So what will be your weapon loadout in ME3
#1
Posté 03 mai 2011 - 10:02
so lets say the rules are engineer, adept and sentinel get to carry two, vanguard and infiltrator gets three and the soldier gets four.
adept - submachine gun (i love them) and AR
engineer - shotgun and sniper
sentinel - AR and shotgun
vanguard - AR, pistols and shotgun
Infiltrator - submachine gun, pistols and sniper
soldier - pistols, shotgun, AR and sinper
if its a system were any classes can carry multiple if the same weapon i think it would be crazy fun, but the only load i would change is the soldier, vanguard and infiltrator, the rest would remian the same, soldier would carry four different AR, Vanguard would be three different shotguns and infiltrator three different sinper.
#2
Posté 03 mai 2011 - 10:10
I'm not sure how much pistols are gonna be used though, dual wielding them might help if they don't have a "niche" game play associated to them. Seems like everything is covered with Shotguns/Assault rifles /Sniper rifles.
Although , now that i think about it : Melee weapons are also thrown in the mix in ME3 , so I'll probably add some on my Vanguard and Infiltrator.
Modifié par Saaziel, 04 mai 2011 - 02:22 .
#3
Posté 03 mai 2011 - 10:16
#4
Posté 03 mai 2011 - 10:25
you can't use melee weapons only enemy AI can from what i heard, i don't know why but i just love pistols, in mass effect 1 i used them all the time in ME2 they are every useful but run out of ammo very quickly, wish i can do a the whole game with just pistols just like ME1.Saaziel wrote...
I agree 3 shotgun Vanguard would be freaking awesome ; More over if you can mod you weapons on top of that , I'll put a shotgun on my shotgun.
I'm not sure how much pistols are gonna be used though, dual wielding them might help if they don't have a "niche" game play associated to them. Seems like everything is covered with Shotguns/Assault rifles /Sniper rifles.
Although , now that i think about it : Melee weapons are also thrown in the mix in ME3 , so I'll probably add some on my Vanguard and Infiltrator.
Modifié par weedlink10, 03 mai 2011 - 10:26 .
#5
Posté 03 mai 2011 - 10:27
same here.termokanden wrote...
Not sure yet. But I sure hope pistols are decent in ME3. They aren't super great in ME2 but I still love using them for some reason.
#6
Posté 03 mai 2011 - 10:46
Adept: Shotgun, Assault Rifle
Engineer: Shotgun, Assault Rifle
Infiltrator: Shotgun, Sniper Rifle, Assault Rifle
Sentinel: Shotgun, Assault Rifle
Soldier: Shotgun, Sniper Rifle, Assault Rifle, SMG
Vanguard: Shotgun, Sniper Rifle, Assault Rifle
I wonder if the SMG category of weapons will disappear, as in core ME2 SMG's were basically just slightly weaker close combat assault rifles. Perhaps they will be merged with the pistol category like in ME1. If not, it will be interesting to see how Bioware differentiates between SMG's and assault rifles.
#7
Posté 03 mai 2011 - 10:51
Based on the weapons currently out for ME2, and if they all direct imported to ME3 then....
Adept AR/SG or smg/Sniper
Engineer AR/SG or AR/Sniper
Infiltrator sniper/Sg/AR
Vanguard SG/AR/Sniper
Sentinel........?
Soldier...Everything
They may limit how many "big" guns like ARs and Sniper rifles you can carry on non-combat classes, so like I said it will depend on what guns are out and what tweeks they do to the system.
#8
Posté 03 mai 2011 - 10:57
Based on how the weapons worked in ME2, this is probably pretty close to an optimal layout. And this is why I hope there is more to it than just allowing any class to use any weapon. I want more variety and differentiation between the classes... not less.lazuli wrote...
Adept: Shotgun, Assault Rifle
Engineer: Shotgun, Assault Rifle
Infiltrator: Shotgun, Sniper Rifle, Assault Rifle
Sentinel: Shotgun, Assault Rifle
Soldier: Shotgun, Sniper Rifle, Assault Rifle, SMG
Vanguard: Shotgun, Sniper Rifle, Assault Rifle
Need weapon size and carrying capacity. Someone else suggested this.
Adepts, Engineers and Sentines should start with a carrying capacity of 2. Vanguards and infiltartors should have 3, Soldiers 4. At various levels or skill evolutions this can be increased.
