Aller au contenu

Photo

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


  • Veuillez vous connecter pour répondre
791 réponses à ce sujet

#751
Ahglock

Ahglock
  • Members
  • 3 660 messages

JaegerBane wrote...


True, but as I said before, ME1 is no more accurate in it's portrayal. In ME1 the codex claimed weapons had a clip capacities in the order of thousands of rounds.... but there are no such limits in-game. There is a line between in-game depictions and the gory details that go beyond adding to the gameplay, and worrying about the above is, imho, crossing it :P


Whie I agree I agree I do think handwaving things like this falls apart when you would want to manage it better than you do on the behind tghe scenes level.  I think the main thing with ammo is that while I accept it refills every weapon you have at once without and action as something to hadwave since it is a boring detail.  But, when the only gun I used was X gun and all my other guns are at full capacity only getting my normal X number bullets per heat sink stinks.  While manageing where I put the heat sinks would be a pain and I don't want to do that, they went to far in oversimplifying the action.  Like one more variable would have made it a decent handwave system, if X gun is full its clips are distributed to Y guns.

Sorry if I am not clear, I'm still waking up.

#752
Clonedzero

Clonedzero
  • Members
  • 3 153 messages

Weiser_Cain wrote...

I wonder if this 30 page discussion, sometimes argument, at least gives the devs something to think about.
This game doesn't come out for a year right?

this is absolutely one of those times where the devs need to ignore the screaming fans.

#753
HighBallDevil

HighBallDevil
  • Members
  • 4 messages
I prefer ME1 heatsink. I just heard that the overheating is gone :( Bioware I am disapoint, I am definitely less excited about ME3 after hearing that. Its all just a matter of opinion with the ammo. Because theres many things that did right and wrong in both games, but I really enjoyed the gameplay of the first game more IMO. Also the sound effects of the guns in ME1 sounded more furturestic, you gotta give me that one.

#754
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

Ahglock wrote...
 Really ME2 only added one variable and it does make the guns seem different and that is different fire rates, one pistol fires slowly shot per shot, the predator you can empty a clip qucikly, one SMG is full auto another is burst fire only. (well they also sound and look different which is big) That could have been done with the heat system it just wasn't.  


They could have done it with a heat system, yes, but it wouldn't have had any balance. When people state that the ammo system is responsible for the new weapon types, they don't literally mean that other weapon types physically couldn't exist with ME1's system - it's just that there'd be no balance whatsoever. Imagine a Widow that you could fire as much as you want. Imagine a Claymore that never needed reloading. Stuff like that just doesn't work in a system where it's up to the player to 'manage' heat.... unless you take out ME1's upgrade system. And enforce the very kind of waiting-to-vent stuff that most hated.

Ahglock wrote...

JaegerBane wrote...


True,but as I said before, ME1 is no more accurate in it's portrayal. In ME1 the codex claimed weapons had a clip capacities in the order of thousands of rounds.... but there are no such limits in-game. There is a line between in-game depictions and the gory details that go beyond adding to the gameplay, and worrying about the above is, imho, crossing it [smilie]../../../images/forum/emoticons/tongue.png[/smilie]


While I agree I do think handwaving things like this falls apart when you would want to manage it better than you do on the behind tghe scenes level.  I think the main thing with ammo is that while I accept it refills every weapon you have at once without and action as something to hadwave since it is a boring detail.  But, when the only gun I used was X gun and all my other guns are at full capacity only getting my normal X number bullets per heat sink stinks. While manageing where I put the heat sinks would be a pain and I don't want to do that, they went to far in oversimplifying the action.  Like one more variable would have made it a decent handwave system, if X gun is full its clips are distributed to Y guns.

Sorry if I am not clear, I'm still waking up.


If I'm understanding you correctly, it sounds like you're asking for something along the lines of a proportional ammo add depending on how full your guns are. With respect, I can't see this being a worthwhile use of developerresources. Frankly you gain so much ammo on every clip that you pick up you'd be unlikley to even notice such a feature unless you were specifically looking for it. As you pointed out above, the sheer amount of clips strewn everywhere largely renders ammo itself irrelevant, in so far as gameplay, so I don't really see why you'd be bothered about proportional ammo levels, when it's so common anyway.

Modifié par JaegerBane, 01 juin 2011 - 05:18 .


#755
Mr. MannlyMan

Mr. MannlyMan
  • Members
  • 2 150 messages
^ You didn't like how the Avenger sounded? :P

I kind of agree, though; many of ME2's weapons sounded like toys. ME3's guns are supposedly being made to sound boomier and deeper, like a real supersonic projectile, so hopefully we get weapons that sound more impressive.

#756
Weiser_Cain

Weiser_Cain
  • Members
  • 1 945 messages
They might also want to work on making my shots feel like they really count, even on higher levels.

