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Ammo powers as a skill = ridiculous


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#51
Harmless Citizen

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" Pass me your gun mate. I'll stick my spare ammo mag in it."

Best. Pickup. Line. Ever.

#52
robarcool

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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.

Keep trolling my friend. An improperly written conversation doesn't make your Sehpard biotic by default.

#53
robarcool

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AdmiralCheez wrote...

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.

Deactivate squad power usage.  It helps.

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.

I don't see why you couldn't make them easy to swap without having them as powers, anyway.

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 do the same thing myself, even if I play as vanguard or sentinel. I keep squad warp ammo and never evolve any ammo power of the dquadmates to keep points for their active powers.

#54
wizardryforever

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Let me reiterate what I've said multiple times on this topic:  Ammo powers is not just "pressing a button on the side of the gun."  That's just how the gameplay animation makes it seem.  Essentially, ammo powers are a field-stripping of the weapon and altering of how it works.  You're not changing the ammo itself, but the weapon, and how it fires the ammo block.  Incendiary, Cryo, etc., require training on how to create those effects, for one, but also on how to do so quickly, in the field.  You level up these abilities by getting more efficient at your tinkering.

Warp Ammo doesn't make sense on a non-biotic, but neither does Slam, Dominate, or Reave.  Dominate doesn't make sense on Shepard (Morinth alone should be able to use it), and Reave makes zero sense no matter how you slice it.  Anyway, in the hands of a biotic, Warp Ammo makes as much sense as the other ammo powers.  You field-strip the weapon, but instead of just tinkering with it, you apply a stationary biotic field that alters each piece of ammo as it comes out.

Personally, I think ammo powers make enough sense that I'm okay with them.  As for mods, I think it's a bit of a hassle to bring up your inventory to change ammo.  Besides, I was under the impression that you couldn't apply mods without a workbench.  That would be a big limitation if ammo was a mod.

#55
didymos1120

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wizardryforever wrote...

Let me reiterate what I've said multiple times on this topic:  Ammo powers is not just "pressing a button on the side of the gun."  That's just how the gameplay animation makes it seem.  Essentially, ammo powers are a field-stripping of the weapon and altering of how it works.  You're not changing the ammo itself, but the weapon, and how it fires the ammo block.  Incendiary, Cryo, etc., require training on how to create those effects, for one, but also on how to do so quickly, in the field.  You level up these abilities by getting more efficient at your tinkering.


While this could work as an explanation, let's be clear here: you are making this stuff up.  There's nothing in the games that even hints at any of that.  Rather the opposite, in fact.

... and Reave makes zero sense no matter how you slice it. 


Well, if you slice off the health-stealing/pseudo-Neural Shock aspect, Reave is just fine.  Of course, if you do that, it's also just a less useful version of Warp.

#56
PsychoWARD23

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AdmiralCheez wrote...

Saphra Deden wrote...

I just like that it makes the classes more distinct from one another.

That, too.

Really, the only thing I miss about the old ammo mods is ye olde sledgehammer.  Toxic damage + added weapon force = yes, please.

yes

so good

#57
Someone With Mass

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In ME3, the omni-tools are controlling the ammo powers.
Image IPB

#58
Wulfram

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I was going to complain about Omni-tools doing everything, then I reflected on the meaning of Omni

#59
AdmiralCheez

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Wulfram wrote...

I was going to complain about Omni-tools doing everything, then I reflected on the meaning of Omni

Post of the day.  I actually giggled.

#60
ForteSJGR

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Wulfram wrote...

I was going to complain about Omni-tools doing everything, then I reflected on the meaning of Omni


At least you didn't take an arrow to the knee :?

#61
Aumata

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Warp ammo is so stupid, why didn't they just stick with Sledgehammer rounds that would have made much since and not make it feel so stupid.

#62
Walker White

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The powers are just a weapon proficiency. Don't get more old school RPG than that.

#63
Guest_Calinstel_*

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Weapons mods that are not actually part of the weapon make no sense. In ME1, if I wanted incendiary rounds, I installed the magazine with that perk. Cryo, same thing.
In ME2, it became 'magic'
What should have been done was that each weapon could shoot any rounds but the player had to be 'qualified' for lack of a better term by spending points on it. Then, a quick animation of a selector being moved could/may have been shown changing the weapons mode. The weapon would still be the device making the change, not the all encompassing 'magic'.
The 'workbench' we now have to use, instead of on the fly upgrades, could have been used to 'preload' one or two of the different types of rounds before each mission.
With that, then BW could have filled up the Soldiers skill tree with something that makes sense.
A great many people complained about having to level Shepard up just to hold a sniper rifle steady. Funny, I have the same issue with having to level up something just to slap a magazine into a weapon. All I ask is make the system MAKE SENSE. That is all.