All pistols and most smgs should be size 1. Shotguns, SR and AR should be mainly 2. Individual weapons like Claymore etc can be even higher. I think this would make choosing your weapon loadout much more interesting. Numbers may obviously need some tweaking.
#9
Posté 03 mai 2011 - 11:00
Haven't thought of the others.
#10
Posté 03 mai 2011 - 11:06
Malanek999 wrote...
Based on how the weapons worked in ME2, this is probably pretty close to an optimal layout. And this is why I hope there is more to it than just allowing any class to use any weapon. I want more variety and differentiation between the classes... not less.lazuli wrote...
Adept: Shotgun, Assault Rifle
Engineer: Shotgun, Assault Rifle
Infiltrator: Shotgun, Sniper Rifle, Assault Rifle
Sentinel: Shotgun, Assault Rifle
Soldier: Shotgun, Sniper Rifle, Assault Rifle, SMG
Vanguard: Shotgun, Sniper Rifle, Assault Rifle
Need weapon size and carrying capacity. Someone else suggested this.
Adepts, Engineers and Sentines should start with a carrying capacity of 2. Vanguards and infiltartors should have 3, Soldiers 4. At various levels or skill evolutions this can be increased.
All pistols and most smgs should be size 1. Shotguns, SR and AR should be mainly 2. Individual weapons like Claymore etc can be even higher. I think this would make choosing your weapon loadout much more interesting. Numbers may obviously need some tweaking.
Yeah. If SMG's and AR's remain the same, why would you ever choose an SMG, especially when beasts like the Mattock are around? I do think the system should be deeper than X class gets access to Y guns. You suggested distilling it down to a capacity value. So light guns (pistols and SMG's) would cost 1 and heavier guns would cost 2. If that were the case, I'd still give Adepts, Engineers, and Sentinels a max capacity of 3, not 2. They should be able to use a heavier gun and a sidearm, in my opinion.
#11
Posté 03 mai 2011 - 11:11
All the numbers would be subject to change. I would tend to favour starting them at 2 but making it pretty easy to get to 3 relatively quickly, probably by investing in their class passive or whatever other advancement way is involved.lazuli wrote...
Yeah. If SMG's and AR's remain the same, why would you ever choose an SMG, especially when beasts like the Mattock are around? I do think the system should be deeper than X class gets access to Y guns. You suggested distilling it down to a capacity value. So light guns (pistols and SMG's) would cost 1 and heavier guns would cost 2. If that were the case, I'd still give Adepts, Engineers, and Sentinels a max capacity of 3, not 2. They should be able to use a heavier gun and a sidearm, in my opinion.
#12
Posté 03 mai 2011 - 11:16
they say that weapon mods are returning, also weapons can be moded with different scopes, sights, barrels and stocks, so that will make it a lot deeper, even if all your classes use the same weapon it will behave differently to the way you mod it.lazuli wrote...
Malanek999 wrote...
Based on how the weapons worked in ME2, this is probably pretty close to an optimal layout. And this is why I hope there is more to it than just allowing any class to use any weapon. I want more variety and differentiation between the classes... not less.lazuli wrote...
Adept: Shotgun, Assault Rifle
Engineer: Shotgun, Assault Rifle
Infiltrator: Shotgun, Sniper Rifle, Assault Rifle
Sentinel: Shotgun, Assault Rifle
Soldier: Shotgun, Sniper Rifle, Assault Rifle, SMG
Vanguard: Shotgun, Sniper Rifle, Assault Rifle
Need weapon size and carrying capacity. Someone else suggested this.
Adepts, Engineers and Sentines should start with a carrying capacity of 2. Vanguards and infiltartors should have 3, Soldiers 4. At various levels or skill evolutions this can be increased.
All pistols and most smgs should be size 1. Shotguns, SR and AR should be mainly 2. Individual weapons like Claymore etc can be even higher. I think this would make choosing your weapon loadout much more interesting. Numbers may obviously need some tweaking.
Yeah. If SMG's and AR's remain the same, why would you ever choose an SMG, especially when beasts like the Mattock are around? I do think the system should be deeper than X class gets access to Y guns. You suggested distilling it down to a capacity value. So light guns (pistols and SMG's) would cost 1 and heavier guns would cost 2. If that were the case, I'd still give Adepts, Engineers, and Sentinels a max capacity of 3, not 2. They should be able to use a heavier gun and a sidearm, in my opinion.
