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Thermal Clips. What the hell?


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#151
JerkyJohnny14

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Zurcior wrote...

General9999 wrote...

in me 1 there was no such thing as thermal clips weapons overheat but dont go out of ammo in me 2 if you are out ammo you cant shoot thats your explanation


1) Use punctuations, please.

2) You seem to be under the impression that the thermal clips contain actual bullets. This is not true. Thermal clips contain heat sinks that absorb the heat produced by the gun like in ME1. But instead of waiting for the gun to cool down, you just pop the heat sink in less than a second and continue firing your gun.


Yea but these guys are upset at the fact they can actually run out of bullets and be worthless. Trust me, on insanity when bullets go out things get ugly fast, and they run out frequently.;)
 

#152
Zurcior

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JerkyJohnny14 wrote...

Zurcior wrote...

General9999 wrote...

in me 1 there was no such thing as thermal clips weapons overheat but dont go out of ammo in me 2 if you are out ammo you cant shoot thats your explanation


1) Use punctuations, please.

2) You seem to be under the impression that the thermal clips contain actual bullets. This is not true. Thermal clips contain heat sinks that absorb the heat produced by the gun like in ME1. But instead of waiting for the gun to cool down, you just pop the heat sink in less than a second and continue firing your gun.


Yea but these guys are upset at the fact they can actually run out of bullets and be worthless. Trust me, on insanity when bullets go out things get ugly fast, and they run out frequently.;)
 


 Oh, you don't have to tell me about Insanity. After my first Insanity playthrough, I swore never to play on that difficulty again.Image IPB

Personally, I rarely run out of ammunition. And to be honest, once I got good upgrades in ME1 I usually spray'd and pray'd. ME2 took me out of that habit.

#153
JerkyJohnny14

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 Oh, you don't have to tell me about Insanity. After my first Insanity playthrough, I swore never to play on that difficulty again.Image IPB

Personally, I rarely run out of ammunition. And to be honest, once I got good upgrades in ME1 I usually spray'd and pray'd. ME2 took me out of that habit.
[/quote]

Absolutely I had to make a major reform in my tactics when clips were introduced. I was always dry on ammunition, well I only used the pulse rifle and the Widow. :P

#154
SalsaDMA

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Goofy McCoy wrote...

Salsa, I'm glad you say you've read this correlating data from the 40's that supports a specific type of mechanism in a weapon platform that is pure fiction, based on technology that isn't yet viable on a large scale (despite what Michael Bay tried to convince you of in Transformers).

Basically, there is a saying on wikipedia that applies here, it goes:
[citation needed]

There may be a dozen scientific papers about why Darth Vader is better than Chuck Norris, but if I was going to assert them as proof, it'd be my perrogative to at least link them.


Keep sticking to your selfdenial, not that it does you any good.

If you do not understand the meaning of the data presented to you, just say so, cause this much is obvious. This continious badgering around where you claim everyone providing actual data are wrong compared to your makebelieve 'cause you said so' asumptions is just getting beyond sad.

#155
technikr

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There really needs to be an established order to this debate.

Are we trying to support a premise within the realms of the fictional mass effect universe or are we trying to establish a premise under the 4th dimensional (separate from the fictional universe) mechanics of gameplay.

If this is a debate concerning the realistic viability of weapons tech in the mass effect universe. Then we must use established means of measuring the battle effectiveness of a weapon in real time scenarios:

-How do we define an effective weapon?
-Is the definition dependent on the role of its user?
-In certain niche situations, does the weapons tech diverge towards a efficiency dependent on specific roles?

and we must consider all other socioeconomic elements existent in the canon aswell:

-Does current weapons tech follow progression from sociological reports from field use by troops?
-Does design progression take influence from the effects of economic presence: Does this include exclusive material rights by profitable companies? Who are the companies who design this weapon?

But then that leads itself to other questions about the military industrial complex existent within the council races.

-Who Standardizes military-issue weapons?
-What Company are contract by the military?
-How does council regulation and law affect the creation of weapons?

If we're willing to explore the mechanics of weapon systems and start questioning the research and development of these weapon systems, then we're going to have to begin questioning what is the current sociological and political elements that has lead to the implementation of thermal clip tech into standard military issue personnel weapon systems.


Now if this was a debate of gameplay mechanics. Then its simple. "Reloading" of clips into a weapon present challenges of resource risk and survivability that could not have been conveyed under mass effect 1's weapon mechanics. I suspect that thesis is supported by sociological studies of stress on the human psychology.

