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available weapons in ME3


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#226
Guest_lightsnow13_*

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I hope they change the claymore. I felt like it was actually a crappy shotgun - unless you use the melee trick.

#227
SaturnRing

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Kasen13 wrote...


But... the Locust and Tempest DO have stocks... not sure about the new one, I haven't seen it as far as I know.


Well i meant one that you can use.


@Someone With Mass: the dev are killing us...They've got to fix that. kregano, hope you're right.

Modifié par SaturnRing, 14 janvier 2012 - 10:42 .


#228
Adhin

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Just to throw this out there but a lot of the 'upgrade' stuff in ME2 seems to of moved to the skills them selves. As well as a second passive. Think Armor also gets mods? So there maybe some omni/amps upgrade-like boosters in there. Looks like most powers rank 2 is the 20% cooldown kicker instead of via basic upgrades.

And I personally like the idea of the weight system. Mattock is supposed to be a beefy, old-timy hunting rifle, even if its roughly the same size as the Avenger its made of different parts, its heavier. It fires larger slugs. Things a beast and should cost more to carry it.

I just hope I can buy a Revanant, as wildly inaccurate as that thing is I want my Sentinel to use that with a basic pistol. Just stand up tanking with a LMG blazing away. Also pretty sure the 'weight' associated to the guns will be wildly... off, if you try to compare it to how much it would weight. Think Soldier has a passive rank that ups your allowance by +50. Sounds like it's designed to let you more easily carry 2 beefy guns, like Rev and Widow.

Also apparently you can go over your limit and you incur a 'penalty'. Not sure if they've said what that is but I'd imagine it increases power use cooldowns. Kinda like Tech armor now just increases cooldowns while its active, so its a choice of self durability vs how often you can use powers. That's all speculation of course, but it makes the most sense to me. More Firepower? or quicker cooldowns?

Modifié par Adhin, 14 janvier 2012 - 10:21 .


#229
Someone With Mass

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kregano wrote...

I think that's because they just used the grip animation from the Shuriken and applied it to all the SMGs. They might fix it for the beta and final game though.


Damn Shuriken.

Has been nothing but problem.

#230
SaturnRing

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Someone With Mass wrote...

kregano wrote...

I think that's because they just used the grip animation from the Shuriken and applied it to all the SMGs. They might fix it for the beta and final game though.


Damn Shuriken.

Has been nothing but problem.

i like it. as a pistol.

#231
Someone With Mass

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That's the problem. It's supposed to be a sub machine gun.

#232
SaturnRing

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i was expecting the Hornet to be bigger if it's long range. But it looks like it has a very manageable recoil.

#233
Last Vizard

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Very cool Weapons this time around for ME, just a question about production of Thermal "ammo" clips on Earth/other planets under Reaper attack, where and how do they do it if the Reapers are destroying/Harvesting our cities/Industry?

I'd assume that making Thermal "ammo" clips isn't easy or the omni tools would do it, the thermal "ammo" clip production facilities would be the first targets because that would deprive the Humans that resist from well... resisting.

Is it possible to customise the weapons for our squad too? and say we can, if I gave Wex or someone else the melee mods will they alter their behaviour to get the most out of each weapon?

Modifié par Last Vizard, 15 janvier 2012 - 12:44 .


#234
Apocsapel91

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soccerchick wrote...

All weapons in ME2 (yes, even DLC) plus new ones.
Satisfied?


Yay!  I loved the Widow.  Although, I've known this for months.  anyway, I'm still excited that I can use the Widow again.

Modifié par Apocsapel91, 15 janvier 2012 - 12:42 .


#235
jimilpi

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After reading the list we definitely need a testing area for all this weapons to choose from

#236
implodinggoat

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lightsnow13 wrote...

I hope they change the claymore. I felt like it was actually a crappy shotgun - unless you use the melee trick.


I hope they up the range on the Claymore, the Katana and the Scimitar.   In ME2 they were useless at anything beyond point blank.

