Aller au contenu

Photo

Why Ammo powers?


  • Veuillez vous connecter pour répondre
183 réponses à ce sujet

#76
Neverwinter_Knight77

Neverwinter_Knight77
  • Members
  • 2 844 messages

TexasToast712 wrote...

Neverwinter_Knight77 wrote...

AHEM, Immunity. I missed it in ME 2.

NO! There was no fun being immune for a whole game.


Not for a whole game.  There were times when I would get overwhelmed, and my health would get low, and I'd activate a power like that to give myself time to run and hide.  In ME 2, all I had was Adrenaline Rush, so I said screw that, made one of my Sheps a Vanguard, and took Barrier as a bonus talent.

Modifié par Neverwinter_Knight77, 09 juin 2011 - 03:57 .


#77
MrGone

MrGone
  • Members
  • 551 messages

Neverwinter_Knight77 wrote...

TexasToast712 wrote...

Neverwinter_Knight77 wrote...

AHEM, Immunity. I missed it in ME 2.

NO! There was no fun being immune for a whole game.


Not for a whole game.  There were times when I would get overwhelmed, and my health would get low, and I'd activate a power like that to give myself time to run and hide.  In ME 2, all I had was Adrenaline Rush, so I said screw that, made one of my Sheps a Vanguard, and took Barrier as a bonus talent.


Yeah that's what I did on my femshep Vanguard Insanity run. Barrier was kind of completely necessary to survive the entire game.

#78
sedrikhcain

sedrikhcain
  • Members
  • 1 046 messages
I am truly amazed at how important this stuff is to some people. I'm not slamming anyone, merely stating a fact. I have some questions for all on here "sweating bullets", as it were: where does this fall in the hierarchy of what most affects your in-game experience. Just curious. Is getting the ammo powers right (or removing them or whatever) at the top of the list? Is logic the driving factor or is there something about the playability that matters most? Does it come behind squad powers or armor? Where does story come in all this? Environments? And if things like how they arrange the ammo powers are at the top, do you bother with non-related elements or just spend nearly all your time customizing?

Modifié par sedrikhcain, 09 juin 2011 - 04:25 .


#79
Neverwinter_Knight77

Neverwinter_Knight77
  • Members
  • 2 844 messages
Story is at the top of the list for me. Gameplay comes second, but a great story with crappy gameplay is usually only good for one playthrough.

#80
Flashlegend

Flashlegend
  • Members
  • 436 messages
Story above all else by far. Well as long as the gameplay is decent which it obviously will be. Honestly, I'll be completely happy with ME3 as long as the plot isn't as weak as it was in ME2.

#81
jakal66

jakal66
  • Members
  • 819 messages
it wasn't weak, I admit it wasn't superb but not weak. I'd like to see some people here come up with a middle part story that doesn't affect the ending of a trilogy.

#82
Youknow

Youknow
  • Members
  • 492 messages
 I didn't have a problem with ammo powers. I mean, you could ask the same questions about techs. Why can't people use the tech abilities as well? I mean, it's not like I can't you know, as a programmer, design software for them and then tell them how to use it... Biotics are the only ones that should have completely unique skills using that logic. Anything the soldier has, other units could pluasibly have as well, so that doesn't even NEED to be an argument. 

The only soldier specific abilities that the soldier could have besides AR would be things that would be innate because you are physically trained as solider. So basically, the soldier would have nothing but innates to level up. Like the ability to resist biotics through raw toughness and the like. It would be incredibly lame to have soldier do nothing but resist things as its only skills. 

I suppose you could give them a skill that buffs your party because a normal guy fighting and being that good would be inspirational. And could also strike fear in the enemies. You could have them change based on whether you were renegade or paragon. Paragon buffs and Renegade cripples the enemies. Other than that, I have no idea. 

#83
Walker White

Walker White
  • Members
  • 933 messages
Lore is simple. The problem is that everyone is calling them ammo powers. This is ammo specialization or training. The other classes do not have the proper training to use/callibrate specialized ammo without jamming/destroying their weapon. That is what squad ammo is all about; you are good enough with it that you can teach others to use it properly.

As for the rest, it is really about game balance. Making ammo a weapon mod would just be twinking, where you use an item to give your character powers it was never intended to have.

