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Ammo powers as a skill = ridiculous


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#76
Someone With Mass

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Cryo Ammo will affect protected enemies this time too, so I'll probably use that a bit more.

#77
AdmiralCheez

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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.

When fighting mixed enemies, yeah, I'll swap out powers.  It's an itty bitty cooldown, so I probably do it more than I realize.

Regardless, not having to open the menu saves time.  I don't like it when games waste my time.  And I'm sure you don't, either.  RE: Planet Scanning.

#78
ItsFreakinJesus

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Ammo powers should go back to being ammo mods.  Except for warp ammo, as they requires a biotic.  And warp ammo should stack on other types of ammo.  Ammo powers were done to give the Soldier class some sort of edge over the other classes, even though giving Soldier Assassination, Overkill, Marksman, and Carnage on top of the actual abilities in ME2 would've been much, much better.

Especially Carnage.  That was my favorite ability in ME1.

#79
jasonsantanna

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Someone With Mass wrote...

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








Thank you , I just ask this in another thread last night, that was my same assumtion too that ammo powers are controlled by the omni tool in that asspect it would make sense ,while an engineer uses his onmi  tool to fire powers the soldier syncs his omni tool to his weapon of choice to fire modified bullets, , , not to say ME1 system
was more understanding. . . but lets not forget why alot of powers are merged together because ppl complained about to many skills to level up or to bothered with. . .

#80
The Spamming Troll

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robarcool wrote...

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.


i played 1 playthrough as a soldier on insanity, and it was a complete cake walk. i dont think i died or really even came close to dying, and thats after i stalled out on a sentinel who got stuck on the collector ship for a few weeks. so yeah, i agree the soldeirs firepower trumps everything any other class can accomplish, maybe not the vangaurd tho.

thats what i want to know tho with ammo powers. do they actually do worthwhile damage?

actually i dont really want to know. i dont play anything but adepts and vangaurds anyways.

what the hell am i doing in here?

Modifié par The Spamming Troll, 13 décembre 2011 - 02:28 .


#81
AdmiralCheez

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The Spamming Troll wrote...

thats what i want to know tho with ammo powers. do they actually do worthwhile damage?

Yes.  SMGs can't do sh*t against armor, so throw some inferno on 'em, and boom.  Want to one-shot that dude over there with your sniper rifle, but he's shielded?  Disruptor ammo and it's not a problem.  AP ammo more than doubles your damage per shot at its maximum evolution towards health AND armor.

And cryo... we all know what cryo does.  It makes me happi.

Modifié par AdmiralCheez, 13 décembre 2011 - 02:30 .


#82
goofyomnivore

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I think ammo powers would of been better as research upgrades. However I would want to have the freedom in which order I acquire them through research. ex) not having to research Shredder to get Inferno, etc. Pre-mission loadout screen equip an ammo power for Shepard and an ammo power for each squad members you have chosen.

However it would leave a big hole in the Soldiers arsenal. But I bet BioWare is creative enough to give Soldiers three new powers.

As for Warp Ammo it doesn't make much sense to me on how it works. I think it would of made more sense if Jack had been given slam(Miranda's LM power) and Miranda given Warp Ammo and saying that Warp Ammo "Is a new technology infused with ammo developed by Cerberus that mimics biotics capabilities such as warp fields on a very small scale"

Modifié par strive, 13 décembre 2011 - 02:33 .


#83
Sgt Stryker

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Someone With Mass wrote...

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


So... omni-tools can make nuclear transmutation take place in mere seconds now?

Image IPB

#84
JG The Gamer

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AdmiralCheez wrote...

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.

When fighting mixed enemies, yeah, I'll swap out powers.  It's an itty bitty cooldown, so I probably do it more than I realize.

Regardless, not having to open the menu saves time.  I don't like it when games waste my time.  And I'm sure you don't, either.  RE: Planet Scanning.


Usually it depends on who I'm facing, what weapons I'm using and my class.

With the Widow, I prefer to use Disruptor Ammo to punch through shields. If I'm a Widow Soldier, I'll use Incendiary Ammo to fight Krogan/Vorcha and Warp Ammo for Collectors. I also prefer Inferno Ammo on the Viper if I'm using that.

Geth, I ALWAYS use Disruptor Ammo on all weapons. Otherwise I use Cryo Ammo.

My Heavy Pistols, see the Widow.

SMGs, I'll use Zaeed for the Squad Disruptor Ammo or Grunt/Jacob for Squad Incendiary Ammo. And Jack for Warp Ammo.

Shotguns, I'll use Inferno Ammo unless I face geth.

The Revenant/Mattock I'll use either Disruptor Ammo or Inferno Ammo depending on how I'm feeling or who I'm facing.