In contrast I thought the Eviscerator had a really nice range on it for a shotgun.  For ME3 I'd like to see the Claymore, Katana and Scimitar have a range more like the Eviscerator while the Eviscerator itself should have an even longer range then its ME2 equivalent so that it still has an advantage in that regard relative to the other shotties.

I think this is particularly important in ME3 since the melee attacks now seem to be considerably more powerful.   If shotguns are going to be a viable option along side melee attacks then they're going to be able to hit targets beyond melee range.

PS:  Adding my support for characters actually gripping the stock on their SMGs rather then wielding them all like they were pistols.   Its fine for the Shuriken but it looks stupid on the larger SMGs.

Modifié par implodinggoat, 15 janvier 2012 - 04:24 .


#237
Someone With Mass

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Well, if you attach the smart choke and the high caliber barrel mods, they should increase the range of the Claymore by a lot.

Probably don't have to poke people's noses with it either.

#238
N7 ironman

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I kind of doubt it but I'll ask anyway, does anybody know what the stats of any of the new weapons are? And how they stack up to the old ones, like is the widow still the best sniper in the game or has one of the new ones ousted it?

#239
implodinggoat

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Someone With Mass wrote...

Well, if you attach the smart choke and the high caliber barrel mods, they should increase the range of the Claymore by a lot.

Probably don't have to poke people's noses with it either.


That's acceptable to me.   Though I'd still like to see the base range be a little longer than it was in ME2.

Using shotguns point blank works great if you're a Vanguard or an Assault Sentinel; but my Soldier isn't built for tanking.

#240
Someone With Mass

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Judging by the beta co-op, the Katana seemed to do pretty good a longer range (compared to the ME2 version) and the devs have said that they've improved the shotguns, so I wouldn't worry that much about it.

#241
Joel Green

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Remember that all the leaked info was old, so this list isn't completely accurate.

Having said that, it's great to see everyone getting excited about the new weapons.  A lot of love was put into the design and balance of ME3's arsenal, and I personally can't wait to see what new favorites emerge.  The sheer number of available weapons and mods results in a super deep customization system, so I fully expect to see everyone running around with wildly different setups come March.

I also wanted to reassure people that the preorder items are balanced properly.  After putting so much effort into the other weapons, we didn't want to negate all that work by making the preorder guns OP.  I think Corey and Boldwin did a great job with them.  They fit into the arsenal well without making other weapons obsolete. 

jimilpi wrote...

After reading the list we definitely need a testing area for all this weapons to choose from


That's a really good idea!  B)

#242
Epsilon330

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Is there any word on removing mods from weapons, and putting them on others? Or mods that fill the same slot but are better than others (like ME1's mods)?
If so, it would be nice if we can keep them when starting a NG+, so we don't have to hunt them down for our dream gun again.

#243
kregano

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Joel Green wrote...

Remember that all the leaked info was old, so this list isn't completely accurate.

Having said that, it's great to see everyone getting excited about the new weapons.  A lot of love was put into the design and balance of ME3's arsenal, and I personally can't wait to see what new favorites emerge.  The sheer number of available weapons and mods results in a super deep customization system, so I fully expect to see everyone running around with wildly different setups come March.

I also wanted to reassure people that the preorder items are balanced properly.  After putting so much effort into the other weapons, we didn't want to negate all that work by making the preorder guns OP.  I think Corey and Boldwin did a great job with them.  They fit into the arsenal well without making other weapons obsolete. 

That's good to hear.

Quick question: I remember reading a tweet from one of the devs that mods would have levels or something to that effect. Is there an ME2 style upgrade system in place for the mods or do we replace the mods with new ones as we progress through the game.

#244
Praetor Knight

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Joel Green wrote...

Remember that all the leaked info was old, so this list isn't completely accurate.

Having said that, it's great to see everyone getting excited about the new weapons.  A lot of love was put into the design and balance of ME3's arsenal, and I personally can't wait to see what new favorites emerge.  The sheer number of available weapons and mods results in a super deep customization system, so I fully expect to see everyone running around with wildly different setups come March.

I also wanted to reassure people that the preorder items are balanced properly.  After putting so much effort into the other weapons, we didn't want to negate all that work by making the preorder guns OP.  I think Corey and Boldwin did a great job with them.  They fit into the arsenal well without making other weapons obsolete. 

jimilpi wrote...

