Weapons List (Update: Pictures Added)
#1251
Posté 02 mars 2012 - 04:50
#1252
Posté 02 mars 2012 - 05:09
#1253
Posté 02 mars 2012 - 06:54
There were a few problems serious problems with heavy weapons that Ghost43 pointed out.
1: The rarity of power cells made keeping them fed with ammo unrelaible and...
2: The encumbrance system would make equipping a weapon that had an unreliable ammo source silly.
In both cases the problem is power cells.
As I See it there there ia an obvious solution to the Power Cell Problem...
Make the Heavy Weapon Use Thermal Clips.
There are already guns in Mass Effect 3 that use thermal clips; but mimic Mass Effect 2 heavy weapons namely the Arc Projector based Arc Pistol and the three explosives firing weapons (Scorpion, Falcon, and Chakram Launcher).
By tweaking the weapon's weight, spare ammo limit and the number of shots it gets from a thermal clip the same approach would work for all but one of the Heavy Weapons in ME2.
This approach would work very well for Heavy Weapons that had pretty deep ammo supplies like the Firestorm, the Collector Particle Beam and the Avalanche since they could be used rather regularly without being overpowered.
This approach could still work pretty well for heavy hitting weapons that have more limited ammo supplies such as the Grenade Launcher and the Missile Launcher so long as the max spare ammo supply was limited, the number of shots granted by a single thermal clip was likewise limited and their weight was properly balanced.
For example the Grenade Launcher might be made to use thermal clips by being very heavy, having a max spare ammo of only 10 or so shots and regaining only one or two shots per thermal clip. That way you couldn't spam it constantly; but you could still bust it out with some degree of regularity when the **** hits the fan.
A Note On Multiplayer: Properly balanced this approach could work for pretty much any heavy weapon in single player; but not for multiplayer since it would encourage players to equip a heavy hitter with limited ammo like a Grenade Launcher empty it as fast as possible and then run back to the ammo crate over and over.
This problem could possibly be addressed by having each ammo crate only resupply a few shots with each wave of enemies as with the grenades; but it might just be easier to keep some of the most devastating weapons (like the Grenade Launcher and Missile Launcher) out of multiplayer or alternatively to throw some heavy weapons into the map like powerups with a limited ammo supply.
RE: The Cain Problem
The obvious exception to the thermal clip solution is the Cain since its simply too powerful for a thermal clip to give you even a single shot. While simply making the Cain a weapon you find in the field and use once during the game is a solution, its not a very eloquent solution.
My suggestion would be to keep the Cain as a Weapon that still uses Power Cells and have each ammo box for grenades resupply a sizable portion of the Cain's ammo supply so that you'd get a chance to use it about two or three times during your average mission.
The downside would be that the Cain would be very heavy (thus slowing your power cooldown) and you wouldn't get to use it often; but if you really wanted to carry a nuclear option into battle you could.
A Note On Multiplayer: There's no way the Cain can be balanced for multiplayer at least not as an equippable weapon since even a single shot per enemy wave would be excssive. However throwing a Cain into the map as a powerup that you can grab fire once and then discard could be fun.
Modifié par implodinggoat, 02 mars 2012 - 06:59 .
#1254
Posté 02 mars 2012 - 02:18
implodinggoat wrote...
weirdopo wrote...
Hey, impodinggoat, I haven't seen any footage of Shepard using Heavy Weapons. What videos were they in?
30 seconds in to the Adrenaline Pumping Gameplay vid he's using a firestorm flamethrower.
http://masseffect.bi...b20d36c6b2327ef
Forty three seconds in on that same video, after Shepard rolls out of the way of the reaper laser, you cam see the Arc Projector strapped on his back.
#1255
Posté 02 mars 2012 - 09:29
purplehaybusa wrote...
implodinggoat wrote...
weirdopo wrote...
Hey, impodinggoat, I haven't seen any footage of Shepard using Heavy Weapons. What videos were they in?
30 seconds in to the Adrenaline Pumping Gameplay vid he's using a firestorm flamethrower.
http://masseffect.bi...b20d36c6b2327ef
Forty three seconds in on that same video, after Shepard rolls out of the way of the reaper laser, you cam see the Arc Projector strapped on his back.
Good eye man, I hadn't noticed that.
