The Spamming Troll wrote...
thats the argument your trying to offer me? im wrong because i know the widow holds 12 shots? (i just looked and the widow holds 13 total shots. isnt it annoying when people get that critical?)
whoosh...
Why do you care about how much rounds a sniper rifle holds when you said, "i dont see how running out of ammo(have you ever actually run out of ammo, or are you just using this as an excuse?) is better for tactics."
how can you say managing cooldowns is a distraction, when everything in ME is on a cooldown?
Weapon cooldown is
dynamic. Power cooldown is
constant, just like reloading is
constant. If you use a 5 sec power, you can't use a 20% version of that power 1 sec later. You use powers exactly 5 secs later so you can get into a rhythm. And no, don't think that powers should work like weapon cooldowns because you can abuse it to stunlock enemies forever > game broken.
a cooled down weapon would equal 6 shots, just like a reloaded TC would equal 6 shots. although after you fire 1 shot with TCs, youll always have 5 shots left, while i wait like a millisecond and im back to 6. your looking at your ammo count because you have to reload, while im rarely looking at my overheat bar.
I never look at my ammo count, I hear it. Real guns don't have an ammo count on them either. Overheating weapons can overheat. You sure you know exactly how many shots you have left on a 40-round 700RPM gun that you've stopped shooting after 1.783 seconds?
lets also assume overheating weapons have the option to be reloaded with a new ammo block once the weapon overheats. if you want to get into the fight, put a new block in, if your out of block, fire at a slower pace, or wait for the cooldown. im not sure why an overheating mechanic needs to be explained so thoroughly.
You need that much ammo to take enemies out? Maybe on rare long-term recon missions that unlimited ammo guns would be beneficial, but in the majority of firefights, the most aggressive and quickest strategy wins. You don't ever win by staying in one place and shoot forever... that's the very definition of failing.
i just dont see any benefit to have brought in the weapons that use TCs instead of making overheating "work." thats why im argueing so much for overheating weapons. bioware gave up far too easily.
I've just demonstrated a few benefits of TCs.
By the way, nobody is stupid enough to manufacture standard-issue weaponry that are unstable. Gun makers would by default block them from ever approaching the overheat limit so that its cooldown rate would be competitive with reload times. They would also add in variable firing rates you can pick a setting at allows you to hold the trigger forever if you wanted to. It can even work kind of like a hand drill. It can even do charged shots, meaning it can over-accelerate rounds to do extra damage/penetration at the cost of more heat. Now why didn't BW implement these awesome features? Because it ruins combat gameplay. Overheating was a way to prevent you from abusing exploits and make the action boring, except that by endgame you're abusing them anyways.
Weapon with overheat aren't that unique. They go far back, and were pretty prominent in Star Wars games. The Tie Fighter series had them, and guess what they had: variable firing rates and charged shots. It made sense because they were energy weapons, and had to gimp yu. The missiles and torpedos were projectiles, so they operated in limited ammo. That game also had to deal with -- yep, your greatest nemesis -- shields! You had to take out those big round shield generators on top of Destroyers before you can deal real 'health' damage.