Do you want ammo mods to still be considered as "powers" in ME3?
#26
Posté 27 décembre 2010 - 10:47
Oh, krogan battle masters... maybe they can have warp ammo too.
#27
Posté 27 décembre 2010 - 10:55
#28
Posté 27 décembre 2010 - 11:06
#29
Posté 27 décembre 2010 - 11:38
His her name is... ecael? or something
#30
Posté 27 décembre 2010 - 11:45
#31
Posté 28 décembre 2010 - 12:03
Spartas Husky wrote...
forgot who it was.... he or she had an avatar of the female blue merc... he or she made some pictures of the ideal inventory system.... damn cant find it.
His her name is... ecael? or something
Yeah it was Ecael who wrote it and had the pictures.
Have they said whether Liara's 'Stasis' was going to be the last bonus power we'd get?
I was thinking the other day that if they had a VS DLC it'd be nice if Ashley had 'Immunity' as her bonus. The only thing is, I was trying to think what they would give for Kaidan and kind of got stumped there because most of the stuff he had we already have got (or at least a modded version of it) other than the medic stuff which would be a bit pointless due to how the system now works on that front.
Thing is, if changing the powers back to mods then Soldier needs something to replace the few they have. Like maybe access to a type of gun that none of the other classes can have at all (not even via training).
Whilst I like the modular system of some of the armors, I'd maybe like to see even more like this but with varying levels like the original. So maybe Soldier is only one with access to 'heavy armor' modular pieces. Which suit them more than any other class could.
#32
Posté 28 décembre 2010 - 12:05
#33
Posté 28 décembre 2010 - 12:16
I mean, what it does in the real world is to make the game less like a typical rpg-like video game, where you spend half of your time buying and selling useless junk. Obviously it makes sense to have modifications on the weapons if you were running around with them, preparing for any threat, etc.. But since you maybe need certain abilities to operate the mods effectively, doesn't this simplify the mechanics of it all a lot?
..and even if there were particular places in the game where only one particular ability would be able to defeat an enemy... I mean, is this really an issue? Lots of neat combos and different abilities that are massively more powerful than the ammo-powers anyway.
Besides, from a design-perspective, you probably would want to force people to make the characters cooperate more. Rather than allow people to create a super-loadout, or an invincible combo.
#34
Posté 28 décembre 2010 - 12:17
#35
Posté 28 décembre 2010 - 12:28
#36
Posté 28 décembre 2010 - 12:36
I just had an idea for ME3 though: Armor powers.
The current set of powers pretty much covers every reasonable one from ME1 in the new combat system; stuff like shield boost or first aid or weapon proficiencies are obsolete. Immunity and a few others are unbalanced and not necessary.
But if every squad member would have something similar to the ME1 armor mods, it'd add even more customization using the existing powers interface and advancement system, and open up some more options for squad combinations.
Faster health regeneration or increased melee damage for Vanguards (kinetic/medical exoskeleton), resistance against tech or biotic powers, increased bio/tech damage and so on. And of course all the Armor powers could have a Squad option for level 4 strength, and they wouldn't stack either.
#37
Posté 28 décembre 2010 - 12:41
Ammo powers(mods) should revert to the inventory/weapon mod section ala ME1.
The quick swap was not worth the reduction of skills.
#38
Posté 28 décembre 2010 - 12:45
I found that limit classes to a certain type of ammo added a layer of depth and richness to each individual class. Plus, its much more convenient to swap them on the fly during combat situations.
What I don't like is that little bullet icon popping from the gun, it looks real silly on some cinematics.
#39
Posté 28 décembre 2010 - 12:47
vargatom wrote...
Ammo powers are a superior implementation then changing ammo and having to carry a LOT of items just in case. Nipsen summed it up pretty well.
I just had an idea for ME3 though: Armor powers.
The current set of powers pretty much covers every reasonable one from ME1 in the new combat system; stuff like shield boost or first aid or weapon proficiencies are obsolete. Immunity and a few others are unbalanced and not necessary.
But if every squad member would have something similar to the ME1 armor mods, it'd add even more customization using the existing powers interface and advancement system, and open up some more options for squad combinations.
Faster health regeneration or increased melee damage for Vanguards (kinetic/medical exoskeleton), resistance against tech or biotic powers, increased bio/tech damage and so on. And of course all the Armor powers could have a Squad option for level 4 strength, and they wouldn't stack either.
If this idea were a woman I'd put a ring on its finger.
I think if every class had two or three different armor skills to choose from we'd have something really interesting.
Modifié par Schneidend, 28 décembre 2010 - 12:48 .
#40
Posté 28 décembre 2010 - 12:51
Mm. Still.. it's making the ammo-powers part of a strategy in combat, and forcing you to place yourself and use abilities and item-switching strategically to some extent - even if you're playing soldier.DominusVita wrote...
@nipsen Agreed, the love for ammo types is appreciated, but the only part I felt was unnecessary or unbalanced was a brief cooldown for changing from one to another, not the abilities themselves.
I.e., change weapon, move a squad-mate - simple things, but something that really does improve the game-flow a long way. And make the encounters interesting. And possible to solve with tactics rather than a specific setup before the combat begins..
I mean, it's probably more.. what's the right word.. convenient(?) to have instant switches, or an inventory screen for pausing the action. But on the other hand, it might make the game much less.. another difficult word.. challenging(?) - and in the end.. less satisfying. Making the gameplay complicated, and dependent on some trick. Rather than, say, easily approachable - but with depth you can discover eventually..
Modifié par nipsen, 28 décembre 2010 - 12:52 .
#41
Posté 28 décembre 2010 - 01:49
Every second shooter allows you to easily toggle between ammo. ME1 had a half decent moding system. Other games have better modding systems.
The ammo system in ME2 just looks like a filler to me. Just imagine how empty the squad screens would be without ammo using up undeserved space. Even emptier than now that is.
The effects of ammo are very well worked out in ME2, better than in ME1, but other than that it is a really questionable system in every way.
#42
Posté 28 décembre 2010 - 01:55
But I am sure the ammo mods will remain "powers" in ME3, so the first thing I'm doing with ME3 is editing the "ini" file.
#43
Posté 28 décembre 2010 - 02:52
More powers captain.
#44
Posté 28 décembre 2010 - 03:00
#45
Posté 28 décembre 2010 - 03:30
How does putting points into inferno ammo actually increase it's damage? It's not exactly the same as increasing your ability to cast singularity or warp.
#46
Posté 28 décembre 2010 - 03:35
Modifié par Jackal904, 28 décembre 2010 - 03:37 .
#47
Posté 28 décembre 2010 - 03:39
#48
Posté 28 décembre 2010 - 03:41
Also, there was a really annoying mechanic: whenever you changed your weapons loadout during a mission (which you would if you reimported your character and have all the weapons unlocked already, or are using superior DLC weapons, and you picked up a weapon during a mission), even if only to swap out one weapon, the ammo powers get taken off all your weapons, and you have to reapply them. Speaking of picking up already unlocked weapons on a second playthrough, even if you don't pick up the weapon, your loadout will still get changed to have that weapon equipped when you finish the mission; this doesn't happen on a first playthrough if you don't pick up the weapon, though, you just won't have the weapon at all. Also very annoying.
Modifié par The Smoking Man, 28 décembre 2010 - 03:43 .
#49
Posté 28 décembre 2010 - 03:41
#50
Posté 28 décembre 2010 - 03:51





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