Zeevico wrote...
looking for it at the end of a fight is annoying. auto-pickup at the end of an encounter should be implemented.
But that's stupid and makes no absolute sense.
Also how many games ever did that?
Yeah, none.
Zeevico wrote...
looking for it at the end of a fight is annoying. auto-pickup at the end of an encounter should be implemented.
Modifié par Admoniter, 22 mai 2011 - 07:11 .
Mesina2 wrote...
Zeevico wrote...
looking for it at the end of a fight is annoying. auto-pickup at the end of an encounter should be implemented.
But that's stupid and makes no absolute sense.
Also how many games ever did that?
Yeah, none.
Mesina2 wrote...
Zeevico wrote...
looking for it at the end of a fight is annoying. auto-pickup at the end of an encounter should be implemented.
But that's stupid and makes no absolute sense.
Also how many games ever did that?
Yeah, none.
Da Mecca wrote...
Mesina2 wrote...
Zeevico wrote...
looking for it at the end of a fight is annoying. auto-pickup at the end of an encounter should be implemented.
But that's stupid and makes no absolute sense.
Also how many games ever did that?
Yeah, none.
The gane is streamlined enough as it is.
People can barely manage to do anything anymore
Modifié par Vena_86, 22 mai 2011 - 11:09 .
AllenShepard wrote...
There is only one perfect answer.
Make it exactly like ME! except when you're weapon overheats you can pop out the thermal clip and replace it. Then, make thermal clips more scarce and encouraging only letting the weapon overheat is serious firefights or emergencies.
Someone With Mass wrote...
I'd rather take two seconds of reload time than waiting about ten seconds for the gun to cool down because I don't want to use the weapon mods that gives me unlimited ammo, because that makes the battles hideously boring.
Halo Quea wrote...
It's just so stupid. Someone took the time to create a logical, scientific weapon and ammo system based on micro mass acceleration. Essentially putting a calculated mass driver inside every hand held weapon. A self suspended projectile that at no time comes in contact with any internal parts after it's been sliced from the block.
And now it suddenly needs a thermal clip.
Gatt9 wrote...
Ok, so either you cannot find the part where I made that statement either or you're putting words in my mouth again. Once again, try dealing with what I actually said.
So what you're saying is that you cannot come up with any other viable reason for adding them to ME2 since they're so incredibly prevelant as to be irrelevant? So rather than actually answer the question, you just try diversion?I would have written: "I can't find a reason for it"
1. Please, I do not need to invest 200+ hours to tell you that there's no reason for them. This isn't a doctrate analysis, it's a game. If my soldier, the class that should require the most amount of thermal clips by definition doesn't need them, it's not serving a purpose.
2. Bioware's inability to design and balance a game across all difficulties is not my problem.
3. Ah, so since I didn't "Register my game I can't have a valid statement? I did register it, Bioware's system is bugged, and it never showed. I registered DAO as well. Once again, this is not my problem, and your hangup with people registering their games isn't my problem either.
4. I don't need to talk to them. Watched my best friend play the whole game as an Adept. He had even less need for ciips than I did.Oh come now. I actually read this board every one in a while, so I've read you stuff on other threads lately. Don't be coy.
Ah, so because I posted on a completely different topic you're going to extend that to every post I make regardless of topic? So basically you have a problem with the fact that in other threads I pointed out that ME2 isn't an RPG, and now you're going to claim that every post I make is saying "ME2 isn't an RPG because of this topic too!".
Sounds like you've got a personal problem with my commentary about ME2's lack of RPG that you just won't/can't let go.
Seriously, you just extended commentary from some completely unrelated thread into this one for no reason whatsoever, and you wonder why I'm talking about people that need to realize there are flaws? I'll put it more bluntly.
People need to quit blindly defending ME2 and accept there were flaws, and they very seriously need to start actually posting counterpoints instead of trying to continue some war to justify their enjoyment of the game.
I'm not making assumptions, I'm not putting words in people's mouths, and I'm not derailing threads trying to continue some disagreement from 4 threads ago. Other people need to do the same.
Gonna have to disagree with that, infact I think it would be easier to argue that an ME2 style ammo system kills heavy weapons. Go back to when ME2 was being developed and the Devs were touting how heavy weapons where different because they were limited in use. But really they were no more limited than any other weapon you use in ME2, sure regular weapons had more ammo drops but besides that they functioned on the same principle... find ammo, use, fund more ammo, rinse repeat.Bozorgmehr wrote...
A ME1 based system also kills heavy weapons.
Bozorgmehr wrote...
The overheat system is horrible. Having to (constantly) keep an eye on the (overheat) bar draws away attention that ought to be focused on your surroundings - improving combat and sightseeing. Frequent overheated weapons are a major game-breaker too; having a fixed amount of shots per clip not only makes sense but also adds more options to differentiate weapons.
A ME1 based system also kills heavy weapons.
Bozorgmehr wrote...
