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The Workbench - Weapon & Armor mod ideas for Mass Effect 3


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#1
Cancer Puppet

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 E3 has come and gone, and with it the reveal of the weapon-mod work benches found throughout ME3. 

While we, the gaming public, have caught a glimpse of the weapon modding mechanic, I (and others I'm sure) thought that the work benches would be a great way to upgrade Commander Shepard's personal armor as well. Perhaps instead of simply buying different armor pieces as in ME2, we'll have to perform upgrades with mods.

With that in mind, I'd like to know what you, the reader, think about this idea, and what types of mods you'd like to see.

Personally, I would hope that armor mods would, to an extent, be class specific. For example, the sentinal's tech armor ability could perhaps be aumented by armor mods as well as attributing points into that skill. Adrenaline rush, Charge, etc. could all have at least a couple of mods to enhance their performance.

Thoughts? Ideas? Respond! :)

#2
onelifecrisis

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I just want mods to make an appreciable difference. An extra 3% here or 5% there isn't anything you'll really notice or "feel" in the gameplay. Worthwhile mods or no mods at all, IMO.

#3
sp0ck 06

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I think late game we should be able to access extremely powerful, game altering mods. For example, perhaps an AR mod that would plant a tracking device and allow us to curve shots around cover, or shotgun ammo that detonates biotic effects like a mini warp explosion.

EDIT: I'm think of these much like BGII Throne of Bhaal had the late game "super" class abilities.

Modifié par sp0ck 06, 15 juin 2011 - 10:29 .


#4
Imperator Augustus

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I doubt that they'll do ammo mods, considering that we have "ammo powers." ME1 had them, and I wish they had been kept as a feature and weren't neutered into rather silly player and npc specific powers. It's not like it would have been hard to change, they just needed a quicker system to use. I remember in footage from one of the earliest ME demos in which Casey Hudson launched a geth into the air with biotics and then disintegrated him with plasma shotgun rounds. But alas, we will probably never see this.

Any mods that we have access to will most likely be relegated to gun aesthetics and performance. I agree with onelifecrisis that mods should make an appreciable difference. From what I saw in the E3 demo the longer barrel on the mattock increased damage by 25%, a fairly sizable increase. Of course, I'm positive that the use of mods will be balanced in such a way as to prevent the creation of incredibly overpowered, "perfect" weapons. Most likely we will have to choose between mods that increase power and/or firing rate over accuracy and ammo. Of course, it would be nice to be able to make silly, game-breaking guns.

#5
SKiLLYWiLLY2

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Weapons becoming overpowered could be offset by increased difficulty later in the game. Making the weapon mods more useful and desirable to find.

The steady difficulty in ME2 was a little boring late game after getting all of the upgrades. It was just complete domination and way too easy, even on insanity.

#6
Malanek

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Weapon Mods
-Increased damage
-Increased damage vs shields
-Increased damage vs armour
-Increased damage vs barriers
-Increased damage vs health
-Increased damage on weak points
-Scope (varrying sizes ie * 2, * 3, etc)
-Increased clip size
-Increased maximum ammo
-Increased ammo per heat sink found
-Increased rate of fire
-Increased stagger force
-Increased accuracy
-Increased reload speed
-Heat vents - regenerates ammo slowly
-Ammo mixer - allows an additional ammo power to be applied to weapon (maybe consumes extra mod slot)
-Increased burst size (for burst weapons like Vindicator)
-Increased pellets (for shot guns)
-Decreased charge time (For charging weapons like Geth Shotgun and Cain)

Armour
-Increased shields
-Shields recharge earlier and faster (can tone this up from the anameic ME1 versons)
-Linked squad shields - (can transfer shields from or to squadmates as either a seperate power or when one is depleted it could happen automatically)
-Shield feeback - whenever an enemy strikes you with a melee attack it gets zapped, fried or frozen depending on mod type
-Shield burst - when shields are depleted shield burst like tech armour
-Increased storm speed
-increased melee damage
-increased health
-improved recharge on cooldowns (only a minor boost)
-reduced stagger time
-Biotic resistance
-tech resistance
-Increase damage of biotic powers
-Increase duration of biotic power
-Increased damage of tech powers
-increased duration of tech powers
-Heavy armour - Each shot you take has a percentage chance of dealing significantly less health damage



I also think it would be interesting to have the more powerful mods also have draw backs