Ammo powers as a skill = ridiculous
#126
Posté 13 décembre 2011 - 08:33
#127
Posté 13 décembre 2011 - 08:52
AdmiralCheez wrote...
It's a soldier.
The lack of bells and whistles is the damn point.
Not to mention that Concussion Shot can take the property of any ammo power in play.
#128
Posté 13 décembre 2011 - 08:58
The omni-tool is what alters the projectiles and it gets better with more proficiency. It is not literally you have ammo that ignites as you fire it or is so super cold that you can fire it out of a gun. That is what seems more stupid to me. People don't argue a little pellet that can instantly freeze an entire person that will shatter is unrealistic just that it is a power to begin with.
#129
Posté 13 décembre 2011 - 09:03
Create Soldier class for Mass Effect.
Two rules.
Only combat powers are allowed, obviously( bonus power don't count since they are bonus).
No weapon skills cause that was idiotic in ME1 and it will add weapon skills for other classes.
#130
Posté 13 décembre 2011 - 09:35
I would let them modify the guns more than the other classes increasing ammo cap or damage or RPF for instance. it would of course create tradeoffs.
Of course the various ammo powers are a must. I'd tone down AR somewhat though.
#131
Posté 13 décembre 2011 - 11:03
EDIT: Or maybe a shield like the Shadow Broker had, You could be a Guardian in your own way, limited to SMG and pistol and grenade, but it absorbs a set amount of damage so you aren't walking around all day just walking up to the enemy and bashing them.
Modifié par Izhalezan, 13 décembre 2011 - 06:18 .
#132
Posté 13 décembre 2011 - 12:44
Easy:Mesina2 wrote...
Let's play a game.
Create Soldier class for Mass Effect.
Two rules.
Only combat powers are allowed, obviously( bonus power don't count since they are bonus).
No weapon skills cause that was idiotic in ME1 and it will add weapon skills for other classes.
-Pistols: +x accuracy (for accuracy, something like the first Deus EX targeting assistance), +x damages
-Shotguns: same
-Sniper Rifle: same
-Assault Rifle: same
-Heavy Weapon: same
-Adrenaline Rush
-Fitness
-class thing: +x to paragon/renegade things and other minor bonuses
Aren't they supposed to be the masters of weapons anyway? And weapons skill can be add to other class, the same the did with ammo powers.
Modifié par Kakita Tatsumaru, 13 décembre 2011 - 12:46 .
#133
Posté 13 décembre 2011 - 01:44
#134
Posté 13 décembre 2011 - 02:09
I also had the idea of specific weapons can use certain type of ammo. This make it so that you don't pick your favorite weapon and stick with it the whole game.
#135
Posté 13 décembre 2011 - 04:37
Mesina2 wrote...
Let's play a game.
Create Soldier class for Mass Effect.
Two rules.
Only combat powers are allowed, obviously( bonus power don't count since they are bonus).
No weapon skills cause that was idiotic in ME1 and it will add weapon skills for other classes.
Easy Peasy:
Adreneline Rush
Concussive shot
Inferno Grenade
Flashbang Grenade
Stay Frosty (or Cool Under Fire) - The soldier knows how to get the most out of his weapons. This skill allows him to utilize his thermal clips to the utmost. Level 1 refill half the shots remaining in the thermal clip of the current weapon. +10% per level. Can evolve to add a shot to heavy weapons as well, or to give a damage boost to the current clip.
Pumped up (or Fitness) - The soldiers constant exercise and physical fitness allows him to carry more weight into combat. Each level adds a clip to the ammo capacity of all weapons. Can evolve to add to HtH damage.
Throwing Master - The soldiers fitness and constant practice allow him to get more from standard grenades. Increases range of grenades. Evolves to 'Major league pitcher' which allow him to curve grenades into cover, or "Bigga boom" which expands the blast radius of all grenades."
Squad Leader - Shepard is an inspirational leader who bring out the best of those under his command. A Miranda-like flat, passive stat bonus for the whole squad. Evolution can either reduce squad power cooldowns or pump the Paragon/Renegade scores.
Just some examples, clearly there is still plenty of room to work inside the 'No biotics' and 'no supertech' limits of the soldier.
Modifié par Andorfiend, 13 décembre 2011 - 04:38 .
#136
Posté 13 décembre 2011 - 04:53
thats exactly what id do for the soldier. id give the soldiers all the ME1 weapon skills, rather then ammo powers.
why doesnt every class have an ammo power to start with? adepts should start with warp ammo, engineers with disruptor, and sentinels with thanes stupid ammo power.
#137
Posté 13 décembre 2011 - 05:11
I think these would be interesting and tactical powers.