#84
Lunatic LK47

Lunatic LK47
  • Members
  • 2 024 messages

Flashlegend wrote...


If you want to go about the argument like this, then points in pistols and sniper rifles can represent experience gained through actual use of those weapons. No one in real life picks up a sniper rifle or even a normal pistol and has perfect aim but they can surely improve with practice.


Major problem with that argument. Shepard is SPECIAL FORCES. EXTENSIVE TRAINING COVERS THIS SORT OF THING.

#85
tjzsf

tjzsf
  • Members
  • 184 messages
Regarding why some can't use the tech abilities: presumably those are some type of special application on the omni-tool that requires specialized training to use (much like how in the actual military they have qualifications for different weapons). If you're not qual'ed on a Stinger missile launcher, you're probably going to suck at it and not try to use it. if you're not qual'ed or trained on the Incinerate app, you're also probably going to suck at it and not try to use it.

Ammo is different, as it purely has to to with what kind of ammo block you put into the gun. it explicitly requires as much training as it does to buy a special block and stick it in the gun. This is something that everyone knew how to do in 1, which is why it came off as jarring when they suddenly got turned into powers.

Soldiers having only innates to level up plus Concussive Shot, Carnage, and the other temporary gun boost powers would have been perfectly fine. Not like they had much more offensive powers than that anyway in ME1. As for other powers that could replace the ammo ones, some type of health regen, some type of shield boost (or, hell. deployable shield), some type of stimpack thing that temporarily increases storm speed, durability, and melee, all would work. You might say "oh, you have Adrenaline Rush for that", well here's something that's more specialized and has less cooldown.

#86
Xeranx

Xeranx
  • Members
  • 2 255 messages

Lunatic LK47 wrote...

Flashlegend wrote...


If you want to go about the argument like this, then points in pistols and sniper rifles can represent experience gained through actual use of those weapons. No one in real life picks up a sniper rifle or even a normal pistol and has perfect aim but they can surely improve with practice.


Major problem with that argument. Shepard is SPECIAL FORCES. EXTENSIVE TRAINING COVERS THIS SORT OF THING.


And what of ammo powers then since they're simply just ammo put into a gun?  Is it right for one to have access to all and others have limited access?

#87
Jorina Leto

Jorina Leto
  • Members
  • 748 messages

JedTed wrote...

Seriously, why is this still in the game?  I've posted in numerous threads about how stupid this idea is and that all classes should have access to specialized ammo.

When they said they were bringing back weapon mods i thought this would be one of the customization options.


I'm not surprised, since they still use thermal clips.

#88
TexasToast712

TexasToast712
  • Members
  • 4 384 messages
Only problem is that if they make ammo a weapon mod then where does Warp Ammo come in? Warp ammo is a biotic using his own mass effect fields to enhance his weapons projectiles which doesnt make it some piece of machinery you can slap on your gun. I love warp ammo!.

#89
Xeranx

Xeranx
  • Members
  • 2 255 messages

TexasToast712 wrote...

Only problem is that if they make ammo a weapon mod then where does Warp Ammo come in? Warp ammo is a biotic using his own mass effect fields to enhance his weapons projectiles which doesnt make it some piece of machinery you can slap on your gun. I love warp ammo!.


I don't even know what the point of the warp ammo is.  Warp as I understood it creates a mass effect field around the target and crushes them (armor or the target itself) thereby changing or attempting to change the shape of armor/target.  Warp ammo doesn't make sense.

#90
Pimpus93

Pimpus93
  • Members
  • 28 messages
I liked the Ammo Powers =(

#91
Jorina Leto

Jorina Leto
  • Members
  • 748 messages

In Exile wrote...

Let's say you cut ammo powers - what actual abilities do you give to a soldier? Magic bullets? To create tactical depth between classes, outside of weapon restrictions, you have to give the soldier something. Making weapon mods a talent and giving the solider all mods addresses that.


Overkill
Marksman
Carnage
Assassination

#92
wizardryforever

wizardryforever
  • Members
  • 2 826 messages

Xeranx wrote...

Lunatic LK47 wrote...

Flashlegend wrote...


If you want to go about the argument like this, then points in pistols and sniper rifles can represent experience gained through actual use of those weapons. No one in real life picks up a sniper rifle or even a normal pistol and has perfect aim but they can surely improve with practice.


