Weapons List (Update: Pictures Added)
#126
Posté 22 janvier 2012 - 02:14
#127
Posté 22 janvier 2012 - 12:11
james1976 wrote...
Random citizen wrote...
Regarding weapon upgrades... "spare ammo" does it make sense to anyone?
Isn't weapon fire limited by heat in ME2 -style mechanics? How does having a larger or extra ammo-bock increase the number of rounds you can fire when ammo is treated like a non-issue to begin with?
Yes and no. That's mostly ME1. But in ME2 you had so many shots fired before you had to "reload" another heat clip. If heat clips are returning then any upgrade that increases the about "ammo" you have, then I imagine it either allows you to have more heat clips for that weapon or increases said clip size by allowing you to fire more shots before having to "reload another heat clip" than you would have had without that upgrade. That's my guess anyway.
Its just that I think the responsible over at bioware themselves might be confusing ammo with heat, as thermal clips de-facto works as universal refill of firing capacity for every weapon. I seem to recall that walking on a Thermal clip and all your weapons gets + in firing capacity. I do not recall reading anything about the ammo block having a significantly reduced capacity after the introduction of thermal clips. It supposedly contained thousands of rounds (but not seemingly infinite ammo as broken ME1 gameplay displayed). Even if the introduction of thermal clips allowed for firing of larger slugs, they would need to be 10x as big (if we assume that an ammo-block in ME was 4000 rounds).
Modifié par Random citizen, 22 janvier 2012 - 12:12 .
#128
Posté 22 janvier 2012 - 12:17
But I don't care. There's a ton of guns in this game. Sure, a lot are going to be made obsolete by others, but I don't care.
GIVE ME MOAR.
#129
Guest_The PLC_*
Posté 22 janvier 2012 - 01:14
Guest_The PLC_*
Oh, and have ALL of these weapons been confirmed?
#130
Posté 22 janvier 2012 - 02:04
The PLC wrote...
Is it weird that I'm more interested in the sound of all these weapons, than actually using them?
Oh, and have ALL of these weapons been confirmed?
They were in the leaked script so no they haven't been officially confirmed. Most if not all of them will probably make it into the game as described; but the game is still under development and the leak came out months ago so things are subject to change.
#131
Posté 22 janvier 2012 - 02:09
I would rather have had a system withLPPrince wrote...
Thing is, without heat sinks you couldn't shoot whatsoever, so it doesn't matter if the ammo blocks CAN give us thousands of rounds. What matters is what they DO give us, and that is extremely limited to what the supposed amount of ammo is.
But I don't care. There's a ton of guns in this game. Sure, a lot are going to be made obsolete by others, but I don't care.
GIVE ME MOAR.
1) a fixed but large amount of ammo with a reload animation when you are out. (if you are out of ammo you need to scavenge ammo blocks or enemy weapons - or receive from allies. "I am out")
2) thermal clips that cools at a rate relative to how much you fire.
That would give you the option going through an entire ammo block with short bursts., or you could spray and change thermal clips. It would also do away with the horrible ammo powers in its current form. I have nothing against specific training allowing characters using exotic ammo more efficiently then non-trained, but the notion that you cant use tungsten rounds or shredder rounds (or whatever) its just... well. I dont like it. Not one bit.
Modifié par Random citizen, 22 janvier 2012 - 02:13 .
#132
Posté 22 janvier 2012 - 02:45
Yeah, I've never liked how ammo powers were tied specifically to class aside from the bonus ones, but it's a gameplay mechanic I've come to accept because if they didn't, everyone would probably stock up on Incendiary, Disruptor, and Warp ammo and just go around killing things without bothering to try the other ammo types.Random citizen wrote...
I would rather have had a system withLPPrince wrote...
Thing is, without heat sinks you couldn't shoot whatsoever, so it doesn't matter if the ammo blocks CAN give us thousands of rounds. What matters is what they DO give us, and that is extremely limited to what the supposed amount of ammo is.
But I don't care. There's a ton of guns in this game. Sure, a lot are going to be made obsolete by others, but I don't care.
GIVE ME MOAR.
1) a fixed but large amount of ammo with a reload animation when you are out. (if you are out of ammo you need to scavenge ammo blocks or enemy weapons - or receive from allies. "I am out")
2) thermal clips that cools at a rate relative to how much you fire.
