Tony Gunslinger wrote...
Murmillos wrote...
Wait..
WHAT? ME1 was the lore, so there is no contraction there. Heat and heat alone was the limiting factor.
In the ME universe, if overheat makes you stop shooting for a really long time, why don't they build a limiter to prevent that? You're already manually doing it by looking at a meter. Just make the gun stop shooting after an acceptable heat buildup, competitive to reload time. The reason ME1 guns don't have this and make you use an inferior gun is because of gameplay, not because it makes sense if you live in that world.
I can't explain the choices made by the development team. It made since at one point during the development of ME1, because it was included , but looking at ME1 at a whole, we know there was a lot of stuff that wasn't designed just right.
That is a change that should have been brought to the table for consideration. It would have worked too. All weapons stop firing at 99% heat, so there is never a "overheat" extended cool down period penalty.
I'm not saying ME1 system was perfect, it was fact far from it. But thru careful tweaking and proper balance it could have worked a lot better. Thats what many of us are arguing too; the concept was great, jut marred by some late game imbalance and some frustrating mechanics (such as the overheat).
By your standards, that's a contradiction of lore right there. In the ME universe, it can 10,000 rounds (sic). In the game, it never runs out. How is that different than Shep not having a default heat sink to fall back on in ME2?
No, Lore clearly stated that a typical weapon did have a limit, but since that limit was so excessive, it was nearly infinite. Short of exploiting the system so that you never generate heat, give me an example of one mission where you would fire over 10,000 rounds. It could have been one of those things that was done during the many transitional scenes - but the point was, the effective amount of rounds so so excessive, it would have been pointless to show or introduce. Are you trying to say they should have had an ammo counter that started at 10,000 for every weapon?
1) Personal belief, not fact.
There are already posts that demonstrate how cooldowns limit design choices.
Again, only to that persons personal preference or thought theology. There has been no empirical proof, other then somebody trying to state that ME1 weapon system was the pinnacle of perfection and had zero flaws and thus all future and past heat management systems could be compared to ME1 design.
2) You may be correct on that; It could distract some people - yet other people would find it more exciting & challenging. I know I do. I guess you don't play any RTS. If RTS are too tough for you, do you argue that each side should have only 5 units because any more distracts you from the battlefield?
I've already given my Xoxod analogy.
Not all players are the same. Some can't handle complexity, others love it. You are not the end of all decision maker of what is complex and what isn't. But it is up to the developers to find the balance that fits for all players.
There is a reason some people still find Insanity yawn inducing while others can't even get past the starting level on Veteran.
3) Again, you may be correct, but there are many things that can be done to fix this, changing to ammo-based was the most simplistic safest bet the development team could have taken.
Sometimes simple solutions are also very elegant, and the implementation itself is never simple. A game is a system where all the variables are inter-related. You don't shove in another variable without upsetting everything else.
True, but sometimes when you have something that is only flawed by minor balancing issues, throwing out the baby with the bath water is a problem in itself too. That is why these threads persist.
Modifié par Murmillos, 30 mai 2011 - 03:09 .