Modifié par technikr, 03 février 2011 - 11:46 .


#156
Praetor Knight

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Well I have beaten ME2 the most with the Soldier. Before I was active on the forums here and watched others run through the game on youtube, I had trouble managing my ammo also.

But that was more from using bad tactics and trying to rush through combat. Now I exclusively play on Insanity without having any really bothersome ammo issues anymore, thanks in great part to the better tactics that I've learned.

The7Sins wrote...

Except by pure scientific fact that the guy that can no longer fire his gun due to being out of thermal clips will lose to the guy that can fire INDEFINETILY by either modding the gun to do so or by fireing in bursts aka smart gameplay. And before people say that is worse half the guns in ME2 force you to fire in bursts anyway either as a function of the gun or to keep accuracy ala the Revanent. It is sad how people believe anything Bioware says when they say these guns are an improvement when logic says they clearly are not and the Codex entry was there shoddy attempt to make people think it was not a retcon. Codex entry or not trhey still are a retcon and downgrade in technology.
No they do not make much sence for the universe since in ME1 you could fire indefinetily via the futuristic tech of the guns. Now the guns have been downgraded to something reminicent of 21st centruy guns. That is not a good thing. This game should not be trying to make its combat system like generic shooters when it had its own system established in ME1 that made this a unique game and gave the Mass Effect universe a great feel and the guns of ME1 make more sence for the universe. To make a more tactical game they should not have changed around the guns or added global cooldown. Instead they should have ramped up the damage everything can inflict on you so much that you have to use cover or die just like we already have in ME2. Maybe make a few enemies that can kill you in 1 hit and\\\\or guve enemies more health and protection as well (while alloowing Biotics to work on shileds and armor) and of course have better AI so they use cover more effectively. That would make the game more tactical without fucing up the lore of the games, without making combat a generic piece of **** reminicent of other shooters.
Its sad how many people have accepted the lie of these being an improvement when clearly they are not either for being to muchin love with generic shooter games (which Mass Effect should never become) or to much in love with Bioware and therefroe they belive everything they say as fact. Half these people probably are the same lot that think the game had a good plot and almost no plot holes when clearly it has a bad plot and plot holes a plenty.

Glad to see you @ least agree with me on the adons of the weapons and global cooldown.


Actually the Spectre Gear weapons were a perk from getting the Rich achievement in ME, and the Frictionless weapon mod was only available at high levels I think starting around level 43 and up. So they only would be readily available for the second and third playthroughs for those not power gaming through ME, therefore those weapons and mods are more a reward than anything else.

And do not forget that in ME you can have the weapons Sabotaged and you would either have to switch your weapon or wait for it to cool down.

So I strongly disagree with this assessment of Bioware lying and retconning or whatever.

#157
Glorious_Leader

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Technikr, my thesis in starting this thread was that thermal clips do not fit into the Mass Effect universe. However, my criticism of this mechanic was largely inspired by my displeasure with its function, as were I not opposed to it I probably would have been able to overlook it easier.

#158
JerkyJohnny14

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Wow this thread is getting intense just over thermal clips.

#159
Lotion Soronarr

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The7Sins wrote...

Except by pure scientific fact that the guy that can no longer fire his gun due to being out of thermal clips will lose to the guy that can fire INDEFINETILY by either modding the gun to do so or by fireing in bursts aka smart gameplay. And before people say that is worse half the guns in ME2 force you to fire in bursts anyway either as a function of the gun or to keep accuracy ala the Revanent. It is sad how people believe anything Bioware says when they say these guns are an improvement when logic says they clearly are not and the Codex entry was there shoddy attempt to make people think it was not a retcon. Codex entry or not trhey still are a retcon and downgrade in technology.


Unlimited ammo is useles if you're dead.
Simply put, you'll never really get into the position to take advantage of that...since there's plenty of thermal clips to go around and your enemy will be able to put more rounds into you than you can into him.
You cannot simply start from the assumption that your opponent will constantly miss and run out of ammo.



No they do not make much sence for the universe since in ME1 you could fire indefinetily via the futuristic tech of the guns.


Such tech makes no sense in the first place. What a fully upgraded gun in ME1 could do was pure BS that ran contrary to established lore. Luckily they fixed it.


Now the guns have been downgraded to something reminicent of 21st centruy guns. That is not a good thing. This game should not be trying to make its combat system like generic shooters when it had its own system established in ME1 that made this a unique game and gave the Mass Effect universe a great feel and the guns of ME1 make more sence for the universe.