After reading the list we definitely need a testing area for all this weapons to choose from


That's a really good idea!  B)


:devil: I like the sound of the weapon balance.



And on the idea of a Testing Area, yes please!

and a few older threads on the same wave length: social.bioware.com/qnwn.net/forums/forum/1/topic/323/index/7899903/1
social.bioware.com/forum/1/topic/323/index/8439758/1

social.bioware.com/forum/1/topic/105/index/5685407/1#5685539
I'm a stop lookin' for old threads now :bandit:

#245
Guest_lightsnow13_*

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Joel Green wrote...

Remember that all the leaked info was old, so this list isn't completely accurate.

Having said that, it's great to see everyone getting excited about the new weapons.  A lot of love was put into the design and balance of ME3's arsenal, and I personally can't wait to see what new favorites emerge.  The sheer number of available weapons and mods results in a super deep customization system, so I fully expect to see everyone running around with wildly different setups come March.

I also wanted to reassure people that the preorder items are balanced properly.  After putting so much effort into the other weapons, we didn't want to negate all that work by making the preorder guns OP.  I think Corey and Boldwin did a great job with them.  They fit into the arsenal well without making other weapons obsolete. 

jimilpi wrote...

After reading the list we definitely need a testing area for all this weapons to choose from


That's a really good idea!  B)


Thank youu! That was what I was worried most about. I don't want another DLC makes all others obsolete thing again.

I'm incredibly excited to try the SMG actually. I'm probably going to attach as many mods as I can to make the gun fire as little bullets as possible.

#246
Joel Green

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Epsilon330 wrote...

Is there any word on removing mods from weapons, and putting them on others? Or mods that fill the same slot but are better than others (like ME1's mods)?
If so, it would be nice if we can keep them when starting a NG+, so we don't have to hunt them down for our dream gun again.


I'll leave it to the gameplay team to reveal the details of the mod system.  Speaking in broad terms though, it's designed for flexibility and easy experimentation.

#247
Savber100

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Hey is it possible whether you can give us an estimation on how weapons are in the game (NOT counting DLC?)

Mass Effect 2 felt way too sparse. Also the balance of gun were too much like gun 1 < gun 2 < gun 3 when it would have been better that all the guns have their own unique strength and weaknesses.

Modifié par Savber100, 15 janvier 2012 - 08:12 .


#248
Epsilon330

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Joel Green wrote...

Epsilon330 wrote...

Is there any word on removing mods from weapons, and putting them on others? Or mods that fill the same slot but are better than others (like ME1's mods)?
If so, it would be nice if we can keep them when starting a NG+, so we don't have to hunt them down for our dream gun again.


I'll leave it to the gameplay team to reveal the details of the mod system.  Speaking in broad terms though, it's designed for flexibility and easy experimentation.


Alrighty, thanks!

#249
crimzontearz

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Joel Green wrote...

Epsilon330 wrote...
Is there any word on removing mods from weapons, and putting them on others? Or mods that fill the same slot but are better than others (like ME1's mods)?

If so, it would be nice if we can keep them when starting a NG+, so we don't have to hunt them down for our dream gun again.

I'll leave it to the gameplay team to reveal the details of the mod system.  Speaking in broad terms though, it's designed for flexibility and easy experimentation.



Brennon told me they are planning to let you keep it all for NG+ run

#250
Epsilon330

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crimzontearz wrote...

Joel Green wrote...

Epsilon330 wrote...
Is there any word on removing mods from weapons, and putting them on others? Or mods that fill the same slot but are better than others (like ME1's mods)?

If so, it would be nice if we can keep them when starting a NG+, so we don't have to hunt them down for our dream gun again.

I'll leave it to the gameplay team to reveal the details of the mod system.  Speaking in broad terms though, it's designed for flexibility and easy experimentation.



Brennon told me they are planning to let you keep it all for NG+ run


Ah, perfect. Fully pimped-out Revanant vs. Starting Enemies = The Dakkapocalypse!