That would give you the option going through an entire ammo block with short bursts., or you could spray and change thermal clips. It would also do away with the horrible ammo powers in its current form. I have nothing against specific training allowing characters using exotic ammo more efficiently then non-trained, but the notion that you cant use tungsten rounds or shredder rounds (or whatever) its just... well. I dont like it. Not one bit.
#133
Posté 22 janvier 2012 - 02:56
kregano wrote...
Yeah, I've never liked how ammo powers were tied specifically to class aside from the bonus ones, but it's a gameplay mechanic I've come to accept because if they didn't, everyone would probably stock up on Incendiary, Disruptor, and Warp ammo and just go around killing things without bothering to try the other ammo types.Random citizen wrote...
I would rather have had a system withLPPrince wrote...
Thing is, without heat sinks you couldn't shoot whatsoever, so it doesn't matter if the ammo blocks CAN give us thousands of rounds. What matters is what they DO give us, and that is extremely limited to what the supposed amount of ammo is.
But I don't care. There's a ton of guns in this game. Sure, a lot are going to be made obsolete by others, but I don't care.
GIVE ME MOAR.
1) a fixed but large amount of ammo with a reload animation when you are out. (if you are out of ammo you need to scavenge ammo blocks or enemy weapons - or receive from allies. "I am out")
2) thermal clips that cools at a rate relative to how much you fire.
That would give you the option going through an entire ammo block with short bursts., or you could spray and change thermal clips. It would also do away with the horrible ammo powers in its current form. I have nothing against specific training allowing characters using exotic ammo more efficiently then non-trained, but the notion that you cant use tungsten rounds or shredder rounds (or whatever) its just... well. I dont like it. Not one bit.
The you design the game so that different types of ammunition has its own advantages and disadvantages.
Cost, ammo-block size, penetration and effect on differnt targets, accuracy, heat generation and so on.
#134
Posté 22 janvier 2012 - 02:58
#135
Posté 22 janvier 2012 - 03:14
Then, on the wheel, there would be a section for ammo types and everyone no matter the class could switch to any ammo type at any time.
#136
Posté 22 janvier 2012 - 03:36
Ceilalouette wrote...
Including heavy weapons and DLC guns, we now have a grand total of 59 weapons to play with. Hol-ee crap. Count me amazed. I sincerely hope BW releases the N7 warfare pack as DLC, that valkryie looks awesome.
most of the dlc guns r probably reskins though..
#137
Posté 22 janvier 2012 - 03:48
Hellbound555 wrote...
Ceilalouette wrote...
Including heavy weapons and DLC guns, we now have a grand total of 59 weapons to play with. Hol-ee crap. Count me amazed. I sincerely hope BW releases the N7 warfare pack as DLC, that valkryie looks awesome.
most of the dlc guns r probably reskins though..
That was what dissuaded me from getting the N7 edition.. looked like cheap skins and ugly at that
(that said, this isn't a 'cancelled my pre-order' post; its a 'pre-order the surely great standard edition instead')
#138
Posté 22 janvier 2012 - 04:09
M-90 Indra and Thor pistol - sound like they ought to pack a punch!
Too many pistols to choose from - it would be nice to be able to carry two different pistols at once (if it's less than the maximum weight limit).
Modifié par Curunen, 22 janvier 2012 - 04:10 .
#139
Guest_PDesign_*
Posté 22 janvier 2012 - 04:20
Guest_PDesign_*
Or both at same time, akimbo style.Curunen wrote...
Too many pistols to choose from - it would be nice to be able to carry two different pistols at once (if it's less than the maximum weight limit).
#140
Posté 22 janvier 2012 - 04:22
My question is if its going to perform like a Desert Eagle.
#141
Posté 22 janvier 2012 - 06:05
Random citizen wrote...
I would rather have had a system with
1) a fixed but large amount of ammo with a reload animation when you are out. (if you are out of ammo you need to scavenge ammo blocks or enemy weapons - or receive from allies. "I am out")
We do have omni-tools that can make more ammo blocks, and I'd love to have a cutscene where we see an Ally ask if they have any omnigel or something to spare, since they low on both ammo blocks and Thermal Clips.
2) thermal clips that cools at a rate relative to how much you fire.
