Why ME2's ammo system is bad
#126
Posté 03 mai 2011 - 11:25
I kind'a like not having to work through at least 100 items converting them all in to omni-gel every time I clear a room. Just like I don't like hunting for clips every time I clear a room... that's like resurrecting the problem in a new form.
#127
Posté 03 mai 2011 - 11:47
For the record. You do see squad mates and enemies reloading, you just don't notice them picking up the clips. (you are too busy shooting enemies/looking for your own ammo when they are restocking)
Like I said earlier, I think a hybrid system would work well. You choose your upgrades, and that either makes your gun cool down faster, or you do more damage. When your gun does overheat you have to put a new clip in.
Thus a trade-off with damage to ROF and ammo supply can be obtained. ME1 system was broken and too easy to abuse. ME2's was non existent.
ME3 should take the best from both games and combine them to fix the worst parts. Not just look at the worst and remove it completely.
#128
Posté 03 mai 2011 - 01:08
lolwut666 wrote...
What's funny is that a lot of these people complaining about the thermal clips also advocate in favor of the return ME1's looting system.
I mean, sure it's odd when enemies drop thermal clips, but a krogan drops a quarian armor upon death that makes perfect sense.
uh.. no. ME1 loot system was atrocious and horriblebly implemented. I can guarantee you that nobody wants ME1 system duplicated in any form or fashion ever-ever again; what we do want is a loot system that is smart, sensible and manageable.
Hell, even DA2 loot system is mostly retarded because you pick up junk that you know is junk the second you pick it up just for the sake of picking up junk to be able to sell. Yes if I go into a fight that is nothing but Rogues and Mages, the Shields and Two-Handed weapons are going to go to waste - but that is my choice by not having those party members in my party.
I'm not sure what type of looting system most other looters want, but I would like a simple one were you'll be able to scan with your omni-tool 2-4 upgrades during a mission for you to replicate back onboard Normandy. We get the fulfillment of getting to loot without having to loot crap or worry about the endless 'bag of holding' issues with loot.
Good job troll. You got me to respond.
Modifié par Murmillos, 03 mai 2011 - 01:09 .
#129
Posté 03 mai 2011 - 01:18
Murmillos wrote...
uh.. no. ME1 loot system was atrocious and horriblebly implemented. I can guarantee you that nobody wants ME1 system duplicated in any form or fashion ever-ever again; what we do want is a loot system that is smart, sensible and manageable.
Hell, even DA2 loot system is mostly retarded because you pick up junk that you know is junk the second you pick it up just for the sake of picking up junk to be able to sell. Yes if I go into a fight that is nothing but Rogues and Mages, the Shields and Two-Handed weapons are going to go to waste - but that is my choice by not having those party members in my party.
I'm not sure what type of looting system most other looters want, but I would like a simple one were you'll be able to scan with your omni-tool 2-4 upgrades during a mission for you to replicate back onboard Normandy. We get the fulfillment of getting to loot without having to loot crap or worry about the endless 'bag of holding' issues with loot.
Good job troll. You got me to respond.
#130
Posté 03 mai 2011 - 05:22
Crimson_D-bag wrote...
clips all the way, unlimited ammo in me1 was pretty cheesy and having clips forced u to have better aim and actually use all the different weapon types your character was given. it made the game more tactical for me, although with an infiltrators 2 sec slow down and a couple sniper rifle upgrades it was all OHK head shots for me, then u have your smg, then u have your pistol, no big deal.
The only character that I was ever forced to change weapons with was with my Infiltrator - but that was only because the Sniper Rifle had a ridiculous low number of rounds, even by traditional "FPS" standards.
The only other time I changed weapons - and this was to my own choice to do so - was to quickly switch to a SMG to take out the shields of a YMIR Mech if I didn't have a full anti-shield talent group.
Never once ever was I ever forced to want to aim better because of the limited ammo. That line may work on people unfamiliar with FPS and are unaccustomed to dealing with "limited" ammunition; and thus need a system to improve their skills with, but for anybody else with any prior FPS background, the ME2 ammo system does nothing but make busy work to looking for more ammo. Which goes against the lore / technical background of the first game.
The unlimited ammo spray needed a technical tweek to prevent it from happening again and everything would have been fine - not a buchered hack job to make ME2 like every other generic FPS with "ammo".
#131
Posté 03 mai 2011 - 08:40
Murmillos wrote...
The only character that I was ever forced to change weapons with was with my Infiltrator - but that was only because the Sniper Rifle had a ridiculous low number of rounds, even by traditional "FPS" standards.
The only other time I changed weapons - and this was to my own choice to do so - was to quickly switch to a SMG to take out the shields of a YMIR Mech if I didn't have a full anti-shield talent group.
Never once ever was I ever forced to want to aim better because of the limited ammo. That line may work on people unfamiliar with FPS and are unaccustomed to dealing with "limited" ammunition; and thus need a system to improve their skills with, but for anybody else with any prior FPS background, the ME2 ammo system does nothing but make busy work to looking for more ammo. Which goes against the lore / technical background of the first game.
The unlimited ammo spray needed a technical tweek to prevent it from happening again and everything would have been fine - not a buchered hack job to make ME2 like every other generic FPS with "ammo".
