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I don't understand thermal clips


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#26
Praetor Knight

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Vit246 wrote...

What Bioware should've went with was a hybrid system between heating and thermal clips. Something like, if you overheat your weapon, you have to eject a clip out of a set number of clips. But if you can control the heating and firing rate, you'll never have to. Its the best compromise for a game like Mass Effect and for people who don't feel like constantly worrying about ammo and scrounging around on the battlefield for them.


I'd rather not have a hybrid system, just build off of what ME2 provided.

Maybe something like a new power.

My idea is Speedload, a power that is finite and refillable like Unity.

#27
Vit246

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Oh come on. My idea is much simpler. All they have to do is bring back the overheating gauge and add a "thermal clip capacity". It'll still feel like ME2's system and gameplay, only improved. And it'll keep Mass Effect from being another typical shooter.
This is one of the better illustrations of the hybrid idea:

Modifié par Vit246, 24 février 2011 - 03:12 .


#28
Praetor Knight

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Vit246 wrote...

Oh come on. My idea is much simpler. All they have to do is bring back the overheating gauge and add a "thermal clip capacity". It'll still feel like ME2's system and gameplay, only improved. And it'll keep Mass Effect from being another typical shooter.
This is one of the better illustrations of the hybrid idea:


If you mean only changing the HUD to have the gauge instead of numbers then I agree.

And to be clear, I'm against the active cooling of the first ME showing up in ME3, so I would not like recycling clips like that video shows, IMHO.

#29
Sidney

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Seriously the ME1 system made no sense.



Weapons do overheat in the modern world - most squad automatics and above that fire at a near cyclic rate have replaceable barrels. Why? Because the advantage of a high RoF makes the need to occasionally swap part of the weapon out outweigh the disadvantage of managing weapon heat by lowering your rate of fire. In other words, the real world has answered the ME questions with the same answer and for the same reason given in the codex.



Ammo isn't a shooter mechanism. Fallout has ammo - even 1 and 2 - and *gasp* you had to reload. BG1/BG2 had ammo. It isn't any great crime vs the RPG god.

#30
Vit246

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*shrug*
Mass Effect doesn't take place in the modern world but in the future and maybe in the future, ME1 futuristic technology allows weapons to cool down within a matter of seconds and makes overheating a non-issue for the most part? Lets not forget, that as relatively "realistic" as Mass Effect is, it's also still a science fiction genre, and it had a perfectly acceptable sci-fi explanation in ME1 for how the weapons systems, heating, cooling etc. worked.

I don't know about you, but I think a real world military would pick a logistics solving, functionally "infinite ammo" (very very long-lasting ammo) weapon whose only issue is overheating, over a weapon that somehow never cools down, the heat somehow never disperses (violating laws of thermodynamics, now that makes no sense), and will eventually run out of ammo fast.

Modifié par Vit246, 24 février 2011 - 04:30 .


#31
Sidney

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Vit246 wrote...

I don't know about you, but I think a real world military would pick a logistics solving, functionally "infinite ammo" (very very long-lasting ammo) weapon whose only issue is overheating, over a weapon that somehow never cools down, the heat somehow never disperses (violating laws of thermodynamics, now that makes no sense), and will eventually run out of ammo fast.


Again, this "debate" was solved in the real world. The US Marines didn't want a semi-auto rifle in WWII because of the risk of guys just popping off rounds and running out of ammo that had to be trucked in from halfway across the world so stayed with bolt action rifles. The problem was that the firepower gain from a higher RoF meant winning battles, fewer death and ultimately worth the cost of additional resupply and so they adopted the Garand that the US Army had used for years. The Americans didn't learn from that and in the face of evidence from German, French and Russia assault rifles went with the heavy calibre semi-auto M14 that eventually was retired for a gun with a higher ROF the M16.  Ultimately if all your guys are dead great logistics don't matter. :)

The thermals allow for different types of firing whereas overheat forces pretty much one sort of firing. You aren't going cyclic with the overheat but sometimes you just need to go cyclic - and not be totally out of the fight for the next 20 seconds.

