Aller au contenu

Photo

Pistol Utility


  • Veuillez vous connecter pour répondre
116 réponses à ce sujet

#101
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

Alamar2078 wrote...

JaegerBane wrote...

Alamar2078 wrote...

All this talk about picking up dropped weapons has got me all nostalgic and wanting to go back to Halo CE for a little while :)


Yeah, well, the last thing I want to see in ME3 is the veritable sea of weapons lying all over the place, like it was in CE. 


I don't want that either in ME3!!!   While I did it in Halo CE I wouldn't want to have to do the old run, throw weapon towards door, pick up other weapon, throw it, daisy chain that I  would somtimes do in Halo CE to make sure I had enough firepower handy for the next room.

As a matter of fact, with the exception of a few carefully planned missions, I don't really want to scavange for weapons at all.  I wouldn't mind picking up some tech here & there to scan/duplicate from bosses but otherwise I see Shep in a position to start out the game with very nearly the best there is.

I wouldn't mind too much scavaging a little more for ammo [ME2 ammo system was too generous on Insanity] but I don't want to turn scavaging into the new "planet scanning" / time sink for ME3.


From my experience, weapon scavenging only really works as a cool gimmick, mainly because it's not practical to do without Halo's gun oceans and ridiculous limits on player carrying capacity. I don't mind it appearing by any means... but I have no intention of modding up my Badass Cannon and then ditching it for some piece of junk that happens to be kicking about.

Judging by the ME3 demos though, I doubt I have anything to worry about. In fact the only concern I have is the number of weapons that can be carried. Soldier shep looked like he was restricted to a rifle and a pistol. If the weapons dude has that kind of restriction... what's going to happen to my Adept? :?

I tell you what's going to happen, he's going to stick with his Locust, which is all he actually needs :D

#102
Kronner

Kronner
  • Members
  • 6 249 messages

JaegerBane wrote...

Judging by the ME3 demos though, I doubt I have anything to worry about. In fact the only concern I have is the number of weapons that can be carried. Soldier shep looked like he was restricted to a rifle and a pistol. If the weapons dude has that kind of restriction... what's going to happen to my Adept? :?


Not to worry. Soldier can carry all 3 main weapons + heavy weapon. Other classes are more limited, but you can change your loadout for every mission. Pistols likely do not "count".

Modifié par Kronner, 07 juin 2011 - 08:41 .


#103
Alamar2078

Alamar2078
  • Members
  • 2 618 messages
@Kronner: Do Soldiers have just 3 "large slots" and 1 "heavy slot" or do they also have "small slots" where they can carry pistols or SMGs?

#104
Kronner

Kronner
  • Members
  • 6 249 messages

Alamar2078 wrote...

@Kronner: Do Soldiers have just 3 "large slots" and 1 "heavy slot" or do they also have "small slots" where they can carry pistols or SMGs?


I watched CHud on IGN today, and he said Soldier can carry and use all three main weapons, and other classes can use all weapons, but not carry them at the same time. So I assume every class gets a Pistol.

#105
Alamar2078

Alamar2078
  • Members
  • 2 618 messages
TY Kronner ...

I do wish the Soldier could carry one weapon from every class at once. Oh well I'm not going to cry if I don't have access to SMGs :)

#106
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

JaegerBane wrote...

Because I don't rely on heavy weapons to breach defences and kill enemies. They're nice to have for a bit of mayhem and devastation, not to mention the odd YMIR and gunship that turn up.... but I don't use them constantly. I'm not sure it makes much sense to assume that because heavy weapons can be fired only a few times and still work, the same must be true for your basic loadout.


Can you explain the difference between 'normal' and 'heavy weapons'? Coz, for all I know it's only a label put on to em. It also depends on what HW you're using, stuff like the Flame Thrower and Particle Beam have quite a lot of ammo and can be used like a 'normal' weapon most of the time.