#13
Posté 03 mai 2011 - 11:19
i think a good way for other classes thats not the soldier to carry more weapons would be armor that gave you an extar weapon slot.Malanek999 wrote...
All the numbers would be subject to change. I would tend to favour starting them at 2 but making it pretty easy to get to 3 relatively quickly, probably by investing in their class passive or whatever other advancement way is involved.lazuli wrote...
Yeah. If SMG's and AR's remain the same, why would you ever choose an SMG, especially when beasts like the Mattock are around? I do think the system should be deeper than X class gets access to Y guns. You suggested distilling it down to a capacity value. So light guns (pistols and SMG's) would cost 1 and heavier guns would cost 2. If that were the case, I'd still give Adepts, Engineers, and Sentinels a max capacity of 3, not 2. They should be able to use a heavier gun and a sidearm, in my opinion.
#14
Posté 03 mai 2011 - 11:32
#15
Posté 04 mai 2011 - 12:00
#16
Posté 04 mai 2011 - 12:53
#17
Posté 04 mai 2011 - 05:15
Viper + Widow? Yes, please!
#18
Posté 04 mai 2011 - 05:34
Modifié par Hah Yes Reapers, 04 mai 2011 - 05:36 .
#19
Posté 04 mai 2011 - 05:36
#20
Posté 04 mai 2011 - 07:36
lazuli wrote...
I wonder if the SMG category of weapons will disappear, as in core ME2 SMG's were basically just slightly weaker close combat assault rifles. Perhaps they will be merged with the pistol category like in ME1. If not, it will be interesting to see how Bioware differentiates between SMG's and assault rifles.
Liara is weilding a Tempest in one of the screenshots so looks like the SMGs are here to stay.
#21
Posté 04 mai 2011 - 02:13
In ME2 terms I wouldn't begrude an Engineer a Heavy Weapon, a Shotgun, and an SMG. [1 large, 1 medium, 1 small weapon] I wouldn't like a Cain + Widow + Claymore though as those weapons seem like they should be "too big / too much" for an Engineer. YMMV.
A Soldier on the other hand might be OK with virtually no limitations on size as long as they didn't duplicate weapon type so they could carry a Heavy, an AR, a Shotgun, a Sniper Rifle, a pistol, and an SMG.
The good thing about systems like this is you can tweak and play around with them easily to get the weapons loadouts [as a dev] that you see reasonable for each class.
I am also for the ability to be able to train to carry more / larger weapons depending on skills or such.
BTW: I've been a fan of modding things like barrells, stocks, ammo capacity, etc. for a long time. It's nice to hear that these things might be possible in ME3.
#22
Posté 04 mai 2011 - 02:34
1: backup weapons if you run out of ammo.
2: superior vs. specific protection types (ex. an SMG will strip shields faster than an AR)
And let's not say "everyone will use AR's" while using the Mattock as the baseline for an AR. The devs seem competent enough to bring the Mattock back in line with the other AR's in ME3. So when you think "Locust vs Vindicator" instead of "Locust vs Mattock" the comparison becomes much more fair.
Another thing they can do with Pistols, if they want to make them sidearms, is to maybe retcon again and say pistols generate so little heat they don't need heatsinks, so your pistol is weak but unlimited in 'ammo'.
SMGs in games like Modern Warfare had a lot of other factors available to balance them as primary weps. ME3 might be able to introduce runspeed modifiers and sight times similarly, though sight time in ME is basically meaningless compared to its importance in MW.
Modifié par aimlessgun, 04 mai 2011 - 02:34 .
#23
Posté 04 mai 2011 - 02:55
All classes will be able to use all weapons in ME3, so it's safe to assume the possiblity that some missions may favor certain loadouts over others. However, we don't really know what the weapon balancing will be like, since they said they're revamping that to some degree..
I just think we'll need to play the game before any of us can say for sure.
#24
Posté 04 mai 2011 - 03:01
ME1 I added the AR to my Infiltrator class. ME2 I added the AR at the Collector ship.
#25
Posté 04 mai 2011 - 03:05





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