Raxxman wrote...
tobynator89 wrote...
The heatsink is battery sized so you can carry them by the dozens easily. that trained reload time saves you a few seconds at tactically critical moments when you need your gun to be up and firing.
You'd think but no.
I can't carry dozens around I can carry about 4 (it feels like).
Also why can't weapons carry multiple heat sinks? or maybe they do because you never actually load a heat sink, you just pop one out. Why don't weapons cool down when they're not used? does the heatsink perish each shot? Is that really better?
The concept that it's better trust me, doesn't wash with me, case point I run out of ammunition all the time. How are clips doing me a favour?
The system is irritating, I'm lugging around a machine pistol, when I really just want a machine pistols weight of ammo clips for my AR/Sniper rifle.
The TC wouldn't cool down while just sitting in the weapon for the sole fact that the TC isn't designed like the heat sinks in ME1. Those heat sinks would have vented into the air around the gun while the TC wont have that due to the change in how the TC is installed and the other hardware used to lock it in place / eject it at overheat.
The system is blatantly better because it enables you to put more rounds down range in the same time span. By that I mean in a one minute time frame an ME2 weapon will put more rounds down range (ie at the enemy) than an ME1 weapon can. If you go to fire an ME1 weapon in a "no overheat" scenario (and you don't set up the weapon in game to break the overheat mechanic, ie just the stock weapon) you have to fire let it cool fire let it cool fire let it cool and so forth. where as with an ME2 system you fire, eject/reload, fire etc and that eject/reload happens faster than letting the weapon cool down. this is also assuming you let the weapon cool enough so that the succession of burst dont build up heat which would evenutally lead to an overload (and making the numbers of rounds/minute even more supportive of an ME2 system).
The best real world analogy I can give is this. A car runs on gas (bullets/rounds) and has to have air brought into the car to be mixed/compressed for the engine to run. there are 2 types of aspiration, normal and charged. a charged engine uses a supercharger or turbocharge (note charged isn't the techincle term keeping simple for the sake of arguement). both super and turbo chargers do teh same thing (increase air pressure at the intake manifold) but do it differently so to keep it as simple as possible we'll use a supercharger (increases intake air pressure before the manifold). now to the analogy.
A normally aspirated vehicle will get better mpg (ie has more rounds/bullets similar to an ME1 system, obviously not infinate but stay with me for now) while the supercharged vehicle will get less mpg but goes faster (better rounds/minute). these two vehicles go to race a half mile drag and you get to bet on which one is going to win. If I were to use your logic of how weapons were to work and apply it here I would come to the conclusion that the normally aspirated vehicle will win because it has endurance when the race is only a half mile drag (ie neither car will run out of gas) but I should bet on the normally aspirated car for the simple fact it has the ability to last longer (fire more quantity of rounds) as opposed to the car that will accelerate/go faster (fire more rounds/minute).
The point of the analogy is this, the unlimited ammo of ME1 is what makes the ME1 system terrible. A firefight will be so quick (you arent doing open field combat in which you may not know where all the enemy is and you are having to lay down cover fire in order to move) that on the wide and whole the amount of ammo doesn't matter. The fact that the weapons had the "unlimited ammo" (which lore wise it isn't unlimited but just a ton of ammo) gimped the weapons ability to match geth weaponries fire rates. And if you are constantly finding yourself runing out of ammo in ME2 you are doing something wrong that isn't a fault of the games system of implimenting new lore into the game world.





Retour en haut