I think you're making a bad assumption that restrictions automatically equal challenge, a good thing. They can just as easily represent an annoyance that adds nothing to gameplay. This happened, to a far lesser degree, with HL2, mainly because you were forced to rely on your crap weapons because your cool weapons ran out of shots extremely quickly. It didn't do anything other than force the player to play in a certain way, which is assumed far too often in the industry to be 'fun'. ME2 already has enough of forcing the player to play a certain way, creating artificial delays and chores for the player to do just to be able to shoot just isn't going to equate to anything other than annoyance.


I have to disagree on this one, first of all - there cannot be cool weapons without crappy ones. Guns will only be (and/or feel) cool when you compare them to the other 'crappy' weapons. The HL2 HMG only feels really cool and powerful b/c you're used to the 'crappy' LMG - without the latter, the HMG would not be 'cool', it would simply be the (only) machine gun.

This concept is as old as computer games; player starts relatively weak, but only faces weak enemies in the first level(s) - slowly the opposition becomes stronger and player will find/collect better weapons to handle those tougher enemies. Every shooter and rpg use this concept - what's the point in leveling and loot without?

As for the Vindicator.... we'll have to agree to disagree here, bozorg. The Vindi's bursts do less damage than a shot from the Scimitar at about half the rate. If this is your thing, more power to you - but this isn't an advertisement to use the Vindi at close range voluntarily. There's no good reason to use it at shorter ranges unless you're *looking* to make things difficult.


Yes and No. The Scimitar is better at close range, the Viper is better at long range - but sticking to the Vindicator will kill enemies fastest regardless - switching weapons requires too much time to compensate the damage lost while switching.

You're not going to fix this by creating chores for the player to carry out, though - you fix this by balancing the weapons. Pre-DLC ME2's weapon selection was pretty balanced, all things considered - there were legitimate reasons to pick many things and the weapon heavy classes had reasons to make any kind of combo of weapons.
Things went a bit pear-shaped when they released things like the Firepower Pack, but that's not a problem with the existing set.


What balance? Are you saying the Carnifex and Widow are balanced? You're going to take the Tempest when you can use the Revenant also?

In ME3 there are no restrictions which weapons classes can use. Nobody is going to use the Predator, Carnifex, Shuriken, Tempest, Mantis, Incisor, Katana, GPR, CAR, Vindicator, Avenger. Even the Viper and Evi will be ignored b/c the Widow and Claymore/Scimitar are more effective. Without changes, all these weapons are junk - only those who like to gimp themselves on purpose will use them.

Right - I don't have an issue with picking stuff up, I have an issue with being *forced* to pick up junk every few shots just to be able to shoot.


You're contradicting yourself here. First you're saying ME2 weapons are balanced, and now they're junk?
 
Also, I never said anything about 'a few' shots - that would be ridiculous. I did say that I consider having the option to use something like the Widow indefinitely to be silly.

Hardly - the Spectre AR outperformed all other ARs but it didn't pack such a punch that it could reduce the mightiest enemies in the game to cinders in seconds. This is what I'm really getting at here - the Mattock was so poorly balanced it rendered half the weapons in the game redundant. That is a failing of the Mattock, not the whole weapon system.


And how do you propose to fix this? Should the Mattock be removed completely? Or should it be like the Vindicator without burst fire and less damage per shot? Don't you think both weapons will be almost alike? Why are you opposed to reducing the Mattock's ammo capacity - so it can remain like it is now, but still has its own weakness?

As for the other weapons you mention, I'm afraid that this is more to do with the heavy weapons than the capabilities of the Tier 3 kit. Aside from the Arc Projector, Grenade Launcher and Cain, the heavy weapons aren't actually there to outdamage everything else. A lot of them are there to make up for lack of powers for a given situation.


And you don't think this can be done with non-heavy weapons?

What's the difference in using the Mattock to destroy one heavily armored foe and the Particle Beam, Cain or Arc Projector etc? The problem with the Mattock is that it can be used all the time (unlike HW); using ammo restrictions basically changes the Mattock into a 'heavy' weapon (AR) which has the same 'problems' like all the other HW (i.e. limited ammo).

