Weapons List (Update: Pictures Added)
#526
Posté 05 février 2012 - 08:21
In contrast the 'press R to make problem go away' system is inherently flawed when you have no negative repercussions. It's just a standard in all games, and is essentially a way to make the game feel more complicated without actually adding a complication. Had they actually limited clips then ammo resource management might play a role, but as it doesn't then the system is what it is, an entirely superficial addition and not a harder, more tactically complex way to play the game.
Just to clarify I don't have a problem with the 'press R to make problem go away' system, I just accept if for what it is.
#527
Posté 05 février 2012 - 08:28
Though I'm saddened that there are no machine guns, and that Spectre gear didn't return. Otherwise I'm stoked that we have so many options compared to ME2.
Are we able to apply all of the relevant upgrades to a single weapon? Or is there a limit, like say, two upgrades per weapon? A limit could make the upgrades a little more interesting, IMO.
Modifié par Han Shot First, 05 février 2012 - 08:31 .
#528
Posté 05 février 2012 - 08:36
#529
Posté 05 février 2012 - 08:55
The JoeMan wrote...
Screenshots seem to indicate only two upgrade mods per weapon.
Awesome, thanks!
#530
Posté 05 février 2012 - 09:06
Last I checked, the Revanant is an LMG. And it's coming back with even more Dakka.Han Shot First wrote...
Sweet.
Though I'm saddened that there are no machine guns, and that Spectre gear didn't return. Otherwise I'm stoked that we have so many options compared to ME2.
Are we able to apply all of the relevant upgrades to a single weapon? Or is there a limit, like say, two upgrades per weapon? A limit could make the upgrades a little more interesting, IMO.
#531
Posté 05 février 2012 - 12:59
Now, this parts wild speculation of course but if I take all that vague hinting, past information, and achievement thing into account. Well, I'd wager upgrading weapon types lowers there universal weight (part of the vague stuff) and increase how many upgrade slots they can have.
Then again it was said 'some weapons can have up to 5' slots. Which always lead me to think how many where based off the type of gun. So who knows, maybe its just 2, maybe you can increase that. Maybe its different for each gun, maybe its a combination of all that.
#532
Posté 05 février 2012 - 03:43
incinerator950 wrote...
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.
bolded part: lol. really, i dont know a shooter that doesnt follow those same principals.
who wants the same reskinned weapons again????????????? i see this posted all the time when people respond to someone who says they liked ME1s weapons. yeah bro, i think ME1 is the best game ever because of its clunky inventory and driving the mako. not because of its awesome story and great setting. bro!
your trying to make a point against something that ISNT the overheat mechanic, that nobody disagrees with.
Modifié par The Spamming Troll, 05 février 2012 - 03:47 .
#533
Posté 05 février 2012 - 03:45
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.
who runs out of ammo in ME2........
unless your gameplay is so poorly designed your forced to playing something like a sniper class, with 11 total shots. the games harder because you have 11 total shots. id rather difficulties be much much more challenging then infiltrators only getting 11 sniper shots.
Modifié par The Spamming Troll, 05 février 2012 - 03:48 .
#534
Posté 05 février 2012 - 05:05
Tell ya the whole bullet penetration thing they're bringing in with ME3 would be great if i could just put a Widow round through a group of husks. 13 total shots just isn't enough to deal with a waved out swarm of 30-40 of the little ****s.
#535
Posté 05 février 2012 - 05:11
You do realize that a sniper rifle isn't the best weapon to use against significant quantities of enemies, right? I'm pretty sure the point of the sniper rile's in ME2 was for hitting single enemies at range.Adhin wrote...
Yeah it's kind of funny. My Infiltrator with the Widow runs out of rounds faster then my Engineer that uses the Viper practically 24/7. I end up using a pistol/smg for anything that's got to many numbers like husks.
Tell ya the whole bullet penetration thing they're bringing in with ME3 would be great if i could just put a Widow round through a group of husks. 13 total shots just isn't enough to deal with a waved out swarm of 30-40 of the little ****s.
#536
Posté 05 février 2012 - 05:12
Adhin wrote...
Yeah it's kind of funny. My Infiltrator with the Widow runs out of rounds faster then my Engineer that uses the Viper practically 24/7. I end up using a pistol/smg for anything that's got to many numbers like husks.
Tell ya the whole bullet penetration thing they're bringing in with ME3 would be great if i could just put a Widow round through a group of husks. 13 total shots just isn't enough to deal with a waved out swarm of 30-40 of the little ****s.
