Aller au contenu

Photo

So what will be your weapon loadout in ME3


  • Veuillez vous connecter pour répondre
63 réponses à ce sujet

#1
weedlink10

weedlink10
  • Members
  • 146 messages
well all the classes can use any weapon now what will be your loadout for each class.

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
Saaziel

Saaziel
  • Members
  • 470 messages
I agree 3 shotgun Vanguard would be freaking awesome ; Moreover if you can mod your 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 Saaziel, 04 mai 2011 - 02:22 .


#3
termokanden

termokanden
  • Members
  • 5 818 messages
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.

#4
weedlink10

weedlink10
  • Members
  • 146 messages

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.

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.

Modifié par weedlink10, 03 mai 2011 - 10:26 .


#5
weedlink10

weedlink10
  • Members
  • 146 messages

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.

same here.

#6
lazuli

lazuli
  • Members
  • 3 995 messages
It depends on the weapons within each category.  If we assume the weapon capabilities are similar to ME2, then...

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
mcsupersport

mcsupersport
  • Members
  • 2 912 messages
It will greatly depend on what guns are available and how many slots we can use. AR is always nice, but snipers are also fun if you have more shorter range guns in hand that only having a long range weapon wouldn't hurt your abilities.
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
Malanek

Malanek
  • Members
  • 7 838 messages

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

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.

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
lolwut666

lolwut666
  • Members
  • 1 470 messages
Vanguard: Shotgun, Assault Rifle, Heavy Pistol

Haven't thought of the others.

#10
lazuli

lazuli
  • Members
  • 3 995 messages

Malanek999 wrote...

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

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.

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
Malanek

Malanek
  • Members
  • 7 838 messages

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.

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.

#12
weedlink10

weedlink10
  • Members
  • 146 messages

lazuli wrote...

Malanek999 wrote...

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

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.

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.

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.

#13
weedlink10

weedlink10
  • Members
  • 146 messages

Malanek999 wrote...

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.

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.

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. 

#14
Clonedzero

Clonedzero
  • Members
  • 3 153 messages
ill probably play a vanguard. so Assault rifle (primary), shotgun, and pistol.

#15
Someone With Mass

Someone With Mass
  • Members
  • 38 552 messages
I'll play my Sentinel, using shotguns, assault rifles and heavy pistols.

#16
marksman100

marksman100
  • Members
  • 23 messages
For my Infiltrator, it'll be assault rifle, sniper, and pistol.

#17
AK404

AK404
  • Members
  • 295 messages
Biotics are impressive, but now the infiltrator leads!  SNIPER RIFLES FOR EVERYONE!

Viper + Widow?  Yes, please!

#18
Labrev

Labrev
  • Members
  • 2 237 messages
I'm gonna try going Shotgun/Sniper Rifle on my Sentinel. Having no mid-range could likely be a pain, or it may be a fun challenge altogether. Would be a more prudent choice to replace either of those with a AR, but whatever.

Modifié par Hah Yes Reapers, 04 mai 2011 - 05:36 .


#19
clopin

clopin
  • Members
  • 1 228 messages
If this game plays anything remotely like ME2, shotguns on everything.

#20
Arbalest7

Arbalest7
  • Members
  • 267 messages

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
Alamar2078

Alamar2078
  • Members
  • 2 618 messages
If there was a simple to use system that allowed for slots/points/weapon size/etc. I would be all for that. If they can't come up with a good interface then I'd just stick with "your class gets X weapons".

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
aimlessgun

aimlessgun
  • Members
  • 2 008 messages
People wondering what use an SMG or Pistol will be:

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
Locutus_of_BORG

Locutus_of_BORG
  • Members
  • 3 578 messages
How can anyone answer this question so soon?

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
samurai crusade

samurai crusade
  • Members
  • 1 405 messages
I've always been a Pistol, Sniper, Geth Assault Rifle (war trophy) for my primary Shepard
ME1 I added the AR to my Infiltrator class. ME2 I added the AR at the Collector ship.

#25
goofyomnivore

goofyomnivore
  • Members
  • 3 762 messages
I love SMG/Pistols, although I will probably carry a shotgun on my back for those "gonna need a bigger gun moments".