more every players combat gameplay style, than actual tactics.
PS: Weapons overheat (cooldown) has ZERO thing to do with ammo limits from gameplay perspective. People just try to justify something based lore.
You never really had to be mindful of what gun/ammo you used as long as you spent enough time scrounging around for thermal clips after each fights.
That's not tactics, that's tedium.
Like I allready sayed, this depense who you are asking. I disagree with you 100%.
My proposed solution? Bring back the original overheat/cooldown system. Double or triple the amount of time it takes to cool down your gun if you fully overheat it. Have thermal clips be somewhat like medi-gel or grenades in the first game - you can carry around five of them, and they're not that easy to find. If you overheat your weapon and *really* need to put more rounds downrange, you use a thermal clip, however if you're smart and don't fully overheat your gun/mod it such that it doesn't overheat easily (of course, that would require bringing back weapon mods and an inventory) then you won't have to worry about it. I've been saying this since before ME2 came out.
Overheat has ZERO thing to do with ammo limits in gameplay system. I'm not interested anything cooling, overhead or even chane of clips. They have ZERO meaning.
It's not THAT difficult to understand this thing. From ME1, the weapons used solid blocks of metal as a source of ammo. They shaved off small amounts and converted into plasma and fired. It is virtually the same thing as unlimited ammo because it would take a LONG time to use up even a common, small, contemporary 10-round magazine-sized block of metal. To make it less of a cheat (unlimited ammo is cheating) they made the weapons subject to overheating. Not unreasonable actually since you are firing plasma balls (plasmas are ultra-hot, they are surface of the sun hot, even corona of the sun hot which is an order of magnitude hotter than the surface).
It was actually a clever design idea. Not unreasonable at all. Now, with thermal clips, there's actually no reason to call them "thermal clips" except as part of legacy. They might as well be magazines of bullets laying around - a pain-in-the-ass-silly conceit overused in ALL shooter games. There is NEVER a bunch of full magazines for whatever weapons you are carrying laying around all over the place. You have ONLY what you carry, about 300 rds. The only REAL hope you have in real circumstances after you use up your ammo is to 1) acquire extra from comrades, or 2) take from fallen comrades, or 3) pick up a weapon from a fallen badguy and use whatever of THEIR ammo you can find.
I prefer the original. Block of metal, virtually unlimited supply (for all practical combat purposes) of rounds, but balanced with the fact that your weapon can overheat from overuse rather quickly. But then, REAL weapons also overheat if overused - you can get cookoff of rounds as a result. For high rate of fire weapons, you can also get a nice, solid, essentially permanent jam.
Pick your poison: 300 rds or so - and that is for your AR...you get less for your shotgun. Handgun rounds have to be juggled and balanced AGAINST your AR rounds. And then your sniper rifle rounds are even more limited. Or...block of metal in each weapon providing near unlimited ammo but with an overheat issue because of super hot plasma.
Magic weapons not allowed (those with unlimited ammo and no other issues like overheating).
Anything LIKE a magic weapon is cheating and ruins the game, so why play it? Might as well demand God Mode and No Clipping so there's no challenge at all.
Modifié par Getorex, 29 octobre 2010 - 01:42 .