My only concern with the idea of waiting for Thermal Clips to cool is that we seem do be dealing with intense heat and very likely material fatigue.
That would give you the option going through an entire ammo block with short bursts., or you could spray and change thermal clips. It would also do away with the horrible ammo powers in its current form. I have nothing against specific training allowing characters using exotic ammo more efficiently then non-trained, but the notion that you cant use tungsten rounds or shredder rounds (or whatever) its just... well. I dont like it. Not one bit.
I too would have preferred a different setup for ammo powers.
And thinking about Squad evolutions gets my head spinning a bit, where I've tried figuring that there's a certain module added to the weapons for Disruptor and Cryo so you'd possibly need to make and maintain those detachable modules or modifications to existing components. Incendiary and Inferno might modify the ammo block or be adding a module, applying a Thermal Paste, and an explosive with Inferno for example.
But then with Tungsten, the ammo block seems to basically be made of Tungsten Carbide and the projectiles are shaped as discarding sabots, maybe like this. and the Squad Armor-Piercing seems to increase the Tungsten content, so then why couldn't all weapons at least use Tungsten Carbide?
Because if you read the Research descriptions, say for Assault Rifles, There is mention of a Tungsten Jacket and a phasic envelope, which sounds similar to Disruptor ammo, but I figure the power of the phasic envelope is strengthened, so again my pet peeve of having ammo powers as restricted class powers.
Shredder seems to modify the shape of the projectile for improved stopping power, maybe shaping the rounds like hollow points, which simply sounds like a mode select to me and could be set up as either Shredder setting or Piercing setting.
The last thing I'll say about ammo powers, they all work off of only the base weapon damage. Research upgrades were ignored in ME2 so as we progress, there are diminishing returns with the damage boosts from ammo powers, so then only their CC capacity remains useful at higher levels, like 22+.
So, although I can see why we have the three ammo powers setup as class restricted powers to balance the classes, I would have preferred a different setup than ME2 here, and thus ME3 too,
but I won't go on about what I'd like to see, right now.
Fun Factoid: When a cylinder (maybe a spent heat sink) is ejected from the equipped weapon, it glows orange. To be that color, the cylinder would most likely need to be above at least 1,100 °C (2,012 °F), (similar to how hot lava can be) and we know they can ignite flammable material from Zaeed's LM.
#142
Posté 22 janvier 2012 - 06:11
Well actually its really hot, but you know.
#143
Posté 22 janvier 2012 - 06:25
LPPrince wrote...
I would've preferred if the spent heat sinks glowed blue, because blue fire is cool.
Well actually its really hot, but you know.
Yeah, that would be neat.
and I found a few more wiki articles, related to the glowing colors we see. en.wikipedia.org/wiki/Incandescence
en.wikipedia.org/wiki/Thermal_radiation
In the second link, the lower limit for a bright orange is lower, at 930°C, but still that's too darn hot!
#144
Posté 22 janvier 2012 - 06:46
the thing that i like the most about ME1's weapons was that they made sure the weapon brands made an impact in a way. i know in the end we all picked damage over anything else but it still gave me a borderlands feel. like... X brand has more damage than Y brand but Y brand wins over accuracy, etc. i think that added to the personalization/rpg feel of the game because the weapon you took to battle was the one that appealed to you more, not because there only 3 other assault rifles in the game and the other 2 blow ass (ME2).
but the direction theyre going in ME3 is definitely awesome. tbh i think id rather have more kinds of weapons than different brands of the same type. there will be specific builds for specific class/weapon combinations, im anxious to see what people come up with.
#145
Posté 22 janvier 2012 - 07:15
where you get that info?link plzPDesign wrote...