I think that's the bottom line of my issue with your proposed system - you've started with the assumption that the weapons are too powerful for the amount of ammo you can carry, but a lot of the stuff you use as examples tends to lean towards being broken... or at the very least, not totally balanced. 


No, I said some of the most powerful weapons have (virtually) unlimited ammo and therefore break the balance.

I'm also confused by your definition of restrictions. You're saying you don't like restrictions yet you also say the ME2 weapon-system is well balanced (without dlc). But isn't the ME2 system build around restrictions? I know your Adept has a different weapon loadout (modding), but the default Adept is restricted to HP and SMG at the start. A Vanguard can pick SR or AR training later on, but doing so means no Claymore (and vice versa) - these restriction are gone in ME3, Vaguard can equip the Claymore, Widow and Revenant if they want to.

#107
Alamar2078

Alamar2078
  • Members
  • 2 618 messages
There are times I hate being "middle of the road guy" ... it's more fun to be extreme but I have to agree with some of Boz's and Jae's points:

For example:

-- Why have a powerful weapon like the Mattock whose one great "weakness" is that it is supposed to be ammo limited but have a virtual sea of ammo laying around [and even respawning!!] everywhere in the game???

-- Depending on how you look at things you can only have cool guns if you also have uncool guns. This is true but a somewhat empty arguement. If a weapon fills a niche and does a really good job at what it is supposed to do then that is OK by me. It should be easy enough to design weapons so each of them fill a purpose and do it reasonably well. What [for the most part] I would contend that you want to avoid is making sure that there aren't weapons that are good at everything all the time.

#108
termokanden

termokanden
  • Members
  • 5 818 messages
I'll stick to my opinion that weapons could fill various niches and all have a purpose so you won't just use them because you haven't found something better already or because your powerful weapons ran out of ammo.

The thing is, these weapons aren't going to be fun to use anyway. You'll be wishing you had something better. If the weapons had an actual purpose, you would actually WANT to use them. And then you'd have more fun.

You could also switch between some weapons because of aesthetic differences. Some people might prefer a semiautomatic like the Mattock and some would rather use a full auto weapon like the Avenger. If they were approximately equally powerful, you could call it somewhat redundant, but if they feel very different there is still something to gain. I know I'd switch between them just for fun.

But if I had to use the Avenger because I couldn't use my Mattock anymore, I'd just be annoyed.

The short version: Don't force players to switch weapons. Design the game in such a way that players will WANT to switch weapons and can gain from doing so.

#109
ezrafetch

ezrafetch
  • Members
  • 535 messages

Bozorgmehr wrote...

I'm also confused by your definition of restrictions. You're saying you don't like restrictions yet you also say the ME2 weapon-system is well balanced (without dlc). But isn't the ME2 system build around restrictions? I know your Adept has a different weapon loadout (modding), but the default Adept is restricted to HP and SMG at the start. A Vanguard can pick SR or AR training later on, but doing so means no Claymore (and vice versa) - these restriction are gone in ME3, Vaguard can equip the Claymore, Widow and Revenant if they want to.


I can see BW still have restrictions placed on the Claymore, Widow, and Revenant: Infiltrators can't take Claymores or Revenants (only Widow), Vanguards can't take Widows and Revenants (only Claymore), and the Soldier can only choose to take 1 of the 3 at one time.  I think it maintains a bit of the immersion / class divides a bit better (i.e. passive differences and not just differences in talents) while maintaining weapon loadout balance.  If a Soldier could go with Widow/Claymore/Revenant in one loadout, that'd just be too excessive.  So limiting to one of three a loadout is more than fair.

It won't certainly stop people from not taking other weapons (i.e. Infiltrator also taking Mattock) to the point of not taking a Widow (see: Mattock/Evi/Pred Infiltrator for CQB missions), but it certainly means that Infiltrators are encouraged to be more like "Infiltrators" since they'll still have near-exclusive access to the Widow.

Modifié par ezrafetch, 08 juin 2011 - 08:10 .


#110
Kronner

Kronner
  • Members
  • 6 249 messages

ezrafetch wrote...
 So limiting to one of three a loadout is more than fair.


