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Ammo powers as a skill = ridiculous


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#26
Luvinn

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AdmiralCheez wrote...



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.


Thats what I always do too. Squad cryo is amazing, but if I take grunt I just want him to do his own thing with ammo powers.

#27
tobynator89

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crimzontearz wrote...

actually......Shepard is a confirmed Biotic by canon (look at the wiki) the fact that the conversation with Kaiden only happens if you playa biotic class (or a non biotic class with a bonus biotic power) only reflects the fact that non-biotics class shepards never underwent training for their biotic skills and do not have an amp to use them


there is no set canon regarding sheps abilities, or anything regarding shep at all really

Modifié par tobynator89, 12 décembre 2011 - 06:08 .


#28
CroGamer002

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Yes, I agree.


But, then there's nothing left for Soldier class.

It would be really empty class then.

#29
Sgt Stryker

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Saphra and Cheez are agreeing with each other. Must be a sign of the times.

Anyway, yes. Ammo powers are silly. They should be weapon mods. Ah well.

#30
AdmiralCheez

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Sgt Stryker wrote...

Saphra and Cheez are agreeing with each other. Must be a sign of the times.

If we're agreeing with each other, it means that we've uncovered an undeniable truth:

GAMEPLAY.

You people need to put aside all the lore and realism for a sec and realize that you'll be playing this thing.

Modifié par AdmiralCheez, 12 décembre 2011 - 06:32 .


#31
Aimi

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AdmiralCheez wrote...

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.

My problem with giving Grunt Inferno Ammo is that it doesn't sync up very well with his standard weapons. You won't get the fireburst very often at all with the Claymore or GPS considering squadmate RoF. So you end up forcing Grunt to use the Mattock, which is decidedly suboptimal and furthermore hurts your ears. Jacob's got a similar problem. And with your squadmates, the fireburst is most of the reason you'd want to use Inferno Ammo, since the direct-damage bonus over Squad Incendiary is minimal. So, while I usually give my Soldier Shep Squad Disruptor and Squad Warp/Cryo (usually Cryo), I tend to use Inferno over Squad Incendiary, since she can make better use of it, and relegate the squad ammo powers to Grunt/Jacob.

Of course, to each her own, and I'll be the first to admit that I don't experiment with Soldier builds much.

Oh, and on the subject of the thread topic, I don't have a problem with ammo powers. They're fine from a class-balancing perspective and a gameplay flow perspective. It might make Soldier play somewhat less compricated in terms of managing powers and cooldowns (since you really only have to worry about Adrenaline Rush, Adrenaline Rush, Adrenaline Rush, and Unity), but it's supposed to be a shooty class anyway.

#32
The Spamming Troll

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i dont care, im over the fact that alot of the mechanics just dont make sense. ME used to be a smart game, now i just get into cover and play it gears style.

i actually think warp ammo is the only ammo power that makes sense. the other ammos becomeing squad ammos is completely rediculouse. too bad bioware loves them some ME2. so it wont change a single bit. itll be just as dumb as it was in ME2, if not dumber.

#33
AlexXIV

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I mostly ignored ammo powers, which probably means I also could do without them being class skills.

#34
Sebbe1337o

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I agree, it should be weapon mods (another slot for just ammo). And to not make the soldier underpowered maybe give the soldier some other powers like something that gives more damage protection or damage or something. Plus a few other things.

#35
didymos1120

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The Spamming Troll wrote...

i actually think warp ammo is the only ammo power that makes sense.


The fact of it being a power, yes.  But how it supposedly works?  No. That makes zero sense.

#36
Jog0907

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didymos1120 wrote...

The Spamming Troll wrote...

i actually think warp ammo is the only ammo power that makes sense.


The fact of it being a power, yes.  But how it supposedly works?  No. That makes zero sense.


biotic fields around projectiles increase mass for better armor penetration and the warp disruptive nature of the field helps them weaken barriers more easily, makes as much sense as biotics in general.

Modifié par Jog0907, 12 décembre 2011 - 07:07 .