Unlimited shooting is now unique? Plenty of games had some default weapon with unlimtied ammo.
Change in this case is a VERY good thing.

#160
Tasker

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As i've stated in other threads...

I hate the thermal clip system and the way it was implemented in ME2.

For me, it would have made much better sense both gameplay wise and lore wise, to have replaced the ME1 frictionless material mod ( which Bioware admited ages ago was the main reason for the heat cooling redesign in the first place, ) with a thermal clip mod that when inserted, activated an ME2 style ammo mechanic for that weapon.


If the weapon isn't using thermal clips it carrys on using ME1 style passive cooling.

If the thermal clip mod is installed, it activates ME2 style ejectable cooling.

Clips could be found as standard loot, regardless of wether you have the thermal clip mod installed, but as is currently the case in ME2, you can only collect a certain amount of them. But they are there ready for when you or even if, you stick the mod in.

Modifié par Orkboy, 04 février 2011 - 01:25 .


#161
rubyreader

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AdmiralCheez wrote...

Like the Lazarus Project, the thermal clip explanation is a case of a poor story element attempting to incorporate a gameplay change. I think it was something along the lines of "reloading is faster than waiting for a gun to cool off, so troops can do more damage in less time."


True, though longterm (and with medigel and kinetic barriers that is legitimate) I think not requiring a supply chain for ammo/heatsink at least is a plus on the battlefield. Ammo being heavy and/or bulky confirmed by the sometimes limited amount Shep can carry.

At the very least, sidearms/holdouts not dependent on ammo makes sense, unless there was a more obvious advantage to the ammo/heatsink based system.

Especially something like a sniper rifle where you wouldn't ever expect anyone to need to fire off oodles of rounds, and really other than commandos like Shep who are constantly in firefights against many more opponents, even regular troops wouldn't need to fire more than short bursts at a time (cause then they are exposed to return fire that kills them). Let alone fumbling a clip as you're being shot at/running around vs overheat that will barring weapon failure, resolve itself.

I totally agree with your argument, but yeah I would actually take an essentially infinitely firing weapon over something as limited as say a Carnifex.

TheBlackBaron wrote...

Praetor Shepard wrote...
But,
I think the main issue with Thermal Clips is how the HUD displays the
weapon's Thermal Capacity and what happens after a fight.

The
HUD should not have given the total number of spare rounds available.
There should have been a different interface used, IMHO.

One that
I suggest, is to use only the red bar (not displaying the total number
of spare rounds) to represent the spare Thermal Capacity in the equipped
weapon.

So for example, with the Avenger, every time you
reload, 1/10th of the bar decreases. And say for the Widow 1/12th of the
bar deceases every time you reload. Not much else should change and
this keeps the balance of the weapons as is.


If, as I
said before, they were to make them universal in nature (as the codex
suggests they should be), you could get away with just having a single
counter indicating the number of thermal clips you have in reserve.

Really,
I think the main issue here is that, despite the lore maintaining that
it's all about heat management, the system is identical to any old ammo
system; for example, popping out a thermal clip that is only half filled
(half-empty, in ammo terms) means that you only lose half a clips worth
of reserve heat capacity. 

I like your suggestion, but imo it
would be best flipped - use a bar to indicate the thermal clip currently
in the weapon, and if you don't empty it all the way in a battle it'll
refill/"cool down" after combat ends. And have a number indicating how
many thermal clips Shep has left in a universal reserve pool. 


Was about to suggest this, but there you are on the last post. Yeah completely agree, a combo system would make the most sense if possible to implement in universe.

kregano wrote...

