Is it possible to carry NO weapons to maximise recharge time?
#26
Posté 07 février 2012 - 03:03
#27
Posté 07 février 2012 - 03:04
#28
Posté 07 février 2012 - 03:08
Shepard the Leper wrote...
Stardusk78 wrote...
I know you can carry only one if you want, what about none?
That would completely defeat the purpose of ME gameplay - which is about using your weapons and powers combined. I don't think it will be possible to start a mission without a weapon anyway. You likely have to equip at least one. Obviously you're free to ignore it but you don't get faster cooldowns in return.
Captain Planet? Is that you?!
#29
Posté 07 février 2012 - 03:08
You could Yo-Yo around the battlefield charging up a storm, 1 hitting them with a Claymore in the face... followed up by viscerally smashing them with your Biotic/Tech melee when they get too lippy and up-close.... good times!
#30
Posté 07 février 2012 - 03:16
Preston Watamaniuk wrote...
You have to carry at least 1 gun. The reason is technical not gameplay related. Without a gun all of our combat animations would break, and creating a whole new set of anims for no weapon Shep would cost too much memory. But carrying at least 1 gun is always a good idea. Hope that helped.
There's your answer, fillies and gentlecolts.
#31
Posté 07 février 2012 - 03:20
Fully custom weapon loads.... I've been waiting for this since the first game. Nice.
#32
Posté 07 février 2012 - 03:29
#33
Posté 07 février 2012 - 03:35
Ramus Quaritch wrote...
Wait, does having more guns increase the cooldown time? I thought that Adepts (for example) can only have two guns while soldiers can have all kinds of guns.
any class can carry as many as they want but all classes aside from Soldiers are penalised for carrying more weapons in the form of cooldown penalties
Modifié par Mike Shepard, 07 février 2012 - 03:35 .
#34
Posté 07 février 2012 - 03:45
Mike Shepard wrote...
Ramus Quaritch wrote...
Wait, does having more guns increase the cooldown time? I thought that Adepts (for example) can only have two guns while soldiers can have all kinds of guns.
any class can carry as many as they want but all classes aside from Soldiers are penalised for carrying more weapons in the form of cooldown penalties
Yep.
Every class can carry as many guns as they want. That means you can have an Adept that's armed to the teeth with weapons. BUT, as stated earlier, having more weapons than you're supposed to wield will incur cooldown penalties.
Adepts, Sentinels, and Engineers are supposed to have two weapons.
Vanguards and Infiltrators are supposed to have three.
Soldiers have a space for everything.
Modifié par LPPrince, 07 février 2012 - 03:55 .
#35
Posté 07 février 2012 - 03:47
#36
Posté 07 février 2012 - 03:49
#37
Posté 07 février 2012 - 03:54
#38
Posté 07 février 2012 - 04:00
LPPrince wrote...
Mike Shepard wrote...
Ramus Quaritch wrote...
Wait, does having more guns increase the cooldown time? I thought that Adepts (for example) can only have two guns while soldiers can have all kinds of guns.
any class can carry as many as they want but all classes aside from Soldiers are penalised for carrying more weapons in the form of cooldown penalties
Yep.
Every class can carry as many guns as they want. That means you can have an Adept that's armed to the teeth with weapons. BUT, as stated earlier, having more weapons than you're supposed to wield will incur cooldown penalties.
Adepts, Sentinels, and Engineers are supposed to have two weapons.
Vanguards and Infiltrators are supposed to have three.
Soldiers have a space for everything.
So Soldier's don't have a cooldown penalty for carrying everything and a spoon?
#39
Posté 07 février 2012 - 04:06
This could also mean guns that are very lightweight, but have some terrible stats. It would be a tradeoff as an Adept. Hmm, I think I have a challenge accepted for Insanity here. Now that I know this system is in place. Make my cooldowns naturally as fast as possible, and then while leveling upgrade them into the strongest and most damaging versions. Then again I could also become the Adept machine gun firing off tons of powers.
Get the OP a medal for thinking outside the box.
#40
Posté 07 février 2012 - 04:07
ttchip wrote...
wirelesstkd wrote...
It would be really cool if you had the option to just carry a light pistol and then have a really quick cooldown time. I like the idea of being able to play with (almost) all powers. I guess it depends on if they could find a way to balance it so that you're neither overpowered nor unable to defend yourself when you get flanked.
this will be the case. you can run around with only a predator and have UBER-cooldown-reduction.
I guess it's more a question of if you can effectively play the game as a biotic, carrying the smallest, weakest weapon
So we'll see... looking forward to seeing what they did
#41
Posté 07 février 2012 - 04:09
GnusmasTHX wrote...
LPPrince wrote...
Mike Shepard wrote...
Ramus Quaritch wrote...
Wait, does having more guns increase the cooldown time? I thought that Adepts (for example) can only have two guns while soldiers can have all kinds of guns.
any class can carry as many as they want but all classes aside from Soldiers are penalised for carrying more weapons in the form of cooldown penalties
Yep.
