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Bioware's decision on ammo for ME3 and why I respect it


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#601
Someone With Mass

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Weiser_Cain wrote...
If it's such a non-issue why do you care either way?


Because I've seen the most ridiculous reasonings why ME2's system isn't good enough, and that simply annoys me.

Like when everyone's whining about how they have to pick up ammo, and that they shouldn't run out of it, because then they have to do something like *gasp* switching weapons or use powers that 5/6 of the classes have that aren't connected to the guns at all.

#602
Admoniter

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Someone With Mass wrote...

People are so overreacting about the clips, anyway. There are plenty of them scattered here and there on the field. But most people are acting like if it's the end of the goddamn world if they have to reserve some for a gun and use another one or powers while collecting them.

And don't expect me to show some sympathy, because I'm not crying the second I have to switch something out. I'm just doing it, and moving on without a fuzz.


That's the problem or atleast my problem with them besides the whole not making a lick of godamn sense. Most levels have more than enough TCs for you to the point where even if you do run out you just have to push forward to the next piece of cover and in the process completely refill your stores of ammo (they look like ammo, play like ammo, and function as ammo... they are ammo.) And then on the other end of the spectrum there are a couple levels with drops that would make survival horror games proud. That's my problem, there is no middle ground with this system more then half the time it is so plentiful that it isn't an issue and there wouldn't be much of a difference if I could fire forever, and then on the other half its so scarce that you have to use weapons not designed for the situation at hand.  That is not a good system, and before someone says herp-a-derp it's there so that you make every shot count... bull****. You know what other game had a system that made me want to make my shots count... ME1.

Modifié par Admoniter, 29 mai 2011 - 08:29 .


#603
Xeranx

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Someone With Mass wrote...

People are so overreacting about the clips, anyway. There are plenty of them scattered here and there on the field. But most people are acting like if it's the end of the goddamn world if they have to reserve some for a gun and use another one or powers while collecting them.

And don't expect me to show some sympathy, because I'm not crying the second I have to switch something out. I'm just doing it, and moving on without a fuzz.


And people overreacted (and still are overreacting) about ME combat system.  People have used the idea of "pray and spray" as a means to justify the changes that led to what we have in ME2 despite the fact that it's absolutel foolishness to bring it up.  

Without knowing numbers I can assure you that less than half don't fire rounds like some madman who's idea of fun is seeing what kind of designs they can make in the wall yet people exaggerate and say that this is what happens.  It's entirely surprising, yet the people who would make it their mission in life to tell someone whether something they said is opinion or not don't find anything wrong with siding with a hideously erroneous assumption.

Now whether clips are scattered around or not isn't the point.  I can make a point (and I've already done this) about how you decide how easy or hard combat is in the game.  The mods you choose, the weapons you choose, the squad you have accompany you, and the way you build your Shepard and your squad at each level up all lead to your experience in-game being more difficult or easier to handle.

I mean, the idea that you can put two frictionless material mods with an inferno X mod and fire without fear of having your rifle overheat is your choice.  However, as it was possible that meant combat was broken.  Is that not an overreaction?  Many have said people use the Colossus armor and they're godly to which my response was always I'd prefer the Scorpion or Predator armor.  Just because the option exists means there's something wrong?  I mean, if people were to be allowed to own firearms without restrictions would there suddenly be a return of the wild west?  That's the rationale many of us who had no problem with ME's system are dealing with.  We're dealing with the results of that rationale currently, but we're the ones overreacting.  

#604
Weiser_Cain

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Someone With Mass wrote...

Weiser_Cain wrote...
If it's such a non-issue why do you care either way?


Because I've seen the most ridiculous reasonings why ME2's system isn't good enough, and that simply annoys me.

Like when everyone's whining about how they have to pick up ammo, and that they shouldn't run out of it, because then they have to do something like *gasp* switching weapons or use powers that 5/6 of the classes have that aren't connected to the guns at all.

You do realize that with a shared cool-down ME2 makes you focus on your guns much more than ME1 ever did. In ME1, (as an adept) my gun was backup, now the reverse is true.Especially with the many, many rushing enimies.
And anyway, arguing with people isn't going to convince then their experience of the game was different.