The7Sins wrote...
Except by
pure scientific fact that the guy that can no longer fire his gun due to
being out of thermal clips will lose to the guy that can fire
INDEFINETILY by either modding the gun to do so or by fireing in bursts
aka smart gameplay. And before people say that is worse half the guns in
ME2 force you to fire in bursts anyway either as a function of the gun
or to keep accuracy ala the Revanent. It is sad how people believe
anything Bioware says when they say these guns are an improvement when
logic says they clearly are not and the Codex entry was there shoddy
attempt to make people think it was not a retcon. Codex entry or not
trhey still are a retcon and downgrade in technology.
No they do not
make much sence for the universe since in ME1 you could fire
indefinetily via the futuristic tech of the guns. Now the guns have been
downgraded to something reminicent of 21st centruy guns. That is not a
good thing. This game should not be trying to make its combat system
like generic shooters when it had its own system established in ME1 that
made this a unique game and gave the Mass Effect universe a great feel
and the guns of ME1 make more sence for the universe. To make a more
tactical game they should not have changed around the guns or added
global cooldown. Instead they should have ramped up the damage
everything can inflict on you so much that you have to use cover or die
just like we already have in ME2. Maybe make a few enemies that can kill
you in 1 hit and\\\\\\\\or guve enemies more health and protection as well
(while alloowing Biotics to work on shileds and armor) and of course
have better AI so they use cover more effectively. That would make the
game more tactical without fucing up the lore of the games, without
making combat a generic piece of **** reminicent of other shooters.

Its sad how many people have accepted the lie of these being an
improvement when clearly they are not either for being to muchin love
with generic shooter games (which Mass Effect should never become) or to
much in love with Bioware and therefroe they belive everything they say
as fact. Half these people probably are the same lot that think the
game had a good plot and almost no plot holes when clearly it has a bad
plot and plot holes a plenty.

You do realize that guns that
can fire without ever heating up are physically impossible, right?
That's a gameplay mechanic that has absolutely no relation to reality.


Appreciably or at all? One is certainly impossible, the other at least simply beyond current tech possibly also impossible, but then so is FTL barring exceptional techs.

Modifié par rubyreader, 04 février 2011 - 08:26 .


#162
Goofy McCoy

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@Salsa

This "data" I've been presented, where is it? I'm going to do you a courtesy and ask you to show your work, AGAIN, because I am genuinely curious how you intend to tie in research from the 40's into this purely fictional topic.



To this point, you keep spouting off about DATA and SCIENCE and FACTS, but you've presented none, and are just rebutting my opinion with your own.



At least I don't misrepresent my points by wrapping them up in "big words" you seem to think will automatically validate anything you say, sight unseen.



Also: "Self-denial"?

Really?

You're going to have to try harder than that, bub. I'm not impressed.

#163
Goofy McCoy

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Glad everyone else is coming to similar conclusions with regard to a hybrid-system.

#164
Praetor Knight

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Goofy McCoy wrote...

Glad everyone else is coming to similar conclusions with regard to a hybrid-system.


I'd prefer to build off what we have with ME2 weapons that are nicely balanced already, why go vanilla like ME?

I'd rather have a finite power, like Unity, to replenish weapons at will (that represents Thermal Clips carried on the armor) and keep everything that was improved in ME2.

And maybe have weapons be automatically replenished after a fight (that again represents Thermal Clips carried on the armor) without running around for clips (or looking for power cells and armories) similar to the SM sequence.

I'd rather make these two small changes, then go with a hybrid system.

#165
rubyreader

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SalsaDMA wrote...

Goofy McCoy wrote...

Actual... Scientific... Research...

Do
you possibly mean the FICTION that is dictating that thermal clip
technology is BETTAR, the shields are BETTAR, etc? As I already agreed,
the fiction is adjusted to suit the gameplay tweak, however
inconsistently implemented.


No. I mean actual
research done today and done in the past. But ofc, you would have had to
actually bother read the stuff people wrote to figure that out I guess.

One
guy already showed that the US army had done research in the past that
gave results that showed correlating data from WW2 (This is the past, in
case you are missing it) with actual combat data regarding what gave
better results. You have present day research in various fields
specifically on designing discardable heatsinks for systems, because it
produces better results in practical applications than having to wait
for things to cool down.

There's an entire web out there where
you can actually search for this kind of info if you even wanted to read
about some of it. But as chances are, I have a feeling you are more
here to just keep repeating yourself with your own madeup mind, instead
of bothering to verify by doing some research on the subject.


Applications have to be similar to make such a claim. More to the point, that is real world concerns, ie the REVERSE of
the current situation, where magical heatsinks that dispel megajoules of waste
energy in seconds were introduced in place of a need for disposable
heatsinks would allow for introducing real world research on the matter.
It's a sci-fi world, but at least it would be arguable. But in universe, they HAVE already resolved that issue with whatever
future tech or unobtanium is necessary to achieve it. They had weapons that could do it, so worrying about replacable heatsinks has to be weighed against a need for constant resupply given the relatively low ammo loads vs the high amount of ammo needed to down a target on the "modern" battlefield.

Modifié par rubyreader, 04 février 2011 - 08:27 .