Yes. As long as those three are clearly better than anything else in the game. Which is NOT the case in ME2 by the way.
From what I've heard, there are no restrictions in ME3.

#111
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages
Yeah, I reckon it's confirmed all classes can use all weapons. That doesn't mean there are no restrictions at all though. Maybe a system like the one Curunen posted a while ago will be put in place - a sort of 'weight system' so you cannot carry all the best weapons simultaneous (except maybe the Soldier).

#112
ezrafetch

ezrafetch
  • Members
  • 535 messages

Bozorgmehr wrote...

Yeah, I reckon it's confirmed all classes can use all weapons. That doesn't mean there are no restrictions at all though. Maybe a system like the one Curunen posted a while ago will be put in place - a sort of 'weight system' so you cannot carry all the best weapons simultaneous (except maybe the Soldier).


Well, part of me hopes that it's not the case.  The Widow, Claymore, and Revenant were hyped up as class-specific weapons, and I think it's too game-breaking (unless they drastically rebalance) if they don't maintain that.  I suppose you could impose drastic penalties for the Widow/Claymore/Revenant so that it eats up two weapon slots on the classes it's not meant to be on.

For example:
Vanguard can only load out with Revenant and pistol as opposed to a loadout like Claymore/Mattock/Pred (now that I think about it, this loadout would be AWESOMEEEEEEE)
Infiltrator can only load out with Claymore and pistol as opposed to Widow/GPS/Pred
Sentinel can only load out with Widow and pistol as opposed to Viper/Locust/Pred

etc etc.

Then it'd be more fair, I suppose.

Modifié par ezrafetch, 08 juin 2011 - 08:35 .


#113
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages
Here's Curunen's system in detail:

social.bioware.com/forum/1/topic/261/index/5644681/2#5647222

Sound pretty good to me.

#114
Locutus_of_BORG

Locutus_of_BORG
  • Members
  • 3 578 messages

Alamar2078 wrote...

There are times I hate being "middle of the road guy" ... it's more fun to be extreme but I have to agree with some of Boz's and Jae's points:

For example:

-- Why have a powerful weapon like the Mattock whose one great "weakness" is that it is supposed to be ammo limited but have a virtual sea of ammo laying around [and even respawning!!] everywhere in the game???

-- Depending on how you look at things you can only have cool guns if you also have uncool guns. This is true but a somewhat empty arguement. If a weapon fills a niche and does a really good job at what it is supposed to do then that is OK by me. It should be easy enough to design weapons so each of them fill a purpose and do it reasonably well. What [for the most part] I would contend that you want to avoid is making sure that there aren't weapons that are good at everything all the time.

Take it from me, being the middle guy is the clear route to obscurity in this forum. No more from me! Guns blazing approach only from here on in!! j/k

Back to the issue, I still think the key is, as I'd been going at before, that weapons can be balance according to their nuances. Basically, you take your weapon classes, which are each more or less specialized at certain broad roles, and then within those you put in weapons that take a specialize in a certain aspect of that role. Eg: Say with the Vindi vs. Mattock case, the Vindi could be made better against Shields/Barriers, the Mattock against armor. Or say Avenger vs. GPR, both are high ammo, but Avenger gets extra bonuses from modding while the GPR is strong against Shields, Barriers and Synthetics (innate 'disruptor ammo' buff) but mediocre against organics' health.

Of course, we can also have weapons that kind of blur the lines b/w weapon classes. Eg: Keep the GPS's ranges and defense stripping ability (via some lop-sided modifiers), but change its base damage so that it's less overpowered once enemies are reduced to health. Or have the Locust still be accurate like an AR, but tweak range modifiers to weaken it at long ranges (so it won't eclipse ARs), but make it a 'headshot monster' in CQC (giving it a SWAT-esque vibe).

This way, as players, we can all have our own list of 'cool' and 'uncool' guns, but we won't actually be punished in any real way for not liking a certain gun over another or for wanting to try something different. I don't think the balancing needs to be exact to make this work, but I think the extra bit of effort on BW's part could make ME3 a lot more fun.

