Would thermal clips have been more accepted IF...
#1
Posté 01 mars 2011 - 08:20
#3
Posté 01 mars 2011 - 08:31
#4
Posté 01 mars 2011 - 08:34
I also believe they would have been more accepted had they actually been universal like the codex stated they were. It makes no sense how each gun has it's own individual limit.
iakus wrote...
And if they weren't lying around in places they couldn't possibly be. ie Jacob's loyalty mission
Or places where it doesn't make any sense, such as random piles in Collector Bases.
Modifié par Machines Are Us, 01 mars 2011 - 08:35 .
#5
Posté 01 mars 2011 - 08:34
#6
Guest_NewMessageN00b_*
Posté 01 mars 2011 - 08:41
Guest_NewMessageN00b_*
#7
Posté 01 mars 2011 - 08:53
#8
Posté 01 mars 2011 - 10:48
#9
Posté 01 mars 2011 - 10:48
1: heatsinks should be transferable between weapons
- Why? We have no real data on how they are stored, except taht we can see the clips we pick up are not the same as the sinks themselves that get ejected. Given this, it might just be possible that the sinks themsleves are stored internally in the weapons (and the diagrams and screenshots certainl lean towards this suggestin) and thus aren't easily removable, safe when ejecting a spent sink. Another factor to consider in this regard is that a clip gives a variable amount of 'sinks' depending on the actual weapon and the research that have been done with it, leading to the probability that the sinks themselves are not as 'defined' a size as a round from a modern day firearm magazine; but rather a more adaptable thing that can be sperated in different 'sizes' depending on the heat requirement of the weapon. If we compare with a water pistol, it would be downright silly to try and transfer water from a waterpistol to a waterrifle, or visa versa, even more so if the compound we were transfering had 'unfortunate' effects when exposed to air (again we have no knowledge of the actual reactions of the material involved, save that it can gather and store heat in some way).
2: Heatsinks should be re-usable
Again, why? As said earlier we have no knowledge of the actions caused in the object or how it reacts when exposed to air. For all we know the material compunds could turn brittle and useless when cooled down after having been raised to a tempature where they 'did their thing' of pulling heat from the weapon and getting ejected. Air might have an effect on the materials as well. Fact is, we have no knowledge about it save it's hot enough to light up gasoline, thus the writers could determine more or less anything as being 'reasonable' for what happens with expelled heatsinks.
3: You should be able to fire a weapon if there are no heatsinks
Um... Yeah... I'm sure people would enjoy having their weapon blow up in the hands because they forgot to check the ammo counter, which is a very possible risk if you don't have any heatcombatitive systems on your weapons. Even ME1 weapons had the same you-cannot-fire-if-it-will-put-you-at-risk system. Only difference was that they were dealing with lesser heat variances than ME2 weapons, given that the discardedable heatsinks allow engineers to bank over the curve with what they can safely get away with producing of heat in the weapon. If you want to, think of it as the system already being in the weapons, except the heatlevels produced by ME2 weapons are higher than ME1 weapons, thus you aren't even allowed to fire that single shot cause the failsafe system kicks in at the predicted theoretical heat-product and tells you 'no go young sir, you don't get to blow up your arm today like this'.
Or to put it short: With the info given there is nothing wrong lorewise with how it works and there is nothing to argue for either way or the other of random peoples suggestions as being 'the right one'. the only 'right one' is what the writers at Bioware come up with, as they control the lore behind it.
#10
Posté 01 mars 2011 - 11:41
a new finite power would replenish all non-heavy weapons carried when used?
With the power representing Shepard using Thermal Clips carried on the Armor to refill the weapons when used, the player would not have to rely on scavenging Thermal Clips, Power Cells and/or find Armories in the field to replenish non-heavy weapons.
Modifié par Praetor Shepard, 01 mars 2011 - 11:43 .
#11
Posté 02 mars 2011 - 12:13
New weapon upgrade: Cooling fan.
#12
Posté 02 mars 2011 - 01:55
Sledge454 wrote...
Thermal clips... <_<
New weapon upgrade: Cooling fan.
