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GameInformer ME3 info "Yay or nay" list


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#201
kregano

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Terror_K wrote...
There's just clearly no point "debating" with you because your posts too often miss the point entirely even after repeated explanations, you can't even seem to grasp simple concepts such as why RPGs need boundaries and restrictions as much as they need freedom, or you're just being stubborn and sometimes even hypocritical (e.g. you deem to love "freedom" in all forms yet fully support ammo mods becoming powers in ME2, something that restricts freedom).

Honestly, the only problem with ammo powers was the fact that you couldn't pick which ones you could have. I guess having the ammo powers fill some power wheel slots is a downside, but honestly, being able to quickly change ammo types is worth it. Going back to ME1 style ammo changing would be a massive regression in terms of gameplay mechanics.

#202
Lunatic LK47

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It's about training. A Soldier is a pure, military fighter... a marine
basically, who concentrates on combat and weapons directly. A biotic
specialises in using their biotics more than anything, and a tech-based
class specialises in tech. While everybody in the armed forces can fire a
weapon, not all of them have extensive combat training and know how you
use all the weapons. The same would apply to the Alliance military. A
biotic Shepard would have spent more time honing their biotic skills
than using more advanced weapons, and the same goes for a tech-expert.
There's no real reason they can't, but they probably wouldn't have.
Beyond that, it just balances the classes better to have the
restrictions in place, IMO.


Uh, except I found it jarring that for an ELITE MARINE, Shepard can't hit the broad side of a barn with the weapon he/she does have access to. Why did a biotic Shepard have to waste skill points in wearing basic body armor just to fire a measly handgun?

#203
Terror_K

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kregano wrote...

Honestly, the only problem with ammo powers was the fact that you couldn't pick which ones you could have. I guess having the ammo powers fill some power wheel slots is a downside, but honestly, being able to quickly change ammo types is worth it. Going back to ME1 style ammo changing would be a massive regression in terms of gameplay mechanics.


They're good as powers from a gameplay perspective in the fact that you can easily use them by just activating them (though why this also stops me using a biotic or tech ability is beyond me) but they don't make any real logical sense as powers. These are essentially tweaks you make to your weapons to make them more effective in a particular way, it doesn't make sense why they'd be powers attributed to a class, especially when in the original game any class could use them. Why do I have to be a Soldier or Soldier hybrid in order to slot a small device into my weapon that allows it to freeze, incinerate, etc. enemies in ME2 when in ME1 anybody could do it? Warp Ammo is about the only one that makes sense, and it's a bonus skill. I find it ironic the the same people who find it stupid that Shepard needed to be a certain class to use a weapon or found weapon skills silly so willingly support Ammo Powers despite them basically being the same kind of restriction when it comes down to it, but one that makes even less sense, especially given how the original game had it. That makes about as much sense as me not being able to slot and fire armour-piercing rounds out of a gun simply because I'm not in the army, despite the fact I'm perfectly capable of slotting and firing standard bullets.

Modifié par Terror_K, 13 avril 2011 - 06:33 .