#32
88mphSlayer

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i think the idea of thermal clips isn't a bad one... remember overheating your gun in ME1 and having to wait sometimes an agonizing amount of time for it to cool down in the middle of combat? that said two things that obviously should've happened:



1) given that thermal clips are basically ejectable heat sinks, shouldn't they eventually cool down? it makes no sense to finish up a firefight and that heatsink to still not cool down

2) given that the first game established heat-fighting elements such as frictionless material upgrades, wouldn't it make sense to bring those to the thermal clip universe? i know that the guns in Mass Effect 2 had ammo upgrades but they never had a heatsink upgrade, it would be very valuable if you could upgrade the anti-material rifle to more than 1 shot per heat sink ya know

#33
Praetor Knight

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Vit246 wrote...

I don't know about you, but I think a real world military would pick a logistics solving, functionally "infinite ammo" (very very long-lasting ammo) weapon whose only issue is overheating, over a weapon that somehow never cools down, the heat somehow never disperses (violating laws of thermodynamics, now that makes no sense), and will eventually run out of ammo fast.


Well they are trying, at least the US Navy, but the Railguns they are testing generate immense heat and fail too quickly.



In Mass Effect, advanced compounds seem to be used, and they have omni-tools for field repairs so failures are not experienced by Shepard, I'd guess for gameplay convenience mostly.

Also I think that weapons and defenses are stronger in ME2 so the active cooling of ME would most likely be a problem against ME2's firepower.

Also, running out of shots in ME2 is more a matter of tactics than tech, IMHO. And I've complained about running out of "ammo", before learning better tactics from being on these forums and watching youtube videos actually. ^_^

#34
William Adama

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The Spamming Troll wrote...

William Adama wrote...

The Spamming Troll wrote...

William Adama wrote...

armass wrote...

Honestly, i think more stupid was the retcon they made with ship "fuel".


Why was the fuel thing stupid? ME1 ships had fuel. Read up on anti-proton thrusters.


the fuel thing is stupid because i shouldnt have to use fuel while im playing around on a little hologram thing inside the normandy. it doesnt make sense.

the ammo change only makes sense if you didnt play ME1. if you played ME1, firing a gun in ME2 shouldnt make much sense. call it retcon, or whatever you want. i simply call it an unneeded change no one asked for.


Thermal clips are not stupid if you played ME1. If you recall, shields underwent MASSIVE improvements between 1 and 2. The provided better protection and faster shield regeneration.

As compensation, bullet caliber HAD to have been increased OR velocity of round had to have been increased. Increasing either of these things INCREASES the impact force of the round on the kinetic shield, making them fail faster. Look at the bullets that people shoot now in comparison to ME1, you can actually SEE the round now so I tend to think that small arms increased the round caliber to increase damage... another piece of evidence supporting this is the RECOIL effect shooting has on the player now.

Guns shoot bigger metal shavings at faster velocities means MORE HEAT caused by friction in the barrel. You can put frictionless X on any of these weapons but they would STILL overheat because the gun generates too much heat to cool passively. That's why clips were implemented.

Solved.



shields are still shields. its not like shields didnt do what shields shouldnt do.

are overheating guns still overheating guns? yeah, sure. doesnt mean i needed to see a little number counter on my weapon. i loved never needing to reload, i loved never needing to find ammo crates, and i loved the unique feel gunplay had in ME1 simply because of the overheating mechanic. adding a stat driven aspect to weapons was interesting, weapon mods allowed for variety, and so on. the only downfall to weapons, was variety in type, but better implemented mods could have allowed for that.

dont even get me started on how absurd it is i finally find a tempest while stumbling across a random dead geth, on some random plant, on some random countertop. i forgot what we were talking about.


Shields are still shields... did you even read the thermal clip codex?

Seriously though, the ME2 mechanic  FORCES players to pick the best weapon specialized for whatever defense stands in your way. Armor = carnifex with incendiary ammo, Shields = tempest with disruptor ammo. etc.

ME1 required only ONE type of gun (usually the assault rifle) with super mods and you could complete the game without ever using any other gun. The sniper rifle was useless to me and I WAS AN INFILTRATOR! Unlike in ME2 where the sniper actually can tip the scale of a battle.

