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Alright, so the modifications for the weapons won't be as small to find as weapons in me2?


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#51
DieBySword

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Nohvarr wrote...

Uh huh, and how differenty did those weapons act when fired? My point continues to be that if I gave you a single Avenger at the beginning of the game, and the only way to improve it was via 'Upgrades' that gave a level boost to it's stats, it wouldn't have been very different from the system they used in ME 1. I can put on a bunch of different colors, I can small changes to heat or accuracy stat but at the end of the day, they all acted the same.

ME 2's guns acted differently as has been pointed out again, and again. Each one different from another. Each one requiring a significant adjustment to how they were used. Not just 'taping the trigger'.

I see the attempt to split hairs, to try and make small variation in stats enough to claim it was a totally different gun. It wasn;t not once you fired it.


Our views are both correct becasue depending on how someone plays the ME1 weapon he can achieve the exact same thing the ME2 weapon do.

While I admit your version is correct because ME1 weapons realy do only fire rapid shots while presing and holding the fire button and the ME2 do fire fullauto,semi and burst you try so hard to deny my point that is true no matter how you look at it. A player can choose hes own play style and manage the gun fire in his own way even if the game only allows full-auto mode and taking into account gun mods he can change how the gun behaves.

You want a madock in ME1 just add 2xexplosion mods and your gun can deliver the damage and still overheat even with one-shoting after 8 shots like the madock does in ME2

kregano wrote...

The cooling mods on the sniper rifles
were pretty pointless, even with the Spectre X sniper. You were better
off slapping double Scram Rails X and Explosvie Rounds X and using the
sniper rifle as an anti-everything cannon, which is what I did for every
single build in ME1.

The biggest problem with the ME1 mods was
the fact that they were totally invisible except for ammo mods. You
couldn't tell if you'd slapped in Frictionless Materials __ and a Recoil
___ mod on your AR/pistol/shotgun/sniper unless you deliberately
swapped out for another gun of the same model without mods then
immediately swapped back. Any change in how the weapon worked was so
minor it might as well have not existed to the player.


I can agree that you couldnt tell any differenc about the visual design of the gun but if you fired it you would notice the bigger heat production or bigger damage inflicted. That would make the ME1 weapon as recognizable as the ME2 weapon.

In the end I dont even remember why we pursue this topic anymore :o I dont think either ME1 or ME2 are the better thing. Both games had they`re own pros and cons about the weapon design but neither is actualy the supperior thing. Mysel I like what happened to the ME2 weapons being different model and fire design make them unique and with ME1 mods back in the third game it will add the pros of the ME1 model anyway. The only thing more would be getting the uniqnes of the ME1 overheat mixed with the ability to swap out overheated pack like in ME2.

Modifié par DieBySword, 16 mai 2011 - 09:30 .


#52
SalsaDMA

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To be fair, the spectre weapons muddies the water of ME1 alot, as they were literally broken powerwise, compared to the other weapons :-/

#53
kregano

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DieBySword wrote...

kregano wrote...

The cooling mods on the sniper rifles were pretty pointless, even with the Spectre X sniper. You were better
off slapping double Scram Rails X and Explosvie Rounds X and using the sniper rifle as an anti-everything cannon, which is what I did for every single build in ME1.

The biggest problem with the ME1 mods was the fact that they were totally invisible except for ammo mods. You
couldn't tell if you'd slapped in Frictionless Materials __ and a Recoil ___ mod on your AR/pistol/shotgun/sniper unless you deliberately swapped out for another gun of the same model without mods then immediately swapped back. Any change in how the weapon worked was so minor it might as well have not existed to the player.


I can agree that you couldnt tell any differenc about the visual design of the gun but if you fired it you would notice the bigger heat production or bigger damage inflicted. That would make the ME1 weapon as recognizable as the ME2 weapon.

In the end I dont even remember why we pursue this topic anymore :o I dont think either ME1 or ME2 are the better thing. Both games had they`re own pros and cons about the weapon design but neither is actualy the supperior thing. Mysel I like what happened to the ME2 weapons being different model and fire design make them unique and with ME1 mods back in the third game it will add the pros of the ME1 model anyway. The only thing more would be getting the uniqnes of the ME1 overheat mixed with the ability to swap out overheated pack like in ME2.

