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Ammo powers as a skill = ridiculous


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#101
RoboticWater

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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.


As a game modder and resident game expert at my school, I can say that having all the features you can in a class can make it all the better. You may have fun already but there is no reason to oppose somthing unintrusive that may make your or another person's game experience better.

Modifié par BlahDog, 13 décembre 2011 - 04:45 .


#102
robarcool

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daqs wrote...

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.

Think this: I am using warp ammo and simultaneously pummeling my enemies with warp and throw. Double damage! :happy:

#103
Jog0907

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BlahDog wrote...

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 canges 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.


but that was what I defended, that the soldier keeps using ammo powers as the passive bonus they now are instead of having them replaced by active abilities like an engineer would use. 
Never did I say or actually implied that I disliked ammo mods as powers.

Modifié par Jog0907, 13 décembre 2011 - 04:47 .


#104
AdmiralCheez

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BlahDog wrote...

As a game modder and resident game expert at my school, I can say that having all the features you can make a class all the more interesting. You may have fun already but there is no reason to oppose somthing unintrusive that may make your or another person's game experience better.

So you're saying ammo modding shouldn't be a power?

#105
The Spamming Troll

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someone with mass, can you please give us some hard numbers on
actual damamge boosts ammo powers give! i know youve got some gif saved
with all the answeres hidden away somewhere.

AdmiralCheez wrote...

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.


cryo ammo is nice. itll prolly be more effective then heavy throw was in ME2 since itll actually slow down protectioned enemies.

wait a minute...........

if im using cryo ammo in ME3, am i still gonig to need biotics for CC then? i barely needed to use pull/slam/throw as is in ME2 thanks to inferno ammos dance party effect.

crap, cryo ammo already ruined the game for me.

Modifié par The Spamming Troll, 13 décembre 2011 - 04:50 .


#106
RoboticWater

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AdmiralCheez wrote...

BlahDog wrote...

As a game modder and resident game expert at my school, I can say that having all the features you can make a class all the more interesting. You may have fun already but there is no reason to oppose somthing unintrusive that may make your or another person's game experience better.

So you're saying ammo modding shouldn't be a power?


I guess I should have said exclusive to a class, the more bells and whistles a certain class has the more appealing it becomes and the better the gameplay around that class becomes. The solider class is all about shooting while the others are about using powers or a mix between the two. Having ammo powers reinforces the idea of shooting things and makes it more fun and tactical as well.

#107
robarcool

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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.

And I do too. If anyone doesn't like a class, fine. Say as much as you want to against it. I am fine. I will still play that class and that class is soldier. Soldier FTW!:)
Edit: Sorry for derailing the thread, but I think it is pretty much going in that direction now!

Modifié par robarcool, 13 décembre 2011 - 04:52 .


#108
RoboticWater

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Jog0907 wrote...

BlahDog wrote...

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 canges 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.


but that was what I defended, that the soldier keeps using ammo powers as the passive bonus they now are instead of having them replaced by active abilities like an engineer would use. 
Never did I say or actually implied that I disliked ammo mods as powers.


Well, what is your definition of passive? Is it a power that is used and then expires after each mission or is it one thing a soldier can implement and have his gun do that for the rest of the game?

#109
Jog0907

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BlahDog wrote...

Jog0907 wrote...

BlahDog wrote...

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 canges 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.


but that was what I defended, that the soldier keeps using ammo powers as the passive bonus they now are instead of having them replaced by active abilities like an engineer would use. 
Never did I say or actually implied that I disliked ammo mods as powers.


Well, what is your definition of passive? Is it a power that is used and then expires after each mission or is it one thing a soldier can implement and have his gun do that for the rest of the game?


In this case I refer to it as passive because its the closest term (though im aware that is not the correct one), basically how it works right now, you activate it and its only removed if you activate another power. As I said I defend that ammo powers remain like the were in me2 which seems to be the case with me3

#110
Someone With Mass

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The Spamming Troll wrote...

someone with mass, can you please give us some hard numbers on
actual damamge boosts ammo powers give! i know youve got some gif saved
with all the answeres hidden away somewhere.


In ME3?

Well, here's the best I can come up with:
Image IPB
Image IPB
Image IPB

#111
CannonO

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^ I like those menus. I have issues with the color orange.

#112
RoboticWater

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Jog0907 wrote...

In this case I refer to it as passive because its the closest term (though im aware that is not the correct one), basically how it works right now, you activate it and its only removed if you activate another power. As I said I defend that ammo powers remain like the were in me2 which seems to be the case with me3


Ah, I did prefer ME 2's system but I would like to see a more situational effect. When i played Soldier I found I just turned on one power and left it on the whole time, though this was long ago when I was young and foolish. The system I would like to see is one where you use a power for a short time, about the length of a firefight, and thne the thing would wear off. This would force players to think about a battle before running in with some random effect. i guess this is less of a power and more passive but it is much closer to one than either ME 1 or 2.

#113
Guest_lightsnow13_*

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Oh my goodness. Powers/ abilities thread. Tons of power information there it's ridiculous.

People complained about not enough numbers in ME2? Well they brought em in ME3.