#1256
Posté 03 mars 2012 - 01:46
#1257
Posté 03 mars 2012 - 08:00
Personnaly I think it's a good descision, because if they worked like in ME2, I probably would never use them, now that they are situational, I would have some opportunities to use them, good move Bioware.
Modifié par Vapaä, 03 mars 2012 - 08:25 .
#1258
Posté 03 mars 2012 - 10:26
Just updated the sheet with DPS calculations. Note: I did not make the calculations. Sustained DPS is DPS set within a certain period of time. Burst DPS calculates damage until your clip runs out. It was stated these are based on maximum figures.
Modifié par b09boy, 03 mars 2012 - 10:27 .
#1259
Posté 03 mars 2012 - 05:07
#1260
Posté 03 mars 2012 - 07:22
b09boy wrote...
https://docs.google....JLdXZZVXc#gid=0
Just updated the sheet with DPS calculations. Note: I did not make the calculations. Sustained DPS is DPS set within a certain period of time. Burst DPS calculates damage until your clip runs out. It was stated these are based on maximum figures.
I did the calculations.
Sustained DPS is how much damage you can do firing continusously until you completely run out of ammunition. To find it, I determined the time required to fire one burst from the the weapon (so that it includes refire time for burst-fire weapons), then found total fire time per clip, then added reload time to generate full cycle time. Divide total damage from one clip into total cycle time and you have sustained DPS.
Burst DPS is just how much damage you can do per second until you have to reload.
True DPS will fall somewhere between the two. You'll often reload at times when you can't or shouldn't try to deal damage anyway.
True weapon utility will concern far more than just DPS.
There are four oddities in the DPS numbers: the Viper and Mantis have refire times where none should exist, the Hornet lacks a refire time while one clearly exists in the game (I estimated 0.2s), and the Graal mechanics are unusual.
#1261
Posté 04 mars 2012 - 01:29
#1262
Posté 04 mars 2012 - 04:33
#1263
Posté 04 mars 2012 - 04:42
Also no way the N7 Eagle is weaker than the Predator.JSLfromBx wrote...
Something is wrong with that dps list saber and crusader have the same firing speed and same damage yet you rate the cruser as twice the dps.
#1264
Posté 04 mars 2012 - 05:12
Vapaä wrote...
Personnaly I think it's a good descision, because if they worked like in ME2, I probably would never use them, now that they are situational, I would have some opportunities to use them, good move Bioware.
I agree that IF they worked like they did in ME2 (IE using power cells) the heavy weapons wouldn't be worthwhile in ME3 in light of the weight encumbrance system. But they were the most unique guns in ME2 and it seems unfortunate to me that there's no way to make a build based around packing a flamethrower or a grenade launcher.
Like I said I would have liked to have seen most of the heavy weapons rebalanced to use thermal clips or perhaps an overheat system rather than a rare ammo type like power cells. By making the weapons heavy, keeping the max spare ammo quite limited and only giving you one or two shots with each new thermal clip you pick up even a devestating weapon like the grenade launcher or the missile launcher could be balanced to use thermal clips. Balancing the heavy weapons like this would make the weapons so ammo hungry that you couldn't spam them against everything (kind of like the Mantis in ME2); but stil give you enough opportunity to get ammo for them that you could reliably bust them out when the **** hit the fan.
Only the superpowerful heavy weapons that can take down boss level enemies with a single shot like the Cain, or the Rocket Launcher (the one you use in multiplayer) couldn't be balanced to use thermal clips or an overheat system. And I think even those could have been balanced out if you kept them using a rare ammo type like power cells. You may not want to bring them along much since they'd be heavy and you wouldn't be able to use them very often during a mission; but if you wanted to bring along a nuclear option to one shot a boss you'd still have the option if you were willing to accept the weight penalty which would actually make a weapon like the Cain better balanced than it was in ME2.
#1265
Posté 04 mars 2012 - 05:19
TexasToast712 wrote...
Also no way the N7 Eagle is weaker than the Predator.JSLfromBx wrote...
Something is wrong with that dps list saber and crusader have the same firing speed and same damage yet you rate the cruser as twice the dps.
And the AT-12 Raider's DPS just seems nuts. Which will particularly ****** me off since its going to be the only gun I don't have.....thank you very much retailer exclusive DLC.