I think changing weapons is a very important part of ME2 gameplay. It's an action-RPG. It is not a TPS/shooter, it is not Force Unleashed where you're a god and you can kill troopers with a wave your hand, and not it's Fallout 3 where you can use VATS to stop time and a maxed Perception to snipe everything before they get close to you. In the action, you have multiple weapons and multiple powers from yourself and your squadmates. With the exception of the Vanguard, if you rely on only one weapon (and one way of playing) then you are not fully taking advantage of the options given to you, and on harder difficulties, that should cost you. Here's an example of how make the most out of guns:
^ You have 3-4 guns fully capabie of handling any situation. Use them all.
I like the idea of a hybrid system only to ensure that the cooldown lore stays in tact, as long as it can be somewhat useful for casual players and it can't be exploited on the harder difficulties. So the only big difference between your idea and mine is that the cooldown would be something like 12 secs as opposed to 2.5. It's short enough to save a few sniper rounds, but long enough that you need to switch weapons and learn new ways of playing. What keeps me from fully endorsing it is that it's basically another cooldown meter you have to manage in addition to the power cooldowns. That can be potenitally too much information to handle and can distract you from seeing what the enemies are doing... such as, reloading their own guns.
#132
Posté 03 mai 2011 - 09:20
lolwut666 wrote...
Murmillos wrote...
uh.. no. ME1 loot system was atrocious and horriblebly implemented. I can guarantee you that nobody wants ME1 system duplicated in any form or fashion ever-ever again; what we do want is a loot system that is smart, sensible and manageable.
Hell, even DA2 loot system is mostly retarded because you pick up junk that you know is junk the second you pick it up just for the sake of picking up junk to be able to sell. Yes if I go into a fight that is nothing but Rogues and Mages, the Shields and Two-Handed weapons are going to go to waste - but that is my choice by not having those party members in my party.
I'm not sure what type of looting system most other looters want, but I would like a simple one were you'll be able to scan with your omni-tool 2-4 upgrades during a mission for you to replicate back onboard Normandy. We get the fulfillment of getting to loot without having to loot crap or worry about the endless 'bag of holding' issues with loot.
Good job troll. You got me to respond.
so you agree or what?
murmillos is right. NOBODY wants a return to clogged inventories and reskinned weapons. hopefully those developers got fired at about the same time as the enemy protection and planet scanning ones did.
#133
Posté 04 mai 2011 - 04:17
Tony Gunslinger wrote...
Here's an example of how make the most out of guns:
^ You have 3-4 guns fully capabie of handling any situation. Use them all.
That's a fun video but what it demonstrates is that the main reason for weapon switching is situation, not ammo.
Playing as a soldier I did weapon switch until the weapon spec, at that point I ran up to enemies and shot them in the face with the Revenant until they died of it. In neither case was ammo really ever a factor in gun choice, defence type, utility, ability synergy (in this case Adrenaline). You already have lots of reason why you would want to weapon switch as a soldier, the ammo system isn't adding anything in that regard.
However that doesn't really apply to all classes. Playing as a Vanguard, early game without the shotgun capacity upgrade I was forced to weapon switch, later I could use the shotgun constantly. Being forced to switch to another weapon didn't really add anything to the game for me, I wanted to play a vanguard to charge, charge, charge.
Ammo doesn't force weapon switching that often. When it does it's because you want to stick with one gun and maybe the game should let you. It kind of sucks to not be able to shotty charge as a vanguard or snipe as an infiltrator.
#134
Posté 11 mai 2011 - 05:02
if you swap your weapons properly ammo should not be a problem as ammo pickups refill all your weapons... and i have lots of fps and rpg backround. all i'm sayin is its better than me1's really hard at first to really easy half way through the game cool down system, spectre AR= easy mode! i think a hybrid system would work, have to wait to see what the boys and girls at BW do tho!Murmillos wrote...
Crimson_D-bag wrote...
clips all the way, unlimited ammo in me1 was pretty cheesy and having clips forced u to have better aim and actually use all the different weapon types your character was given. it made the game more tactical for me, although with an infiltrators 2 sec slow down and a couple sniper rifle upgrades it was all OHK head shots for me, then u have your smg, then u have your pistol, no big deal.
The only character that I was ever forced to change weapons with was with my Infiltrator - but that was only because the Sniper Rifle had a ridiculous low number of rounds, even by traditional "FPS" standards.
The only other time I changed weapons - and this was to my own choice to do so - was to quickly switch to a SMG to take out the shields of a YMIR Mech if I didn't have a full anti-shield talent group.
Never once ever was I ever forced to want to aim better because of the limited ammo. That line may work on people unfamiliar with FPS and are unaccustomed to dealing with "limited" ammunition; and thus need a system to improve their skills with, but for anybody else with any prior FPS background, the ME2 ammo system does nothing but make busy work to looking for more ammo. Which goes against the lore / technical background of the first game.
The unlimited ammo spray needed a technical tweek to prevent it from happening again and everything would have been fine - not a buchered hack job to make ME2 like every other generic FPS with "ammo".





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