Well, personally, I never noticed the differences in heat production or damage with mods (aside from the double scram rails + explosive rounds sniper), but the same goes for pistols, rifles, and shotguns (barring the Geth Plasma Shotgun) in ME2.

As for mixing the overheat with the clips, it's probably not going to happen. There's a reason they dropped it from the final release of ME2 (there's a post somewhere on these board by Christina Norman explaining why they went with the clips over the hybrid system).

#54
KainrycKarr

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ME2's overall system was far superior. Just add more variety and you're set.

#55
DieBySword

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KainrycKarr wrote...

ME2's overall system was far superior. Just add more variety and you're set.


+1 on that

kregano wrote...
As for mixing the overheat with the clips, it's probably not going
to happen. There's a reason they dropped it from the final release of
ME2 (there's a post somewhere on these board by Christina Norman
explaining why they went with the clips over the hybrid system).


Well I understand it could be expolited in a way making the weapons nearly infinitly shoting but if balanced right it could be awsome. Just spraying but still managing the weapons overheating would bring back the uniqnes from ME1 and a limited suply of heat sinks would make it tactical too use only in certain situations. You getting charged by a few eniemes and your weapons overheats so your screwed but you got that spare heat sink you can nearly instantly realod and save yourself.

#56
Walker White

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Minister of Sound wrote...

kill_switch_423 wrote...

Don't know about the number of mods, but it seems they're toting it to be on the larger side. Plus, you can sell weapons again so there must be plenty to spare.


Wait, what? We can sell weapons again? If that's true, then I'll quote Fester Shinetop from the Secret of Monkey Island:

"You know, this might turn out to be a pretty good day."


No one has said we can sell weapons again.  You can pick up weapons off people you kill, and use them, but no one has said anything about selling them.  And, honestly, we better not be able to sell them.

As we have discussed many times on this board, selling weapons makes no sense in a universe where all small, mass-produced items can be fabricated in a desktop 3D printer.  No one wants to buy your crappy second-hand garbage when they can print a shiny new one instantly.  Looting is going to consist (again) of scanning; it is not worth the fuel costs to pull a mass-produced physical object out of the gravity well with you.

#57
Nathan Redgrave

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If we have ammo counts to deal with, I'd like to make a request: let us reload our guns on the goddamn Normandy. I mean, damn. We can manufacture our own guns, but not our own thermal clips? What the hell?

A medi-gel refill station like the one we had in the first game would be cool, too, although unnecessary; I've never found myself running low enough on Medi-Gel in ME1 to care, and only on the upper-tier difficulties have I ever used much Medi-Gel in ME2.

#58
Nathan Redgrave

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RoninOmega wrote...

To be honest, the small number of weapons in me2 was rediculous,


"Small number?" There were more unique weapons in ME2 than you ever got in ME1. ME1 just gave you the same four weapons a billion times with different stats. Most of them were weapons that were useless because you already had one or two that were better anyway. And the selection of Heavy Weapons is much better than a grenade disc with a total of four mod types (and ten different versions of each, of course...), not counting Anti-Thorian Gas.

If we get the ME2 weapon selection with a similar selection of mods to customize with, that would provide more variety than all of ME1's six bazillion stat sheets combined.

Modifié par Nathan Redgrave, 17 mai 2011 - 12:36 .


#59
I-AM-KROGAN

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I really didnt like ME weapons that much, to many of the same thing. I always had a lot i didnt need or want but when i sold them i didnt get very much. I really like the weapon system in ME2, and the credits as well/\\.

#60
Minister of Sound

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Nathan Redgrave wrote...

RoninOmega wrote...

To be honest, the small number of weapons in me2 was rediculous,


"Small number?" There were more unique weapons in ME2 than you ever got in ME1. ME1 just gave you the same four weapons a billion times with different stats. Most of them were weapons that were useless because you already had one or two that were better anyway. And the selection of Heavy Weapons is much better than a grenade disc with a total of four mod types (and ten different versions of each, of course...), not counting Anti-Thorian Gas.