Major problem with that argument. Shepard is SPECIAL FORCES. EXTENSIVE TRAINING COVERS THIS SORT OF THING.


And what of ammo powers then since they're simply just ammo put into a gun?  Is it right for one to have access to all and others have limited access?


I was under the impression (and I think it was clarified somewhere by someone in the know) that using an ammo skill was basically having the character make field adjustments to his weapon to alter its functionality.  This isn't a matter of "insert disrupter ammo here," or "push this button for cryo ammo," it just looks like that because of the basic animation we are given.  Altering the way the weapon works, in the field, on the fly, is something that not just everyone can do.  It requires some training.  I'd be fine if they made ammo mods, but then the ammo skills let you change your ammo type during combat, when everyone else would need to find a workbench.

#93
A SILENT EMU

A SILENT EMU
  • Members
  • 49 messages

In Exile wrote...

Let's say you cut ammo powers - what actual abilities do you give to a soldier? Magic bullets? To create tactical depth between classes, outside of weapon restrictions, you have to give the soldier something. Making weapon mods a talent and giving the solider all mods addresses that.

The soldier has the ability to use more weapons, he shouldn't have any powers.  In fact, he is still the most used class in the game.  Ammo as a power truly is a stupid idea.  It was so sweet when you could customize you weapons with ammo upgrades in ME1.

#94
TexasToast712

TexasToast712
  • Members
  • 4 384 messages

Xeranx wrote...

TexasToast712 wrote...

Only problem is that if they make ammo a weapon mod then where does Warp Ammo come in? Warp ammo is a biotic using his own mass effect fields to enhance his weapons projectiles which doesnt make it some piece of machinery you can slap on your gun. I love warp ammo!.


I don't even know what the point of the warp ammo is.  Warp as I understood it creates a mass effect field around the target and crushes them (armor or the target itself) thereby changing or attempting to change the shape of armor/target.  Warp ammo doesn't make sense.

Who cares? It ripped through shields, barriers, armor, and flesh and looked extremely cool on all my guns and was awesome having it match my Vanguard Shep's purple/white armor.
Image IPB

#95
wizardryforever

wizardryforever
  • Members
  • 2 826 messages

Xeranx wrote...

TexasToast712 wrote...

Only problem is that if they make ammo a weapon mod then where does Warp Ammo come in? Warp ammo is a biotic using his own mass effect fields to enhance his weapons projectiles which doesnt make it some piece of machinery you can slap on your gun. I love warp ammo!.


I don't even know what the point of the warp ammo is.  Warp as I understood it creates a mass effect field around the target and crushes them (armor or the target itself) thereby changing or attempting to change the shape of armor/target.  Warp ammo doesn't make sense.


I was under the impression (from the codex) that warp created rapidly shifting mass effect fields that shredded objects they came into contact with.  By that logic, it would be like adjusting your weapons' mass effect projectors to duplicate the effect with each shot fired.

#96
JockBuster

JockBuster
  • Members
  • 459 messages
I liked ME1 BETTER ... give Kaidan Inferno and Wrex Polubinium (sp) & HE for his shotgun. That way Kaidan's hits are RED and Wrex's are green, also helps to know WHO is shooting you in the back. And yes, Kaidan CAN & DOES actually hit & kill things with a sniper rifle.

#97
ME-ParaShep

ME-ParaShep
  • Members
  • 368 messages
I personally like ammo "powers" because it allows you to have the upper-hand in penetrating an enemies defenses and to give extra bonus effects that will further bolster your combat experience. E.G. I admired how Incendiary ammo burned through armor more easily than with other ammo types and if the enemy is an organic, they'll be given the burning effect which leaves them with burns and causes them to falter and be in a state of panic, thus giving you the perfect diversion in combat. Having multiple ammo "powers" allows you to switch to a specific ammo on the fly whenever you need it. Whether it'd be fighting organics, fighting synthetics, or gaining an edge when you fight both organics and synthetics. I also like the idea of adding ammo specific weapon modifications as well. If you have warp ammo as a custom weapon mod for example, it will start with you from every mission you go to, but with ammo powers, you can change from that weapon mod ammo power to a power that's better in a firefight. It's like saying that you have an Incendiary ammo power as a custom weapon mod when you need Disruptor ammo to fight a whole mission dealing with mechs. So both ideas combined into one would be great. It not only is a help, but it makes everyone happy!

