Aller au contenu

Photo

Do you want ammo mods to still be considered as "powers" in ME3?


  • Veuillez vous connecter pour répondre
73 réponses à ce sujet

#26
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
no, warp ammo would be the only one available for biotics whose life's depict violence... Like if Samara came back... or Jack.... other than that no.



Oh, krogan battle masters... maybe they can have warp ammo too.

#27
Angel-Shinkiro

Angel-Shinkiro
  • Members
  • 257 messages
How about the ability to put 2 or more ammo mods inside a gun, then we are able to use the power wheel or hotkeys to activate the mod but they aren't powers you just have the ability to cast them.

#28
Destroy Raiden_

Destroy Raiden_
  • Members
  • 3 408 messages
I want ammo powers to go back to 1’s formula and get real powers back and more then 4. The ammo can be collected and the player can choose what they want to put in the gun like 1 did also different types we had several in 1 now we got 2. I miss having my kick ass shotgun and carnage I hate how in 2 it’s a weak little peashooter and no carnage at all. And while we're all talking about guns and ammo no more thermal clips go back to unlimited ammo and overheating.

#29
Spartas Husky

Spartas Husky
  • Members
  • 6 151 messages
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 :P

#30
Schneidend

Schneidend
  • Members
  • 5 768 messages
"Weak little peashooter"?

sinosleep and TheAverageGatsby would disagree.

#31
Sir Ulrich Von Lichenstien

Sir Ulrich Von Lichenstien
  • Members
  • 5 177 messages

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 :P


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
Epic777

Epic777
  • Members
  • 1 268 messages
 Since when have shotguns been weak in me2?:blink:

#33
nipsen

nipsen
  • Members
  • 48 messages
..I can understand why they dropped the item and mod handling in ME2 - it takes a lot of time to flip through menus.. and it means running around collecting items, keeping up with the inventory, etc. Just making them class abilities is an abstraction/shortcut like several other kinds that make sense with the design, as well as the universe...



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
Schneidend

Schneidend
  • Members
  • 5 768 messages
I was equally confused. I've sent countless savaged merc corpses back to their home planets thanks to the shotgun family of weapons in ME2. Took me a while to figure out I just wasn't going to be able to snipe with them the way I could in ME1, but eventually I adapted to the risk/reward gameplay of the Vanguard and Aggressive/Commando Soldier.

#35
Dominus

Dominus
  • Members
  • 15 426 messages
@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. They could either A) Remove the cooldown but keep it in the powers section, B) Make a seperate selectable menu/interface for ammunition changing, or C) Some other 3rd option I can't think of at the moment.

#36
vargatom

vargatom
  • Members
  • 64 messages
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.

#37
MassEffect762

MassEffect762
  • Members
  • 2 193 messages
Heck No!



Ammo powers(mods) should revert to the inventory/weapon mod section ala ME1.



The quick swap was not worth the reduction of skills.

#38
cachx

cachx
  • Members
  • 1 692 messages
I actually liked ammo mods as powers (well, within the current implementation of ME2).

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
Schneidend

Schneidend
  • Members
  • 5 768 messages

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
nipsen

nipsen
  • Members
  • 48 messages

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.

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.

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
Vena_86

Vena_86
  • Members
  • 910 messages
The whole concept bothers me. It makes no sense. It is tedious work, rather than fun, because when you have an ammo power available, there is no reason to not use it, yet you have to apply it again for the same weapon, every mission for every weapon and every squad mate.

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
Zulu_DFA

Zulu_DFA
  • Members
  • 8 217 messages
I agree with the OP.



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
Bill the Illusive man

Bill the Illusive man
  • Members
  • 69 messages
The ammo was kind of cool but I don't think it should be considered a power, it should be just considered "ammo." I rather my squad have an extra power to use. As a matter of fact, I think they should have more powers as just two or three which often included an ammo wasn't enough powers to me.



More powers captain.

#44
RideUrLightning

RideUrLightning
  • Members
  • 70 messages
They should scrap the entire feature and go back to the old weapon customization, but more in depth.

#45
JedTed

JedTed
  • Members
  • 1 109 messages
I too wish special ammo came in the form of mods and not powers. I hated bring along a certain squadie on a mission just so i could have their squad ammo power(*cough*Jacob*cough*). Special ammo shouldn't be restricted by class and you shouldn't have to spend skill points to get the most out of it.



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
Jackal904

Jackal904
  • Members
  • 2 244 messages
Yes I do want ammo mods to still be considered "powers."

Modifié par Jackal904, 28 décembre 2010 - 03:37 .


#47
Bibliomanzer

Bibliomanzer
  • Members
  • 39 messages
I preferred ammo mods as equipment like in ME1. But with the removal of the inventory system in ME2, I couldn't do much to change it. Still, I'd rather have ammo mods as interchangeable upgrades in ME3. It makes squad customization that much more enjoyable.

#48
The Smoking Man

The Smoking Man
  • Members
  • 395 messages
Ammo mods should be mods. They don't necessarily have to bring back the inventory system from ME1 to accommodate it; just make it work like the armor pieces do.

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
Captain_Obvious_au

Captain_Obvious_au
  • Members
  • 2 226 messages
I like being able to use ammo 'powers' (ie using the hot keys to switch ammo types), BUT I don't want them as skills, just something you can purchase/find to upgrade your weapons.

#50
snfonseka

snfonseka
  • Members
  • 2 469 messages
I love to see ammo mods as NOT powers in ME3. But if BW is planning on continuing the level up in ME3 (starting from where you have ended in ME2), then they will maintain ammo mods as powers.