Do you remember in ME1 when the geth attacked the citadel? My infiltrator had a assault rifle specialization maxed out with frictionless X, scram rail and tungsten rounds VII. All I did was run through the level holding the trigger button down. OK I admit using the sniper to take out the mounted guns, but the whole battle consisted of me mowing down legions of geth with one gun. Not only was in not challenging, it was also tedious and boring. The combat sequences were something I wanted to get over and done with so that I could progress the story.

Clips make combat more exciting and meaningful, and you actually get attached to certain weapons.

I used to hate the thermal clips BUT after understanding the implications it had both WITHIN the universe and the games combat mechanics, I eventually came around.

If you are disappointed with the explaination because you expected a IMPROVEMENT due to future tech and lapsed time frame, consider this: Knights templar wore steel armor to protect themselves from arrows, modern marines use kevlar/body armor to stop bullets. Over 500 years of warfare and the SAME principle exists; projectile shot at man, man wears armor to stop projectile. Armor gets better, projectile is improved to compensate and so on.

This is what happend in the ME universe.

If I was Bioware, I would honestly give the player in ME3 or ME2 DLC the opportunity to use an outmodded ME1 pistol in the ME2 universe to see how it would fare against the new shields developed within the 2 year span. That would be a major F U to the whiners that would settle this complaint once and for all.

#35
Dem_B

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I think for the mass effect 3 need create a hybrid system overheat + energy cell. 

For example, if you run a continuous fire, then after awhile you need cooling weapon and replace the cell, but if you shoot in short bursts, the weapon overheating is not much and you can not worry about overheating.

Improvements were just a "come-and-click to do better."
Therefore, I want diversity, how to improve my arms. Of course I do not want a huge number of useless items, but I want creating weapons that need for me.

The mass effect 1, I could assemble rifle that does not overheat and had little impact or lethal a sniper rifle, but in mass effect 2, none of the rifles did not satisfy me completely.
I do not think in mass effect 2 was a good balance, rifles were or a little clip or a huge impact or small damage.
I can edit the config file, but in the mass effect 1 I did not need it.

Suppose, one of the improvements of weapons can be a system which cools the gun, but reduces its rate of fire, precisely because of the high rate of fire weapons will overheat, but if you need a high rate of fire you will use interchangeable power cell for cooling instead of a system that I described.
I have ideas on this.

In general, I support a hybrid system overheat + energy cell, and for the ability to customize any weapon and armor.

This is understandable and I think that's right, a link to one of my first posts on topic about ammo and weapons shows that some consider this idea a brilliant.

social.bioware.com/forum/1/topic/103/index/4905371/1#4906860 
social.bioware.com/forum/1/topic/103/index/5467618#5468130

#36
Valkyre4

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Lumikki wrote...

Hole Mass Effect series lore is total failure considering weapons. There is so many problems that what's the point, just think ME series weapons as magical. All problems solved.


Yeah...maybe they should hire you, weapons expert and all, you obviously could do a much better job...yes indeed...

#37
geertmans

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I agree with some people here, I actually liked the heatsinks idea of ME2, but if you take the weapon approach of ME1 in mind then it doesn't make sense that I cannot fire without a heatsink available, or that I have to exchange the heatsink even after letting my weapon cool down. I could live with an explanation though if the heatsink somehow deformed or had a lower quality in performance after multiple rounds, but sadly the game doesn't give us that idea. But even with this feature, I should at least be able to fire a rifle ME1 style should I not have any heatclips around. To balance gameplay you could give the explenation that shields are a lot more powerfull these days so weapons overheat much faster due to bigger rounds as a countermeasure.

#38
TheButterflyEffect

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I hate the thermal clip thing, having to scavenge for them on the battlefield is extremely annoying, and you can't buy them anywhere or refill them on your ship which is even worse. I preferred how the ME1 guns worked.

#39
Gravbh

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TheButterflyEffect wrote...

I hate the thermal clip thing, having to scavenge for them on the battlefield is extremely annoying, and you can't buy them anywhere or refill them on your ship which is even worse. I preferred how the ME1 guns worked.


