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Ammo powers as a skill = ridiculous


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#151
Sgt Stryker

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OK, if you really want to nit-pick about semantics, the in-game text actually refers to them as "ammo upgrades", not modifications.

Regarding cryo ammo: the description does not say that cryo ammo is already pre-packaged in its super-cooled state. All it says is that "cooling lasers collapse ammunition into a small Bose-Einstein condensate". It's possible that the cryo upgrade includes a cooling laser module that's added to the weapon itself when loaded, and the cooling step occurs right before the round is accelerated.

Lastly, how is carrying a super-cooled block of ammo on your armor any different than one carried inside the gun housing? No matter what holds the ammo, it will eventually reach ambient temperature, unless there's some sort of active refrigeration system. No, I'm afraid we have to conclude that the cooling takes place one round at a time within the gun itself.

Modifié par Sgt Stryker, 13 décembre 2011 - 09:28 .


#152
jasonsantanna

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Building a better soldier:
Combat mastery : it would branch off into either making the solider a better hand to hand master with the ability to soak up lots of damage or gun master giving him/her added abilities with whatever weapon he was using at the time under AR he could use dbl pistols with a marksman effect ala ME1 or rifle under the effect would be evovled to shoot larger rounds ,shot gun carnage,sniper I would bring assignation back.

#153
capn233

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It's a gameplay trick. I don't mind it in ME2 at all though.

As far as ME3 goes, it is interesting how they are modifying the stats for Disruptor (effective against barrier and health) and cryo (armor bonus?). But if they were going to have weapons mods, it would be ok if they made them weapon mods except that you would not be able to change them on the fly, right? Also, wasn't the idea to make ME3 continue evolutions of powers you already had in ME2? If so, would Soldier just get a completely clean slate with the new powers?

I probably wouldn't have been bothered if they went to weapon mods and made all the soldier's talents some sort of passive combat talents. I don't know what sort of talents they would be since combat mastery already covers everything, more or less. I suppose you could have made grenades a talent, but they almost make more sense as items than the ammo powers. Adrenaline Rush replaced all the random weapon special talents from ME1 and that was for the better.

#154
moneycashgeorge

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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


Soldier can still be a shooting class and have more powers. Obvious way is to re-introduce the weapon abilities from ME1. Is carnage, overkill, and assassinate soldiery enough for you? Another way would be to give them advanced melee abilities, like an ability that lets them lunge at an enemy for high damage and knockback. Another way would be to let them upgrade their accuracy, damage, and reloading. Another way would be to have more Adrenaline Rush style powers, like one that, instead of slowing time, makes you invulnerable for a few seconds, or another one that increases melee damage. There's many possibilities that still maintain the style of the class.

#155
DRACO1130

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In ME2 garrus gave the Normandy vastly superior thannix Cannons - Why can't he develop a hand held version and end the ammo debate once and for all.

#156
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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 pretty much agree.

It is part of an view of gameplay, of which I do not agree. (I would go so far as to call it primitive, where balance is combat-centric instead of balanced against the overall setting of the narrative - of which displays of combat is just a part). I would probably have gone for weapon modifications, but have certain modifications render the weapon less accurate and less stable. Certain classes and specialisation would then have bonuses which made these issues more manageable. (Engineers could have access to skills that allows for modifying weapon customizations in beneficial ways, Soldiers could have received special in-deapth training allowin them to counteract problem associated with weapon custumizations and have somewhat quicker battle animations wich they can develop and biotics have their powers, like the possibility to learn to warp their weapoms fire in a controlled way.)

#157
Candidate 88766

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Its just a gameplay thing to allow the soldier to have a bit of variety in their play-style, and to allow other classes to have a wider variety of powers without getting overpowered. Having overload and incinerate, for example, would be overpowered for infiltrators but giving them overload ammo instead of the overload power gives them a weaker version of the power, allowing more variety without compromising on balance.

Yes, from a lore point of view it doesn't make sense but I can overlook that because, as a game, sometimes the gameplay needs to take priority.

#158
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Candidate 88766 wrote...