If we get the ME2 weapon selection with a similar selection of mods to customize with, that would provide more variety than all of ME1's six bazillion stat sheets combined.


Technically, there was the Pulse Rifle in ME1, so  you can't say that every assault rifle was the same.

#61
habitat 67

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I miss the pulse rifle. It had the best sound.

#62
rubyreader

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DieBySword wrote...

KainrycKarr wrote...

ME2's overall system was far superior. Just add more variety and you're set.


+1 on that

kregano wrote...
As for mixing the overheat with the clips, it's probably not going
to happen. There's a reason they dropped it from the final release of
ME2 (there's a post somewhere on these board by Christina Norman
explaining why they went with the clips over the hybrid system).


Well I understand it could be expolited in a way making the weapons nearly infinitly shoting but if balanced right it could be awsome. Just spraying but still managing the weapons overheating would bring back the uniqnes from ME1 and a limited suply of heat sinks would make it tactical too use only in certain situations. You getting charged by a few eniemes and your weapons overheats so your screwed but you got that spare heat sink you can nearly instantly realod and save yourself.


Given regen shielding and health and how that forces stops in firing anyways, I'm not entirely sure that waiting for overheat is all that prohibitive really. Gotta stop firing anyways. And it would provide a little symmetry with medi-gel use as well.

#63
rubyreader

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Walker White wrote...

Minister of Sound wrote...

kill_switch_423 wrote...

Don't know about the number of mods, but it seems they're toting it to be on the larger side. Plus, you can sell weapons again so there must be plenty to spare.


Wait, what? We can sell weapons again? If that's true, then I'll quote Fester Shinetop from the Secret of Monkey Island:

"You know, this might turn out to be a pretty good day."


No one has said we can sell weapons again.  You can pick up weapons off people you kill, and use them, but no one has said anything about selling them.  And, honestly, we better not be able to sell them.

As we have discussed many times on this board, selling weapons makes no sense in a universe where all small, mass-produced items can be fabricated in a desktop 3D printer.  No one wants to buy your crappy second-hand garbage when they can print a shiny new one instantly.  Looting is going to consist (again) of scanning; it is not worth the fuel costs to pull a mass-produced physical object out of the gravity well with you.


Largely agree, though the existence of the mining minigame certainly points to certain raw materials being needed. If nothing else I would expect rail guns with combat grade mass effect generators would have a few rare minerals to extract back out of them...which is largely supported by the relatively paltry sums you'd get for selling them back.

#64
marshalleck

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KainrycKarr wrote...

ME2's overall system was far superior. Just add more variety and you're set.

Loot and forget? Yuck, no thanks.

#65
Aimi

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Nathan Redgrave wrote...

If we have ammo counts to deal with, I'd like to make a request: let us reload our guns on the goddamn Normandy. I mean, damn. We can manufacture our own guns, but not our own thermal clips? What the hell?

Um, you start with a full ammo loadout (except HW ammo, which doesn't operate with clips) on each new mission in ME2, unless you're using the off-hand ammo pack, which is bugged (on the PC at least) and takes away like one round from every gun.

#66
Lunatic LK47

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DieBySword wrote...

http://masseffect.wi.../Assault_Rifles
http://masseffect.wi...om/wiki/Pistols
http://masseffect.wi...m/wiki/Shotguns
http://masseffect.wi...i/Sniper_Rifles

go see it for yourself if you cant believe it :wizard:


First things first. Weapons that require the usage of the "Console" command do not exist if you're playing it legitimately.  As for the Geth Plasma Rifle, sure, I may have forgotten that, but the fact it could not be modded made me forget about using it.

Modifié par Lunatic LK47, 17 mai 2011 - 06:04 .


#67
Adhin

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That and all the console command stuff where still just re-skins.

As for picking up enemy weapons I doubt there going back to an inventory and 'sell lots of useless crap'. It didn't work in ME1, the lack of it worked in ME2...just seems silly. I think when they say you can pick up enemy weapons its either specialty ones with limited supply (think mounted weapons/minigun like stuff in other games). Or maybe all there weapons where you pick it up, it has a certain amount of shots before it overheats and you toss it.