The overheat system is horrible. Having to (constantly) keep an eye on the (overheat) bar draws away attention that ought to be focused on your surroundings.
Bozorgmehr wrote...
having a fixed amount of shots per clip not only makes sense but also adds more options to differentiate weapons.
Modifié par Sgt Stryker, 22 mai 2011 - 09:31 .
Sgt Stryker wrote...
I fail to see how keeping an eye on a steadily-increasing heat bar is any different from keeping an eye on a steadily decreasing number as you shoot. Both are located in the same area of the game screen.
Modifié par Tony Gunslinger, 22 mai 2011 - 09:50 .
He didn't ignore the question, he answered it. The hammerhead doesn't work to well because it has weak armor - thus forcing the player to want to hang back. But I did find out during one mission (the 4 shield generator one..) that with the drones, the closer you are the more damage you do. Hang way back and it takes like 8 missiles to kill one. Move up supper close, and you can drop it in 2-3 hits.Tony Gunslinger wrote...
- adds tension and encourages active engagement. The fact you never ran out of ammo has more to do with level of difficulty. The very idea of limited ammo changes your perspective, as evidenced my by Hammerhead example, of which you've chosen to ignore.
Wait.. WAIT WAIT WAIT!! with all the flaws, mistakes, oversights and plan generic-ness of the combat system, you claim you have empirical proof that the cool down system dictated the DPS of the weapons in ME1?! Its not like that the developers had only a general concept of the weapons they wanted us to have, but not the time to different them. I mean, if 20 weapons of the like, level I thru X are any indication, it looks like you are leaping logic to try to make a point that you don't have.- opens up more weapon designs. The cooldown system dictated DPS and it's the main reason why ME1 guns all had the same RoF and they're all automatic. It's very hard to make the Predator and the Carniflex with distinct personalities while making them balanced if they had cooldowns. Or the Viper vs the Widow. Or the Tempest vs. the Shuriken vs. the Locust. Or the Katana vs. the Scimitar.
Murmillos wrote...
Wait.. keeping an eye on the over heat draws attention away from playing the game, but not keeping track of cool downs, your shield level, or even the ambiguous squad member life triangles?
Sgt Stryker wrote...
I fail to see how keeping an eye on a steadily-increasing heat bar is any different from keeping an eye on a steadily decreasing number as you shoot. Both are located in the same area of the game screen.
Sgt Stryker wrote...
How does that "make sense"? Keep in mind that the only thing thermal clips provide are a mechanism for mitigating waste heat, they do not provide ammunition. If I fire one shot out of a pistol at the beginning of a mission, put it away for the rest of the mission, and pull it out at the end, shouldn't the heat from that one shot already have radiated out to the environment? Do these heat sinks undergo some sort of irreversible chemical reaction when a shot is fired?
I will however, concede the point that thermal clips allow for greater weapon diversity, which is a plus.
Tony Gunslinger wrote...
Gatt9 wrote...
Ok, so either you cannot find the part where I made that statement either or you're putting words in my mouth again. Once again, try dealing with what I actually said.
You either don't get it or playing possum. You, me and anyone with half a brain would know that changing something like this based on "hey dude, like, ammos are in shooters, so let's put in ammo" is moronic. There are very valid gameplay reasons, of which I've explained to you, but you've chosen to overlook. The fact is, you initially assume that because you didn't find the reasons, therefore BW's decision is must be a moronic one. Has it ever occurred to you that perhaps your observations have been incomplete, whether you're unaware of it or not?
Bozorgmehr wrote...
The overheat system is horrible.
Having to (constantly) keep an eye on the (overheat) bar draws away
attention that ought to be focused on your surroundings - improving
combat and sightseeing. Frequent overheated weapons are a major
game-breaker too; having a fixed amount of shots per clip not only makes
sense but also adds more options to differentiate weapons.
A ME1 based system also kills heavy weapons.
Bozorgmehr wrote...
I don't look at the health bar at all; there's no need - you hear Shep saying "shields down", you can hear shields break, and there's a visual effect. Down to health you get the veins, giving a good indication how (bad) you're doing.
The cooldown indicator is located inside the cross hair - the point you'll be focused on most of the time.
There's also little need to look at how many shots you've got left in your current clip. Most weapons have very limited shots/clip and reloading whenever you're not shooting/casting at the enemy will ensure your weapon will be fully loaded when needed.
Bozorgmehr wrote...
The overheat system is horrible. Having to (constantly) keep an eye on the (overheat) bar draws away attention that ought to be focused on your surroundings - improving combat and sightseeing. Frequent overheated weapons are a major game-breaker too; having a fixed amount of shots per clip not only makes sense but also adds more options to differentiate weapons.
Lunatic LK47 wrote...
This. The vocal minority CONVENIENTLY forgot about the number of Infiltrator/Engineer-classed NPCs spamming Sabotage and Damping like no tomorrow, knocking us out of combat for TWO ****ING MINUTES.