Assault rifles :
M-8 Avenger
M-76 Revenant
M-96 Mattock
Geth Pulse Rifle
Collector Assault Rifle
M-15 Vindicator
Cobra - new
M-37 Falcon - new
M-99 Saber - new
Phaeston - new
N7 Valkyrie (DLC) - new
Chakram Launcher (DLC) - new
M55 Argus (DLC) - new
------------------------------------------------
Pistols:
M-3 Predator
M-5 Phalanx
M-6 Carnifex
Ivory - new
Scorpion Defensive Ordnance Pistol - new
M-358 Talon - new
Thor - new
Arc Pistol - new
N7 Eagle (DLC) - new
------------------------------------------------
Shotguns:
M-23 Katana
M-22 Eviscerator
M-27 Scimitar
M-300 Claymore
Geth Plasma Shotgun
The Disciple - new
Graal Spike Thrower - new
Striker - new
Centurion - new
N7 Crusader (DLC) - new
AT12 Raider (DLC) - new
------------------------------------------------
Submachine guns:
M-4 Shuriken
M-9 Tempest
M-12 Locust
M-237S Hornet - new
N7 Hurricane (DLC) - new
------------------------------------------------
Sniper rifles :
M-92 Mantis
M-97 Viper
M-98 Widow
M-29 Incisor
M-112 Raptor - new
M-90 Indra - new
Javelin - new
Black Widow - new
N7 Valiant (DLC) - new
------------------------------------------------
Heavy weapons :
M-622 Avalanche
M-920 Cain
M-451 Firestorm
M-100 Grenade Launcher
ML-77 Missile Launcher
M-490 Blackstorm
Arc Projector
Collector Particle Beam
Geth Spitfire - new
M-51 Havoc - new
Black Star - new
Hydra - new
------------------------------------------------
#146
Posté 22 janvier 2012 - 07:16
GamerrangerX wrote...
where you get that info?link plzPDesign wrote...
Assault rifles :
M-8 Avenger
M-76 Revenant
M-96 Mattock
Geth Pulse Rifle
Collector Assault Rifle
M-15 Vindicator
Cobra - new
M-37 Falcon - new
M-99 Saber - new
Phaeston - new
N7 Valkyrie (DLC) - new
Chakram Launcher (DLC) - new
M55 Argus (DLC) - new
------------------------------------------------
Pistols:
M-3 Predator
M-5 Phalanx
M-6 Carnifex
Ivory - new
Scorpion Defensive Ordnance Pistol - new
M-358 Talon - new
Thor - new
Arc Pistol - new
N7 Eagle (DLC) - new
------------------------------------------------
Shotguns:
M-23 Katana
M-22 Eviscerator
M-27 Scimitar
M-300 Claymore
Geth Plasma Shotgun
The Disciple - new
Graal Spike Thrower - new
Striker - new
Centurion - new
N7 Crusader (DLC) - new
AT12 Raider (DLC) - new
------------------------------------------------
Submachine guns:
M-4 Shuriken
M-9 Tempest
M-12 Locust
M-237S Hornet - new
N7 Hurricane (DLC) - new
------------------------------------------------
Sniper rifles :
M-92 Mantis
M-97 Viper
M-98 Widow
M-29 Incisor
M-112 Raptor - new
M-90 Indra - new
Javelin - new
Black Widow - new
N7 Valiant (DLC) - new
------------------------------------------------
Heavy weapons :
M-622 Avalanche
M-920 Cain
M-451 Firestorm
M-100 Grenade Launcher
ML-77 Missile Launcher
M-490 Blackstorm
Arc Projector
Collector Particle Beam
Geth Spitfire - new
M-51 Havoc - new
Black Star - new
Hydra - new
------------------------------------------------
it was in the leaked script
#147
Posté 22 janvier 2012 - 07:56
Really? I always perceived it as an excuse to have different color schemes for the guns. It never really factored into how I picked guns since there was so much junk floating around that I automatically leaned towards the guns with the most damage and added mods to compensate for any weaknesses.Bananables wrote...
commenting about ME1's weapons:
the thing that i like the most about ME1's weapons was that they made sure the weapon brands made an impact in a way. i know in the end we all picked damage over anything else but it still gave me a borderlands feel. like... X brand has more damage than Y brand but Y brand wins over accuracy, etc. i think that added to the personalization/rpg feel of the game because the weapon you took to battle was the one that appealed to you more, not because there only 3 other assault rifles in the game and the other 2 blow ass (ME2).
#148
Guest_PDesign_*
Posté 22 janvier 2012 - 09:54
Guest_PDesign_*
Confirmed.
Modifié par PDesign, 22 janvier 2012 - 10:30 .
#149
Posté 22 janvier 2012 - 10:54
#150
Posté 22 janvier 2012 - 11:01
Waitwhat? Mode like "choose this option when you want" mode or "this only fires in 2-round burst" mode?PDesign wrote...
Valkyrie has two-shot burst mode.
Confirmed.





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