#605
Someone With Mass

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If it's mods you want, then I can tell you that ME3 will have plenty of those.

Modifié par Someone With Mass, 29 mai 2011 - 08:58 .


#606
Mr. MannlyMan

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Looting breaks immersion now?

The point is that thermal clips--unlike credits, loot and other junk--are essential to progressing through a level. If you don't go scouting around for them, you don't shoot your gun, and (since the combat is designed around the guns) you wouldn't be able to play the game properly if you didn't go out of your way to collect thermal clips. Looting works the same way as it does in any other RPG; you don't have to go peeling through every bookcase or every crate, but if you do, that's just an effective, cost-efficient way of making the environment more interactive and exploration more rewarding. You didn't have to search through every emptied warehouse or bunker in ME1 for supplies, but if you did, you could chalk it up to Shepard being resourceful and thorough.


I've stated before: using thermal clips as a temporary "boost" to your weapon's functionality would work best for making the gameplay more strategic ("Do I use a thermal clip on bigger enemies, do I use one when I have to clear a room quickly, can I make it to the one lying in the center of the room and will it be worth the extra dps it'll deal to these charging krogan?"), the thermal clips more rewarding (instead of relying on them as an essential part of combat, they become an added bonus of sweeping rooms you've just cleared), and the concept of ammo less abrasive to the lore. Keeping the system as-is... that's just retaining a simplified system for the sake of continuity and simplification, which according to ME2 isn't really in Bioware's list of things-to-do. At least this adjustment would make the most sense lore-wise and would give us an interesting spin on the combat.
Of course, there'd need to be LESS thermal clips lying around than there were in ME2; just explain it through the Codex: ...due to the widening gap between supply and demand as more governments have embraced the use of thermal clips by their respective militaries, and compounded by recent strains on the galactic economy that have been instigated by recent attacks on the homeworlds of several key species, production of thermal clips has now been largely outpaced by overwhelming demand. Militaries have begun stockpiling them and issuing them only to frontline troops. Thermal clips have become a much-sought after luxury on today's battlefields, providing a clear advantage to whoever possesses them.
As such, industry-produced thermal clips usually sell for a steep price on galactic markets; an underground culture of license pirating and unlawful manufacturing practices has
responded swiftly by selling imitation clips, both to private parties and government agencies. Despite this, thermal clip production remains far below galactic demand.

There you go. :wizard:

#607
Bozorgmehr

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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.

#608
Kabanya101

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EVERYBODY MUST READ THIS POST:

Listen, first off, I don't care what anybody's opinion about the clip/ammo system should or will be. Now before people start saying what's better and what's not, I will break it down for everyone.

Mass Effect
Pros:
1) Eliminated ammo, nice
2) Made worrying for the next firefight less troublesome
3) Fits the futuristic feel of the game
Cons:
1) TOO much spraying
2) Unrealistic with continuous firing (Side note: isn't the whole game unrealistic??? Just saying)

Mass Effect 2
Pros:
1) Over heating wasn't an issue
2) Seemed quick and fluid for the new combat system
Cons:
1) Unrealistic that clips just lie on the ground with no guns or bodies around (I doubt someone will be like, "hey, I'll leave this thermal clip lying here)
2) Took away the futuristic feel of the guns
3) Guns that held fewer rounds were useless to use (I got a sniper, but it only has ten rounds, that's not enough for four enemies on insanity)

Yes, both games have pros and cons, yes Bioware is sticking with the Mass Effect 2 ammo system. If you have a problem with it, start a thread where you ask Bioware NICELY if they could reconsider changing the ammo system to something more....applicable.

Such as: (Brainstorming)
New Ammo System
1) Keep the magazines
2) Keep the number of clips a gun can hold
3) Get rid of thermal clips, instead, gun recharges all ammo (I don't know, draw solar energy maybe, throwing something out there)
4) Want more clips or larger magazines, use Mods to change the gun, since they are bringing back customization to guns and armor

#609
Someone With Mass

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Weiser_Cain wrote...
You do realize that with a shared cool-down ME2 makes you focus on your guns much more than ME1 ever did. In ME1, (as an adept) my gun was backup, now the reverse is true.Especially with the many, many rushing enimies.
And anyway, arguing with people isn't going to convince then their experience of the game was different.


