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Weapons List (Update: Pictures Added)


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#501
incinerator950

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Ghost43 wrote...

One thing I don't understand is how mods that let you carry extra sniper/shotgun ammo work, because heatsinks come from a common pool now. does it increase your total for all guns? Does it reduce the amount of ammo used for each shot, relative to the pool, i.e. shotgun would use 4 units instead of 5?


The heat sink means it has a higher coolant capacity in the weapon, thus the heat sink has more to shave ammunition out of. 

#502
SKiLLYWiLLY2

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Not sure if this is the right thread to ask but is there a "firing range" anywhere on the normandy. I asked this question way back when they announced weapon mods (August/September??) and a dev said there wasn't one.

Either way, I'm wondering if there's a way to test the effects of certain mods without having to be on a mission. This is especially useful seeing as we can mod weapons on the normandy but if we can not see their effects right there and then (I don't mean the stat bars - I mean how a weapon actually functions/feels with mods), that's going to get annoying pretty quickly.

#503
The Spamming Troll

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SKiLLYWiLLY2 wrote...

Not sure if this is the right thread to ask but is there a "firing range" anywhere on the normandy. I asked this question way back when they announced weapon mods (August/September??) and a dev said there wasn't one.

Either way, I'm wondering if there's a way to test the effects of certain mods without having to be on a mission. This is especially useful seeing as we can mod weapons on the normandy but if we can not see their effects right there and then (I don't mean the stat bars - I mean how a weapon actually functions/feels with mods), that's going to get annoying pretty quickly.


i think i saw a dev post after someone brought up this idea. it looked something like this...

"thatd be a great idea! :innocent:"

#504
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Ghost43 wrote...

....because heatsinks come from a common pool now.....



is this true?

#505
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implodinggoat wrote...

Alright, back on topic.....  Weapons.

I've been thinking about it and I think it would be neat if they introduced a few weapons that use the old overheat system from ME1 along side the thermal clip using weapons.


i would LOVE the iconic weapon of ME1 to return to my gameplay in ME3, the spectre pistol. i wouldnt need any options for modding either. just give me the plain ole overheat pistol, and ill agree that enemy protections are a wonderfull addition to ME.

now that marksman is back too, ill blow my underwear out if i ever got to play another game with that combination.

i would think the devs could easily get bored and nostalgic, and bring out a ME1 style overheat weapons pack for DLC. i see no reason why not after maybe 6 months of the game being out. itd bring up a great point for the new players, getting "weird" weapons that dont need ammo. maybe theyll check out ME1, and have their minds blown!

Modifié par The Spamming Troll, 04 février 2012 - 09:07 .


#506
incinerator950

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The Spamming Troll wrote...

implodinggoat wrote...

Alright, back on topic.....  Weapons.

I've been thinking about it and I think it would be neat if they introduced a few weapons that use the old overheat system from ME1 along side the thermal clip using weapons.


i would LOVE the iconic weapon of ME1 to return to my gameplay in ME3, the spectre pistol. i wouldnt need any options for modding either. just give me the plain ole overheat pistol, and ill agree that enemy protections are a wonderfull addition to ME.

now that marksman is back too, ill blow my underwear out if i ever got to play another game with that combination.

i would think the devs could easily get bored and nostalgic, and bring out a ME1 style overheat weapons pack for DLC. i see no reason why not after maybe 6 months of the game being out.


Then realize a second time ME's weapon system was even more boring?

#507
The Spamming Troll

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incinerator950 wrote...

The Spamming Troll wrote...

implodinggoat wrote...

Alright, back on topic.....  Weapons.

I've been thinking about it and I think it would be neat if they introduced a few weapons that use the old overheat system from ME1 along side the thermal clip using weapons.


i would LOVE the iconic weapon of ME1 to return to my gameplay in ME3, the spectre pistol. i wouldnt need any options for modding either. just give me the plain ole overheat pistol, and ill agree that enemy protections are a wonderfull addition to ME.

now that marksman is back too, ill blow my underwear out if i ever got to play another game with that combination.

i would think the devs could easily get bored and nostalgic, and bring out a ME1 style overheat weapons pack for DLC. i see no reason why not after maybe 6 months of the game being out.


Then realize a second time ME's weapon system was even more boring?


whatever you want to label ME1s weapons, id still take that over illogical, unimersive, ununique, elementary ME2 style weapons.

my weapons in ME1 definately overheated, so my gameplay wasnt "ruined by choice."

