available weapons in ME3
#201
Posté 12 janvier 2012 - 09:16
#202
Posté 12 janvier 2012 - 09:19
#203
Posté 12 janvier 2012 - 09:20
The JoeMan wrote...
I also support a more balanced Avenger. As implodinggoat said, I love the way it handles, looks and sounds but it was just so outclassed by the other assault rifles that to use it was to intentionally nerf yourself. In fact the only viable full auto option in ME2 was the Revenant and that was a) frustratingly inaccurate andincredibly ugly and oversized.
And the geth pulse rifle.
Oh, and the Avenger is much lighter than the Mattock, which might give you enough weight capacity for another weapon if you pick the Avenger instead.
Modifié par Someone With Mass, 12 janvier 2012 - 09:40 .
#204
Posté 12 janvier 2012 - 11:23
#205
Posté 12 janvier 2012 - 11:28
Someone With Mass wrote...
Oh, and the Avenger is much lighter than the Mattock, which might give you enough weight capacity for another weapon if you pick the Avenger instead.
that doesnt sound so great actually. so instead of balancing the weapons in terms of damage or rate of fire or ammo capacity, they simply balanced the issue with "weight?"
does this mean the mattock is in fact better then the avenger, and needs to be nerfed by giving it a higher weight in game? the avenger should weigh exactly as much as the mattock, and it should perform comparably to it as well.
it looks like this just means weapons arent balanced against eachother, they are just made one way, and given a "price to equip" in terms of weight. unless there is also a comparably 'weighted' full auto rifle to match the mattocks weight. or maybe the mattock moved up into the revenant/widow/claymaker weapon teir. or maybe weapons arent supposed to be comparable at all, and each one serve similar purposes, but allow you to eather go revenant/pistol, or take a revenenat-light weapons like the avenger and go avenger/pistol/scimitar.
I NEED AN ANSWER TO THIS! are you 100% certain scopes always zoom when you pull the right trigger? something like an AR with a scope will never be able to shoot over the shoulder? theres no over the shoulder AND scoped view?
Modifié par The Spamming Troll, 12 janvier 2012 - 11:47 .
#206
Posté 12 janvier 2012 - 11:41
wonder what it's gonna look like now that we can actually use the optics.Someone With Mass wrote...
The JoeMan wrote...
I also support a more balanced Avenger. As implodinggoat said, I love the way it handles, looks and sounds but it was just so outclassed by the other assault rifles that to use it was to intentionally nerf yourself. In fact the only viable full auto option in ME2 was the Revenant and that was a) frustratingly inaccurate andincredibly ugly and oversized.
And the geth pulse rifle.
Oh, and the Avenger is much lighter than the Mattock, which might give you enough weight capacity for another weapon if you pick the Avenger instead.
Modifié par SaturnRing, 13 janvier 2012 - 01:57 .
#207
Posté 12 janvier 2012 - 11:55
blitzkkrieg wrote...
I would also like to see a stronger avenger and GPR. I'm also hoping that the Valkyrie doesn't overpower the avenger too much, as I don't think I will be purchasing the game through gamestop. I may have asked this before, but any word on if Geth weapons are mod-able this time around?
Well, they have said that the DLC weapons are mod-able, so there's a chance.
The Spamming Troll wrote...
that doesnt sound so great actually. so instead of balancing the weapons in terms of damage or rate of fire or ammo capacity, they simply balanced the issue with "weight?"
does this mean the mattock is in fact better then the avenger, and needs to be nerfed by giving it a higher weight in game? the avenger should weigh exactly as much as the mattock, and it should perform comparably to it as well.
it looks like this just means weapons arent balanced against eachother, they are just made one way, and given a "price to equip" in terms of weight. unless there is also a comparably 'weighted' full auto rifle to match the mattocks weight. or maybe the mattock moved up into the revenant/widow/claymaker weapon teir. or maybe weapons arent supposed to be comparable at all, and each one serve similar purposes, but allow you to eather go revenant/pistol, or take a revenenat-light weapons like the avenger and go avenger/pistol/scimitar.
I NEED AN ANSWER TO THIS! are you 100% certain scopes always zoom when you pull the right trigger? something like an AR with a scope will never be able to shoot over the shoulder? theres no over the shoulder AND scoped view?
The Mattock has more power, but the Avenger has more ammo.
And no, I'm not certain that the scope will always be triggered when you zoom in. But you can always blindfire. Doesn't seem to be much of a difference besides the lack of a adjusting reticule and a zoom.
#208
Posté 13 janvier 2012 - 12:10
Someone With Mass wrote...
And no, I'm not certain that the scope will always be triggered when you zoom in. But you can always blindfire. Doesn't seem to be much of a difference besides the lack of a adjusting reticule and a zoom.
damn i hope a dev randomly jumps in here and says something about this. thatll suck for people who want accurate weapons, wanting to add scopes to get +accuracy, but then play the entire game looking through a scope with a full auto weapon. sounds like a pretty awful way to go about it.
i hope blindfiring isnt the solution.
#209
Posté 13 janvier 2012 - 01:39
The Spamming Troll wrote...
Someone With Mass wrote...