Usually I set my ammo powers though at the start of the mission and roll from there because I already know what I'll be using against who.

Husks, Cryo Ammo FTW.

#85
HolyAvenger

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A mass effect field did it.

#86
Icinix

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Yeah - ammo powers bothered me.

Ammo bothered me too.

#87
wizardryforever

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didymos1120 wrote...

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.

I'm almost positive that the in-game description of ammo powers (or maybe something in the codex) says that.  Since the wiki doesn't have the in-game description on the page for each ammo power, and I'm not in a position to boot up my Xbox and check, I can't confirm that.  Just out of curiosity, other than the animation, what hints at ammo powers being other than what I said?

#88
Someone With Mass

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Sgt Stryker wrote...

So... omni-tools can make nuclear transmutation take place in mere seconds now?


Well, of course.

#89
Sgt Stryker

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Someone With Mass wrote...

Sgt Stryker wrote...

So... omni-tools can make nuclear transmutation take place in mere seconds now?


Well, of course.


In that case, where is the Normandy's food replicator and transporter room? :o

#90
moneycashgeorge

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My real problem with Ammo Powers is that they should not qualify as a a full "ability", because they are simply not fun enough.

I think it's pathetic how Soldiers in ME2 have only 2 powers, AR and Concuss. Ammo Powers are just not good enough to count as an ability. I don't care if they're on the power wheel, but give the Soldier some more abilities. The only reason to play soldier is to use the Revenant.

#91
AdmiralCheez

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It's a soldier.

The lack of bells and whistles is the damn point.

#92
Jog0907

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AdmiralCheez wrote...

It's a soldier.

The lack of bells and whistles is the damn point.


agree, the point of the soldier is shooting not the use of active abilities, if you dont like it play something like engineer whose powers are always on cooldown

#93
RoboticWater

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Jog0907 wrote...

AdmiralCheez wrote...

It's a soldier.

The lack of bells and whistles is the damn point.


agree, the point of the soldier is shooting not the use of active abilities, if you dont like it play something like engineer whose powers are always on cooldown


So you want to make a class uninteresting? I think I'll stick with Bioware on this one. 

Modifié par BlahDog, 13 décembre 2011 - 04:32 .


#94
AdmiralCheez

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BlahDog wrote...

So you want to make a class uninteresting? I think I'll stick with Bioware on this one.

Go play mage, kid.  Let the warriors be warriors.

#95
RoboticWater

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AdmiralCheez wrote...

BlahDog wrote...

So you want to make a class uninteresting? I think I'll stick with Bioware on this one.

Go play mage, kid.  Let the warriors be warriors.


I will, as I always have, but it's pointless to make a class less interesting just for the sake of it. 

Modifié par BlahDog, 13 décembre 2011 - 04:35 .


#96
Jog0907

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BlahDog wrote...

Jog0907 wrote...

AdmiralCheez wrote...

It's a soldier.

The lack of bells and whistles is the damn point.


agree, the point of the soldier is shooting not the use of active abilities, if you dont like it play something like engineer whose powers are always on cooldown


So you want to make a class uninteresting? I think I'll stick with Bioware on this one. 


nope I never said that, if anything im defending the current nature given to each class by bioware, soldier focus is on shooting and engineer focus is on active use of abilities

#97
AdmiralCheez

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BlahDog wrote...

I will, as I always have, but it's pointless to make a class less interesting just for the sake of it.

But it's not uninteresting.  I enjoy the class.

And as an art/design student, I am here to tell you that simple is sometimes a blessing.

#98
DJ CAVE SLAVE

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I wouldn't say ridiculous, but I agree it seems silly to spend skill points on ammo powers. A weapon upgrade system similar to ME1 would be more appropriate.

#99
RoboticWater

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Jog0907 wrote...

nope I never said that, if anything im defending the current nature given to each class by bioware, soldier focus is on shooting and engineer focus is on active use of abilities


By opposing ammo mods as skills you are defeating the entire point behind almost all of the changes from ME 1 to ME 2, tactics. Ammo abilities are there as the soldiers powers, they don't blow things up, but they do make the soldier use more tactics in gameplay. You can't just use any ammo power and have it work well, you need to choose wisely based on the situation. Restricting these powers to the soldier also makes biotics and tech more important in every other build.

Modifié par BlahDog, 13 décembre 2011 - 04:44 .


#100
Drone223

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AdmiralCheez wrote...

BlahDog wrote...

I will, as I always have, but it's pointless to make a class less interesting just for the sake of it.

But it's not uninteresting.  I enjoy the class.

And as an art/design student, I am here to tell you that simple is sometimes a blessing.


Yep, Soilder is my favourite class, but I aslo like Vanguard and Sentinal (sp) as well but I'm more of a guns blazing guy  and the Soilder is the class that does it well