Priximus wrote...
why care about the new ammo system?? Aslong as we get to shoot stuff
I think you would benefit from actually reading the thread.
Priximus wrote...
why care about the new ammo system?? Aslong as we get to shoot stuff
daqs wrote...
Naw, most of that was extraneous. Overkill was a terrible and useless power. Carnage was potentially useful, but unnecessary and arguably suboptimal. Immunity was the relevant power, and spamming that was basically all a Soldier needed to do.Dave666 wrote...
ME:1 Soldier pops Immunity, pops Overkill, Overkill runs out...pops Adrenaline Rush, pops Overkill again which has been reset thanks to Adrenaline Rush, switches to Shotgun, pops Carnage....
ME:2 Soldier pops Adrenaline Rush...
Flashlegend wrote...
Since this is a squad based shooter. It might be nice to also think of squad based powers that the Soldier could use. And if they really needed to then they could keep one ammo power for the Soldier.(just make it different from what we've already seen and possibly stackable, might be op) Also, don't forget that hybrid classes are also stuck with ammo powers as well.
Guest_Aotearas_*
Lunatic LK47 wrote...
Neofelis Nebulosa wrote...
Which was brilliantly solved in ME1 as it was the players responsibility to adapt his playstyle to the ammunition you chose. Which is for more better than having imposed limitations on the character itself.
Except switching those ammo mods is a pain in the ass because the inventory was utter crap. As a result, I ended up permanently sticking with Inferno or Polonium Rounds while the others are collecting dust.
Modifié par Neofelis Nebulosa, 09 juin 2011 - 09:38 .
Gotta agree with daqs here, Overkill and Carnge were pretty weak, especially once you got upgraded weapons with more stability and cooling systems, aka the Spectre weapons, they were uterly useless. And if you got Dampened, you'd just shift weapons.Dave666 wrote...
daqs wrote...
Naw, most of that was extraneous. Overkill was a terrible and useless power. Carnage was potentially useful, but unnecessary and arguably suboptimal. Immunity was the relevant power, and spamming that was basically all a Soldier needed to do.Dave666 wrote...
ME:1 Soldier pops Immunity, pops Overkill, Overkill runs out...pops Adrenaline Rush, pops Overkill again which has been reset thanks to Adrenaline Rush, switches to Shotgun, pops Carnage....
ME:2 Soldier pops Adrenaline Rush...
Er...what? The weapon skills were extremely useful. Adrenaline Rush was great for resetting abilities for more usage or if the Soldier got Dampened. The abilities were all useful in ME:1.
Saying that you could just spam Immunity is like saying well as an Adept you could just use your guns.
Of course you can do both of these things, but you're gimping yourself for no reason at all.
Adrenaline Rush was situationally useful - if you screwed up and wandered into the middle of something that caused you to lose your Immunity - but to all intents and purposes it was an annex to the Immunity power; they were two halves of a whole. Since the Soldier only had a few other powers to recharge anyway - some of which, like the shield-recharging power, were on the verge of pointless - that doesn't add a whole lot of tactical power use variety. You might use Carnage or Assassination a few times in a given firefight, but more often than not cooldown intervened even with timely use of Adrenaline Rush and even on Insanity;Dave666 wrote...
Er...what? The weapon skills were extremely useful. Adrenaline Rush was great for resetting abilities for more usage or if the Soldier got Dampened. The abilities were all useful in ME:1.
Saying that you could just spam Immunity is like saying well as an Adept you could just use your guns.
Of course you can do both of these things, but you're gimping yourself for no reason at all.
Phaedon wrote...
Oi, don't twist my words there. I just picked some enemies that I remember back when I played Soldier for ME2.
Maybe there isn't a huge advantage of switching ammo literally mid-shooting, but it is, right before encounters, after all, as mods, you are entering a mission not knowing exactly what kind of enemies you are going to face, and with no efficient way to change your ammo type and therefore style of play.
That would clearly be a problem with ME3, considering that the enemies will be much more diverse.
And yes, I want to shoot a merc's shield off with my disruptor ammo and then switch to incendiary to finsh him or her off. I think that it is an incentive to tactical gameplay.
That's also another interesting debate. Some people may just play for the shooter elements and the story, would you rather change the whole game to cater to that group, or devote a class to them?
Dem_B wrote...
Ammo can be selected like we choose the weapons before the mission.
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.
If I want to use cryo ammo is why I must first unlock the other? How does this relate? If I do not like the ammo of my class, why can not I choose the ones that I wanted to use?
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.
alx119 wrote...
Gotta agree with daqs here, Overkill and Carnge were pretty weak, especially once you got upgraded weapons with more stability and cooling systems, aka the Spectre weapons, they were uterly useless. And if you got Dampened, you'd just shift weapons.Dave666 wrote...
daqs wrote...