Why would you need to refill them on your ship when you start every new mission with the maximum amount?  How is that even remotely an issue? Really if this is an issue of yours you must be trying to find stuff you don't like.

Picking up 1 thermal clip gives you ammo for every gun you have. Couple that with the fact that one heavy weapon crate refills all of your regular ammo makes "scrounging" pretty easy.

#40
SalsaDMA

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You still needed to reload. Instead of wathcing an animation for a second (ME2) you needed to wait several seconds while your were scratching your bum while the weapon cooloed down (ME1).



Wait a second or wait several seconds... The choice seems rather easy given those 2 options.

#41
The Spamming Troll

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William Adama wrote...

Shields are still shields... did you even read the thermal clip codex?

Seriously though, the ME2 mechanic  FORCES players to pick the best weapon specialized for whatever defense stands in your way. Armor = carnifex with incendiary ammo, Shields = tempest with disruptor ammo. etc.

ME1 required only ONE type of gun (usually the assault rifle) with super mods and you could complete the game without ever using any other gun. The sniper rifle was useless to me and I WAS AN INFILTRATOR! Unlike in ME2 where the sniper actually can tip the scale of a battle.

Do you remember in ME1 when the geth attacked the citadel? My infiltrator had a assault rifle specialization maxed out with frictionless X, scram rail and tungsten rounds VII. All I did was run through the level holding the trigger button down. OK I admit using the sniper to take out the mounted guns, but the whole battle consisted of me mowing down legions of geth with one gun. Not only was in not challenging, it was also tedious and boring. The combat sequences were something I wanted to get over and done with so that I could progress the story.

Clips make combat more exciting and meaningful, and you actually get attached to certain weapons.

I used to hate the thermal clips BUT after understanding the implications it had both WITHIN the universe and the games combat mechanics, I eventually came around.

If you are disappointed with the explaination because you expected a IMPROVEMENT due to future tech and lapsed time frame, consider this: Knights templar wore steel armor to protect themselves from arrows, modern marines use kevlar/body armor to stop bullets. Over 500 years of warfare and the SAME principle exists; projectile shot at man, man wears armor to stop projectile. Armor gets better, projectile is improved to compensate and so on.

This is what happend in the ME universe.

If I was Bioware, I would honestly give the player in ME3 or ME2 DLC the opportunity to use an outmodded ME1 pistol in the ME2 universe to see how it would fare against the new shields developed within the 2 year span. That would be a major F U to the whiners that would settle this complaint once and for all.


i completely disagree here.

id have too much to write so just consider i wrote the opposite of everything you just said.

#42
The Spamming Troll

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SalsaDMA wrote...

You still needed to reload. Instead of wathcing an animation for a second (ME2) you needed to wait several seconds while your were scratching your bum while the weapon cooloed down (ME1).

Wait a second or wait several seconds... The choice seems rather easy given those 2 options.


its too bad its not as black and white as reloading vs not-reloading. for me, id rather have B act as another button i can use for an ability instead of a reloading mechanic. id rather let me weapon cool down a bitt while im in cover, instead of reloading everytime i pop back down into cover to make sure i have a full clip. i liked not having to search for ammo laying on the ground.

ME2s ammo says its universal, but ill never have more then 11 sniper shots even though i have 200 SMG rounds.

#43
JKoopman

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SalsaDMA wrote...

You still needed to reload. Instead of wathcing an animation for a second (ME2) you needed to wait several seconds while your were scratching your bum while the weapon cooloed down (ME1).

Wait a second or wait several seconds... The choice seems rather easy given those 2 options.


Fire a single shot from a high-quality sniper rifle in ME1 and wait 2 seconds for it to cool back down vs. fire a single shot from your sniper rifle in ME2 and wait 2 seconds while a reload animation plays... and then run out of "ammo" and be unable to fire after 10 shots.

The choice seems rather easy given those 2 options.