#1266
Posté 04 mars 2012 - 05:35
PS: Anybody else notice that the Eviscerator and Wraith shotguns are...ya know...the same? lol
#1267
Posté 04 mars 2012 - 05:45
DownClown wrote...
Oh man, can't wait! The Assault Rifles look dope.
PS: Anybody else notice that the Eviscerator and Wraith shotguns are...ya know...the same? lol
Wow! And so is the Carnifex and Paladin! And the Widow and BLACK Widow! Woah! Good observation broski!
Either way, can't wait to get my hands on those assault rifles. Good thing I've been a Soldier throughout my Mass Effect career and I can use all of these Assault Rifles to their full potential. Just have to find out which one to use. So many to choose from.
#1268
Posté 04 mars 2012 - 05:49
Legion64 wrote...
DownClown wrote...
Oh man, can't wait! The Assault Rifles look dope.
PS: Anybody else notice that the Eviscerator and Wraith shotguns are...ya know...the same? lol
Wow! And so is the Carnifex and Paladin! And the Widow and BLACK Widow! Woah! Good observation broski!
Either way, can't wait to get my hands on those assault rifles. Good thing I've been a Soldier throughout my Mass Effect career and I can use all of these Assault Rifles to their full potential. Just have to find out which one to use. So many to choose from.
Sarcasm noted, lmao. And same here, been rockin' soldier class since ME1.
And if i had to chose just based on appearance, it'd either be the Mattock or the Argus
#1269
Posté 04 mars 2012 - 06:33
DownClown wrote...
Sarcasm noted, lmao. And same here, been rockin' soldier class since ME1.
And if i had to chose just based on appearance, it'd either be the Mattock or the Argus
Also been a Soldier since ME1, and if we're talking looks I'm digging the Phaeston. I just hope its more than a pretty face.
#1270
Posté 04 mars 2012 - 06:35
#1271
Guest_PDesign_*
Posté 04 mars 2012 - 01:30
Guest_PDesign_*
zeypher wrote...
PDesign or anyone, if you manage to find the stats of the prothean rifle in your pre load files please post its stats here.
DLC files has different format, so i cant check stats.
#1272
Posté 04 mars 2012 - 10:14
implodinggoat wrote...
DownClown wrote...
Sarcasm noted, lmao. And same here, been rockin' soldier class since ME1.
And if i had to chose just based on appearance, it'd either be the Mattock or the Argus
Also been a Soldier since ME1, and if we're talking looks I'm digging the Phaeston. I just hope its more than a pretty face.
Oooh, the Phaeston does look pretty sweet. And same here, I hope the cooler-looking rifles aren't just there for show.
#1273
Posté 04 mars 2012 - 10:58
PDesign wrote...
zeypher wrote...
PDesign or anyone, if you manage to find the stats of the prothean rifle in your pre load files please post its stats here.
DLC files has different format, so i cant check stats.
Well thanks for trying at least , I hope that one of the Us fan will upload a screenshot of the gun with the statbar in the armory, better than nothing for us euro gamers.
#1274
Posté 05 mars 2012 - 11:23
AND every level of the the upgrade is also a different color.
An example:
Scimitar shotgun + heat sink lvl.1 --> scimitar becomes golden
Scimitar shotgun + heat sink lvl.5 --> scimitar becomes black
#1275
Posté 05 mars 2012 - 11:28
variobunz wrote...
About Mods: I noticted that every weapon class has one upgrade that changes the overall color of the gun. On heavy pistols and assault rifles it's the mag capacity upgrade, on shotguns it's the heat sink (more accuracy) and on SMGs it's the ultralight materials (less weight). I'm not sure on Sniper rifles. It's either the piercing mod or the concentration module (slows time when scoping). But I'm sure there is an upgrade that changes the overall color (saw a ME3 video with a incisor in grey instead of blue).
AND every level of the the upgrade is also a different color.
An example:
Scimitar shotgun + heat sink lvl.1 --> scimitar becomes golden
Scimitar shotgun + heat sink lvl.5 --> scimitar becomes black
Hopefully we can preview each so we aren't forced into changing colour prematurely
Suppose even if you can't I'll just find out online





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