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Weapon modding And Soldiers.


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#1
VettoRyouzou

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I know it to soon to say but anyone kinda hope Weapon modding will be a little deeper for soldiers then anyone else? I mean if you think about it out of every one of Shepard choices Weapon modding seem up Soldier Shepard ally and be nifty to see if they just got a small little buff in it then other classes.

Don’t get me wrong I think some other classes should key example Inflators and sniper modding.

#2
Syreniac

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Surely if anyone should have more advanced weapon modding it should be the engineer? I mean, modding weapons is most definitely technological, and they have always been the best at technology in all ME games.

#3
Syreniac

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EDIT: Double-post fail :pinched:

Modifié par Syreniac, 17 juin 2011 - 10:41 .


#4
VettoRyouzou

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Syreniac wrote...

Surely if anyone should have more advanced weapon modding it should be the engineer? I mean, modding weapons is most definitely technological, and they have always been the best at technology in all ME games.


That not the case thou go ask a Building engineer to put together a gun, or a Computers engineer to assemble a sniper just case one an engineer doesn't mean they know how to build guns were as soldier your thought from day one to disassemble and reassemble your own gun. Modding isn't that far off.

#5
Syreniac

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VettoRyouzou wrote...

Syreniac wrote...

Surely if anyone should have more advanced weapon modding it should be the engineer? I mean, modding weapons is most definitely technological, and they have always been the best at technology in all ME games.


That not the case thou go ask a Building engineer to put together a gun, or a Computers engineer to assemble a sniper just case one an engineer doesn't mean they know how to build guns were as soldier your thought from day one to disassemble and reassemble your own gun. Modding isn't that far off.


Ask a building engineer to fire a ball of plasma from a glowing glove, and you might see why there is a difference. Besides, they got a discount on buying upgrades in ME2 which were mostly for weapons anyway, so it's not like they are civil engineers. Furthermore, all the classes are trained marines, so they should hopefully know how to maintain their own weaponry just as much as the pure soldier.

#6
VettoRyouzou

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Syreniac wrote...

VettoRyouzou wrote...

Syreniac wrote...

Surely if anyone should have more advanced weapon modding it should be the engineer? I mean, modding weapons is most definitely technological, and they have always been the best at technology in all ME games.


That not the case thou go ask a Building engineer to put together a gun, or a Computers engineer to assemble a sniper just case one an engineer doesn't mean they know how to build guns were as soldier your thought from day one to disassemble and reassemble your own gun. Modding isn't that far off.


Ask a building engineer to fire a ball of plasma from a glowing glove, and you might see why there is a difference. Besides, they got a discount on buying upgrades in ME2 which were mostly for weapons anyway, so it's not like they are civil engineers. Furthermore, all the classes are trained marines, so they should hopefully know how to maintain their own weaponry just as much as the pure soldier.



Key difference a soldier class has to know the in and out of EVERY weapon unlike the engineer.

#7
Someone With Mass

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VettoRyouzou wrote...
Key difference a soldier class has to know the in and out of EVERY weapon unlike the engineer.


Considering that the Engineer is a tech expert, that shouldn't be so hard to master.

Also, being N7 means that Shepard is most likely already familiar with all weapons. Engineers are just using smaller guns because they specialize in using their tech powers instead of guns. Doesn't mean they can't use them when needed.

#8
Syreniac

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VettoRyouzou wrote...

Syreniac wrote...

VettoRyouzou wrote...

Syreniac wrote...

Surely if anyone should have more advanced weapon modding it should be the engineer? I mean, modding weapons is most definitely technological, and they have always been the best at technology in all ME games.


That not the case thou go ask a Building engineer to put together a gun, or a Computers engineer to assemble a sniper just case one an engineer doesn't mean they know how to build guns were as soldier your thought from day one to disassemble and reassemble your own gun. Modding isn't that far off.


