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Weapon mods


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19 réponses à ce sujet

#1
weedlink10

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Who else would like to see weapon mods, i would like ammo powers go back to being ammo mods, i ant to be able to put lights, sights and grips for guns, and i also want to see it on my gun, in ME2 if you did the research a scope for your sinper that is added is the data, you don't see a drifferent scope, i would like that to change, i would also like to change the color of my gun, the way it was done with amor.

#2
lazuli

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Provided it's easy to use and adds to gameplay depth, why not? It would be nice to be able to save mod loadouts so we don't have to micromanage excessively every time we switch from fighting synthetics to organics, for instance. With enough thought and planning, weapon mods could work out.

#3
Zahe

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Sure, that would be neat. I preferred the way you modified your weapon the way it was done in ME1 and would like that to return, as long as we don't get showered in weapons much like ME1 again.

#4
Sailears

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I think that is the preference of a lot of people here, and hopefully something along those lines will be implemented in ME3.

#5
weedlink10

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lazuli wrote...

Provided it's easy to use and adds to gameplay depth, why not? It would be nice to be able to save mod loadouts so we don't have to micromanage excessively every time we switch from fighting synthetics to organics, for instance. With enough thought and planning, weapon mods could work out.

yeah i don't want it like mass  effect 1, you would have cryo ammo II and would have to stop in the middle of the fight just because you found cryo ammo III, i want it simple to use but effecive if used. i think an easy way to do it is by allowing only 3 mods on a gun.

Modifié par weedlink10, 20 janvier 2011 - 04:50 .


#6
lazuli

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weedlink10 wrote...

lazuli wrote...

Provided it's easy to use and adds to gameplay depth, why not? It would be nice to be able to save mod loadouts so we don't have to micromanage excessively every time we switch from fighting synthetics to organics, for instance. With enough thought and planning, weapon mods could work out.

yeah i don't want it like mass  effect 1, you would have cryo ammo II and would have to stop in the middle of the fight just because you found cryo ammo III, i want it simple to use but effecive if used.


Agreed.  I think the easy to use and effective ammo powers of ME2 are a good starting point for weapon mods in ME3.

#7
Tony Gunslinger

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I don't mind weapon mods as long as it doesn't overstep weapon parity by upgrading your way to victory. It would be something simllar to the N7 armor pieces in that each unit's stats bonuses are offset by using something else in place of it, so there would no "best" setup. The default N7 armor provides 3% bonus to health, power, shields, and weapon damage, but when you put in the Amplifier plates to get 5% power damage, you lose the 3% weapon damage.

If ammo powers are going to be mods, then they should have penalties to them for the sake of parity as well. ie: inferno ammo will have an accuracy penalty, cryo ammo will have damage penalty, etc.

#8
Merlin 47

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weedlink10 wrote...
yeah i don't want it like mass  effect 1, you would have cryo ammo II and would have to stop in the middle of the fight just because you found cryo ammo III.


This; 100% this.

I got so tired of having to constantly switch the ammo power by going into the inventory screen.  I'd rather have them come back like they are in ME 2.

I used the different ammo, but I found it much easier in ME 2 where I could just call up the wheel and use the ammo.

Modifié par Merlin 47, 20 janvier 2011 - 04:54 .


#9
weedlink10

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Tony Gunslinger wrote...

I don't mind weapon mods as long as it doesn't overstep weapon parity by upgrading your way to victory. It would be something simllar to the N7 armor pieces in that each unit's stats bonuses are offset by using something else in place of it, so there would no "best" setup. The default N7 armor provides 3% bonus to health, power, shields, and weapon damage, but when you put in the Amplifier plates to get 5% power damage, you lose the 3% weapon damage.

