That is a good point. Inferno Ammo + Concussive Blast...mmm...crackseed wrote...
Dunno, if they upgraded it properly and gave it some cool evolutions, Concussive Shot could actually be, you know, awesome again instead of a "Bah, one guy hiding in a corner w/o shields and I want to knock him around" throwaway >.>
Edit: Thanks NYG, forgot about that - Conussive Shot getting your ammo stacked on has nice extra potential. Lobbing an AoE CS into a pack of synthetics with Disruptor on? Mmmmm...
Gamespot's E3 Interview with Casey Hudson- Weapon customization confirmed and expanded powers + Screenshots
#251
Posté 08 juin 2011 - 07:32
#252
Posté 08 juin 2011 - 07:32
#253
Posté 08 juin 2011 - 07:33
Why would you need that on the Mattock? It's already got a tiny mag and slow ROF. I'd agree if it was a full auto gun, but giving downsides to a mod on the Mattock would just kill the appeal to the player.Barhador wrote...
25% damage needs to come with a drawback. Like lower rof or mag. Most mods in ME had drawbacks as well.
Anyway, loving what I've seen. The UI looks incredibly sharp, the power evolutions look pretty meaty, and I'm glad ammo powers are still around, although I wish that you could have more control over which ones you have.
As for all the people saying concussive shot sucks, look back through the Krogan princess demo videos and you'll find that one of the evolutions apparently gives you the ability to bend the course of the shot over and possibly around cover.
#254
Posté 08 juin 2011 - 07:33
SalsaDMA wrote...
Now I'm just waiting for them to come clean with us if they actually got some rpg stuff to show us.
Could you clarify that? What other RPG stuff are we waiting on to see? I mean is the above discussion not about the most asked about RPG elements being brought back? Deeper skills and weapon modifications with more meaningful paths to specialize.
#255
Posté 08 juin 2011 - 07:33
timj2011 wrote...
That is a fine rifle Shepard's working on there:)
#256
Posté 08 juin 2011 - 07:34
Like lift orb sounds cool might be better than pull since squadie pull was kind of weird since you couldn't;t give it arc.
Don;t like ammo powers.
Don't like that they kept increased costs for higher level powers. Nothing sucks more in an RPG where you can't do a damn thing on your character building side since you have to save points, well okay wasted points suck just as hard or more and guess what you get that too with this system.
#257
Posté 08 juin 2011 - 07:34
>.>
Edit: Agh - given the amount of powers/skills/evolutions now, it's probable that we'll see a better stat progression now versus ME2's very halting "I gotta save 2-3 levels worth of points dammit" method. Least that's what I take away from this system.
Modifié par crackseed, 08 juin 2011 - 07:35 .
#258
Posté 08 juin 2011 - 07:34
Phaedon wrote...
Exactly.Walker White wrote...
Making them a mod means that you would not be able to change ammo mid combat.Relix28 wrote...
Bozorgmehr wrote...
Looks nice, too bad ammo remains a 'power' though.
Too bad indeed. I was really hoping they would throw ammo powers into weapon mods.
Why would you want to change ammo mid combat? In ME2 it's completely useless.
If BW is unable to think of something to be used directly on enemies (not passives or buffs, but a real power); I would settle with ammo. But I believe the ME3 team should be able to come up with something a little more sophisticated than ammo.
#259
Posté 08 juin 2011 - 07:36
#260
Posté 08 juin 2011 - 07:37
#261
Posté 08 juin 2011 - 07:37
Bozorgmehr wrote...
Phaedon wrote...
Exactly.Walker White wrote...
Making them a mod means that you would not be able to change ammo mid combat.Relix28 wrote...
Bozorgmehr wrote...
Looks nice, too bad ammo remains a 'power' though.
Too bad indeed. I was really hoping they would throw ammo powers into weapon mods.
Why would you want to change ammo mid combat? In ME2 it's completely useless.
If BW is unable to think of something to be used directly on enemies (not passives or buffs, but a real power); I would settle with ammo. But I believe the ME3 team should be able to come up with something a little more sophisticated than ammo.
Play on insanity, not totally useless. as an infiltrator I used disruptor and amour peircing ammo. Depending on the enemy I faced I would switch constantly. I would use disruptor against blue sons because it would kill them 1 shot to the head with the widow. But then the mechs came out and I would switch to armour pericing because again, 1 shot one kill. No its not useless at all and I love it
#262
Posté 08 juin 2011 - 07:38
I clearly recall using Disruptor ammo, chewing through shields and stunning synthetics; warp ammo busting down Harbinger's barrier and Collector armor, and incendiary ammo killing vorcha regen. It's not as useless as you say.Bozorgmehr wrote...
Why would you want to change ammo mid combat? In ME2 it's completely useless.