#37
didymos1120

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Jog0907 wrote...

biotic fields around projectiles increase mass for better armor penetration and the warp disruptive nature of the field helps them weaken barriers more easily, makes as much sense as biotics in general.


No one would be capable of individually wrapping the extremely high-velocity rounds in ME fields, much less doing so for the entire squads' weapons.  You wouldn't even be capable of perceiving the individual rounds. Not to mention, those biotic fields would be extremely weak, given how tiny the projectiles are.

Modifié par didymos1120, 12 décembre 2011 - 07:12 .


#38
LucidStrike

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As an Adept, I have to say that Warp Ammo seems strange if it's not performed by the gun. How exactly is a biotic able to apply a field to each and every one of those fast, small objects?

#39
Andorfiend

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didymos1120 wrote...

Jog0907 wrote...

biotic fields around projectiles increase mass for better armor penetration and the warp disruptive nature of the field helps them weaken barriers more easily, makes as much sense as biotics in general.


No one would be capable of individually wrapping the extremely high-velocity rounds in ME fields, much less doing so for the entire squads' weapons.  You wouldn't even be capable of perceiving the individual rounds. Not to mention, those biotic fields would be extremely weak, given how tiny the projectiles are.


*shrug* Biotic = magic.

If it makes you feel better think of it as biotically modifing the ME field the gun if using to accelerate the bullet in the first place, rather than trying to interact with each individual bullet seperately. Like how the Biotic field from the SM kept out hundreds of seekers without trying to target them individually.

So yeah... Ammo = powers. I don't know why. You'ld think they could just give the soldier a bunch of funky grenades like the flashbangs and infernos or something instead, but no.

#40
Sailears

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tobynator89 wrote...

Actually, it makes more sense from
both a gameplay perspective and practical perspective. The ammo ability
isn't the ammo itself per-se but the qualification for handling volatile
ordinance and how it functions compared to normal ammunition.

Hmm, that is a fair point, at least where certain squadmembers are concerned. I wouldn't expect that to apply to others (ie krogan - why would they care?), or even Shepard for that matter at this stage.

The Spamming Troll wrote...

i dont care, im over the fact that alot of the mechanics just dont make sense. ME used to be a smart game, now i just get into cover and play it gears style.

i actually think warp ammo is the only ammo power that makes sense. the other ammos becomeing squad ammos is completely rediculouse. too bad bioware loves them some ME2. so it wont change a single bit. itll be just as dumb as it was in ME2, if not dumber.

I have to agree with TST, although I wouldn't put it so bluntly.

#41
LucidStrike

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Mesina2 wrote...

Yes, I agree.


But, then there's nothing left for Soldier class.

It would be really empty class then.

In terms of lore and store, I don't see why SOldier wouldn't be empty. There's no reason an engineer or biotic shouldn't be able to have the same training as a 'soldier'. I always thought the soldier class SHOULD be "empty", for folks who'd prefer to take that handicap. It's fine that they get special abilities, for gameplay, but I'm just sayin'. It doesn't actually make sense.

Me...I'm Adept forever and always.:bandit:

#42
Rawgrim

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It should be a function on the weapon itself. Not a magical ability to somehow change the ammo at will.

#43
AdmiralCheez

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LucidStrike wrote...

As an Adept, I have to say that Warp Ammo seems strange if it's not performed by the gun. How exactly is a biotic able to apply a field to each and every one of those fast, small objects?

Dude, who cares?  Biotic bullets.

Seriously, you guys.  The bottom line is gameplay balance and ease of use.

With ammo powers, you can:

1. SEE which ammo types are active by glancing at the screen.

2. SWITCH between ammo types by pressing a button, as opposed to opening the menu and wasting your damn time putzin' around in your inventory WHEN YOU COULD BE SHOOTING THINGS.

3. CHOOSE how you want to level up your ammo, STRATEGIZING it along with your own and your squaddies' powers.

4. AVOID waiting for the game to drop more/better mods because you're in control of it yourself.

5. SKIP the boring-ass inventory piddling where you manage ALL the guns on ALL your squadmates.

GAMEPLAY BALANCE AND EASE OF USE.