If ammo powers are going to be mods, then they should have penalties to them for the sake of parity as well. ie: inferno ammo will have an accuracy penalty, cryo ammo will have damage penalty, etc.

hosesty i don't want the mods to give a damge upgrade, that should be done bt the ammo mods, the mods i mostly want is scope for my ARs and snipers, grips for shotguns and SMG's, longer barrels for pistols, bigger clip size for all weapons, redot sights for SMGs and ARs.

scopes= better zoom, or quicker zoom
reddot sights = better accuracy
grips = better recoil
longer barrels = great bullet distance

#10
khevan

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Having ammo powers revert back to mods would entail an entire rework of the skill system from ME2. Now, I'm all for that, considering that the Soldier is the main class that needs a rework, in my opinion. Adrenaline rush is too powerful.

I personally think that if BW wants to keep the 6 power setup (7 with bonus power), the Soldier should look something like this:

* Adrenaline Rush - works like ME2, but lower damage output, and doesn't mitigate incoming damage, 3s duration, 6s cooldown.

* Adrenaline Burst - Increases Storm speed and Damage Reduction, letting you "rush" the enemy and set up flanking maneuvers, etc. 3s duration, 3s cooldown.

* Concussive Shot - Works thru defenses, knockdown if defenses up, something like a half power throw if defenses are down, no direct damage. 4.5s cooldown

* Explosive Shot - Direct Damage CC, similar to Incinerate, but slightly less damage. 4s cooldown

* EMP grenade - Similar to Overload. Doesn't provide weapon overheat bonuses, but strips shields. 4s cooldown. Works like CC, etc.

* Some 6th power that I can't figure out yet.

This all gives the Soldier the "flavor" of the ME2, but without an automatic "I win" button. All of his "powers" are combat powers, and give the feel of being a Soldier, while some of the flexibility of other classes. All of the (standard) defense stripping powers (ie Overload/Warp/Incinerate) should be more effective, but they have a longer cooldown, especially on squadmates. This gives the Soldier options without it being too overpowered as a solo-bot. Damage figures for the various "XXX Shot" powers are up for debate to keep them from being too bad.

But, back on topic, I want weapon mods for ME3. Nothing like the "Insert generic mod I-X", but say two mod slots on pistols and SMG, 3 on AR/SG/SR. Scopes, muzzle breaks, barrels, etc, can all adjust various attributes of a weapon. Weapons should be divided up into High Damage, Low Accuracy to High Accuracy, Low Damage, with a good all-rounder in the middle. Weapon mods could then either play to the strengths of a weapon, or adjust for the weakness.

That's how I'd love to see the weapon system in ME3 work.

edit: fixing formatting...

Modifié par khevan, 20 janvier 2011 - 05:28 .


#11
Praetor Knight

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Well Shredder, Tungsten, Inferno, Cryo, Disruptor, Warp Ammo should certainly appear in ME3. And IMHO there is no need to add more than those six ammo powers.

So, my suggestion for ME3 would be to allow any class to be able to swap between these before leaving the Normandy in ME3 (maybe have Warp ammo restricted to biotics?),

And keep the ME2 limits, so Soldiers get to choose four, Vanguards and Infiltrators three, and the other classes and returning squadmates that had ammo powers one ammo mod each.



*****************************************************************************

I feel that the ME weapon mods became unnecessary for ME2, so if there will be Weapon Mods in ME3, maybe have them be only cosmetic in nature as weedlink10 mentioned in the OP, where you can add accessories that do not affect the weapon's performance in any way.

So like customizing the colors, different types of sights (Iron Sights, ACOG and so on), pistol grip accessory for certain weapons and so on, so that weapons are still balanced like ME2, but can look different for each player.

#12
lazuli

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Praetor Shepard wrote...


I feel that the ME weapon mods became unnecessary for ME2, so if there will be Weapon Mods in ME3, maybe have them be only cosmetic in nature as weedlink10 mentioned in the OP, where you can add accessories that do not affect the weapon's performance in any way.

So like customizing the colors, different types of sights (Iron Sights, ACOG and so on), pistol grip accessory for certain weapons and so on, so that weapons are still balanced like ME2, but can look different for each player.


Interesting idea.  I agree that ME weapon mods were unnecessary in ME2.  In ME1, the weapon mods helped differentiate the weapons.  In ME2, there are multiple weapons for each weapon type, and they all feel different and perform differently.