Doing it that way would allow players to pick up stuff they may not necessarily be carry, like say an Assault Rifle or a Shotgun if you normally don't carry one. Also could be away to conserve heatsyncs by using there guns directly. Considering they've said there areas will be bigger and there going for grander scale, same could be said with enemy snipers. Take em out, pick up there gun, use it till its spent then start advancing towards the main fight.

A lot of that would open up the combat options beyond what ME2 had, and would help on the odd time of running out of heatsyncs, rare as that was.

#68
elitecom

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The thing with Mass Effect was that it had a lot of weapons even though there were a lot of reskins(bascially one pistol, one shotgun, one sniper, and one assault rifle), they all had different stats and so on. In Mass Effect 2 however, you only had a couple of weapons, but they all functioned differently. You had LMG, battle rifles, sniper rifles(both semi-automatic and bolt action), anti-material rifles, and so on.

The perfect thing for Mass Effect 3 would be a middle ground, so you have a lot of different weapons, but each of them can have different stats. Basically the same as a  cross over from ME1 and ME2. You can for example have several different battle rifles made by different manufacturers, with different stats. The same goes for mods.

#69
onelifecrisis

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I'd rather have a small number of weapons with appreciable differences between them. ME2 was just fine in this regard. Sure, they could have added another 20 types of pistol each with slightly different rates of fire, damage, recoil, whatever. And what real difference would it have made?

#70
RoninOmega

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Fixers0 wrote...

The problem with the weapons and equipment in general in Mass effect 2 is that there isn't an ecenomy or culture involved, And while i do like change to less weapons with more diferences between them, but right now its just too static.


this

I hope with what im hearing about me3 bringing back the economy/culture-side of things for weapons is true.

Personally guys I don't pick sides, because it just limits my perspective on this, I feel both have their flaws, and all I want is an improvement from it.  I cannot have one over the other, and I prefer none over the other, I prefer taking the good from both of these and leaving the bad behind, and that's obviously not the uniqueness in the weapons, or the economy behind it, and of course with culture I hope you mean by weapons being specific to a certain group in the game, aka cerberus skunkworks, and then there was the geth armory.

Modifié par RoninOmega, 17 mai 2011 - 02:06 .


#71
AlanC9

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Economy? You mean a soldier having to pay for his own weapons out of his own funds is a good thing, as opposed to being really, really silly?

#72
Ahglock

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AlanC9 wrote...

Economy? You mean a soldier having to pay for his own weapons out of his own funds is a good thing, as opposed to being really, really silly?


In history when given the option many soldiers have because they thought another weapon was superior.  Not incredibly recent but in the ameircan civil war the repeating rifle had been invented but due to ammo standardization beliefs it was not issued to soldiers.  Many soldiers bought them on their own dime in order to increase survivability.  In world war 1 a I beleive English general refused to give flak jackets to soldeirs because it would not be an honorable fight, soldiers did their best to buy them on their own.  

So it is not entirely inconceivable to me that a specter or other special forces team might get assigned one set of gear, but spend their own money to get better/different gear.  

#73
Lunatic LK47

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AlanC9 wrote...

Economy? You mean a soldier having to pay for his own weapons out of his own funds is a good thing, as opposed to being really, really silly?


Well, some Special Forces operatives take the latest weapons over what is standard issue, but these guns are freaking expensive and are not covered in the military budget, which is sad but true. For example, some operatives prefer taking the H&K 416 rifle because it's as reliable as an AK, and doesn't have overheating problems unlike the M4 Carbine they had for the past thirty years. Hell, I even remember reading an article where U.S. Marines bought Dragon Skin body armor with their own money because they have little faith in what they're given (i.e. Cost-efficient= Crap).

#74
Grunt Lord

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im wondering if you get to modify weapons and pick up ones on the ground what happens to your modded weapon when you pick up a new one do you just get the ammo or do you lose your modifyed gun

#75
Xerxes52

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I think ME2's system was better, and I hope when we get weapon mods they don't follow the "I-X" system.

Modifié par Xerxes52, 18 mai 2011 - 09:26 .