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


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73 réponses à ce sujet

#51
Zulu_DFA

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snfonseka wrote...

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.


BioWare won't let you continue from level 30, so you'll have to develop your fiery, frost and lightning enchantment spells all over again.

Modifié par Zulu_DFA, 28 décembre 2010 - 05:34 .


#52
sinosleep

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I wouldn't mind a return to mods if they were purchased instead of dropped and still functioned like a power through the UI for easy access.

#53
Guest_Bennyjammin79_*

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sinosleep wrote...

I wouldn't mind a return to mods if they were purchased instead of dropped and still functioned like a power through the UI for easy access.


This and like I said earlier, if mucking with the ammo system means a stat reset in ME3; I'll keep them as powers tyvm.

#54
Googlesaurus

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sinosleep wrote...

I wouldn't mind a return to mods if they were purchased instead of dropped and still functioned like a power through the UI for easy access.


Buy them as mods, use them as powers...perfect. 

#55
Guest_Bennyjammin79_*

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Googlesaurus wrote...
Buy them as mods, use them as powers...perfect. 


I've been saying this for a while. It'd be great if Bioware threw  the ammo types in the 2 extra slots in the power wheel. It is my firm belief that Warp ammo should be a "Biotic's Only" power. No Biotic squaddie or Shep? No Warp ammo.  

#56
Half_Moon

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Bioware made the ammo's as powers to speed up gameplay so you can switch on the fly during a fire fight instead of going to your inventory menu.



The inventory could do with some non-ammo upgrades to make it more like traditional RPGs though.

#57
Captain_Obvious_au

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Well the ME2 system of using different ammo types (during combat) also makes more sense - you're pressing a button on your weapon as opposed to taking one ammo type out and inserting a new one.

#58
Googlesaurus

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Bennyjammin79 wrote...

Googlesaurus wrote...
Buy them as mods, use them as powers...perfect. 


I've been saying this for a while. It'd be great if Bioware threw  the ammo types in the 2 extra slots in the power wheel. It is my firm belief that Warp ammo should be a "Biotic's Only" power. No Biotic squaddie or Shep? No Warp ammo.  


LOL had the same idea when writing my idea for the ME3 power system. 

#59
lazuli

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If ammo mods are no longer powers, what will Soldiers spend all of their points on? Immunity? I don't think ammo powers make much sense from a lore standpoint, but I don't particularly care about that. They make for good gameplay.



I'm open to a new system, though, provided it's thoughtfully conceived, balanced, and easy to operate.

#60
Praetor Knight

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lazuli wrote...

If ammo mods are no longer powers, what will Soldiers spend all of their points on? Immunity? I don't think ammo powers make much sense from a lore standpoint, but I don't particularly care about that. They make for good gameplay.

I'm open to a new system, though, provided it's thoughtfully conceived, balanced, and easy to operate.

Yeah, I would have liked some Combat Powers for the Soldier instead, but it seems the ME ones (Immunity, Marksman, Assassination, Carnage and Overkill) got combined into Adrenaline Rush, so ammo powers then filled the power void for the class, I like the the class, but with AR, you don't really need much else other then ammo.

#61
shumworld

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I really liked the Ammo Mods to remain as a power. As a soldier, it alloud me to modify my weapons in the heat of battle.

#62
s0meguy6665

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Not as a power please. Make the powers more interesting, ammo should be ammo, not powers ffs.

#63
Dem_B

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s0meguy6665 wrote...

Not as a power please. Make the powers more interesting, ammo should be ammo, not powers ffs.


I agree, I like the system ME1, where I myself can make weapon is convenient for me.

#64
rogermacarios

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I prefer ammo mods separate from powers, and I'd put this way:

-You can buy ammo mods from stores and once you buy certain type, all squad members can use it equally, just like weapons in ME2.

-Each character, Shep and squad mates, has 2 slots for ammo mods, if you use 2 of the same type, lets say 2 incendiary ammo mods, you can evolve it to inferno or squad, and if you use 1 of each type, 1 incendiary and 1 cryo, both will have the same power of the lv2~3 incendiary/cryo ammo from ME2.