#114
LucidStrike

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The Spamming Troll wrote...

cryo ammo is nice. itll prolly be more effective then heavy throw was in ME2 since itll actually slow down protectioned enemies.

wait a minute...........

if im using cryo ammo in ME3, am i still gonig to need biotics for CC then? i barely needed to use pull/slam/throw as is in ME2 thanks to inferno ammos dance party effect.

crap, cryo ammo already ruined the game for me.

You know you don't have to go for the "best" choice ALL THE TIME, right? You could always just choose what appeals to you. =/

It's funny seein' folks strategize about ME combat, considerin' my Adept Sheperd damn near cake walks on Insanity, and I don't concern myself with the "best" choice. Maybe it's skill. Anyways, I want to be entertained as much as I want Shepherd to survive, personally. 

Modifié par LucidStrike, 13 décembre 2011 - 06:10 .


#115
The Spamming Troll

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LucidStrike wrote...

The Spamming Troll wrote...

cryo ammo is nice. itll prolly be more effective then heavy throw was in ME2 since itll actually slow down protectioned enemies.

wait a minute...........

if im using cryo ammo in ME3, am i still gonig to need biotics for CC then? i barely needed to use pull/slam/throw as is in ME2 thanks to inferno ammos dance party effect.

crap, cryo ammo already ruined the game for me.

You know you don't have to go for the "best" choice ALL THE TIME, right? You could always just choose what appeals to you. =/

It's funny seein' folks strategize about ME combat, considerin' my Adept Sheperd damn near cake walks on Insanity, and I don't concern myself with the "best" choice. Maybe it's skill. Anyways, I want to be entertained as much as I want Shepherd to survive, personally. 


i know. i dont go for the best choice at all. my ME1 vangaurd didnt use barrier, put 12 points in spectre training, and i didnt even use the SG. ME2, i play veteran without doing a single upgrade(except mybiotics). so yeah, i care little for min/maxing. i just play the funnest character i can possibly make. i most deffinately TRY to make the game work for me.

#116
NOD-INFORMER37

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Maybe not powers(except really interesting ones, like Warp ammo) but I think they should make most of them weapon mods. 

And can we possibly switch between normal ammo type and the special ones in ME3? In ME2 it was kinda annoying not being able to switch back to mormal ammo for a whole mission. :P

Modifié par NOD-INFORMER37, 13 décembre 2011 - 07:01 .


#117
Aimi

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robarcool wrote...

Think this: I am using warp ammo and simultaneously pummeling my enemies with warp and throw. Double damage! :happy:

Oh, it makes some sense for you to have warp ammo, but it doesn't make sense for you to prohibit ammo powers to your squad. 

#118
robarcool

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daqs wrote...

robarcool wrote...

Think this: I am using warp ammo and simultaneously pummeling my enemies with warp and throw. Double damage! :happy:

Oh, it makes some sense for you to have warp ammo, but it doesn't make sense for you to prohibit ammo powers to your squad. 

I use squad warp ammo. So they get the power too. I keep my squadmates for their active powers, for I take the role of the weapon master (which is it for the player anyway, how often have you seen a squad member putting an enemy down as fast as you do?) along with any active powers I have. Putting it bluntly, it suits my playstyle.

#119
Someone With Mass

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One of the first evolution branches of the ammo powers in ME3 allows you to give the squad the same ammo power.

#120
robarcool

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Someone With Mass wrote...

One of the first evolution branches of the ammo powers in ME3 allows you to give the squad the same ammo power.

That was somewhat useful in ME2 and unless I use that ammo power as my primary ammo power, I evolve it to squad mode.

#121
LadyofRivendell

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NOD-INFORMER37 wrote...

Maybe not powers(except really interesting ones, like Warp ammo) but I think they should make most of them weapon mods. 


I don't think that'll happen, but it's definitely what I'd prefer...

#122
LGTX

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From a gameplay standpoint, making ammo powers singular throughout whole levels (unless you find a workbench from where you access your inventory) would drastically decrease their tactical advantage, and completely eliminate the possibility to use a few selectively. Thus kinda defeating their whole point. In ME3 some type of ammo is more or less effective against certain enemy types, so making a quick swap a possibility adds real depth to the gunplay. And the way to do it was to turn them into powers.

#123
LucidStrike

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The Spamming Troll wrote...

LucidStrike wrote...

You know you don't have to go for the "best" choice ALL THE TIME, right? You could always just choose what appeals to you. =/

It's funny seein' folks strategize about ME combat, considerin' my Adept Sheperd damn near cake walks on Insanity, and I don't concern myself with the "best" choice. Maybe it's skill. Anyways, I want to be entertained as much as I want Shepherd to survive, personally. 


i know. i dont go for the best choice at all. my ME1 vangaurd didnt use barrier, put 12 points in spectre training, and i didnt even use the SG. ME2, i play veteran without doing a single upgrade(except mybiotics). so yeah, i care little for min/maxing. i just play the funnest character i can possibly make. i most deffinately TRY to make the game work for me.

Wrd. :)

#124
NOD-INFORMER37

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LadyofRivendell wrote...

NOD-INFORMER37 wrote...

Maybe not powers(except really interesting ones, like Warp ammo) but I think they should make most of them weapon mods. 


I don't think that'll happen, but it's definitely what I'd prefer...


Agreed, same here.

#125
NOD-INFORMER37

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And is it just me or am I seeing alot of Santa Hats all of a sudden?