If BW is unable to think of something to be used directly on enemies (not passives or buffs, but a real power); I would settle with ammo. But I believe the ME3 team should be able to come up with something a little more sophisticated than ammo.
#263
Posté 08 juin 2011 - 07:38
Iohanna wrote...
timj2011 wrote...
I really like the bars to show damage output and impact radius. It's a lot more visual, which is awesome.
Also, I'm in love with that Paragon/Renegade meter. Much better than the other two, in my opinion. Simple and subtle.
(Although, damn, 5 points for an upgrade? How many points are they giving us per level? And what is the max level? So many questions... So much time 'till we get the answers...)
All in all, really digging it!
I was thinking more or less the exact same thing.
#264
Posté 08 juin 2011 - 07:39
crackseed wrote...
SalsaDMA wrote...
Now I'm just waiting for them to come clean with us if they actually got some rpg stuff to show us.
Could you clarify that? What other RPG stuff are we waiting on to see? I mean is the above discussion not about the most asked about RPG elements being brought back? Deeper skills and weapon modifications with more meaningful paths to specialize.
Eh...
Details of the combat engine is not rpg, you know that, right?
You could make the same details of a combat engine in straigth shooter, a straigth tactical topdown strategy game, and so on.
All we're seeing are details of the combat engine in various ways. We're seeing nothing about how players can affect the world in meaningfull and consequential ways. If anything, we've heard that bioware don't want to "punish" people for making choices, so irregardless of the choices you have made, you will still get the same stuff... How is that consequential or meaningfull choices? How does that make you feel like you are in the characters boots making real choices, feeling real involvments when you can't really decide what your character want to do.
I realize there are limits appliable because of system limitations, but evolving a rpg is about testing those limits. From the sounds of it, the only limits that are being tested is how to evolve their combat engine, which makes me think of the game as a shooter, and not a rpg.
#265
Posté 08 juin 2011 - 07:40
Only slight problem is with the lack of numbers opposed to percentages in the weapon mods, other than that? Loving every bit.
#266
Posté 08 juin 2011 - 07:41
#267
Posté 08 juin 2011 - 07:43
Yeah. <3100k wrote...
Correct me if I'm wrong, but does it look like NPCs have a Para/Rene meter as well!!!???? AWESOME!
A nice surprise bioware ! <3
#268
Posté 08 juin 2011 - 07:43
#269
Posté 08 juin 2011 - 07:48
#270
Posté 08 juin 2011 - 07:50
#271
Posté 08 juin 2011 - 07:51
I'd love to see more about this.
#272
Posté 08 juin 2011 - 07:52
This is legit. It's from the Gamespot interview that you can view here:StowyMcStowstow wrote...
Assuming this is legitimate, I would have to say this is AWESOME. I cannot wait.
http://e3.gamespot.c...alendar;title;6 (21 minute mark)
#273
Posté 08 juin 2011 - 07:55
crackseed wrote...
Iohanna wrote...
crackseed wrote...
I think the dislike of ammo powers just stems from the fact that instead of getting something genuinely neat or flashy, it's basically "My ammo color changes and has different effects on my targets" - which isn't inherently bad, but when you compare it to the fun of an Adept or Eng chucking Incinerates, drones, biotics, yada yada it doesn't seem quite as equal. I don't mind them, I just hope they have very unique evolutions per ammo power now
I agree. After playing with all classes but the sentinel, soldier wasn't as fun as my adept or my engineer. And yet according to the statistics, people play the soldier the most out of all classes, what's with that, eh?
Haha - honest admission here Iohanna - Soldier is my fave class, but I would never try to argue it's more flashy/cool then the biotic classes. I just loved it's brutal simplicity and weapon mastery with the ammoBut I am loving me some Vanguard action as of late on Insanity. Dying alot atm while I learn it, but damn that charge just never gets old
Oh, I'm not trying to tell the soldier down in any way. I personaly just never found it as satisfying as my other Shepards (Although the soldier is tied with my main, and adept, for favourite character overall). I guess I'm a sucker for flashy stuff. If you like it the most, more power to you!
*Thinks about the widow with the new weapon upgrades*
*shudders*
100k wrote...
Correct me if I'm wrong, but does it look like NPCs have a Para/Rene meter as well!!!???? AWESOME!
A lot of people mentioned that. Personaly, I think it's an oversight / aspect that is liable to change in the future. We'll see.
#274
Posté 08 juin 2011 - 07:55
Wow just wow.... I don't even know where to start?.. The new layout just looks beautiful! And the Paragon/Renegade meter? Very KotOR inspired, which instantly gave me a rush of nostaliga. The weapon customization looks imense!
Seriously, ME3 is really shaping up to be one of if not the best games of all time. And we still have 9 months to go.
Modifié par KotOREffecT, 08 juin 2011 - 07:56 .
#275
Posté 08 juin 2011 - 07:56





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