-You can switch ammo mods at the weapons locker on the Normandy or when you start a mission, just like you do in ME2.

I don't know if I made it clear, english is not my natural language.

Modifié par rogermacarios, 28 décembre 2010 - 12:34 .


#65
Lumikki

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I prefer ammo's as mods. How ever, as power they are more flexiable for gameplay. It's not so much question of big difference, but how it feels. Ammo's as power fell more like magic, while as mods they feels more like science. As for not all "classes" have access to all ammo powers, that has no meaning to me at all.

#66
tonnactus

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lazuli wrote...

If ammo mods are no longer powers, what will Soldiers spend all of their points on? Immunity?

Weapon talents.Carnage level 1, 2,3 and 4 for example.
And then just "evolve" them.Problem solved.

Modifié par tonnactus, 28 décembre 2010 - 04:51 .


#67
Knickerus

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I preferred the upgrade system.

I also prefer the only one armour and only a few guns system.

The level system was much better in ME1.

Bioware should put the three together.

#68
tonnactus

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[quote]Praetor Shepard wrote...
.

I'm open to a new system, though, provided it's thoughtfully conceived, balanced, and easy to operate.[/quote]Yeah, I would have liked some Combat Powers for the Soldier instead, but it seems the ME ones (Immunity, Marksman, Assassination, Carnage and Overkill) got combined into Adrenaline Rush, so ammo powers then filled the power void for the class, I like the the class, but with AR, you don't really need much else other then ammo.

[/quote]

They took immunity out.The same could be done for adrenaline rush.A straight damage increase for all weapons by 100 percent and more doesnt make more sense then specificweapon talents.

#69
Googlesaurus

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lazuli wrote...

If ammo mods are no longer powers, what will Soldiers spend all of their points on? Immunity? I don't think ammo powers make much sense from a lore standpoint, but I don't particularly care about that. They make for good gameplay.

I'm open to a new system, though, provided it's thoughtfully conceived, balanced, and easy to operate.


Real powers. :P

Modifié par Googlesaurus, 28 décembre 2010 - 04:55 .


#70
Tasker

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in answer the op's question...

...F%$K NO!

Having the ammo types as powers is just frickin stupid.


I have a weapon without ammo.

I have 2 identical empty ammo clips.

I have 2 boxes of identically shaped bullets, one box is blue and the other is red.

How retarded is it that I can load one of the ammo clips with blue bullets, but I can't load the other with red?

At the very least, if for some reason I couldn't load the clip with red bullets myself, ( I dunno, maybe my fingers are broken ), I could just pass the gun to somebody else and ask them to do it.

Fricken retarded system and just shows how many skills they threw away out of the original ME1 list.


To be honest, i've always felt that Bioware had their heads up thir backsides where ME2 weapons were concerned.

In my opinion, they should have kept the original heat cooling system from ME1 for normal rounds, but have the specials - heat , warp, etc - installed as mods that use a thermal clip like system. 

At least that way, the ammo system could actually be called an ammo system, instead of the charade it is now.

Modifié par Orkboy, 28 décembre 2010 - 05:14 .


#71
Grumpy-Mcfart

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Burdokva wrote...

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.


this

I like the idea of the various ammo types just being settings on the gun itself

Modifié par Grumpy-Mcfart, 28 décembre 2010 - 05:26 .


#72
Mister Mida

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Mods. Definitely mods. It was silly that I couldn't have anti-synthetic rounds on an Adept. It's hardly realistic, but ME2 threw much of the realism out of the window anyway. Let's hope they bring some of it back into ME3.

#73
Minister of Sound

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I much prefer the ammo mods the way they were back in ME1; You could change ammo to each specific enemy/situation.



Mercenaries? Anti-Personnel Rounds!

Krogan? Chemical Rounds!

Geth? Armor-Piercing Rounds!

Saren? Phasic Rounds!



Now in ME2 I ended up using Incendiary Rounds the entire game.

#74
Nohvarr

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Keep them as Powers, faster to switch out on the fly, and dosen't leave a bunch of useless mods cluttering my inventory,