This is why, from a game design perspective, ammo power are smarter than ammo mods.

(But being able to swap out mods on your guns is cool, which is why I'm glad some of that is coming back in ME3.)

#44
PnXMarcin1PL

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No offense man, but another thread about this is riddiculous too. We all know bioware won't change that at all.

#45
Tyrannosaurus Rex

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AdmiralCheez wrote...

Dude, who cares?  Biotic bullets.


But are bullets not already encased in a mass effect field to begin with?

Anyway. I always hated warp ammo, such a major cop-out when it came to Jack's skilltree and it never made much sense for me. And now they have given Liara the skill in ME3. :sick:

Seriously, you guys.  The bottom line is gameplay balance and ease of use.

With ammo powers, you can:

1. SEE which ammo types are active by glancing at the screen.

2. SWITCH between ammo types by pressing a button, as opposed to opening the menu and wasting your damn time putzin' around in your inventory WHEN YOU COULD BE SHOOTING THINGS.

3. CHOOSE how you want to level up your ammo, STRATEGIZING it along with your own and your squaddies' powers.

4. AVOID waiting for the game to drop more/better mods because you're in control of it yourself.

5. SKIP the boring-ass inventory piddling where you manage ALL the guns on ALL your squadmates.

GAMEPLAY BALANCE AND EASE OF USE.

This is why, from a game design perspective, ammo power are smarter than ammo mods.

(But being able to swap out mods on your guns is cool, which is why I'm glad some of that is coming back in ME3.)


You forgot to mention that adding ammo as a power makes it easier to balance the soldier class.

#46
AdmiralCheez

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Lizardviking wrote...

But are bullets not already encased in a mass effect field to begin with?

Not the fun kind that reacts with biotic fields and gives a sexyfine damage bonus.

Anyway. I always hated warp ammo, such a major cop-out when it came to Jack's skilltree and it never made much sense for me. And now they have given Liara the skill in ME3.

Old beta is old.  That was before they introduced limited use, grenade-like powers for squadmates.

And to be honest, it never felt like a cop-out to me.  She is channeling her biotics through the damn gun.  Sh*t, that's crazy.

You forgot to mention that adding ammo as a power makes it easier to balance the soldier class.

Great, because leveling up each individual gun was dumb.  Adrenaline rush was a blessing because it fused immunity and all the gun-specific bonuses into one handy power, freeing up skill points.  The ammo powers are much more versatile since you can apply them to any weapon, as opposed to fishing around for items or waiting to level up so your guns didn't suck.

#47
SovereignWillReturn

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Eh, I just want Ammo in the game. Warp Ammo is the only reason how I got through my Insanity ME2 playthrough, any other powers and I would run out of bullets Vs enemies.

#48
Guest_PurebredCorn_*

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Stephenc13 wrote...

 does anyone else agree?
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?


I'm sorry that I haven't read every post in this thread so I'm sure this has already been pointed out but ammo powers returning has been confirmed. But I kind of agree with you, and wish they would go back to ME1 system of being able to add ammo upgrades to any weapon.

Modifié par PurebredCorn, 12 décembre 2011 - 08:00 .


#49
SNascimento

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No, it's amazing.
.
Ammo powers as they are gives a edge to ME3 combat that no other shooter has.

#50
Tasker

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Said it was a retarded idea the moment I first heard about it in ME2.

Oh no. I can't change this Inferno clip for an identically shaped Cryo one or press a button on the side of my gun to select it because my class says I can't.

What utter nonsense. Purely a mechanic to hide just how ****** poor the skills selection actually is.

Bloody stupid how 2 years earlier I could run around firing anything I wanted and could change it at the touch of a switch. 

Not to mention not being able to stick the ammo into other peoples weapons untill level 4. It's not as if he/she couldn't open his bloody mouth and say " Pass me your gun mate. I'll stick my spare ammo mag in it."

Seems like being dead for 2 years turned Shep into a cretin.

Modifié par Orkboy, 12 décembre 2011 - 09:10 .