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.
Someone With Mass wrote...
People seem to be unaware that the ammo mods in ME1 were restricted to classes too.
Someone With Mass wrote...
People seem to be unaware that the ammo mods in ME1 were restricted to classes too.
Terror_K wrote...
There's more to tech-based attacks than that; that's just what it seems like on-screen.
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.
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.
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
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?
Flashlegend wrote...
For the purposes of improved gameplay, would giving cryo blast to soldiers and everyone else be beneficial in any way whatsoever? No.
Flashlegend wrote...
Would giving everyone access to ammo powers and creating actual combat abilities for soldiers/vanguards/infiltrators be beneficial? Yes.
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.
Modifié par Flashlegend, 09 juin 2011 - 01:53 .
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.
Modifié par Flashlegend, 09 juin 2011 - 02:17 .
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.
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.
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.
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.
Modifié par Halo Quea, 09 juin 2011 - 02:35 .
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.