#508
Ghost43

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incinerator950 wrote...

Ghost43 wrote...

One thing I don't understand is how mods that let you carry extra sniper/shotgun ammo work, because heatsinks come from a common pool now. does it increase your total for all guns? Does it reduce the amount of ammo used for each shot, relative to the pool, i.e. shotgun would use 4 units instead of 5?


The heat sink means it has a higher coolant capacity in the weapon, thus the heat sink has more to shave ammunition out of. 


 Oh, I get how it works lore-wise, I just wanted to know the in-game effect. I recall someone describing the ammo system from the leak; they had a pistol, which started with a lot of ammo, then switched to an assult rifle for a bit, and when they switched back to the pistol, it's ammo was much lower. Wish I could remember where I saw it, but it squares both lore-wise, and with tweets saying you could do single gun run throughs, which would be very hard to do with ME2 ammo amounts. 

    If this is true,and I believe it is, it's strange that you can have extra heatsinks for just a shotgun or sniper rifle. The SMG's upgrades give you more shots per sink, and more efficient use of the sink, but doesn't increase the actual pool of ammo. Since heatsinks are universal, couldn't you just use the extra heatsink strapped to your shotgun for your pistol, etc?

Modifié par Ghost43, 05 février 2012 - 12:01 .


#509
Ghost43

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I wonder if heavy weapons still use different ammo, and if so, where to we get it?

Modifié par Ghost43, 05 février 2012 - 12:29 .


#510
TexasToast712

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The Spamming Troll wrote...

my weapons in ME1 definately overheated, so my gameplay wasnt "ruined by choice."

Not when the right mods were applied which is exactly why ME1 fans want the ME1 system back so that combat is easy for them.

#511
The Spamming Troll

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im saying i played with weapons that were modded for optimum damage, with minimal heat dissipation. just because you chose to mod your gun into a nonstop pea shooter doesnt make ME1s gameplay boring to me.

i dont think anyone whose ever said they wanted ME1 style overheating to return becasue they "want combat to be easy for them." i really dont think you understand the complaint if thats the way you see it. theres losts of topics you can search with plenty of topics with reasons for return of ME1s weapons(or variations of them).

Modifié par The Spamming Troll, 05 février 2012 - 12:52 .


#512
ItsFreakinJesus

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The only reason to have a weapon with infinite ammo all the time is to make combat easier, whether you're playing Mass Effect or any game with a gun in it. People say they want it back because they found themselves running out of ammo in ME2 a lot and want things back to the ME1 style so they don't have to worry about ammo anymore.

Having to worry about ammo in any game is part of the game's difficulty. Taking that worry out makes combat easier. Nothing has to be overt and spelled out for it to be the case.

#513
incinerator950

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The Spamming Troll wrote...

incinerator950 wrote...

The Spamming Troll wrote...

implodinggoat wrote...

Alright, back on topic.....  Weapons.

I've been thinking about it and I think it would be neat if they introduced a few weapons that use the old overheat system from ME1 along side the thermal clip using weapons.


i would LOVE the iconic weapon of ME1 to return to my gameplay in ME3, the spectre pistol. i wouldnt need any options for modding either. just give me the plain ole overheat pistol, and ill agree that enemy protections are a wonderfull addition to ME.

now that marksman is back too, ill blow my underwear out if i ever got to play another game with that combination.

i would think the devs could easily get bored and nostalgic, and bring out a ME1 style overheat weapons pack for DLC. i see no reason why not after maybe 6 months of the game being out.


Then realize a second time ME's weapon system was even more boring?


whatever you want to label ME1s weapons, id still take that over illogical, unimersive, ununique, elementary ME2 style weapons.

my weapons in ME1 definately overheated, so my gameplay wasnt "ruined by choice."


...Logically increasing Firepower by taking the lore that was already established in the codex, upgrading it, and actually applying it to gameplay, is illogical? 

You don't imerse yourself in the ME 1 combat, you kill someone, you spray down until you over heat, and then spam defenses and medigel because you took a sniper or a rocket to the face.  

Mass Effect 2's weapons were actually designed to be different, not over a dozen of the same reskinned weapons that any kid  with a hex editor can change the color and up the stats by 20 to a hundred.  


#514
Captain_Obvious_au

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So the base Mattock is really weak? Fut the whuck?

