tjzsf wrote...
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.
Source?
Because according to the codex and the hybrid system left disabled in the final version of the game, evidence heavily suggests the heatsink used in ME1 operates the same in ME2, the only difference being ejectable, which is purely mechanical.
The reason Shepard can’t shoot with ‘zero’ clips in ME2 is the same reason Shepard can’t empty the entire ammo block in ME1: they’re game mechanics.
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.
Overheating weapons will produce less DPS than reloading versions of the same spec because you’re managing the battlefield instead of managing heat. My examples have proven this, which was to answer your original question:
“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. “
And as I’ve explained before, in the real world, overheating weapons is bad design. Adding a limiter and adjustable firing rates makes these guns more reliable, allowing the combatant to focus more on the fight. However, this gun doesn’t exist in the game, because overheat was put in as a game mechanic to gimp you, not because it's superior design.
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.
Infiltrators are one of the most powerful classes in the game. If you can't 'be a sniper', that's on you and not the ammo.
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...
DPS is not an element of weapon design, it’s an output number from combining 1) 2) 3) and 8). Upgrades, mods, passive attributes and powers are constant modifiers, they can be applied to any gun, so they're not part of weapon design. You are also misrepresenting data.
Here’s the actual ME1 vs. ME2 weapon elements:
ME1:
1) yes
2) no (all guns have the same RoF)
3) no (all guns are automatic)
4) yes, via heat management
5) yes
6) yes
7) no (all guns have the same recoil)
8) yes, via heat management
Total: 5 out of 8
ME2:
1) yes
2) yes
3) yes
4) yes
5) yes
6) yes
7) yes
8) no* (all guns reload @ 1.5 secs without reload canceling)
Total: 7 out of 8
Also, ME1 guns were made in a ladder system and not for balance, so there's even less consideration to gun design.
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.
ME2’s vanilla set contains 11 different weapon designs, not including heavy weapons and DLC. ME1 has 4 weapon designs.
Modifié par Tony Gunslinger, 31 mai 2011 - 02:48 .





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