Edit: I think that Cryo Ammo and any other ammo type be weapon mods. Knowing the skill lock/unlock system, we would only be wasting points into trying to unlock them and not get them to full strength if the same skill point trend from ME 2 follows. Incendiary and Disruptor Ammo can be the "powers" that we can use. They're the most needed anyway.

Edit #2: I also think that if we can customize weapons and ammo, then we can customize our squad's weapon and ammo as well. I could give Liara Cryo ammo and I could give Garrus Ammo Piercing Bullets. I could have a weapon mod as Incendiary and if needed be, I could upgrade to Squad type Disruptor Ammo to change the mode if needed be. It would be great because ammo mods won't be soldier exclusive, yet ammo powers would be majorly soldierish. Other classes have their own benefits. Engineers have AI hacking and Combat Drones which is equal to or better than Disruptor Ammo in some cases. Adepts have good biotics. Infiltrators have their Tactical Cloak and other supplemental tech abilities. Etc Those powers aligned with ammo types for weapon mods would be powerful. Overall, it's great to be diverse with abilities and techs and not only worry about ammo powers because even with its advantages, biotics and techs still hold their own unique advantages in ME 3 combat. Pull takes away shields. Something that Indendiary ammo can't do. Singularity holds foes together making them unable to attack. Concussive Shot damages and knocks foes down and stuns them. Some skills are significantly more helpful than ammo powers. And if you combine the effects of differing powers together.. The result is catastrophic to the enemy. :ph34r: :devil:

Modifié par ME-ParaShep, 09 juin 2011 - 06:14 .


#98
Dem_B

Dem_B
  • Members
  • 317 messages
Ammo skill really upset me. Was created many topics that many people would choose to ammo upgrades. I do not understand why the developers ignored it.

Soldier can take every ammo what he wants, but if you're an engineer you can't have ammunition - this is nonsense, is the same ammunition. Grenades too.
Ammunition as the skills needed to just because the soldier has no other skills.
I hope that Mass Effect 3 not only for those who play as a soldier.

Maybe there is still a possibility that is not the final version of the ammunition system. I'll hope.

This is quite a recent poll.
 

#99
Tony Gunslinger

Tony Gunslinger
  • Members
  • 544 messages
I agree that from a lore perspective ammo powers for combat-only classes are flaky, but they did make combat classes unique and kept the game from becoming just a simple shooter. I'm open to suggestions for more combat powers in place of them, but so far none of the suggestions would make sense based on 'lore' either.

Overkill/Marksmen/Carnage/Assassination boosts weapon damage, so how are they different than ammo powers? Does the soldier possess a psychic ability to manipulate the mass effect accelerator inside the weapon, or make the bullets hit harder? These powers are either a button you press on the gun, which any class can do -- they all have fingers as far as I can tell -- or they're a subsitute for 'weapon mastery' based on mystical RPG interpretations, which would be no different than properties like 'strength' and 'dexterity'.

Years of expensive training in the N7 Temple has honed Shepard to focus his finger to pull the trigger in such a way that compels the bullet to hit with passion and vigor.

Um yeah, doesn't work.

IMO, I've said this before, if ammo powers are mods, they need to have advantages and disadvantages applied to them. Inferno ammo should burn through armor but weak on shields, and vice versa for DIsruptor ammo. Cryo ammo should deal less damage to all defenses. Otherwise keep them as is.

#100
Clonedzero

Clonedzero
  • Members
  • 3 153 messages

Sidney wrote...

Clonedzero wrote...

Montezuma IV wrote...

I agree, they are a waste. And the make the guns look ridiculous with the little bullet image sticking out on the side....ugh. Unchic.

i have no problem with ammo powers, but i agree i hate the stupid hologram stuck on the game when active.


Why? You hate knowing what power is active? I thought it was nicely effective to communicate what "active powers" were on.

i dont mind having a thing showing that its active at all, its just the way they handle it with the stupid hologram on the gun. its so corny looking.

cant i just have an icon on the damn gun/ammo counter in the corner? a little flame icon or snowflake icon next to my ammo counter would be MUCH better.