And, not getting into all the reasons why thermal clips make no logical sense in the context of the Mass Effect universe where functional passive cooling systems and frictionless materials mods are established to exist because I'm sick of having to rehash the same argument for the umpteenth time, the whole "ME1 sucked because you could use the same weapon for the entire game/ME2 is better because it foces you to switch weapons" concept is ludicrous. How is being able (the game doesn't force you) to use your preferred weapon for the entirety of the game a bad thing? If I want to specialize in assault rifles, then I'm going to use assault rifles predominantly. If I want to specialize in sniper rifles, then I'm going to use sniper rifles predominantly. That's my choice. How is forcing the player--against their will--to switch to and use weapons they don't want to use somehow a good thing, especially in a game where it's been previously established that they don't have to? How is forcing players to scavenge around the battlefield after every fight so they can continue to use the weapon they want to use somehow a good thing?

Mass Effect is an RPG, lest people forget (and it's so easy to forget these days, isn't it?). Do you complain in Dragon Age that "I used two-handed swords for the entire game. I never had to switch to a dagger or an axe once. That sucks!"? No, because that would be ridiculous. You specialize in a weapon type and you use that weapon type. That's the way it works. But in Mass Effect, it's suddenly now a crime?

Choosing to use assault rifles predominantly (eg: specializing in them) and choosing to load said weapons up with dual Frictionless Materials X mods was just that: the player's choice (and in the later case, wasn't even something you could do until late in the game/a second playthrough). Complaining about it after the fact is basically saying "I'm unable to play the game "properly" myself, so I need the game to hold my hand and make all these decisions for me." There was nothing preventing you from switching to any other weapon whenever you wanted. That some people chose to play through the entirety of the game with nothing but an assault rifle, I don't see as some sort of failing of ME1.

For that matter, there are several weapons in ME2 where "ammo" is basically a non-issue as well. How many Soldier players switch to anything else after they've acquired the Revenant LMG? Both the Revenant and Locust are powerful enough and with large enough ammo pools that you can use them exclusively and never have to switch to anything else unless you're needlessly wasteful with your shots. The first can be acquired about half-way through the game and the second can be acquired practically from the start. So where ME2 supposedly succeeds, it actually doesn't.

Modifié par JKoopman, 24 février 2011 - 06:54 .


#44
Chewin

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^I didn't read your whole post but THIS

#45
SalsaDMA

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JKoopman wrote...

SalsaDMA wrote...

You still needed to reload. Instead of wathcing an animation for a second (ME2) you needed to wait several seconds while your were scratching your bum while the weapon cooloed down (ME1).

Wait a second or wait several seconds... The choice seems rather easy given those 2 options.


Fire a single shot from a high-quality sniper rifle in ME1 and wait 2 seconds for it to cool back down vs. fire a single shot from your sniper rifle in ME2 and wait 2 seconds while a reload animation plays... and then run out of "ammo" and be unable to fire after 10 shots.

The choice seems rather easy given those 2 options.


Funny. In ME1 when I fired from a 'high quality sniper rifle' it was an instant overload every shot. Cooling down from an overload was more than 2 seconds. And if you fire 10 shots with sniper rifle and then are unable to do anything afterwards, I'd like to direct you to the fact that you actually got more than just a sniper rifle on you. I know that would actually mean that you *gasp* had to diversify your gameplay beyond just playing as if you were standing ina shooting gallery at the fair, but who knows.. you might actually enjoy it?

And, not getting into all the reasons why thermal clips make no logical sense in the context of the Mass Effect universe where functional passive cooling systems and frictionless materials mods are established to exist because I'm sick of having to rehash the same argument for the umpteenth time, the whole "ME1 sucked because you could use the same weapon for the entire game/ME2 is better because it foces you to switch weapons" concept is ludicrous. How is being able (the game doesn't force you) to use your preferred weapon for the entirety of the game a bad thing? If I want to specialize in assault rifles, then I'm going to use assault rifles predominantly. If I want to specialize in sniper rifles, then I'm going to use sniper rifles predeominantly. That's my choice. How is forcing the player, against their will, to switch to and use weapons they don't want to use somehow a good thing? How is forcing players to scavenge around the battlefield after every fight so they can continue to use the weapon they want to use somehow a good thing?