Haha. Now, if you'll excuse me, I'm going to go and add a big-assed Arctic Cooler to the side of my assault rifle.
#13
Posté 02 mars 2011 - 02:02
#14
Posté 02 mars 2011 - 02:14
#15
Posté 02 mars 2011 - 03:55
#16
Posté 02 mars 2011 - 05:07
They did not.camirish1 wrote...
The only thing I want is just ONE weapon that doesn't use thermal clips! Call it "old tech" and make it as weak as you want. I just want it to show these weapons at least EXISTED!
Get over it.
Modifié par Zulu_DFA, 02 mars 2011 - 05:15 .
#17
Posté 02 mars 2011 - 05:26
#18
Posté 02 mars 2011 - 05:32
#19
Posté 02 mars 2011 - 06:22
I think it would been, but that's not I would want it to be. Meaning it would have been worst system.matt-bassist wrote...
once they ran out, you could still fire your weapon, but with the over-heating aspect of ME1?
Problems would be:
1. if player character is weak, never need to come out of cover.
2. if player character is strong (armor), no point to stay cover at all
3. if there is no need to pickup clips in combat, no need to change that favour best weapon.
Hole idea of clips is that player will run out of ability shoot in cover and unable to change it just by waiting. So idea is that player character is too weak to stand middle of battlefield and has to take risk to run for more clips or change weapon. Also ME series combat is shooter combat. So, say that it will be same as any other shooter, it's not because it has to be different, it's because it works well. Why to hell you think so many shooters use it.
Modifié par Lumikki, 02 mars 2011 - 06:56 .
#21
Posté 02 mars 2011 - 06:34
Geth_Prime wrote...
Yeah, I was thinking something similar. The overheat system from ME1, but if your weapon overheats you can use a thermal clip for instant cooldown and a damage bonus. But of course, you only get a limited supply, so you have to think strategically.
this
I read somewhere that this is what they originally intended, and that it can be restored in the PC version
Modifié par Grumpy-Mcfart, 02 mars 2011 - 06:34 .
#22
Guest_Submachiner_*
Posté 02 mars 2011 - 07:05
Guest_Submachiner_*
Though if I had it my way, it would work like this:
Your gun would have an heat limit and thermal clips. If your gun reaches the over heat limit, you would discharge a thermal clip and reload. You could carry up to maybe 50 thermal clips. But if you used your guns properly, you could be on the same thermal clip for quite a while.
#23
Posté 02 mars 2011 - 07:06
#24
Posté 02 mars 2011 - 07:42
My Infiltrator never runs out of ability to "shoot" Incineration, so the system is "flawed" anyway.Lumikki wrote...
Hole idea of clips is that player will run out of ability shoot in cover and unable to change it just by waiting.
Other shooters work well not because of the ammo limit, but because there is variation in level design and enemy AI, which requires the player to assume different tactics in different situations. This, BTW, was implemented a lot better in ME1.Lumikki wrote...
Also ME series combat is shooter combat. So, say that it will be same as any other shooter, it's not because it has to be different, it's because it works well. Why to hell you think so many shooters use it.
In ME2 variation is based solely on the "paper-rock-scissors" system, which is boring as hell. The thermal clips are just an annoyance, akin to the planet scanning, with the mild improvement that the environments in which you have to gather the clips are not so atrociously monotonous.
#25
Posté 02 mars 2011 - 08:05
It cannot be restored in the PC version, because the "overheat" system is basically "ammo regen". It worked in ME1 because the "ammo" there was counted in percentages of the full "clip", while in ME2 it is counted in absolute numbers. Therefore either the slow-firing weapons would cool down faster then you can fire them, or the rapid-firing weapons would take forever to cool down.Grumpy-Mcfart wrote...
I read somewhere that this is what they originally intended, and that it can be restored in the PC version
The problem with the hybrid system would have been that it would most likely have had vices from the both worlds, rather than virtues. So instead of tweaking an fine-tuning and perfectionizing the ME1 system BioWare decided to cook a generic, easy-to-math one. In other words, they were lazy.





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