Ask a building engineer to fire a ball of plasma from a glowing glove, and you might see why there is a difference. Besides, they got a discount on buying upgrades in ME2 which were mostly for weapons anyway, so it's not like they are civil engineers. Furthermore, all the classes are trained marines, so they should hopefully know how to maintain their own weaponry just as much as the pure soldier.



Key difference a soldier class has to know the in and out of EVERY weapon unlike the engineer.


So a engineer trained in combat technology knows less about how to modify guns than a highly trained soldier? And you're forgetting that all classes can use all weapons apparently in ME3, so the engineer now does know how to use every weapon.

#9
VettoRyouzou

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Seem like I'm against two engineer lover fine what ever I give up simple idea to make soldier more interesting out the window.

#10
Someone With Mass

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That goes for ALL classes, really. Limiting the guns on each class was more of a matter of gameplay mechanic/balancing.

#11
VettoRyouzou

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Someone With Mass wrote...

That goes for ALL classes, really. Limiting the guns on each class was more of a matter of gameplay mechanic/balancing.


One  I supported, what the point of being a soldier if the key point is removed. And then when you try to re-add spice to pick them people demand it be fore everyone as well?

#12
The Spamming Troll

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i wouldnt think the soldier wpuld be the best at adding mods. i dont think soldiers are better with the sniper rifle then an infiltrator or a vangaurd and their shotgun so i wouldnt say a soldier knows every weapon the best.

i think each class should be allowed to mod in the exact same way. i mean whatever mods fit in a weapon, should fit in a weapon. i can see the engineer jury rigging some things but its not like the soldier couldnt get garrus or mordin to do the same. i think the soldier will just have more weapons to mod is all.

#13
The Spamming Troll

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Someone With Mass wrote...

That goes for ALL classes, really. Limiting the guns on each class was more of a matter of gameplay mechanic/balancing.


....that ONLY maintains its balance on lower difficulties. its the polar opposite once we got to hardcore, the caster classes should be the ones with the most amount of weapons.

really, if all classes powers are essentially on the same playing field, like comparing a sentinels abilities to an infiltrators, then why does the infiltrator get an extra weapon? why doesnt the adept get a weapon that synergizes with ITS abilities as well? instead they get sidearms, untill you stumble across a weapon upgrade on the 2nd or 3rd to last mission.

#14
Someone With Mass

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I guess the Soldier is more appealing to those who don't want to mess around with powers and just want to shoot stuff.

Part of the reason I, at the same time, find the Soldier to be boring as hell.

#15
VettoRyouzou

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Someone With Mass wrote...

I guess the Soldier is more appealing to those who don't want to mess around with powers and just want to shoot stuff.

Part of the reason I, at the same time, find the Soldier to be boring as hell.


Were as I find sitting back and fireing Biotics around fairly pointless.

#16
Parah_Salin

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How about you just use the mods to suit the role guns play for your class? Different classes use guns differently. The full advantages of certain mods will have unique advantages for each class.

e.g. a mod that increases recoil but also increases damage might be more useful for a soldier due to adrenaline rush. He also might prefer expanded clip capacity so he can do more overall damage during an adrenaline rush. A caster on the other-hand might want to soup up his gun so it has a smaller clip capacity but more kick since they spend less time in direct fire. This also will lead to more fun variations on game play for different classes. Phalanx style laser sights+scopes available on all or almost all weapons would also rock.

It will all be very fun to mix and match. You very well might be able to completely tune the weapon to your needs. You could stack different attributes, say like adding damage and stopping power to the claymore, and have an uber-powerful, ultra specialized gun. Or use them to make a more generalist weapon, like long-barreled shotgun, a phalanx with less recoil, a higher damage katana, etc... Since soldiers have 4 weapons slots they really don't need a "generalist" weapon, they can make all 4 slots fit in whatever uber-specialized niche you want, and still have a gun on hand to massacre anything.

#17
Guest_Calinstel_*

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Who needs mods? Just put it on the damned POWERS section like the rest of the weapons mods.

