didymos1120 wrote...
We're not talking in-universe though, are we? We're talking gameplay.
If it's about game play, the difference about overheating system and heat sink gives 2 oppsite mechanic:
- the overheating system you are satcking ressources until you can't fire anymore.
- the heat sink you are unloading your ressources until you are out of ammo.
Stacking and unloading give sever gameplay difference, wich i'm afraid is more confortable with unloading rather than stacking.
With unloading you ammo, you feels you have to manage your ressources very often, you just can't shoot the widow forever because this is a kick ass gun, that would be OP.
If you were stacking, you could abuse of the widow everytime until you reach is limite.
So, the limite to use a weapon would be determinated by his stacking time, for exemple, if a staking with the widow needed 6 second to reach his overheating cap, it would mean everytime the combat doesn't last longer than 5 you could always use this powerfull gun.
For a good gameplay experience, the game must provide encounter where the rythm to fire weapon must be different, by making some ennemy stronger, more numerous etc.
And to that matter, weapon with overheating system as it is in ME1 is not reliable. If you can't fire more than 6 second before overheating (exemple), it's mean you have to switch your weapon.... BUT ! weapon have a huge impact on how effient they affect the ennemy in ME2 (a feature largely contributing to his sucess), so, to be forced switch weapon for a second weapon that is less efficient may be, is kinda frustrating.
Try to think about yourself, as a weapon user, why would we use "this" weapon ? what we want is the weapon to be reliable in X or Y situation, because our life is on the line, if the weapon have to overheat in 6 second it could be a god damn problem !
The only way to delay the overheat is managing the timing between each shot, that's what bugs the various encounter
The heat sink and unloading ressources allow us to manage our ressources in order to endure more harder or intense encounter, by giving us more flexibility, so i could use the window a lot more longer in a high burst sequence on the same encounter and finish with a few munition left but being alive thanks to the reliability of the weapon. "thanks widow, you didn't let me down, you saved my skin !"
The ammo limitation is an easy and good way to make the weapon not OP because you can't use it forever, but when you need it (and if you didn't waste your ammo on squirel and grunts) you have heavy fire power.
The feelings !
Having a reload animation is also very important with guns, because they are also the expression of "ready to kill".
When your guns is fully loaded, it's mean "ready to kick ass", i never had this feelings in me1, overheating ... bip bip bip... sit .... wait .... when the gun is ready, nothing ... just shoot again, like a plastic toy.
In me2, when i'm pissed off at some ennemys, i reload my phalanx and think "just you wait little crap, the bullet storm is comming" *click* (weapon fully loaded), BAM BAM BAM BAM ! "told ya !"
In me1 is "just you wait ! still heated à 70% ..... 50 .... 35 .... 15 .... 5 .. ah, that will be enough, waiting is boring ..."
Definitly not the same pleasure, but that's only my opinion.
Modifié par Siegdrifa, 21 janvier 2012 - 02:19 .