Oh, and the Avenger is much lighter than the Mattock, which might give you enough weight capacity for another weapon if you pick the Avenger instead.
that doesnt sound so great actually. so instead of balancing the weapons in terms of damage or rate of fire or ammo capacity, they simply balanced the issue with "weight?"
does this mean the mattock is in fact better then the avenger, and needs to be nerfed by giving it a higher weight in game? the avenger should weigh exactly as much as the mattock, and it should perform comparably to it as well.
it looks like this just means weapons arent balanced against eachother, they are just made one way, and given a "price to equip" in terms of weight. unless there is also a comparably 'weighted' full auto rifle to match the mattocks weight.
I tend to agree with you. At the very least every weapon needs to be powerful enough to be a viable option in comparison to any other regardless of their weight. If the heavier weapons are SOMEWHAT more powerful then that's okay; but no gun should be as completely outclassed by another as the Avenger was by the Revenant and the Mattock in ME2.
I really do hope the Avenger is a servicable weapon even if it is one of the more lightweight ones; because it looks really cool and I would really like to have an assault rifle with a nice balance of accuraccy and suppressive fire in my arsenal.
or maybe the mattock moved up into the revenant/widow/claymore weapon teir. or maybe weapons arent supposed to be comparable at all, and each one serve similar purposes, but allow you to either go revenant/pistol, or take a revenenat-light weapons like the avenger and go avenger/pistol/scimitar.
From the posts I've seen I've gotten the impression that the Mattock along with the Revenant, Widow and Claymore are going to be in the heaviest tier of weapons. Given the Mattock's power in ME2 that seems entirely appropriate to me; because that thing was a beast.
Modifié par implodinggoat, 13 janvier 2012 - 01:41 .
#210
Posté 13 janvier 2012 - 01:44
#211
Posté 13 janvier 2012 - 01:54
Sounds good to me
#212
Posté 13 janvier 2012 - 02:12
i doubt that we'll ever get the full package weight/accuracy/ammo capacity: they've been toying with us like that since ME 2 first weapons dlc. i just hope that even with the trade-off, guns like the Avenger ( or the predator ) are still relevant in the conversation. My hope is to be able to complete the game with preset number of weapons without having to "shop around" because my guns are too weak. The upgrades should more than compensate for that.Vapaä wrote...
I think that the weight is a way to balance weapons; in ME2 you always choose the most powerful because they were slots, but with the weight you now have to also think of it: "do I choose weakest weapons but lighter so I can carry more and be very polyvalent or do I choose the powerful ones with the risk of being stuck with it ?"
Sounds good to me
*I wish something could be done for us left shooters: like being able with a thumbclick, to move the reticule to Shep left.
Modifié par SaturnRing, 14 janvier 2012 - 02:25 .
#213
Posté 14 janvier 2012 - 02:56
#214
Posté 14 janvier 2012 - 03:19
SaturnRing wrote...
i doubt that we'll ever get the full package weight/accuracy/ammo capacity: they've been toying with us like that since ME 2 first weapons dlc. i just hope that even with the trade-off, guns like the Avenger ( or the predator ) are still relevant in the conversation. My hope is to be able to complete the game with preset number of weapons without having to "shop around" because my guns are too weak. The upgrades should more than compensate for that.Vapaä wrote...
I think that the weight is a way to balance weapons; in ME2 you always choose the most powerful because they were slots, but with the weight you now have to also think of it: "do I choose weakest weapons but lighter so I can carry more and be very polyvalent or do I choose the powerful ones with the risk of being stuck with it ?"
Sounds good to me
*I wish something could be done for us left shooters: like being able with a thumbclick, to move the reticule to Shep left.
agreed:wizard:
#215
Posté 14 janvier 2012 - 06:52
#216
Posté 14 janvier 2012 - 07:10
souljahbill wrote...
I know there are mods to the guns but are there mods to omni tools and bio amps as well? Mods that'll reduce cooldown, lengthen duration, and/or increase damage?
I haven't heard anything so my guess would be that we'll just get the same sort of upgrades there were in ME2; but it would be cool if they bought back omni tools and bioamps like they had in ME1 so that you could choose between an omnitool and/or bioamp that's best for reducing the cooldown on your powers or one that's better for increasing the damage and duration, etc.
#217
Posté 14 janvier 2012 - 08:36
I have to agree with that. It feels a bit over simplified in ME 2.implodinggoat wrote...
souljahbill wrote...
I know there are mods to the guns but are there mods to omni tools and bio amps as well? Mods that'll reduce cooldown, lengthen duration, and/or increase damage?
I haven't heard anything so my guess would be that we'll just get the same sort of upgrades there were in ME2; but it would be cool if they bought back omni tools and bioamps like they had in ME1 so that you could choose between an omnitool and/or bioamp that's best for reducing the cooldown on your powers or one that's better for increasing the damage and duration, etc.
#218
Posté 14 janvier 2012 - 08:40
#219
Posté 14 janvier 2012 - 08:44
The Weapons themselves all looked the same, with three variants of assault rifles, two shotguns, two snipers, and two pistols that had several dozen to hundred different paintjobs. There was nothing unique about customizing weapons or using different ones.