Okay...most of ME2's power cooldowns are under ten seconds, so relying on powers isn't that hard if you know what you're doing.

#610
Bozorgmehr

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Weiser_Cain wrote...

You do realize that with a shared cool-down ME2 makes you focus on your guns much more than ME1 ever did.
In ME1, (as an adept) my gun was backup, now the reverse is true.


Really?

I recall there are no biotic powers in ME1 inflicting damage; ME1 biotics immobilized enemies only - (almost) 100% of the damage you inflicted, regardless class, came from weapon fire. In ME2 Adepts can easily out-damage weapons with their biotics abilities - which can be used a lot more often than ME1's.

I think you're confusing ME1 and ME2 here ;)

Modifié par Bozorgmehr, 29 mai 2011 - 09:16 .


#611
Weiser_Cain

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Bozorgmehr wrote...

Weiser_Cain wrote...

You do realize that with a shared cool-down ME2 makes you focus on your guns much more than ME1 ever did.
In ME1, (as an adept) my gun was backup, now the reverse is true.


Really?

I recall there are no biotic powers in ME1 inflicting damage; ME1 biotics immobilized enemies only - (almost) 100% of the damage you inflicted, regardless class, came from weapon fire. In ME2 Adepts can easily out-damage weapons with their biotics abilities - which can be used a lot more often than ME1's.

I think you're confusing ME1 and ME2 here ;)

Nope, I could slam you into all sorts of things or simply throw you off a ledge. I needed warp to kill a lot of things, it was also a DOT and would drop guy in mid-fight.

#612
Weiser_Cain

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Someone With Mass wrote...

Weiser_Cain wrote...
You do realize that with a shared cool-down ME2 makes you focus on your guns much more than ME1 ever did. In ME1, (as an adept) my gun was backup, now the reverse is true.Especially with the many, many rushing enimies.
And anyway, arguing with people isn't going to convince then their experience of the game was different.


Okay...most of ME2's power cooldowns are under ten seconds, so relying on powers isn't that hard if you know what you're doing.

Hahaha, I'm done talking to you. Go play the game with a timer, now wait ten seconds between reloads, see how far you get.

#613
Bozorgmehr

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Weiser_Cain wrote...

Nope, I could slam you into all sorts of things or simply throw you off a ledge. I needed warp to kill a lot of things, it was also a DOT and would drop guy in mid-fight.


Sure, you can use Throw every 40 seconds (it's 3 s in ME2); you cannot direct ME1 Throw (only straigth ahead); ME1's Warp is useful to counter enemy immunity spamming - saved a dozen seconds shooting enemies down. In ME2 biotics can be used more frequently and inflict massive damage (no damage in ME1).

#614
Someone With Mass

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Weiser_Cain wrote...
Hahaha, I'm done talking to you. Go play the game with a timer, now wait ten seconds between reloads, see how far you get.


You do realize that it would just make the game easier for me, right?

I'm not playing as the most boring class I've ever seen in any RPG in history (Soldier), and when I'm not throwing flashbangs, my Tech Armor can knock people away a good bit too. I got through the last part of the Reaper IFF mission without having to fire a single shot because of my Tech Armor and other powers.

Joke's on you.

#615
Weiser_Cain

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Bozorgmehr wrote...

Weiser_Cain wrote...

Nope, I could slam you into all sorts of things or simply throw you off a ledge. I needed warp to kill a lot of things, it was also a DOT and would drop guy in mid-fight.


Sure, you can use Throw every 40 seconds (it's 3 s in ME2); you cannot direct ME1 Throw (only straigth ahead); ME1's Warp is useful to counter enemy immunity spamming - saved a dozen seconds shooting enemies down. In ME2 biotics can be used more frequently and inflict massive damage (no damage in ME1).

Ugh, you're wrong. You're just wrong and ignoring the ability to string powers together for even better effects.