Naw, most of that was extraneous. Overkill was a terrible and useless power. Carnage was potentially useful, but unnecessary and arguably suboptimal. Immunity was the relevant power, and spamming that was basically all a Soldier needed to do.Dave666 wrote...
ME:1 Soldier pops Immunity, pops Overkill, Overkill runs out...pops Adrenaline Rush, pops Overkill again which has been reset thanks to Adrenaline Rush, switches to Shotgun, pops Carnage....
ME:2 Soldier pops Adrenaline Rush...
Er...what? The weapon skills were extremely useful. Adrenaline Rush was great for resetting abilities for more usage or if the Soldier got Dampened. The abilities were all useful in ME:1.
Saying that you could just spam Immunity is like saying well as an Adept you could just use your guns.
Of course you can do both of these things, but you're gimping yourself for no reason at all.
Besides Inmunity was lame to me, nothing should be able to make you inmortal in the middle of a battle, the barriers were more reasonable to me, and the one I used the most (and was brought back in ME2).
clerkenwell wrote...
Flashlegend wrote...
Since this is a squad based shooter. It might be nice to also think of squad based powers that the Soldier could use. And if they really needed to then they could keep one ammo power for the Soldier.(just make it different from what we've already seen and possibly stackable, might be op) Also, don't forget that hybrid classes are also stuck with ammo powers as well.
That's true, we could have some sort of power that buffs our squad instead of ourselves, something to use when we need to hang back in cover and regenerate shields. Paint a target so they take increased damage? I'm not exactly sure how that would work in terms of real-world mechanics, but its possible. I'd think that a flat+damage bonus for squadmates probably won't work, as that appears to be an option in the class passive. You could have a squad defensive buff as well, something like... I'm not sure. Instantly restore shields? That seems like a decent Tech power. Improves health regeneration? That seems to suit the soldier a bit better, but the utility seems weak. Any other ideas?
And I didn't forget about hybrids, but compared to Soldiers they should be much easier to resolve. I figure it's best to address the primary roadblock before tackling the smaller ones.
Modifié par alx119, 09 juin 2011 - 10:09 .
Modifié par Malanek999, 09 juin 2011 - 10:16 .
alx119 wrote...
EDIT: @Dave666: Wait but, isn't saboutage a tech skill? The soldier didn't have that one, did he? Unless you're counting the squaddies skills, which few people are in this thread. That's why I don't complain about ammo in ME2, because, you as a Soldier has them ammo, but still have the benefits of the other powers thanks to your squadmates. Makes it even more nice, especially if you decide to get the ammo for the whole squad, even more destructive.
Modifié par Dave666, 09 juin 2011 - 10:19 .
Malanek999 wrote...
Bozorgmehr wrote...
Can you give an example of a fight when switching ammo makes sense, or improves Shep's combat capabilities?
Fighting a single heavy mech. Disrupter on your shotgun, Incendiary on your Assault rifle. Take cover after mechs shields depleted, switch weapons and let your shields recover and your adrenaline rush cool down.
Oh okDave666 wrote...
I meant that if Sabotage was used on the Soldier they would switch weapons (and have a weapon skill for any weapon that they switched to I might add).
clerkenwell wrote...
Dem_B wrote...
Ammo can be selected like we choose the weapons before the mission.
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.
If I want to use cryo ammo is why I must first unlock the other? How does this relate? If I do not like the ammo of my class, why can not I choose the ones that I wanted to use?
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.
You're ignoring the crux of the issue though. If you remove ammo powers, you have to put something in their place, and frankly I don't see it happening. Did you see my post on the last page?
Dem_B wrote...
For the soldier should do more melee abilities. Where the melee abilities?
Bozorgmehr wrote...
Malanek999 wrote...
Bozorgmehr wrote...
Can you give an example of a fight when switching ammo makes sense, or improves Shep's combat capabilities?
Fighting a single heavy mech. Disrupter on your shotgun, Incendiary on your Assault rifle. Take cover after mechs shields depleted, switch weapons and let your shields recover and your adrenaline rush cool down.
You're switching weapons, not ammo powers - you can do all that without ammo powers (just equip your shottie with DA and your assault rifle with IA before the mission / fight).
Phaedon wrote...
I am sorry, but other than the fact than in ME2 not all classes could use them, I don't see the problem.
In fact, it allows for a more tactical style of playing, as you are able to switch your upgrades in realtime, in order to face an opponnent who responds differently to a specific type of ammo.
Moreover, you progress throughout the game, allowing you to choose whether you want to invest on them or not.
MrGone wrote...
Dem_B wrote...
For the soldier should do more melee abilities. Where the melee abilities?
Only partially agree with you there. Infiltrator and Vanguard should also both get sweet melee abilities.
The soldier should also have more squad abilities. That's the class that seems the most team oriented.