I believe that turning all the ammo modifications into powers for ME2
was a mistake.
It was really annoying in ME2 that if I wanted to use warp or toxic or
anti armor ammo I had to have a specific squad mate with me and they had
to be loyal AND I had to evolve their power to squad ammo mod.
I would really like them to make ammo mods item/upgrades that we can
install into our guns maybe with the F# keys and make ACTUAL powers and
skills for soldier classes.
I really miss immunity, shield boost and lots of the other soldier
abilities.
I would really like for them to make all ammo mods available as
purchasables or items and not rely on them as "powers" because I really
fail to see how that makes any sense.
...Im a soldier so only I know how to insert a flame ammo mod?...
That's like me being in a battle and saying "it's ok! I will now use my
power of *inserting large magazine into gun!!!* or something."
Vote: social.bioware.com/903531/polls/13402/
Do you want ammo mods to still be considered as "powers" in ME3?
Débuté par
BiancoAngelo7
, déc. 27 2010 07:05
#1
Posté 27 décembre 2010 - 07:05
#2
Posté 27 décembre 2010 - 07:11
I think the only mistake Bioware made with them in ME2 was that the setting for NPCs to "automatically use powers" was ignored in the specific case of ammo powers when it was disabled. So even if you had NPCs not using powers automatically, they'd still cast (and overwrite) any squad ammo power you may have used with their own abilities--which was really annoying.
#3
Posté 27 décembre 2010 - 07:12
Those soldiers skills just sucked the fun out of me1 for me imo. I also prefer the ammo powers.
#4
Posté 27 décembre 2010 - 07:14
Nope, I preferred Ammo mods being ammo mods.
#5
Posté 27 décembre 2010 - 07:16
As an infiltrator why if i decided to mod my weapon should i have to have a "recharge time" in order to use any of my tech powers?! They have nothing to do with my weapon. It makes no sence
Bioware needs to fix this!
Bioware needs to fix this!
#6
Posté 27 décembre 2010 - 07:17
I think there should be a crafting option in the lab to enhance weapons (accuracy, stability, etc.). Maybe ammo powers could be an option in the craft menu.
#7
Posté 27 décembre 2010 - 07:20
Well, that's a tricky question. I preferred the way ammo worked as powers because it was easier to change during battle and it happened on-screen. I really don't mind ammo being powers, BUT as long as:
1. They're not class locked. That was stupid and forced me to use characters I wouldn't, story-wise. Ammo are powers in gameplay terms, fine, but in-universe they're still ammo - let me choose what each character can equip. And preferrably 2x ammo types per character.
2. Let me use resources to give squad members talent points that can be specifically used to level ammo; otherwise, just buy ammo upgrades from the stores.
So, I liked how ammo were loaded into the guns in ME2 and that there were just 4 grades, instead of 10. I didn't like how character-limited they were and that they were level-scaling powers.
1. They're not class locked. That was stupid and forced me to use characters I wouldn't, story-wise. Ammo are powers in gameplay terms, fine, but in-universe they're still ammo - let me choose what each character can equip. And preferrably 2x ammo types per character.
2. Let me use resources to give squad members talent points that can be specifically used to level ammo; otherwise, just buy ammo upgrades from the stores.
So, I liked how ammo were loaded into the guns in ME2 and that there were just 4 grades, instead of 10. I didn't like how character-limited they were and that they were level-scaling powers.
Modifié par Burdokva, 27 décembre 2010 - 07:21 .
#8
Posté 27 décembre 2010 - 07:21
No, I want ammo modifications to be directly correlated with loot obtained (or purchased), ala original Mass Effect.
#9
Posté 27 décembre 2010 - 07:22
I think it would be interesting if ammo powers where not class locked. How about a class can take up to two ammo powers to invest in.This might be a good idea for me3
#10
Guest_Guest12345_*
Posté 27 décembre 2010 - 07:25
Guest_Guest12345_*
I do not like ammo mods as skills. This is maybe one of the weirdest changes from ME1 to ME2. I don't understand how or why ammo types would be skill based. I don't really want an explanation either.
I would like to see guns in ME3 be moddable like in ME1. I would like to be able to switch out different ammo types. There is no need for ammo type I-X, just sell 1 of each type of ammo that was represented in ME2 (like 8 total)
I would much rather be able to equip individual followers with individual weapon mods.
I would like to see guns in ME3 be moddable like in ME1. I would like to be able to switch out different ammo types. There is no need for ammo type I-X, just sell 1 of each type of ammo that was represented in ME2 (like 8 total)
I would much rather be able to equip individual followers with individual weapon mods.
#11
Posté 27 décembre 2010 - 07:25
Ammo should NOT be classified as a power. I was actually disappointed when I found out about that in ME2. All classes should be able to use all types of ammo equally well, just like in ME1. Because, ultimately, ammo is a weapon mod, not a skill to be learned or taught.
#12
Posté 27 décembre 2010 - 07:26
I prefered ammo mods. I disliked them as powers.
