Matchy Pointy wrote...
Gegenlicht wrote...
FlintlockJazz wrote...
I really liked the ability to mod the weapons in AP, and felt that it was something ME and ME2 could've learned from.
The equipment system of ME2 is a bloody mess. I can't even tell which gun is better for which job until I've done extensive testing cause they did away with weapon stats. That said, ME1 DID have moddable weapons in a similar vein than AP.
It seems I'm one of the few that liked the equipment system in ME2 (though it could have used more statistics on the weapons).
At the risk of going off-topic again.
I DID like the concept that weapons were essentially manufactured by you on-board.
That concept exploded the moment they introduced weapon lockers that could put out your highly specialized weaponry. If a weapon 'locker' on a random planet has the capability to produce my advanced firearms, why aren't my enemies using them? Why are the Krogans coming at me not using the Krogan BFG shotgun my Vanguard's lugging around? The idea is nice, but the game fails to give the concept weight.
In that context, making ammo types a skill function makes no sense either.
I'd have preferred to see the modding brought back as a part of the minifacturing processes done on board, maybe employing limited materials picked up as bonuses during planet scans. That just so you have to pick and choose whether Legion or you gets the rifle with warp ammo and an ultra-heavy barrel.
To bring this back to the topic of DA2, let me just say I hope the inventory still shows us all stats rather than relying on the star system too much.
The lack of stats was horrible too. I can't to this day tell which heavy handgun is the best at the end of the day. I'm really thinking they balanced firing speed, clip size and damage so that they all perform equally well over time.





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