#757
Ahglock

Ahglock
  • Members
  • 3 660 messages

JaegerBane wrote...

They could have done it with a heat system, yes, but it wouldn't have had any balance. When people state that the ammo system is responsible for the new weapon types, they don't literally mean that other weapon types physically couldn't exist with ME1's system - it's just that there'd be no balance whatsoever. Imagine a Widow that you could fire as much as you want. Imagine a Claymore that never needed reloading. Stuff like that just doesn't work in a system where it's up to the player to 'manage' heat.... unless you take out ME1's upgrade system. And enforce the very kind of waiting-to-vent stuff that most hated.  

 

With a heat management system they could have balanced it perfectly fine.  Using the claymore as an example the clip size is the only real limit, and that limit is 1.5 seconds per shot(with reload trick).  You can easily have a heat system that causes 1.5 second delays for each shot on the claymore, but allows you to get 20 shots off before you need a 1.5 second delay on gun 2.  

The total bullets isn't a limit since you never run out of ammo in ME2 with the claymore.  The widow is a bit trickier in that people do actually run out of ammo with it apparently.  I never do, but I guess I move around the battlefield more while cloaked.  But that doesn't mean you can't balance it with a heat system.  A longer cooldown time, a single shot might always overload it for example, or add a long term heat system to every gun something that doesn't go down after every shot but takes signifigant ammounts of time to get rid of.  


JaegerBane wrote...


If I'm understanding you correctly, it sounds like you're asking for something along the lines of a proportional ammo add depending on how full your guns are. With respect, I can't see this being a worthwhile use of developerresources. Frankly you gain so much ammo on every clip that you pick up you'd be unlikley to even notice such a feature unless you were specifically looking for it. As you pointed out above, the sheer amount of clips strewn everywhere largely renders ammo itself irrelevant, in so far as gameplay, so I don't really see why you'd be bothered about proportional ammo levels, when it's so common anyway.


Yeah I'm basiaclly asking for proprotioanl ammo.  Simplyifiying is great, but if I have enough heat sinks to load 5 guns, but 4 guns don't need it, if it is universal I should get more in that final gun.  It really only effects you if you use one gun for the fight, but that is somewhat common.  Is it necesarry in ME2 with ammo strewn everywhere, no.  But it is a feature that feels off given the supposedly universal coolent system.  Putting things in the background works great except when it makes it feel like you are getting ripped off.    If someone hands you 10 bullets would you throw 8 away because 4 guns are full and wanted to put only 2 in each gun even though you needed all 10 for gun 5?  It feels wrong.  

#758
The Spamming Troll

The Spamming Troll
  • Members
  • 6 252 messages

JaegerBane wrote...

The Spamming Troll wrote...
thats not the case.


Are you actually to going to offer a counterpoint here, are do you consider your word alone to be an argument in of itself?


no, thats why you replied to more then one sentance, come on jages! dont hate just becasue your racist against sweet user names.

JaegerBane wrote...

Ahglock wrote...
 Really ME2
only added one variable and it does make the guns seem different and
that is different fire rates, one pistol fires slowly shot per shot, the
predator you can empty a clip qucikly, one SMG is full auto another is
burst fire only. (well they also sound and look different which is big)
That could have been done with the heat system it just wasn't.  


They
could have done it with a heat system, yes, but it wouldn't have had
any balance. When people state that the ammo system is responsible for
the new weapon types, they don't literally mean that other weapon types
physically couldn't exist with ME1's system - it's just that there'd be
no balance whatsoever. Imagine a Widow that you could fire as much as
you want. Imagine a Claymore that never needed reloading. Stuff like
that just doesn't work in a system where it's up to the player to
'manage' heat.... unless you take out ME1's upgrade system. And enforce
the very kind of waiting-to-vent stuff that most hated.


then i wouldnt give the player that much control over the heat management. done, whats the next problem?

the so called problem with ME1s weapons lied with frictionless materials, and the incorrect knowledge that firing forever = broken gameplay. fireforever guns simply sucked, its indirectly a reason why alot of people hated insnaitys challenge, becuase there guns had no damage.

it depends on the mods in ME3 as well. if mods are like ME1 or MGS4 means ill be modding my guns entirely differently depending on the mods types available. i honeslty dont understad how you couldnt make ME1 weapons work with some slight tweaking.

#759
Stardusk78

Stardusk78
  • Members
  • 2 844 messages
I can't believe people are still talking about this...

#760
Lotion Soronarr

Lotion Soronarr
  • Members
  • 14 481 messages

Obro wrote...

I wish they just called them ammo because they ARE ammo.


By definition, ammo is something you shoot out of a gun to kill the enemy...so energy/plasma/bullets

Heat sinks do not fall into that category.



