Go to sleep for a night, miss out on pages. Anyways,
Tony Gunslinger wrote...
You didn't look at the post where I said that when you run out of themal clips, you revert back to the overheat system because thermal clips = heat sink.
You assume that kicking always rewards players, which is not true.
In ME2, some battles favor long distance fighting, some favor CQC, some are a mix in between. Also in ME2, there is a risk/reward system. Sniping is a low risk/low reward manuever. Shotgunning is a high risk/high reward maneuver. Using powers takes less skill than using guns, some powers are more effective at certain enemies than others. If you want to shotgun everything even though sniping would have been better, more power to you to take that challenge. Hell, you can even use the WIdow as a shotgun. Nobody is forcing or limiting you to do anything. Like I said, you're being challenged, but you're not accepting that challenge. If you want to be a specialist at one thing, then by definition you must be not very good at other things. If you want to be to able do everything, then you aren't the best at one particualr thing.
Point 1: Apparently I also missed the part where you reverted back to the overheat system when you ran out of thermal clips. Maybe that's because you
don't revert to the overheat system. Your gun, instead of being able to vent off that heat and shoot again, is now a stick. And you also seem to have dropped the part about how TCs give a slight tactical advantage, but overheat is a far bigger strategic advantage - unless we're dealing with snipers, in which case the low rate of fire of SRs in both games (other than the Viper) makes ME1 sniper rifles superior in every way.
Point 2: No, I am not being "challenged" as you define it, mainly because I do not actually get to be a specialist. If I am a sniper, I don't get to specialize in sniping because I run out of sniper shots in mid-large scale battles unless I'm packing the Viper, if I am a CQCer, I don't get to specialize in that because the same thing happens unless I get the shotgun rounds upgrade. The same problem does not exist in ME1, with the only tradeoff being a miniscule decrease in rate of fire. It is true that some battles are not suitable for some playstyles - but unless you are a Soldier who has a gun for every situation, that's what powers and squadmates are for. And even then, you are rewarded more for charging out into combat than for more reserved styles, simply because thermal clips force you to run out and grab more ammo even if your class is relatively squishy and needs to hide and take potshots.
Bozorgmehr wrote...
Can you explain why TAKING AWAY something isn't dumbing down.
Because "taking away" can mean "simplifying" instead of "dumbing down". Also, stop avoiding the main point. Your point basically goes
"Removal of ammo leads to dumbing down"
"ME1 removed ammo"
"Therefore, ME1 is dumbed down"
However, Removal of ammo from Mechwarrior energy weapons did not result in of dumbing down, as heat, weight, and range all were limiters on what energy weapons could do. Therefore, your basic premise is flawed. Also, stop attacking the strawman that we don't want ammo ever. This is not true; power cells for heavy-weapons would be fine as in-verse we can say it works on a different principle than mass accelerators and meta we can say it prevents me from whipping out the Cain for everything. But no one is saying HW ammo should be unlimited, and repeatedly attacking that argument just makes you look foolish.
And for all the talk about how ammo leads to more varied gun design, let's look at the relevant stats that Gunslinger listed
1) Damage - present in both systems
2) Rate of Fire - present in both systems
3) Firing mechanism - present in ME2
4) Ammo clip size (can be substituted by heat management)
5) Ammo capacity - it's perfectly fine that a futuristic setting with highly advanced tech would delete this. Having this results in retroactive gimping of every single gun from the past.
6) Accuracy - present in both systems
7) Recoil - did not notice in ME1, but also not related to ammo.
8) Reload (can be substitued by heat management)
9) DPS (certain guns are clearly designed to be better but only for a shorter time) - this is more present in ME1, where if you had, say, HE rounds equipped, you'd only be able to get off a few shots within the time it took for your gun to overheat, whereas in 2 you just swapped out a clip. So if we're going by "challenge" as the important criteria, ME1 is superior in this regard. If we're going by convenience, ME2 is superior. If we're going by long-term lack of hassle, ME1 is still superior because your DPS doesn't become 0 after running out of clips.
And of course, the kicker - for all the supposed "varying gun design" that ammo would give you, we have a whopping total of 2 guns per gun type plus a special AR/SR/Shotty unless you have DLC. Totally, totally varied.