Weapon modding And Soldiers.
#26
Posté 18 juin 2011 - 12:18
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.
#27
Guest_Calinstel_*
Posté 18 juin 2011 - 12:20
Guest_Calinstel_*
As do I. One of the dumbest thing I've seen was taking a mechanical alteration to a weapon and turning it into a magical ability.Parah_Salin wrote...
I hate all the ammo powers.
#28
Posté 18 juin 2011 - 12:21
#29
Posté 18 juin 2011 - 12:22
#30
Posté 18 juin 2011 - 12:30
Calinstel wrote...
As do I. One of the dumbest thing I've seen was taking a mechanical alteration to a weapon and turning it into a magical ability.Parah_Salin wrote...
I hate all the ammo powers.
what about using tech mines. they just come from a mechanical device. is drone a power or a peice of equipment?
soldiers are gonna be kindof boring i guess.
good.
soldiers suck and adepts rule.
<3
Modifié par The Spamming Troll, 18 juin 2011 - 12:33 .
#31
Posté 18 juin 2011 - 12:33
I don't mean to sound inflammatory with that, but that's just what it sounds like.
Like if I were to say I wanted the Vanguard to have a thousand other things but no one else gets them either.
EDIT- Although, I should mention that if the Soldier needs anything, its that it needs new powers.
Ammo powers don't count, and Soldiers get robbed of having anything else when half of what they have are just different ammos.
But weapon modding? Hell no. That needs to be for everyone with no class, Soldier or otherwise, getting an advantage.
Modifié par LPPrince, 18 juin 2011 - 12:35 .
#32
Guest_Calinstel_*
Posté 18 juin 2011 - 12:38
Guest_Calinstel_*
Actually, that is not what I'm getting at.LPPrince wrote...
This thread just seems like its a guy who wants the class he plays(i.e. the only class he plays) to be even better than it already is.
I don't mean to sound inflammatory with that, but that's just what it sounds like.
Like if I were to say I wanted the Vanguard to have a thousand other things but no one else gets them either.
In ME1, any class could use the weapons mods. ME2 restricted them for some reason and made them a power instead of a selection made ON the weapon. I don't care if that means Soldiers get jack else, just put the mechanical alteration back where it belongs for ALL classes.
If replacement powers are needed, how about Marksman? Fortification? Or, for a real change, shields that actually work as shields and not a one hit warning buzzer before dropping?
#33
Posté 18 juin 2011 - 12:41
#34
Guest_Calinstel_*
Posté 18 juin 2011 - 12:44
Guest_Calinstel_*
#35
Posté 18 juin 2011 - 12:54
#36
Guest_Calinstel_*
Posté 18 juin 2011 - 12:58
Guest_Calinstel_*
Still, get the ammo's off the powers Bioware. Please.
Edit: And the grenades. ME1 was fine with them. We don't need the overworked magically enhanced omnitool to make them. Give us the old style, with a limited amount. Materialization is Star Treks realm, not Mass Effects.
Modifié par Calinstel, 18 juin 2011 - 01:01 .
#37
Posté 18 juin 2011 - 12:59
#38
Posté 18 juin 2011 - 01:00
#39
Posté 18 juin 2011 - 01:00
..but being a little more serious, they should get something that makes them a little more unique than "All guns at once". While I have to agree that modding seems more like an engineer's area of expertise, maybe give them access to special armor/weapons? (although this will undoubtedly bring on fire from people who think that class specific content is unfair to the player)
#40
Posté 18 juin 2011 - 01:03
#41
Guest_Calinstel_*
Posté 18 juin 2011 - 01:05
Guest_Calinstel_*
#42
Posté 18 juin 2011 - 01:07
blitzkkrieg wrote...
..but being a little more serious, they should get something that makes them a little more unique than "All guns at once". While I have to agree that modding seems more like an engineer's area of expertise, maybe give them access to special armor/weapons? (although this will undoubtedly bring on fire from people who think that class specific content is unfair to the player)
That would be a good idea if it's made so for all classes. Give every class something unique. And I don't care what those people who thinks it's unfair says, since I'd rather give the choice to the game designers that actually know what they're doing and how it should be done.
#43
Posté 18 juin 2011 - 01:10
Calinstel wrote...
If incinerate is better than inferno, don't use it. Pick the silly concussive or ice cube. The point is, it is available to all classes. As it should be, being a weapon mod.
Yeah, let's give every class all the ammo powers the Soldier can use and render most other powers almost completely useless in the process.
#44
Posté 18 juin 2011 - 01:11
Someone With Mass wrote...
Why does it matter if it's some ammo power or not? You shoot different bullets with different effects. That's it. And where other classes don't have them, they usually have some replacement power like Incinerate, which is a million times better than Incendiary Ammo. That's what making some ammo powers redundant for most classes.
I think the main difference is that incinerate is a cast, big aoe (depending on which type you have), lots of damage to armor, but then you have to wait for the cooldown. With the ammo powers, its a constant damage boost.
And im Not saying one is better than the other, Im just saying different feel and allows soldier to still get some fire.
#45
Posté 18 juin 2011 - 01:16
Someone With Mass wrote...
blitzkkrieg wrote...
