Dave666 wrote...
Boz? Why is it that whenever the overheat mechanic for normal guns is mentioned, you always bring up Heavy Weapons? Nobody has suggested that they should have the same system. The whole discussion is about Thermal Clips and Heat sinks NOT Energy Cells. It is perfectly possible to have different types of weapons in a single game. You yourself have pointed them out, Half Life 2 had them, normal guns needed ammo, the Jeep and boat had regenerating ammo. Why must it always be extremes? It does not have to be all or nothing.
If ME:2 had come out and normal guns (Assault Rifles, Sniper Rifles, Shotguns, Sub Machine Guns and Pistols) all had a balanced overheat system where you could pop in a Thermal Clip for instant cooldown and Heavy weapons had limited ammo, nobody would have batted an eye. It makes sense that weapons like the Cain, Avalanche etc should be limited.
Aggrr, limitations on ammo has nothing to do with Thermal Clips, Energy Cells, Heat Sinks and/or Overheating-Cooldown, they can coexist. It also has nothing to do with Heavy Weapons - they are only an example to explain the problem of having an unlimited ammo supply.
It seems it's hard for some to look at this without having ME in mind - I'll try to explain again using Sniper Rifles:
SR-A : 500 damage / shot and SR-B : 250 damage / shot. To balance both rifles using the ME1 system would require SR-A to have twice the cooldown:
SR-A shoots ----------- cd ---------- shoots etc
SR-B shoots - cd - shoots - cd - shoots etc; or
SR-B shoots - shoots ---- cd ---- shoots etc; you can extent this list depending on the number of shots B can fire before overheat/cooldown
SR-B shoots - shoots, shoots, shoots, ... , shoots - cd - [total damage output = X]
SR-A shoots ------ cd ----- shoots -------, ... , ----- cd -------- [total damage output = X]
SR-A is still the better one b/c you'll be less exposed to enemy fire, so it might be necessary to increase SR-B's [total damage output] a little to compensate. So far so good, but now we add SR-C : 1000 damage / shot. The only way to balance SR-C is to give it a huge cooldown between shots. I don't think many players will enjoy a 10-20 second cooldown between shots, that would be horrible imo. This isn't a major issue per se, you could switch weapons and switch back 10-20 seconds later to fire SR-C again (an awful lot of switching weapons though).
Now we add ammo: SR-A and SR-B will have double ammo capacity; and SR-C will have the same RoF / cooldown as SR-A (so you can use it properly). Both A and C have the exact same total damage output, C will be able to unleash massive damage is a short time, but you'll have only a few shots. A's DPS is only half compared to C's, but you can use it twice as long to compensate.
C will be a great weapon when you're fighting heavily armored enemies, but against normal enemies its massive damage per shot is overkill. A's damage per shot is sufficient to OSOK lesser enemies, making it a superior weapon against those enemies. There is still balance between A,B & C without having to add 10-20 seconds cooldowns; it allows to unleash all C's shots in quick succession (at A's RoF) should you desire it, which is not possible using cooldowns - only ammo can accomplish this.
It isn't about ME1's system versus ME2's system; hell, you can add ammo to ME1's system and you can also add cooldowns to ME2's system (exept heavy weapons and a couple others). The point is about limited- versus unlimited ammo and the impact it has on gameplay - which is huge. Ammo limitation will allow more, more diverse and still well-balanced weapons to play with > improving gameplay = what I desire above everything else.