#13
Posté 27 décembre 2010 - 07:27
I prefer the ammo mods as powers. The concept is no more ridiculous than reviving teammates being a "power" as it was in ME1.
Only thing I would change is their availability. I like Bigdoser's suggestion, allowing non-Soldiers to pick an ammo mod power of their choice. It kinda sucks when shotgun Engineers HAVE to take Zaeed, Grunt, Jacob, or Garrus along to get mods for their shotguns.
Only thing I would change is their availability. I like Bigdoser's suggestion, allowing non-Soldiers to pick an ammo mod power of their choice. It kinda sucks when shotgun Engineers HAVE to take Zaeed, Grunt, Jacob, or Garrus along to get mods for their shotguns.
#14
Posté 27 décembre 2010 - 07:29
the only thing i liked about ammo powers was the ability to switch them on the fly. that can still be accomplished without them being "powers" though. equip two and be able to switch, maybe?
the only one that is truly a "power" is warp ammo, and that's only because of the biotics.
Also: giving the soldier "real" powers would make it overpowered (pardon the unintentional pun). The soldier's draw is that it can use any weapon. Its drawback is that it has no true powers.
the only one that is truly a "power" is warp ammo, and that's only because of the biotics.
Also: giving the soldier "real" powers would make it overpowered (pardon the unintentional pun). The soldier's draw is that it can use any weapon. Its drawback is that it has no true powers.
#15
Guest_Bennyjammin79_*
Posté 27 décembre 2010 - 07:37
Guest_Bennyjammin79_*
I think warp ammo should be a skill that only Biotics can use. I wouldn't want ammo to made back into mods at the expense of a stats reset at the beginning of ME3.
#16
Posté 27 décembre 2010 - 07:38
I like both so for me it doesn't matter for me which one they would use.
I liked having the mods always installed without worrying to remember to use the power.
I liked the ability to quickly adapt to situations on the fly with the powers.
I liked having the mods always installed without worrying to remember to use the power.
I liked the ability to quickly adapt to situations on the fly with the powers.
#17
Posté 27 décembre 2010 - 07:38
ME2's ammo modification certain worked fantastic for the time, but it could use refinement. Having recharge times for the ammo modifications was a simplification... in my personal opinion, there's no point to having global cooldowns for ammunition - How exactly are you going to abuse changing ammo from one to another? It's a little harder to say on ammo by class, there's a certain level of balancing required from one class to another. Even if you picked an extra ammo type when trying another shepard, it wasn't powerful enough to make you on the same level as soldier.
#18
Posté 27 décembre 2010 - 07:45
I think if they at least put ammo powers on a seperate cooldown.
For me the ideal would be to have ammo as a part of the upgrade system Maybe select two types to bring with you at the weapon select screen and be able to switch between them without affecting your cooldown on other powers.
For me the ideal would be to have ammo as a part of the upgrade system Maybe select two types to bring with you at the weapon select screen and be able to switch between them without affecting your cooldown on other powers.
Modifié par Shadesofsiknas, 27 décembre 2010 - 07:46 .
#19
Posté 27 décembre 2010 - 07:51
I think they should be separate additions you can change in the armory or something. And I also want my chemical/polonium rounds back.
#20
Posté 27 décembre 2010 - 07:56
I want all ammo types available to all classes and squadmates.
#21
Posté 27 décembre 2010 - 07:57
I second the idea of changing ammo mods back to items. They could allow different classes access to different amounts of mods. An Adept or Engineer might only be able to take one on a mission, while a soldier might be able to carry four. Squad-mates could be restricted to one to avoid cluttering the interface. You could find mods or buy the schematics, not unlike armor or guns. It could also come in different levels (incendiary & inferno, armor piercing & tungsten, etc).
You could also allow some classes to get greater effect from the mods. The soldier could have "munitions expertise" or something that grants more damage/duration with ammo mods.
You could also allow some classes to get greater effect from the mods. The soldier could have "munitions expertise" or something that grants more damage/duration with ammo mods.
#22
Posté 27 décembre 2010 - 08:20
I think we should change the ammo back to mods, maybe making it so each weapon can have a different ammo, and maybe each class can only have so many, or you can only switch outside of combat (maybe). We can give the soldier powers like shield boost or marksman (the weapon abilities were useful, we have carnage in concussive shot now we just need marksman/overkill).
#23
Posté 27 décembre 2010 - 08:43
Glad to see I wasn't the only one who thought this was strange.
#24
Guest_m14567_*
Posté 27 décembre 2010 - 09:12
Guest_m14567_*
I'm kinda torn on the issue, is it possible to have both? I quite like warp ammo, and it feels decidedly biotic and not a mod. However, armor-piercing or shredder seem more like mods rather than powers.
#25
Posté 27 décembre 2010 - 10:33
Yeah biotic ammo or warp ammo should be the only ammo that is a power, reserved maybe for a biotics class and a squad mate.
But all the other mods really don't feel like a "power"
But all the other mods really don't feel like a "power"





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