You're not getting into reasons, cause they aren't really there. Science reports and documents on research you can look up on the web should both tell you that heat is a very real problem in modern and future arms, and that research is being done into disposable heatsinks because the premise works better than non-disposable heatsinks.
As for being 'forced' into using different weapons... Are you actually saying that you want a game where one tool is the ultimate answer to everything? You want to use your assault rifle to hack terminals too? Romance your LI witht he assault rifle? Sounds a heck of a boring game if you ask me. Different tools for different tasks. think of it like this: If the assault rifle was just 'that much better than all other weapons at everything' why would arms manufactorers even bother making other weapons?

ME1 combat was a farce. A farce. Even the devs admitted in interviews that their combat engine sucked compared to what was available on the market at that time, and that was one of the major proponents for the changes in the combat engine. they wanted a less sucky combat engine to go with their awesome story.

Choosing to use assault rifles predominantly (eg: specializing in them) and choosing to load said weapons up with dual Frictionless Materials X mods was just that: the player's choice (and wasn't even something you could do until late in the game/a second playthrough). Complaining about it after the fact is basically saying "I'm unable to play the game "properly" myself, so I need the game to hold my hand and make all these decisions for me." There was nothing preventing you from switching to any other weapon whenever you wanted. That some people chose to play through the entirety of the game with nothing but an assault rifle, I don't see as some sort of failing of ME1.


If one choice is flat out superior, there is no real choice. If anything, you are asking for a game that holds your hand because you want situations where there is no real choice.

For that matter, there are several weapons in ME2 where "ammo" is basically a non-issue as well. How many Soldier players switch to anything else after they've acquired the Revenant LMG? Both the Revenant and Locust are powerful enough and with large enough ammo pools that you can use them exclusively and never have to switch to anything else unless you're needlessly wasteful with your shots. The first can be acquired about half-way through the game and the second can be acquired practically from the start. So where ME2 supposedly succeeds, it actually doesn't.


Not entirely. I don't recollect just holding down the trigger button and never letting go at any point in ME2. I DO recollect that on several occasions in ME1. IN FACT, after 3 playthroughs on different classes the only unlocked bonus skill for me when I created a new character was... dun dun dun.... Assault rifle... Which I unlocked on my first playthrough as a soldier... that should tell you something about the 'diversity' of combat in ME1, even between different classes

Obviously you like not having to worry at all about tactics and just hold down the trigger untill nothing moves, given your 'arguments'. Some of us like a bit more tactical variety than that, though, and ME2 gave us that compared to ME1.

#46
SalsaDMA

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The Spamming Troll wrote...

SalsaDMA wrote...

You still needed to reload. Instead of wathcing an animation for a second (ME2) you needed to wait several seconds while your were scratching your bum while the weapon cooloed down (ME1).

Wait a second or wait several seconds... The choice seems rather easy given those 2 options.


its too bad its not as black and white as reloading vs not-reloading. for me, id rather have B act as another button i can use for an ability instead of a reloading mechanic. id rather let me weapon cool down a bitt while im in cover, instead of reloading everytime i pop back down into cover to make sure i have a full clip. i liked not having to search for ammo laying on the ground.

ME2s ammo says its universal, but ill never have more then 11 sniper shots even though i have 200 SMG rounds.


Thermal clips/heat sinks are universal. they are also stored internally in the weapon, which is why you can't 'swap over' sinks from one weapon to another (think water pistols).

Btw, when you say 'use B for reload' I take it you say this as a console player? So your argument is based on the user interface on a single platform?

#47
The_Illusive

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^I bet you enjoy writing...

Modifié par The_Illusive, 24 février 2011 - 07:07 .


#48
MajesticJazz

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Gatt9 wrote...

They wanted to make a shooter instead of an RPG, and so they added ammo, because shooters have ammo.

That's the only purpose it serves, it doesn't add anything at all to the game.


+1

#49
JKoopman

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SalsaDMA wrote...

JKoopman wrote...

SalsaDMA wrote...

You still needed to reload. Instead of wathcing an animation for a second (ME2) you needed to wait several seconds while your were scratching your bum while the weapon cooloed down (ME1).

Wait a second or wait several seconds... The choice seems rather easy given those 2 options.