..but being a little more serious, they should get something that makes them a little more unique than "All guns at once". While I have to agree that modding seems more like an engineer's area of expertise, maybe give them access to special armor/weapons? (although this will undoubtedly bring on fire from people who think that class specific content is unfair to the player)
That would be a good idea if it's made so for all classes. Give every class something unique. And I don't care what those people who thinks it's unfair says, since I'd rather give the choice to the game designers that actually know what they're doing and how it should be done.
I said this in another thread (I think you posted early on in it, not sure if ever checked back in): "maybe class specific armor. Example, some kind of recon hood for
infiltrators that specifically and greatly increases cloak time, special
chest plate that channels kinetic energy for a harder hitting charge
for vanguards, etc etc. "
Something like that, maybe with soldiers getting armor that really boosts survivability, or holds more grenades and ammo?
#46
Posté 18 juin 2011 - 01:17
blitzkkrieg wrote...
I think the main difference is that incinerate is a cast, big aoe (depending on which type you have), lots of damage to armor, but then you have to wait for the cooldown. With the ammo powers, its a constant damage boost.
And im Not saying one is better than the other, Im just saying different feel and allows soldier to still get some fire.
And that's the trade-off. Incinerate deals a lot of damage and then it needs to cool down for six seconds, so the player can't just spam it.
#47
Posté 18 juin 2011 - 01:18
Anyway, i'm pretty sure it's been stated that ammo types will again be powers, just like in ME2 and I have seen a trailer that shows the soldier's tree and all three are on there.
However I also saw other things, passive abilities, that you can upgrade. I saw sprint speed, henchmen health, henchmen firepower, that kind of thing. So maybe there will be some passive abilities for each class that we don't know about yet. I've heard Engineers can build turrets and that Adepts use blades of psionic energy, so I feel the classes will be greatly flushed out once again.
That being said, it wouldn't seem fair to take a new feature of ME3 (and one that is collecting so much excitement) and dumb it down for other classes. We're all alliance soldiers despite having a brilliant technical mind, a plethora of firepower, intense biotic attributes, a sniper rifle and omni tool, tech and biotic balance or a deadly biotic charge =D we all know how to use our guns!
Every class has its perks. Every class is AMAZING!
Modifié par ilovemesometurian, 18 juin 2011 - 01:26 .
#48
Guest_Calinstel_*
Posté 18 juin 2011 - 01:19
Guest_Calinstel_*
Powers and ammo's each have their uses. Hell, I would have even accepted that only certain types of weapons could use certain types of ammo but no matter how you look at it. You must admit that they make no sense as powers. By your statement, the soldier should be the only one able to use so many types of ammo's. Fine, but put it on the weapon and just reduce the powers choices the soldier gets. This is a scifi game, not might and magic.Someone With Mass wrote...
Calinstel wrote...
If incinerate is better than inferno, don't use it. Pick the silly concussive or ice cube. The point is, it is available to all classes. As it should be, being a weapon mod.
Yeah, let's give every class all the ammo powers the Soldier can use and render most other powers almost completely useless in the process.
EDIT: Bah. This is weapons modding and Soldiers. I am sorry for going so far OT
Modifié par Calinstel, 18 juin 2011 - 01:22 .
#49
Posté 18 juin 2011 - 01:27
EDIT (note large edit, mainly to avoid double post)-
I mainly just don't see what the OP wants from this. When you have a weapon modable in multiple area it isn't hard to turn it into a "one hit wonder" of sorts, like the spectre shotgun with 2 extended rails in ME1. Your looking at both the sniper rifle and shotgun that can fill that role. You then get assault rifles for all around killing, and a backup weapon that you could probably make pretty damn good.
I don't see how letting casters and other classes beef up thier weapons is bad. A class with only 2 weapons slots can either try and fit 2 weapons to cover all ranges and end up leaving something to be desired somewhere, or try and have a gun with the same "ooph" as a soldier/infiltraitor/vangaurd's main arm, but have to use thier casting powers in very specific ways to set up the same kind of massacre that a soldier/infiltraitor/vangaurd can do every easily with thier class powers, and then trying to cover every other general situation with one gun.
Modifié par Parah_Salin, 18 juin 2011 - 01:58 .
#50
Posté 18 juin 2011 - 01:49
I play as a soldier because...
A) I was an Infiltrator in ME1, but ME2 turned the class WAY too sniping focused for my tastes, you can tell me soldier is boring, but I'd argue there's nothing more boring than hanging back on a map and sniping all game long
So I agree with the general sentiment of this thread that in ME3 the soldier class needs SOMETHING. For one, now any class can equip any 2 weapons. That right there kills off a big chunk of what made the soldier class worthwhile in ME3. I know the soldier can still equip ALL of the weapons, but seriously, there were never any missions in ME2 where a soldier even needed more than 2 weapons. You stuck mostly to the AR, so big whoop that the soldier can equip 5 of them. 2nd, the Revenant is no longer a soldier exclusive. Well gee, there goes the OTHER reason to choose a soldier over any of the other classes.
So now what we have is basically NO reason to pick soldier. The other classes have more than enough weapons to choose from, AND they have powers of which the soldier class is completely lacking. I know soldier may get a frag grenade, but yawn, how boring a "power" would that be? Especially if they're as big a pain to aim as flashbangs and inferno grenades were. It's more like another reason NOT to play as a soldier.
I know they want more people to try the other classes, but it looks like there is absolutely NO REASON to play as a soldier now. The class needs SOMTHING. Some kind of power along the same lines as adrenaline rush.





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