Adrenaline Rush
Concussive Shot
Combat Mastery
Command
-4.5s cd Doubles the effect of your squad's next use of powers
Combat Armor
-Insantly finishes your global cooldown in exchange for shield power [Totally ripping off Nova mechanic]
Fitness
-12s cd x% active boost to Health, Storm Speed and Duration for 60s [Think Barrier for Soldiers]
#138
Posté 13 décembre 2011 - 05:51
- Elemental/biotic ammo effects (fire, ice, warp, etc) = powers
- physical ammo mods (hammerhead, toxic, explosive, shredder, etc) = weapon mods
- physical ammo mods give more or less shots per heat sink depending on ammo mod.
example:(shredder ammo has 30% more damage to organics but 15% less to non-organics)
- you find better ammo mods as you level up (like in ME1) so ammo mods aren't the most powerful at the beginning of the game
And so on with balancing.
#139
Posté 13 décembre 2011 - 06:25
*Adreneline Rush - Active - As is
*Concussive Shot - Active - As is - but can be evolved to add on a specialty grenade trait such as delayed detonation or an EMP burst
*Frag Grenade - Active - As is and can be evolved into a specialty grenade such as Cryo, Inferno or Flashbang
*Shield Boost - Active - similar to GPS but with no option for increased damage + chance capped at 25% for backup generator to automatically regenerate to 50% once broken. Evolutions allow for increase in shield strength or decrease in recharge time.
*Weapon Discipline - Active - up to 50% damage increase or 50% reduction in thermal clip usage with a long recharge time to compensate.
*Alliance Commander - Passive - Increase to squad health and shields up to 30%. Leader - +10% increase to health and shields + 20% reduction in cooldowns. Legend - +10% increase in damage and 10% reduction in cooldowns.
*Combat Mastery - Passive - As is + decreased reload speed and weapon swap speed per level - 50% reduction max. Shock Trooper and Commando specializations remain.
*Fortitude - Passive - As is
The idea being to turn the Soldier in a terror on the battlefield. Designed for maximum assault power the increased shielding allows him to put more rounds downrange before having to reload while his reduced reload times and weapon swapping allow him to spend more time engaging the enemy. Adreneline Rush and Concussive Shot remain staples while new powers allow for enhanced run-and-gun techniques. New active power,Weapon Discipline, lets the Soldier get the most out of his weapons by using veteran tricks to get a short-term increase in weapon power or increase in his efficiency with thermal clips. New passive power, Alliance Commander allows Shepard to manage his squad by improving their health and shields and reducing cooldown times, with the Alliance Leader specialization boosting these stats further or the Alliance Legend specialization inspiring squadmates by increasing their combat efficiency to do more damage..
#140
Posté 13 décembre 2011 - 06:27
#141
Posté 13 décembre 2011 - 07:05
I think they're going a little too far with the science fiction here. Oh well, I'll just chalk this one up as another gameplay mechanic, I guess.
#142
Posté 13 décembre 2011 - 07:09
Okay, so you like ammo powers.BlahDog wrote...
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.
We good, then.
#143
Posté 13 décembre 2011 - 07:17
Sgt Stryker wrote...
Honestly, I can't say I'm a big fan of the "omni-tool alters the properties of the ammo block" explanation. That basically amounts to performing alchemy on the ammo block, at a distance, while simultaneously not affecting the material surrounding it. If such a small hand-held device is capable of doing that, then why do we need Rupert Gardner to cook meals for us again? Can't we just get a food replicator instead?
I think they're going a little too far with the science fiction here. Oh well, I'll just chalk this one up as another gameplay mechanic, I guess.
Look, the ammo powers are silly to begin with. We're supposed to be firing grains of sand here. Stacking a cooling, or incindiary effect onto a mass that small is ridiculous. Plus the idea of weaponizing an einstein-bose condensate is absurd. A single air molecule would have enough heat to collapse the effect. And has been pointed out, it couldn't possible absorb enough heat to, say, snap-freeze a krogan.
So if you're going to accept the ammo mods/powers at all then any explanation is as good as any other, as the real answer is "A programmer did it."
#144
Posté 13 décembre 2011 - 08:17
Esp. warp ammo.
#145
Posté 13 décembre 2011 - 08:24
#146
Posté 13 décembre 2011 - 08:31
#147
Posté 13 décembre 2011 - 09:01
Someone With Mass wrote...
So ammo mods, which also turns the ammo block to a temperature close to the absolute zero or tungsten for armor-piercing projectiles or just turns it into a lump of termite makes more sense than ammo powers? Yeah, no.
If you interpret the ME1 ammo mods as separate ammo blocks that replace the "stock" ammo, then yes, that makes more sense than ammo powers. I always saw changing mods in the ME1 inventory screen as an abstraction for Shepard taking out one ammo block and replacing it with one made of different material.
Modifié par Sgt Stryker, 13 décembre 2011 - 09:05 .
#148
Posté 13 décembre 2011 - 09:06
#149
Posté 13 décembre 2011 - 09:10
#150
Posté 13 décembre 2011 - 09:14
Oh, and I'd imagine that carrying around a block of ammo that's near the absolute freezing point isn't that good for either you or your armor.
Modifié par Someone With Mass, 13 décembre 2011 - 09:15 .





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