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Why the hate on Ammo Powers?


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#101
Fixers0

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Someone With Mass wrote...

People seem to be unaware that the ammo mods in ME1 were restricted to classes too.


Uh no, only the weapon training was restricted.

#102
Flashlegend

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Someone With Mass wrote...

People seem to be unaware that the ammo mods in ME1 were restricted to classes too.


???

#103
Someone With Mass

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You know what? I don't care if I can't use a special type of ammo as Engineer or Sentinel. You know why?

Because I have other powers that can compensate for that well enough. Like Incinerate and Overload.

Best of all, we have an unlimited supply of those. Ammo powers/mods/whatever makes you more comfortable are so overrated, it's not even funny.

#104
crimzontearz

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my two cents

it makes sense that tech powers are not available to everyone. Tech powers require special training (you know hacking, bypassingeven medical knowledge for some). Ammo powers really require no additionaln training but "labelling" really.

just saying

#105
aftohsix

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I would also just like to add that there is hate on the ammo powers because if it's a feature in the game someone will come on the BSN to **** about it. There are seriously people here who I have no idea how they actually enjoy videogames.

#106
CaptainZaysh

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Terror_K wrote...

There's more to tech-based attacks than that; that's just what it seems like on-screen.


Shepard unleashes them instantaneously.  What more than pushing a button could there possibly be?

Terror_K wrote...

The difference is that incendiary ammo has been already established as a weapon mod in the original game, and that weapon mods were established as being simple plug'n'play devices that were part of weapons that were simple and easy to use, that any class could use and you didn't need any training for.


I understand conceptually why everybody should have access to the full functionality of their weapons.  I don't get why you support that, but not soldiers having access to the full functionality of their omni-tools.  Why should Engineers get Incendiary Ammo, but Soldiers not get Cryo Blast?

#107
CaptainZaysh

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aftohsix wrote...

I would also just like to add that there is hate on the ammo powers because if it's a feature in the game someone will come on the BSN to **** about it. There are seriously people here who I have no idea how they actually enjoy videogames.


THIS.

#108
Someone With Mass

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crimzontearz wrote...

my two cents

it makes sense that tech powers are not available to everyone. Tech powers require special training (you know hacking, bypassingeven medical knowledge for some). Ammo powers really require no additionaln training but "labelling" really.

just saying


Amen.

Just look at the omni-blade. That thing is pretty cool, yet people are ****ing day and night about how it's not true to the lore, and all that mumbo jumbo.

#109
Flashlegend

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CaptainZaysh wrote...

Terror_K wrote...

There's more to tech-based attacks than that; that's just what it seems like on-screen.


Shepard unleashes them instantaneously.  What more than pushing a button could there possibly be?

Terror_K wrote...

The difference is that incendiary ammo has been already established as a weapon mod in the original game, and that weapon mods were established as being simple plug'n'play devices that were part of weapons that were simple and easy to use, that any class could use and you didn't need any training for.


I understand conceptually why everybody should have access to the full functionality of their weapons.  I don't get why you support that, but not soldiers having access to the full functionality of their omni-tools.  Why should Engineers get Incendiary Ammo, but Soldiers not get Cryo Blast?


For the purposes of improved gameplay, would giving cryo blast to soldiers and everyone else be beneficial in any way whatsoever? No. Would giving everyone access to ammo powers and creating actual combat abilities for soldiers/vanguards/infiltrators be beneficial? Yes.

#110
PsyrenY

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I think having access to ARs and all other guns (switchable on the fly) is enough to set the soldier apart. Ammo Powers should be open to all.

If you want to give the soldier something special besides Adrenaline, unique grenades could easily serve that function. I know I'd rather bounce a space-molotov around a corner than shoot floaty-plasma out of my omnitool.

#111
CaptainZaysh

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Flashlegend wrote...
For the purposes of improved gameplay, would giving cryo blast to soldiers and everyone else be beneficial in any way whatsoever? No. 


Huh?  You don't think soldiers would find cryo blast, tech armour, combat drones and AI hacking beneficial in any way whatsoever?

Flashlegend wrote...
Would giving everyone access to ammo powers and creating actual combat abilities for soldiers/vanguards/infiltrators be beneficial? Yes.


Sure but what combat abilities?

#112
CaptainZaysh

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Optimystic_X wrote...

If you want to give the soldier something special besides Adrenaline, unique grenades could easily serve that function. I know I'd rather bounce a space-molotov around a corner than shoot floaty-plasma out of my omnitool.


Unique grenades would cause just of much of a stink as unique ammo.

#113
Siven80

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I think its more the case that having ammo powers is boring compared to other classes that have real powers like an adept or sentinal.

But i do like that my soldier can change ammo during a fight. /shrug.

#114
LPPrince

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I suggest a looooong time ago that ammo types have their own section on the wheel.

No, not make them mods. No, not make them powers. Just ammo types.

Everyone having access to every ammo type(after purchasing/finding them, of course)-

Cryo
Incendiary
Armor-Piercing
Radioactive
etc etc

And you can switch to any time you want and need on the fly without it being a mod on a gun(which would require waiting for a workbench to mod it on) or a power(which takes away from the combat classes having REAL powers to use).

#115
Flashlegend

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Huh?  You don't think soldiers would find cryo blast, tech armour,
combat drones and AI hacking beneficial in any way whatsoever?


Come on dude. Be reasonable. I'm talking about the overall gameplay of all 6 classes. Obviously giving a class abilities its never had access to before and making another class completely un-unique would be ridiculous. What I'm suggesting doesn't do this and doesn't harm any individual class in any way. In fact, it helps all of them.

Sure but what combat abilities?


