Ship.wreck wrote...
Check this out Spartas Husky:
If they're really just interchangeable heatsinks then the ones you eject will still cooldown like they would in the gun. So you could hold onto ejected clips and re-use them when the cool down, (or even before they cool down completely just won't have as much capacity). So you could just carry enough clips that by time you're burning through the last clip the first is full cooled, then by time you're re burning the first the second has cooled, and endless cycle of re-using clips and never having to wait for your gun or any one specific clip to cool!
Plus the gun should still be able to fire in the old school mode if you don't happen to have any clips handy somehow.
But like I said, although they explained it as "thermal clips" it was really just traditional limited ammo all allong. Any attempt to reconcile the explanation of thermal clips in the codex or game booklet with the actuall gameplay of thermal clips will fail, because the explanation was a lie.
Here's somethig about ammo types. Believe it or not with today's technology it's possible to load more than one type of ammo into a magazine and thus achieve the effects of multiple different ammo type in every load! In fact I was in the Navy and that was standard procedure. We'd load machine guns with a nasty cocktail of ammo types. Most rounds were standard, but every 5th would be a tracer round, and I forget the other numbers but let's say every 8th would be armor peircing and every 3rd would be explosive and every 7th would be incindiary etc.
So you should be able to program your ME future gun to cycle through ammo modes as your fire in the same way, or even get an upgrade that detects an enemy's defenses and automatically swithches ammo types accordingly. Everytime you aim at an enemy with sheilds the gun automatically shoots disrupter ammo, armor you auto shoot ap or incindiary etc etc. That would've been a sick upgrade! Becaues I spent alot of time slowly swithching ammo types in that game. Oh, he has sheilds equip disrupter, oops this guy has armor and he flanking me, swith to ap, uh-oh sheilds guy is kicking my but swith back to disrupter.... and some times I just had to shoot someone with an inefective ammo just because I didn't have time to switch back and forth. And that sucks when you've got limited ammo so you have to make your shots count as much as possible...
true enough, although for ... gameplay sake, I would have SOME weapons.. hint hint 'WEAPONS' out of many hint hint. That once they use a clip they burn it... maybe like the plasma shotgun, if you fire normally is fine, but if you charge the thing it burns the sink... or breaks it w/e you want to call it.
Best of both worlds really. ALthough in reality if I use a magazine I could essentially "keep" the magazine from todays rifles, but most dont go through the trouble of gathering the magazines since they are easily manufactured... unless of course the scenario is high risk and low probability of being supplied in which case you take longer to reload because you keep your spent magazines just in case.
Now in the event of Shep... most likely he will be able to reload or resupply from enemies so no point in keeping ejected heat sinks... although they should become good in a few secs.
Idea:
You use the m8 avenger. 1 sink provides energy absorbtion aka energy for 40 bullets.
If you use controlled pairs or 3 burst mode the cooldown is fast enough to work in between burst so you can basically fire indefinetily with one sink. But if you fire 10 shots in one go, it might fill 1/3 of the way. Which if you wait it can take 2 secs to cool off, not meaning you wont be able to fire, but if you want to go back to 0 heat it takes longer amount of time, the longer the bursts are. But IF YOU burn through all 40 and you dont want to eject the sink, it takes 8 secs instead since you over charged the thing.
But the option is there for you to just burn through, and eject at will, so you basically have a light machine gun type of supressive fire.
But like I said before. Even though you said weapons should be able to fire without a sink... that is not right I think since the weapon needs somewhere to store the heat otherwise they start to breakdown, at least that is what I remember from the ME1 codex, the heat from mass accelerators is too big to be vented normally.
So when you are left with ONE sink only. You are not able to eject it