If you want the weapons to make a difference more than ME 2, they need to be unique, customizable in weapon attachments as well as modifications, and future DLC weapons need to be balanced, not the most powerful thing in the game. I wouldn't mind minor color customization to weapons, but god forbid make the attachments worth using, not slap on damage increase, radar improvement, or super god heatsink again.
I'm up for Bio-amps and Omni-tool weapon or tool upgrades, so long as they're worthwhile. Grenades and Ammo are regulated to Powers, am I correct?
#220
Posté 14 janvier 2012 - 08:44
Agreed completely, that was the one thing that irritated me most about the SMGs. Why bother having a forward grip on the Locust if you're not gonna use it!?WILLTHRILL20 wrote...
I keep seeing cerberus guys in the trailers toting what looks like smg's and holding them like an assault rifle (ex. using the grip that the locust had in me2) but in the collectors edition unboxing it appears as if shep carries the n7 smg like a pistol (very unclear though because it only shows him reloading). If anyone can confirm this for me. I'm new to the forums and have looked around but i'm having trouble finding the information i need. I would really prefer if they were held more like assault rifles (except for the obvious pistol like ones which should indeed be held like a pistol)
#221
Posté 14 janvier 2012 - 09:34
From the moment you decide not to put a stock on your smg, it's pretty much the wild west. But to your point, we sould be able to use the grip. I'm not sold on cerberus troopers actually using smgs. But i haven't been watching the trailers closely.Kasen13 wrote...
Agreed completely, that was the one thing that irritated me most about the SMGs. Why bother having a forward grip on the Locust if you're not gonna use it!?WILLTHRILL20 wrote...
I keep seeing cerberus guys in the trailers toting what looks like smg's and holding them like an assault rifle (ex. using the grip that the locust had in me2) but in the collectors edition unboxing it appears as if shep carries the n7 smg like a pistol (very unclear though because it only shows him reloading). If anyone can confirm this for me. I'm new to the forums and have looked around but i'm having trouble finding the information i need. I would really prefer if they were held more like assault rifles (except for the obvious pistol like ones which should indeed be held like a pistol)
#222
Posté 14 janvier 2012 - 09:38
But... the Locust and Tempest DO have stocks... not sure about the new one, I haven't seen it as far as I know.SaturnRing wrote...
From the moment you decide not to put a stock on your smg, it's pretty much the wild west. But to your point, we sould be able to use the grip. I'm not sold on cerberus troopers actually using smgs. But i haven't been watching the trailers closely.Kasen13 wrote...
Agreed completely, that was the one thing that irritated me most about the SMGs. Why bother having a forward grip on the Locust if you're not gonna use it!?WILLTHRILL20 wrote...
I keep seeing cerberus guys in the trailers toting what looks like smg's and holding them like an assault rifle (ex. using the grip that the locust had in me2) but in the collectors edition unboxing it appears as if shep carries the n7 smg like a pistol (very unclear though because it only shows him reloading). If anyone can confirm this for me. I'm new to the forums and have looked around but i'm having trouble finding the information i need. I would really prefer if they were held more like assault rifles (except for the obvious pistol like ones which should indeed be held like a pistol)
Modifié par Kasen13, 14 janvier 2012 - 09:39 .
#223
Posté 14 janvier 2012 - 09:39
So what do they do? They hold it by the grip with both hands. <_<
Modifié par Someone With Mass, 14 janvier 2012 - 09:43 .
#224
Posté 14 janvier 2012 - 09:48
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.Someone With Mass wrote...
The Hornet can be held like an assault rifle. It even has a little guard at the front to prevent your hand from slipping off.
So what do they do? They hold it by the grip with both hands. <_<
#225
Posté 14 janvier 2012 - 09:58
i agree, visually customization wasn't great in ME 1 and a little bit tedious. But it was deep; it did allow you, for amps as well as weapons, to choose features that you thought were relevant without having them imposed on you; and then from that platform, upgrade according to your playstyle. Spectre arsenal to me, broke that balance. There were of course things that weren't so good, but your choice of gun did reflect how you wanted to play the game.incinerator950 wrote...
I didn't think they were over simplified, the Mattock was too powerful even with ammo cost, the Vindicator being only one step down. Try and remember that customizing Weapons in ME 1 was essentially pointless, the upgrades taking no useful effects and visually absent for modifications (even barrel upgrades). Frictionless materials broke the weapons.
The Weapons themselves all looked the same, with three variants of assault rifles, two shotguns, two snipers, and two pistols that had several dozen to hundred different paintjobs. There was nothing unique about customizing weapons or using different ones.
If you want the weapons to make a difference more than ME 2, they need to be unique, customizable in weapon attachments as well as modifications, and future DLC weapons need to be balanced, not the most powerful thing in the game. I wouldn't mind minor color customization to weapons, but god forbid make the attachments worth using, not slap on damage increase, radar improvement, or super god heatsink again.
I'm up for Bio-amps and Omni-tool weapon or tool upgrades, so long as they're worthwhile. Grenades and Ammo are regulated to Powers, am I correct?





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