#616
Someone With Mass

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Weiser_Cain wrote...
Ugh, you're wrong. You're just wrong and ignoring the ability to string powers together for even better effects.


Yeah, and when you can do it again, the battle is pretty much over.

#617
Bozorgmehr

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We are getting side-tracked. Start a new topic if you'd like to continue this discussion, but this topic is about ammo.

#618
Father_Jerusalem

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Sgt Stryker wrote...

Father_Jerusalem wrote...
Imagine that. When you cheat, it makes the game easier. Whoever could have guessed that would happen?

You know, I'm sick of having my shields go down. Maybe I should just tweak a config file to make that not happen, or I'm sick of my powers having cooldowns, maybe I should get rid of that, or, heck, I'm sick of having to fire more than one shot at any mob in the game, maybe I should find a tweak to make sure everything only has 1 health.




Why should it matter to you how other people play their game? Need I remind you that Mass Effect is a single-player only game, and "cheating" is completely irrelevant?


I'm not saying that it does matter. What I'm trying to say is that, if you're going to cheat, don't sit there and try and justify it as not cheating. Don't say "I'm not cheating", don't be surprised when people don't take your remarks seriously because you did cheat. 

If you cheat, just accept it and admit that you're cheating. I cheat in some games too, mostly because I just want to see the story and I don't give a crap about stupid combat mechanics or whatnot, but I'll fully admit to cheating.

Just admit that when you change game mechanics are you, in fact, cheating. That's all I want to see someone say.

Also, @Murmillos - because you don't like the natural progression of my cheating question, you accuse me of trolling and say I'm retarded. I get it, you need to cheat to win, you can't handle the fact that BioWare changed something in a game to make it make more sense. You alter the game to make sure you never run out of ammo, how is that any different than tweaking shields or enemy health or any other form of cheating?

Modifié par Father_Jerusalem, 29 mai 2011 - 10:21 .


#619
Murmillos

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Father_Jerusalem wrote...
Also, @Murmillos - because you don't like the natural progression of my cheating question, you accuse me of trolling and say I'm retarded. I get it, you need to cheat to win, you can't handle the fact that BioWare changed something in a game to make it make more sense. You alter the game to make sure you never run out of ammo, how is that any different than tweaking shields or enemy health or any other form of cheating?

No you dont get it. You some how have this stupid thought stuck in your head that I've been unable to complete the game in any order or faction with out "changing the game".
7 hours after launch day, (thats right - at 7am) My first character was a Vanguard. Did it on Hardcore (because thats how I roll). Since then I've completed an Engineer, Adept, and Sentinel on Insanity. I have a half played Infiltrator, but I just never been that interested in him. All of those characters were with a unmodified game. Straight up as Bioware made it.

Only with modifying the weapons to heat based, I've since then made a Insanity Vanguard using my rules.
And as stated in previous posts - this was the rule set up:
(ME1 import, started at level 3)

I could not reload - as my maximum carry amount was the max of the weapon, and the empty to full cool down period was 3.2 seconds.

Again, I asking (to which I bet you will not answer) is how being unable to "reload" & having to wait with a "recharge time" that takes TWICE as long as normal makes the game easier? The only thing it changed was that I didn't have to go looking for lore-breaking clips after each fight.

And if you played as a Vanguard in ME2, you know that Vanguards don't "camp". So wanting to fight in only one spot for the entirety of a fight can't be my reasoning. And as a Vanguard, I'm always flying around the map, up to enemies that are often dropping clips and to locations with clips for pick up, so not having enough clips can't be my reasoning either..  (and again, if the number of clips in the game never mattered enough in the first place - then how is it some how now cheating if the weapon now has unlimited ammo, if it was basically unlimited in the first place anyways with in regards to finding clips?)

I could have made the cool down period 1.5 seconds, or even quicker, but I didn't. I went with 3.2 seconds to learn with a "worst case" and I stuck with it.

You have "unlimited" ammo clips in the normal game - you miss you get to reload and go looking for clips. I had a long delay period. If all my shots didn't hit, I was farked for 3.2 seconds (or shorter for a partial recharge) - but I guess you could say I did have a slight advantage in my direction since I could wait 1 second with a M-22 Eviscerator and have 1 round ready instead of the normal 1.5 seconds reload with 3 shots ready.