Modifié par Calinstel, 12 décembre 2011 - 11:59 .


#64
AdmiralCheez

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*sees more people b*tching about "lore" and completely ignoring playability*

*flips table, walks away*

#65
What a Succulent Ass

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In ME2, it became 'magic'

Biotics are already magic. Why not?

#66
Someone With Mass

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Random Jerkface wrote...

In ME2, it became 'magic'

Biotics are already magic. Why not?


Tech powers can also be classifield as magic, since they're coming from the omni-tools, which can do almost anything.

And the ammo powers were introduced to balance things out between classes.

Not that most ammo upgrades made any sense, anyway.

Like Snowblind Rounds. Why is it reducing the rate of fire? Shouldn't it allow for the opposite?

Modifié par Someone With Mass, 13 décembre 2011 - 12:11 .


#67
Guest_Calinstel_*

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Random Jerkface wrote...

In ME2, it became 'magic'

Biotics are already magic. Why not?

I play a soldier.  I dislike 'magic' users as a main.  Sorry, old school DnD player, and a warrior was always in front.  Unless thinking had to be done, then they guarded the rear.  :)
But, since I DO play a soldier, how the hell can he use magic to control his weapon?  

#68
Guest_D3MON-SOVER3IGN_*

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AdmiralCheez wrote...

*sees more people b*tching about "lore" and completely ignoring playability*

*flips table, walks away*


Surprised?

#69
Lunatic LK47

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Saphra Deden wrote...

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. 


Wrong. Shepard gets that dialogue REGARDLESS OF class. Even the hidden PC files did say Shepard got exposure to Element Zero before ME1 happened.

Modifié par Lunatic LK47, 13 décembre 2011 - 12:55 .


#70
The Spamming Troll

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ive got a question:

dos anyone here freely change their ammo powers anyways? like literally changing your ammo for every single individual enemy you face. or do you just throw a different ammo power on each gun. i dont think ive played the vangaurd, and not put inferno ammo on my SMG and cry on my SG. i dont play a soldier so i dont have much variety in ammo powers, but it never felt worht it to change an ammo power, like ever. what im getting at is, i dint think people will feel the need to go into their inventory to switch mods, like your assuming we all did in ME1.

wasnt it even proven that ammo powers actually do minimal damage too. not even saving you one bullet?

to me the only good thing about ammo powers is that some of them CC.

Modifié par The Spamming Troll, 13 décembre 2011 - 12:32 .


#71
What a Succulent Ass

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I change them. Not for individual enemies, but for areas where I know enemies predominately have one type of defence (mercs - disruptor ammo, biotics - warp ammo, bots/fauna - incendiary ammo, and so forth). For everything else, there's reave.

But, since I DO play a soldier, how the hell can he use magic to control his weapon? 

Magic.

Modifié par Random Jerkface, 13 décembre 2011 - 12:26 .


#72
CannonO

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I just hate the holo pictures sticking out in my view like I am an idiot who wouldn't understand the colors on my gun or coming out of it so I need a photo.

#73
robarcool

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The Spamming Troll wrote...

ive got a question:

dos anyone here freely change their ammo powers anyways? like literally changing your ammo for every single individual enemy you face. or do you just throw a different ammo power on each gun. i dont think ive played the vangaurd, and not put inferno ammo on my SMG and cry on my SG. i dont play a soldier so i dont have much variety in ammo powers, but it never felt worht it to change an ammo power, like ever. what im getting at is, i dint think people will feel the need to go into their inventory to switch mods, like your assuming we all did in ME1.

wasnt it even proven that ammo powers actually do minimal damage too. not even saving you one bullet?

to me the only good thing about ammo powers is that some of them CC.

You say all these things probably because you haven't played as soldier. Play and see. With assault rifles it's not about a single bullet, it's about a barrage of burning inferno rounds from the revenant that ultimately proves more effective than an incinerate. With sniper rifles, even a single bullet matters. Widow has a damage of 380+. Go figure how much more damage you can do by adding inferno rounds to it when hitting armor or health.

Modifié par robarcool, 13 décembre 2011 - 02:03 .


#74
Aimi

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robarcool wrote...

I do the same thing myself, even if I play as vanguard or sentinel. I keep squad warp ammo and never evolve any ammo power of the dquadmates to keep points for their active powers.

Even as Sentinel? Sentinel's strength is active power usage. Makes no sense to prevent your squaddies from leveling their ammo powers just so they can use active powers that you already have. Plus, your power hotkey bar is already crowded as all hell.

#75
AdmiralCheez

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CannonLars wrote...

I just hate the holo pictures sticking out in my view like I am an idiot who wouldn't understand the colors on my gun or coming out of it so I need a photo.

When you only have ten shots and have to reload after every one, having an obvious indicator of what kind of bullet you're about to fire is pretty damn helpful.