#166
Goofy McCoy

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You would fix the finite system of ME2 by making it automatically regenerate when it was convenient?

To be fair, it comes close to bridging my concerns with the current system, but it seems rather arbitrary to wave away collecting the clips if they are going to be an issue in the first place. More so than the absurd amount of lay-about ammo they have now.



I could see it working, I just don't think it's the best solution to the problem.

#167
vader da slayer

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I do preffer the thermal clip system for reasons stated (able to put more fire down range), but they messed one thing up as far as lore goes with them, thermal clips that is. if you have read any of the books, for me the first one and only was able to get partly through the second one, you would know that the guns themselves carry THOUSANDS of "rounds" (more like mini bb's) per magazine (and magazine is being used very losely here). it of course also talks about the need to monitor you weapon fire to prevent overheating.

now that said thermal clips are an obvious progression in technology in order to combat sudden overheating in combat where a long sustained fire might be needed. it allows for you to cool your weapon quickly and start firing again sooner. with this said it also stands that with the level of technology that the weapon would still be capable of firing without the thermal clips available but would take on the "rules" of the previous standard at that point.

so as others have said a hybrid system would make it more true to some lore or canon BUT for the sake of game play the thermal clip system was implemented and the original overheat was left out probably for challenge purposes. an interesting idea would be to bring the 2 systems together where you can have a select few thermal clips that are usable across all guns and their use is to eject all heat at once if you fully overheat you gun (heat bar in ME1 reaches full, hit x or w/e your "reload" button is and bam back to 100% cool) and not be tied to some arbitrary number similar to a magazine in modern guns.

Modifié par vader da slayer, 04 février 2011 - 08:38 .


#168
Praetor Knight

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Goofy McCoy wrote...

You would fix the finite system of ME2 by making it automatically regenerate when it was convenient?
To be fair, it comes close to bridging my concerns with the current system, but it seems rather arbitrary to wave away collecting the clips if they are going to be an issue in the first place. More so than the absurd amount of lay-about ammo they have now.

I could see it working, I just don't think it's the best solution to the problem.


Well, it is a suggestion in addition to how the gameplay mechanics work in ME2, so not really getting rid of anything. And yeah I guess it is a convenience.

My goal with the suggestions is to minimize the impact on the balance that exists in ME2 combat and make a tweak that does not require exploring a hybrid system, which was very tough to balance. Here's the post I'm refering to about balancing a hybrid system.

Also, lore-wise there are plausible explainations as to how it would work, with the use of the awesome Omnitools. :devil:



Also I feel that the another aspect that throws gamers off is the HUD display and DrIggy provided an excellent mockup of one thing that would have helped Thermal Clips in ME2 in this post, quoted below.

DrIggy wrote...

One of many mistakes they made related to the ME2 ammo system is that they used this GUI presentation:

Image IPB

Instead of something like this (mockup made by me in about 15 minutes):

Image IPB


Image IPB


Modifié par Praetor Shepard, 04 février 2011 - 08:54 .


#169
Goofy McCoy

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Indeed, it's far from the worst I've seen, and since it reconciles the thermal clouds in their current form, I wouldn't put it outside the realm of possibility, as far as making it into ME3.

#170
vader da slayer

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Praetor Shepard wrote...

DrIggy wrote...

One of many mistakes they made related to the ME2 ammo system is that they used this GUI presentation:

Image IPB

Instead of something like this (mockup made by me in about 15 minutes):

Image IPB


Image IPB


 well not suprised someone else already had the idea I just posted about lol. but yeah this is essientially what I was saying. you have a few thermal clips that are universal (each gun uses same TC and not each gun has its own set of TC's so if you use all your TCs on an Assualt Rifle you wont have any for that shotgun or sniper).

snipped some to keep post length down, hate long posts

Modifié par vader da slayer, 04 février 2011 - 09:06 .


#171
Praetor Knight

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vader da slayer wrote...

well not suprised someone else already had the idea I just posted about lol. but yeah this is essientially what I was saying. you have a few thermal clips that are universal (each gun uses same TC and not each gun has its own set of TC's so if you use all your TCs on an Assualt Rifle you wont have any for that shotgun or sniper).

snipped some to keep post length down, hate long posts


The question I still have is how do Thermal Clips actually work?

I've shared some theories that I've tried to build on, from how they seem to work in gameplay. With my current thought being that what is currently displayed in the HUD is the Thermal capacity in each weapon.