#18
Parah_Salin

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I hate all the ammo powers.

#19
Paxos

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Parah_Salin wrote...

How about you just use the mods to suit the role guns play for your class? Different classes use guns differently. The full advantages of certain mods will have unique advantages for each class.

e.g. a mod that increases recoil but also increases damage might be more useful for a soldier due to adrenaline rush. He also might prefer expanded clip capacity so he can do more overall damage during an adrenaline rush. A caster on the other-hand might want to soup up his gun so it has a smaller clip capacity but more kick since they spend less time in direct fire. This also will lead to more fun variations on game play for different classes. Phalanx style laser sights+scopes available on all or almost all weapons would also rock.

It will all be very fun to mix and match. You very well might be able to completely tune the weapon to your needs. You could stack different attributes, say like adding damage and stopping power to the claymore, and have an uber-powerful, ultra specialized gun. Or use them to make a more generalist weapon, like long-barreled shotgun, a phalanx with less recoil, a higher damage katana, etc... Since soldiers have 4 weapons slots they really don't need a "generalist" weapon, they can make all 4 slots fit in whatever uber-specialized niche you want, and still have a gun on hand to massacre anything.


I like this idea a lot, it makes sense and adds depth.

#20
KainrycKarr

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VettoRyouzou wrote...

Someone With Mass wrote...

That goes for ALL classes, really. Limiting the guns on each class was more of a matter of gameplay mechanic/balancing.


One  I supported, what the point of being a soldier if the key point is removed. And then when you try to re-add spice to pick them people demand it be fore everyone as well?


The soldier is the only class that can wield all weapons at once. That's the key point. And frag grenade. And adrenaline rush.

Soldier is one of the best classes already, it doesn't need any more love.

#21
KainrycKarr

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VettoRyouzou wrote...

Someone With Mass wrote...

I guess the Soldier is more appealing to those who don't want to mess around with powers and just want to shoot stuff.

Part of the reason I, at the same time, find the Soldier to be boring as hell.


Were as I find sitting back and fireing Biotics around fairly pointless.


You know what I find boring? Doing one thing or the other.

Charge + empty a shotty clip + melee everyone still standing.

#22
KainrycKarr

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Calinstel wrote...

Who needs mods? Just put it on the damned POWERS section like the rest of the weapons mods.


No?

#23
xxSgt_Reed_24xx

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Someone With Mass wrote...

I guess the Soldier is more appealing to those who don't want to mess around with powers and just want to shoot stuff.

Part of the reason I, at the same time, find the Soldier to be boring as hell.


Which is exactly why Soldiers need a new/different powers.... adrenalin rush is ok I suppose, but concussive shot is terrible and pretty useless imo. I'm glad they said you could combine it with something like cryo blast to give it an effect... but the soldier just needs something else. 

Surely they could be more creative, even if I can't. haha

#24
chester013

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xxSgt_Reed_24xx wrote...

Someone With Mass wrote...

I guess the Soldier is more appealing to those who don't want to mess around with powers and just want to shoot stuff.

Part of the reason I, at the same time, find the Soldier to be boring as hell.


Which is exactly why Soldiers need a new/different powers.... adrenalin rush is ok I suppose, but concussive shot is terrible and pretty useless imo. I'm glad they said you could combine it with something like cryo blast to give it an effect... but the soldier just needs something else. 

Surely they could be more creative, even if I can't. haha


I'd say Soldiers don't need more powers, they aren't about powers. Your power is shooting things to pieces.

#25
The Spamming Troll

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AR does exactly what a soldier is, makes them a better marksman. the soldier doesnt need much more, unless the other class also get more. but i could see the soldier have a protection boost type ability like fortification.

i wouldnt underestimate the effectiveness of ME3s evolved/ammo powered ammo powers tho. im sure mastered concussive shot with cryo ammo will be verry similar to a sentnels cryo blast or throw.