Fire a single shot from a high-quality sniper rifle in ME1 and wait 2 seconds for it to cool back down vs. fire a single shot from your sniper rifle in ME2 and wait 2 seconds while a reload animation plays... and then run out of "ammo" and be unable to fire after 10 shots.

The choice seems rather easy given those 2 options.


Funny. In ME1 when I fired from a 'high quality sniper rifle' it was an instant overload every shot. Cooling down from an overload was more than 2 seconds. And if you fire 10 shots with sniper rifle and then are unable to do anything afterwards, I'd like to direct you to the fact that you actually got more than just a sniper rifle on you. I know that would actually mean that you *gasp* had to diversify your gameplay beyond just playing as if you were standing ina shooting gallery at the fair, but who knows.. you might actually enjoy it?


Not unless you had Scram Rails or High-Explosive Rounds in that sniper rifle. Even the default, sh*tty-as-all-get-out sniper rifle could fire two shots in rapid succession before overheating.

And obviously what you consider "diversification", I consider "enforcement". If I want to "diversify" my arsenal by switching to my pistol when the situation shows that it would benefit me, then I'll do so. It should be my choice. Not yours. Not BioWare's.

SalsaDMA wrote...

JKoopman wrote...

And, not getting into all the reasons why thermal clips make no logical sense in the context of the Mass Effect universe where functional passive cooling systems and frictionless materials mods are established to exist because I'm sick of having to rehash the same argument for the umpteenth time, the whole "ME1 sucked because you could use the same weapon for the entire game/ME2 is better because it foces you to switch weapons" concept is ludicrous. How is being able (the game doesn't force you) to use your preferred weapon for the entirety of the game a bad thing? If I want to specialize in assault rifles, then I'm going to use assault rifles predominantly. If I want to specialize in sniper rifles, then I'm going to use sniper rifles predeominantly. That's my choice. How is forcing the player, against their will, to switch to and use weapons they don't want to use somehow a good thing? How is forcing players to scavenge around the battlefield after every fight so they can continue to use the weapon they want to use somehow a good thing?


You're not getting into reasons, cause they aren't really there. Science reports and documents on research you can look up on the web should both tell you that heat is a very real problem in modern and future arms, and that research is being done into disposable heatsinks because the premise works better than non-disposable heatsinks.
As for being 'forced' into using different weapons... Are you actually saying that you want a game where one tool is the ultimate answer to everything? You want to use your assault rifle to hack terminals too? Romance your LI witht he assault rifle? Sounds a heck of a boring game if you ask me. Different tools for different tasks. think of it like this: If the assault rifle was just 'that much better than all other weapons at everything' why would arms manufactorers even bother making other weapons?


Not getting into reasons because they aren't there? Mass Effect 1 is "there". Mass Effect 1 shows us that functional passive cooling systems exist. Mass Effect 1 shows us that additional cooling mods exist. Mass Effect 1 shows us that weapons can fire in the Mass Effect universe without thermal clips and not be reduced to a pile of slag. Are you dense or something?

On the other hand, Mass Effect 2 simply tells us that "Yeah, uh, there's some kind of benefit to using these here thermal clips, but you'll just have to take our word for it that it's there cause you'll be buggered to see it yourself when your favorite weapon is constantly non-functional due to lack of ammo."

And to counter your other "disingenuous assertion", is it "poor game design" that I can use nothing but two-handed swords in Dragon Age and I'm never forced at any point to switch to a dagger? That I think I should be able to use whichever weapon in combat that I choose to doesn't mean that I want to "romance my LI with my assault rifle." That you would so quickly jump to such a ridiculous notion tells me that you're either highly immature or you should pursue a career at Fox News.

The "if the assault rifle was clearly superior for all situations, why would anyone use anything else" remark shows me that you clearly have no understanding whatsoever of the argument presented to you. The assault rifle wouldn't be "clearly superior" if you instead chose to specialize in pistols or sniper rifles. It's your choice which weapon you choose to specialize in. If I wanted to, I could make my pistol just as lethal as any assault rifle you could present me with. The same goes for any other weapon. Does each weapon have an inherent speciality? Yes. Shotguns are always going to be best at short-ranged combat, pistols and assault rifles are always going to be best for mid-range combat, and sniper rifles are always going to be best for long-range combat. Which weapon I use for which circumstances should be up to me, not up to which weapon currently has ammo.