Its just a gameplay thing to allow the soldier to have a bit of variety in their play-style, and to allow other classes to have a wider variety of powers without getting overpowered. Having overload and incinerate, for example, would be overpowered for infiltrators but giving them overload ammo instead of the overload power gives them a weaker version of the power, allowing more variety without compromising on balance.

Yes, from a lore point of view it doesn't make sense but I can overlook that because, as a game, sometimes the gameplay needs to take priority.


Failure to integrate Lore and gameplay is what seperates the bad and mediocre from the great.
Not caring about such things is pretty much an "Ed woodian" attitude.

#159
didymos1120

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Random citizen wrote...

Failure to integrate Lore and gameplay is what seperates the bad and mediocre from the great.
Not caring about such things is pretty much an "Ed woodian" attitude.


Then no game more complicated than Pac-Man has ever once been great.

#160
Someone With Mass

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DRACO1130 wrote...

In ME2 garrus gave the Normandy vastly superior thannix Cannons - Why can't he develop a hand held version and end the ammo debate once and for all.


Because that weapon generates an insane amount of heat and is powered by the ship's core and is probably not meant to be used on the ground/in the atmosphere, since I'd imagine that it'd be pretty clumsy to aim and there are many other factors like gravity and friction that comes in to play.

#161
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didymos1120 wrote...

Random citizen wrote...

Failure to integrate Lore and gameplay is what seperates the bad and mediocre from the great.
Not caring about such things is pretty much an "Ed woodian" attitude.


Then no game more complicated than Pac-Man has ever once been great.


An exaggeration of course, but it is true that great games are rare. Developers simply dont seem to care (because I doubt they are generally that lacking in ability).

#162
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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.


I dont think that is necessesarily true. Soldier could have somewhat faster combat movement/animations and accuracy for most weapons. This would compensate gameplay wise for not being as poweful as biotics or as good at maniplulating tech as tech-experts.

#163
mjh417

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Ammo powers are strange thing of in universe logic, but gameplay wise I think they are awesome and Im glad they are returning in ME3. If they were mods instead of powers, than by the rules of the ME3 mod system, you'd have to go to a work bench to switch ammo types, which would be awful. What makes ammo powers so great is that you can switch them in combat and on the fly and set it for each or some of your weapons and mix and match weapons with different ammo types and swith it again, any time your weapon is drawn.

#164
darkangelvxvx

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I think instead of removing ammo as a power they should bring back some of the missing ammo powers (Chemical Radioactive)

#165
Sgt Stryker

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Someone With Mass wrote...

DRACO1130 wrote...

In ME2 garrus gave the Normandy vastly superior thannix Cannons - Why can't he develop a hand held version and end the ammo debate once and for all.


Because that weapon generates an insane amount of heat and is powered by the ship's core and is probably not meant to be used on the ground/in the atmosphere, since I'd imagine that it'd be pretty clumsy to aim and there are many other factors like gravity and friction that comes in to play.

dis tbh

Also, contrary to what Star Trek might have you believe, engineering and implementing new technology just doesn't happen that fast.

#166
darkangelvxvx

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Sgt Stryker wrote...

Someone With Mass wrote...

DRACO1130 wrote...

In ME2 garrus gave the Normandy vastly superior thannix Cannons - Why can't he develop a hand held version and end the ammo debate once and for all.


Because that weapon generates an insane amount of heat and is powered by the ship's core and is probably not meant to be used on the ground/in the atmosphere, since I'd imagine that it'd be pretty clumsy to aim and there are many other factors like gravity and friction that comes in to play.

dis tbh

Also, contrary to what Star Trek might have you believe, engineering and implementing new technology just doesn't happen that fast.


Ship mounted railguns

#167
Sgt Stryker

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darkangelvxvx wrote...

Ship mounted railguns

Yes, what about them?

#168
crimzontearz

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sorry but I have to agree with the comment above (about the lore and gameplay)

Like with Thermal Clips there were other creative ways to reconcile intendedgameplay with lore but they were discarded and in some cases not even because they were broken or disliked but simply because 9say it with me) the mainstream casual player had to be catered to

let's hope that seeing Skyrim's sales figures wakes Bioware (or actually EA) up

#169
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mjh417 wrote...

