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Heat sinks and ammo


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11 réponses à ce sujet

#1
ViSeiRa

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Hey guys,

Now that the ME3 discussion in on, there was something that I really wanted the devs to fix in ME3, and that is how heat sinks work, as we know all the weapons in the mass effect universe have unlimited ammo that is generated using a mass accelerator and the weapon would overheat if we don't eject a heat sink to cool it down.

The problem is, when we reload our weapons the total ammo count is subtracted only by the amount we're adding to the active mag... to make this more clear:

If I have 12 bullets in the active mag and 50 more by ejecting heat sinks... and I fire just 6 bullets and then reload I get a full 12 bullets mag but the total ammo count becomes 44 and not 38 as it should be, making it look like it's actual ammo and not just cooling a semi-overheated weapon.

I hope I got my point across and I really want this to be addressed in ME3.

#2
JonathonPR

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The main driver for a company is to make money. One way to do this is minimize cost. They have already spent money on their current game mechanic and are unlikely to change. The best way to have them change is the primary leverage all customers have on companies. My friends wont buy new copies of the mass effect series. They just borrow mine and share my xbox for dlc.

#3
Ryllen Laerth Kriel

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It's all just a distortion due to seperate Mass Effect fields influencing one another. That's the explanation for everything don't you know?

#4
TexasToast712

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 They dont even do this in Halo/COD which are heavy shooters. Dont expect Bioware to do it.

#5
Illeuad

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I actually don't mind heat sinks. In my mind, it's a human idea (bullets) becoming main-stream, technically (depending on the supply of heat sinks) it IS more efficient than weapons that overheat ME1 style -- one would also think that it would increase the lifespan and reliability the weapon, constantly cooking the weapons is bound to do some damage.

Modifié par Illeuad, 24 juin 2011 - 11:12 .


#6
JayhartRIC

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TexasToast712 wrote...

 They dont even do this in Halo/COD which are heavy shooters. Dont expect Bioware to do it.


Exactly.  I can only think of one shooter that has ever done this.

#7
TexasToast712

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JayhartRIC wrote...

TexasToast712 wrote...

 They dont even do this in Halo/COD which are heavy shooters. Dont expect Bioware to do it.


Exactly.  I can only think of one shooter that has ever done this.

Which? I must play it! (Huge gun nut here):P

#8
JayhartRIC

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TexasToast712 wrote...

JayhartRIC wrote...

TexasToast712 wrote...

 They dont even do this in Halo/COD which are heavy shooters. Dont expect Bioware to do it.


Exactly.  I can only think of one shooter that has ever done this.

Which? I must play it! (Huge gun nut here):P


It was one of the old Rainbow 6 games.  I can't recall which one it is right now.

#9
Art3m

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JayhartRIC wrote...

TexasToast712 wrote...

JayhartRIC wrote...

TexasToast712 wrote...

 They dont even do this in Halo/COD which are heavy shooters. Dont expect Bioware to do it.


Exactly.  I can only think of one shooter that has ever done this.

Which? I must play it! (Huge gun nut here):P


It was one of the old Rainbow 6 games.  I can't recall which one it is right now.


BF2 has it, BiA has it. 

#10
Smeelia

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JayhartRIC wrote...

TexasToast712 wrote...

 They dont even do this in Halo/COD which are heavy shooters. Dont expect Bioware to do it.


Exactly.  I can only think of one shooter that has ever done this.

Operation Flashpoint (at least the old one) and the Armed Assault (ArmA) games do it as well (they're more "realistic" military sims rather than normal shooters though).

#11
Sgt Stryker

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If you think about it, most shooters actually get it wrong with contemporary weapons. Consider a rifle with a loaded magazine of 30 rounds. 1 is chambered, and 29 are still in the magazine. If you fire off 5 rounds, you're left with a total of 25 - one in the chamber, and 24 in the magazine. If you replace that magazine, you switch out a 24-round mag for a 30-round mag, plus the 1 round you still have chambered. So, you end up with the ability to fire 31 shots without reloading. On the other hand, in most games, when you replace a mag, you also remove the 1 chambered round. The only game that I know of that actually got this right is America's Army, but this is a very small nit-pick by a gun nut like me, and hardly a game-breaker.

#12
Lumikki

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ViSeirA wrote...

If I have 12 bullets in the active mag and 50 more by ejecting heat sinks... and I fire just 6 bullets and then reload I get a full 12 bullets mag but the total ammo count becomes 44 and not 38 as it should be, making it look like it's actual ammo and not just cooling a semi-overheated weapon.

I hope I got my point across and I really want this to be addressed in ME3.

Not sure, is this actual issue.  There seem to be someting wrong in calculation, both ways.

If you have 12 "ammo" clips, then you max can't or shouldn't be 50. It has to be something what is divided by multiplayer of 12. Also does all "ammos" when shooted be redused from same clip or from multible clips?