Reason why I didn't use the Widow on classes without secondary weapons. Why my Vanguards or Adepts had the Viper and not the Incisor.
Personally accepted both weapon settups, just holding down the trigger is boring when you've done over a dozen Mass Effect and fifteen Mass Effect 2 runs.
#537
Posté 05 février 2012 - 05:18
#538
Posté 05 février 2012 - 05:22
Someone With Mass wrote...
Then again, there's a chance that the Widow might receive an ammo capacity upgrade like most other weapons have.
Didn't they say most of the weapons can receive upgrades, but some of them can't? I'm not sure where I read that.
#539
Posté 05 février 2012 - 05:24
Yeah, I realize its not the best to use against odds like that but it 'can' be useful as overwatch when you have squads with you. If this was in a 'your alone' FPS of some kind I wouldn't even think twice about it but setting 2 squads out front keeping things back and sniping out things to lighten the load is fun sometimes.
My point was the Viper does this better then the other sniper rifles due to its capacity. In every other game, or with the Widows real-world counterparts you have 5 shots per mag - sometimes 10 - not 1. The idea of having so few shots was BioWares way of making sure you only used it on the big stuff, or to take out key targets which is fine. I just wish I could use an Avenger along with it instead of an SMG.
ME3 will let me do that, so I'm happy for that change. My Infiltrator in there will use a good single-shot sniper, the avenger and a Predator as a light backup which I probably wont use much, if at all.
#540
Posté 05 février 2012 - 05:30
-edit-
Oh oh! the Arc-Sniper thingy... really curious how that one works too, I mean its... still a sniper rifle but its based off the arc projector? Freaky.
Modifié par Adhin, 05 février 2012 - 05:32 .
#541
Posté 05 février 2012 - 05:30
incinerator950 wrote...
Didn't they say most of the weapons can receive upgrades, but some of them can't? I'm not sure where I read that.
I think that was just about some of the ME2 weapons that'll return.
#542
Posté 05 février 2012 - 05:35
#543
Posté 05 février 2012 - 05:41
Though they've mentioned a universal upgrade system outside of the modding system vaguely before so Im inclined to think it's that instead of the mods.
#544
Posté 05 février 2012 - 06:18
It might be ME2's weapon upgrades as well. But I do think I've seen indications that the mods have levels to them.Adhin wrote...
Think that's the universal weapon category upgrading that lightens all weapons in that class and probably adds mods slots amongst other things. I think its ultimately outside of the modding system. That or all mods go up to level 10 and filling a weapon up with all 10's is what it means.
Though they've mentioned a universal upgrade system outside of the modding system vaguely before so Im inclined to think it's that instead of the mods.
#545
Posté 05 février 2012 - 06:18
#546
Posté 05 février 2012 - 06:44
Kronner wrote...
based on the leaked achievements, it seems that a weapon can be upgraded to "level 10". I wonder what that means. Linear improvement in all stats, or simply using "X" number of mods? Damn, I can't wait to see the new and modded Claymore shotgun in action.
I think the guns simply level up. I'm a little curious to how that system would work, though.
#547
Posté 05 février 2012 - 06:45
#548
Posté 05 février 2012 - 06:48
That all said I wasn't expecting 10 levels worth, that almost sounds as ridiculous as ME1 system of 12 lvls for most stuff. Though it makes me wonder how we upgrade them. Mods I get, we find/buy them and we can sell stuff so, selling off old mods when we get upgrades makes sense. But that wouldn't work for the whole category upgrades...
Also with 10 lvls, 5 gun types, that's 45 'upgrades'... that's A LOT. I wonder if its purely mineral based like ME2 or handled some other way? like some kind of limited increase where you have to pick your 2-3 preferred to bring up? Ahh so many questions and I know the demo wont answer any of that.
#549
Posté 05 février 2012 - 06:48
Kronner wrote...
Maybe the weapon levels up after you kill X enemies with it. That would be damn fun
It worked in Borderlands, so it might work in ME3.
#550
Posté 05 février 2012 - 06:56
ME1 also had ten levels of upgrades for stuff, I-X.Adhin wrote...
That all said I wasn't expecting 10 levels worth, that almost sounds as ridiculous as ME1 system of 12 lvls for most stuff. Though it makes me wonder how we upgrade them. Mods I get, we find/buy them and we can sell stuff so, selling off old mods when we get upgrades makes sense. But that wouldn't work for the whole category upgrades...





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