And yes, I am accusing you of retardedly trolling because you are not reading any and am quick to jump to assuming that modifying the game automatically equates to cheating. If somebody modifies the game to make it harder, is that cheating too?

Modifié par Murmillos, 30 mai 2011 - 12:01 .


#620
Bluko

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Mr. MannlyMan wrote...

Looting breaks immersion now?

The point is that thermal clips--unlike credits, loot and other junk--are essential to progressing through a level. If you don't go scouting around for them, you don't shoot your gun, and (since the combat is designed around the guns) you wouldn't be able to play the game properly if you didn't go out of your way to collect thermal clips. Looting works the same way as it does in any other RPG; you don't have to go peeling through every bookcase or every crate, but if you do, that's just an effective, cost-efficient way of making the environment more interactive and exploration more rewarding. You didn't have to search through every emptied warehouse or bunker in ME1 for supplies, but if you did, you could chalk it up to Shepard being resourceful and thorough.


I've stated before: using thermal clips as a temporary "boost" to your weapon's functionality would work best for making the gameplay more strategic ("Do I use a thermal clip on bigger enemies, do I use one when I have to clear a room quickly, can I make it to the one lying in the center of the room and will it be worth the extra dps it'll deal to these charging krogan?"), the thermal clips more rewarding (instead of relying on them as an essential part of combat, they become an added bonus of sweeping rooms you've just cleared), and the concept of ammo less abrasive to the lore. Keeping the system as-is... that's just retaining a simplified system for the sake of continuity and simplification, which according to ME2 isn't really in Bioware's list of things-to-do. At least this adjustment would make the most sense lore-wise and would give us an interesting spin on the combat.


They should have done something like this in the first place. Although a lot of people will tell you any hybrid system is bad idea, mostly because a Dev posted they couldn't make it work and we all know that makes it infallable [/sarcasm]. To me that more likely means Bioware simply didn't invest much time into the idea or more likely couldn't figure it out since they don't have a lot of experience designing shooters in the first place. Undoubtedly designing a hybrid system is more difficult, but likely could have made ME2 that much greater of a game if done right. But they copped out with a simple ammo system instead (and a rather simple one at that). So I'd say the fact all weapons use the same type of ammo was more for their convenience and less our own.

I kind of hope they'll give these ideas some thought, though frankly I don't have much hope of them changing anything in regards to a lot of ME2's core functions, especially this late in development. While it's certainly the safe route, I have a feeling people may not be so receptive of ME2's so-so combat unless they make serious improvements. I guess we'll see at E3 though. IMO the only reason people welcomed ME2 as warmly as they did was because ME1 was plagued with a number of technical issues (framerate was a really big problem on the Xbox) and had some glaring balance issues. I can't help but wonder what ME2 would have been like had they simply focused on fixing what was wrong with ME1 rather then do away with it completely.

I really don't appreciate when Developers decide that rather then attempt to fix what exists from the original game, it's best to just create something entirely new/different. I guess on the plus side I can be happy they won't be radically changing anything going into ME3.

#621
Xeranx

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@Murmillos

May I get a copy of your code for the cooldown? If it's in the coalesced.ini please let me know on which line it exists so I can transfer it to my own.

#622
Murmillos

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Xeranx wrote...

@Murmillos

May I get a copy of your code for the cooldown? If it's in the coalesced.ini please let me know on which line it exists so I can transfer it to my own.


Well editing the coalesced wil only get you as for as being able to modify the normal weapons and re-generation rate. Since the Eviscerator is DLC, it took something else to being able to modify BIOWeapon.ini that didn't freak out the DLC protection (which was basicly hacking the game). Since doing so complicated enough, when I wanted to fall back to normal I was forced to reinstall the DLC.

But if you want to play with the normal weapons, I downloaded one of the coalesced mods from http://www.masseffec...om/coalmods.php and then just tweak HeatDissipationRate= to a value that good for you. The lower the number, the faster the ammo regens. You should have a required coalesced fixer ready too.

Modifié par Murmillos, 30 mai 2011 - 02:00 .


