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Please remove ammo clips for ME3


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#151
appleyum

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My only major complaint is low ammo for shotgun, sniper rifle, and 1 handgun.

Modifié par appleyum, 13 avril 2011 - 08:34 .


#152
esideras

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Heat clips are awesome, this is shooter with and emphasis on RPG and story elements - DEAL WITH IT.

#153
mopotter

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The only problem I had was I hated running around picking up sparkle ammo laying on the ground or sitting on a box. It's not any more realistic than ME1, imo.

#154
gosimmons

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This is probably a lame reason but... I think it looks cooler when you can reload. lol

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
String910

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my response to this topic is

HELL NO !!!

#156
M8DMAN

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We need a Hybrid system.

#157
Stardusk78

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No, no and NO! and then I think, NO.

#158
M8DMAN

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Stardusk78 wrote...

No, no and NO! and then I think, NO.

I just want to cooldown system back, but i do enjoy having the heat sinks. Bioware needs to implement a system that combines both.

#159
didymos1120

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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
Lunatic LK47

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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
HappyHappyJoyJoy

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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
Lunatic LK47

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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
M8DMAN

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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.

Still doesn't mean they should abandon the idea.

#164
wulf3n

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At this point getting rid of them would be just as bad as including them in ME2...that's all we need another retcon :(

#165
CannotCompute

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M8DMAN wrote...

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.

Still doesn't mean they should abandon the idea.


Never seen that post before :) thanks.

Anyway, I really got used to the clip system now & am perfectly fine with it.

Modifié par CannotCompute, 14 avril 2011 - 10:42 .


#166
P3G4SU5

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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
tonnactus

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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
Drake_Hound

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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
Anacronian Stryx

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Endless ammo but with two fixed heat sinks one in use and one cooling of, When the Heat sink in use are overheating you just rotate them - This way you can't just blast away like a crazy person but you don't also have to run around picking up ammo.

#170
Schattenkeil

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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.

Modifié par Schattenkeil, 18 avril 2011 - 12:48 .


#171
crimzontearz

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yes, they need to go....

even on a purely practical perspective they make NO sense whatsoever

#172
crimzontearz

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uh....and someone needs to read the codex, all Mass Effect Field weapons have recoil...even more than normal weapons

#173
Drake_Hound

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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
crimzontearz

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Seriously, does ANYONE read the codex around here anymore?

#175
PnXMarcin1PL

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crimzontearz wrote...

Seriously, does ANYONE read the codex around here anymore?


I read it everytime i play ME1 or ME2 :)

About the topic and to OP:

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