Ammo powers are strange thing of in universe logic, but gameplay wise I think they are awesome and Im glad they are returning in ME3. If they were mods instead of powers, than by the rules of the ME3 mod system, you'd have to go to a work bench to switch ammo types, which would be awful. What makes ammo powers so great is that you can switch them in combat and on the fly and set it for each or some of your weapons and mix and match weapons with different ammo types and swith it again, any time your weapon is drawn.


You would not need a workbench, just some portable equpment and an animation (for example changing the ammunition block or attaching a piece to your gun). Of course this would take a cople of seconds and would preferable be done behind cover.

#170
Candidate 88766

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Random citizen wrote...

Candidate 88766 wrote...

Its just a gameplay thing to allow the soldier to have a bit of variety in their play-style, and to allow other classes to have a wider variety of powers without getting overpowered. Having overload and incinerate, for example, would be overpowered for infiltrators but giving them overload ammo instead of the overload power gives them a weaker version of the power, allowing more variety without compromising on balance.

Yes, from a lore point of view it doesn't make sense but I can overlook that because, as a game, sometimes the gameplay needs to take priority.


Failure to integrate Lore and gameplay is what seperates the bad and mediocre from the great.
Not caring about such things is pretty much an "Ed woodian" attitude.


Most of the gameplay does respect the lore in some capacity but at some point you have to take a step back and realise that it is videogame. 

#171
crimzontearz

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I disagree with the above comment. It's just plain wrong

#172
Ice Cold J

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Candidate 88766 wrote...

Random citizen wrote...

Candidate 88766 wrote...

Its just a gameplay thing to allow the soldier to have a bit of variety in their play-style, and to allow other classes to have a wider variety of powers without getting overpowered. Having overload and incinerate, for example, would be overpowered for infiltrators but giving them overload ammo instead of the overload power gives them a weaker version of the power, allowing more variety without compromising on balance.

Yes, from a lore point of view it doesn't make sense but I can overlook that because, as a game, sometimes the gameplay needs to take priority.


Failure to integrate Lore and gameplay is what seperates the bad and mediocre from the great.
Not caring about such things is pretty much an "Ed woodian" attitude.


Most of the gameplay does respect the lore in some capacity but at some point you have to take a step back and realise that it is videogame. 


You mean like Jack being nearly useless in battle and Kasumi's Shadow Strike being utterly spammable?

#173
crimzontearz

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truth is that unless people make it clear that certain "artistic" or gameplay choices are not OK because they make some of us feel like we are being treated like guillable drooling idiots who can't possibly find, for instance, certain attire situationally ridiculous (seriously....nipple belt in combat??) then the why would they even consider ever more than droling idiots?

no criticism = no improvement

#174
Gatt9

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Someone With Mass wrote...

DRACO1130 wrote...

In ME2 garrus gave the Normandy vastly superior thannix Cannons - Why can't he develop a hand held version and end the ammo debate once and for all.


Because that weapon generates an insane amount of heat and is powered by the ship's core and is probably not meant to be used on the ground/in the atmosphere, since I'd imagine that it'd be pretty clumsy to aim and there are many other factors like gravity and friction that comes in to play.


So you're perfectly ok with a completely harmless hologram suddenly being able to inflict fatal damage,  you're ok with passive cooling performing physically impossible feats of heat transfer,  but you're suddenly bothered about heat and power requirements with the Thanix cannon?

You really have to pick one side or the other,  if the Thanix isn't ok,  you might want to spend some time reflecting on the Holographic knife and the Heat Sinks,  they make even less sense than a handheld Thanix cannon does.

Since the Heat Sinks alone are performing a completely impossible heat transfer. 

#175
wizardryforever

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crimzontearz wrote...

truth is that unless people make it clear that certain "artistic" or gameplay choices are not OK because they make some of us feel like we are being treated like guillable drooling idiots who can't possibly find, for instance, certain attire situationally ridiculous (seriously....nipple belt in combat??) then the why would they even consider ever more than droling idiots?

no criticism = no improvement

Too much criticism = no improvement as well.