To sum it all up, I think proper weapon balancing can be done and that it can maintained through any DLC that come as well. I hope it will be done. From what we've seen so far, ME3 will probably have a lot of Mattocks, Predators and Evicerators, but hopefully in 9 months we'll each be doing our playthroughs with our own unique loadouts.

#115
JaegerBane

JaegerBane
  • Members
  • 5 441 messages

Bozorgmehr wrote...
Can you explain the difference between 'normal' and 'heavy weapons'? Coz, for all I know it's only a label put on to em. It also depends on what HW you're using, stuff like the Flame Thrower and Particle Beam have quite a lot of ammo and can be used like a 'normal' weapon most of the time.


Uh, yeah. The Cain does 20,000 points of damage per shot, and only fires once. The Revenant does 20 damage per shot and fires over 500 times.

The Avalanche has an 8x mod against defences, does only 50 damage and freezes enemies for long periods. The Scimitar kills stuff.

Heavy weapons are primarily there to offer something to plug the gap in a give character's abilities. In the Flamer and Beam's case, they're there to provide an extra weapon to bulk out weapons-light classes.

'Normal' weapons are there to kill things. The differences are self-evident.

I have to disagree on this one, first of all - there cannot be cool weapons without crappy ones. Guns will only be (and/or feel) cool when you compare them to the other 'crappy' weapons. The HL2 HMG only feels really cool and powerful b/c you're used to the 'crappy' LMG - without the latter, the HMG would not be 'cool', it would simply be the (only) machine gun.

This concept is as old as computer games; player starts relatively weak, but only faces weak enemies in the first level(s) - slowly the opposition becomes stronger and player will find/collect better weapons to handle those tougher enemies. Every shooter and rpg use this concept - what's the point in leveling and loot without?


I don't really understand what this has to do with the point I made. I was saying that I'd rather not have to keep falling back on crap hardware because my better stuff keeps running out of ammo. I've no issue with the player steadily getting better stuff.

Yes and No. The Scimitar is better at close range, the Viper is better at long range - but sticking to the Vindicator will kill enemies fastest regardless - switching weapons requires too much time to compensate the damage lost while switching.


What you're effectively saying here is that weapon switching in general is pointless, so long as you have a basic weapon that can do every job. Realistically this would lead to some pretty boring arsenals.

Like I said Bozorg, if religiously sticking to one weapon because you wan't to keep shooting so much that the split second it takes to switch weapon is too high a price to pay, that's fine for you, but I think you'll find that this view isn't that popular among players. Most players consider varied arsenals a *good* think.

What balance? Are you saying the Carnifex and Widow are balanced? You're going to take the Tempest when you can use the Revenant also?

In ME3 there are no restrictions which weapons classes can use. Nobody is going to use the Predator, Carnifex, Shuriken, Tempest, Mantis, Incisor, Katana, GPR, CAR, Vindicator, Avenger. Even the Viper and Evi will be ignored b/c the Widow and Claymore/Scimitar are more effective. Without changes, all these weapons are junk - only those who like to gimp themselves on purpose will use them.


Without changes, yes, but at what point does it become necessary to scale back ammo to such extremes that the weapons only fire a few times before needing wholesale replacing? Chnages were self-evident when they first mentioned they were abandoning the old weapon restictions. 

You're contradicting yourself here. First you're saying ME2 weapons are balanced, and now they're junk?


I think you've misundertood this. I'm saying that I'd rather not have to rely on whatever junk my enemies are carrying because my preferred and chosen kit has ran out of ammo. The balance of ME2 weapons is completely irrelevant to this - I don't know why you're bringing it up.
 

Also, I never said anything about 'a few' shots - that would be ridiculous. I did say that I consider having the option to use something like the Widow indefinitely to be silly.