Every class can carry as many guns as they want. That means you can have an Adept that's armed to the teeth with weapons. BUT, as stated earlier, having more weapons than you're supposed to wield will incur cooldown penalties.
Adepts, Sentinels, and Engineers are supposed to have two weapons.
Vanguards and Infiltrators are supposed to have three.
Soldiers have a space for everything.
So Soldier's don't have a cooldown penalty for carrying everything and a spoon?
No, they do, they just have a massive weight capacity which means that they'll always have decent dooldowns.
#42
Posté 07 février 2012 - 04:32
ttchip wrote...
wirelesstkd wrote...
It would be really cool if you had the option to just carry a light pistol and then have a really quick cooldown time. I like the idea of being able to play with (almost) all powers. I guess it depends on if they could find a way to balance it so that you're neither overpowered nor unable to defend yourself when you get flanked.
this will be the case. you can run around with only a predator and have UBER-cooldown-reduction.
This is GREAT news. That is essentially how I played ME1 (though the pistol was a tad overpowered in ME1)
#43
Posté 07 février 2012 - 04:36
That's not actually true, the idea that each class are supposed to be able to carry a certain amount of weapons seems outdated too considering each weapon has it's own individual weight. Realistically you could carry 2 weapons that weigh less than 1 single weapon, so the quantity of weapons is somewhat irrelevant, it's just the weight that matters.Dasher1010 wrote...
GnusmasTHX wrote...
LPPrince wrote...
Mike Shepard wrote...
Ramus Quaritch wrote...
Wait, does having more guns increase the cooldown time? I thought that Adepts (for example) can only have two guns while soldiers can have all kinds of guns.
any class can carry as many as they want but all classes aside from Soldiers are penalised for carrying more weapons in the form of cooldown penalties
Yep.
Every class can carry as many guns as they want. That means you can have an Adept that's armed to the teeth with weapons. BUT, as stated earlier, having more weapons than you're supposed to wield will incur cooldown penalties.
Adepts, Sentinels, and Engineers are supposed to have two weapons.
Vanguards and Infiltrators are supposed to have three.
Soldiers have a space for everything.
So Soldier's don't have a cooldown penalty for carrying everything and a spoon?
No, they do, they just have a massive weight capacity which means that they'll always have decent dooldowns.
Also to elaborate further, footage from a Montreal event showed a dev playing a soldier with a -80% (so longer, rather than shorter) cooldown whilst carrying only 3 (albeit 2 of which were rather heavy) weapons. The link to that is here:
www.youtube.com/watch
2:54 is where you can see what i'm onabout. Though obviously there are weight bonuses to take into account which aren't taken advantage of in that build.
Modifié par DayusMakhina, 07 février 2012 - 04:37 .
#44
Posté 07 février 2012 - 04:41
Janus Prospero wrote...
Someone asked the devs this on twitter a long time ago. You are forced to carry at least one gun.
https://twitter.com/...297895704014848
"You need to have at least one gun. Very expensive to have no guns at all on the animation side."
I like that I actually gave the answer with a reference on the first page and people proceded to ignore it.
This must be what Cassandra felt like.
#45
Posté 07 février 2012 - 04:43
#46
Posté 07 février 2012 - 05:17
#47
Guest_Aotearas_*
Posté 07 février 2012 - 05:22
Guest_Aotearas_*
tonnactus wrote...
They seriously implemented such a bullcrap into the game...
Why is that so?
The system is not much different from the ME2 one if you stick with the standard loadout of a class as was in ME2. And I am sure there will be some possibilities a lá Collector Ship to increase one's loadout capacity to bring another weapon along without any significant penalty.
On the other hand however, it gives great boni to those that deliberately lower their brought arsenal.
It adds depth to the gameplay decisions you make, not "bullcrap" as you put it.
#48
Posté 07 février 2012 - 05:30
Xivai wrote...
If it's based on weight then why not go for the lowest guns combined? What I mean by this is if you have a rifle that's 1.5 pounds. Then a pistol and machine pistol at .75 pounds each why not take the pistols since they will be of equal weight and give you more diversity.
Unfortunately, devs mentions that you can't carry TWO of the same class of weapon. Can carry 1 SMG, 1 Pistol, but not 2 pistols..
#49
Posté 07 février 2012 - 05:36
Neofelis Nebulosa wrote...
Why is that so?
Because it doesnt make any sense. So what is the explanation for that? Is a adept burning so much more calories by carrying more then two guns or much more less if carrying only one that his cooldown times decreased/increased or what?(great,just eat some kind of energy bar then i guess...) And how in hell that should affect an engineer?
Why this is even needed instead of implement a variation of bioamps and omnitools with different strenght and weaknesses???
It makes no sense. Its pure nonsense.
Modifié par tonnactus, 07 février 2012 - 05:41 .
#50
Posté 07 février 2012 - 05:41
Stardusk78 wrote...
I know you can carry only one if you want, what about none?
You have to carry at least one weapon.





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