Modifié par appleyum, 13 avril 2011 - 08:34 .
Please remove ammo clips for ME3
#151
Posté 13 avril 2011 - 08:28
#152
Posté 13 avril 2011 - 10:36
#153
Posté 13 avril 2011 - 10:43
#154
Posté 13 avril 2011 - 10:48
But I'm not really against not having infinite ammo either, though larger clips would definitely be appreciated.
Modifié par gosimmons, 13 avril 2011 - 11:18 .
#155
Posté 13 avril 2011 - 11:01
HELL NO !!!
#156
Posté 14 avril 2011 - 12:00
#157
Posté 14 avril 2011 - 12:05
#158
Posté 14 avril 2011 - 12:22
I just want to cooldown system back, but i do enjoy having the heat sinks. Bioware needs to implement a system that combines both.Stardusk78 wrote...
No, no and NO! and then I think, NO.
#159
Posté 14 avril 2011 - 12:34
M8DMAN wrote...
Bioware needs to implement a system that combines both.
They did. They didn't like it, and neither did most playtesters. If you're on PC, you can enable it if you want. Otherwise, you just have to live with their decision, which they're almost certainly sticking to.
Modifié par didymos1120, 14 avril 2011 - 12:35 .
#160
Posté 14 avril 2011 - 12:36
tonnactus wrote...
Bluko wrote...
Yeah and this usually ends up with you being dead, more often then not..
There was an ability called damping.That prevents enemy engineers and biotics from using their abilites against you.And the biotics of your team could prevent this too.
Too bad that is only available to two squadmates if I'm not an Infiltrator or Engineer, but even then, the lack of damage turned me off from using the skill at all.
#161
Posté 14 avril 2011 - 03:39
Lunatic LK47 wrote...
tonnactus wrote...
Bluko wrote...
Yeah and this usually ends up with you being dead, more often then not..
There was an ability called damping.That prevents enemy engineers and biotics from using their abilites against you.And the biotics of your team could prevent this too.
Too bad that is only available to two squadmates if I'm not an Infiltrator or Engineer, but even then, the lack of damage turned me off from using the skill at all.
I think you can pick it up as a bonus skill. It's very handy.
#162
Posté 14 avril 2011 - 03:48
HappyHappyJoyJoy wrote...
Lunatic LK47 wrote...
tonnactus wrote...
Bluko wrote...
Yeah and this usually ends up with you being dead, more often then not..
There was an ability called damping.That prevents enemy engineers and biotics from using their abilites against you.And the biotics of your team could prevent this too.
Too bad that is only available to two squadmates if I'm not an Infiltrator or Engineer, but even then, the lack of damage turned me off from using the skill at all.
I think you can pick it up as a bonus skill. It's very handy.
I NEVER use bonus skills. Main reason why I have off-line profiles. Should have made myself clear earlier.
Modifié par Lunatic LK47, 14 avril 2011 - 03:49 .
#163
Posté 14 avril 2011 - 08:43
Still doesn't mean they should abandon the idea.didymos1120 wrote...
M8DMAN wrote...
Bioware needs to implement a system that combines both.
They did. They didn't like it, and neither did most playtesters. If you're on PC, you can enable it if you want. Otherwise, you just have to live with their decision, which they're almost certainly sticking to.
#164
Posté 14 avril 2011 - 10:33
#165
Posté 14 avril 2011 - 10:41
M8DMAN wrote...
Still doesn't mean they should abandon the idea.didymos1120 wrote...
M8DMAN wrote...
Bioware needs to implement a system that combines both.
They did. They didn't like it, and neither did most playtesters. If you're on PC, you can enable it if you want. Otherwise, you just have to live with their decision, which they're almost certainly sticking to.
Never seen that post before
Anyway, I really got used to the clip system now & am perfectly fine with it.
Modifié par CannotCompute, 14 avril 2011 - 10:42 .
#166
Posté 14 avril 2011 - 12:29
JKoopman wrote...
Why do people keep arguing that if ME returns to a cooldown system that we'll inevitably return to overpowered mods allowing people to shoot forever? Cooldown =/= mods.
Simply put, neither ME2 nor (apparently) ME3 allow you to mod your weapons in a way that would increase cooldown or decrease heat buildup. As long as Frictionless Materials mods aren't put back into the game, the worries about being able to fire forever without regard for overheating are essentially unfounded. All people want is not to have to worry about scrounging for ammo anymore.
^This.