As I've said, I'm definitely not the creative type but I'm quite confident in the bioware's ME team(as should you be) and believe they wouldn't have too much problem creating a few abilities for soldiers, vanguards, and infiltrators(they could even bring back and modify some abilities from the first game)

Unique grenades would cause just of much of a stink as unique ammo.


Atleast unique grenades were never previously implemented and used by every class. But I agree, they would definitely come up with something better than this.

Edit: And I just don't see why you're even arguing, what's wrong with strengthening all the classes that lack ammo powers and making the classes that do have them more interesting? A lot of people that play soldiers along with many other classes think its one of the most boring; and for good reason.

Modifié par Flashlegend, 09 juin 2011 - 01:53 .


#116
CaptainZaysh

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If we're giving everyone access to all ammo types, it makes sense we should also give everyone access to all armour and omni-tool functions. If everybody gets incendiary and disrupter ammo, they should also all get tech armour, cryo blast, incinerate, combat drone, AI hacking, tactical cloak, etc etc.

I'd actually quite like this approach - I like the idea of an N7 marine being a high tech supersoldier - but it would be a huge change.

#117
Flashlegend

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CaptainZaysh wrote...

If we're giving everyone access to all ammo types, it makes sense we should also give everyone access to all armour and omni-tool functions. If everybody gets incendiary and disrupter ammo, they should also all get tech armour, cryo blast, incinerate, combat drone, AI hacking, tactical cloak, etc etc.

I'd actually quite like this approach - I like the idea of an N7 marine being a high tech supersoldier - but it would be a huge change.


Well, since you're clearly not being serious anymore and don't want to come up with a reasonable response that actually helps gameplay in Mass Effect 3; this will be the last reply to you. Good day.

Modifié par Flashlegend, 09 juin 2011 - 02:17 .


#118
LPPrince

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CaptainZaysh wrote...

If we're giving everyone access to all ammo types, it makes sense we should also give everyone access to all armour and omni-tool functions. If everybody gets incendiary and disrupter ammo, they should also all get tech armour, cryo blast, incinerate, combat drone, AI hacking, tactical cloak, etc etc.

I'd actually quite like this approach - I like the idea of an N7 marine being a high tech supersoldier - but it would be a huge change.


That'd be a bad idea. Giving access to all ammo types makes sense because its just an ammo type. Takes no additional training to learn how to put Incendiary or Tungsten ammo into your gun.

Tech powers and Biotics however require vast amounts of work to master. Its a little sad for Soldiers that they only really get as many powers as a squadmate. I feel for them.

As a Vanguard, I hope I don't get screwed out of unique powers because of ammo powers.

I know Christina Norman asked on twitter a long time ago for people to suggest different powers for a Vanguard to use that were brand new. She personally told me she liked my idea of a Biotic Sacrifice power where the Vanguard unleashes biotic energy to hit every visible enemy on the screen no matter the distance(with damage drop off relative to distance) at the cost of a complete loss of barriers.

I'd hate to hear that something like this(or any of the other ideas people came up with) were scrapped just because a Vanguard HAD to have Incendiary ammo. That's lame.

Keep ammos separate from powers and mods, let everyone use every ammo type, and we've got more freedom for both ammos and powers. We free up power slots to make classes more unique(especially the Soldier) and the game, at least in my opinion, would play better.

#119
CaptainZaysh

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LPPrince wrote...

That'd be a bad idea. Giving access to all ammo types makes sense because its just an ammo type. Takes no additional training to learn how to put Incendiary or Tungsten ammo into your gun.

Tech powers and Biotics however require vast amounts of work to master.


I agree with you on biotics.  But tech powers are just pressing one button.  Takes no additional training to learn how to press the TACTICAL CLOAK button.

#120
Someone With Mass

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I'd rather leave the balancing of powers to people that actually know how to do it.

#121
CaptainZaysh

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Flashlegend wrote...

Well, since you're clearly not being serious anymore and don't want to come up with a reasonable response that actually helps gameplay in Mass Effect 3; this will be the last reply to you. Good day.


And to you, dear sir.

#122
Halo Quea

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Someone With Mass wrote...

You know what? I don't care if I can't use a special type of ammo as Engineer or Sentinel.


No one here is suprised at all by that statement.  We already KNOW that you don't care.

Modifié par Halo Quea, 09 juin 2011 - 02:35 .


#123
Gterror

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 Image IPB

#124
CaptainZaysh

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Okay, so here's a constructive idea. Take ammo powers out - turn them back into weapon mods. Fine.

Also - take armour powers out (tactical cloak, tech armour, etc). Turn them into armour mods. Let every Shepard decide whether they'd rather have an invisible sneaky Shep, or double melee damage from the combat exoskeleton mod.

Finally, take tech attack powers out. Turn them into omni-tool mods. Hmm, omni-blade or incinerator?

This would create a lot of holes in the skill trees for everybody except the biotics, of course.

#125
Halo Quea

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CaptainZaysh wrote...

Okay, so here's a constructive idea. Take ammo powers out - turn them back into weapon mods. Fine.

Also - take armour powers out (tactical cloak, tech armour, etc). Turn them into armour mods. Let every Shepard decide whether they'd rather have an invisible sneaky Shep, or double melee damage from the combat exoskeleton mod.

Finally, take tech attack powers out. Turn them into omni-tool mods. Hmm, omni-blade or incinerator?

This would create a lot of holes in the skill trees for everybody except the biotics, of course.


But if the biotic classes hadn't been nerfed, there wouldn't be any holes to be concerned about.   In ME1 Biotics HAD native shielding with Barriers, and most biotic powers had all the strengths and damage of long range weapons or tech attacks. 

So what you're proposing would work, IF the Biotic classes were returned to the previous abilities and warp ammo only usuable by them.