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