Why do people always assume that returning to a previous (and in this case, more sound) concept means it will be implemented in exactly the same way as before. Any problems with being able to fire continuously could be easily corrected by reducing the cooling provided by weapon modules or removing cooling modules altogether.
#167
Posté 14 avril 2011 - 07:22
Lunatic LK47 wrote...
Too bad that is only available to two squadmates if I'm not an Infiltrator or Engineer,
Right,and to open lockers atleast i always took one of them.The point of damping and other tech skills was crowdcontrol,not damage.Something that could be just as valuable as that,if not more...
#168
Posté 18 avril 2011 - 12:14
Mykel54 wrote...
Well to be honest, i wouldn´t mind the ammo system if i didn´t have to look for ammo continually.
I would not mind a system where ammo was in, if for example out of combat, your ammo filled up automatically. So say that while you are fighting you have limited resources, but once the fight is over, instead of "clip searching time!", your weapon start refilling it´s own ammo. I think it would be less limiting and still allow you to make a shot here and there for fun (let´s shoot at this lamp, or this crate box) without worrying about ammo.
I understand the point you have made about ammo being a differential element between weapons, and the whole limited resources stuff, but following that theory then all biotics should have a "mana bar" that is spent each time you use a power. I am exaggerating a bit but i hope you get what i meant, i just feel that using biotic/tech powers is a lot less frustrating that my own weapons, because for the powers i only have to worry about the cooldown. For the weapons i can´t waste any shot for fun, and i have to go looking for clips after almost every fight.
This does bring a good point , Maybe out of combat refilling depending on the level of difficulty .
So easy it replenishe all your ammo , once out of combat or at a checkpoint , normal replenish half your ammo. hard and insanity go scrounge ammo .
Would suffice all gamers , so those people won´t feel like they have to resource manage clips , by not picking them up , using the ammo and run back .
Makes Sence for all gamers .
#169
Posté 18 avril 2011 - 12:18
#170
Posté 18 avril 2011 - 12:42
This whole mass effect field story is not plausible for weapons. We're talking about science fiction here, so it doesn't have to be realistic, but it does have to be plausible. It's like making a fighter in a space fighter game look like perfectly normal cars and a dogfight like a car chase. It would be a lot easier to admit that it is a car chase.
I am curious whether it wouldn't be possible to get along without ammunition that just happens to lie around but instead you kind of have to live with the ammunition you brought. Not quite sure how to prevent the player from running completely out of ammo though.
Modifié par Schattenkeil, 18 avril 2011 - 12:48 .
#171
Posté 18 avril 2011 - 01:17
even on a purely practical perspective they make NO sense whatsoever
#172
Posté 18 avril 2011 - 01:21
#173
Posté 18 avril 2011 - 01:23
Schattenkeil wrote...
I'd actually prefer if they gave as classic ammunition and stopped telling us the weapons were mass effect field driven, because the looks of the weapons, the projectiles' flight, the fact that they seem to have recoil and are held like weapons that have recoil, the sound and whatnot implies that they are perfectly normal weapons, firing projectiles propelled by quickly expanding gas produced in by burning a solid substance.
This whole mass effect field story is not plausible for weapons. We're talking about science fiction here, so it doesn't have to be realistic, but it does have to be plausible. It's like making a fighter in a space fighter game look like perfectly normal cars and a dogfight like a car chase. It would be a lot easier to admit that it is a car chase.
I am curious whether it wouldn't be possible to get along without ammunition that just happens to lie around but instead you kind of have to live with the ammunition you brought. Not quite sure how to prevent the player from running completely out of ammo though.
It is all depending on Science , The recoil is done for gaming effect , but if you want plausible science .
The discharges of the weapons are based on burst energy , so not steady amount of energy .
So a discharge of burst energy needs a violent reaction , example of steady energy is the reaper heavy laser .
That one has no recoil at all just a blue beam and let it do damage .
Since we fire shots or concetrated burst energy , instead of a straight light beam that increases in damage .
You need to chamber the energy , instead of just blasting it off .
There is a lot of theory , but basically you can take real life plasma torches and flame throwers .
When first discharged it gives a slight kick back . before it becomes steady .
Cause of the amount of heat it generates and friction with the air .
#174
Posté 18 avril 2011 - 01:36
#175
Posté 18 avril 2011 - 01:55
crimzontearz wrote...
Seriously, does ANYONE read the codex around here anymore?
I read it everytime i play ME1 or ME2
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