SalsaDMA wrote...

ME1 combat was a farce. A farce. Even the devs admitted in interviews that their combat engine sucked compared to what was available on the market at that time, and that was one of the major proponents for the changes in the combat engine. they wanted a less sucky combat engine to go with their awesome story.


A "farce" compared to shooters like Gears of War, not RPGs. There was nothing wrong with it from an RPG standpoint. That BioWare attempted to bring ME2 more in-line with traditional shooters of the day is kind of a sore point among most fans of the original.

SalsaDMA wrote...

JKoopman wrote...

Choosing to use assault rifles predominantly (eg: specializing in them) and choosing to load said weapons up with dual Frictionless Materials X mods was just that: the player's choice (and wasn't even something you could do until late in the game/a second playthrough). Complaining about it after the fact is basically saying "I'm unable to play the game "properly" myself, so I need the game to hold my hand and make all these decisions for me." There was nothing preventing you from switching to any other weapon whenever you wanted. That some people chose to play through the entirety of the game with nothing but an assault rifle, I don't see as some sort of failing of ME1.


If one choice is flat out superior, there is no real choice. If anything, you are asking for a game that holds your hand because you want situations where there is no real choice.


Again, your inability to understand is so astounding I can only assume it's deliberate. There was tons of choice in ME1's combat. Do I want to mod my weapon with Scram Rails so it deals massive damage up-front but overheats quickly? Do I want my weapon to deal less damage but deal it consistently with Frictionless Materials? Do I want to focus on sustainable accuracy with Improved Sighting and a Kinetic Coil? Do I want to go middle of the road and combine mods? Do I want to factor in enemy detection by sacrificing a mod slot for a Combat Optics upgrade so I can better know enemy positions? Or do I just want to have fun with the physics engine by tossing in some High-Explosive Ammo and making myself a miniature hand-cannon?

What choice does ME2 give you besides "Hmm, which gun has ammo?"

SalsaDMA wrote...

JKoopman wrote...

For that matter, there are several weapons in ME2 where "ammo" is basically a non-issue as well. How many Soldier players switch to anything else after they've acquired the Revenant LMG? Both the Revenant and Locust are powerful enough and with large enough ammo pools that you can use them exclusively and never have to switch to anything else unless you're needlessly wasteful with your shots. The first can be acquired about half-way through the game and the second can be acquired practically from the start. So where ME2 supposedly succeeds, it actually doesn't.


Not entirely. I don't recollect just holding down the trigger button and never letting go at any point in ME2. I DO recollect that on several occasions in ME1. IN FACT, after 3 playthroughs on different classes the only unlocked bonus skill for me when I created a new character was... dun dun dun.... Assault rifle... Which I unlocked on my first playthrough as a soldier... that should tell you something about the 'diversity' of combat in ME1, even between different classes

Obviously you like not having to worry at all about tactics and just hold down the trigger untill nothing moves, given your 'arguments'. Some of us like a bit more tactical variety than that, though, and ME2 gave us that compared to ME1.


Says the guy who just admited to playing through ME1 by "holding down his trigger and never letting go"; and you want to accuse me of "not wanting to worry about tactics"? Sounds to me like you're projecting your own failings.

Modifié par JKoopman, 24 février 2011 - 07:44 .


#50
Praetor Knight

Praetor Knight
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MajesticJazz wrote...

Gatt9 wrote...

They wanted to make a shooter instead of an RPG, and so they added ammo, because shooters have ammo.

That's the only purpose it serves, it doesn't add anything at all to the game.


+1


:huh:

I never fully understand these responses, "+1". But I would disagree with Gatt9's logic since the devs have talked about ME2 Combat and why they made those decisions.

And Mass Effect is a Trilogy that has evolved over two games so far! Why can't ME3 improve upon what is there in ME2? <_<

There is a lot to build from after all IMHO.

Kudos to Bioware! :ph34r: