Ammo powers as a skill = ridiculous
#1
Posté 12 décembre 2011 - 04:31
unless I'm really late and uninformed about ammo powers
I think that instead of making different Ammo types through skills, it should be weapon modifications like in ME1
It just makes more sense like that.
Since there will be an inventory system, wouldn't it be better this way?
#2
Posté 12 décembre 2011 - 04:33
I still prefer the ME2 system, though, especially if it frees up other mod slots on weapons.
#3
Guest_darkness reborn_*
Posté 12 décembre 2011 - 04:34
Guest_darkness reborn_*
#4
Posté 12 décembre 2011 - 04:35
#5
Posté 12 décembre 2011 - 04:36
Random Nobody wrote...
It is ridiculous, especially warp ammo.
I still prefer the ME2 system, though, especially if it frees up other mod slots on weapons.
Warp ammo also should only be availible to biotics
#6
Posté 12 décembre 2011 - 04:39
#7
Posté 12 décembre 2011 - 04:41
All the others should be weapon mods.
#8
Posté 12 décembre 2011 - 04:45
I wouldn't have mind a change from the Ammo Powers in ME2, but if I had to pick the Ammo System from ME1 or the Ammo Powers from ME2, I would go for Ammo Powers.
Modifié par Sanunes, 12 décembre 2011 - 04:49 .
#9
Posté 12 décembre 2011 - 04:46
#10
Posté 12 décembre 2011 - 04:48
Not lore-wise. IIRC, Warp ammo is Shepard/Jack coating the shrapnel with a biotic field. Considering the speed that the bullets (supposedly...in-game it's quite different) travel, unless they somehow maintain a sticking warp field inside the gun, it's entirely implausible.Ryzaki wrote...
Warp Ammo makes perfect sense if Shep either is a biotic or has a biotic on the squad.
#11
Posté 12 décembre 2011 - 04:50
Random Nobody wrote...
Not lore-wise. IIRC, Warp ammo is Shepard/Jack coating the shrapnel with a biotic field. Considering the speed that the bullets (supposedly...in-game it's quite different) travel, unless they somehow maintain a sticking warp field inside the gun, it's entirely implausible.Ryzaki wrote...
Warp Ammo makes perfect sense if Shep either is a biotic or has a biotic on the squad.
Huh. Oh well its useful.
#12
Posté 12 décembre 2011 - 04:54
#13
Posté 12 décembre 2011 - 04:57
#14
Guest_Saphra Deden_*
Posté 12 décembre 2011 - 04:58
Guest_Saphra Deden_*
ODST 5723 wrote...
Regardless of whether or not you chose
for your Shepard to be a Sentinel, Vanguard or Adept... I hate to break
it to you but your Shepard is a biotic. This was confirmed in ME1 in a
conversation between Shepard and Kaidan...
Wrong. Shepard is only ever said to be a biotic if you make him a biotic class. Using biotic powers on non-biotic classes is just a gameplay feature.
Modifié par Saphra Deden, 12 décembre 2011 - 04:59 .
#15
Posté 12 décembre 2011 - 05:07
Modifié par ODST 5723, 12 décembre 2011 - 05:08 .
#16
Posté 12 décembre 2011 - 05:42
Yep. Prefer them as powers for that reason: easier to manage and swap out on the fly.Saphra Deden wrote...
I agree but they are a good thing for gameplay in my opinion.
Also like the holographic indicators since all it takes is a glance at my gun to see what ammo I/my squadmates have "equipped." Never really thought they looked dopey.
Again, yep. And I have no problem slapping a biotic bonus on a non-biotic Shepard. Sometimes I make up silly roleplay reasons for doing so, but mostly it's because, hot damn, Reave and Stasis really come in handy.Wrong. Shepard is only ever said to be a biotic if you make him a biotic class. Using biotic powers on non-biotic classes is just a gameplay feature.
#17
Guest_Saphra Deden_*
Posté 12 décembre 2011 - 05:45
Guest_Saphra Deden_*
AdmiralCheez wrote...
Yep. Prefer them as powers for that reason: easier to manage and swap out on the fly.
Also like the holographic indicators since all it takes is a glance at my gun to see what ammo I/my squadmates have "equipped." Never really thought they looked dopey.
I just like that it makes the classes more distinct from one another.
#18
Posté 12 décembre 2011 - 05:48
I don't see why you couldn't make them easy to swap without having them as powers, anyway.
Modifié par Wulfram, 12 décembre 2011 - 05:48 .
#19
Posté 12 décembre 2011 - 05:53
That, too.Saphra Deden wrote...
I just like that it makes the classes more distinct from one another.
Really, the only thing I miss about the old ammo mods is ye olde sledgehammer. Toxic damage + added weapon force = yes, please.
#20
Posté 12 décembre 2011 - 05:53
#21
Posté 12 décembre 2011 - 05:54
ODST 5723 wrote...
My ME1 Soldiers and Engineers that had that convo disagree. I only played Adept, Sentinel and Vanguard for the power specific achievements in ME1 and skipped the convo so I could spam out the powers at Pinnacle Station.
Someone bought Pinnacle Station?
Regardless, the system in ME1 made sense realistically (as physical weapon modifications). But the ME2 system was better for gameplay. Now if we could just get a High Explosive Rounds Ammo Power...
#22
Guest_D3MON-SOVER3IGN_*
Posté 12 décembre 2011 - 05:55
Guest_D3MON-SOVER3IGN_*
#23
Posté 12 décembre 2011 - 05:59
Deactivate squad power usage. It helps.Wulfram wrote...
I wouldn't call squad ammo powers easy to manage a swap out on the fly. Particularly when Jack and Zaeed both have Squad ammo powers and keep fighting over what we're going to be using.
Or do what I do and rely on a designated shield/armor/barrier buster, be the "ammo master" yourself through class or bonus powers (which saves skill points for other stuff on your 'mates), or don't take the squad evolution and just let each squadmate use his/her own ammo. Personally, I like to give Jacob and Grunt inferno ammo, then use squad cryo for everyone else. Or squad warp/AP.
Unless they make "swap mods" a hotkey, it's not gonna happen. You won't believe how much pausing the game to diddle around in your inventory disrupts combat flow.I don't see why you couldn't make them easy to swap without having them as powers, anyway.
#24
Guest_Saphra Deden_*
Posté 12 décembre 2011 - 06:01
Guest_Saphra Deden_*
AdmiralCheez wrote...
You won't believe how much pausing the game to diddle around in your inventory disrupts combat flow.
I wish Bethesda understood this. This is the biggest problem with Skyrim on a console. You can only hotkey two spells or items so you have to constantly bring up your favorites menu. I don't know why they did this. Oblivion didn't have this problem as you could hotkey a lot more.
Anyway. Mass Effect something.
At least ME2 lets you hotkey several powers at once.
#25
Posté 12 décembre 2011 - 06:01





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