Thermal clips or ammo >>>>>> magical guns

Modifié par Lotion Soronnar, 02 juin 2011 - 09:37 .


#761
Aurellia

Aurellia
  • Members
  • 254 messages
I suggested a while ago the idea that a class of weapons such as pistols be heat based. I have an even better idea. Have a small subset of each weapon type be heat based and you find these in the game. They can be modded as well but just make sure there is no way to eliminate the heat mechanic. People who like those guns can use them. This would help improve the lore situation as it would at least suggest that "old school" guns are still around and some people in the world prefer them even if the council and alliance militaries has standardized on the heat sink design. Since the militaries have not really been engaged in a protracted hot ground war this is exactly the kind of arguably dumb decision that militaries make

So heat sink guns shoot faster and do more damage where as overheat guns are non standard and are still available if you look for them.

What do you think?

#762
HighBallDevil

HighBallDevil
  • Members
  • 4 messages
Thats an amazing idea.. I wish they would do that but they only care about money. I'm sure they have thought about the subject and even came up with solutions but it seems after ME2 they said your gonna use ammo and your gonna like it. And I'm not saying the ammo was forced onto everyone alot of people like the ammo.The IGN article even said its more like a shooter, they want to appeal to a larger crowd (the shooter crowd) to make more money. I would jump for joy to be able to use overheating weapons again. Renew my hopes for ME3. It feels like your back in the 20th century because of thermal clips "ammo" IMO. But I also think having both would be even better.

#763
bc525

bc525
  • Members
  • 68 messages
Speaking to the OP, I guess I have respect for the 'ammo' concept that BioWare will be using for ME3. In a way, their hands were tied by the fact that the series progressed from ME1's heat management firing to ME2's dischargeable thermal clip.

I liked the concept of the heat management for weaponry (and the thoughtful customization that it created), and I really wish that BioWare had continued to work with that concept for the series.

Ammo issues with shooters is a common thing: (a) Force the player to run around and pick up universal ammo clips scattered about after a firefight or (B) Generate magic ammo boxes that conveniently appear on the battlefield at critical points during the mission. I don't really like either solution, but as the OP pointed out those are common to most shooters.

Other options might be to give the player the ability to pick up weaponry from fallen enemies (which I believe ME3 will do?) or the extremely realistic approach of you use what you brought. Meaning a player chooses an initial load-out of weapons and ammo and .... that's all you get. Either you conserve your ammunition or you're going to be throwing powers for the remainder of the mission.

Jane ~ "Sure would be nice if we had some grenades, don't ya think?!"

#764
Mir5

Mir5
  • Members
  • 253 messages
The reloading was cool in Mass 2 but ammo scavenging was stupid. More stupid than the useless inventory in Mass 1.

Organics will be f'd when Reapers come up with the idea to drop some booby-trapped therm clips on battlefields.

Modifié par Mir5, 03 juin 2011 - 04:23 .


#765
Weiser_Cain

Weiser_Cain
  • Members
  • 1 945 messages
What? I like the inventory in me1! Sure it could have been easier to sell stuff but that doesn't take away from the yummy customization options.

#766
Mir5

Mir5
  • Members
  • 253 messages

Weiser_Cain wrote...

What? I like the inventory in me1! Sure it could have been easier to sell stuff but that doesn't take away from the yummy customization options.


Okay, I correct, mostly useless. I just remember the part where I just change the parts on that I want to use and then spend 20 seconds spamming "turn to omni-gel".
A simple STALKER/System Shock 2 kinda inventory would propably be very nice, but then majority of audience would cry something about boring and too complicated.

Modifié par Mir5, 03 juin 2011 - 09:04 .


#767
Aurellia

Aurellia
  • Members
  • 254 messages
Given that we'll be able to pick up enemy weapons this will alleviate the tedious part of ammo scavenging. One of the most fun things about Halo is running around and picking up and switching to various alien guns that will have mostly full ammo. This makes it more varied and fun than what ME2 does.

#768
Daydreamer_91

Daydreamer_91
  • Members
  • 67 messages
I loved the way ME1 played can't understand why everyone is so against it

#769
Daydreamer_91

Daydreamer_91
  • Members
  • 67 messages
the thing is IF I wanted a shooter I'd go buy a damned shooter!

#770
Mir5

Mir5
  • Members
  • 253 messages

Daydreamer_91 wrote...

I loved the way ME1 played can't understand why everyone is so against it


Well to be honest it was a bit too much of power spamming.

Though I admit, biotics were way way way more fun in Mass 1.

The gunplay were different kinds of crap in both games. But now when I think about it I guess it didn't bother as much in Mass 1 (propably due to Mass2 powers being too simple)

#771
Mir5

Mir5
  • Members
  • 253 messages

Daydreamer_91 wrote...

the thing is IF I wanted a shooter I'd go buy a damned shooter!