Well, you said: " So a shotgun which has 15 rounds can be fired 15 times, it will be useless next. A dropped shotgun will have 15 rounds also (assuming it's the same type/model).". I don't want to be having to replace weapons after 15 measly shots, nor do I want to run around *hoping* my enemies happent to be using my preferred weapon. One of the best things in ME2 was the wide variety of kit a given player could use. The fact that there are still discussions about which weapons work best in what situation is a testament to that.

And how do you propose to fix this? Should the Mattock be removed completely? Or should it be like the Vindicator without burst fire and less damage per shot? Don't you think both weapons will be almost alike? Why are you opposed to reducing the Mattock's ammo capacity - so it can remain like it is now, but still has its own weakness?


I've no idea, to be honest. It's so similar in use and profile to the Vindi that it's hard to think of what could be done to make it fit. I do know, however, that the way assault rifle ammo is handled in the game just isn't suited for dealing with low ammo weapons. That doesn't mean that we should go totally crazy and implement a whole disposable weapon system purely to make the Mattock not cheesy.

And you don't think this can be done with non-heavy weapons?

What's the difference in using the Mattock to destroy one heavily armored foe and the Particle Beam, Cain or Arc Projector etc? The problem with the Mattock is that it can be used all the time (unlike HW); using ammo restrictions basically changes the Mattock into a 'heavy' weapon (AR) which has the same 'problems' like all the other HW (i.e. limited ammo).


What's... the difference? Are you telling me you can't see any difference from a barrage of the Mattock and nuclear explosions or bolts of overloading chain lightning?

I'm also confused by your definition of restrictions. You're saying you don't like restrictions yet you also say the ME2 weapon-system is well balanced (without dlc). But isn't the ME2 system build around restrictions?


I don't like unnecessary restrictions. I don't have a problem with slots for a certain amount of weapons, I do have a problem with having to continuously replace my weapon rather than simply reloading. I mean, ME3 is supposed to be set in the 2180s. Most weapons have had the privilege of reloading in combat for several centuries.

I know your Adept has a different weapon loadout (modding), but the default Adept is restricted to HP and SMG at the start. A Vanguard can pick SR or AR training later on, but doing so means no Claymore (and vice versa) - these restriction are gone in ME3, Vaguard can equip the Claymore, Widow and Revenant if they want to.


So what? If they're going to replace the whole weapons system, than presumably they're going to tweak the weapons to make them competitive. (Well, actually, we know this, as the E3 videos showed). I don't know why you'd assume they kept the original ME2 balance.

Modifié par JaegerBane, 09 juin 2011 - 06:58 .


#116
Bozorgmehr

Bozorgmehr
  • Members
  • 2 321 messages

JaegerBane wrote...

Uh, yeah. The Cain does 20,000 points of damage per shot, and only fires once. The Revenant does 20 damage per shot and fires over 500 times.

The Avalanche has an 8x mod against defences, does only 50 damage and freezes enemies for long periods. The Scimitar kills stuff.

Heavy weapons are primarily there to offer something to plug the gap in a give character's abilities. In the Flamer and Beam's case, they're there to provide an extra weapon to bulk out weapons-light classes.

'Normal' weapons are there to kill things. The differences are self-evident.


The only difference between 'heavy' and 'normal' weapons is AoE - only heavy weapons can damage multiple enemies per shot. All weapons inflict damage, how you use em isn't related to weapons though obviously some weapons have nice multipliers versus defenses. The Scimitar has a 2x multiplier against barrier/shields; the Avalanche 8x; one Scimitar shot (with Cryo Ammo) freezes (unprotected) enemy like the Avalanche does.

When I play Adept, I use powers to kill things and 'normal' weapons to fill the (defense stripping) gap. I don't see how one uses weapons is related to weapon types.

Like I said Bozorg, if religiously sticking to one weapon because you wan't to keep shooting so much that the split second it takes to switch weapon is too high a price to pay, that's fine for you, but I think you'll find that this view isn't that popular among players. Most players consider varied arsenals a *good* think.