#515
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#516
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I wonder if the vindicator damage bar is showing individual shot damage or based off the 3-shot burst. Considering the weight compared to the Mattock I'd imagine its based off all 3 hitting and not a singular hit. Otherwise that would well outclass the Mattock, or Avenger for that matter.

#517
Lightweight Nate

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TexasToast712 wrote...

The Spamming Troll wrote...

my weapons in ME1 definately overheated, so my gameplay wasnt "ruined by choice."

Not when the right mods were applied which is exactly why ME1 fans want the ME1 system back so that combat is easy for them.

Pretty much. Despite being intended to make combat faster and easier lore-wise, heat sinks make things considerably more difficult and make absolutely no sense. First of all, heat sinks absorb heat FASTER, but why does your weapon magically retain all of the heat when you run out of heat sinks instead of cooling down normally like in ME1? Sencondly, heat sinks are supposed to be universal lore-wise and not be weapon specific. If there was a pool of heat sinks that was shared between weapons, I would be fine with it, but intead, they turned it into a generic ammo system. I would greatly prefer to have a poop ton of heat sinks for my Vindicator over inexplicably setting a bunch aside for weapons that I only use when I run out of sinks for my Vindicator.

#518
The JoeMan

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Adhin wrote...

I wonder if the vindicator damage bar is showing individual shot damage or based off the 3-shot burst. Considering the weight compared to the Mattock I'd imagine its based off all 3 hitting and not a singular hit. Otherwise that would well outclass the Mattock, or Avenger for that matter.


If the Avenger where also showing individual shot damage it would probably outclass both weapons.  I'm very curious how damage is calculated.

#519
Sidney

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Playing ME1 again and dear god did everything about the weapon and combat system suck. I thought people who wanted it back after playing ME2 were mistaken but they are full on crazy.

The weapons and mods are so grossly overpowered that I've stopped aiming at this point - the zoomed in aiming. In fact, my point and spray ability is so off the charts I'm not even bothering with biotics. I've never equipped a gun other than the AR during this play through and see no reason I ever would.

The mods are there to eliminate the shortcomings of weapons - that is what they do. Anyone who claims it is "customized to my playstyle" is lying like a dog. Most of the mods offer no tradeoffs so it is straight up how can I make my guns the best weapon possible especially as you unlock the multiple mod slots upgrades and things go from silly to stupid.

The more I see of what ME3 is doing the more depressed I get this nerfed weapon system is making a comeback. ME2's guns at least offered choices and strengths and weaknesses - range vs ROF, hitting power vs multiple rounds and so on. I can see why someone might take the Locust over the Tempest but I see no reason to take the Avenger VII over the Spectre VII. In ME1 where you simply pick the gun with the best dmg, overheat and accuracy and then mod it up. Nothing has a differing rate of fire or range so whoo-hooo the differences are cosmetic at best,

#520
Ghost43

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Captain_Obvious_au wrote...

So the base Mattock is really weak? Fut the whuck?


   I'm pretty sure heavy weapons are measured on the same bar, and would be the only ones to get close to filling it. In ME2, a single Marttock round did about 90 damage, a heavy weapon shot was about 500, and a Cain shot was over 9000....

Modifié par Ghost43, 05 février 2012 - 07:17 .


#521
Ghost43

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Lightweight Nate wrote...

TexasToast712 wrote...

The Spamming Troll wrote...

my weapons in ME1 definately overheated, so my gameplay wasnt "ruined by choice."

Not when the right mods were applied which is exactly why ME1 fans want the ME1 system back so that combat is easy for them.

Pretty much. Despite being intended to make combat faster and easier lore-wise, heat sinks make things considerably more difficult and make absolutely no sense. First of all, heat sinks absorb heat FASTER, but why does your weapon magically retain all of the heat when you run out of heat sinks instead of cooling down normally like in ME1? Sencondly, heat sinks are supposed to be universal lore-wise and not be weapon specific. If there was a pool of heat sinks that was shared between weapons, I would be fine with it, but intead, they turned it into a generic ammo system. I would greatly prefer to have a poop ton of heat sinks for my Vindicator over inexplicably setting a bunch aside for weapons that I only use when I run out of sinks for my Vindicator.


It appears they have made heatsinks a general pool. Leaked footage supposedly showed a guy using a pistol with a lot of ammo, using a assult rifle for a while, then switching back to the pistol, which then had reduced ammo.

Modifié par Ghost43, 05 février 2012 - 07:21 .