Well Mass Effect was always mostly about the story. And not that much about the combat. Combat too was just a storytelling mechanic and not that much of a challenge itself.

#772
Someone With Mass

Someone With Mass
  • Members
  • 38 552 messages

Daydreamer_91 wrote...

the thing is IF I wanted a shooter I'd go buy a damned shooter!


And Mass Effect has always been a shooter.

Why is it so hard for people to see/accept that?

It's not like they can only focus on one element in the game. And several developers have stated that they're improving both the RPG and the combat parts.

#773
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

Someone With Mass wrote...

Daydreamer_91 wrote...

the thing is IF I wanted a shooter I'd go buy a damned shooter!


And Mass Effect has always been a shooter.

Why is it so hard for people to see/accept that?

It's not like they can only focus on one element in the game. And several developers have stated that they're improving both the RPG and the combat parts.


There are people who look at Mass Effect being a RPG, and you have people who consider it a shooter. In the end it's a bit of both which will make the RPG- and shooter-fans a little unhappy. The ones who don't give a damn about this crap enjoy a stunning game :)

#774
tjzsf

tjzsf
  • Members
  • 184 messages

Tony Gunslinger wrote...

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.

In-verse rebuttal - the fact that you can't shoot with "zero" clips means that you don't have the overheat/cooldown system.
Meta rebuttal - then it was a lazy game mechanic that should have been something like "ammo in the current clip regenerates if you don't shoot for a while".

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.

Overheating weapons + infinite ammo is better than regular weapons and limited ammo. That's basic strategy. Your troops are going to be more limited by what you can supply them with than how much DPS they can put out. Why do you think logistics is such an important part of actual wars? If overheat was put in to gimp you, then TCs gimp you even worse - at least with overheat your gun is still a gun, but with TCs your gun becomes a stick

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.

Bull. Infiltrators are indeed one of the most powerful classes. It is still quite possible to run out of Widow or Mantis ammo during parts of the game because less clips are dropped/encountered than the number of shots you have to take, reducing you to 0 ammo and making you unable to snipe. That's not me, that's the game.

And for all the talk about how ammo leads to more varied gun design, let's look at the relevant stats that Gunslinger listed
...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.

Take out elements of weapon design that aren't related to ammo (such as recoil) or things that are flat-out false (all weapons do not fire at the same rate in ME1) and the numbers are a lot closer. Also, ME3 has 12 designs - 4 types of weapon, 3 different stats per weapon you can choose to prioritize (shots/overheat, damage, accuracy).

Bozorgmehr wrote...

tjzsf wrote...

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"


../../../images/forum/emoticons/andy.png Have
you read even one of my post? Guess not, because - unlike everyone else
here - my point has NOTHING to do with Mass Effect, every single point
you mentioned (which I didn't quoted) could just as well be about the
weather or your next holiday. It has NOTHING to do with ammo
limitations. You're comparing apples with oranges.

But because it
seems some people can't see the difference or even understand something
so incredibly simple as LIMITATIONS I'll try again.
-snip.

Ah, yes. Because assuming the opposition to be retarded lends so much credibility, and can in no way be applied to you as well. But because some people can't understand the basic concept of CONSISTENCY, I'll try again. In-verse, there's no good reason why any armed force would go from older guns to TCs. Meta-wise, forcing you to look for ammo so you'll be sure not to run out for the next firefight isn't fun or challenging any more than planetscanning is fun or challenging. Also, BS that ME1 system doesn't prevent me from shooting forever. That only happens if I strap two frictionless mods on to a single gun. For every single other build (one doesn't come across such mods all the time; I only came across it come virmire-ish once), overheat prevents you from taping down the fire button, so that point is moot.

There's no need to apply ammo limitations to ME1's system, because that's making it harder for no good reason other than a subset of players like things to be harder (could always just turn up the difficulty). There is a way to apply TCs to ME1's system, for example by a "Thermal Clips I-X" mod where the number is the number of times you can eject a clip to reset heat. Or you could apply overheat/cooldown to ME2's system by having your current clip slowly regen ammo. The box may be comfortable, but sometimes it is good to think outside it.

#775
Abram730

Abram730
  • Members
  • 374 messages
I like ME2's system better, although...
Why not a hybrid system?
Guns use clips to eject heat, but you can add radiators in place of other mods.

ME 1 guns didn't produce much heat vs. ME2 guns.
All mods as radiators = 1 clip worth of heat. You basically cripple one weapon for a weapon of last resort as you have to forgo mods that push more heat out per clip or raise damage ... ext
Also adds an overload cool down cap.

Work better on ice planets, but not on volcanic or space.