#13
Spartas Husky

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Above all this all they gota do is turn sinks... into actual sinks, not clips.

#14
Praetor Knight

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Spartas Husky wrote...

Above all this all they gota do is turn sinks... into actual sinks, not clips.


There are heat sinks in the ME2 weapons, and Thermal Clips are used to load more heat sinks into the weapons.

I'd just like to see that Thermal Clips automatically replenish the weapons' Thermal Capacity after a fight, instead of having to run around to collect them.

#15
Spartas Husky

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Praetor Shepard wrote...

Spartas Husky wrote...

Above all this all they gota do is turn sinks... into actual sinks, not clips.


There are heat sinks in the ME2 weapons, and Thermal Clips are used to load more heat sinks into the weapons.

I'd just like to see that Thermal Clips automatically replenish the weapons' Thermal Capacity after a fight, instead of having to run around to collect them.


I would like to just see the word sink apply rather than be just for show. A sink is I think... I think, something that holds a certain quantity of energy or material, and can be emptied without having to dispose of it. IMHo

#16
Praetor Knight

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Spartas Husky wrote...

I would like to just see the word sink apply rather than be just for show. A sink is I think... I think, something that holds a certain quantity of energy or material, and can be emptied without having to dispose of it. IMHo


Well every time you reload you should see an orange cylinder fly out of the gun.

If the heat sink material is a ceramic, like the weapons themselves, then it is likely to start glowing somewhere around 750-850°C 1382-1562°F, (but there is also Tantalum hafnium carbide with a melting point of 4215°C or 7619°F) so it depends on what is being used to make the heat sink in the first place. (here's the wiki on melting point)

So the issue is, depending on how much heat is stored, how do you to get that high temp material cooled down fast enough, for how quickly the heat sink does cool down in ME?



That's one reason why I prefer the disposable heat sinks of ME2 over the cool down of ME, especially when in vacuum.

Below is a snippet from Zaeed's LM,

Image IPB

#17
Spartas Husky

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Praetor Shepard wrote...

Spartas Husky wrote...

I would like to just see the word sink apply rather than be just for show. A sink is I think... I think, something that holds a certain quantity of energy or material, and can be emptied without having to dispose of it. IMHo


Well every time you reload you should see an orange cylinder fly out of the gun.

If the heat sink material is a ceramic, like the weapons themselves, then it is likely to start glowing somewhere around 750-850°C 1382-1562°F, (but there is also Tantalum hafnium carbide with a melting point of 4215°C or 7619°F) so it depends on what is being used to make the heat sink in the first place. (here's the wiki on melting point)

So the issue is, depending on how much heat is stored, how do you to get that high temp material cooled down fast enough, for how quickly the heat sink does cool down in ME?



That's one reason why I prefer the disposable heat sinks of ME2 over the cool down of ME, especially when in vacuum.

Below is a snippet from Zaeed's LM,

Image IPB


The material was able to cool on its in in ME1 it certainly can in ME2... will it take a bit longer being smaller than the overlal weapo yes. But it can be done. Spinning the barrel, briefly having the rifle open up like a tripod and spinning the barrel... come on, its 100+ years into the future they can find a way.

If the entire weapon was able to cool on its own before, then a sink can certainly do so as well.

#18
kpvw

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What i would like to see in ME3 is the infinite ammo of ME, but if you really have to fire, but your weapon is overheating then you can swap in another sink, however not ejecting the old one, so it can cool down. this is so you can still have infinite ammo like in ME (which i think is much better for sniper characters)

#19
lazuli

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kpvw wrote...

What i would like to see in ME3 is the infinite ammo of ME, but if you really have to fire, but your weapon is overheating then you can swap in another sink, however not ejecting the old one, so it can cool down. this is so you can still have infinite ammo like in ME (which i think is much better for sniper characters)


Didn't Christina Norman say they tried this system and it just didn't work?

#20
Aimi

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I think that a .ini file with the information for that was left in the game for purposes of modding, but ultimately not used due to negative feedback during playtesting. So yeah, what you said. She made a post about it semi-recently, IIRC