#623
vader da slayer

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Weiser_Cain wrote...

Bozorgmehr wrote...

Weiser_Cain wrote...

You do realize that with a shared cool-down ME2 makes you focus on your guns much more than ME1 ever did.
In ME1, (as an adept) my gun was backup, now the reverse is true.


Really?

I recall there are no biotic powers in ME1 inflicting damage; ME1 biotics immobilized enemies only - (almost) 100% of the damage you inflicted, regardless class, came from weapon fire. In ME2 Adepts can easily out-damage weapons with their biotics abilities - which can be used a lot more often than ME1's.

I think you're confusing ME1 and ME2 here ;)

Nope, I could slam you into all sorts of things or simply throw you off a ledge. I needed warp to kill a lot of things, it was also a DOT and would drop guy in mid-fight.


warp had 2 (3 if you count achievements) uses. one is on insanity vs a soldier that has immunity up (and even then its not for the dmg). second is for unlocking w/e power it unlocks (stasis or singularity). outside of that it was useless. on the adept I have going through ME1 atm I actually shoot quite a lot and hold out on powers (minus stasis thanks to bastion, gg big enemy) to make sure I can get out of trouble when I need to.

and yes both Warp and Throw caused dmg to the target(s) it hit. outside of that the reset just cc'd a target in someway.

#624
vader da slayer

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donig a second post to give 2c on a hybrid TC system.

while TC's work and still feel futuristic with two exceptions.
1) you should have a set number of TC's (displayed somewhere on the UI) and those should have been usable across all guns
2) when you eject your last TC you should still be able to fire the gun till overheat (same number of times till TC would have overheated then would have been ejected) and then once you get another TC you would put it in the immediately have to eject to cool the gun.

to add to this the number displayed in the lower corner needs to be viewed as "shots till overheat" like was displayed on weapon info in the equip menu in ME1 (which btw wtb numbers for guns in ME3 paying lots of g). also the TC's should be able to cool down (ie remove the idea of picking up "clips") to be used again. this would work by

1) you insert a cool TC and begin firing. the TC cannot cool down while in the gun (Im still debating whether the TC should be ejectable prior to overheat similar to how an M1 Garand can't be reloaded till all rounds have been fired, this could be over come by a mod but would sitll make that TC enter cd period).
2) TC overheats then is ejected and a UI element shows the CD on that TC
3) new one is inserted and you begin to fire.and things proceed

this would also allow for more thought (not just random spraying, of which I am guilty of at times) in using the guns as you could potentially put all the TC's you have on cd and not be able to fire any gun (remember they are universal and you would have a set ammount that could be upgraded in max number you can carry (similar to grenades/medigel) and take away the "clip/magazine" feel to TC's.

this system might be hard to use at first while getting used to it but with the right tweaking and well placed shots could really work well.

Modifié par vader da slayer, 30 mai 2011 - 02:49 .


#625
tjzsf

tjzsf
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Someone With Mass wrote...

Weiser_Cain wrote...
If it's such a non-issue why do you care either way?


Because I've seen the most ridiculous reasonings why ME2's system isn't good enough, and that simply annoys me.

Like when everyone's whining about how they have to pick up ammo, and that they shouldn't run out of it, because then they have to do something like *gasp* switching weapons or use powers that 5/6 of the classes have that aren't connected to the guns at all.

What ridiculous reasonings, pray tell?

Because the reasonings for why having ammo is superior are a hella lot more ridiculous.

You think ME2's system is so much better? Then answer these two things.

From an in-verse perspective, explain to me how it makes any sense that "ammo" is presented as being an advancement of technology when someone with a smattering of elemental strategy could see that reintroducing an element of logistics that was previously eliminated is a stupid idea.

From a meta perspective, explain to me how forcing you the player to play a certain way is better than allowing you to either use primarily guns, primarily a certain type of gun, primarily powers, a mix of gun and powers, and everything in between.

I maintain that a decent compromise would ahve been to allow your current thermal clip to regenerate shots after a period of not firing, but once it hits 0 you switch it in for another clip. If you have no clips left, then your gun does the overheat thing in ME1.