#522
Ghost43

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The JoeMan wrote...

Adhin wrote...

I wonder if the vindicator damage bar is showing individual shot damage or based off the 3-shot burst. Considering the weight compared to the Mattock I'd imagine its based off all 3 hitting and not a singular hit. Otherwise that would well outclass the Mattock, or Avenger for that matter.


If the Avenger where also showing individual shot damage it would probably outclass both weapons.  I'm very curious how damage is calculated.


  Yeah, it'd be odd to measure damage and rate of fire if damage is dps, and not per shot. I noticed that the avenger and vindicator both have white lines on their bars, maybe that means they've been moded or upgraded. Perhaps the Mattock has been rebalanced to be the slow but steady gun, always hitting what you aim at, the avenger is a high potential but hard to use gun, and the vindicator is less accurate than before, acting as a jack of all trades. Still, pretty flumoxed.

Modifié par Ghost43, 05 février 2012 - 07:24 .


#523
DayusMakhina

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Ghost43 wrote...

The JoeMan wrote...

Adhin wrote...

I wonder if the vindicator damage bar is showing individual shot damage or based off the 3-shot burst. Considering the weight compared to the Mattock I'd imagine its based off all 3 hitting and not a singular hit. Otherwise that would well outclass the Mattock, or Avenger for that matter.


If the Avenger where also showing individual shot damage it would probably outclass both weapons.  I'm very curious how damage is calculated.


  Yeah, it'd be odd to measure damage and rate of fire if damage is dps, and not per shot. I noticed that the avenger and vindicator both have white lines on their bars, maybe that means they've been moded or upgraded. Perhaps the Mattock has been rebalanced to be the slow but steady gun, always hitting what you aim at, the avenger is a high potential but hard to use gun, and the vindicator is less accurate than before, acting as a jack of all trades. Still, pretty flumoxed.

Those white lines look to be the stats of the currently equipped weapon (Mattock in the case of the screenshot). As for how damage is calculated... i'm at a loss too.

#524
Raxxman

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ItsFreakinJesus wrote...

The only reason to have a weapon with infinite ammo all the time is to make combat easier, whether you're playing Mass Effect or any game with a gun in it. People say they want it back because they found themselves running out of ammo in ME2 a lot and want things back to the ME1 style so they don't have to worry about ammo anymore.

Having to worry about ammo in any game is part of the game's difficulty. Taking that worry out makes combat easier. Nothing has to be overt and spelled out for it to be the case.




This just simply isn't true.

The concept of running out of ammo in ME2 is at the absolute most, a temporary inconvenience.
The ammo system is massively simplified specifically to prevent you from
wasting shots towards the end of the clip, even though an in game rational for
this doesn't exist. It's the same in MW/COD/GoW, you drop a clip half full and
magically have those rounds back in your pool.

This just removes the actual decision making process in reloading. Reload
whenever you're not in combat, whenever you’re ducked down waiting for shields
to recharge, doesn't matter if you've fired 5 or 30 shots. You just keep
blasting away thoughtlessly until the weapon runs out and switch to the backup until
you can gather more clips. Bar a few weapons, anyone with decent aim won’t run
out of ammo in any situation in ME2 even on insanity (case point, me bar the
incisor I never had an issue with ammo on any weapon).

A heat build-up system requires more thought than a 'press R whenever it's convenient
to make problem go away' system. This doesn't mean that the system in ME1 is
perfect, several mods and a few guns were far too powerful for the system
basically breaking the mechanics. But a poorly implemented system doesn't
instantly rule the concept completely invalid.

Modifié par Raxxman, 05 février 2012 - 08:00 .


#525
DayusMakhina

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Raxxman wrote...

Bar a few weapons, anyone with decent aim won’t run
out of ammo in any situation in ME2 even on insanity (case point, me bar the
incisor I never had an issue with ammo on any weapon).

A heat build-up system requires more thought than a 'press R whenever it's convenient
to make problem go away' system. This doesn't mean that the system in ME1 is
perfect, several mods and a few guns were far too powerful for the system
basically breaking the mechanics. But a poorly implemented system doesn't
instantly rule the concept completely invalid.

Equally, anyone with decent aim won't ever overheat a weapon on ME1. All it took was to just burst fire rather than hold fire, an anyone with any competence at shooters would burst fire a weapon to maintain accuracy, thus absolutely no thought was required with ME1's system.