I believe it was you who wanted the ability to 'religiously' stick to one weapon; it was you who considered a varied arsenal something optional - not me :)

I don't really understand what this has to do with the point I made. I was saying that I'd rather not have to keep falling back on crap hardware because my better stuff keeps running out of ammo. I've no issue with the player steadily getting better stuff.

What you're effectively saying here is that weapon switching in general is pointless, so long as you have a basic weapon that can do every job. Realistically this would lead to some pretty boring arsenals.


This again is contradictory, you cannot have balanced weapons and get better ones progressively. 'Better ones' are not balanced, they are superior (like Mantis vs Widow). The moment the player gets the Widow, the Mantis becomes obsolete which inevitably results in 'boring' arsenals (everybody will use the same weapons).

Without changes, yes, but at what point does it become necessary to scale back ammo to such extremes that the weapons only fire a few times before needing wholesale replacing? Chnages were self-evident when they first mentioned they were abandoning the old weapon restrictions. 

I don't like unnecessary restrictions. I don't have a problem with slots for a certain amount of weapons, I do have a problem with having to continuously replace my weapon rather than simply reloading. I'm saying that I'd rather not have to rely on whatever junk my enemies are carrying because my preferred and chosen kit has ran out of ammo.


What is your definition of unnecessary restrictions? The only thing I'm saying is, it should be worth your while to consider which weapon you use in any given situation. When weapons can be used indefinitely makes it far less likely switching weapons will be useful at all. The point is to get a good balance, you're claiming I'm proposing a system in which weapons can only be used for one minute before running out of ammo - which would be ridiculous. Just like it is ridiculous if you could complete the entire game using only one weapon without becoming less effective in combat (like in ME2).

Well, you said: " So a shotgun which has 15 rounds can be fired 15 times, it will be useless next. A dropped shotgun will have 15 rounds also (assuming it's the same type/model).". I don't want to be having to replace weapons after 15 measly shots, nor do I want to run around *hoping* my enemies happent to be using my preferred weapon. One of the best things in ME2 was the wide variety of kit a given player could use. The fact that there are still discussions about which weapons work best in what situation is a testament to that.


A Claymore with 15 rounds can kill 15 enemies - which is about a 1/3 or 1/4 of all enemies per mission (ME2); not such a bad perspective without ammo pick-ups and with 2-4 additional weapons available. Someone who uses his/her weapons in a smart way will kill another 1/4 using SR, a bunch with AR or SMG, and powers of course. A 50 Claymore rounds can be used to kill all enemies without ever having to consider using another weapon. Would that be 'better'?

There are still people who consider biotic powers useless when enemies have defenses, some think ammo powers add a huge amount of extra damage - I don't see what this has to do with anything. Most of those 'which weapons work best in what situation' are related to weapon classes, not weapons by themselves. Discussing which SMG is better against shielded enemies is pointless when you can pick the Mattock or Revenant instead. ME2's (un)necessary weapon types per class restriction is the true testament to those discussions.

If they're going to replace the whole weapons system, than presumably they're going to tweak the weapons to make them competitive. (Well, actually, we know this, as the E3 videos showed). I don't know why you'd assume they kept the original ME2 balance.


The only things I noticed in the E3 videos are enemies dying very fast (only 2-3 shots), they died just as fast using the Mattock or the Predator (~equal RoF and DPS) - which might indicate ME3 weapons will be purely cosmetic; only looks and sound-effects make a difference. I'm also worried about melee attacks rendering range obsolete. I can't see the point of shotguns when you can insta-melee-kill enemies at short range. Range was perhaps the only variable affecting weapon performance in ME2 (shotguns and SMGs are deadly up close, but suck beyond medium range).

ME3 weapons look like a ME1 deja-vu so far, not something I'm thrilled about. I'd prefer a system in which it pays off to think about your weapon loadout in a little more complicated way then: "Gee, I think I feel like a pistol boy today."

:P

#117
Kaylord

Kaylord
  • Members
  • 315 messages
It is acutally pretty cool when you play a soldier, have some husks or vorchas approaching, look at your bfg aka widow - and put it away and draw your carnifex instead; those mooks are simply not worth a real weapon.