So the Avenger has the equivalent of 440 rounds stored inside it, the Mattock has 80, the Viper has 60, the Predator has 72 and so on.

Which would explain why that capacity cannot be transferred to the other weapons on Shep, and partly why I suggest the Speed Load idea (with Thermal Clips carried on the armor) would be used to restore the capacity in the weapons.

Edit: Gah. Spelling.

Modifié par Praetor Shepard, 04 février 2011 - 09:33 .


#172
rubyreader

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Praetor Shepard wrote...

vader da slayer wrote...

well not suprised someone else already had the idea I just posted about lol. but yeah this is essientially what I was saying. you have a few thermal clips that are universal (each gun uses same TC and not each gun has its own set of TC's so if you use all your TCs on an Assualt Rifle you wont have any for that shotgun or sniper).

snipped some to keep post length down, hate long posts


The question I still have is how do Thermal Clips actually work?

I've shared some theories that I've tried to build on, from how they seem to work in gameplay. With my current thought being that what is currently displayed in the HUD is the Thermal capacity in each weapon.

So the Avenger has the equivalent of 440 rounds stored inside it, the Mattock has 80, the Viper has 60, the Predator has 72 and so on.

Which would explain why that capacity cannot be transferred to the other weapons on Shep, and partly why I suggest the Speed Load idea (with Thermal Clips carried on the armor) would be used to restore the capacity in the weapons.

Edit: Gah. Spelling.


But that runs smack into when you pick up a TC you get ammo back in your various types....and what is happening when you "reload" if all the heat capacity is already in the gun?

It DOES elegantly solve one thing, but doesn't quite work for the others. Personally would like some combination between infinite ammo, but also TC's to not try and sweep under the rug of the various elements the games have introduced. It would be akin to Battletech's coolant pods (another fictional universe where heat is a major factor in combat). That would be the logical thing everyone would want (well maybe not the TC manufacturing industry, but given Omni-tools not sure thye have much of a control on that market).

#173
Nizzemancer

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Glorious_Leader wrote...

Did anyone else question the in-game explanation for thermal clips?  I understand that being able to instantly reduce the heat of your gun is probably useful, but what's the point when the damn things are so cumbersome and difficult to carry around that you can only have a handful of extra clips for most of your guns?  Doesn't it seem like the technology should've been refined a little bit before it set the universal standard in small arms manufacturing?  And while we're on the subject, how does Shepherd get all the way through Mass Effect 2 without stumbling upon a single gun that's more than two years old?


I just want to know why there where guns that where 2 year old or newer on a ship that had been missing for a decade (jacobs loyaltymission) not to mention modern Loki and YMIR mechs)...:bandit:

#174
shep82

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SalsaDMA wrote...

Jacob's mission is just one huge pile of incosistencies. Weapons, mechs, fertility, ranks... you name it. Almost everything inside that mission is inconsistent with the rest of the game.

Q&A really dropped the ball on that mission.

No it isn't. Only thing that is a plot hole are the thermal clips and that is because of the retcon of the combat system. Mechs are not a plot hole, not sure what issue you have with fertility and ranks at all.

#175
Nizzemancer

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vader da slayer wrote...

I do preffer the thermal clip system for reasons stated (able to put more fire down range), but they messed one thing up as far as lore goes with them, thermal clips that is. if you have read any of the books, for me the first one and only was able to get partly through the second one, you would know that the guns themselves carry THOUSANDS of "rounds" (more like mini bb's) per magazine (and magazine is being used very losely here). it of course also talks about the need to monitor you weapon fire to prevent overheating.

now that said thermal clips are an obvious progression in technology in order to combat sudden overheating in combat where a long sustained fire might be needed. it allows for you to cool your weapon quickly and start firing again sooner. with this said it also stands that with the level of technology that the weapon would still be capable of firing without the thermal clips available but would take on the "rules" of the previous standard at that point.

so as others have said a hybrid system would make it more true to some lore or canon BUT for the sake of game play the thermal clip system was implemented and the original overheat was left out probably for challenge purposes. an interesting idea would be to bring the 2 systems together where you can have a select few thermal clips that are usable across all guns and their use is to eject all heat at once if you fully overheat you gun (heat bar in ME1 reaches full, hit x or w/e your "reload" button is and bam back to 100% cool) and not be tied to some arbitrary number similar to a magazine in modern guns.


They could just make the thermal clips reusable (say they cool down after a few minutes, then they should be usable as a capacitor again)