BiO_MaN wrote...
tonnactus wrote...
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.
Gameplay trumps lore. Always.
Always? No. It depends on the game, but in any case all elements should work together as good as possible.
@Tonnactus
You say it makes no sense, but how do you explain cooldowns in the first place? I would think of it as exhaustion, and the ammount of weight you carry arround logically factors into exhaustion. More stuff would also hinder movement.
It makes sense and at the same time improves the game on many levels.
- A new layer of depth that allows you to customize your character towards firepower or powers.
- One more way to make weapons different and give good reasons to choose a weapon beyond damage.
- Many complained how overloaded Shepard looked in ME2, specially when playing something like an infiltrator or adept. Now you can not take weapon classes that don't factor into you playstyle and get rewarded with shortened cooldowns
- Visual customization and roleplaying. Some people want their character to be the guy that is armed to the teeth and some want a character that focuses one a very specific type of weapon that is part of his image. Again, the system allows you to customize and be rewarded for it.
It is a simple but brilliant concept and in my opinion one of the best new features in ME3.