Soahfreako wrote...
TL;DR
I figured as much from you.
Soahfreako wrote...
TL;DR
Rurik_Niall wrote...
Murmillos wrote...
wargarbal.. heat sinks..
Does ME2 have any way to explain how after being stranded for 9 years and isolated, the survivers of MSV Hugo Gernsback have recent heatsink technology?
Or do are we just waving a magic hand and forgetting that little "opps", that mission must have been finished before they developed heatsinks?
Actually, if you listen to Zaeed's stories about Jessie he specifically refers to her using clips in a story that was set five years prior to ME2, and the rifle itself is at least fifteen years old, so it's entirely possible that heat clips were used at the time, but they were considered to be inferior. Less demand means less cost, the perfect weapons for a merc just getting started, or security aboard a civilian vessel owned by a company too cheap to spring for the good weapons that wouldn't expect their security officers to be seeing enough combat that they'd need to fire more than a few dozen shots anyway.
Modifié par Rurik_Niall, 28 avril 2011 - 12:09 .

Modifié par Phaedon, 28 avril 2011 - 01:30 .
Modifié par KennethAFTopp, 28 avril 2011 - 02:34 .
Guest_Tigerblood and MilkShakes_*
Savber100 wrote...
After reading about all the customization and 'rich RPG features' of ME3, I sense a possible clash between Bioware fans after ME3 is released.
I can already imagine the customization for ME3 being compared to Call of Duty's class customization. (Will similarites between COD's and ME3's customization be a bad thing? I hate to say it but COD's multiplayer customization probably had more features than ME2.)
So my question is this:
If you were directing ME3, how would you improve the RPG elements?
Personally, I want looting to return, more armor pieces that I can swap out, and more weapon variety which would diversify gameplay.
Oh and keep the dialogue choice unrelated to my current Paragon and Renegade standing. Give us back our skills or at the very least the Charm ability!
Computer_God91 wrote...
Alright, that makes sense, who wants to wait while there weapon cools off? Just eject that heat sink and continue your barage of firing, but wait a second, the Geth said that its won by the side who can put the most rounds down range, so following that logic then they wouldn't want to do anything that might stop them from using their gun altogether right? Well that's where you're wrong. You can run out of ammo "Thermal Clips" for your gun and be unable to use it till you find more. which following the Geth's logic just made things worse cause you can only fire a set amount of rounds before you can not use the gun altogether. So it would make overheating seem like the better idea anyway cause yes, you might have to pause combat to let the heat vent but you're not limited to the amount of rounds you can fire, so you just wait until your enemy is out of ammo "Thermal Clips" then you walk up and shoot them. You now won the fight. Thus why overheating from a lore perspective is better.
Here's my suggestion for fixing this Gameplay and lore confliction, make a hybrid system. Unlimited "ammo" but you still need to "reload" (let the heat vent via thermal heat sink). Pistol shoots 16 rounds eject a sink, resume firing. Now it makes more sense from both perspectives.
Now, if you want me to do the same thing with why Biotics should react like they did in ME1 please let me know, I'm just not sure if you want to read another massive wall of text. Which was longer cause I went on a rant about story and atmosphere but deleted it because this is already too long.
In before Cool story, bro!
Da Mecca wrote...
Baldur's Gate had attributes and party dynamics meant far more than they ever did in Mass Effect.
Also had more dialogue options.
Rurik_Niall wrote...
I'd agree, but keep the ability to change ammo types on the fly, and actually make the different equipment mean something. I'd rather have just three different rifles that all act completely different and are all viable options than three dozen rifles with the majority just having different colours and slight upgrades over the others. I'd also tweak the power cooldown system, having multiple cooldowns rather than one global one. Biotic cooldown, tech cooldown, unity cooldown, ammo cooldown, etc.
Da Mecca wrote...
Baldur's Gate had attributes and party dynamics meant far more than they ever did in Mass Effect.
Also had more dialogue options.
Phaedon wrote...
Not a true statement. In all of my playthroughs I have only ran out of ammo twice. And that was because of my horrible management of ammunition.In ME2 the classes are even more heavily stressed to play a certain way. Example: As a vanguard changing is your main method for killing people and with Shotgun in hand, you're a god. Try that with a pistol and chances are you're doomed, but at a certain point in the game you will run out of ammo
Ahglock wrote...
Now I don't shoot walls and stuff like I would in ME1 when I was bored, not sure if that is an improvement or not.
The Spamming Troll wrote...
Ahglock wrote...
Now I don't shoot walls and stuff like I would in ME1 when I was bored, not sure if that is an improvement or not.
i dont know how many times id run around the citadel shooting at NPCs feet adn throwing grenades across the presidium lake.
that was sorta fun!
Phaedon wrote...
Also, this has nothing to do with RPG elements, which is another reason why I can't find people with your signature serious anymore.
Da Mecca wrote...
Baldur's Gate had attributes and party dynamics meant far more than they ever did in Mass Effect.
Also had more dialogue options.
Modifié par Savber100, 28 avril 2011 - 05:58 .
Savber100 wrote...
Phaedon wrote...
Also, this has nothing to do with RPG elements, which is another reason why I can't find people with your signature serious anymore.
It was my bad. I asked him what he thought about the ammo system and he was only answering my question.
Also, no need to be too harsh. It's an opinion and not even flammatory for that matter.
Savber100 wrote...
I agree on the party dynamics and attributes but I always treated ME as a shooter with great role--playing elements. To me, DA was meant to be the sucessor of the more stat-driven, hardcore games of old while ME tried a more TPS/RPG hybrid. It worked for me and I have always treated the two RPGs as different subgenres of overall RPG market.
What do you mean by the lack of dialogue options? Sure, the old RPGs like PT and BG had a vast illusion of choices where most dialogues just end up linking into 2-3 different results. The ME dialogue wheel cuts down the excessive fat and gives the same amount of results. You might feel limited but the results still remains the same.