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What Weapon is Good VS Armor/Shield?


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20 réponses à ce sujet

#1
SSH83

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Do different weapon still have different effectiveness against shield or armor, etc?

I was playing insanity in demo so enemies have shield/armor, but... different weapon type don't seem to matter like they used to in ME2, where having multiple weapon actualy matter for tactical reasons instead of just using the favorite one forever...

Modifié par SSH83, 18 février 2012 - 05:17 .


#2
zeypher

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from the weapon data posted by PDesign, it seems guns dnt have bonuses to shields or amor etc. That system doesnt seem to exist anymore

#3
SSH83

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oh wow... that's so sad...

Though is it even sadder that almost no one even care/notice such a significant dumbing down of actual gameplay tactics??? o.o

I hope they just have it disabled in some build and can enable it for Insanity difficulty at least...

#4
jtg556

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I think that dumbing down is made up for by the excellent weight capacity system, where you shouldn't be expected to carry an anti shields weapon and an anti armor weapon anyway for weight reasons. Anyway even if the weapons don't have innate properties you can always add an ammo power.

#5
SSH83

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The tactical challenge of knowing when to switch weapon and learning how to use all the weapons instead of just a single weapon.

The dumbing down of that is "made up" by the weight system? what? While I lament the dumbing down of combat in ME3, it seems Bioware made the right decision overall in terms of catering to the majority of their players.

Just hoping that they don't abandon the minority.

#6
Palathas

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I thought those sorts of bonuses were getting shifted to weapon mods. Much like it was in ME 1.

#7
Zaeedfan117

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-Damage bonuses removed
-Weapon mods return
-Major game-changing weight system added
-calls combat dumb downed




lolwut?

#8
AkiKishi

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Oh well that sort of makes some of the stuff make more sense.

Now it's just damage and RoF?

#9
zeypher

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i think the damage bonus were removed, so as to make ammo powers viable. The ammo powers look very good this time around

#10
ShykeX

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High RoF = shield / barrier killing.
Low RoF = Armor killing.

It's the exact same as it was before really. Shotguns do massive damage to both as they fire eight projectiles (atleas the claymore does).

#11
Nathan Redgrave

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SSH83 wrote...

The tactical challenge of knowing when to switch.


Er... color-coding is not a tactical challenge. In fact, it's not very tactical at all. It's level of reliance on brain-power is fairly minimal, actually.

#12
redafro

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zeypher wrote...

i think the damage bonus were removed, so as to make ammo powers viable. The ammo powers look very good this time around


ammo powers where viable in me2 as well so thats not really a valid reason

people always dumb down games to make it accesible for a larger audiance, it is unfortunalty the way it goes

#13
vonSlash

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SSH83 wrote...

The tactical challenge of knowing when to switch weapon and learning how to use all the weapons instead of just a single weapon.


The problem is, if you're willing to accept slightly slower kill times, anti-shield weapons were still useful against armor and anti-armor weapons were still useful against shields, so you could complete most situations easily by using the weapons you liked most . Some of my best memories from ME2 come from fighting the Thresher Maw on Grunt's Loyalty mission on Insanity using exclusively the Tempest with Disruptor Ammo.

#14
SSH83

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Nathan Redgrave wrote...

SSH83 wrote...

The tactical challenge of knowing when to switch.


Er... color-coding is not a tactical challenge. In fact, it's not very tactical at all. It's level of reliance on brain-power is fairly minimal, actually.


And that justifies making it require zero brain power instead.  Your logics core needs downgrading.  Hey, I guess I am very good at making sense too!

#15
valkulon

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Honestly, the previous system of certain weapons doing better against certain types of defenses was pretty absurd considering ammo would be the key factor in determining how effective the weapon should be.

#16
NICKjnp

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They changed it up so now there is just how much damage it does versus how much it weighs. Weight causes cool downs to increase or to decrease depending on how much you are carrying.

#17
tonnactus

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Nathan Redgrave wrote...

SSH83 wrote...

The tactical challenge of knowing when to switch.


Er... color-coding is not a tactical challenge. In fact, it's not very tactical at all. It's level of reliance on brain-power is fairly minimal, actually.

It was nothing more then paper,rock, scissors to begin with.Any kindergarden child could grasp that.

Modifié par tonnactus, 23 février 2012 - 11:52 .


#18
Lukeskymac

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SSH83 wrote...

The tactical challenge of knowing when to switch weapon and learning how to use all the weapons instead of just a single weapon.

Just hoping that they don't abandon the minority.



"Tactical challenge"? The challenge of seeing that the enemy's blue bar is now orange and pulling up your pistol in response is a "Tactical challenge"?

The old system was dumb. Mass Effect 3's combat is much, much better.

#19
Lukeskymac

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SSH83 wrote...

Nathan Redgrave wrote...

SSH83 wrote...

The tactical challenge of knowing when to switch.


Er... color-coding is not a tactical challenge. In fact, it's not very tactical at all. It's level of reliance on brain-power is fairly minimal, actually.


And that justifies making it require zero brain power instead.  Your logics core needs downgrading.  Hey, I guess I am very good at making sense too!


What about better level design, weapon mods, weapon variety, weight/cooldown system and HUGELY increased AI? That good enough for you?

#20
Guest_D-roy_*

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Lukeskymac wrote...

HUGELY increased AI?


Not sure what you mean by this.
If you're implying the AI has been improved then you're dead wrong.
The AI is nearly identical to the one in ME2.

#21
Lukeskymac

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D-roy wrote...

Lukeskymac wrote...

HUGELY increased AI?


Not sure what you mean by this.
If you're implying the AI has been improved then you're dead wrong.
The AI is nearly identical to the one in ME2.



:pinched::mellow::?:whistle: